Showing posts with label Ragnarok Online 2. Show all posts
Showing posts with label Ragnarok Online 2. Show all posts

Saturday, September 14, 2013

Ragnarok Online 2 New Assassin Shadow Form

New Assassin Shadow Form



Beta Version of New Assassin Shadow Form .
Released Date : Unknown 

Wednesday, July 31, 2013

Ragnarok Online 2 Finding Party Guide

Most of player didn't use/realize this function instead they keep on spamming Find Party channel
*Pretty much useless since the rate of spamming without delay make the chat going up incredibly fast

1.Press N button and Find Party window will come up.


2.You can use the search function with (It will show depend on your choosen criteria)
*sort
-Quest
-Raid
-Party
-PvP

*Place
-Depend on which Sort you choose and the option that come out will be different

*Difficulty
-Normal
-Hard

3.Once you found a group that you interested in click the Member Info (Find Party Bottom Left window) and Party Member window will pop up .


4.Click on the name that have a Crown logo(Party Leader) and whisper him/her and ask politely whether the party still have a slot or not.
*even if you playing in different channel the party leader still can invite you and meet together in dungeon (only apply if you doing a dungeon)

Happy Dungeoning ;)

Friday, July 26, 2013

Ragnarok Online 2 Assassin Build Guide ( PVE)

Credit To Faulken


Stats
STR - Increases your overall damage
AGI - Increases your evasion, dodge and critical rate
INT - I found this not useful for Assassins
WIS - Increases your max SP
VIT - Increases your max HP

(STR/AGI/VIT)
40/40/8 - Most common build chosen by players.
41/41/0 - If you don't like putting stats to Vit.
50/29/2 - Maximum damage dealt per second
29/50/2 - Great critical rate and decent damage.
33/33/32 - If you like to balance out your stats, although this one is for Rogues

Monday, July 22, 2013

Ragnarok Online 2 Arena Boss Guide ( Hard )


Credit To Delufyre

Standard: Most bosses at 1.05mil, 650k, 350k HP or around these health would summon their deadly AOE. Sorcerers and priests must cast at least 1 deluge and 1 sanctuary in order for the whole team to survive. Everybody should have at least 6.2k HP to at least survive these hits. These hit deals 6k at most without critical. (If it crits, no amount of max HP+ can survive)

1st boss Gearbaz:
o Summon gears adds. Same still.
o Has target AOE which targets someone in a big area. Deals about 2.5k~3k damage whoever is standing. (hit more with criticals)
o Zonal AOE - targets a very large area (half the map) and inflict painful damage up to 5.5k.
o Deadly AOE - whole map. Can be seen by having the blue AOE surrounding the outer circle of the arena.
Difficulty: 3/10

2nd boss Entarion:
o Summon the medic adds. Same adds still.
o Has target AOE too.
o Zonal AOE - 1/2 map
o Deadly AOE - full map
o Poison AOE - painful than normal. 2.5k damage.
Difficulty: 3.5/10

3rd boss Vadon twins:
o Summon adds. Same thing.
o Has target AOE.
o Zonal AOE - narrower AOE (covers about 25% of its targeted map.) However 2 brothers would be using it concurrently at times.
o Target AOE (for this boss, maybe it doesn't have. I can't remember)
o Red hot AOE/blue ice AOE - same. Damage higher than normal.

No Deadly AOE as far as I remember. Hardly/never use deluge in this boss.
Difficulty: 4/10

4th boss Xeno Spider:
This boss is somehow upped to a level in which it's going to be super hard and super random like baphomet hard. It will ENRAGE with 100% DAMAGE. So it hits you twice as pain as before. Advised to scatter for this boss, as sticking this boss can mean easy failure (see: Slam AOE)

o Slam AOE - Instantaneous, unpredictable or predictable AOE. Hits 4k without enrage. Hits 8k with enrage. Always the main reason why people die here is the slam. It hits randomly, hits the range, and your range party gets wiped out, badly.
o Target AOE - Stuns you. Eats your mana to zero. Hits about 4~6k. (if it criticals you)


o Adds summon - Repair bot/Self destruct bot the same adds.
o Zonal AOE - half the map.
o Deadly AOE - Boss animation/map circle shows it.
Difficulty 6.5/10

5th boss Driller:
This boss, contrary to popular belief, is actually more standardised and somewhat easier than Xeno Spider, if your party knows what to expect.

o Summon clusterload of adds: Same adds.
o Zonal AOE - Lesser AOE (25% of whole map)
o Summon Afanc repair monsters - Note: Don't use melee to lure. Range hit it only, otherwise if melee lure, invalid distance and you can't kill it anymore.
o Summon GIANT DRILLER - Summons around 350k-400k health. This giant driller 2HKOs range and gives the silence debuff to anyone who stands close to it. If the boss goes to 350k HP with this... goodbye to your party. He'll do the deadly AOE with your sorcerer and priest silenced. And slam, die.
o Target AOE - Pray you'll survive. 50-50 chance with dispersable damage (5k~6.5k usually)
o Deadly AOE - DELUGE+SANCT IMMEDIATELY. Failure to do so = range party wipe. Deals 7k++ damage at least. The bosses before, people can somehow survive with very little health due to lesser damage dealt by boss.
Difficulty: 6/10

6th boss Pertus:

o Summon adds: Same thing as normal
o Target AOE - hits one person and stun one person, up to 6k damage if it criticals you)
o Deadly AOE - Frequency super higher than other boss. Can come out lots of AOE in 2minutes (around 3-4), irregardless of health %.
Difficulty: 4.5/10

7th boss Einjerhar:

Glitch it. In addition to normal mode, new skills
Sin will autokill anyone when his HP falls below 15%? Hits you 9k*6 damage if he manage to use that skill. Kill it quick.
Wizard will spam meteor storm to range usually, hitting 800*6 damage which is about close to 5k damage.
Priest's curse is increasingly annoying, hits near to 2.5k damage to one person per 2 seconds.
Knight is still the same.
Ranger is still the same.
Difficulty (glitch): 6/10
Difficulty (w/o glitch): 10/10. Try this.

Drop
Gearbaz: Necklace
Entrion: Necklace
Vadon X - Vadon Z: Shield/Quiver, Gloves Token, Ring*
Xeno Spider: Gloves Token
Giant Drill: Headgear Token
Pertus: Headgear Token
Einherjar of Twilight: Top Token, Ring*

Saturday, July 20, 2013

Ragnarok Online 2 Wizard Build Guide


Credit to lbluelalice


Introduction

The wizard is a very BORING class. Movement is almost non existent, and most of the battles are fought with two keys: hot keys of fire bolt and fireball. The only area where it shines is it's flashiness. It's damage is lower than rogues, rangers, sorcerers,attack priests, but equals with the assassin. (In other words, lowest or 2nd lowest of dealers.) People know you exist because you jump around the map with teleport and survive random moments with ice wall. Most people (including me) play this character just because nobody plays it allowing free access to parties. You might ask, "If it's such a bad character, why do parties take wizards?" Well my friend, sorcerers and priests want the 10% int buff... and that's about all they ask you to do.

STAT
41 INT
41 AGI


SKILL
Wizard Guide
(1sp left)
Inferno 1* (Either Meteor Storm or Inferno)
Meteor Storm 1* (Either Meteor Storm or Inferno)




How to Max out Damage
*Fire Arms and Dragonology is a must at all times
Blast Arms - Fire Flower - (Fireball - Firebolt - Firebolt - repeat)
*Use Fire Flower whenever it fades and always recast Fire Arms after Blast Arms

DOT (Damage Over Time) damage (caused by Fireball, Fire Arms, Fire Flower) is where most of its damage comes from. However, DOT damage will be overwritten by any wizard who uses the same skill. When there are more than one wizard in the party, even the assassin will out-deal the Wizard, putting the Wizard just above the tank characters. (there should only be 1 wizard per party)

ie. When going against a boss, and the DOT effects of Fire Flower, Fireball, Fire Arms are damaging the boss, whoever uses Fire Flower will overwrite the Fire Flower DOT damage. (same with Fire Arms and Fireball)


For those that might have questions about why I didn't level skills that you might think are useful, here's a quick tip on why not.

Cold Bolt - This skill is used with lightning bolt and frost diver in the early levels, but it is outclassed by the fire bolt due to stacking of Fire Arms and Dragonology, even without the help of pyromaniac.

Frost Diver - This is also a skill used mainly in the beginning. However, being unable to freeze bosses, it is usually thrown away.

Water Arms - Due to DOT damage, water arms is not used. Additionally, 10% damage reduction is unnoticeable for wizards.

Frost Nova - Truthfully, this is a very useful skill, however it preforms very well even at level 1.

Ice Wall - 3 minutes is a long time to wait, especially in battle. However, 3 minutes is enough to use twice on a single boss. Anything other than 3 minutes is too long, and you might as well invest 1 in Ice Wall at that point. However, having no true survival skills other than this, it is necessary for you to invest 5 points in this skill.

Lightning Bolt - It is also like the cold bolt. It is very soon outclassed.

Firebolt to Dragonology should be self explanatory.

Pyromaniac - This is a skill often overlooked. It takes about 7-8 attacks to reach 100, which at that point, gives you a 10% cast boost. This might not seem to be a lot, and people tend to use fire explosion the second it reaches 100. Using this buff allows fast recasting of fire bolts, which in the end pays off more than fire explosion. (the users of this skill commented that "it's a skill that can only be felt by those who use it.")

Fire Explosion - This is (used to be) a VERY debated skill for all people. This does around 3000-3500 damage without critical hits and is seen as the wizards ultimate attack. However, even if pyromaniac was leveled up to 5 and Fire Explosion was too and Fire Explosion was used just before the 30 seconds were over every time, during the time Fire Explosion is being used, 2 fire bolts can be fired. Now the problem with Fire Explosion lies here. Each fire bolt at level 50 does around 1200 - 1500 damage with the right equipment. A single critical hit will do 2400-3000. Although the Fire Explosion does 3000-3500 damage, it is spread into multiple shots doing 600-700 damage. Unless all 5 hits of Fire Explosion ended up as critical hits (which VERY rarely happens) it does not outshine the fire bolt. As a matter of fact, even if one of the two fire bolts were to be a critical hit, it would outshine the fire explosion. Additionally while this is happening, pyromaniac would be filling up which is why many people invest points in other skills.

Inferno vs Meteor Storm
Inferno is a good skill, because it gives all the mobs a fire flower effect. Even at level 1, it gives the fire flower effect of the level of your fire flower. On the other hand, Meteor Storm is a skill that hits a targeted area, but is heavily affected by lag and also takes longer than fire flower. In the end, you do just about as much damage with either one. (even without lag) You should just pick one and only one because you're not there to take out only mobs when in raid dungeons. (gathering mobs is harder than throwing fire bolts one by one)
*It's also the sorcerers job to attack mobs with Lord of Vermilion, which also does double damage when the enemy is encased in ice, so hit fire flower, use frost nova, and get the hell away with teleport and let the sorcerers do their job.