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  1. Boredom strikes again. So it's time to waste my non-existent zeny... Super Novices are one of the most underappreciated classes in Ragnarok Online. And rightfully so. It could go toe to toe once upon a time to all the meta classes back in pre-renewal trans times... But then came renewal. The damage output just isn't cutting it, not to mention the abysmal HP/SP pool, the lack of skills (which I don't really understand why they cherry picked skills to add to the expanded Super Novice update), and overall lack of gears*. Just to preface this post. Super Novices still sucks major balls to use as your main. If you're gonna spend a ton of zeny on your main character, you'll get a lot more mileage on other classes. This is more of a side piece. Something you log in when you're really really bored and just want to meme. This isn't really a cookie cutter build. More like a gateway drug into playing the class, so I won't be putting a detailed equipment list you can use. One important thing to note is Super Novice can wear any Headgear and any Level 4 Weapon (except for Bows and Katars) as long as you're Linked with a Super Novice Spirit. This opens up a whole world of possibilities. Super Novice's greatest limitation suddenly becomes one of its strongest weapons. You get to choose what build you want your Super Novice to be. You get to use your noggin. Be creative. It's not about DPS, but about actually enjoying the class. Because let's face it, it will never be about the DPS. One main thing to consider is you're gonna have to spend a lot. We're talking about end-game stuff here, to even get to an acceptable DPS. And trust me, you'd at least wanna do "acceptable", or in Limit's case "Mediocre". No matter how you love the class, it's no fun seeing yourself tickling your enemies. As I've mentioned above, this isn't supposed to be your main class. You should have most of the gear pieces already from your other characters. There are two main builds you can choose from: Auto Caster and Crit. Auto Caster gives you more option for your auto casts, meanwhile Crit is just straightforward. In this guide, I'll be showcasing both builds. Now let's get to some dank memes. Auto Caster This is the more complicated of the two. You have to mix and match, depending on the thing you wanna do, and find the right combination for your play style. +11Racing Cap(Archbishop) [1] - Auto casts Level 5 Adoramus. Increases ASPD% based on the refine. +10 Lunar Rainbow [1] - Auto casts bolt skills depending on the Cards you have compounded on your weapon. Fenrir Card - Adds a lot of matk and more based on the refine of your headgear (which your only option is +10 or +11). Sunglasses [1]/Monocle [1] - There aren't really that many option for mid headgear. Weakened Fenrir Card is the most flexible card you can put here. Rainbow Scarf - Adds matk Toy Syringe - +150% heal from certain pots. More for survivability, which is what you want since you have abysmal HP pool. Flattery Robe [1] - The best matk armor out there currently. +7Cursed Magic Mail [1] - If you don't want to be as squishy. Nightmare Amon Ra Card - Awesome for shadow/demon/undead. Entweihen Crothen Card - +100 MATK Or any Elemental armors if you're gonna go against something with a strong physical elemental attack. +11Sorcerer's Sword [2] - Increases magic damage of certain elements, auto casts level 3 Psychic Wave, and increases aspd%. Main Gauche [4] - To fit all the combo cards of Lunar Rainbow. True Margaretha Sorin Card - Really great to compound in Sorcerer's Sword if you're gonna wear a +11 Racing Cap. Immortal Wind Ghost Card - Increases magic damage and auto casts Killing Cloud. Cursed Mad Bunny - If you're hurting for some ASPD. Cursed Mad Bunny [1] - Same effect as above without the ASPD bonus, but has a slot. Shield of Fallen Angel [1] - High Def Novice Shield [1] - Probably the most affordable but decent shield you can wear. Golden Thiefbug Card - Nullify those pesky Earthquakes and Waterballs. Racial resistance cards are good too. Or just Khalitzburg Knight Card. Fallen Angel Wings [1] - One of the best MATK garment you can wear. Adventurer's Backpack [1] - Next best thing. Marsh Arclouse Card is your best option for your garment.since it also adds ASPD% based on your INT. +7Cursed Magic Boots [1] - Increases ASPD, MHP, and MSP. Probably the best footgear you can wear. Modified Angel's Reincarnation [1] - The most basic out the basic you can wear that has a slot, that actually has an effect. Fallen Bishop Card - Best MATK footgear card. Nightmare Verit Card - Next best thing. Magician's Gloves [1] - I feel like this is a must. You're already doing mediocre damage, you're gonna need all the help you can get. -50% mdef of your targets is a really big thing. Evil Glove [1] - Auto casts Frost Nova, Scream, and Psychic Wave. Celine's Brooch [1] - Combos with Evil Glove. Has a bunch more Auto Casts. Headless Mule Card - To increases Adoramus damage. Dwigh Card - To increase Psychic Wave damage. Scaraba Card - Adds MATK Crit Type This is as straightforward as it can get. All you need is stack critical damage modifiers and attack gears. +8/+11Racing Cap(Super Novice) [1] - This build hinges on this headgear. At +8 it adds 100% more critical damage when you have double attack mastered. Gambler Seal - Pretty much a need when it comes to crit builds. Adds critical damage and critical rate. Spiked Scarf - Adds ATK Toy Syringe - +150% heal from certain pots. More for survivability, which is what you want since you have abysmal HP pool. Abusive Robe [1] - Enchant with LUK or STR Naves. There's really not much to this armor. +7Cursed Magic Mail [1] - Probably the best armor you can wear. Excellion Suit - Enchant with STR/ATK reactors. Or any reactors that would fit the situation. Gloom Under Night Card - For Shadow/Holy, and Demon/Angel monsters. Boitata Card - For Brute/Insect, and Earth/Wind monsters. Tao Gunka Card - For survivability. Faceworm Queen Leg [2] - Cool dagger. EQ is a nice touch. It doesn't do much, but it contributes to your damage. Glorious Gladius - For demi human enemies. Just make sure they're not large, because your damage would suck ass. Twin Edge of Naght Sieger(B) [3]/Twin Edge of Naght Sieger(R) [3] - A level 4 sword with 3 slots and can be enchanted, what's not to like. King's Saviour [3] - My favorite weapon for this build. Since you don't even have Riding, you'll automatically get the Drake effect, that's an MVP card for free. Memory of Thanatos Card - The best card you can have. White Knight Card - Everyone needs this card. Turtle General Card - Auto casts Magnum Break. Specially useful for fighting boss monsters since they don't get knocked back. Any card that will increase your damage. Cursed Mad Bunny - If you're hurting for some ASPD. Cursed Mad Bunny [1] - Same effect as above without the ASPD bonus, but has a slot. Shield of Fallen Angel [1] - High Def Novice Shield [1] - Probably the most affordable but decent shield you can wear. Khalitzburg Knight Card. Ominous Turtle General Card - Nice combo with Turtle General Card. Fallen Angel Wings [1] - The best garment for crit. Get it with Fatal Enchants. Adventurer's Backpack [1] - Next best thing. +7/+9Battle Surcoat [1] - Best garment if you're not gonna use daggers. Double Attack and Triple adds a lot of damage. Ancient Stone Shooter Card - 3/4s the potency of a Cenere Card but increases ASPD. +7Cursed Magic Boots [1] - Increases ASPD, MHP, and MSP. Probably the best footgear you can wear. Modified Angel's Reincarnation [1] - The most basic out the basic you can wear that has a slot, that actually has an effect. Any card that increases your HP is nice. Geffen Gang Member Card - Increases critical damage and aspd. Faceworm Queen Card - Increases your critical damage by a lot but also decreases maxhp. Physical Enhancer Ring [1] - A nice ring to increase damage (can also be enchanted in the future). Pendant of Maelstrom [1] - Slightly better than a Physical Enhancer Ring. Can also auto cast Maelstrom when you're hit by magic attacks. Blue Luminous Stone [1] - Hella expensive. But you can combo it with your weapon if you can waste a Twin Edge with Sharp 2. Cards that generally increases your damage are nice. But I personally like to use the Jitterbug Set just for the 2k HP heal whenever you trigger a transformation. It really helps keep you alive. Shadow Gears and Gemstones Speed gemstones are your best friend. You'd need to reach 193 aspd so you don't waste any other equipment slot just to increase your aspd. I'll be updating this guide whenever I find something interesting with the class. Auto Cast Bijo Auto Cast vs RSX Auto Caster vs Drake Crit vs Ancient Tao Gunka
  2. Cap's Guide to Auto Shadow Spell Shadow Chaser Just to preface this guide, this build can be a decent alternative farmer to those maps where AoE won't make much of a difference, but when used for end-game-ish stuff like mid-tier instances, you will spend a f*ck ton of consumables. The Original Farmer and The Wannabe DPS Going back to its roots, you can use this class to farm pretty much anything. Now that Jack Frost is fixed and can't be spammed anymore (without spending a ton on fixed cast time redux). You'll be taking advantage of high aspd coupled with auto steal. The skill you'll use with auto shadow spell depends on what monster you're trying to farm. Sometimes a single target spell is more advantageous than using an AoE (like auto looting at 100% when there are other monsters on the map besides the one you're targeting). Farming equips aren't that expensive. All you have to make sure is to have high aspd, flee. You can put high STR for increased weight capacity and higher physical attacks. If you just wanna farm, you can focus more on aspd equips like Buffalo Horns or Bakonawa Tattoos. For the sake of this guide, I'm only gonna be focusing on the magic side of things. As for the Wannabe DPS part, that's where things get A LOT more expensive. Not only do you have to make sure you have at least 191 aspd, you also have to raise your matk by a considerable amount. You'll be relying more on your auto casts than your physical damage do kill monsters. STATS STR - You can pretty much leave this at 1, or up to 30. Depends if you still have some points to spend. Just remember that this will be your least wanted stat. You can get your extra weight limit from Gym Passes. (Future updates will also remove the HP/SP regen penalty when you're at 50% weight, and raise it to 70%.) AGI - This can go as high as 120. Or as much as you need to get at least 191 aspd with equips and buffs on. VIT - Just get up to a total of 100, including the bonus you get from Job Levels and equips, for stun immunity. INT - 120. DEX - Only get enough to have a decent cast time. Dex also affects your aspd, but only minimally. LUK - Evert 3 points of this stat gives MATK. GEARS You really have to invest in this build if you want it to actually do something. Now, the chances of this build being used in competitive hunting is slim to none, since it takes some time to get the DPS up. Meanwhile, you have burst damage dealers like Ranger, Genetics, Guillotines Crosses, and recently, Rune Knights. Headgear Upper Hyuke's Black Cat Ears - This is currently my Holy Grail and go-to headgear of choice, no matter the situation. Relatively cheap, but the effects are simply too good to ignore, specially for a class that dishes out multiple magic hits per second. This headgear completely pierces the MDEF of enemies, even MVPs when it procs, for 5 seconds. Right now, Auto Shadow Spell Shadow Chasers are the only ones that can truly utilize this equipment. Other classes rely on manually casting spells on enemies, which most of them have long cast delays and cool downs. You have to keep hitting monsters with magic non-stop for this to proc, which is what an ASS SC is good for. Only downside is there's no slot. Wickebine's Black Cat Ears [1] - Same as above, but slotted. Relatively expensive but definitely worth the investment. Bacsojin Doll Hat [1] - I consider this as my second go-to headgear. Depending on the refine, you can get a pretty high MATK bonus when this hat procs. MATK is increased by 30 multiplied by the refine level. Slotted. But still outclasses by Wickebine's Black Cat Ears in terms of damage when the MDEF pierce procs. Skull Cap [1] - Total of +8% MATK at +7. I wouldn't really recommend getting this hat tho. It sucks lol. But hey, if you already have it, might as well use it. Balloon Hat [1] - When you're starting out. I shouldn't even be including this. Wickebine's Black Cat Ears are about the same price as this hat. And you actually need this refined. Meh. Kettle Hat - If you wanna be a hipster and bank on auto casting Water Ball after auto casting Deluge. It's still fun tho. This has a chance to auto cast level 2 Deluge and level 3 Water Ball with each physical attack. Red Pom Band [1] - For Demi-Human. If you have one that's already high refined, great, otherwise don't spend on this hat if you're planning to run instances with this build. There really aren't that many Demi-Human bosses around. And the other headgears would be more beneficial to you. Fenrir Card - If you have it the use it. Not only does it shorten your fixed cast time (specially beneficial if you're using a crit build), it also adds matk per refine of your headgear. Lichtern Blue CardLichtern Green CardLichtern Red CardLichtern Yellow CardTikbalang Card - Choose your poison. Additional MATK and elemental damage, depending on the card. But if you're mostly using Meteor Storm, might as well choose Red Lichtern. Engkanto Card - If you're ever facing with a Poison monster. Adds 30% damage. This card is also scripted to work with magic attacks. Just not the DEF pierce. Mutant Coelacanth Card - If you're lucky enough to get one. Increases MATK by 2%, and an additional 1% per 2 refines. Downside is it also decreases your Max HP by 1% per 2 refines. Rata Card - MATK +10. Not really worth the investment. Uzhas_Card - Magic Damage to Demon + 10%, additional +5% if refined to +9. Tucan Card - Magic Damage to Insect +10%, additional +5% if refined to +9. Jaguar Card - Magic Damage to Brute +10%, additional +5% if refined to +9. Jitterbug Card - Only use with the Jitterbug combo set. +200% magic and physical damage on neutral property monsters when it procs. Mid Robo Eye - Cheap and reliable. Imperial Feather - If you wanna get more aspd. You must have at least 108 AGI. Sigrun's Wings - A Walmart version of Imperial Feather, but it doesn't have the AGI requirement. Black Devil's Mask - All stats +2. I've still yet to see the allure of this headgear. It's hard AF to make and I don't think the effects are worth that much trouble. But hey, if you have it, use it. Sunglasses [1] - Easiest to get slotted mid gear currently. Card with the cards recommended above. Monocle [1] - "Cheaper" than slotted sunnies, but harder to find. Same cards as above, although I do prefer to have Jitterbug here. And have multiple mid slots with different cards. Low CD in Mouth - The staple of auto cast SCs. Not only does it deal additional damage with the bolts it casts, it also helps proccing your Boots and Wickebines. Golden Fish - If you feel like you don't lack auto casts anymore. +10 matk and +2 all stats. Rainbow Scarf - Additional MATK. Basically, you really want a CD in Mouth. That's what you should aim for. If you don't have it yet, just use whatever it is you have on hand that will increase your MATK. Update: Now it's recommended to use Rainbow Scarf along with a loyal Diabolic Egg for Fire Bolt auto casts. Armor Robe of Flattery [1] - +150 MATK by just being level 140 and above. Not to mention the enchants are powerful. Downside is you have to have the item refined to at least +7 to get the minimum effects of the enchants. Exerion Suit - This is my current go-to armor. I have one of every kind. My main one is INT/MATK/MATK. You can also make an elemental one with 2 MATK reactors. It's pretty much mix and match. Excellion Suits are fairly cheap, and the elemental reactors and MATK reactors are also fairly cheap. Cursed Mail [1] - If you're really rich. +10% MATK along with other bonuses. Heroic Hidden Cloth [1] - A decent armor. MATK +10% when it procs, which is quite often. Also adds 20 Crit Rate. A good armor for a crit build. There's really not much variance you can use. As long as it adds MATK. Nightmare Amon Ra Card - Really awesome if you're up against Demons and Undead. Which is what makes more than half of the content in RO. Entweihen Crothen Card - MATK +100. That's about it. Bijou Card - MATK +10% and immunity from Frozen status. Byorgue Card - ATK/MATK +10% when you're a Rogue Class, which you are. Any elemental cards or status resist cards to counter the monster you're facing. Sometimes choosing a defensive card for your armor is better than choosing an attack one. What good are you when you're dead lol. Weapon Sorcerer's Sword [2] - Now this the Holy Grail of Shadow Spell Chasers. Only downside is you have to have it at +11 to enjoy the Level 3 Psychic Wave auto cast. This dagger also has the highest MATK potential among the weapons SCs can wear. At this point, there's really no point in using anything else lol. Old Parasol [3] - This sword is just awesome. If you can get high aspd with a sword equipped, then this one is pretty much recommended. Not really that high base MATK bonus, but it does increase per refine. It can also be enchanted once (up to Spell 9). Not to mention there are 3 slots. Elemental Sword [3] - Next best thing you can wear. If you wanna focus more on using bolts as your main spells. This sword will melt your target. But this only works for 1vs1 cases tho. Best used when you copied Cold Bolt and use Auto Shadow Spell level 1. Faceworm Queen Leg [2] - A really nice dagger with a relatively high MATK for daggers. Can also cast level 1 Earthquake. Which is pretty much useless since the formula is based on your ATK. I try to avoid using this dagger tho. If you have an Old Parasol at at least +7, then you'll be leaving this dagger in the dust when it comes to MATK bonus. (Update: I actually use this dagger more now when just farming in general.) Futsumitama [2] - Quite expensive. Has higher base MATK (+160) bonus than FQL. This is a case of if you have it, use it. Thanatos Dagger [1] - MATK +130 and INT +6. The downside is you'll always be losing HP. Infinity Dagger [1] - MATK +100, but this can be enchanted with Spell Enchants. It has the potential do be a decent MATK dagger. The downside is it's account bound. Infinity Bow [1] - YES! Shadow Spell now works with Bows. It just sucks that the only Bow that has a base MATK bonus can't be work by Rogue Classes. Enchant this with Spell Enchant. This is like the best Bow we can use at the moment. Gust Bow [2] - Next best thing. No MATK bonus but auto casts level 5 Wind Blade, and has 2 slots. Moonlight Dagger - Recovers 3 SP per attack. This includes magic damage too. So you'll be pretty much regenerating SP like crazy. Timeholder Card - MATK +20% Immortal Wind Ghost Card - MATK +10% and has a chance to cast level 5 Killing Cloud when performing magic attacks. Magic Racial Cards. You can't go wrong with them. I have like 3 of almost every kind. (This is the card.) Corruption Root Card or Realized Corruption Root Card - Actually good for farming/mobbing. Red Eruma Card - A chance of inflicting Curse on enemies when they're hit with magic attacks. Useful for crown control. Octopus Card - Another crown control card, but this time it inflicts Blind with your magic attacks. Sidewinder Card - If you're using a sword and still lacking some aspd. Manananggal Card - Recovers 1 SP per attack. I'm not sure if it officially works with magic too, like with Moonlight Dagger, but here in Limit, it only works with physical attacks. Spirit Enchanted Box Card - High chance of inflicting curse on targets when they are hit by magic. Good for farming and mobbing. Any Card that boosts Magic Damage to certain race. Shield Cursed Mad Bunny - The Main Shield. This nullifies the aspd penalty you get from wearing shields with its +3 flat ASPD bonus. Also adds +5% MATK, and reflects 10% of every melee damage (which is important since it gives reflected damage is also included in the chance to proc your auto casts, barring Auto Shadow Spell). Mad Bunny [1] - This doesn't have the ASPD bonus, but it is slotted. If you're willing to spend more on AGI/ASPD consumables, then you can opt for this shield instead, otherwise the non-slotted variety will do wonders. Valkyria's Shield [1] - Still one of the best shields in-game because of the elemental redux. You can always go with no shield on in case you don't have a Cursed Mad Bunny and can't raise your ASPD to decent numbers. Standard Racial cards if you're using a slotted shield. GTB if you need it. But you'll mostly be fine without a card. You can pretty much use any shield you want, as long as you can get your ASPD up to 191+. You can also go with no shield if you're struggling with aspd. Garment Fallen Angel Wing [1] - Refined to at least 7 and get Spell enchants. Heroic Backpack [1] - A +7 backpack is better than a +0~+6 FAW. I like having both of them. FAW for attacking and Backpack for Defending. Giant Faceworm Skin [1] - Only get this at high refines. +10 or above. You'll be mainly using this for a Nightmare Ancient Mummy Card. Exerion Wing - Refine to +7 and have 3x Reactor 202. Only used for SP Recovery. Antique Book Card - Your standard MATK garment card. Nightmare Ancient Mummy Card - +3% damage to your fire magic every refine. Also has +15% neutral resistance. Use it if you're mostly on Fire auto casts. Salamander Card - +40% more damage to Meteor Storm. Pretty meh to be honest. You have more spells on your auto cast list that you'll benefit more from an Antique Book Card than this. Flamel Card - Great for recovering using slim pots. I like to compound this on a +7 Backpack. Farming while Linked is a dream when using this Card and Ranked Slims. Randel Card - Enables level 3 Auto Guard. Compound it on a different garment. Cast Auto Guard and switch back to your main one. Shoes Temporal INT Boots [1] - Spell Enchant with Runaway Magic and nothing else. You can get away with Lucky Day, but Runaway Magic is really the best option since it amplifies one of your auto casts greatly. Temporal INT Boots - Same enchant with above, or even Lucky Day. Cheaper. And you can really go without a card for your shoes. Temporal AGI Boots - Spell Enchant with Runaway Magic or Lucky Day. I mostly use this for farming. Even without foods and just level 3 Agi Up, I can still get 193 aspd without sacrificing my other MATK gears. Fallen Bishop Card - Even if you aren't fighting Demi-Humans or Angels, the card still adds +10% MATK. Nightmare Verit Card - MATK +5% at below +6. Another +3% When refined to +7. And another +3% at +9. Accessories Evil Spirit's Silk Glove [1] - Auto Caster's wet dream. Casts Psychic Wave, Frost Nova, Scream. Also let's you use Spider Web. Broken Heart [1] - A cheap alternative to Evil Spirit's Silk Glove. You must wear it with Gentle Heart to activate the auto casts. The only downside is you consume 2 accessory slot. You forfeit proccing Psychic Wave when you switch one accessory with Pendant of Harmony for some recovery. Gentle Heart [1] - Same as Broken Heart. Alchemy Glove [1] - Amplifies Fire damage. Auto Casts Fire Ball with physical attacks, and Fire Bolt with magical attacks. Silversmith Bracelet [1] - If you ever need to Spell Break something. City Center Map [1] - A really useful accessory when farming or going solo. Compound with Creamy Card. Mavka_Card - THE BEST card if you're using Meteor Storm auto casts. Fire/Earth magic damage +20%. Scaraba Card - There's really not much to choose from for Accessory Cards. Unless Moscovia Cards get released any time soon. Shadow Gears Shadow Chaser Shadow Weapon - Not really useful when worn by itself. Shadow Chaser Shadow Shield - MATK +2% when worn with the Shadow Weapon, along with other bonuses. I'm still on the fence about using a Shadow Casher set on a Shadow Spell SC, but there's really not much any other choice out there. I also have a Rogue Set, now I'm just waiting for the Thief Set to be released. Wizard Shadow Armor - Useless when worn alone. Wizard Shadow Shoes - +20% damage to Lord of Vermillion, Meteor Storm, and Storm Gust. Scatter Shadow Earring - +5 INT Physical Shadow Earring - If you're still missing that extra umph for your ASPD. Although you're gonna need to +7 this to get a measly +3% ASPD lol. But hey, maybe the difference between 192 and 193 ASPD is that 1%. Donate Gears Upper Speed Lv3 - 4x on an upper CE. +1 aspd per Gemstone. Mid/Low Almighty Lv3 - 4x on Mid and Low. I find stat Gems more useful than damage ones when you have to share them for all your characters and you can't exactly afford to get multiple sets. Garment/Wings/Amulet Star Stone(Matk) - If you're ever lucky enough or rich enough to get MATK star stones. Only feasible if you're playing other magic characters on your account. SKILLS There are only a handful of skills you're gonna need. The rest if up to you to decide. I'll just note the most important ones. Plagiarism - Your main source of damage. Can copy up to second class skills. Preserve - Prevents the skill your copied via Plagiarism to be overwritten. Be sure to cast this constantly. And cast this immediately after you've been revived. Reject Sword - Halves the damage you take and reflect it back. Tunnel Drive - Allows the character to move at half movement speed while in Hiding status. Chase Walk - Like Cloaking but you can't be revealed. You can still take damage from AoEs tho. If you are Linked, you can move really really fast while in Chase Walk. Gank - Auto casts steal. Useful for farming. Reproduce - Let's you copy up to 3rd class skills. Skills that you've copied via this skill will have 2x the SP consumption when used. Auto Shadow Spell - Chosen Magic spell learned from Plagiarism and Reproduce will have a chance of casting automatically with every physical attack. Those are pretty much all the notable skills you need in order to play this build. Other skills will depend on how you use the character. Consumables White Slim Potion - Ranked or not, this is still one of the best healing items you can use, specially when used in conjunction with other healing item boosters. Mastela Fruit - Heals well and light weight. It's just they're kinda expensive. Mora Mandarin - One of the best SP healing item you can find. Kinda hard to farm tho. Strawberry - A lot of monsters drop this. Either farm them or buy them. Grape Juice - Recovers a decent amount of SP. HP Increase Potion (Large) - Increases your Max HP. SP Increase Potion (Large) - Increases your Max SP. Concentrated White Potion Z - Increases HP regeneration rate. Vitata 500 - Increases SP regeneration rate and Max HP. Concentrated Ceromain Soup - +10% ASPD. Berserk Potion - Increases ASPD greatly. Regeneration Potion - Increases heal rate of all recovery items by 20% for 30 minutes. Small Life Potion - Recovers 5% of your Max HP every 5 seconds for 10 minutes. Big Defense Potion - 3% resistance to physical attacks for 3 minutes. Big Magic Defense Potion - 3% resistance to magical attacks for 3 minutes. Fire Resist PotionCold Resist PotionEarth Resist PotionThunder Resist Potion Holy Elemental Scroll - Endows your armor with Holy Element for 5 minutes. Undead Elemental Scroll - +20% resistance from Fire, Earth, Water, Wind for 5 minutes. Does not stack with Holy Elemental Scroll. Guarana Candy - Casts level 5 Increase Agility. Those are the consumables I always have in my inventory. SP items are a MUST! Your SP will constantly be brought to 0 because of Runaway Magic. ~TBC~ VIDEOS Example of a Crit Build: Build not viable anymore because of the Shadow Chaser Job Improvement update from kRO. DEX Build Build only semi-viable. Unless you wanna go hybrid Triangle Shot build. ~More vids to come~
  3. Happy New Year!!! As a celebration of my boredom, here's me wasting money on my GX...