Thursday, November 7, 2013

Ragnarok Online 2 Alter SoulSpanker's Soulmaker Guide

Hello... Welcome to my guide to the Soulmaker Class in RO2.
For a heads up im sure this post might have a lot of spelling/grammar errors and forgive me for that but I saw Tsukasa's Cres guide and I haven't seen any real insightful Soulmaker guides so I decided what the heck... Why not I just make one so here goes! (This guide is based off of my personal build and my personal experiences as a Soulmaker)
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Table Of Contents
1. Introduction
2. Stats
3. Skill build's(Soulspanker Style)
4. Colosseum
5. Agi VS Int


Introduction

The Soulmaker class is primarily a group advantage class. As far as raiding and DPS goes your not the worst but your not the best! Due to Warpportal's changes to the classes healing capabilities it isn't advised to be a full healer Soulmaker anymore in warpportal's version. That being said you are still one of the most useful things that can be added to a group! Let's get more in depth of the class in the upcoming subjects... Onto Stats!


Stat Builds


Classic Int Build
Int:40 

Agi:40 

Vit:8



or 



Int:38 

Agi:38 

Vit:18





Full Support(Personally I think this build is crap)



Int:40 

Agi:8 

Vit:40



or



Int:41 

Vit:41



Critical Hit Build(Alittle Extensive)



Int:27 

Agi:51 

Vit:3

These are all your classic build's of characters. I choose to go a bit differently.

SoulSpanker's Build

Int:39
Agi:41
Vit:8

I personally believe for Soulmakers my build or the classic int build is the best for Soulmakers. We utilize alot based off of crit due to our Links(I'll get into that more later)


Skill's and Skill Builds


Soul Maker Skills
RO2_SoulExtinction.png
 
Soul Extinction- Explodes the concentrated magical power of souls to inflict x% of magical attack damage, and inflicts x% of additional DoT for 10 seconds.
 
Casting Time: 2 second
Cooldown: 5 seconds
Comment: At level 1 this skill inflicts 27% of magical damage and 14% DoT while at max level, the damage increases to 40% and the DoT rises to 20%.
 
RO2_SoulExtinctionMastery.png
 
Soul Extinction Mastery- Immobilizes the target for 1 second when Sould Extinction succeeds.
 
Comment: At max level, the target will be immobilized for 3 seconds.
 
RO2_MentalBreakdown.png
 
Mental Breakdown- Inflicts additional damage -x% of magical attack damage - by fragmenting the targets mind. If the target is under Soul Injection, the damage jumps to addtional 5 enemies max. On each jump, the damage is decreased by 10%.
 
Casting Time: Instant Cast
Cooldown: 1 second
Comment: This skill gives off -20% magical attack damage when it's level 1 while at max level, it gives off 30% magical attack damage.
 
RO2_SoulExtortion.png
 
Soul Extortion- Inflicts x% of magical attack damage every 1 second, for 5 seconds, by taking over the target's soul. The movement speed of the target is decreased by x% when casting is in progress. if the target is under Soul Injection, the damage jumps to additional 5 enemies. On each jump, the damage decreased by 10%.
 
 
Casting Time: Instant Cast
Cooldown: 10 seconds
Comment: Level 1, it will inflict 21% magical damage while at max level, it does 31% of magical attack damage.
 
RO2_DeathSpell.png
 
Death Spell- Inflicts x% of magical attack damage on the target and additional hostile targets up to 10 within 5 meters of the target, and adds Soul Injection debuff to all the targets which received the damage.
 
 
Casting Time: .5 second
Cooldown: 1 second
Comment: Inflicts 16% magical damage to the target at level 1 while 22% at max level.
 
RO2_Sacrifice.png
 
Sacrifice- Sacrifices 10% of the caster's max HP, to inflict damage on the enemy. The enemy receives x% of magical damage plus the amount of the HP that the caster has sacrificed. The target is knocked down for 3 seconds. The caster could die from using the skill due to the HP required to use Sacrifice.
 
Casting Time: 2 second
Cooldown: 30 seconds
Comment: For 10% max HP, you will inflict 78% of damage to the enemy at level 1 while at Max level you will deal 115%.
 
RO2_AwakeSoulmate.png
 
Awake: Soulmate- Communicates with Root of Death Worlds to makes its physical manifestation as a soul. Increases damage and movement speed of the caster by x%, and increases acceleration by x%. Recovers all HP of your party and attack squad members within 10 meters of you by x% every time the caster achieves a critical hit.
 
Casting Time: 1 second
Cooldown: 600 second
Comment: At level 1: the caster will have 10% increase in damage and movement speed, 5% increase in acceleration and 2% HP recovery for the caster and his/her party every time he/she lands a critical hit. While at full level: the caster will have 30% increase in damage and movement speed, 15% increase in acceleration and 6% HP recovery for the caster and his/her party every time he/she lands a critical hit.
 
RO2_Immunity.png
 
Immunity- Inflicts x% of magical attack damage by sending Root of Death Worlds that is manifiested as a soul towards the target. When hit, the energy waves of the soul spreads from the target to other enemies within up to 20 meters of the target to inflict 42% of magical attack damage on hostile targets and recover HP of allies.
 
Casting Time: 2 seconds
Cooldown: 10 seconds
Comment: When this skill is level 1, the Root of Death Worlds will inflict 77% of your magical damage to the enemy and the waves that spreads will do 31% of your magical damage to the enemies hit nearby. At max level it does 105% damage to the target and 42% damage to the enemies hit by the waves.
 
RO2_Exploitation.png
 
Exploitation- Increases intelligence of the caster for 30 seconds by absorbing the souls of enemies within 5 meters of the caster. The souls of up to 5 hostile targets can be absorbed, each of which increase the casters intelligence by x%.
 
 
Casting Time: Instant Cast
Cooldown: 180 seconds
Comment: Level 1 will give the caster a 2% increase in Intelligence while 6% at max level.
 
RO2_ImpositioManus.png
 
Impositio Manus- Increases physical/magical attack damage of party and attack squad members by x% for 30 minutes.
 
 
 
Casting Time: Instant Cast
Cooldown: 1 second
Comment: Your physical/magical attack damage and as well as your party will increase by 2% at level 1 while 10% at max level.
 
RO2_Transpersonal.png
 
Transpersonal- Increases attack hit power of all party and attack squad member by x% for 30 minutes.
 
 
 
Casting Time: Instant Cast
Cooldown: 1 second
Comment: Your critical hit power and as well as your party will increase by 2% at level 1 while 10% at full level.
 
RO2_SoulLinkConcentration.png
 
SoulLink: Concentration- Increases acceleration and vitality of the caster and up to 5 allies within a certain range by x% for 5 minutes. While spiritually connected, acceleration and vitality of the ally and the caster is increased by x% every time the caster achieves a critical hit. The acceleration and vitality can be increased up to x%. If no critical hit occurs, the increased level gradually decreases. When the level goes below the minimum value, the buff will be removed.
Casting Time: 1 second
Cooldown: 3 seconds
Comment: You and your party's acceleration, and vitality will increase by 2% for 5 minutes at level 1 while it will rise to 10% at max level.
 
RO2_SoulLinkBalance.png
 
SoulLink: Balance- Makes a spiritual connection with one ally for 5 minutes to increase physical/magical attack damage of the ally and the caster by x%. While spiritually connected, physical/magical damage of the ally and the caster is increased up to x%. If no critical hit occurs, the increase level gradually decreases. When the level goes below the minimum value, the buff will be removed.
Casting Time: 1 second
Cooldown: 3 seconds
Comment: You and one ally's physical/magical attack damage will increase by 2% at level 1 while 10% at max level.
 
RO2_SoulLinkRevive.png
 
SoulLink: Revive- Reduces the damage taken by the caster and up to 5 allies within a certain range by x% for 5 minutes and increases healing effect by x% at the same time. While spiritually connected, damage taken by the ally and the caster is decreased by 1% and HP is recovered by x% every time the caster achieves a critical hit. The damage taken can be decreased up to x%. If no critical hit occurs, the increased level gradually decreases. When the level goes below the minimum value, the buff will be removed.
Casting Time: 1 second
Cooldown: 3 seconds
Comment: At level 1: The damage taken by the caster and the ally will be reduce to 2%, the healing effect will be increase by 2% and the HP will recovery will be increased by 1% every time the caster lands a critical strike. While at full level: The damage taken by the caster and the ally will be reduce to 10%, the healing effect will be increase by 10% and the HP will recovery will be increased by 5% every time the caster lands a critical strike.
 
RO2_SoulLinkDevotion.png
 
SoulLink: Devotion- Make a spiritual connection with one specified ally for 5 minutes to transfer x% of damage that the ally receives to the caster. The caster and the ally recover HP by 10% of damage taken every time they are hit. When the ally receives damage that would kill him/her, that ally recovers x% of max HP instead of dying, and the buff will be removed.
 
 
Casting Time: 1 second
Cooldown: 3 seconds
Comment: When this skill is at level 1, 6% damage will be received by the caster instead of the ally who has this buff on. While it the damage absorption will increase to 30% at full level.
 
RO2_Restore.png
 
Restore- Recovers HP of one ally by x% of magical attack damage.
 
Casting Time: 2 second
Cooldown: 1 second
Comment: Recovers 44% of HP at level 1 while 64% at max level.
 
RO2_Restoration.png
 
Restoration- Heals one party member by x% of magical attack damage, then jumps to heal all the other members within 10 meters of the specified member. Up to 5 members can be healed, and the healing effect decreases by x% on each jump.
 
 
Casting Time: Instant Cast
Cooldown: 5 seconds
Comment: Heals 19% at level 1 while 28% at full level.
 
RO2_Cure.png
 
Cure- Recovers HP of the target by x% of magical attack damage for every 2 seconds for 30 seconds. Healing is increased by x% every 5 seconds for as long as Cure lasts.
 
 
 
Casting Time: Instant Cast
Cooldown: 1 second
Comment: Recovers HP of the target by 8% at level 1 while 12% at max level.
 
RO2_Dispel.png
 
Dispell- Dispells the movement impairing effects (debuff) on the target with x% probability. The caster can use this skill even when he or she cannot control himself or herself.
 
 
 
Casting Time: Instant Cast
Cooldown: 30 seconds
Comment: It gives you 10% chance to dispel movement impairing effects at level 1, while 30% at full level.
 
RO2_Detection.png
 
Detection- Detects any invisible enemies within 10 meters of the caster by focusing his or her mind. Removes the invisibility effect applied to any enemies within the range, and stuns them for 3 seconds with x% probability.
 
 
Casting Time: Instant Cast
Cooldown: 30 seconds
Comment: Gives you 20% chance to stun a target after they become visible at level 1 while 60% chance at full level.
 
RO2_CurePearl.png
 
Cure Pearl- Generates 5 healing spheres around the caster. When an ally approaches a sphere, it is absorbed by him or her to recover HP by x% of magical attack damage. The ally who has recovered his or her HP using one of the spheres has to wait for 30 seconds before he or she can absorb another sphere.
 
 
Casting Time: 1 second
Cooldown: 10 seconds
Comment: Gives 30% HP recovery at level 1 and 44% at max level.

Now that you have a base understanding of how the classes skills work lets get into the 2 major types of builds I believe to exist in Warpportals RO2!

Skill Builds

Single DPS Support Build
(For me personally I haven't chosen what build i want to go yet but i will most likely go this one)

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(there is 2 points leftover you can place them as you please)
Now lets inspect the build choice I have made and the reasons for it.

This build will allow you to be a main dps. Not the top of the charts but you can generally keep up with most Sorc's once you have become equal geared with them. Your rotation will generally be Soul Extinction, Sacrifice off cooldown, And Spam Mental Breakdown. Ofcoarse if you ever see your party in trouble your not that serious of a dps so stop what your doing and heal your raid up! Spam Restoration off Cooldown cast Restore and put Cures on everyone! Ontop of that you should already be Casting Cure's on tanks at almost all times to help out the healers. This build has 3 major links you need to take advantage of... Soul Link: Balance will increase you and 1 other person's attack power or magic power another 10% ontop of Imposito Manus, Soul Link: Concentration will increase you and your raid's Vitality(Vigor) and Acceleration(Haste) by 10%! Now Even though this is a group wide buff that can be connected to more than 1 person I Generally tend to stick to just my main one person. It is too hard to coordinate everyone to never move out of 15m and personally with the raids in this game you can manage without them. And Lastly Soul Link: Devotion This link is generally for you and your "Partner" To never die(Or a priest). It will share 6% of the damage they take as well as if they were to receive a killing blow it will remove the buff instead of killing the person. In this build I like to main link to a Wizard for the 10% Magic power/Haste benefits them the most out of any class. And use devotion on a Priest.

Onto the next Build

Full Group Support

My personal opinion on this build... Generally speaking again besides in AoD(Abaddon of Despair) and Certain fights in other Raids you cant manage to keep everything up.

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This build is a Full on group support build if you can manage to stay near your party the whole time your duties will be as followed... Keep Soul Link: Revive up on your party the whole time 10% increase healing and 10% less damage is HUGE! (If you are close enough keep Soul Link: Devotion on a tank if not put it onto a healer. And make sure to maintain Soul Link: Concentration on your raid with Soul Link: Revive. If you can manage to do all of this for a whole boss fight you alone will befit your entire raid with 10% attack/Magic Power, 10% Haste and Vigor, 10% Less damage and Increase in Healing as well as protecting the life of someone AND your a healer.

With this build from a DPS standpoint you will just be using mental breakdown constantly on the boss and the second a room wide aoe is going to happen or what not your job is to up everyone to full since your Raid wide and group wide heals are wonderful and your dps in this build will not be substantial or able to keep up with anything you are meant to make sure no one dies and keep your Links up on the raid!

Colosseum

For most people who play this game this is one of the funnest parts of it but can also be the thing that makes you hate this game at most times and I have tended to notice a lot of Soulmakers getting eliminated early on when I'm making it to the last round every time and i have 19 victory medals without ever being boosted by guildmates. So I will just give a little insight to what I tend to do in Colosseum. 

Round 1: This round is generally always the easiest everyone is grouped up in the center and most usually low HP, Cast Death Spell and then spam mental breakdown or I personally use Soul Extortion because the damage is applied faster and I generally get one kill from this. After that one kill you can usually get away with just killing some mobs or manage to snatch another kill with Sacrifice for easier passage to Round 2.

Round 2: The death spell trick isn't going to work this one everyone will start with full HP and we are still in the phase of RO2 where "Oh look a noel everyone kill it its squishy and its new" Is still a thing in Colosseum. Most likely your just going to die early on and then you can proceed to try and get some kills. Just accept defeat for that first death get it over with as soon as possible that's what i do. In this round it is generally easy as well you just need to get a kill or two and kill some mobs.

Round 3: Things start to get a little tricker here because you might be one of two noels inside the Colosseum at the time and become prime target for everyone whenever they see your stubby legs running around. Tab target and look for the person that everyone is focusing on and watch and pay attention to how fast the HP of that person is going down. Depending on the speed pick when to start casting Sacrifice I generally will start casting around 5-6k (Half HP) if more than 1 person is focusing them. and the skill generally goes off around 3-4k HP and its a free kill. Continue to do this / tab target and spam mental breakdown/Soul Extortion and wish for the best.

Round 4: This is your hardest round! Harder than winning in the last round and harder than all 3 before combined. i notice most soulmaker use Awake Soul in this round and if you have to... Do it but if you can save it for the last round it is a insane advantage. In this round you are the major target of EVERYONE at all times. The second you res no matter what everyone is usually on your ass for a easy kill. The major advice i have here is DONT BE SCARED. Turn around stop running Soul Extinction one of them, Sacrifice and Soul Extortion or Mental breakdown. Generally because everyone is targeting you when you solo dps someone down no one is going to steal your kill because they are all trying to kill you. I generally kill someone in the time it takes me to die. Ofcoarse the focusing you wont be at all times so you can sneak a kill or two when your not being focused by a well timed Sacrifice but thats it for Round 4.

Round 5: My favorite round! Do not use Awake soul in the begenning you will just be Public Enemy #1. Run around in circles and get your speed elixers ready( you dont need them they just help). In this round its all about solo dpsing the person who is solo dpsing the main target. When you see 5 people and 4 are targeting say for example a priest. Pick out a ranger in the group on the side and start dpsing him down. By the time they kill the target they are on you can generally kill one of them while the attention is elsewhere. Or if your confident enough for that Sacrifice kill steal then go for it. After you die once or twice pop your awake soul! your so fast and mobile in this form that you can chase people spamming mental breakdown and get some free kills. Once your in 1st or second you need to kill porings. Not only do they effect your rank(Slightly) They prevent the melee's from getting a 200% attack buff which will be the end of you and everyone else in your Colosseum. It is no fun but sometimes when your in first with a couple kills ahead and some porings.. NOT the whole round but for some time hide in a side room because your inevitable death will happen and you want to be as high up on the charts while the others lower themselves some more. You could lose and drop a rank during this time but then you also wont be a main target when you do decide to run back out at about a minute for a final kill to secure your win. 


Agi VS Int

This is all about the Radiant Runes you will be using.  Personally this is a no brainer  As your crit is already generally low from receiving almost no Agi from gear you need it to boost your links more and keep up in dps if you go full dps build(Crit heals are nice too in support mode). Currently in full Colosseum gear and some AoD I have 29.01% crit which isn't bad but that's with all Agi gems and a guitar+afro costume combo for another 2% crit. This is all personal preference as well. If you could care less about buffing your links and if you feel you can dps more with just base hitting an extra 100 dmg on an ability instead of 5-8% more crit chance to do double damage. I havent done the math or anything to figure out which is best yet but so far I am liking and will be staying with the 30% crit rate.



I was going to have a ending of raids and stuff but I think I ended up covering those subjects in the Skill Build section. I hope you guys enjoy and this is at least helpful in some way to you Soulmakers who will read it out there!
If you have any questions further and notice I am on. Toss me a whisper and I can try to help in any way i can :).

From your friendly neighborhood Soulmaker

Soulspanker
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Tuesday, November 5, 2013

Ragnarok Online 2 Alter Tsukasa's In-Depth Crecentia Guide

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All graphics thanks to Klyde!


Table of Contents
1. Introduction
2. Stats
3. Skills
4. Equipment & Cards
5. Gameplay 
6. Party & Raid Tips



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Hello everyone, this is my in-depth look at the Crecentia, one of the Alter's class change options upon reaching level 25. This guide was created to help new players who may have any questions regarding Crecentia, and show how to get the most out of your little scythe swinging demon. This guide will cover just about everything PvE related, but I'll try to add some PvP tips you may find useful. Let's begin like any proper guide should: with the basics. 

Unlike their Soul Maker counterparts, Crecentia's retain their Alter skills. This, in addition to their own skills, makes them a very powerful class capable of long range and area melee damage, courtesy of their area of effect (AoE) attack and debuff skills. With that in mind, Crecentia's primary objectives are:

1) Maximize Attack : Whether from physical or magical attack, AoE or DoT (damage over time), hurt them - a lot.
2) Buff/DebuffsThe Crecentia has a plethora of debuffs that can be used to gain the upper hand on your enemies, from putting them to sleep to decreasing their movement speed. It's also capable of using a buff that not only increases damage and movement speed for the caster, but also provides addition defense of up to 10% to party members (reliant on crit).


________________________________________


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While there are numerous ways to build your Crecentia, the main stats you should be using are INT and STR with the option of AGI and VIT. INT is necessary for maximizing your magic attacks whereas STR is a must have for your melee damage skills. Adding VIT is an optional method, but in my opinion only takes away from your max physical/magic damage. Adding AGI is possible, but few skills would benefit from it. Here's a bit more information regarding these stats:


STR:  Adds attack and parry rate. This is necessary for skills like Diem Wind and Tempest. 
INT:  Adds magic attack and defense. Necessary for nearly all of the Crecentia's skills. 
AGI: Adds critical and dodge rate (physical). Viable for physical attacks, but not advised. 
VIT:  Adds health and increases Healing rate from Potions. VIT points increase such a small amount of HP that it's almost a waste to use. Health shouldn't be a major issue without it, most HP will come from your equipment. 
WIS: You do not need this stat. 

Additional statistics:
Parry: Chance to receive half damage. 
Dodge: Chance to dodge attacks. 
Vigor: Decreases cooldown on skills. 
Haste: Decreases casting time. 

Nearly all rare Crecentia equipment (blue, purple) will have vigor/haste so if you want to raise your parry/dodge you can rely on accessories. Unfortunately, accessories cannot be used until you reach base level 40*.


*This is not counting Pandora accessories, which can be equipped regardless of level. More information on Pandora equipment will be discussed in the equipment section. 



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The Crecentia has a wide array of skills, many of which are dependent on another to be truly effective. For now I'll just post the facts, later I'll be sure to add important information based on my own experience. 


Diem Wind
RO2_DiemWind.png  
  • Casting time: 1 sec
  • Cooldown: 1 sec
  • SP Cost: 1/2/3/4/5
  • Single target
  • Adds Stigma Debuff
  • 14/15/17/18/20% Physical Attack Damage
  • Adds Stigma debuff to a hostile target with 20/40/60/80/100% probability per hit
  • Gives an extra 30% damage if your enemy already has a curse on it
  • The fastest Casting time and Cooldown to add Stigma debuffs at 100% probability
  • This works best with Stigma Thread should you want to activate and spread your Stigma debuffs to all the enemies around you the quickest way possible.

Illusion Blade
RO2_IllusionBlade.png
  • Casting time: 1 sec
  • Cooldown: 5 sec
  • SP Cost: 1/2/3/4/5
  • Single target
  • Adds Stigma Debuff
  • 14/16/18/19/21% Physical Attack Damage
  • Adds 2 Stigma debuffs to a hostile target with 20/40/60/80/100% probability per hit
  • Targets under curse spells receive 30% more damage in addition to the initial damage it had taken
  • Affected Skills: CrucioEvanescoFurnunculusRaw TiltBlindness

Curse Burst
RO2_CurseBurst.png
  • Casting time: Instant
  • Cooldown: 0 sec
  • SP Cost: 3/4/5/6/7
  • Single target / AoE
  • Uses Stigma Debuff
  • 6/7/8/9/10% Magical Attack Damage (if target and surrounding enemies within 5m have Stigma debuff)
  • Additional 1/2/3/4/5% Magical Attack Damage for every Stigma debuff present

Crucio
RO2_Crucio.png
  • Casting time: 1 sec
  • Cooldown: 5 sec
  • SP Cost: 1/2/3/4/5
  • Single target
  • DoT
  • Curse
  • 19/21/23/25/28% Magical Attack Damage
  • 9/10/12/13/14% DoT for 10 sec
  • Second highest DoT damage

Furnunculus
RO2_Furnunculus.png
  • Casting time: 1 sec
  • Cooldown: 10 sec
  • SP Cost: 3/4/5/6/7
  • Single target
  • DoT
  • Duration: 30 sec
  • 10/11/13/14/15% Magical Attack Damage every 2 sec for 30 sec
  • Increase by 4% every 5 sec
  • Highest DoT damage

Tempest
RO2_Tempest.png
  • Casting time: 3 sec
  • Cooldown: 60 sec
  • SP Cost: 4/6/8/10/12
  • Single target
  • Uses Stigma Debuff
  • 68/76/84/92/100% Physical Attack Damage
  • Additional 1/2/3/4/5% Physical Attack Damage per 1 Stigma debuff that is already on your target
  • 3 sec Stun
  • Highest attack damage skill

Contingency
RO2_Contingency.png
  • Casting time: 2 sec
  • Cooldown: 20 sec
  • SP Cost: 2/4/6/8/10
  • Single target
  • DoT
  • 16/18/20/22/24% Physical Attack Damage
  • Decrease defense by 1% per curse spell (stacks up to 5 times) + 1/2/3/4/5% Physical Attack Damage DoT for 30 sec

Bram Gush
RO2_BramGush.png
  • Casting time: 1 sec
  • Cooldown: 1 sec
  • SP Cost: 1/3/5/7/9
  • AoE
  • Adds Stigma Debuff
  • Front damage (you only hit those standing in front of you)
  • 7/8/8/9/10% Magical Attack Damage
  • Max of 10 concurrent enemies
  • Adds 1 Stigma debuff to a hostile target with 6/12/18/24/30% probability per hit
  • Instant constant AoE damage

Earth Worm
RO2_EarthWorm.png
  • Casting time: 2 sec
  • Cooldown: 15 sec
  • SP Cost: 3/5/7/9/11
  • AoE
  • 16/17/19/21/23% Magical Attack Damage
  • Decrease movement speed by 70% for 2/4/6/8/10 sec
  • “Jumps” to inflict a max of 5 enemies within 10m of the target that you’ve aimed at

Death Grip
RO2_DeathGrip.png
  • You need Awake: Darkness in order to use Death Grip.
  • Casting time: 2 sec
  • Cooldown: 10 sec
  • SP Cost: 5/7/9
  • AoE damage
  • 77/91/105% Magical Attack Damage
  • Additional 10% damage per party member (stacks up to 5 members)

Land of Darkness
RO2_LandOfDarkness.png
  • Casting time: 2 sec
  • Cooldown: 10 sec
  • SP Cost: 3/5/7/9/11
  • AoE
  • Uses Stigma Debuff
  • 6/7/8/9/10% Magical Attack Damage
  • Up to 10 enemies
  • Damage increased by 1/2/3/4/5% for any target under Stigma debuff

Levicorpus
RO2_Levicorpus.png
  • Casting time: 1 sec
  • Cooldown: 60 sec
  • SP Cost: 1/3/5/7/9
  • Sleep
  • AoE
  • Radius: 5m
  • Up to 10 enemies
  • 20/40/60/80/100% probability of sending a ShockWave
  • Decrease damage taken by 10/20/30/40/50%
  • Target will wake up upon being hit

Imperio
RO2_Imperio.png
  • Casting time: 1 sec
  • Cooldown: 120 sec
  • SP Cost: 2/4/6/8/10
  • Slows movement
  • AoE
  • Duration: 30 sec
  • Radius: 5m
  • Decrease acceleration of enemies by 20/40/60/80/100%

Ignition
RO2_Ignition.png
  • Passive
  • Doubles the physical/magical attack damage that is increased by Strength and Intelligence

Evanesco
RO2_Evanesco.png
  • Casting time: 1 sec
  • Cooldown: 10 sec
  • SP Cost: 2/3/4/5/6
  • Single target
  • Curse
  • Duration: 30 sec
  • 2/4/6/8/10% of damage given by enemy will be reflected back

Raw Tilt
RO2_RawTilt.png
  • Casting time: 1 sec
  • Cooldown: 10 sec
  • SP Cost: 2/3/4
  • Single target
  • Duration: 30 sec
  • Cannot be used concurrently with Blindness
  • Increase the damage the enemy received by 5/10/15%

Blindness
RO2_Blindness.png
  • Casting time: 1 sec
  • Cooldown: 10 sec
  • SP Cost: 3/4/5
  • Single target
  • Duration: 30 sec
  • Cannot be used concurrently with Raw Tilt
  • Decreases physical/magical attack damage by 5/10/15%

Stigma Thread
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  • Casting time: 1 sec
  • Cooldown: 10 sec
  • SP Cost: 0
  • AoE
  • Uses Stigma debuff
  • Spreads Sigma debuff to other targets around you that already has debuffs on them
  • Stacks up to 5 times.

Stigma Mastery
  • Casting time: Instant
  • Cooldown: 0 sec
  • SP Cost: 0
  • Passive
  • Uses Stigma debuff
  • 1/3/5% chance of obtaining a critical hit on a target with a Stigma debuff

Awake: Darkness
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  • You need Awake: Darkness in order to use Death Grip.
  • Casting time: 1 sec
  • Cooldown: 600 sec
  • SP Cost: 4/6/8
  • Multiple targets
  • Duration: 2 mins
  • Increase movement speed of the caster by 10/20/35%
  • Increase physical / magical attack damage of the caster by 10/20/35%
  • Decrease damage taken by 5/10/15%
  • Increase the defense of all your party member within 10m by 1% every time the caster achieves a critical hit

Curse Reinforce
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  • Casting time: Instant
  • Cooldown: 0 sec
  • SP Cost: 0
  • Passive
  • Increase damage of curse spells by 5/10/15%
  • Affected Skills: CrucioFurnunculus and Land of Darkness

Mayhem
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  • Casting time: Instant
  • Cooldown: 0 sec
  • SP Cost: 0
  • Passive
  • Duration: 5 sec
  • 10/20/30% probability of Silence debuff when Imperio succeeds


All credit goes to Icesabel for creating this skill tree, personal opinions removed to avoid confusion. Her guide can be found here


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As far as cards go, your obvious choice is use a set that supports the stats/build you've chosen. It's also wise to take what you are feasibly capable of obtaining into consideration, don't immediately plan to equip 5 Maya Purple [Rare+] cards the second you reach level 50 (unless you can actually pull that off, fat chance). 

If you're looking for a quick, simple, and viable card choice look no further than Road of Blessed, [currently] the final map in the game. Here are a few relatively easy cards to obtain that may work well depending on your build choice. Keep in mind that these choices are based on end game stats and a level 50 character level. 



card1s.pngScratch Thief Card:    +6 STR | +6 INT | +6 AGI | +6 AGI | +17 VIT
The go-to card for any new level 50 player. Easy to obtain, either by farming or buying, and with the exceptional VIT boost you'll be one step closer to being ready for those end-game dungeons and raids. 

card1s.png Damian Card:   +6 STR | +9 INT | +9 AGI | +3 WIS | +9 VIT  
This card is a bit more difficult to farm as Damian has 15,500 HP and is a unique field monster. That being said, he respawns relatively quickly and with decent gear shouldn't be a problem. Strong INT, AGI, and VIT, and a decent STR boost for your physical attacks. 

bluecard.pngFlash Geylog or Dostoev:   (F.G:) +14 STR | +14 INT | +11 AGI | +5 WIS | +16 VIT 
The only differences between these cards is the STR and AGI (Flash has +14 STR/+11 AGI and Dostoev has +11 STR/+14 AGI) so really it's all based on your build. These cards can be fairly time consuming to attain, or put a sizable dent in your zeny wallet, but they are going to be one of your best options outside of cards found/synthasized in raid dungeons. 


As far as equipment goes, it's basically the same as any other class. Upon reaching level 50 you can obtain decent gear from monster drops in Road of Blessed in the "Resignation" set. Upgrading your gear is necessary to progressing in end-game dungeon raids, so make sure you begin this process as soon as possible.



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As far as a weapon goes, your best bet is to farm Goblin Leader (Field Boss in Road of Blessed) for a , or craft/purchase the
equip_scythe_06_02_g4.pngDesperate Apostle Scythe from a Blacksmith with the proper design/from the Auction House. 



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While the Crecentia is capable of dealing plenty of melee damage, it's true prowess lies in it's debuffs and DoTs. In my experience, it was incredible to see bosses that had taken considerable time to take down before the Alter release drop like flies with the Crecentia backing up the party. I suppose it's completely based on preference, but I view the Crec as a powerhouse Support/DoT class as opposed to the more common DPS perception. While it can easily be used for purely DPS related party slots, I would recommend utilizing your Crecentias in place of one of the Sorcerers in your raids; while you may lose an additional Healer I believe this is the most efficient choice for complete party functionality. 

While the Crecentia is wonderful on it's own as a melee/ranged damage dealer, it is infinitely more pragmatic to use it's skills to amplify your party's overall advantage by utilizing it's supportive capabilities to bring down tough mobs in half the time.






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Coming Soon (Lazy)









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