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Battle Staff Training Tips [4]
(Note: This article is for beginners who are either non-paying or low-paying users.) Hello, I'm a user with a Battle Staff combat power of around 120,000. While I don't have any great tips, I'd like to share a few tips with those new to Battle Staff development. This is a practical know-how that can be applied even to small spenders and beginners, so please read until the end! 1. Training concept - Normal attack that utilizes fast attack speed - A job with very good skill efficiency at level 68 - For the starting job, don't even look at anything other than Hunter. Don't be too greedy with AoE early on. Since this class always has its acceleration skill active, it's quite lacking in EMTs. Instead, since this weapon has the fastest basic attack, you should focus on basic attacks for hunting. - It's a good idea to decide your initial route based on which legendary abilities you get. Since Rona frequently unlocks legendary abilities through events, if you get Overcome, it's a good idea to choose a job that requires Vitality, and if you get One Hit Kill, it's a good idea to buy the Residual Ability Weakness Analysis and choose a strengthening job. For the combat staff, I think of Hunter (a thug in the level 500 range), Destroyer (near death survival) for the hidden ability, Venom (the Residual Ability Deadly Poison is essential), and Reverse Strike (Time Reverse + Striker) due to the increased area-of-effect and reduced MP consumption after the patch. I recommend this much. Some people play Mage, but I haven't tried it myself, so I'll pass on the others. - If you have a legendary ability like Time Reversal that is very good but is useless to non-paying users right now, I recommend that you don't reroll and just learn it. (5 Craftsman Promotion Scrolls are really big..) 2. Equipment settings are centered around “defense penetration + attack speed settings” - The battle staff is the weapon with the best cooldown reduction (cooldown reduction), but if you want to use all the area-of-effect skills with the huge MP recovery, you need at least 250 MP recovery. (These days, even 350 MP recovery may not be enough due to the increase in cooldown reduction and area-of-effect skills, so use area-of-effect skills within your capabilities.) Until then, you have to hunt with normal attacks, so attack speed is important. - Due to the recent patch, all armor masteries now have defense penetration at level 80, so you can choose the armor type you like. As a side note, many people say that cloth is better due to the recent addition of area-of-effect skills. 3. Lifeline for non-paying users = Daily attendance & event participation, reset marathon - If you invest in a hero avatar + one mount at the beginning, you can level up your character without any other investments. (If you feel burdened by the guaranteed Yeongbyeon draw, I recommend investing in at least one mount.) Since you can level up Rona just through events, consistency seems more important. - In addition to the avatar draw, you should definitely do the Resemara, as it grants many expensive materials. (You can start with around 50,000 stamina on your sub-character.) 4. Hunting skill tree (area-focused) -Blasting strike or critical hit: Select the blue route based on the blasting criteria. - Strengthening: Choose Focus to increase various stats, including Magic Attack. (If you're overfarming, you can also increase Combat Sense. This was nerfed recently, but it's still good for overfarming.) - Acceleration: This is the main culprit that makes the Battle Staff Emzoru, but it is essential to have it on, so you can choose either 15% attack speed + 10% movement speed or 5% cooldown reduction depending on your preference. (I do not recommend 10% attack speed) -Darkness Infusion: Battle Staff's only charge + area-of-effect skill. If you select the yellow line on the right, it becomes an area-of-effect skill, and when it reaches INT 35, an additional magic damage increase option is added, making it a must-have skill for hunting and PvP. -Destruction Ray: If you take the yellow route, it becomes a wide-area skill, so it is good to use it if you have spare MP. -Dragon Strike: Originally a trash skill due to its motion, but after the buff, it's good because it adds an area-of-effect and reduces the motion. (It deals good damage based on the area-of-effect, but the range is narrow at 3m, so I recommend using it last among the area-of-effect skills.) -Light Wave Silence: Recently patched, it has become an area-of-effect skill, making it good for hunting. (Note: Scattered Light is used to remove status effects when turning the tower.) 4-1. Hunting Skill Tree (Single) -When hunting alone, hunt with a red line of burst attacks, quick attacks, and destruction rays based on normal attacks, and when you have some extra body, mix in an area attack and hunt. 4-2 Arena Skill Tree (based on my Arena experience) -Blast Strike: The yellow line has been newly patched and is now a CC machine. -Strengthening Armament: The yellow line has been greatly improved with the new patch (removes abnormal status + 20% abnormal status resistance). -Light Wave Steal: Removes an opponent's buff while simultaneously making it your own using the green line. It's extremely effective when used with good timing. -Destruction Ray: If you choose the blue route, you can disarm the enemy after hitting them 3 times, which is good, but there is a risk of having to hit them 3 times. (Personally, I recommend using Dragon Strike rather than Destruction Ray) -You can use Dragon Strike to strengthen the stun effect. (I recommend using it because it also has good damage) -Darkness injection is the same as hunting. (Charge) 5. Hunting Abilities -Hunter (Single Hunting): The best cost-effective hunting skill in a non-paying, low-power game (reconnaissance passive is on the sidelines, and support is aggro + careful attack) -Venom: In the case of a line, it has the advantage of being able to counterattack immediately while hunting, and it does not have to be used for hunting or PvP separately, but is used as one. - Blitzblade (for over-farming): It has higher sustain than Hunter, and its attack speed is faster, so it feels good to hit. (It feels a bit weak due to the recent area-of-effect patch.) - Destroyer (Hidden Ability): It has a good hunting and PvP balance, and is known as a good hidden ability for a battle staff. However, since it absolutely requires the legendary ability "Near Death, Survival," it is strongly recommended only for those who have acquired it during an event or through rerolls. -(Additional) Striker (Area): I'm just starting out, so it's hard to give a detailed answer, but the two most important points are MP recovery and one-hit kills with AoE attacks. If these two conditions are met, it's the best AoE hunter. If MP recovery is insufficient and one-hit kills with AoE attacks are not possible, just go with Hunter. 5-1 PvP Abilities for Arena - Executor: It's good because it adds one more CC that's lacking (this is the ability I like to use in the arena, and the combination of Poison + Sec is good in scouting.) -Venom: Adding Venom Emission to passive will grant PvP damage. (However, Venom Emission ability is required. Can only be purchased with remnants.) Shadow Blade: The most promising ability at level 800. I'm also aiming for this at level 800. It gives you a skill that combines a charge attack with a CC attack at level 800. (This addresses the biggest weakness of the Battle Staff. The lack of CC in the charge attack is truly fatal.) -Destroyer (Hidden Ability): I haven't used it, but I think it's good. If Narrow Death Survival had come out first, I think I would have gone all-in on it. (*Destroyer: Narrow Death Survival (Talent), Earth Shock (Combat), Kalion's Insight (Spell), Plant Bomb (Talent), Sharp Strike (Enhanced), Careful Strike (Support)) 6 imprints -Terenos: If you have good magic defense penetration, magic attack, and monster infection, you can pass. -Secreta: If the Monpigam and the Bappigam are well-made, it will pass. -Callion: Attack speed! Attack speed is the most important, and the rest is up to your preference! -Oberon: I focused on casting speed, magic attack, accuracy, and global cooldown. (Don't get too hung up on engravings; just use them. If you keep spinning until you find something good, you'll end up losing your ancestors. Invest your ancestors in holy relics!!) **ps. (Don't get too hung up on runes, engravings, and enchantments..) In Lord Nine, things like relics, item records, and mount enhancements are much more important. If you think about the future, you should add a mount when you collect diamonds, enhance relics when you collect ancestors, and add records when you get items!! These three things should be the center of your constant spec-up. 7 Mounts (Hunting) - I recommend Larifuga with defense and defense, Griffin with defense and critical, Ilea with defense and MT, or Delphon, which is very expensive at the beginning but gets cheaper later. 7-1 Mount (PvP) - Stira 8th door -Dudud (Duple Duple Dragon): 10 cells, 10 of them. It's practically the longest-lasting and cheapest to make, making it the most cost-effective. It provides 40 defense points to compensate for the lack of defense. -Gae-gae-ne (Gae-gul Gae-gul Neva): Patience 60 is the point. X-gae-ne with only the shield and patience is also good. -Hero (or Gae-gul) + Sudden Duroo Pocket: Crafted with 10 No. 14 cells (if you're only after the Duroo Pocket, use 7 No. 14 cells and 3 No. 13 cells). If a Duroo Pocket with a critical hit option suddenly appears, the critical hit damage will be enormous. Since it's extremely hard to obtain, it's best to be content with individual items. 9. Why is the baton better than other weapons (very subjective) -It's fast and has a good hitting feel, so it's not boring to watch. (The reason I chose it..) -The strongest weapon for raising abilities. (Good cooldown reduction) -When turning the clock, you can remove abnormal status and gain immunity by using the light wave skill. -(Added): Reduced combat sense, which instantly removes status effects and increases status immunity by 20%. (Good in the arena) -(Added): Close range hunting has improved a lot due to the addition of wide-area skills. (Previously it was the worst..) 9-1 The baton is worse than other weapons -Cheering sticks in team events -The charge machine has no CC, so it is very bad in long-range combat (especially with crossbows). -Mzoru (though it has been improved a lot with recent buffs) -Short range (explanation omitted) 10 How to Dig Well (Convert to a Good Location + Staff) - It is a well-known fact that the first ancestor is good at long-range + wide-area attacks, so it doesn't matter whether you use the battle staff wide-area attack or buy a separate staff to hunt them, as both are magic attacks. For those who are playing Rona for the first time, I would like to recommend a long-range weapon... (seriously...) However, the Battle Staff has also been buffed a lot recently with the addition of area-of-effect and CC skills, so I think it is a pretty good weapon. I've written this with some hesitation, so there may be some mistakes, and some parts you'll agree with. As I explained earlier, it contains a lot of subjective elements, so please keep that in mind! Thank you for reading this long and boring post!
Basic concepts and know-how of cane hunting (for small spenders & beginners) [1]
Current meta and build choices There are currently three main routes for wands. Each has its own strengths and weaknesses, so choose the one that best suits your situation. 1. Hunter - Specialized in wide-area farming Hunter is a system where the damage gets stronger as you start with 0 stacks and build up to 50 stacks. It really shines in places like the 6th floor of the Fallen Labyrinth, where you can farm for ancestors. merit: After stacking, the area damage becomes crazy strong Best for long hunts Also useful in party play (residual elite, etc.) disadvantage: Weak damage until the initial stack is built up Ineffective in short hunting grounds Stack management is secretly annoying 2. Striker - Overspec single damage Alchemist is optimized for single overspec hunting or hunting grounds that can be finished with 1-2 hits rather than wide-area hunting. merit: Deal is stable from the beginning Highest single target deal Shows its true worth in boss battles disadvantage: Area efficiency is lower than Hunter Highly dependent on equipment Skill rotation is tricky 3. Mage - All-rounder (written as such, read as meunan) Skill cooldowns have been greatly reduced since skill damage is added to Int. Mage isn't bad either, but he doesn't feel specialized. Realistic advice: If you're focused on farming, go for Hunter Striker if you have some fighting power If you're not sure, just be a hunter Stat distribution Real stat ratio Take Dedex first → Luck → Int in that order Since Dex's defense penetration applies equally to magic, it is recommended to take Dex first, and then take Luck. Luck has both patience and defense, and patience ignore has the effect of ignoring the opponent's defense. Why int later? Penetration is more helpful for real damage than pure magic. High-level mobs have high magic defense, so they can't deal damage without penetration. A certain level of survivability is also necessary Example ratio (based on level 400): Dex: 120-150 Luck: 80-100 Int: Rest Vital: If you are low on stamina, raise it to the minimum (so that you don't die) Select weapon traits The staff weapon's characteristics should be changed depending on the situation. For wide area farming: Range Increase Attribute Required Penetration options Regarding mana efficiency Single Deal: Critical Hit Related Traits Increased skill damage Cooldown reduction Select your hunting ground Barbas - Good for collecting 13 and 14. Mobs are tougher than dungeons. You need to set your guard to around 1100 to hunt efficiently. Tomb 3 and 4 - Still the best hunting grounds. Lots of controlled servers. Jukdae 2nd and 3rd floors - The Bokzen spot is highly competitive and the mob damage is strong. If you are not confident in your ability to sustain, give up the wide area or choose another hunting ground. Abil Growth Method Abilities grow randomly when you use abilities that are designated as active or when abilities of the same series are used. The probability is highest when it is designated as active and used, and the probability of it increasing when the same series is used is relatively low. So, if you have an ability that you want to focus on raising and want to prioritize the growth of that ability, you can raise it the fastest by first designating that ability as an active and then placing abilities of the same series with short skill cooldowns in the remaining active slots. If possible, it is recommended to deploy time reversal or cooldown reduction passive abilities together. If auto-hunting is difficult due to the server's internal barrier or hostile relationship, you can grind for Ability by hitting the scarecrows near the village. You can also grind for Ability by hitting the spiders in the Hall of Training (The spiders in the Hall of Training have good armor, so even on low floors, the mobs can withstand it well.) The total ability is upgraded by job until it reaches 100 200 300 400 500 600 700 800, but there is no change in fighting power unless you achieve a section that increases stats. However, you can definitely feel a difference in hunting efficiency, so it is recommended to choose a job that suits you and focus on grinding for abilities first. Once you have achieved job skills through some ability grinding, it is also good to level up other abilities from time to time. This is because the performance of jobs or abilities may change through patches or updates, and you never know which abilities will be used when other hidden skills are discovered. This is why Road Nine is also called Abil Nine.
Raise your battle shield [2]
Hello brothers and sisters It's a battle shield that got a super nerf, but still has a bad reputation. (I don't know why he's so bad at recognizing spoon dealers... Did he get hit by the front line? That guy is strong no matter what he does.) Compared to Takerik, it has low damage and is sturdy, so hunting is a bit difficult. I hope the beginners go back and grow something else But if you want to raise it with just romance, I won't stop you...Romance pass 0. Ability - I'm still wandering... Legendary Abilities recommended for living in the arena are 1. Time Reversal, 2. Overcoming Story (After this, One-Hit Kill is also good) If you did a good job rerolling or got a good amount from a legendary ability box, make sure to use two of them (you can make a job with these two) There are some hyungs who recommend Hunter as a top, but I don't like the ones with penalties... We're not going to raise them with traps. The trap is great for long distances >> For single tank, go with Saint or Paladin (don't put something like a knight in there...) - There is a formula that says if you have bare hands, you can't have a saint, you can't have a paladin. For vitality, make sure to add overcoming , and for talent, make sure to add time reversal ! >> Area damage dealers include Striker, Destroyer, Venom , etc. (I love Deet. He has 3 AoE skills, excluding the 800 level skills.) >> As a bonus, Holy Counter (this is my favorite job) - The unfortunate thing about Holka is that you have to use Overcome or One-Hit Kill in the 4 abilities... If it's a place that doesn't hurt, try using One-Hit! It's fun. 1. Stats - I can't not use it because the skill is forcibly fixed to VIT 35. Let's start with DEX though (What is VIT? It increases HP, stamina, and potion recovery. It's not a helpful stat...LUK doesn't increase defense at least) - Order: DEX -> VIT -> STR 2. Characteristics 1) Shield Strike (Priority: Low) - This skill is not used very often because the skill motion is slow. >> If your defense is lacking , <<Shield: Defense+>> >> When mana is overflowing and skill damage exceeds 100%, <<Shield Strike: Strengthen+>> 2) Chain (Priority: High) - It's the only skill that's been buffed. It is used the most because it depends on recovery. >> For recovery, use <<Chain: Recovery+>> If VIT35 or higher, recover twice >> I'm strong so I need damage <<Chain: Strike>> got nerfed but it's still useful >> PvP is just a carrot stun <<Chain: stun >> 3) Shield Drop (Priority: Medium) - It was a wide-area skill, but now it's an unfortunate skill that has disappeared. It's the same for single damage and PvP, but the area skill has been changed to a buff (by forcing VIT35 in...) I understand the intention to make it strong, but 28 second cooldown and 10 second hold... This is like some kind of survival game... It's not very good. It's ambiguous...so the priority is medium >> Whether it's a wide-area or single-target damage, there's no other way than <<Shield Drop: Single Strike>> . It's not often used because of the motion. However, since it's a mid-range attack, let's use it if possible... you slow frontliners... >> If I'm sick and need to use a buff, it's a pretty good skill. If you lack the sense of monster , <<Shield Spread: Deploy>> , if you have good shield expansion , <<Shield Spread: Resistance>>. Personally, I like resistance. >> PvP likes the <<Shield Drop: Impact>> fall 4) Chains of Restraint (Priority: Medium) - The romantic skill of pulling with a chain is used for many purposes... but please stop nerfing it... >> <<Chain of Binding: Linkage>> I raised the priority to medium. It's a wide-area flower, but... the probability was nerfed to 60%, so the kids don't come often... >> <<Chains of Binding: Focus>> is used for bosses or single damage. >> PvP is <<Chains of Binding: Binding>> V is very important 5) Provocation (Priority: High) - It can be seen as the core of the forward skill, so as the name suggests, it greatly increases the threat! (Provocation: Only when it is a threat) >> When it's the boss, what should I use <<Taunt: Threat>> ? There's also VIT35 here... It's so annoying. >> When using a wide area, I recommend <<Large-scale provocation: area>> because the range is different. The additional damage is good when VIT35, so that's why I use VIT35. If you're really sick and want to hit in wide area, use <<Large-scale provocation: excitement>> But if you're sick, don't hit it lol... 6) Battle stance (Priority: Low) - This is the main plate that was the core of the front. Due to the patch, it was divided into monster damage reduction and PvP damage reduction, and the 10% damage plate disappeared... This was the most essential skill, but here the battle shield arm was cut off. There are many cases where you get hit and die while tanking the boss during a fight, so it has become difficult to switch, and the damage plate that helped a little with the spoon damage has been removed. It's gone... I really have nothing to say. There's nothing like a swordsman's board that increases party damage and defense by 40, so who would use it? Just don't use it... If you don't wear a long board, you can escape from mana shortage. If you want to use it because it hurts, press <<Defense Stance>> For PvP, press <<Battle Stance: Defense+>> But it's really better not to use it 7) Will of Steel (Priority: Low) - It's a buff skill. It's a position that's become a bit ambiguous with this patch, but if it's not a painful area, there's no need to use it. As retrograde is nerfed, the buff is not maintained and a gap is created (this may be the target of the retrograde nerf) If you really want to use it, you have to use <<Shield Awakening+>> VIT35 wisely. (Same for PvP) If you don't use it, reduce the shield defense probability by about 2%. 8) Guardian's Jin (Priority: Medium) - I didn't use it much in the existing wide-area tree because it consumed too much mana, but I can't use the long board, and one wide-area skill has disappeared, so I have no choice but to use this skill. >> For area damage, use <<Destruction's True: Disarm>> which has +1.5% status effect hit rate. It won't hit mobs anyway, but it's better than ignoring patience... (same for PvP) (As far as I know, Mob has no patience. If you have any other information, please let me know in the comments) >> If you need to tank or recover, use <<Recovery Jin>>. <<Divine Blessing Jin>> is not that great... I tried it in a full party and it recovers better. 3. Vehicles 1) Deal: If defense penetration is insufficient, Delphon (attack power, defense penetration) If the defense penetration is over, Vicar (attack power, critical hit) Griffin (Defense Penetration, Critical Strike) if defense penetration is lacking 2) Defense: Perven (Patience is the top guy) 3) Lack of Hit: Artemis 4. Homun - What the hell is a homun.... You can get past it by using the Duplican Dagger/Duplican Hat/Student Bag, but you can also just keep going up with the damage. Even if the shield defense probability increases by a few degrees, it doesn't become stronger... I guess it should go in the order of Duple >> Frog >> Hero??? I'm a frog too ㅠㅠㅠ 5. Item Record - Let's work hard >> Equipment 589 has 5% attack speed... You can aim for this >> Special 40 + attack speed 1% 6. Holy relics I need to quickly open the Holy Relics totaling 200 people to the Magic Storm. We're running low on mana... It's standard to keep pushing destruction 7. Imprint 1) Terenos' Seal: Increased damage to monsters / Ends all damage 2) Secreta's Seal: Reduces damage taken from monsters / Ends damage reduction 3) Kalion's Seal: Shield defense probability, shield defense amount / MP recovery during battle - This is really a huge loss.... Other characters are getting a lot of skill damage and attack speed, Maria. I wonder why the defense probability is so high when you don't even use a long board... The hyungs are taking damage from skills and gaining attack speed 4) Oberon's Seal: Close range attack power, close range hit / hit If you start touching the imprint, the poem will be sucked out endlessly. Let's use it by compromising within the appropriate range! 8. Rune Why do that? I want to say that... but let's paint the green rune to recover MP Dealers can just use yellow, but we're short on mana... You need to put in 50P each in yellow and green (assuming that 5 rare 11Ps are placed on the same color slab...) It's a game of luck, so I painted it green. If it is not the option you want, you can change the option 3 times with the turbid rune fragment from the world raid. If you change it to attack power, it's pretty good Rune told me not to do that... The initialization that returns the runes is done Runes are something that even payers don't touch Let's collect rare or hero runes and pray and try. 9. Specialization If you are one of those brothers who have opened up your specialization, you wouldn't be reading this post... >> Deal is a tracker (get magic and basic skill 1) >> Tank is an iron wall I briefly wrote about raising the front Someone said it right, follow the trend. Right now, the game company is telling us not to do it, so let's not do it.... I'm also holding a dagger and dealing good damage, so I'm happy If you guys want to be shields, go to the sword room! Thanks for reading this long post
[Side] I'll write about my experiences (hunting, pvp) [4]
hello! I am a side user playing in Rael. First of all, I think those who have switched sides after leveling up other weapon masteries will know better than me because they have experience. Even if I convey something unpleasant, please look at it kindly. 1. Ability Among the weapon masteries I've experienced, I think Side is a weapon mastery that particularly focuses on skill usage. So I think "Reduce Cooldown" is really important, but this option can also be increased with mounts, engravings, etc. Therefore, I would like to recommend two abilities for hunting. 1-1. Striker Talent: Time Acceleration - Life Transfer Battle: The Power of Terenos - Earth Shock Order: Kalion's Insight - Power of Darkness 7: I used time travel, but you can add whatever you feel is necessary. --> The Striker's advantage is that it has a cooldown reduction option, and it evenly increases skill damage and attack power. It can also use skills faster with time reversal and time acceleration. In addition, it has the advantage of being able to use two more area-of-effect skills with Terenos' power and Kalion's insight. 1-2. The Storm Leader 1: Magic Enhancement - Resource Conservation 2: Weapon of Karma - Power of Darkness 3: The Power of Terenos - Careful Attack 7: Time travel --> I'm trying Storm's Guide rather than Striker. The advantage is that even if you only get the ability to level 500, you get 22% skill damage, so each hit becomes more powerful. Also, using or not using the Storm's Guide ability skill gives you more experience in the 'Fallen Labyrinth' dungeon. This is because it is more advantageous for obtaining Time Fragments, so I think it's pretty good. And since it's a hidden ability, I'm going to trust its potential. The ability composition and area of effect are a bit disappointing, but the fact that each hit is strong is a big advantage. 1-3. PVP Abilities I don't know if it's because I used to play daggers and then switched to a side, but I don't think it's good for PVP. If you have hard-to-get abilities like Mirror Shield, Sleep, and Overcome, Crusader (Talent-Spell-Defense) is used a lot these days. I don't have many, so I won't show you... If you don't have that ability, you can safely use Guardian, Executor, or Immortal Knight. 2. Armor Abilities I think the leather is better than the sheet metal, because the side uses a lot of skills! Thousand: Skill Damage Leather: Critical Damage Currently, I think you can increase cloth or leather depending on your preference. In my personal opinion, increasing critical hit is a difficult task, so I recommend cloth for light or non-light players. (Me too...) 3. Imprint Terenos' Seal: Heaven - Close range attack power, reduced cooldown (4, 8, 12 times) Leather - Melee Critical Strike and Melee Attack Power, Reduced Cooldown (4, 8, 12) With the reorganization of Armor Mastery, it has become easier to obtain Armor Penetration from other Armor Masteries than Plate Armor. If you don’t exceed a certain amount of Armor Penetration, you won’t be able to properly deal damage to high-level monsters, so you should get Armor Penetration, but now it’s a good idea to get Cooldown Reduction to reduce skill cooldowns. Secreta's Seal: Hunting: Monbappigam, Bappigam (4, 8, 12) Pibib: Status Abnormality Resistance, PVP Damage Reduction (4, 8, 12 times) There is no difference from other weapon masteries. If the magic endurance is too good to throw away, throw it away. The weapon has considerable resistance to magic damage due to its nature. Kalion's Seal: Casting speed and skill damage, attack speed or movement speed (4, 8, 12 times) I think it's just decided. Oberon's Seal: Close range attack power and defense, global cooldown reduction (4, 8, 12 times) If you have leather, you can get close range critical hits! The side's accuracy increases as the level goes up, so don't waste your accuracy here. 4. Skills Hunting (I don't think single hunting is that good. Even if you have to give up your hunting ground, it's better to go somewhere wide.) The two things to note here are Soul Steal and Final Strike. When taking Soul Steal, if you have the level 58 passive skill 'Soul Circulation', you can increase the health recovery, and if you don't, you can increase the magic recovery. You can just hit the Final Blow up to there, and if you have spare skill points, you can also get the Bystander skill. PVP One thing to note about Pibi is the execution. I couldn't do it because I didn't have enough skill points, but I can't become a reaper by gathering souls while fighting. I think it would be useful to use the souls gathered while using other skills in the execution skill tree, which uses the gathered souls all-in. I don't think there's much difference between the rest of the Homuns, Avatars, Artifacts, and Runes. There are a lot of pictures so it looks unnecessarily long. I would appreciate it if you could consider it as a reference since it contains a lot of my personal opinions. Have a nice day.
Wide-range hunting and tips
The most essential ability for archery hunting is The three most used are Power of Terenos, Lightning Spirit, and Venomous Breath. The wide-area efficiency is the best when using Venom as your occupation. Ability composition is Vitality: Overcome or Vitality Absorption or Pure Magic Potion (Use when MP recovery is insufficient) / Magic Ignition or Strengthening Recovery Potion Recon: Venomous Eruption/Secreta's Talent or Sharp Weapon Reinforcement: Lightning Spirit/Fire Spirit or Ice Spirit It would be good to use the power of Terenos for the 7th ability. Magic Ignition is more effective when you passively increase damage to monsters when you are not taking much damage from them. Reinforcement recovery potions are needed when moving around a wide area during overfarming. It is good to raise the talent of the secret to 120. It is better than sharp weapon because it can give a lot of damage in single hunting. You don't have to buy and learn the Lightning Spirit because you can obtain it with a low probability by defeating any monster on the second floor of Jukdae. It would be good to increase critical hit rate with the Fire Spirit passive or gain continuous damage with the Ice Spirit. When overfarming, you can set the reinforced ability configuration to penetration analysis or fire spirit or ice spirit/lightning spirit. The important thing here is that you have to get Magic Ignition, Penetrating Analysis, and Toxic Emission by mining remnants, so the priority is Toxic Emission > Penetrating Analysis > Magic Ignition. It's good to learn Also, in the metropolitan area, the skill tree is set to Arrow Rain: Spray (Level 35) and Pursuit Arrow: Lightning (Level 70). It is efficient because you can hunt monsters in 5 areas with 2 area skills and 3 abilities. Venom seems to be more efficient than Hunter 500 from 600 and above, and at 700 Venom is much more efficient than Hunter. I haven't leveled it up to 800 yet, so I don't know how good it would be, but if I level up Venom to 800, I can use it in PVP. It seems like a rewarding job. Let me tell you some archery tips. 1. If you are a small or medium-sized player, the quality of your mount is extremely important. You cannot ignore the effect of having a paid mount. Because you can increase the cooldown, skill damage, basic attack damage, attack power, defense penetration, all damage reduction, monster target damage reduction, and all damage options. If you collect diamonds and then buy a mount, it will be of great help in character growth. 2. When opening specialization, it is better to raise the basic skill to level 5 and magic skill to level 5 rather than just raising it as a sniper. Basic skill to level 5 basic attack damage 3%, magic skill to level 5 skill damage 5% It's good that you can upload it. 3. When using a wide-area skill, MP consumption is much higher than expected. If you use the basic Fast Love and Merciless and add 2 wide-area skills, During battle, you need at least 220 MP recovery to return. If you raise the magic relic to increase MP recovery and use pure magic potion for ability, it will return without any problems when using area. However, if the HP recovery is low, you can replace one area skill with area skill 1 (Arrow Rain: Spray) and 3 area abilities. At this time, you should put in life absorption or overcoming as the vitality active skill. To summarize, one area-wide skill is required to overcome overfarming or absorb life. Use Active Pure Magic Potion when dealing low damage (if you have enough MP recovery, you don't have to use it) I've introduced the necessary configuration and some tips for the above area. I recommend that you also watch the various strategies filmed by Lord Nine YouTubers, as they are very helpful. There are more useful and good tips than you might think, have fun playing the game~~
[Crossbow] ⭐Super Newbie Beginner's Guide⭐ [4]
1. What is a crossbow? The crossbow is a mastery that excels in hunting as well as PVP, thanks to its numerous area-of-effect skills and various status effects. However, in the case of PVP, There is a disadvantage in that there is no survival skill, so you become vulnerable after using up all the abnormal status skills. For hunting, there are 4 wide-area skills, and since it is a ranged weapon mastery, both single and wide-area hunting is possible. 2. Stats You can increase them in the order of DEX, LUK, and STR . When you level up your mastery, you will increase your accuracy , so it is a good idea to focus on increasing your defense penetration in the beginning. Example. (Monster level [90] + 5) x 10 = 950 If your defense penetration is ready to some extent (around 1000~1100 or more), it would be good to start focusing on critical hits and critical hit damage . Please steadily increase MP recovery for area hunting. (The higher the better.) 3. Skills For skills, there are various skill trees such as single hunting, wide-area hunting, and PVP settings . I will briefly explain the general hunting-related skill tree, so I recommend that you read through the skills one by one and adjust them accordingly. For the crossbow, YouTuber Bed Man has explained it very well, so it would be helpful to refer to that video . Crossbow skill tree reference video: https://youtu.be/ErubrtJRh8E?si=lOHCU0zNtOTdqvZP Source: YouTuber Bed Man &amp;lt;span cl***=&quot;fr-mk&quot; style=&quot;display: none;&quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt; Single Hunt (Author's skill tree) Blast Shot: Explore Blast Barrage: Reinforcement+ Hunting: Slowdown Crossbow Modification: Awakening Special Arrow Loading: Supply Annihilation: Expansion Wide-range hunting (author's skill tree) Blast Shot: Spread Control+ Blast Barrage: Explore+ Hunting Prey: Weakened Crossbow Modification: Awakening Special Arrow Loading: Supply Annihilation: Exploration 4. Equipment weapon If you only hunt based on neutral criteria , the attack speed , accuracy, critical hit damage, and MP recovery options are good. (Attack speed + @) If you are playing PvP or Arena, the attack speed, critical hit damage, all PvP damage, and PvP endurance ignoring options are recommended. For weapon crafting , attack power, critical hit, and skill damage are good, and attack power is recommended in the beginning. Armor Damage reduction %, defense , pvp endurance, hp increase, potion recovery rate Options are good. It is good to have the option of reducing damage taken by % and 2 defenses , and take it with +@. It is okay to have only reducing damage taken by % . For armor crafting , patience is best. Currently, the defense mastery has been remastered, so level 80 has been unified to defense penetration, and it would be good to move from a cloth set to a leather set . For the cloak, I recommend the Battle Cloak (Defense Penetration) , and for refining, it is the safest if you ignore patience . Accessories Accessories have set options starting from hero level, but I recommend stopping at level 17-18 and then collecting a lot of reinforcement stones to challenge level 20. The refining options based on hunting are Necklace: Defense Penetration, Earrings: Close-range Patience, Bracelet: Long-range Patience or MP Recovery in Battle, Ring: Magic Patience, Belt: All Damage. Secondary weapon For secondary weapons, we recommend basic attack damage and skill damage options , and it is best to have both. 5. Holy relics In the case of holy relics, there are four: the source of destruction, the guardian of the barrier, the crystal of life, and the storm of magic power . To unlock the Storm of Magic Relic, it is recommended to first obtain the Source of Destruction at level 70, the Guardian of the Seal at level 70, and the Crystal of Life at level 60 . Since the Storm of Magic increases skill damage , MP recovery , and critical hits , it would be good to raise it to around level 34 or 44 and then increase the Source of Destruction . 6. Imprint There are four imprints : Terenos, Secreta, Kalyon, and Oberon . You are given 100 chances to imprint, and you must fill in 12 effects that fit your profession. You can choose a core effect for every 4th square, so you should set it so that good effects appear in squares 4, 8, and 12. All of the engraving effects I will explain are hunting-related engraving settings . Terenos: Choose ranged attack power , ranged critical hit, critical hit damage, and for 4, 8, and 12, it would be good to choose ranged defense penetration . Secreta: Choose damage taken from monsters or melee, ranged, and magic defense, and for 4, 8, and 12, it would be good to choose a % reduction in damage taken . Kalion: Select skill damage , casting speed, and potion recovery rate, and for 4, 8, and 12, it would be good to select attack speed% . Oberon: Choose ranged attack power , ranged hit, ranged critical hit, and for 4, 8, and 12, it is recommended to choose hit . 7. Homun (Pet) In the case of Homun, I will explain it with the settings of a newbie, no-spend, and hunter. Homun can be very difficult when you first approach it. It is a good idea to try it slowly. A clan can grow from the 1st to the 4th generation. The recommended spells are [Wolf, Wolf, Wolf], [Duple, Duple, Dragon], [Crawling, Crawling, Neva], [Hero, Hero, Master] . I think it would be a good idea to learn more by searching on YouTube. [Wolf, Wolf, Wolf] Homun reference video: https://youtu.be/hCWI7vKU-MQ?si=xJD6sBVdvSXOKLyO Source: ToosTV [Duple, Duple, Dragon] Homun reference video: https://youtu.be/NGX4V5-Zjlw?si=fX-OQHLqadR3LsFY Source: Dyong TV [Geul, Geul, Neva], [Hero, Hero, Master] Reference video for Homun: https://youtu.be/YR1aVrxHOfU?si=VxcXYwMM88NbzQa9 Source: Chappo TV 8. Ability For hunting, the Hunter Ability that increases damage to monsters is the best. You can continue to use the Hunter ability until you reach level 500. For Hunters, we recommend [Vitality: Life Absorption, Strength Recovery Potion], [Reconnaissance: Secreta's Talent, Sharp Weapon], [Support: Dark Weapon, Careful Attack] . In the future, it would be good to choose from various ability jobs such as Venom, Alchemist, Blitzblade, and Striker. It takes time to initially obtain the Hunter Ability, so check the Archer Ability , equip the ability, and then change. 9. Vehicles For mounts, you'll eventually need to buy them all to get a full collection, but for starters, ' Perven ' <- this one guy is enough! In the case of Perven, it is highly recommended as it increases defense penetration and endurance ~! Thank you for reading this long post.
[Crossbow] Let's strategically grow the Lord Nine Crossbow!
Road Nine Crossbow, How to Raise It Properly! The Strategic Hunter's Path In Road Nine, the crossbow is in charge of a long-range attack position like the bow, but it has a different charm and training strategy than the bow. While the bow focuses on hunting efficiency with rapid fire and wide-range attacks, the crossbow differentiates itself with a powerful single hit and special status abnormality effects. If you raise it properly, you can show a strong presence both in the field and in PvP. 1. Characteristics and charm of the crossbow High single-hit damage: It boasts more powerful single-hit damage than a bow, making it specialized for hunting bosses and elite monsters. Various status effects: You can use debuff skills that block enemy movements or prevent them from using skills, such as binding, stun, and silence. This is very useful for disabling opponents in PvP. Strategic play: Rather than simply dealing damage, you can change the flow of battle by appropriately using skills that restrict enemy actions. 2. Crossbow training, start like this! 2.1. Stat distribution: Harmony of 'Agility' and 'Strength' Crossbows are basically focused on the Agility stat, but the strength stat is also more important than the bow. Beginner (Lv. 1 ~ 40): Agility All-in (Main): In the early stages, it is important to focus on Agility to secure accuracy and increase basic attack power. This is because if you miss, your hunting efficiency will drop significantly. After mid-game (Lv. 40 ~): Agility + Strength: Once you have enough accuracy, it’s time to invest in Strength to maximize your attack power. Crossbows benefit greatly from Strength’s attack power increase, making them essential for a powerful single hit. Or Agility + Luck: If the attacks of the monsters in the later stages are too painful, you can invest in 'Luck (Defense)' to supplement your survivability. If you are considering PvP, Luck stat is also important. Recommended ratio: It is recommended to adjust the ratio to suit your play style, such as 2~3 Agility to 1 Strength or 2 Agility to 1 Luck. 2.2. Skill Tree: Balanced Crossbows with Abnormal Status and Area-of-Effect Skills have a variety of skills, so it is important to choose an efficient skill that suits the situation. Main hunting skills: Area Skills: Crossbows are not as powerful as bows, but they can deal with multiple monsters with certain area skills. For example, area skills of abilities such as 'Earth Shock' or 'Ice Spirit' can deal powerful area damage without consuming MP, making them very efficient. It is recommended to learn and strengthen these as a priority. Main Single Dealing Skill: Enhances a powerful single dealing skill that can quickly kill bosses or elite monsters. Abnormal Status Skills: Bind, stun, silence: The key to crossbows are status effects that shine in PvP. If you plan on enjoying PvP, steadily level up these skills. In particular, Bind, which blocks the opponent's movements, and Silence, which blocks skills, are powerful weapons that can turn the tide of battle. Passive Skill: Attack Power/Critical Hit/Accuracy Related: Passive skills are the most effective way to increase combat power for all classes. As soon as you learn passive skills that increase attack power, critical hit chance/damage, and accuracy, prioritize strengthening them. MP Management: Crossbow skills consume a lot of MP, so you should use equipment, abilities, or other items with MP recovery options to manage your MP efficiently. 2.3. Equipment Setting: Harmony of 'Weapon' and 'Armor' Crossbow is a job where high damage and survivability are important. Weapon (Crossbow): This is obviously the most important. You should farm and strengthen high-grade crossbows with high attack power and options such as critical hit chance, critical hit damage, and accuracy. Reinforcement: Reinforcement is mandatory up to the safe reinforcement level, and beyond that, proceed cautiously according to your own financial situation. Weapon reinforcement has the greatest impact on increasing combat power. Armor: Plate + Cloth (Recommended): Crossbows are usually equipped with high defense through plate armor, and the strategy is to mix in cloth armor to supplement MP recovery or magic defense. For example, you can consider a combination of '3 pieces of plate + 2 pieces of cloth'. This is an effective setup that provides both melee and ranged defense while also supplementing magic defense. Set Effects: If possible, wear armor pieces that benefit from set effects to gain additional stat bonuses. accessories: Offensive Options: Prioritize wearing accessories that increase your dealing ability, such as attack power, critical hit chance/damage, and hit rate. Survival Options: In PvP or high-difficulty hunting grounds, trinkets with survival-related options such as defense, health, and magic resistance are also important. 3. Crossbow training, remember this! Importance of hunting ground selection: Rather than insisting on only places with high monster density like a bow, it is important to choose a hunting ground where your accuracy and defense can be maintained stably to maximize long-term automatic hunting efficiency. Ability Utilization: Lord Nine's abilities provide powerful effects without consuming skill MP, so you should actively utilize them to supplement the crossbow's wide-area hunting ability or increase survivability. In particular, wide-area abilities that do not consume MP are essential. PvP Practice: Crossbows can be incredibly powerful in PvP depending on the use of abnormal status skills. Practice skill chains and timing through battles with monsters, small-scale battles with other users, or arena content. Guild Activities: Joining a guild not only provides various buff benefits, but also helps you farm powerful items and share training know-how while challenging dungeons and bosses with guild members. Crossbowman may be considered a somewhat difficult profession, but when he is skilled, his power is no less than that of other professions. We hope you grow into the best crossbowman in Lord Nine through strategic stats, skills, and equipment settings!
Cane
Recommended abilities: Mage (vitality, spells, support), with a high probability of reducing skill CD by 70% for 15 seconds every 60 seconds, and can achieve unlimited mana with [Pure Mana Potion] without stuck moves In the middle and late stages, you can switch to a fighter (spells, combat, skills), which will comprehensively reduce skill CDs. Normal attacks will account for a smaller proportion, which means that the total damage will increase. Recommended weapon features: PVE single unit: 1..Magic ball: 4 points of lightning (light up magic defense penetration) 2. Frost Wind: 7 points per hit 3. Magic Research: Speed Up +13 points 4. Thunder: 13 points per strike 5. Convert shield to 9 points (light up magic attack power) 6. Magic release: 16 points per hit 7. Meteor Fall: Meteor Shower 19:00 8. Instantaneous movement: Strengthened by 7 points (light up the ability to ignore magic endurance) PVE Group 1. Lightning Gun 7 points 2. Frost Storm 7 points 3. Magic Research: Speed Up +13 points 4. Charge fluctuation: Excessive output 13 points 5. Conversion shield: 13 points of magic 6. Magic Release: Strengthen + 11 points (light up magic attack power +15) 7. Meteor Fall: Meteor Shower 19:00 8. Instantaneous movement: Strengthened by 7 points (light up the ability to ignore magic endurance) PVP 1. Fireball 7 points 2. Ice Prison 6 o'clock 3. Magic Research: Speed Up +13 points 4. Thunder: 13 points per strike 5. Magic shield: enhanced by 13 points 6. Cold Release: Freeze 16 points 7. Meteor Falls: Debris 19:00
I'm a total newbie! While everyone else is fanatical, I only follow one guy! Let's go Mage!
Hello. I am Efreeti, a newbie who just started playing on Offre Server 1. I was just going to play around with it, but then the legendary avatar came out, and I went to the 1st anniversary event, so I decided to just play around with it. I'm a total newbie . Since the legendary avatar was Morian, I picked up a staff with a witch concept , and everyone recommended area hunting. However, since I like to shoot things out all at once due to my personality, I felt that wide-area items didn't suit me, so after searching around, I think I found my own solution with a staff + mage. First, let's take a look at the profession called Mage. Ability consists of Vitality, Spell, and Auxiliary tags. Basically, if you gain an enlightenment buff with 2% of your basic attack damage, the cooldown will be reduced by a whopping 70% . The moment you gain enlightenment, your skills will keep going bang bang bang!! Mana will keep going ㅠㅠ Fortunately, when your MP drops below 20% at level 600, it replenishes your mana by a whopping 20%, so I'll just hold on until then. Haha. The stats to pay attention to in Staff + Mage are 1. Attack speed (so you can realize it more often?) 2. Mana Mana Mana (The more frequently the skill is used, the more mana it consumes!) So, I configured the ability as follows. Order Tags: Kalion's Insight / Dark Power Vitality Tag: Pure Magic Potion (★) / Strength Recovery Potion Auxiliary tags: Resource Conservation (★) / Trap Throw Please choose weapon characteristics focusing on single damage. Magic Orb: Flame / Frost Wind: Strike / Magic Research: Acceleration + / Falling: Strike / Magic Release: Strike (I can't use the big blast or magic shield because my level is still low. Sob sob) merit 1. It's refreshing. You gain enlightenment more often than you think, so you can use skills almost infinitely. 2. The composition is cheap. There are no expensive abilities, and the abilities are easy to obtain! disadvantage 1. Is it more effective than AoE in areas with lots of mobs? Well! Things to note (Tips) 1. If you are lacking in mana recovery, place weapon traits in the shortcut window starting with those that consume less mana! 2. If you have enough mana recovery, eat a lot of mana and place powerful weapon characteristics in front of the shortcut window! 3. Mage is better suited for single-target damage than wide-area damage! Weapon specialization cooldowns should be short so that when you gain enlightenment, you can deal damage in a burst! When you gain enlightenment!!
Tips from a person who only raised a greatsword after starting Road Nine [1]
I am a level 99 greatsword user. I started with a greatsword when Lord Nine opened and have been focusing only on greatswords. Let's start with the skills first. I mainly focus on skill hunting. The greatsword skill should be used with a powerful single attack. 1st charge Charge / It just gives you 2 spaces. Before this update, I put a lot of power into the charge, but I'm currently testing it, but with the recent update, the sharp sword motion has become shorter and the damage has improved, so I'm putting more power into the sharp sword and using it. 2nd sharp sword strike It's a sharp sword strike. As mentioned above, the motion is shortened. I want to push it to the end, but I don't have enough stat points. It's a bit difficult to remove the rush and give this guy weight. Because it's not a slow move. 3. Relentless pursuit It's a persistent pursuit. Opinions will differ. I used to use the move speed. I've used the critical hit damage increase in the past, but if the move speed is 15% and the dex is low, it goes up to 30%. I think it's definitely a must. 4th fury Fury: When hunting, it seems like it would be natural to go to the right. Attack speed increases significantly. There is a lot of talk and a lot of escape because blood sucking is gone, but it can be sufficiently covered with the blood sucking ability. Just in case, I checked the current ability status of the Pioneer of Destiny and the attack speed. It goes up to 153%. When wearing the normal ability, the attack speed increases by 160%. It is short, but the cooldown is not long. When using the reverse, the attack speed is continuously maintained at 150% or more. It has a 40 second cooldown, 10 second run time, and a 30 second delay. If you add time acceleration and reversal here, the cooldown will be even shorter. In places with short travel distances like Volcanka, It would be good to remove the dash and increase the attack speed to sharp sword strike. If you get a taste of the attack speed, it's hard to use anything else... Ugh.. 5th crescent moon Half Moon Slash, a skill that has been changed to a straight line, which is somewhat disappointing. However, its length is very long. It can almost be considered an aggro skill. I tested the mid-Crescent Moon Slash, but the attack range is too short to attract a lot of mobs. However, the damage is good. In places like Volcanka, the crescent-shaped blow was good. You can sweep away the mobs because they are gathered in large numbers. Usually, you use the half-moon sword. In places like the Sijo dungeon, etc. 6 turns of rotation Spinning Strike Explosion, some people say they don't use this skill. But I always use it. The motion is big, but this is also good for aggro + dealing damage. It's a shame that it has a delay because it's an explosion, but it's always used because you need to deal with a large number of mobs quickly. About MP For non-paying players, this is a job that requires a lot of MP. BUT I haven't tried other jobs in depth, but I think they're similar. I don't run out of MP. Since I use pure magic potion abilities, my MP is always full. A weapon in the Sijo Dungeon? Even in the Sijo Dungeon, you can extract an average of 9,000 to a maximum of 13,000 per hour. If you have the specs, you can wear other weapons, but if your specs support you to some extent, you won't need other weapons. The ability of the first dungeon was nothing but a striker . It melts with one skill hit with high attack power. (Retrograde and time acceleration are essential) (Mounts increase skill damage) Level up There's no tip, but it's a given that leveling up is done in the Death Tower or the Tomb of Tyriona for any class. If the mob is weaker than the player, the attack power + critical hit setting is always used. If it's a hard hunting ground, the attack speed setting isn't bad. Of course, it's good to level up in places where the monsters are weak and melt. Playing the last greatsword In the past, I tried very hard to switch to a different job. While making bows, daggers, and swords at level 87 and 90, I looked at them... and the greatsword kept appearing before my eyes. It's not like it was born as a greatsword... It's Lord Nine's first weapon, and some say it's a romantic greatsword, while others say it's a useless stick. However, since it was a job that no one paid attention to, I was able to play it for a while. I wonder if I just played it because I wanted to. Haha Try playing the Greatsword once. It's not super good, super fast, or super strong, but it's a class that has its own charm. PS If possible, just go with the new weapon side.
Tips for Battle Shield's Swarm Hunt (Skills, Abilities, Armor Mastery) [4]
Hello, my name is Tourmier, level 97, 160k, playing on the Aquila server. With the nerf to the battle shield felt due to this patch, I'm seriously thinking about whether I should pick up another weapon. There's also some hopeful news coming next week. Accordingly, this will be helpful for those who are new to Battle Shield or are just starting out in the game. I'd like to post a strategy for hunting with a battle shield. 1. Skill Setting Shield Slam: Defense + = Actually, it is a skill that does not matter which tree you use. However, in places where it is a bit tight for hunting in groups, you can choose to increase defense. You can bring a little more tankiness. Chain: Augmentation + = You can take the health recovery route, but there is also a double condition when VIT is 35 or higher, and when hunting in the front, STR 35, LUK 35, DEX 35 are set. It will be a little helpful to increase defense and attack power. If you cool down a range skill, you will also have less time to use a normal attack or single skill. We are hiring because it is long. Chain of Binding: Link = It is not a high damage value as it is a range skill, but it has the effect of gathering mobs and the damage performance is not negligible even though it is not high. Because it consumes a lot of mana I highly recommend using the Cheonset in the defensive equipment mastery that follows. Large-scale provocation: This can be said to be the core skill for setting the area = range. However, I do not recommend investing in vitals for this skill. It has the longest range. It boasts a range that allows it to reach almost all of the screens I'm looking at. Destruction's Edge: Faction Collapse = Highest damage, but mana consumption is also bizarre. The impact and pleasure when you hit it once are incredible. With this patch, the performance of the shield drop skill, which was the main dealing skill of the hunt, has been removed, so it feels like the performance of the hunt has definitely decreased. Even if you don't have one skill, I think the range hunting of the battle shield is still at the top tier. It's a shame that the staff has been nerfed even more and has been leveled down, but I don't think that means it's been lowered to a completely bad level. Of course, I definitely want things to go back to how they were before. 2. Select Armor Mastery I think that a full set of cloth is definitely the best when hunting. There is a clear difference between the tank position in other RPG games and Lord Nine's battle shield. In terms of a tank that lacks mana Also, the 5-set has an option to increase movement speed, so I think it is a very effective option for battle shields that need to hunt at close range. The 30% skill damage buff that comes with it is an excellent option for range settings where hunting relies on area skills. I think that a thousand sets of defensive equipment mastery are complete without a single piece to be wasted. 3. Ability Striker, which comes with a skill damage increase option along with a thousand sets, is the definite answer for a battle shield with a range hunting setting. There may be some people who don't run out of mana because they use one more ranged skill in 7 abilities thanks to the mana recovery amount attached to the thousand-set, but the Emtic supports it. If you have slightly lower specs or don't have a set of cloth, and need to wear a plate or leather set, I recommend using a pure magic potion as your 7th ability. It is possible to always maintain full HP. You may think that one active ability is being discarded, but if you look at the way it always maintains full HP even while firing skills, I am so happy. Since this is not a game with a set answer, we conducted various experiments and tests, shared information with each other, and synthesized the information to arrive at the current point in time. I have organized this information because I think it is the most necessary information for range hunting battle shields. I hope the Battle Shield brothers always smile. Thank you.
A rough sketch of a hunting bow setup [2]
weapon : Attack speed, chipi, and accuracy are the best The bow has its own buff and hit rate, so it's not really necessary. Since the price is expensive if you add Chipi, if you just want to roll moderately, it's okay to just get the attack speed. If you have a legendary avatar and your attack speed is over 120% without an attack speed option, you can focus on chipi and accuracy. Armor: Basically, if you go over 900 without sheet metal, you can consider leather. Since bows are mainly used for hunting with flat attacks, you need to wear gloves that are at least level 8. The rest can be purchased directly or shipped directly, depending on your circumstances. If you think about PvP later, it's better to set the armor options to ATK + PvP endurance, and if you set it to ATK + DEF, you can use 6-strength armor or spend money to make it more durable. It's up to you. But the efficiency of the Receive + Room is not that great compared to the price, so if you are only going to hunt, you can just get the Receive and Room. Abil: Hunter is the best.. First, let's aim for Hunter 600 If you become Hunter 600 and open up to 7 abilities, you can use Venom, Bubble, Alchemist, etc. *Hunter Abilities: [Vitality] Vitality Absorption (Overcoming) / Strengthening Recovery Potion (Magic Ignition) [Reconnaissance] Poisonous Eruption (Secreta) / Secreta (Sharp Weapon) [Auxiliary] Weapon of Darkness / Careful Attack Holy relic: Prioritize siege materials and open magic castle materials to 70/70/60 Just increase the magic power by 32~40 and keep aiming for 100 siege power. After that, just hit 100 in order. Imprint: Terenos: Focus on long-range attack power, and 4/8/12 are long-range defense penetration. Secreta: You can choose to focus on monster defense or evenly distribute them by defensive power type. 4/8/12 is defense. Kalion: If you want to level up quickly, you can use potion recovery rate and additional experience points. If you want to increase damage, you can use skill damage and casting speed. 4/8/12 is attack speed. Oberon: Focused on ranged attack power. 4/8/12 is the global cooldown. Skills: Instructor: Augment+ / Sniping: Sharpshooter+ / Arrow Rain: Scatter / Marksmanship: Rapid Fire+ / Focused Fire: Perfect You can use the remaining points to increase your stats by just taking passives. Well, I think it's about right, but this is my subjective opinion based on what I've seen and felt over the past year, so opinions may differ. If you think it's not good enough, there are many bow setting guide videos on YouTube, so it's a good idea to look them up.
Upgraded Ancient Guardian, if you don't know this, you're at a loss. (※ Upgrades to time acceleration, weapons of light, earth shock, defensive stance, etc.) [11]
hello. I am a non-paying user who has trained bare-handed/ armored mastery to level 98 , but then experienced frustration with strengthening armour and is now training side characters for a while . It is inevitable that my growth is slower than that of paying users, but thanks to the sustainability and stability of "Bare-handed/armored + Ancient Guardian" , I was able to somehow reach level 98 by playing mainly through dungeon overfarming . I didn't even know about this game when Lord Nine was first launched, and I started it late, about 2 months after a friend recommended it, so I have some regrets like "If I had started a little earlier, I could have gotten 100 with the starter buster..." My current investment is around 110,000. In this article, I would like to recommend the Ancient Guardian class , which is well suited to bare-handed/armored weapon traits and is especially practical for non-paying users . 1. Understanding bare hands/armor Barehands/Gauntlets are a continuous hit weapon mastery centered on basic attacks . Rather than an explosive single hit, it has the advantage of continuous cumulative damage and high sustain , and even after the large-scale nerf last year, it was a weapon that many users still had difficulty letting go of. However, in a recent patch, some of the bare-handed/armored wide-area skills were removed, which caused a hit to hunting speed , and currently, many weapon masteries and buff/utility series abilities are being nerfed , and there are increasingly more areas where their efficiency is drastically reduced. In this current environment, the Ancient Guardian, whose majority of composition abilities have been upgraded to 'reinforce sustain, supplement wide-area skills, and secure party utility', is the hidden job that can fill the gap most realistically and naturally . 2. Ancient Guardian Ability Composition[Basic attack stacking effect that is automatically activated when the ability configuration is complete] The Ancient Guardian has a stacking effect that increases 'all damage' and 'damage to monsters' when a basic attack hits. This creates excellent synergy by displaying powerful cumulative firepower efficiency when combined with the basic attack-focused melee weapon, the Fist Armor. [Time acceleration (cooldown reduction) - 6/26 update upward (*active) applied ] 👉 "What are you talking about~ Don't you know it's been buffed? Active efficiency has doubled!" The active is upgraded to reduce the cooldown of the next 4 skills for a certain period of time , and the passive also shortens the overall cooldown. It is very useful for bare-handed/armored users who need to quickly cycle through shield skills due to reduced cooldown, and it is recently establishing itself as a hot ability to replace 'Time Reversal' which was nerfed after the recent buff. [Weapon of Light (Recovery upon basic attack) - 6/26 Update Increase (*Active) Applied ] 👉 "Specialized in stamina recovery, sleep stamina, and potion management!" The active skill (increased duration) effect restores health for a certain period of time when a basic attack hits, and the passive provides a continuous recovery effect during battle. It is especially advantageous for non-paying users or long-term auto-hunting settings . [Lightning Spirit (Area Damage + Survival Assist) ] 👉 "Filling the gap in the wide area and even providing survivability~" Inflicts mixed damage + attack speed reduction debuff to multiple enemies, and passive damage reduction effect is applied. It is an ability like a shower for bare hands/armored wielders who have had the wide-range attack of the skill 'Right Hand' removed . [Earth Shock (Area damage + Movement speed reduction debuff) - 6/26 update buff applied (*Active, Passive) ] 👉 "Close range attack power UP!" Actively grants ' fan-shaped area-of-effect damage (increased range) + movement speed reduction debuff ' , and passively increases close-range attack power. Since it has the ability to deal damage and fair damage... the wide-area linkage is limited, but the effectiveness of basic attacks through the passive close-range attack power is definitely improved. [Weapon Sharpening (Attack Power + Damage Increase) ] 👉 "Active, passive... There's nothing to throw away. You should just think of them as noodles." Increases attack power and all damage for a certain period of time, and passively strengthens basic attack power to help with accumulated damage. [Defense Stance (Defense, Damage Taken, Endurance) - 6/26 Update Increase (*Active) Applied ] 👉 "Increased tanking performance! Auntie, add some noodles here!" It provides the effects of increasing defense and endurance, and reducing damage taken, allowing you to maximize the unique sustain of bare hands . In particular, in the recent update , the cooldown of active skills was reduced from 60 seconds to 46 seconds, so the efficiency of using abilities has increased. 3. Ancient Guardian Level Effects Ancient Guardians were maintained without any separate adjustments in the June 20 update , while many previously highly rated hidden jobs were nerfed . As a result, their relative efficiency increased , and it can be considered a form of windfall gain . The Ancient Guardian Abilities have the following effects depending on the level range. Level 100~400: Increase defense, movement speed, attack speed, and attack power in sequence. Level 500: Increase attack power and defense power simultaneously Level 600: Attack/defense power increases as HP decreases (survival-damage linkage correction) Level 800: Damage reduction buff for the entire party including yourself (provides wide-area utility) As with any other profession , the level 600 and 800 effects are key . The 'increase in ability value proportional to lost HP' effect applied from level 600 is an effect that allows you to maintain automatic hunting for a long time in overfarming hunting grounds , and the level 800 effect is an effect that completes the identity of the ancient guardian , providing wide-area party utility, allowing you to demonstrate a definite presence in group fights and boss raids . (Since most users of bare-handed 24/7 automatic hunting use it... there may not be a need to level it up to level 800?) In conclusion... Ancient Guardians, I started out with little expectations. Hidden jobs have fixed abilities, and the Ancient Guardians aren't as flashy as the Sword Master, so I thought they weren't that great. However, when I actually used them, I thought they were really practical for bare-handed/armored jobs because their basics were solid! Of course, I think they'll be great for weapon mastery that focuses on close-range attacks, in addition to bare-handed/armored jobs. Most hidden jobs have abilities that are extremely low in natural acquisition probability, and can only be acquired through market purchases. On the other hand, Ancient Guardians can acquire most of their core abilities directly from general hunting grounds before level 70~80, and even the relatively rare 'Lightning Spirit' drops at a relatively high probability from the second floor of the Land of the Dead, so the dependence on the market is significantly low, and the barrier to entry is also very low. Sustainability + Utility + Recent Time Acceleration Buff? If you add the effects provided at level 600/800 , it is no exaggeration to say that this is a hybrid hidden job optimized for non-paying bare-handed/armored users . Of course, it may be boring for those who want flashy dealing or extreme settings. However, if you value "stable survivability and utility centered on practicality," Ancient Guardian is a really good choice with excellent cost-effectiveness. PS I don't think there is a set answer for the 7th ability. Depending on which abilities are considered more important, such as critical hit, cooldown reduction, MP recovery, and PVP-related abilities, the value may vary from person to person, and each person's settings and shortcomings may also be different. Since the basic 6 abilities of the Ancient Guardian are very solid, we recommend customizing the remaining slot to fill in the element you are most lacking .
Bow Tips! [1]
Hello, I am a player who has been playing the game since the beginning of the Marek01 server. First, I recommend a hunting ground that suits your character's damage. The bow has few range skills, so if you lack the specs, it may be ineffective for hunting in the wild. Also, if you are looking to raise your character, I recommend hunting grounds that are suitable for your specs, where you can quickly hunt and gain a lot of experience, rather than high-level hunting grounds! After completing the hunting settings, place the character in the location, and check the experience gained per time in auto-hunting and power-saving mode, and compare each hunting ground before making your choice. Also, since the time it takes to go pick up items dropped during long-distance hunting cannot be ignored, I recommend hunting grounds with a narrow spawn range rather than a hunting ground with a wide spawn range! As for the skill tree, many people probably know it, but in my case, I divide it into range hunting / boss and elite single damage. Common Uses - Sharpshooter, Marksmanship, Focused Shot Range hunting - Arrow rain: Spray, which is used as a range damage, and if you don't have enough mana, you can reduce the movement distance by drawing aggro and attacking from the range with two skills: Pursuit arrow: Expansion. Single damage to bosses and elites - Tactical shooting for damage boost: You can get a huge damage boost effect that increases damage taken by 10% for 8 seconds. I think abilities are optional, depending on your personal taste. I expect a lot of people to use Hunter/Blitzblade/Venom/Trinity. Active Passive Active Passive Active Passive Hunter Auxiliary-verb/reduction Auxiliary-Shin-gong/Weakness Recon-Poison Recon-Sec Vitality-Life-absorption Vitality-River/Maval Blitzblade Recon-Poison Recon-Sec Reinforcement-Yegong/Ilpil/Beonjeong Reinforcement-Ilpil/Beonjeong/Hwajeong Vitality-Life-absorption Vitality-River/Maval Venom Recon-Poison Recon-Sec Reinforcement-Yegong/Ilpil/Beonjeong Reinforcement-Ilpil/Beonjeong/Hwajeong Vitality-Life-absorption Vitality-River/Maval Trinity Rampant/Gambling Rampant/Gambling Hard work/no work Hard work/no work Awesome/Bad attitude Awesome/Bad attitude You can choose and use active/passive abilities according to each hunting ground or preference. I've heard that people sometimes use Paladins and overfarm, but as I wrote above, if you're trying to level up, I don't recommend overfarming. However, if you are overfarming to get items, I recommend Blitzblade (if you are overfarming to the point of hunting while holding out as a Paladin, items won't drop easily). If you have any questions, please leave a comment. I will answer to the best of my knowledge! The above content is my personal opinion and should be used for reference only.
[Bow] Weapon Mastery Training Method ★Honey Tip★
[Arrow] Mastery Training Method ★Honey Tip★ As a user who has reached level 98 in the bow, I know that other users already know the tips and know-how, but I will explain them in detail. Once you play the game, you will realize that if your level is high, you will be able to quickly reach mastery levels for not only the bow but also other weapons. This means that the higher your level, the easier it is to obtain other masteries. Let's start with [Bow] and talk about bows. It has a fast attack speed and long range, so it's comfortable for close range hunting, and if you don't like seeing people running around, a bow is good. Everyone will have different methods and thoughts about vocalization. Personally, what's important is important. How to refer to events: Use event dungeons such as the ongoing summer event and the failed laboratory (armor strengthening event). ★Dungeon Use : Event dungeon above, or 4 hours a week: Garbana Underground Waterway (★Important: Experience), World Dungeon: Crack of Corrosion (★Important: Experience) 1 hour in the Forest of Reinforcement, 1 hour in the Fallen Labyrinth that you have to do every day (★Important: Experience) ☆ Hall of Training: Armor Mastery Work (This is where you get hit by spiders and level up your Armor Mastery) ☆Get a Fallen Labyrinth Recharge Ticket through Dungeon Knowledge Creation, and if you have spare time, buy a Garbana Recharge Ticket, Labyrinth Recharge Ticket, or World Recharge Ticket ※ Field Dungeons : Hunt in the Secret Laboratory, Tirios Tomb, and Land of the Dead (Control varies by server) ☆Joining a Guild : Joining a guild will help you hunt because there are buffs in the guild. ※One of the things I think about when I first start playing Lord Nine is that as a user who thinks accuracy is extremely important when hunting, no matter how high the attack power is, even if it's +9999999999 (infinite), it's useless if you miss. It'll take up a lot of time. Please always pay attention to accuracy. ※ Since each monster requires more hits or defenses than necessary, it is best to hunt while keeping those numbers in check. (Reference to YouTube) Usually, Lord Nine users turn it on and hunt on their computers or mobile devices, so when hunting, when hunting in the hunting grounds, the damage from monster attacks is less than 200. How to check hunting ground experience: Power saving mode > Calculate experience per minute/hour >>> It is important to check hunting ground experience to find a hunting ground that suits you. The end.
Recommended bare-handed/armored abilities after reboot [9]
■Mastery Reboot Barehand Changes •Overall skill damage and shield base values are nerfed • Buff range increased from 4m to 8m ( excluding Strong Supporter ) -If the range to a strong assistant was 8m, a party hunting culture could have been created, but it's just a shame... • Left hand healing amount 10% => shield increase rate 30% - It seems that the bare-handed shield ratio has been increased as the healing amount has been changed to the shield increase rate. With the healer stat of 700, 10% of the healing amount has been added, so those who are bare-handed healers will receive a buff that increases the shield increase rate by 30%. •Wide area (2) - Delete right hand wide area - Added Rock Throw AOE skill - Nerfed the wide-area damage of the Regime Strike I thought it was a 3-area skill by adding one more area skill, but it seems like it was intended to be used as a buff by cutting off the right hand. • HP recovery skill deleted -The only HP recovery skill has been changed to an attack power increase buff (attack power coefficient) As a healer user, I used the healing blow (1500~1800 recovery) and continuous healing (5500 recovery) and felt like a healer when playing content with other users, but I was very sad when the recovery skill was taken away. •Victory Assistant (increased duration, ability, MP consumption) - Buff duration is extended and ability value is increased -Shield increase rate: existing 5% => 10% (20% when Legendary Fist is activated) The buff and shield increase rate are quite useful, but the MP consumption has increased. MP consumption is noticeably higher than before • Base value of the Strong Assistant skill has been lowered -Shield reduced by 33% from 450 to 300 When using Left Hand (30%) Victory Assistant (10,20%: Legendary Fist) Similar to the previous values 420~450 ■Ability Recommendation • Healer (for overfarming and party healer) Life absorption or overcoming/reinforcement (vitality) * HP supply/tank Resurrection/Time Acceleration (Talent) *MP acquisition/Cooldown reduction Mother/Healing (Support) *Increase in dealing/healing amount Freedom (7 abilities) • Advantages - Cooldown is high so you can use skills quickly. - High durability (Hp, MP are almost full) • Healing amount and shield increase stat based on ability level 700 -Job stats, healing passives, mounts, engravings, runes, cloaks, etc. ( healing amount 40~50% ) - Left hand, Victory Assistant, Mount, Rune, Engraving, etc. ( Shield increase rate 55-65% ) - Shield amount Right hand protection (775~825) Protection Strike HP2.5 (7.5%: 2900/3100, 15%: 5800/6200) Strong Supporter (465~495) • Dark Mage (for hunting, party buff) Life absorption/overcome/reinforcement (vitality) * HP supply Shield creation/shield deployment (defense) *HP acquisition assistance Resurrection/Time Acceleration (Talent) *Mp Acquisition Mother (7 abilities) *Dealing -I'm using it because I personally think it goes well with bare hands in this reboot. 1. Reduced HP consumption time of unique skills from 1 to 2 seconds, improved in terms of sustain (covered by life absorption) 2. The cooldown of the shield creation ability has been reduced (36 seconds), making it useful. Maximum 4000. 25,000 stamina, 30% regeneration, 15% shield increase rate, 4,000 every 25 seconds 3. The buff ability value increases with the increase in attack power, and the synergy is improved by rebooting. •Based on attack power of 2800 - Unique skill attack power +200 - Right hand attack power +20 (add 1 per 100/party) *50 - Victory Assistant Attack Power +30 (1 per 60/party) *80 - Attack power of Fury Strike +80 (1 per 100/party) *110 -Solid helper attack power +50 (1 per 50/party) *110 =Total attack power increase amount (self +550, party +350) •Guardian (for pvp tanking) Live/Strength (Vitality) Shield creation/shield deployment (defense) Continuous Healing/Healing (Auxiliary) Overcoming (7 abilities) --------------------------------------‐--------------------------------------- If you use shield deployment passively, you can increase the shield increase rate by more than 70%. However, the 75% standard protective shield amount is as follows: -Left hand 30%, assistant 20%, shield deployment 15% Engraving 5.4%, Mount 3.9%, Rune 0.7% 1. Right hand 875 2. Shield Strike 7.5% 3300/ 15% 6600 3. Regime 10% 4400/ 15% 6600 4. Strong Supporter 525 5. Create a protective shield 4000 <Characteristics> If you are sick, you can set it up with a protective shield and a single machine. If you don't get sick, you can just focus on attack power and light attack. If you need speed, you can set it to focus on speed. There is nothing set, you can set it and change it depending on the situation. => If you run out of mana, most of them will return if you take out the helper. <Reference to engraving> 1. Monfi syndrome, mainly bystanders 2. Focus on receiving and receiving the feeling of receiving 3. Focus on attack speed 4. Casting speed or shield increase rate or global cooldown reduction The shield growth rate will increase further in the next balance patch = It seems that all shield types will be able to reach max level. = I'm raising it because I love it, even though it's not very good at eating and it's old. ㅠㅠ I don't like popular abilities like Hunter, and I'm thinking, "What can I do with bare hands?" If you're thinking about that, try it once. I'm satisfied.. I'm a top player in LoL, so if you like staying power, I recommend it! Oh, what if you want to earn 100,000 to 200,000 won a month!? It is good for your mental health to just buy the promotion package.
Recommended Abilities! [4]
● Destroyer Narrow-Earth Survival (Talent) + Earth Shock (Battle) Kalion's Insight (Spell) + Plant Bomb (Talent) Sharp Attack (Enhanced) + Careful Attack (Support) First of all, this is a recommended ability for melee characters. However, since Kwon Gap is a supporter by nature, other abilities are more suitable. Although it is useful for hunting, you can think of it as an ability that is a bit more friendly to PvP. With this update, the passive skill 'Earth Shock' has been changed to a close range attack power of 82, making it a bit better for close range swordsmen. I think it would be better if you could respond immediately without switching abilities when you suddenly have to fight while hunting. This is an ability that can play a bigger role in group fights than 1:1 in PvP. Things that can be included in the 7th ability are One Hit Kill, Time Reverse, and Overcoming, but One Hit Kill is good for extreme damage. Since you have Kalyon, wide-range hunting isn't bad. In single-player hunting, each ability doesn't have much merit. ● Trinity Rampage (Battle) + Gambling (Support) Weapon of the Cold (Spell) + Weapon Block (Defense) Defensive Stance (Defense) + Dark Power (Spell) This update reduced the stun chance of level 800 skills from 80% to 60%, but it's still pretty good. It mainly consists of abilities that are more useful in hunting, and it is difficult to see it as being excellent in PvP. First of all, since the main skills such as Narrow Death, Overcoming, Time Reversal, and One-Hit Kill are not included, it depends on what you put in the 7 abilities. It doesn't have any area hunting abilities, so it's more specialized for single hunting. Since there is a weapon of extreme cold (basic attack enhancement), jobs with more basic attacks than skills have a slight advantage. ● Blackness Weapon Sharpening (Combat) + Sharp Weapon (Recon) Weapon of Darkness (Auxiliary) + Power of Darkness (Spell) Weapon of Light (Vitality) + Formation of Barrier (Defense) This update changed the level 600 and 800 skills, so they are back in the spotlight. Before, they were almost abandoned. It has an effect that makes it obvious to anyone that it is a black sword, so it is also quite pleasing to the eye. It is more suitable for single hunting than wide-area hunting, and it does not seem to be in the spotlight yet in PvP because other good abilities such as Slayer, Executioner, and Shadow Blade are still effective. Although the 800 skill has improved, it seems a bit inefficient because the motion is large and the visual part is more emphasized. This ability is considered more suitable for a swordsman who uses more normal attacks than skills. This is because it has a powerful ability called the Dark Weapon. It is difficult to use the invincible period or the survival skill separately, so it may be difficult to use it in group battles. ● Holy Counter Talent + Combat + Reconnaissance It seems to be a perfect ability for a swordsman with a critical hit-focused setup (leather, etc.). There is no shield defense probability in the front, and only in sword defense, so the probability itself is higher. Holy Counter is a good ability build because it has a lot of benefits (always attack hit + 100% critical hit) when you successfully defend with a shield. Compared to Hidden Abilities, the composition is more free, and depending on the style, we recommend the following. (1) Single Hunt: Time Reversal + Time Acceleration / Weapon Polishing + Earth Shock / Secreta's Talent + Sharp Weapon (2) Wide-range hunting: Time reversal + Time acceleration / Terenos' power + Earth shock / Venom emission + Sharp weapon (Secreta's talent) (3) PVP: Narrow-body + Bomb Planting / Tracking + Earth Shock / Secreta's Talent + Poison Emission ● Venom Vitality + Recon + Strengthen All professions that focus on normal attacks are good. This also applies to swordsmanship. It is good for both single hunting and wide-range hunting, but it is considered to be somewhat weak in PVP. There is a level 800 skill, but it is a long way off. Since it has vitality abilities, it is definitely better than Hunter in terms of survival skills. This one also has a relatively free ability configuration, but I recommend it. (1) Single Hunt: Overcoming + Strengthening Potion (Magic Ignition) / Secreta's Talent + Sharp Weapon / Weapon of Karma + Lightning Spirit (One Hit Kill) (2) Wide-ranged hunting: Overcoming + Magic Ignition / Poison Emission + Sharp Weapon (Secreta's Talent) / Lightning Spirit + One-Hit Kill (3) PVP: Overcoming + Magic Circulation / Secreta's Talent + Venom Release / One-Hit Kill + Penetrating Analysis ● Striker Talent + Combat + Spell The higher the combat power, the better it fits. It is particularly specialized for wide-area hunting. Even if it's not a long-range job, it's pretty good for close-range swordsmanship. If you add Time Reversal, Kalion's Insight, and Terenos' Power to Active, it becomes a wide-area skill with national rules. ● Hunter Vitality + Recon + Assist Before level 600, it is an equal recommended ability for Hunter. Of course, it is also good for Swordsman. However, since it focuses on increasing monster damage, it is naturally useless in PVP. ● Blitzblade Vitality + Strength + Assistance Since it is a weapon that has a high attack speed and has a certain survival rate, it is good to use a sword or dagger with a high normal attack ratio. It is specialized in overfarming and can be configured with very good abilities such as Dark Weapon, One-Hit Kill, Penetrating Analysis, and Overcoming, so it is recommended.
【Long Sword】Captain Teemo
### ⚔️ 1. Core Advantages 1. **High burst output**: The long sword has strong basic attack power and high sharpness. With the bonus of critical strike rate, it can instantly deal fatal damage, especially good at killing fragile targets. 2. **Flexible combat**: Wide attack range (mid-range slashing), moderate attack speed, can quickly adjust the position to avoid skills, and use displacement skills to get close to the enemy. 3. **Group suppression**: Core skills such as "Storm Slash" (rotating AOE) and "Slam" (range knockback) can hit multiple enemies at the same time, and the efficiency of clearing the field is extremely high. 4. **Defense breaking ability**: The skill "Disarm" can ignore the enemy's defense and still cause considerable damage to high-armor targets. --- ### ✨ 2. Core Features 1. **Skill Linkage** - **Control Chain**: "Flash Slash" has a stun effect, which can interrupt enemy skills, and connect with "Slam" to knock back to form a control cycle. - **Attack Speed Boost**: The "Frenzy" skill increases attack speed and strengthens continuous output capabilities. 2. **Equipment Compatibility** - It is recommended to match the **Plate Armor Set** to make up for the shortcomings of defense while increasing health and critical hit rate, balancing attack and defense attributes. - Weapon entries give priority to **Attack Speed** and **Damage Bonus** to maximize output efficiency. 3. **Battle Style**: You need to actively attack and suppress the enemy, quickly establish an advantage through skill combos (such as "Flash Slash → Storm Slash → Slam"), and avoid protracted battles. --- ### ⚠️ III. Disadvantages 1. **Weak defense**: The long sword profession has a naturally low defense. If it is controlled or focused, it is easy to die suddenly. It needs to rely on positioning and plate armor equipment to make up for it. 2. **Operation threshold**: The timing of skill release is strict (such as "flash slash" interruption requires prediction), and the movement and attack rhythm need to be highly coordinated. Novices need to practice to adapt. 3. **Endurance limit**: Lack of self-healing skills. If the enemy is not quickly resolved in a protracted battle, the pressure of survival will increase significantly. --- ### 💎 Summary Longsword is a typical **high risk and high reward profession**. With its burst and flexibility, it can become a battlefield reaper, but it requires players to be proficient in skill combos, positioning and equipment matching to reach its upper limit. It is suitable for players who prefer aggressive play and pursue quick decisions, while survival pressure and operational difficulty are the main challenges for its advancement.
Cane from scratch
The cane is used with the fighter class . The efficiency of killing monsters in a range is very high, but this cannot be achieved when the strength of the machine is not high in the early stage. Because the recovery of mana/skill CD/skill casting speed/skill damage in the early stage of the battle is relatively low, the efficiency of normal attack in the early stage is higher than that of throwing skills. Therefore, it is recommended to choose a profession that focuses on normal attacks in the early stage. I personally choose the more versatile Dark Lancer . If you increase your own attack speed/critical strike , the damage of normal attacks will be considerable. After your own body recovers mana/skill-CD/skill casting speed/skill damage in battle to a certain extent, you can start to switch to a fighter and use range skills to kill monsters. The level of the monsters you kill depends on the strength of your own body. Usually professional fighters will choose monsters of the same level or lower than their own level to kill, otherwise they will not be able to withstand the monsters' group attack. If you want to wait longer to kill monsters or rush the main quest, you can change to a dark lancer to change single-target skills. If you want to hang up more steadily, you can choose a paladin. The fighter's abilities include combat/spell/skill Active skill in battle: the power of Tarenos given by the World King Passive: It's up to you The spell's active skill is the Insight of Kelrivin given by the World King. Passive: It's up to you. The active skill of the skill is to turn back time. Passive: Time is accelerated to complete the side quest (for beauty) Time Reversal is difficult to obtain, so you can use Life Force Conversion instead, or use Life Force Conversion even if you can't recover your mana.
Battle Staff 🦯Single/Area/Overfarming weapon trait sharing and useful tooltip (Area modified) [2]
Hello 🙇♂️ I am a battle bong user on Radi10. I've been steadily raising the combat baton since November, and this job is more interesting and fun than I thought. Q. Why did you use a combat staff instead of a good long-range staff? A. Hmm..🤔 To put it briefly, a melee wizard? I tried it because it was really new to me. And at the time, there weren't many users, so I approached it with the feeling of being weak, but after seeing the staff 's performance, I regretted it a lot for a while....... It's the same magic staff, so what's good about it?? I thought. But now that it's been balanced and the damage has increased, I think it's worth carrying around😁 Will the Battle Staff Nine come someday?? Pros: Secretly strong. The skill set is simple, and status abnormality control + removal are useful for PVP or Sito (Sito maintenance + 113th floor free pass). Cons: The area is a bit lacking, so you need to fill up your abilities (venom). It consumes a lot of mana . 😥 However, as the game progresses, the sustain and speed get better, so if you just raise the base class, it's a job that gives you high scores, so you'll feel it as you raise your fighting power. This article is based on the author's rating of 9.7. Single characteristic Single Hunting is a tree that focuses on critical hits, explosive hits, and destructive beams, and increases the basic weight class with stat points from the weapon characteristics of Darkness Spread and Dragon Strike. It is good for basic skills that use less M because it consumes less mana (for those with low MTI). For those who lack trait points in the early stages, it would be good to invest in strengthening force and mastering acceleration, and invest the remaining skills in stat-increasing traits to look forward to the later stages. Skill use is ON only for 1,2,3,5,6. The remaining skills are OFF. Wide area characteristics At level 96, the only skills used for wide-range hunting are Wave of Light, Ray of Destruction, Injection of Darkness, and Dragon Strike. 🚨 Since the MP consumption of Darkness Infusion and Dragon Strike is high, acceleration is often turned off, so we recommend setting MP automatic use to around 30% in (Game Settings - Battle - Controls - MP consumption limit setting when using skills) . Darkness Spread, Dragon Strike The last skill point is 5, so you can just increase the basic stats at low level and increase them later. Skill use is ON only for 3, 4, 5, 6, 7, and 8 , and the rest are OFF. Overfarming It is actually a single tree. However, it is a tree that has maintained its combat sense and acceleration. Red trait of battle sense: Magic attack, critical hit, and death buff >>> Blue trait: 3% of your maximum health trait, prevents you from dying from being hit by a slash when overfarming. It used to recover 1500 points, but it's a shame that it's been nerfed. It was good when it was a top-tier city, but now it's a bit of a difficult choice. It's a shame that it's not worth it since it recovers about 720 points by my standards. Acceleration is a tree that increases the sustain by 15% attack speed and 10% damage reduction -> > > > 10% attack speed and 5% damage reduction. Abil Recommendation Hunter There is no hunting skill that is as good as a hunter's at level 500. It is easy to match and is used the most at all times. The priority for Master promotion is vitality (vitality absorption, strengthening recovery potion) . Other abilities are also commonly used. 2. Venom In the reinforcement section , the presence or absence of remnants is different, but the best is usually used as Penetration Analysis (ignores bystanders) + Lightning Spirit (receives damage) or Lightning Spirit (area) + One-hit Kill (chip damage) << If you don't have it, I think you can use Sharp Attack (Critical, Critical Hit) + Lightning Spirit or Fire Spirit (AoE) + Lightning Spirit or Lightning Spirit + Fire Spirit (Critical Hit) . The key to the reconnaissance part is the poison emission, but you can use the secret until you get the remnants and then change it. It starts shining from level 600, so I recommend upgrading from general ability Vitality Reconnaissance to Master. 3. Meiji I think it's a skill specialized for over-farming. It's a good ability for office workers who hunt for long hours with the synergy of healing + and vitality ability vitality absorption cooldown reduction with battle sense skill rotation. The spell is an ability that increases stamina by using the power of darkness (healing) + soul beating (potion recovery). Additional tips + Battle Staff impressions The ability value increase per level of the battle staff is critical hit . The effect is maximized as you get the critical hit damage option, so it is good to refer to it when setting it up. It is enough to use only 10-level weapons (attack, attack, and defense). For reforging, just use the ultimate option. I am using 20 attack power and 10 critical power. When climbing the tower, it is good to make good use of the yellow trait in the light weapon skill (useful on the 113th floor). With this balance patch, the existing immunity to abnormal status + harmful effect removal >>>> immunity to abnormal status + harmful effect removal + 5% fur and 5% movement speed have been added, which is really sweet. It is also a key skill in PvP. With this balance patch, the ability value of the red trait in battle sense has been doubled, which is a significant buff. It's a core skill, but a buff? I personally think that the hunting speed has gone up to tier 1 or 2. The mount is used by Larippu, which has defensive power, because of its durability. // For low-level hunting grounds, use Griffin or Delphon. // For wide-area hunting or monthly hunting, I recommend Agape (critical, critical hit). The one-hit kill cut is also lowered, and if you wear Block and go monthly hunting, the DPS is good. The meta these days is wide-area . Overfarming is meaningless. It is more profitable to go to a hunting ground where you can catch a lot of monsters and raise the MHP quickly to catch a lot of monsters. In terms of experience and items. (7.9) It would be good to change from plate to cloth with the mastery balance patch. There is no reason not to do it since the core of the tombong is related to mp + movement speed + bystander. With the 2nd balance patch (July 9th) , the yellow characteristic of the weapon of light became an area-wide skill, but you need at least 220 MP recovery to run 4 area-wide skills. If I have any additional tips, I'll post them. I got one after going through 4 of the top 10 Don't do 11th level. It doesn't make much difference. Just upgrade your mount specs.
Barehanded, Gloves Key Tips
Hello. I am a military man living in Barthes. I have summarized my thoughts on the Kwon Gap class from my own experience playing it, as well as tips on weapon and armor mastery, reinforcement priorities, abilities, and mounts. ※ If you refute, you are correct. ■ Characteristics of the Gwon-gap (bare-handed) class Kwon Gap is a class with an ambiguous identity. It still lacks the convenience of a party system when viewed as a buffer, and when viewed as a hunting standard, it lacks area-of-effect skills, so in most cases, you have to fight mobs 1:1 . Of course, there are ways to supplement the wide-area skill depending on the ability settings, which I will explain below. 1. Weapon The Gauntlet weapon has low attack power on its own, but the key is the “ Increase Close Range Damage % ” option. The criteria for weapon selection are as follows: Weapons with high reinforcement levels (grade doesn't really matter, i.e. weapons with high % increase in close range damage ) Additional options: Attack speed / Hit / MP recovery / PVP related Since the weapon's base attack power is low, you can think of the options as everything. 2. Armor Mastery and Important Parts The best armor mastery for a swordsman is plate. Reason: Hit bonus + increased basic attack damage benefit If you wear any other mastery, you will miss out on these two. The most important piece of armor is the **gauntlets** . Reason: Because you get a bonus % increase in basic attack damage when highly reinforced. High-strength armor has a direct impact on perceived performance. 3. Ability This is an area that really varies from person to person. I chose the Swordsman + Hunter combination considering both hunting and PVP. Since the armor is designed to utilize fast attack speed and shield buffs , the effect of the 4th relic is not felt very much . Therefore, we decided that it would be better to maximize the additional hit damage based on normal attacks . By these standards, Blitz Blade isn't a bad choice either. Of course, if you want to hunt in a wide area, you can also choose the venom series abilities. (I'll leave this part up to personal preference.) 4. Vehicles Choosing a vehicle is relatively simple. Recommended options: Increase all damage / Reduce damage Increase shield Increased basic attack damage PVP Related: PVP Fur / PVP Fur Feel / PVP Basic Attack Damage If you're focusing on hunting, you can skip the PVP option. If you consistently invest about 3,000 Daya per month in Diamonds, you can experience that the performance of the Kwon Gap character is not as good as that of other weapons, but it is still pretty good . finish Although the Gwon Gap class is not as flashy as other classes, it is a class that quietly does its part with fast basic attacks, shields, and movement speed . There are also evaluations that it has relatively low damage, lacks wide-area and support skills, and lacks any notable advantages. From the perspective of someone who has raised him with love and consistency, I think he is a very attractive character. Good luck to all the bare-handed users! I hope there will be more good patches and improvements~
This is a beginner's know-how.
Weapon: 1. Attack speed/2. MP recovery during battle/Accuracy, critical, skill MP reduction Armor: 1000 sets (MP recovery during battle is about 235 to return all skills) If you have enough M recovery, get a plate set. Mounts: Perven, Delphon Stats: Please add Dex - Luck - Strength Imprint: Terenos' imprint Monphizium 4,8,12 are defense penetration Secreta's imprint Monfigam is mainly used for 4,8,12 Kalion's Seal Shield Increases defense amount Shield defense probability 4,8,12 Attack speed Oberon's Seal Hit or anything related to close range 4,8,12 hits Holy Relic: Source of Destruction 70 Guardian of the Barrier 64(66) Crystal of Life 66(64) When the total reaches 200, a storm of magic power is unleashed. Since there is 9 M in the Storm of Magic, I'll first get around 42. (You need to get at least 235 M.) Homun: You can use the 2nd generation Wolf Wolf and then the 5th generation Dudud. (There is a lot of information if you search on YouTube.) Weapon characteristics: In the beginning, hunting is mainly done with normal attacks. Combo: Increase + (You can use it when you are in hiding or when recovering from the upper hunting ground) Confidence: Use alternately depending on the assault/endurance hunting ground. Digging in: Fatal wound + (later, when the area skill returns to the M recovery state, it will be a single hit) Sword: Strengthen + (Area up to expansion) Battle Command: Battle Command/Defense Command/Tactical Command Depending on the hunting ground, if you don't drink a lot of potions, you can use either combat or tactics. You can use the upper hunting ground defense command. Divine Strike: One-hit (Heavenly Punishment when hunting in wide area) Ability: Hunter: Reconnaissance: Secreta's Talent / Sharp Weapon Auxiliary: Shadow Weapon / Careful Attack Vitality: Quick Healing (Pure Magic Potion if you are short on M) / Strength Recovery Potion You just need to get 500 and prepare to get 600 or more in Holy Counter (Talent/Battle/Reconnaissance). In the beginning, since you lack MP recovery, you can hunt using only confidence, battle command, combo, digging, and falling sword.
Early training frontline small tips
1. Level up 1) No charge - Training with long-range weapons (bow, staff) up to level 60 or 70 (obtain level 60 reward and train forward) 2) Small amount or more (purchase of Yongbyon package) - Choose long-range (bow, staff) to quickly progress through the main quest in the beginning. - Level up by switching to the front line during the main quest or as a quest reward or company or daily dungeon. Common: After completing the main quest, maintain the forward transition and continue hunting in possible hunting areas. 2. Stats and Abilities 1) Stats -Basic: Deck->Luck->Strength - When maintenance is difficult: Luck->Vital->Deck in that order 2) Abil - Basic: Adventurer->Knight->Hunter (learns quick healing) + Dark Lancer - When maintenance is difficult: Paladin, Blitzblade - Wide Area: Striker, Shadow Blade, Berserker, etc. - pvp : guardian 3. Skills 1) Single - Chain (Recovery +), Battle Stance (Defense Stance) ★, Steel Will (Shield Awakening), Guardian's Circle (Recovery Circle) 2) Wide area - Chain of restraint (link), provocation (area), guardian circle (destruction circle: camp collapse) 3) pvp - Chain (stun), shield drop (shock), binding chain (extension +), taunt (weakness), steel will (unbreakable), guardian circle (blessing) 4. Doors and vehicles 1) Homun - Fairy 41-point -> Wolf 137-point -> Duple 897 + Dragon 961-point -> Raincoat 2433-point in that order 2 ) Vehicles -Artemis (bystander + hit), Larifuga (bystander + defense) 5. Sacred objects and engravings 1) Holy relics - Prioritize destruction + boundary protection ★ - Destruction of the crystal of life, about 1/2 of the barrier 2) Imprint [Terenos: Increased damage to nearby enemies and monsters / Penetrates close-range defense], [Secreta: Reduced damage to nearby enemies and monsters / Reduced damage taken] [Calion: Shield defense, probability / MP recovery, attack speed], [Obern: Melee attack, defense, melee attack / accuracy] 6. Rune - Hunting: Regeneration->Resist->Rage Rune - pvp: foresight->rage, resistance->regeneration in that order 7. Content participation specifications ↑ - 12, 8 o'clock Bosstam mandatory participation ★ - Participate in World Boss every Friday to Sunday (World entry level 70, 63,000 combat power requirements achieved) - Participation in World Remnants 6, 12, 18, 24 (same as above) - Participate in the Arena
Hello, this is Mobites who only plays swords and shields. [2]
Hello, this is Mobitz. I've been playing with a sword and shield for over 7 months now, doing all content except for the baton for ability work and the crossbow for mining scrap. With this reboot, let's start with a strategy on how to utilize the sword and shield. 1. Equipment selection and engraving It was not bad for single overfarming, including before reboot, but the low area performance made it difficult to obtain pieces of time. I think it was a weapon that was neglected because it was obtained in small quantities compared to other weapons, which slowed character growth. It is true that the body is weaker than the battle shield, so much so that you wouldn't even think of holding a shield unless you had some additional skills such as mounts or records. After the reboot, it shows excellent single damage with a close range damage buff and high additional attack power, and the speed of hunting is also added due to the addition of a rushing skill. The sight and taste have also become refreshing. For swords and shields, it is good to focus on attack speed and accuracy, and if the critical hit damage is high, then like other weapons, attack speed, accuracy, and critical hit damage are good. If you enjoy PVP, it is recommended to increase attack speed, critical hit damage, and all PVP damage. In the case of armor, if you hunt monsters above level 110, you should have accuracy of 1000 and defense penetration of 1000 or more, and if you hunt monsters below level 110, you should have accuracy of 900 and defense penetration of 950 or more. It was most efficient to take care of it. Therefore, I recommend plate armor that you can take care of both, and if you have sufficient hit and defense penetration, you can also take care of leather armor. Very good. In the case of the imprint, you can choose Terenos, Secreta, and Oberon according to your preference, just like other close-range ones, but in the case of the imprint of Kalion, if you are lacking pieces of time, Aim for a shield defense of 80 or more and an attack speed of 5% or more. If you have spare time and want a engraving that will last a long time, it would be good to get a shield defense of 110 or more and an attack speed of 6% or more. In the case of shield defense probability, since the sword and shield themselves have high shield defense probability, it is better to pass unless you get the highest level. 2. Weapon characteristics It is applied as a consecutive strike/provocation and a critical hit with a 50% chance, but it is not used often due to the bad motion. Consecutive Strike Wound+ / When strength is 35 or higher, increases the target's damage taken by 8% and has a duration of 12 seconds. It is good to use when fighting world bosses or boss raids. Increased combo + / When your strength is 35 or higher, your melee damage increases by 12% and has a duration of 16 seconds. This is a skill that you should use both single and wide-area as it increases your melee damage. Recovery + / A skill that restores HP. It can be used when you lack stamina, but it is not used because Augment + is much more effective. Confidence Rush OR Patience / If you have enough stamina, I recommend Rush, and if you need stamina, I recommend Patience. Patience is recommended for PVP. Digging Strike / This time it has been rebooted as a rushing skill. When used, the attack is guaranteed to hit and has a 50% chance to be applied as a critical hit, so it is good to use for both single and AoE hunting. Dig in and stun + / dash to stun for 2 seconds with an 80% chance, but due to a current bug, the target can move and attacks or skills cannot be applied even when the stun is applied. Dig in, Fatal Wound + / Charges, dealing physical damage, increasing the target's damage taken by 10%, and lasting 6 seconds. Use it on world bosses or boss raids. It is also good to use as a supporter who applies debuffs during hunting and combat as it removes area-of- effect and beneficial effects from the target. Single-hit sword strike / Damage increases by 10% for every 5 ints. It has an additional damage of 70% based on 35 ints, and the attack is guaranteed to hit and has a 50% chance to be a critical hit, so it has high single-hit damage. It is mainly used when the sword is overcharged and the stamina is insufficient. The duration increases when the stamina is over 35, but the efficiency of the stat itself is not good, so if you need the stamina, just take the basic duration. Stun by falling sword / Inflicts a 2-second stun with an 80% chance, and when Int is 35 or higher, it changes to a 3-second stun with a 90% chance. It is essential for arena individual battles with a 3-second stun. Removes the falling sword / changes the basic attack and unlocks attack boost skills, but I don't use it because stun or blow expansion are better. Sword of Binding Extension / It has a very long range of 10m, so I think it will be useful for pulling the opponent's main character in group battles. This is an area-of-effect skill that has been changed to Binding Sword/Reboot, and can pull in up to 3 people. It is considered useful in small-scale battles, but the damage is too low to use it for hunting with an area-of-effect skill, so it was not used. The Sword of Binding Binds / Pulls in and has a 90% chance to inflict 4 seconds of binding, making it very useful in co-op or group battles to isolate the enemy main character. Since I don't have enough special points for the cooperative exhibition, I'm investing my digging points here instead. This is a skill that has been greatly improved in Battle Command Enhancement /Reboot, and in addition to the basic continuous effect, your attack power and close-range attack power combined increase by 1 for every 15, and although it is not displayed in the battle power, it shows a really high sense of damage when hunting with the additional attack power buff for you and all party members. Tactical Command / Previously used to make up for the lack of accuracy and attack speed, but is no longer used as combat command shows much higher abilities. Strengthens defense command/Unlike battle command, it increases defense, but it is not used because battle command performance is much better. Divine Strike / Damage increases by 20% for every 5 ints, and with 35 ints applied, it has a really high damage of 395%, and the attack is guaranteed to hit and has a 100% chance of being applied as a critical hit, so it is a highly recommended skill to use when hunting alone or as a finishing move in battles as it shows really cool damage. Divine Strike Heavenly / Increases all damage taken by 10% and damage reduction by 5% for 10 seconds. I am not using it yet because skills or blows perform better. Divine Strike Silence / Similar to the Sword Expansion, it silences up to 5 enemies with an area-of-effect +80% chance. Since skills, items, and potions cannot be used when silence is applied, it is used as a debuff supporter, and it performs very well in cooperative battles and group battles. Divine Strike Expansion / The main AoE skill of Sword and Shield, used in Corrupted Labyrinth and AoE hunting. 3. Ability In terms of abilities, Holy Counter is very effective when you have a legendary avatar, and if you have a hero avatar, Venom is recommended because of its versatility. As the character becomes stronger, all the damage and attack power increases of Holy Counter Level 600 shine, and in the case of Venom, when 7 abilities are opened, the three jobs of Hunter and Venom Slayer are activated. Since there are many intersections, if you are a user with less than 120,000 combat power, it is easy to learn Venom Hunter > Weapon of Upheaval OR Penetration Analysis and then open Venom > 7 Abilities to raise it to 500 for PVP Slayer. I recommend it. 4. Homun If the 10th Homun material is very cheap, it is a good idea to have at least one student bag mutation, and the Gaegul Gaegul Neva also shows good performance. If your accuracy is sufficient, I recommend the Croaker Detective, but if your accuracy is insufficient, the Maid or Crow Homun are effective. 5. Vehicles In terms of mounts, I use various ones depending on the situation. In my case, I often use Griffin because its accuracy is sufficient, and I used Artemis the most in the past. I recommend Agape for fallen labyrinths, world bosses, and boss raids, and if you hunt level 101~105 monsters, Bikard is also a good indicator based on 120,000 combat power. It is recommended that you re-evaluate your experience points according to each situation and use the mount that provides the best efficiency for you. This concludes the simple strategy and introduction for Sword and Shield. If you have any further questions, we are conducting a live stream on YouTube from 1 PM to 5 PM on weekdays at https://www.youtube.com/@%EB%AA%A8%EB%B0%94%EC%9D%B4%EC%B8%A0. Questions are always welcome. Good luck and have a great Road Nine. Thank you for reading this long post.
