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Found 5 results

  1. Introduction After the recent re-emergence and blooming popularity of Critical Rune Knight build. I've decided to share some of the information that newbies keep asking me about. I do not claim myself as the most knowledgeable on this build but I'll do the best I can to pass on the things that I do know. This guide will only encompasses the PvM aspect of the build. I'll be using only two-handed sword EXCLUSIVELY since I never really liked shield, but I may touch upon one-handed weapon + shield builds a bit. Update: After nearly 3 years, I am finally updating the guide with the current the newest META and upgrades. Especially after the most recent updates, the Ignition Break Build has become the go to Build for Crit/Physical RK. The guide will have differentiation between builds on certain parts, which include: Ignition Break Build, Auto-Attack Build and other builds. WARNING: THIS IS A WORK IN PROGRESS. THE GUIDE IS CURRENTLY BEING UPDATED. HENCE THE MIX OF OLD AND NEW CONTENTS. Pros & Cons Pros: - Has one of the strongest DPS currently. Access to runes that can boosts your stats. High Natural MDEF when not using berserk (Immunity to Stone Curse and Frozen status effect). Cons:- Heavy reliance on buffs, foods and runes adds to long term cost. Endgame can be a bit costly (As with most builds anyway.) Reflect still sucks, for now at least. Stats Status: AGI - Mainly for ASPD VIT - Raises your Max HP and HP recovery, a 100 total VIT will provide immunity to stun status effect. INT - Max SP, Faster Cast time for Ignition Break and bonus damage to Enchant Blade buff. DEX - Hit Rate and Faster Cast Time for Ignition Break. LUK - Raises Critical Hit rate and provides other misc attributes like sATK, sMATK, Flee, Hit and Perfect Dodge. Allocation suggestion (General): After the 200/70 level cap update, classes has more flexibility on allocating status points. This is just a basic guideline. You can freely fine-tune the stats to your preferences based on the equipment and buffs that you have. However it is not recommended to raise Max status value over 120 as it would be would cost a fair bit of status points. Ignition Break, Auto-Attack STR - 120 AGI - 1~70* VIT - 100 INT - 100+ ** DEX - 100+ ** LUK - 120 *** *RK have an easier time reaching 193 ASPD than most classes due to various buffs at it's disposal. With additional AGI Buffs/Foods, aspd % bonus, and flat aspd bonus it's pretty easy to reach top speed. However, for One-handed Spear+Shield builds a slightly higher AGI might be necessary to reach the same ASPD outside of zerking. (As for those who are wondering, Flee rate isn't really that important at higher levels.) **For faster cast time with Ignition Break Build. Also the extra INT and MATK will help boost your Enchant Blade damage for Auto-Attack Build. ***Fixed value for Temporal LUK Boots, Skills The skills mentioned below are ones that I feel relevant to physical RK build, divided by their uses such as: General, Situational, Ignition Break, Auto-Attack and others. Skill Setup Example Equipment Only the most optimal and closely viable equipment and cards are listed. (Does not include the Spear+Shield crit build) The equipment/weapon/card are classified as follows: General - Suited for most builds/skills, which includes below. Ignition Break - Suited for Ignition Break Auto-Attack - Suited for Auto-Attack (Includes Autocast and Zerking) Wind Cutter - Suited for Wind Cutter Sonic Wave - Suited for Sonic Wave Situational - Farming, Certain mobs and HP/SP leech Weapons Headgears ( Upper, Middle and Lower) Armor Garment Footgear Accessory Essence of Evil Donation Costumes (DPCE) Costume Head gear Gemstones These are 'enchants' for your costumes headgear. You can have up to 8 but be mindful that you can't have more than 4 of the same kind. At the time of writing, each gems costs 50 cp. Refer to this page for more information about donation system and the items available. Aura Amulet and Wings/Backpack Shadow Gears Scatter Shadow Set Physical Shadow Set Class Specific Shadow Set Pets Consumables Runestones HP/SP Recovery Status Boost Elemental Properties Guides Here I shall give a few pointers on starting this build and RK in general. This includes leveling, some zeny tips, basic equipment and many more. If anyone wants to contribute to this section they are most welcomed. Leveling Starter to Endgame Equipment Suggestion (TBA) Gear Swapping Tips Future updates & equipments Episode 16.1: Banquet for Heroes (Added September 2017) New Hugel Monster Race (Added March 2018 - Pending Enchantments) Nightmare Biolab Missing Update (Cards Implemented) Episode 16.2 Terra Gloria Misc Item Videos Bios Island - Reaper Ankou FAQ Credits/Links My good friend @S e n t i m e n t a L a.k.a Grandmaster of GX a.k.a Yowai and his astonishingly detailed and LONG guide (which I shamelessly copied some of the info from. ). He inspired me to write this guide despite me being quite lazy. Another good friend @Caphleo just for being an awesome chap. A shout out to @kingtristan for updating the guide in my absence. Also to @Theodosia and @Gwenhwyfar for helping me keeping up to date with the changes. Much appreciated. This dude's channel. He is partly responsible for me to go crazy over this build all over again. blackCROSS's guide on warpportal forum. I'm not sure if he is flattered but, he influences me as well. Artwork (NSFW site) by Tsukimori Hiro and edited by @Skillhunter. Artwork by カチ. Artwork by Garuku.
  2. Theodosia

    Runestone Capacity

    Currently, runestones cannot be held through creation of them more than 20 at a time. The restriction was changed on kRO along with the Rune Patch. Placing it as a report on recommendation of @Lai
  3. Theodosia

    Giant Growth behavior

    Videos from kRO Sakray before rune update: and after: these vdeos show that this RK damage was 19-28k without tursis/with old tursis behavior and 56-85k after adding screens here for better visibility:
  4. Possible incorrect bonus from the giant's growth? Did a little bit of testing and if giant's growth is supposed to give +250% to atk, it seems to give somewhat less than that. Testing was done in 3 instances: 1 base str, basic knife, no rune 1 base str, basic knife, rune active 31 base str (to simulate str gain from the rune), basic knife, no rune active With this testing, final damage increase was roughly 200% instead of 250% on the eggs. In addition to that, RK damage got decreased twice, once after nerf of the Giant's growth and once more some time after that (I remember doing roughly 40k crits right after the nerf, which then became 28k crits some weeks later). If possible I would ask to check if the runes are working as intended now :0 HECK just realized it should be in skill bugs, I am a dummy, sorry. Can you move it to skills :?
  5. A part of the RK Runestones update on kRO. The limit for the number of runes that are allowed to be carried was changed for all the runes. Sources: http://forums.irowiki.org/index.php?PHPSESSID=dj1qoaar1omqpgkhvv890c8d30&topic=107358.0 https://forums.warpportal.com/index.php?/topic/208595-kro-runestones-improvement/ http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=3708477&curpage=1