12 posts in this topic

Posted (edited)

large.58b42cf955b29_LimitArt-one.jpg.3dc

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.

Note: This guide has certain game mechanics and equipment that might not yet arrived on other servers. The Multi Hit Critical update and the Runestones Improvement update have been implemented recently and they have immensely improve the viability of this build.

 

Pros &  Cons

Pros: -

  • Relatively cheaper to gear up compared to the GX/Ranger counterpart.
  • Access to runes that can boosts your RK greatly.
  • Better tanker than GX if geared properly.
  • High Natural MDEF when not using berserk (Immunity to Stone Curse and Frozen status effect).

Cons:-

  • Can't match up to the DPS of GX at the highest possible level.
  • Heavy reliance on buffs, foods and runes adds to long term cost.
  • Unable to solo certain High tier MVPs without support.

 

Stats

Status:

Now to stats allocation. Generally it's similar to DD GX, but It's more flexible aside from the 120 base LUK needed when equipping 22005.pngTemporal LUK Boots and 5918.pngGambler Seal. The hard part is to get your Crit Rate to at least 110 w/o spending too much on consumables. 

STR - For damage and weight capacity

AGI - For ASPD and Flee

VIT - Raises your Max HP and HP recovery, a 100 total VIT will provide immunity to stun status effect

INT - Max SP, Cast time and bonus damage to Enchant Blade buff.

DEX - Hit Rate and Cast Time

LUK - Raises Critical Hit rate and provides other misc attributes like sATK, sMATK, Flee, Hit and Perfect Dodge

 

Allocation suggestion:

The stats given below are by no means the only way you should assign the status points. These are just basic guidelines. You can freely fine-tune the stats to your preferences based on the equipment and buffs that you have. Some player would be inclined to focus more on the Critical part while others aims to balance the stats to be more skill oriented as well.

STR - 90-120

AGI - 50-120*

VIT - 80~100

INT - 1~100**

DEX - 40-70

LUK - 120

*RK has a easier time reaching max Attack Speed than most classes due to various buffs at it's disposal. So you can cut down some AGI and put it elsewhere if you want. The minimum AGI required to reach 193 aspd (with Two-hand Quicken/Berserk, Berserk Potion and Fighting Spirit activated) is around 139 total AGI. With additional AGI Buffs/Foods, aspd % bonus, and flat aspd bonus it's pretty easy to reach top speed. (As for those who are wondering, Flee rate isn't really that important.)

**Getting high INT isn't really required but if you are aiming for the highest possible DPS output, pumping some INT will help boost your Enchant Blade damage substantially.

 

Skills

I'll be dividing the related skills into two categories based on their importance. I'll be sorting them between the [Lower Priority] skills and the [Must Learn] skills. I'm not saying that you shouldn't learn them all, since you'd pretty much be doing just that. It's just to clarify the difference in significance of each skill.

Swordman:

  Two-Handed_Sword_Mastery.png Two-Handed Sword Mastery - Provide some Mastery ATK when using a two-handed sword.

Magnum Break.png Magnum Break - Adds 20% ATK bonus for 10 seconds. Best used before using 12726.png Crush Strike.

Berserk.png Auto-Berserk - Cast level 10 Provoke.png Provoke to yourself when your HP is below 25%. Useful during Berserk as you have 0 DEF for the duration anyway.

Endure.png Endure - Adds 10 Hard MDEF, cause why not? One of two skills to provide flinching resistance.

Note: Might as well raise them all since you don't have much option for swordsman skill tree.

 

[Lower Priority]

Knight/Lord Knight:

  Counter_Attack.png Auto-Counter - Commonly used in conjunction with 12726.png Crush Strike to guarantee a Critical Hit if your Crit Rate isn't high enough. You need to be facing the opponent so it needs some practice.

Bowling Bash.png Bowling Bash - Not the most useful AoE skill at higher levels as we can easily reach max level here. But has it's uses.

Aura Blade.png Aura Blade - Adds 100 Mastery (?) ATK for 2 minutes. Not that huge of a bonus, but it still helps raise your damage nonetheless. You should just learn it.

  Charge_Attack.png Charge Attack - Lets you 'blink' to an opponent with some cast time.. Have a lot of practical use, like to rush a MVP or move between targets quickly.

Rune Knight:

Sonic Wave.png Sonic Wave - The only far reaching Ranged Physical Skill available to this build. There isn't really much use for this skill due to the long cooldown and cast delay. But it may be the only skill that you can use to hit Bakonawa. (Need further testing)

Dragon Training.png Dragon Training - This skill is optional? :huh: Yes, it actually is. You won't get any size penalty negating effect like you would with Spear type weapons. But personally I wouldn't pass on the +25% Movement Speed and Weight Limit bonus just to look cool brandishing my sword while on foot. /heh

Dragon Howling.png Dragon Howling - Not really useful on solo runs or PvM situations for that matter. But it has it's moments in helping stop the movement of mobs while in parties. Or.. You could simply kill them yourself.

Full Throttle.png Full Throttle - Fully restores HP and places a temporary buff on the user that increases all base stat by 20% and doubles Movement Speed. But the very short duration, long CD, and the terrible rebound after the effect expires really doesn't make this very useful. Berserk is a much better alternative.

 

[Must Learn]

Knight/Lord Knight

Frenzy.png Berserk - The classic LK buff for this build. It hasn't change much from the early days. With two exception. It now adds +200% ATK instead of +100% and the attack speed bonus no longer stacks with Two-hand Quicken's. Please note that it does not increase damage from Enchant Blade. (Currently there's a bug that prevents you from learning this skill before reaching 50 Job Level as Rune Knight)

Twohand_Quicken.png Two-hand Quicken - Temporarily boosts your attack speed by 30% at max level while equipping a Two-handed Sword. Quagmire and Decrease Agility will cancel it's effect. DO NOT STACK with the attack speed increase from Berserk.

Parry.png Parrying - Your main defensive skill. Blocks most incoming physical damage at 50% chance. Lasts for 1 minute. Always recast right before using Berserk as it is your lifeline.

Spear_Dynamo.png Concentration - Increase 25% ATK and lowers DEF by the same amount. The Hit Rate bonus and flinch resist more than make it worthwhile despite the downside. Recast before Berserk.

Rune Knight:

Rune Mastery.png Rune Mastery - MUST BE MAXED. Rune knights are called what they are for a reason. I've linked a page from our own wiki as the irowiki's article is not yet updated. The rune carrying limit is bugged as of this writing. You still can't carry more than 20 runes.

Enchant_Blade.png Enchant Blade - One of the most useful skill in your arsenal. Adds Magic Damage on top of your normal ATK. From what I've experienced, this skill makes up between 30-40% of your total normal attack DPS. I've also linked the page from our wiki as the irowiki page is outdated.

Ignition Break.png Ignition Break - Your main Area of Effect Skill. It's functions as a melee attack regardless of the range of the damage. Make the most of it by using a fire property endowed weapon. 18971.pngOld Rune Circlet [1] is the best Headgear to use with this skill. Some players would pick Dragon Breath/Water Dragon Breath instead as their AoE skill, but I don't recommended it.

 

Character_RuneKnight2.jpg

 

Equipments

For the equipment I will only list out what I think is important and not everything that is available. My personal recommended equips will be marked with (R) and be placed at the top of the lists. I might tag them with the price range someday.

 

Weapons

  • 21019.pngOnimaru [2] (R) [Every 1 Base STR increase ATK +1, however it's limited up to 120 only. If base STR is 95 or higher, ATK +40. If base STR is 108 or higher, ATK +80. If base STR is 120 or higher, ATK +160. At +7 refine or more, has a 3% to curse enemies when attacking in 11x11 cells, weapon becomes unbreakable. At +9 refine or more, autocast Level 5 Maximum Power-Thrust.png Maximum Over Thrust when using Frenzy.png Berserk.] The most sought after weapon for Critical Rune Knights right now. Requires you to raise base STR to 120 for maximum ATK bonus. If possible, upgrade it to +7 and +9 for the unbreakable and the extra +100% during berserk. It's also a hefty level 4 weapon so it's one of the weapon most suitable for using 12726.png Crush Strike.
     
  • 21015.pngCrimson Two-handed Sword [2] (R) [ATK increased by (Refine*Refine), up to +15 refine. MATK increased by (Refine*Refine)/2, up to +15 refine. Level 70 or higher:Per 10 Base Level, ATK +5. Has a random elemental Option when dropped by monsters.] If you could get it upgraded to +10 or more it is quite formidable as it has a high ATK bonus and some MATK to go with it. A Fire elemental option would be save you plenty of 12114.gifFlame Elemental Converters for Ignition Break.png Ignition Break .
     
  • 21009.pngThanatos Great Sword [1] (R) [INT +6, VIT +6, LUK -6. Has a 5% chance of recovering 5% HP and 1.5% chance of recovering 5% SP from your damage when Physically attacking. MATK +120. Consumes 100 HP every 10 seconds. Consumes 1,000 HP when unequipped.] This would be the best option for leeching HP and SP while attacking. You will almost never run out of HP and SP while using this weapon.
     
  • 21011.pngGigantic Blade [1] (R) [ASPD  -5%. Increases critical damage on targets by 1% per upgrade level of the item. This item is indestructible. If base STR is 110 or lower, ATK - 250] A high ATK level 4 sword that's also unbreakable. We certainly don't have too many of that. It's also the heaviest making it the best weapon for 12726.png Crush Strike. The Crit Damage bonus is simply wonderful at higher refine level. Too bad it only has 1 card socket.
     
  • 1186.pngDeath Guidance [2] [STR + 5, AGI + 2, Perfect Dodge + 20. Adds a 1% chance of inflicting NPC Skill Icon.png Hell Power on the target or the user attacking. Adds a 2% chance of casting Level 1 NPC Skill Icon.png Vampire's Gift on the target when attacking. If upgrade level is +9 or higher, Level 2 NPC Skill Icon.png Vampire's Gift will be cast instead.] Neat is the word I would use to describe it. It is good for recovering your HP and as well tanking. Getting a +9 upgraded one is actually not that hard. Can be enchanted.
     
  • 21003.pngMuramasa [2] [Critical +30, ASPD +8%. Curses its user at 1% chance when attacking.] Muramasa is pretty sad choice of weapon.. IF THEY DON'T HAVE CARD SLOTS THAT IS!!! /gg The weapon ATK might be low, but the +30 Critical would help you reach over 100 Critical Hit Rate more easily. On kRO it can be enchanted like it's unslotted variant, but currently it's not applicable on LimitRO.
     
  • 1187.pngGlorious Claymore [Increase ATK on Demihuman by 70%. Ignore 25% DEF of Demihuman. At +6 refine: Ignore +5% DEF of Demihuman, [Slaughter] Lv 2 (Slaughter bonus is capped +14 refine.) At +9 refine: When physically attacking, has a chance of casting Level 1 Spear_Dynamo.png Concentration and Level 1 Aura Blade.png Aura Blade or the highest learned level.] A good weapon to use for Demihuman MVPs. It adds a total of ATK +196% towards Demihuman if you refine the weapon to +14 or higher along with a 30% DEF bypass for Demihumans. If you have it then use it.
     
  • 21025.pngAvenger Claymore [Increase ATK on Demihuman by 45%. Reduce damage from Demihuman by 10%. At +5 refine: Increase ATK on Demihuman by 25%. Reduce damage from Demihuman by 10%. At +7 refine: Increase ATK on Demihuman by 20%. Reduce damage from Demihuman by 10%. [Slaughter] Lv 2 (Slaughter bonus is capped +14 refine.) At +9 refine: 0.1% chance of reducing Cast Delay by 100% when attacking. Indestructible.A total of ATK +211% towards Demihuman if you refine the weapon to +14 or higher. It also provides 30% Demihuman damage reduction at +7 Refine. An alternative to 1187.pngGlorious Claymore with a more defensive property. The unbreakable bonus is certainly a plus though. Credit to @Lex Luthorfor reminding me of it's existence.
     
  • 1117.pngKatana [4] [... 4 card sockets I guess? XD] No, I have not gotten senile.. That much. Anyway, katana has it's uses. Which is.. Figure it out yourselves.:)
     
  • 21004.pngAlca Bringer [2] [Increases ASPD by 1 for every 2 upgrade levels.] It's very difficult to obtain much less refine. Since ASPD isn't really an issue for Rune Knights. Skip this if you can.

 

Weapon Cards

  • 4399.pngMemory of Thanatos Card (R) [Ignore the DEF of target and adds ATK by half of the value of your target's DEF. Each attack drains 1 SP, DEF -30, Flee -30.] Most MVP have really high DEF so.. It's awesome.
     
  • 4578.pngPyuriel Card (R) [Critical damage +30%. Damage from all monster types +10%.] Second only to 4399.pngMemory of Thanatos Card in increasing your normal attack damage and might even beat it on low DEF monsters. Worth the risk for Rune Knights IMHO.
     
  • 4407.pngRandgris Card (R) [ATK +10%. Make a weapon indestructible. Has 5% chance of casting Dispell.png Dispell on the target when physically attacking.] Since both 12729.png Fighting Spirit and 12726.png Crush Strike has a chance of destroying your weapon, it's better to have this inserted to your sword unless it is naturally unbreakable. Dispell.png Dispell can be useful against certain MVP's buff that would make your life a mess.
     
  • 4464.pngAunoe Card (R)[Critical damage +20%.] Crit Damage bonus would do more damage to an equivalent ATK rate bonus. So this card is better than most ATK cards out there for normal Critical Hits.
     
  • 4305.pngTurtle General Card [ATK +20%, Has 3% chance of of Casting Magnum Break.png Magnum Break when physically attacking.] When Magnum Break.png Magnum Break procs while attacking, the resulting damage is roughly the same as using an 4464.pngAunoe Card. I personally use this since I use the same weapon for both Skills and normal Critical.
     
  • 4649.pngInfinite Phreeoni Card [Crit +100] Just like it says on the tin. Can't be more obvious. Would solve all your Critical needs. Period.
     
  • 4072.pngGolem Card [Make a weapon indestructible. ATK + 5] A more economic substitute for 4407.pngRandgris Card. If you want to risk it while using a normal breakable sword, it's your call. You can also prepare a lot of spare weapons. :)
     
  • 4172.pngThe Paper Card [Critical damage +20%. Each attack drains 1 SP.] It's just like4464.pngAunoe Card but..
     
  • 4521.pngSedora Card/4317.pngMobster Card  [Critical damage +15%.] If 4464.pngAunoe Card is out of your budget, use either of these instead.
     
  • 4608.pngWhite Knight Card [ATK +15. Increase damage inflicted on medium and large size monsters by 20%] If you are going for a more balanced build between Skills and Critical damage this card would be the best option for you, aside from using 4305.pngTurtle General Card.
     
  • 4574.pngDaehyon Card [When used on a One/Two-Handed Sword, ATK +100.] Pfft. I don't know what got into those Gravity developers head when they thought of this MVP card. Just use 4608.pngWhite Knight Card card instead.
     
  • 4625.png?nocache=2032162366Timeholder Card [Matk +20%. Increase SP consumption of skills by 10%.I place this near the bottom because.. While it does affect damage of your normal hit. ... Long story short, just use something else.
     
  • 4115.pngHunter Fly Card [Provides a 3% chance to recover 15% of your damage as HP] Use it together with 21009.pngThanatos Great Sword [1] to augment it's effect.

 

Upper Headgear

  • 5388.png?nocache=899002080Snake Head Hat [1]/5531.pngBaby Dragon Hat [1] (R)  [Gives 25% chance of performing Double_Attack.png Double Attack with each normal hit.] (Double Attack and other similar skills now allow Critical Hits!) The best low cost upper headgears at the moment, both surpasses nearly every other headgear on the market right now. It boosts your overall DPS by an average of 1.25x!!
     
  • 18971.pngOld Rune Circlet [1] (R) [All Stats + 1. MDEF+ 5. Each refine increase ATK + 4. Each 5 refines increase ASPD + 1. Each 2 refine increase Max HP&Max SP by 1%, adds 20% more damage with Ignition Break.png Ignition Break and adds 15% more damage with Hundred Spear.] A must have headgear as it enhances IB damage by a huge margin every 2 refine. The attack speed bonus also helps you to conserve stats points and buff foods on raising AGI. If you are planning to go for the autocast IB sub-build, I must really endorse this headgear. Even if you don't, this will help you a lot with mobbing.
     
  • 18856.pngWhite King Tiger Doll Hat [0] [STR + 2, DEX + 2. 10% additional damage to Brute monsters. Has 0.5% chance of turning you into an Edgga and adds 25 ATK. Drains 5 SP per second during transformation. Each additional upgrade of this HG will raise activation chance by another 0.5% and adds another 25 ATK.] This would have been the go to HG for this build if the Multi Hit Critical upgrade have not arrived. Higher refine is recommended.
     
  • 18509.pngIndo Warrior Cap [1] [Reduce damage from demihuman by 10%, Crit Rate +10, LUK +5, ASPD +1, ATK & MATK +3%. Increase the healing effect of 501.gif Red Potion and 504.gif White Potion by 100%.] Almost all of the effect are useful for this build, even the 10% Demi-human reduction will help you tank against certain Demi-human bosses.
     
  • 5363.pngHelm of Abyss [1] [Reduce damage from Bosses by 10%. Increases damage from normal monsters by 5%.] For that extra damage reduction from bosses. Be wary of the negative side effect though.
     
  • 5208.pngRideword Hat [1] [Provides a 5% chance to recover 8% of your damage as HP and 1% chance to recover 4% of your damage as SP when dealing damage.] If you are hurting for HP, equipping one of this will help you recover HP as you attack. Works well when single targetting MVPs or simply doing crowd control.
     
  • 5899.pngBlack Ribbon [1] [Increase Sonic Wave.png Sonic Wave, Wind Cutter.png Wind Cutter damage by 50%. If refine +7, add ATK +2 for every 5 Base AGI.
    If refine +7, increases
    Ignition Break.png Ignition Break damage by 30%] Just use it for the  Sonic Wave.png Sonic Wave effect. The rest of the bonuses are negligible. 18971.pngOld Rune Circlet [1] is better for Ignition Break.png Ignition Break damage boost.

 

Headgear Card

  • 4529.pngViolent Coelacanth Card (R) [ATK + 2% For each 2 refine, ATK + 1%, Max SP - 1%] The best upper HG card in terms of raw power. But very costly. End-game use only.
     
  • 4556.pngFenrir Card (R) [MATK +50. Every refine on the headagear increases MATK by 5. Reduce fixed cast time by 70%.] What? I'm serious. /swt With a +16 HG this card increases 130 MATK which adds to Enchant Blade output. But the real use is for reducing 12726.png Crush Strike Fixed Cast Time since re-casting CS mid-fight would normally be interrupted by attacks from the MVP and it's spawn. The 1 second fixed cast time would also render it obsolete as you might as well do the same amount of damage during the time needed to cast it, so reducing it to 0.3 second is godsend. :)
     
  • 4468.pngDark Pinguicula Card (R) [Attack +10, When killing a monster, adds a chance to have a poisonous herb drop] The most common upper HG. Recommended for beginners.
     
  • 4513.pngAngra Mantis Card (R) [Critical damage +2%, ] I'm not certain whether this or a simple ATK card would be the better choice as we don't get the extra Crit damage bonus that the thief classes get. BUT it is true that for this particular Rune Knight build Critical damage bonus is THE BEST for your damage.
     
  • 4461.pngPhylla Card [DEX + 1, AGI + 1. When dealing physical damage, there's a 1.5% chance that for 4 seconds you will receive CRIT + 20] I pick this card over 4411.pngVanberk Card due to the fact that unlike GX, we have lower hits per second to activate the it effectively. It has 3 times the chance to proc the Critical bonus compared to Vanberk Card. Best choice if you need that extra Crit. /no1
  • 4557.pngWeakened Fenrir Card [MATK +25] Again, MATK is useful.
     
  • 4411.pngVanberk Card [STR +2. When dealing physical damage, there's a 0.5% chance to recieve CRIT +100 for 5 seconds] Adds +100 Crit when attacking with a very low chance.
     
  • 4458.pngDuneyrr Card [ATK + 10. When dealing physical damage, there's a 0.1% chance that for 4 seconds Perfect Dodge +10.] A bit better than 4468.pngDark Pinguicula Card as it has a VERY low chance to add +10 Perfect Dodge.

 

Middle Headgear

  • 5918.pngGambler Seal (R) [Crit +3 & Critical Damage +3%. Reduce damage taken from Arrow Storm & Gate of Hell. Every 10 base Luk increases Crit +1, Atk +2 and Matk +2. When Base Luk is 108 or higher, Crit +5, Critical Damage +10%. When base Luk is 120 or higher, Crit +10, Critical Damage +17%, reduces damage taken from Arrow Storm and Gate of Hell by 30%. Every 10 Base Dex critical damage -2%.] This has to be one of the most important piece of equipment available for Critical Rune Knights. A potential of +30 Crit Rate, +30% Critical Damage and +24 ATK/MATK at 120 base Luk would put other middle headgears to shame! Despite being a bit costly, it's well worth the effort of getting it. YOU MUST HAVE THIS!!!
     
  • 5592.pngSigrun's Wings (R) [If worn by a Swordman, Merchant, Thief or Taekwon Classes, increase ASPD +1] It's cheap and add +1 flat aspd. A good beginner's middle HG. :)
     
  • 5325.pngRobo Eye (R) [ATK + 2%, MATK + 2%, Dex + 1] Easily obtainable. Critical Rune Knights benefits equally from the ATK and MATK bonus. Another newbie friendly HG.
     
  • 5933.pngCrow Tengu Mask [ATK +1%, long ranged attack +2%. When base STR is 108 or higher ATK+1%, long ranged attack +2%. When base STR is 120 or higher ATK+1%, long ranged attack +3%.] Provides ATK+4% at 120 base STR. Adds additional ATK +6% and long range attack +3% when equipped together with19112.pngTengu Scroll at 120 base STR.

 

Lower Headgear

  • 5462.pngSpiked Scarf (R) [Atk +30 & Max HP -2%] Gives the highest pure ATK for any lower HG. The -2% Max HP can be a turn off though.
     
  • 18936.pngGolden Fish (R) [All Stat +2, ATK + 10, MATK + 10] A balanced lower HG and one of the most expensive. 
     
  • 5155.pngFather's White Beard [ATK +20] A weaker version of 5462.pngSpiked Scarf but without the HP penalty.
     
  • 5463.pngRainbow Scarf [MATK +30 & MaxSP -2%Yes, since this build benefits from MATK I included this.
     
  • 18754.pngBlood Sucker [Adds 3% chance to drain 5% of your damage as HP when dealing physical damage. Disables HP and SP recovery.] Similar to 5208.pngRideword Hat [1] this lower headgear helps you to regain HP when attacking but at much lower rate.
     
  • 19112.pngTengu Scroll [Adds 3% chance to drain 5% of your damage as HP when dealing physical damage.] Adds additional ATK +6% and long range attack +3% when equipped together with 5933.pngCrow Tengu Mask at 120 base STR.. Unlike 18754.pngBlood Sucker this HG doesn't disable your HP/SP recovery. 
     
  • 5362.pngNinja Scroll /5767.pngSamurai Mask [ATK + 1%] It's okay.
     
  • 5361.pngGangster Scarf /5305.pngPirate Dagger [ATK +5] The lamest of the bunch.

 

Armor

  • 15173 Cursed Mail [1] (R) [Reduces all property damage by 5%, ATK +10%, MATK + 10%. If refine level is +7 or higher, Indestructable, MaxHP +5%, MaxSP +5%] At present time, this is the armor with the best possible bonus available. Pretty expensive stuff. End-game use.
     
  • 15128.pngExerion Suit (R) [VIT +6. If base level is over 130, adds VIT +4. Every 3 refine increases MaxHP by 4%. Indestructable (except in upgrade attempts)] A.K.A Excellion Suit. Best if compounded with the STR/Attack/DEF/ASPD/Perfect reactors. INT/Magic/MaxHP reactors are also feasible options. Read more about it here.
     
  • 15041.pngBoitata Armor [1] [FLEE +5, MaxHP +5%, MDEF + 3. Reduces neutral property damage by 7%. Indestructable (except in upgrade attempts).] It's not a bad fit as it has some decent effect. It is actually indestructable despite the description not saying so.
     
  • 2357.pngValkyrian Armor [1] [All Stats +1, Indestructable (except in upgrade attempts). If worn by Swordsman, Merchant or Thief Classes stun resist +50%. Full Valkyrie Set: All Stats +1] The cheapest indestructable armor that zeny can buy.
     
  • 15037.pngPeuz's Plate [MDEF +10. ATK +20, FLEE +17. Full Peuz Set: Increases damage to all sizes monster by 10%. Increases damage of Wind Cutter.png Wind Cutter and Sonic Wave.png Sonic Wave by 100%. Has a 1% chance of activating 12726.png Storm Blast and Spear Dynamo.png Concentration and adding 2 ASPD while physically attacking. Increases SP costs of skills by 10.] This armor is still practical if you could get the right enchant for it especially the Critical Hit Rate from Mora Enchant at +9 Refine. However it's eclipsed by the new 15128.pngExerion Suit and honestly.. It might not be worth the trouble.
     
  • 15093.pngHeroic Plate [1] [MDEF +5. MaxHP +5%, MaxSP +5%. ATK +10, MATK +10, HIT +10, FLEE +10. Hundred Spears.png Hundred Spear damage is increased by 10%. Add 1% chance to cast Level 10 Heal.png Heal and Level 10 Storm Gust.png Storm Gust when physically attacking. The chance is increased by 1% for each upgrade level.] I actually don't suggest this for usage. Although Storm Gust.png Storm Gust helps with with damaging and freezing the slaves when confronting bosses. The cast delay of SG is absurdly long and it can hinder you from casting any skills during the delay.

 

Armor Card

  • 4602.pngRealized Amdarais Card (R) [ATK + 20%, MATK + 20%. Each 6 seconds lost 666 HP and 66 SP. Drain 6666 HP and 666 SP as the armor is unequipped.] Best general use card for Physical Rune Knight as you greatly benefit from both the ATK and MATK. You need to be wary of the SP drain though, it can easily bring your SP down to 0. 12730.png Abundance can be used to lessen the effect to a degree. For the HP drain it's hardly noticeable unless your weight is over 50% at the time. HP/SP leeching equipment and cards would serve you well here.
     
  • 4302.pngTao Gunka Card (R) [Maximum HP + 100%. DEF - 50, MDEF - 50] If you are planning on tanking your way out of a one hit KO while on Berserk this is the best card to have. The penalty means nothing for a Critical Rune Knight when he is high on... *drums rolling* BERSERK!! ..... Not funny? Moving on..
     
  • 4337.pngPorcellio Card (R) [ATK + 25, DEF - 5] Good card for beginners.
     
  • 4408.pngGloom Under Night Card [Increase damage inflicted on Holy Property, Shadow Property, Angel Race and Demon Race by 40%.] VR will be your b***h. Slap a Crush Strike on her and she's yours. Works wonderfully on other monsters with said properties and/or race.
     
  • 4652.pngNightmare Amon Ra Card [Increase magic damage inflicted on Shadow Property, Undead Property, Demon Race and Undead monster by 50%.] For any Race Magic Damage bonus it will affect the MATK portion of Enchant_Blade.png Enchant Blade. Not exactly sure of the whether Property Magic Damage works similarly (Need further testing).
     
  • 4601.pngAmdarais Card [ATK + 15%, MATK + 15%. Each 4 seconds lost 666 HP and 66 SP. Drain 6666 HP and 666 SP as the armor is unequipped.] A downgraded 4602.pngRealized Amdarais Card. The drain has much shorter frequency meaning you will lose HP/SP at a much faster rate. If the HP drain starts to bother you 14534.pngSmall Life Potion can be used to completely negate it.
     
  • card.gifElemental Armor Cards Fire, Water, Earth, Wind and Shadow Property Cards are useful. Holy property can be obtained from using12280.pngHoly Elemental Scroll. Undead Property for Stone Cure and Frozen Immunity if you are a pure Berserk Crit enthusiast and won't settle for anything less.
     

Garment

  • 2589.pngFallen Angel Wing [1] (R) [All stats +1, For every 20 base main stats certain status increases.] At 120 Base Luk it will add 6% Critical Damage. It has multiple enchant options. Second and third enchant slots are unlocked at +7 and +9 refine level respectively. The one and only enchant that I would endorse for it is Fatal (Max +28% Critical Damage and +10 Critical Rate). Though you can also go for Fighting Spirit (Max +57 ATK and +15 Hit) if you are not focusing on Critical hits alone.
     
  • 2576.pngHeroic Backpack [1] (R) [Enables the use of level 1 Greed. If refine level reaches to +7 and +9 will give bonus effect when certain base stats are 90 or more.] A much more inexpensive alternative to 2589.pngFallen Angel Wing [1] . +7 HBP is already good enough for this build and will be even better with a +9 refine. Even though it's effect can't stand up to to a fully enchanted FAW, you can use it for multiple characters and builds.
     
  • 2554.gif Nidhoggur's Shadow Garb [1] (R) [Add a 7% resistance to all Elements. Increases SP by Level/3 + (Refine Rate * 10). When dealing physical damage there's a 1% chance that you'll recover 1% of your damage as SP. MDEF + 3] A basic affordable garment with decent elemental resistance. 
     
  • 20749.pngCloak of Casualty [1] [Each 2 refines increase MaxHP and MaxSP by 1%. Gives out bonus effect when certain base stats are 90 or more for every few upgrade level.] A similar but more advanced counterpart to 2576.pngHeroic Backpack [1] obtained from Nightmare Biolabs. But requires higher refine level to surpass HBP. Preferable +1 refine or higher. End-game use.
     
  • 20783.pngHero's Manteau [1] [Increases Neutral property damage resistance by 1%. For every 3 refine, Flee +3, Neutral resistance +3% (Capped at +10). When refined to +10, Flee +20, Neutral resistance +20%. When compounded with 4174.pngDeviling Card, increase damage taken from Neutral attack by 50%.] This garment provides one of the highest Neutral Property resistance in the game, capping at 30% Neutral resistance. Really helpful when you need to soak up more damage from normal hits and certain skills. Compound it with 4580.pngKades Card for best elemental resistance combo.
     
  • 20797 Etran's Shirt [Max HP + 2%, MDEF + 10. If upgraded to+7, MaxHP + 4%. If upgraded to+8, MaxHP + 6%. If upgraded to +9, MaxHP + 8%. If upgraded to +9, prevent knockback. Set Bonus with 4174.pngDeviling Card: Reduces damage taken from Fire, Water, Earth, Wind, Shadow, Holy, Poison, Ghost and Undead property attackers by 50%.] +20% Max HP bonus at +9 and prevents you from getting knockbacks at +10 upgrade level. It's designed to perfect the effect of 4174.pngDeviling Card. The set bonus with 2371.pngPantie [1] (Also applies to 2339.pngPantie) adds INT + 15, Max HP + 5%, Max SP + 5%. But you can get better armors.

 

Garment Card

  • 4594.pngPetal Card (R) [Every 10 point of base LUK increases critical damage by 2%.] Even by late end-game, unless you are going for more reduction I would highly recommend this card. Provide the best boost for your Critical Damage than any other garment cards.
     
  • 4174.pngDeviling Card (R) [Add a 50% resistance against Neutral Property attacks. Receive 50% more damage from other property attacks.] If the MVP or mobs doesn't use as much Elemental attacks or Spells, this card would be great for tanking. Using it together with 20797 Etran's Shirt will nullify the negative effect.
     
  •  4580.pngKades Card [Increase resistance to Fire, Water, Earth, WindShadow, and Undead property attacks by 50%. Receive more damage from Ghost and Holy property by 100%.] Combined with the high MDEF from 12733.png Hagalas you can pretty much tank most Magic Spells and elemental attacks which isn't Ghost or Holy property.
     
  • 4133.pngRaydric Card [Increase resistance to Neutral Property attacks by 20%] Basic tanking card. Cheapest on this list.
     
  • 4646.pngInfinite Chimera Card [Max HP +8%, Max SP +4%. When used together with4643.pngInfinite Vagabond Wolf Card Atk & Matk +10%.] Even with the ATK and MATK bonus from the card set, it will still not beat 4594.pngPetal Card in terms of damage.
     
  • 4588.pngWakwak Card [Every 10 base STR, you gain + 5 ATK] When spamming skills like Ignition Break.png Ignition Break or Bowling Bash.png Bowling Bash , this card is a good substitute for swapping your main garment when using skills for that minor damage boost if you have at least 100 base STR.

 

Footgear

  • 22005.pngTemporal LUK Boots/22011.pngTemporal LUK Boots [1] (R) [MaxHP +300, MaxSP +30. For every 3 refine level, MaxHP +100, MaxSP +10, critical damage by 2%. If base LUK is 120 or higher, critical damage +30%. MDEF +5.] One of the only 2 types of boots I would ever use for this build. For newbies it's preferable to get an unslotted one as the slotted variant can be ridiculously expensive due to the advent of Critical Builds. I would suggest enchanting it with Fighting Spirit and Lucky Day/Bear for it and nothing else.
     
  • 22000.pngTemporal STR Boots/22006.pngTemporal STR Boots [1] [MaxHP +300, MaxSP +30. For every 3 refine level, MaxHP +100, MaxSP +10, ATK +7. If base STR is 120 or higher, ATK +50.] The other boot that I mentioned. If you aren't going for full Critical all the time, this is a good choice as it adds a good amount of ATK. If you are using a weapon such as 21019.pngOnimaru [2] you'd have both base LUK and STR at 120 so you can simply swap between the two types of boots.

 

Footgear Card

  • 4441.pngFallen Bishop Card (R) [MATK + 10%, Maximum SP - 50%. Increases damage inflicted on Demihuman and Angel monster by 50%.] Again, I'm dead serious. Apart from the MATK bonus, the racial magic damage increase would also work with Enchant_Blade.png Enchant Blade so this card is a splendid choice for normal hits.
     
  • 4643.pngInfinite Vagabond Wolf Card (R) [ATK +10, Refined to +7 ATK +10, Refine to +9 ATK +15. When used together with 4646.pngInfinite Chimera Card Atk & Matk +10%.] A total of 35 ATK bonus at +9 refine. I won't use the combo though as there are other options.
     
  • 31017.pngOutrageous Cookie Card (R) [ATK/MATK +1%, Max HP -2%. Every 2 upgrades ATK/MATK +1%, Max HP -2%.] I use this card myself, but.. The HP reduction can hurt your Rune Knight as you need HP to tank. So you decide whether you can live with that.
  • 4658.pngNightmare Verit Card [MATK + 5%. When refined to +7, MATK +3%. When refined to +9, MATK +3%.] A slightly downgraded version of 4441.pngFallen Bishop Card. You won't get the extra damage to certain races but you also don't have to worry about running out of SP so much. Needs high refine.
     
  • 4097.pngMatyr Card [AGI + 1. Max HP + 10%.] A good choice for newbies.
     
  • 4381.pngGreen Ferus Card [VIT + 1. Maximum HP + 10%.] Another good card for newbies.

 

Accessory

  • 28310.pngSarah's Left Earring/28311.pngSarah's Right Earring [Enables use of Level 1Heal.png Heal /Teleport.png Teleportation] (R) The real value of this accessory lies on the possible enchants you may acquire. You can get a total of +14% Critical Damage bonus if you can get the max Fatal enchantment.
     
  • 2992.pngPendant of Maelstrom [1] (R) [ATK +6%, MATK +6%. All Stats +1. When magically attacked, there is a 3% chance to activate Level 1 Maelstrom.png Maelstrom.] The most common accessory for this build. Both ATK and MATK bonus are just fabulous. I'm not quite sure about the usefulness of the autocast, since I can't seem to get it to work on me? Maybe I just missed it.
     
  • 2928.pngLuk Glove [1] (R) [Max HP +100, Max SP +20. CRIT +1 per 10 points of LUK. Critical damage 1% when LUK is 110 or higher.] If you are in desperate need of more Critical, this is the accessory for you. Getting 12 more Critical with it is easy since you will most likely have 120 Base LUK anyway.
     
  • 2981.pngHeroic Ring [Various enchantments] You can get some good enchants for this accessories. I'll let you see it for yourself here.
     
  • 2910.pngBakonawa Agimat Tattoo [ATK +7% and ASPD +10%] I'd prefer 2992.pngPendant of Maelstrom [1] over this. RK can make do without the attack speed bonus, unless you can't seem to reach max aspd for some weird reason. Provide some good ATK boost nonetheless.
     
  • 2678.png Ring of Flame Lord [Str +2, Vit +1, Atk +15. Resistance to Fire damage +10% When dealing physical damage, autocast various skills.] Has a 1% chance of using Level 1 Fury.png Critical Explosion and 3% chance of summoning a spirit sphere (adds +3 mastery ATK each) via Level 1 Summon Spirit Sphere.png Call Spirit Sphere. You can use it to gain the buffs then change it to your main accessory afterwards. You could also use it as it is.
     
  • 2678.png Advanced Ring of Flame Lord [Str +3, Vit +2, Atk +20. Resistance to Fire damage +10% When dealing physical damage, autocast various skills.] Just the same accessory but with a meager stats bonus upgrade. If you are just going for the extra buff, don't bother with this one.

 

Accessory Card

  • 4508.pngGold Scaraba Card (R) [ATK + 20, Max HP - 1%.] Something that almost everyone uses.
     
  • 4238.pngOwl Baron Card (R) [3% chance of casting Level 1Lex Aeterna.png Lex Aeterna on a target when physically attacking.] I'm not exactly sure how high this scales for your damage compared to 4508.pngGold Scaraba Card. But it's best utilized if you are the sole damage dealer.
     
  • 4505.pngScaraba Card [MATK + 20, Max SP - 1%.] Will not help with skill damage, only your normal attack. But it is wayyyy..  cheaper.

 

Essence of Evil

Essence of Evil are similar to cards but they can be inserted into ANY EQUIPMENT. Normally they are used on Headgears and Accessories.

  • 4910.pngEssence of Evil Force Lv3 [STR +4, ATK +12, INT -4.] I'm having mixed feeling about this since this build also uses INT to increase the damage as much as STR does. But like I said, if you can forsake INT entirely please go ahead. It'll certainly help with your Skill damage.
     
  • 4925.pngEssence of Evil Luck Lv3 [LUK +4, CRIT +4, DEX -4.] Some more LUK and Critical Hit won't hurt.


Donation Costumes (DPCE)

Upper Headgear Costume

Spoiler

30101.pngGothic Lolita Hat [1] (Example) [For every 3 refine, All Stats +2, Max HP & SP +1%, Reduce damage taken by 1% and increase final damage dealt by 1%. Bonus only applies until +12 refine.] A variety of slotted costume headgear for you to choose from, with some bonus every 3 refine. You can compound up to 3 Gemstones to augment it's usefulness. I you are going to donate or aiming to get a donation equipment this is the one that I would strongly endorse. Each costs 250 CP or 25 VIP Coins.

Suggested Gemstones

30064.pngGemstone(Mars) (R) - [All stats +1, ASPD +1, DEF +1, MDEF +1. If 3 30064.pngGemstone(Mars) are used together, ASPD +1.] Use this to get a whooping 4 flat ASPD to save you lot's of AGI.
30031.pngGemstone(Uranus) - [All stats +1, increase final damage by 1%, DEF +1, MDEF +1. If 3 30031.pngGemstone(Uranus) are used together, increase final damage by 2%.] For those who opted for MORE POWER!!!

Mid/Lower/Mask Costume

Spoiler

Has no innate bonus in itself. But these costumes can be compounded with Shards to for some bonus. Mid and lower costume both can be attached with 2 shards and costs 100 CP/10 VIP Coin each. while masks (mid+lower costume) can be attached with 4 Shards and costs 200 CP/20 VIPCoins.

Examples:
Mid: 30397.pngAngel's Whisper
Lower: 30478.pngEremes Scarf
Mask: 31203.pngCube Mask

Suggested Shards

30036.pngShard(Uranus) [Increase final damage by 1%] Just go for more damage.

Aura Amulet and Wings/Backpack

Spoiler

[All stats +1] Wing/Backpack occupies the garment costume slot while amulets (aura) can be used by clicking them. Most would get these mainly for the appearance alone. You can get them combined with Star Stone for some bonus from 32075.pngStar Stone Box (10 CP ea) but it is pretty pricey at 10 CP per box and the chances to get the ones you want and requires you to spend a fortune. So I won't recommend this for casual players. Each costs 250 CP or 25 VIP Coins.

Examples:
Aura Amulet (30011.pngArcane Amulet)
aura7.png

Wings (30335.pngLustrous Golden Wings)
garm3.png

Suggested Starstones

 

Shadow Gears

Scatter Shadow Set

Spoiler

24012.pngScatter Shadow Weapon DEX +5

24013.pngScatter Shadow Armor LUK +5

24014.pngScatter Shadow Shoes AGI +5

24015.pngScatter Shadow Shield VIT +5

24016.pngScatter Shadow Earring INT +5

24017.pngScatter Shadow Pendant  STR +5

It's not really a set. You can freely mix and match it with other shadow gears.

Physical Shadow Set

Spoiler

24018.pngPhysical Shadow Earring ASPD +1%. At +7 refine ASPD +2%.

24019.pngPhysical Shadow Weapon ATK +10. At +7 refine ATK +1%.

24020.pngPhysical Shadow Pendant Max HP +100. At +7 Refine Max HP +1%

Set Bonus: If total combined refine level is +23 or higher, ATK +1%

Only the 24019.pngPhysical Shadow Weapon is worth using.

Rune Knight Shadow Set

Spoiler

24288.pngRune Knight Shadow Weapon [Increase damage of Sonic Wave.png Sonic Wave by 20%. Additional 5% damage per refine rate.]

24301.pngRune Knight Shadow Shield [When using Enchant_Blade.png Enchant Blade, increase ASPD % equal to refine for 50 seconds. If refine is +7, additional ASPD + 1 for 50 seconds. If refine is +9, additional ASPD + 1 for 50 seconds.]

Set Bonus: Reduce SP consumption of Sonic Wave.png Sonic Wave by 20%. Has a chance to cast Level 3 Ignition Break.png Ignition Break when dealing physical damage.

Use this set if you are going for the IB autocast sub-build. The individual effect has it's uses but nothing too remarkable.

 

Consumables

Runestones

For the full effect of each type of rune please refer to this page. These runes are actually skills that are stored in the form of consumables. They are pretty heavy, weighing 20 each. You can craft and keep them on your storage and use @storage to retrieve them or just craft them on the fly. Whichever suites you fancy.

Spoiler

12731.pngTurisus Runestone (Giant Growth) - Your primary damage rune. Adds 30 STR and a certain 'damage' percentage buff at at the end of your damage calculation. Gives a chance of dealing double damage when attacking normally. As it multiplies your overall damage and not your ATK, it also amplifies Enchant_Blade.png Enchant Blade damage. Does not amplify Frenzy.png Berserk damage. Has a very low chance of breaking your weapon.

12729.pngAsir Runestone (Fighting Spirit) - This rune adds some ample flat ATK that increases with the number of active players in your party during activation. But the most substantial bonus is that it increases your ASPD value by 4. Another primary rune for this build.

12733.pngHagalas Runestone (Stonehard Skin) - Raises your DEF and MDEF immensely. The MDEF bonus alone would reduce magic damage by nearly HALF and provide you with immunity to Stone Curse and Frozen negative status effect. It also reduces damage of normal mobs with a high chance if you are attacked. Use this when you are not zerking.

12726.pngRhydo Runestone (Crush Strike) - Buff your next normal hit with a huge boost in damage. This skill's damage won't be directly increased by any ATK % from active skills or even from Giant Growth damage % amplifier. Weapon Level and Refine rate greatly influences the damage. So does the weight and base ATK of the weapon equipped to a lower degree. Has 1 second Fixed Cast Time and 30 seconds re-use Cooldown. It has a very high chance of destroying your weapon.

12727.pngVerkana Runestone (Millennium Shield) - Gives you 2 to 4 hit damage buffer.  Extremely useful when confronting a MVP/Monster with the tendencies to pull out really dangerous One Hit KO Skill out of nowhere. Has a 1 minute Cooldown.

12728.pngIsia Runestone (Vitality Activation) - If you are using HP recovery item with fixed value like 522.pngMastela Fruit, it will amplify the effect by 50%. Will stack with 14537.pngRegeneration Potion. It won't work with % HP recovery item such as 12027.pngGiggling Box or 608.pngYggdrasil SeedHowever it reduces your SP recovery items effect by 50% as well.

12730.pngUrj Runestone (Abundance) - Regenerates 60 SP every 10 seconds. Really helpful especially if you have something equipped that drains your SP like for instance.. A 4601.pngAmdarais Card.

12725.pngNosiege Runestone (Refresh) - Cures and provides immunity for certain status effects for 1 minute. Can be your savior when facing certain MVPs that spams debilitating status effect like no tomorrow. Has a 2 minutes re-use Cooldown.

12732.pngPertz Runestone (Storm Blast) - With this build it's hard to wholly use this rune as the cast time is pretty long (unless you have some decent Variable Cast Time reduction) and the knockback effect clashes with Ignition Break.png Ignition Break that requires you be as close to your target as possible. I normally avoid it for this build as we can't spam it fast enough for it to matter.

22540.pngLux Anima Runestone (Lux Anima) - Oh.. Boy. This rune allows you to pass certain rune buff to your party members. Effectively making you a buff slave./sigh This is also the most costly rune to craft, so use it sparingly. The given rune buff will only last for 60 seconds on the affected party members.

 

HP Recovery Items
12027.pngGiggling Box - Restores 9% of Max HP, has a 30% chance to Curse yourself, 20 weight .

522.pngMastela Fruit - Restores 400~600 HP, 3 weight.

547.pngCondensed White Potion - Restores 325 ~ 405 HP, 5 weight.

SP Recovery Items

526.pngRoyal Jelly - Cures some abnormal status; Restores 325 ~ 405 HP and 40 ~ 60 SP, 15 weight.

505.pngBlue Potion - Restores 40 ~ 60 SP, has a 0.5 Sec reuse delay, 15 weight.

11520.pngMora Mandarin - Restores 50 SP, 2 weight; for Base Level 100 or above only.

12574.pngMora Berry - Restores 50 SP, 2 weight; for Base Level 120 or above only.

Others

607.pngYggdrasil Berry - Fully restores your Max HP and SP. On Limit RO it has 3 minute re-use delay.

608.pngYggdrasil Seed - Restores half of your Max HP and SP. On Limit RO it has 3 minute re-use delay.

Buff Items/Foods

TBA

Getting started

Where should I put this anyway?

Future updates & equipments

Later.

Videos

When I feel like it. /yawn 

FAQ/TIPS

Someday.

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. /gg). He inspired me to write this guide despite me being quite lazy.
  • Another good friend @Caphleo just for being an awesome chap. /no1 
  • 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 by cyborgbanana and edited by @Skillhunter

 

Edited by Akin
11 people like this

Share this post


Link to post
Share on other sites
On 7/13/2017 at 2:58 AM, Akin said:

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 info from. /gg). He inspired me to write this guide despite me being quite lazy.

Lol....

Share this post


Link to post
Share on other sites

Okay, this will be my first (and only?) guide. There's lot more to add later on.. If you find any mistakes in the guide please feel free to point it out. If you disagree or have some opinion of your own, do comment. If I find it significant, I'll include it in the guide and credit you for it.

If anyone wants to share the PvP build you can pm me. This guide is far from completion. So that's it for now.

@S e n t i m e n t a L Ow, bloody hell mate. Wait for me to comment 1st will ya? /swt

Edited by Akin
1 person likes this

Share this post


Link to post
Share on other sites

Hi, on your garments section, the etran's undershirt[1]. Does it have the set bonus with regular pantie or pantie[1]? 

Share this post


Link to post
Share on other sites
7 hours ago, maehem said:

Hi, on your garments section, the etran's undershirt[1]. Does it have the set bonus with regular pantie or pantie[1]? 

Should be both. I don't actually own one.

Edited by Akin
1 person likes this

Share this post


Link to post
Share on other sites
8 hours ago, maehem said:

Hi, on your garments section, the etran's undershirt[1]. Does it have the set bonus with regular pantie or pantie[1]? 

Poke a hole in one and try /heh tbh dunno lol

Nice guide! I tried it with the summer crit sword, was quite entertaining ~ and other 1v1 crit builds will love us just for our runes /gg

 

Share this post


Link to post
Share on other sites
35 minutes ago, Parakins said:

Poke a hole in one and try /heh tbh dunno lol

Nice guide! I tried it with the summer crit sword, was quite entertaining ~ and other 1v1 crit builds will love us just for our runes /gg

The script indicates both panties are eligible.

I'll touch upon 'rune slaves' eventually. :)

Share this post


Link to post
Share on other sites
55 minutes ago, Parakins said:

Poke a hole in one and try /heh tbh dunno lol

Nice guide! I tried it with the summer crit sword, was quite entertaining ~ and other 1v1 crit builds will love us just for our runes /gg

 

thx for the free expensive buffs xDDDDDDD

Share this post


Link to post
Share on other sites

@Akin you forgot Avenger Two handed Sword.... gg

Does Bakonawa Tatto would be applicable for Crit Build? I recently watch kRO Videos 

 

 

1 person likes this

Share this post


Link to post
Share on other sites
1 hour ago, Lex Luthor said:

@Akin you forgot Avenger Two handed Sword.... gg

Does Bakonawa Tatto would be applicable for Crit Build? I recently watch kRO Videos 

Owh yeah avenger the weapons. Yeah I kinda rushed the guide so missed a few stuff, gonna add them now. Thanks for reminding. :) 

1 person likes this

Share this post


Link to post
Share on other sites
Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   You have pasted content with formatting.   Remove formatting

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor