Edit 22 Dec 2004: Phew, Keck helped me out updating a majority of this
guide to help with the changes that were made with the recent versions
of RO. Enjoy and hope you learn something, because I sure as heck will.
A Hybrid guide will be coming shortly as well.
Edit 13 Apr 2004: Apparently SS Cards will not be nerfed in Juno Card Patch. Cool with me.
Edit 9 Apr 2004: With the advent of Juno coming up shortly, there will be many changes (nerfs) coming towards the Assassin realm. Cards will be modified to our disadvantage (slightly), crits will temporarily be "breaking" our weapons faster than others, and more classes will want to rub us in the dirt. While I wait patiently for the uber-class Assassin Cross to come out, I've updated a couple things on this guide to help coincide with the recent changes. Good luck!
Edit 30 Jan 2004: cut out a lot of text to primarily get straight to the point. Enjoy!
Gev's Sin Build Guide
This guide, like all other guides, is to help people see what final goal they want to accomplish as an Assassin, the coolest looking yet most underrated class out there. Now, considering the many changes RO goes through with new patches and episodes, some of the information given might be outdated. I'll do my best to update the information as much as possible in order to keep up with the ever changing trends and nerfs.
Second, this is a guide, not the final authority. Many people have different takes on what final stats for an Assassin should be. THERE IS NO PERFECT BUILD!!! I myself am still learning the intricasies of this class. Only you have final say in how your Sin's stats should look like. So use the information to your benefit and if there is something wrong, point it out. Remember, it's no fun copying someone elses build!
side note: Personally, these builds were taken from another build (as to whom I have much respect to), yet is not necessarily how I have created my sin.
Besides that, enjoy!
Natural Crit Sins
PROS...
They tend to have about 60-70 total LUK (75 LUK makes 47% criticals) using cobold clips to add the next 16%. They also use specialized Katars such as the elementals and carded percentages.
CONS...
The main cons about the natural build are that it takes lots of moola to make it very effective. 47% critical takes a long time to complete meaning it might be lvl 75-80 if not higher before you finish (mind you this is without crit boosting equipment). Also, the amount of points you must devote to LUK takes away from other stats like STR, AGI (but you should have at least 80 already), VIT (which by god is very useful), and DEX.
Speaking of DEX, there have been many people saying all we need is 12-16 DEX and the crits will take care of the rest. Personally, I hate seeing that red "MISS" sign so I would like at least 22-32 DEX before boosting other stats. Also, you must remember that everytime you should be critting and end up missing, that ends up being damage lost in the equation. DEX is the most powerful stat in the game. It boosts minimum damage, hit rate, attack speed, and reduces cast time (think AGI/DEX hunters)! So don't forget about DEX and give it a good home. Remember, dex bonuses are on the 5s for non-ranged attacks, +1 min/max atk per 5 dex.
So you may not end up critting as much as an Equip Crit Sin, but in the long run, you will be doing more damage pound for pound, minute by minute, and kill those pesky high def monsters quicker.
Elemental Katars: (Keck)
Percentage Bonuses are listed Level 1/Level 2/ Level 3/ Level 4 monsters of that type
Katar of Blazing Rage – Fire Elemental (silence status effect 5% success) – 150/175/200/200 (percentage modified versus Earth Monsters)
Katar of Cold Icicle – Ice/Water Elemental (freeze status effect) – 150/175/200/200 (percentage modified versus Fire Monsters)
Katar of Piercing Wind – Wind Elemental (sleep status effect) – 175/175/200/200 (percentage modified versus Water/Ice monsters)
Katar of Dusty Thornbush – Earth Elemental (blind status effect) – 150/175/200/200 (percentage modified versus Wind Monsters)
Sharpened Legbone of Ghoul – Undead Elemental – 100/125/150/175 (percentage modified versus Holy Monsters)
Size Modifying Cards: (Keck)
Size modifying cards are perhaps the best starting ground for the beginning specialized jur collector. Starting off with a triple boned jur, which is much cheaper than a triple critical jur in the current market, isn’t a bad way to go, especially for an aspiring Natural Crit Sin. Now, a Critical Double Boned or a Double Critical Boned Jur makes a good go between jur that helps you have decent crit rate in the beginning before luk can compensate for lower crit rates, and it also offers extra damage by its size modifier
Minorous Cards – Adda Prefix Titanic – 15% extra damage to Large monsters +5 atk per card.
Skeleton Worker Cards - Adds Prefix Boned – 15% extra damage to Medium monsters +5 atk per card.
Desert Wolf Cards – Adds Prefix Gigantic – 15% extra damage to Small monsters +5 atk per card.
Drake Card - Enable to do perfect damage on every sized monsters (MVP Cards are by no means easy to get and you should not design your builds in hopes of getting one).
Racial Modifying Cards: (Keck)
Abysmal Knight Card - Enable to do 25% more damage on Boss Monsters.
Anacondaq Card - Enable to do 20% more damage on the Poison Property Monsters.
Archer Skeleton Card - Enable to do 10% more damage on the Flying Monsters
Caramel Card - Enable to do 20% more damage on Insect Monsters.
Drainliar Card - Enable to do 20% more damage on the Water property Monsters.
Flora Card - Enable to do 20% more damage on Fish Monsters.
Goblin Card - Enables to do 20% more damage on the Brute Monsters.
Hydra Card - Enable to do 20% more damage on the Demi-Human Monsters.
Kaho Card - Enable to do 20% more damage on the Earth Property Monsters.
Mandragora Card - Enable to do 20% more damage on the Wind Property Monsters.
Orc Skeleton Card - Enable to do 20% more damage on the Holy Property Monsters.
Pecopeco Egg Card - Enable to do 20% more damage on the Formless Monsters.
Petite Card – Enable to do 25% Additional damage on the Dragon Monsters.
Santa Poring Card - Enable to do 20% more damage on the Shadow Property Monsters.
Scorpion Card - Enable to do 20% more damage on Plant Monsters.
Scorpion King Card - Enable to do 20% more damage to the Undead.
Strouf Card - Enable to do 20% more damage on the Demon Monsters.
Vadon Card - Enable to do 20% more damage on the Fire Property Monsters.
Status Cards: (Keck)
Familiar Card - `Blind' enemy when attack (Success Chance 5%) and ATK + 5.
Magnolia Card - `Curse' enemy when attack (Success Chance 5%) and ATK + 5.
Marina Card - Freeze enemy when attack (Success Chance 5%) and ATK + 5.
Metaller Card - `Silence' enemy when attack (Success Chance 5%) and ATK + 5.
Plankton Card - Curse `Sleep' when attack (Success Chance 5%) and ATK + 5.
Requiem Card - `Chaos' enemy when attack (Success Chance 5%) and ATK + 5.
Savage Bebe Card - `Stun' enemy when attack (Success Chance 5%) and ATK + 5.
Zenorc Card - Poison enemy when Attack (Success Chance 5%) and ATK + 5.
Status cards are often much underrated. While they don’t necessarily add tremendous amounts of extra damage, they do have the ability to incapacitate your enemy in some regard. Often times in PvP/WoE Daggersins more so than Katarsins can truly benefit from Silencing Priests and Wizards, cursing/freezing/blinding/chaosing/stunning melee chars, and Poisoning high def characters never hurt as it lowers defense.
Misc Cards: (Keck)
Andre Card - ATK + 20 (ATK + 30 in kRO)
Baphomet Card - Do splash damage around 9 cells every attack. Accuracy -10
Doppelganger Card - Enable to Fast-Attack all the time(not Implemented yet).
Dracula Card - Regain 5% of the Damage Done on an Enemy as SP (3% Success).
Deviace Card - 5% Addtional Damage on Demi-Human, Brute, Plant and Insect Monsters.
Golem Card - Makes Weapons Indestructible (But not against upgrading but against weapon breakage – in future updates)
Hunter Fly Card - Regain 15% of the Damage Done on an enemy as HP(3% success).
Mummy Card - Accuracy Rate + 20.
Phreeoni Card - Hit + 200
Sidewinder Card - Enables to Use [Double Attack] Lv1 with all Weapons.
Skeleton Card - ATK + 3
Snake Card - 'Poison' enemy when attack (Success Chance 5%) and ATK + 5.
Soldier Skeleton Card - Critical + 9%
Wolf Card - ATK + 5
(Keck):These kinds of cards are pricey, but that’s the price of extra damage. Your collection will slowly build overtime and often times selecting a few of these types of these cards to modify your Jurs will be all you need to level successfully. Plan out where you want to level and think of the types of Jurs you’d like to construct. Also, remember that each 5 luk adds a +1min/max ATK and that proper critical rate is calculated as Critical Rate = .3 * luk + 1 – despite what the status window implies.
Lets get on with the stats!!!
You generally want to start off with these stats:
STR 9
AGI 9
DEX 9
(Keck) Building your characters is the most difficult part of constructing a proper build. I tend to get dex up to 20 first, so I can hit things in the beginning. I then tend to get my agi up to 20 and then my strength to 20. I then try to keep my agi no more than 10-15 past my base level as I level. I also like to keep Str at most 20 lower than Agi when leveling, but I have preferred 10 in almost all of my Sin builds, as well as other melee chars.
Anyways, here's an optimal build structure (Keck)
STR 62 + 6 + 2, 72 + 6 + 2, 82 + 6 + 2 (since crit sins are married to kobold cards; hence the extra + 2 str, you might as well incorporate that extra 2 str so you don’t go over your bonus)
Or, get STR as : 70 + 6 + 2 + 2, 80 + 6 + 2 + 2, or 90 + 6 + 2 + 2 (with the additional + 2 str from slotting kobolds in rings)
AGI 70 + 10 + 2, 70 + 10 + 2, or 80 + 10 + 2 (Extra +2 from slotting your kobolds in brooches when lvl 90+)
Or, get Agi as: 72 + 10, 77 + 10, 82 + 10 (if you use Rings instead of brooches)
VIT 18+2, 28 + 2, 38 + 2 (even 20 vit helps our hp for PvM leveling as we have a high HP modifier)
INT 1+4, 2+4 if getting that 1 extra sp regen is often times helpful if you have a heal clip
DEX 22 + 8, 27 + 8, 32 + 9
LUK 60, 70
(Keck): Luk should be raised in 10s. 10 luk provides 2 +min/max ATK and it also keeps you from losing that extra critical percentage before it is rounded off. Remember, Katars round down before doubling. So, getting luk in 5s is a bad idea as each 5 provides 1.5% extra critical, which is rounded down to 1% before doubling, meaning 2% extra critical. While, if you got luk in 10s, you’d have 3%, with no left over, which then would double to 6%. So, it’s 3 times as effective for only 5 more luk, quite an increase for not too much of a stat investment.
TADA!!! Quick attacks, 50% crits (70% with 2 cobold clips pre-juno card patch), sick damage with elemental and carded katars/jurs. And enough DEX to hit most monsters if you miss and give some ASPD bonuses along the way!
Heh, you might be wondering, why the heck would I want VIT? Well, ever get hit by an Abyssmal Knight before? Ever wonder why the heck it takes a kazillion red pots to fill up your health bar? Well, with this lovely build, it takes advantage of RO's new HP regen system (found on later versions of iRO, but it might be implemented already) making health come back a lot faster when sitting. Also, it boosts the max HP of pots and meat, meaning the dinky red pot won't give us 50hp anymore! Granted it loses out in STR, but hey, I'd rather get the most out of my pots and spend less money on them.
Also, VIT is great for PvP/WoE. If you want to survive these two avenues of RO, I strongly suggest getting some VIT. Many players with high DEX (i.e. Hunters for example) and Magic users will pick you off easy. Get some of that extra HP and DEF to counter this.
CHOOSING RINGS OR BROOCHES: (Keck)
Okay, essentially you pick whether to use Rings or Brooches for your kobolds based on which stat you choose as your leading stat. So, say I want to try to grab that extra str bonus, which happens on the 10s. I should put my kobold cards in Slotted Rings; so, that way I can conserve two status points in str that can be put towards other stats, yet still reach my bonus. The same is true for brooches. If agi is my leading stat, then I should use brooches, and hopefully in a manner that allows me to reach my next aspd bonus. Now, why do I suggest getting agi in 72, 77, or 82, well it’s simple. Using common Sin equips, i.e. matyr boots and angel wings, and allowing yourself to use slotted chainmail over slotted thieves clothes, providing that extra def, and still hit that next aspd bonus. Now, if you use the common formulas for aspd you’ll see that those values actually take you slightly between two aspd levels, and this is done on purpose. That way, when you receive a blessing and an agi-up, you make an extra aspd bonus, and that is at the cost of 1-2 extra agi, but I’m sure most sins won’t complain.
EQUIPMENT CRITICAL SIN!!!
PROS
The good thing about the equipment critical sin is that you can crit more efficiently than a natural can at lower levels. You can also focus more on different stats, such as more AGI or STR. It also allows you to have an advantage on some MVPs, such as Mistress, Stormy and Baphomet as they are not really hittable without criticals. And, since most Nat Crit Sins will find themselves having to use a Triple Critical Jur on them, the extra str and attack speed of an Equipment Critical Sin benefit in taking these MVPs down faster.
In the long run, they end up being less expensive than natural crit sins.
CONS
The bad thing about equips is that you are reliant on cards, such as 3x Soldier Skeleton cards (+9% crit) and Kobolds (+5% crit, +1 STR/ +4% crit, +1 STR after epi. 5 card patch). Without these equips, your base LUK will not cut it in the later levels. Second, even with these equips, you will not be effective against high LUK monsters like Joker. Their high LUK will reduce, if not nullify your base LUK, making the equipment stackers useless. You also pretty much have to use these equips in order to get high percentage criticals constantly. You cannot switch out your 3x SS jur for a Katar of Blazing Rage and expect to get the same percentage of crits.
SS cards are now dropping in price, so a semi-wealthy person can afford to buy a 3x critical jur. The lowest I've seen them in iRO chaos is 4 mil.
STATS
Again, start your build at this:
STR 9
AGI 9
DEX 9
Your final build should look like this: (Keck)
STR 72 + 6 + 2, 82 + 6 + 2, 92 + 6 + 2 or 70 + 6 + 2 + 2, 80 + 6 + 2 + 2, 90 + 6 + 2 + 2 with rings
AGI 77 + 10, 82 + 10, 87 + 10 or 75 + 10 + 2, 80 + 10 + 2, 85 + 10 + 2, 90 + 10 + 2
VIT 18+2, 28 + 2, 38 + 2
INT 1 + 4, or 2 + 4 for the SP Regen bump
DEX 22 + 8, 27 + 8, 32+8 (it is slightly less important for an Equip Crit Sin to have a higher dex, but don’t let that fool you out of the cheap ASPD bump and the extra hit as well as damage)
LUK 40, 50
STR generally from 80 and up shows a very significant increase in damage, especially when critting. You can hold more, pick up some daggers for some extra fun, and Sonic Blow will deal some tremendous damage, considering it is not reliant on crit percentage.
--------------------
Equipments
All of these equipment combinations are built off of two main of goals, AGI or DEF. AGI is primarily used for PvM, whereas DEF is mainly used for PvP/WoE, but can be effectively used in PvM as well.
Second, I've listed equips that boost your LUK or Crit.
Equips:
Headgear - Sakkat, Ghost Bandana (0 def ), Angel Wing, Angel Helm, Magician Hat
Armor – Hard Thief Clothes, Hard Chainmail, Speedy Thief Clothes, Speedy Chain Mail, Ninja Suit
Garment - Mocking Hood/Muffler/Manteau, Bapho Jr. Hood/Muffler/Manteau, Immune Hood/Muffler/Manteau
Shoes – Matyr Boots – let’s face it, sins love these! Fledged Boots, for some builds
Accessories - Clip of Counter x2, Brooch of Counter x2, Ring of Counter x2
Crit/Luk Boosting Equips:
Headgear - Angel Wings, Angel Helm, Bunny Band, Grand Circlet, Santa Hat
Garment - Bapho Jr. Hood/Muffler/Manteau
Accessories - Clip of Counter x2, Rosary of Counter x2, Brooch of Counter x2, Ring of Counter x2
HEADGEAR AND BONUSES (KECK):
I have a tremendous disdain for those that use headgear to hit bonuses. Headgear should be used as an extra push, not something that you rely on permanently. If you marry yourself to a headgear to hit say your luk or your str bonuses, then you can end up hurting yourself should a better headgear come along. Now, say you choose to go for a PvP/WoE type sin, and you used Evil Wings to hit your str bonus. So, you decide to go PvP. Sins are already at a distinct disadvantage because we can’t use Cranial Guards/Bucklers, so we want to wear our PooPoos. But, crap, we now lose out on a str bonus, and that can mean a lot of extra damage as you hit higher and higher str bonuses.
(Gevurah) What's trying to say is that you should focus your build on the natural bonuses Assassins achieve when job leveling, instead of basing it off of your equips. This allows you to be more flexible when going for either PvM/PvP/WoE.
Here are the Job Bonuses at job level 50:
STR +6
AGI +10
VIT +2
INT +4
DEX +8
LUK +0
Weapons
Here is a listing of weapons that are pretty much required in order to excel at the high levels of Assassin hood. I'll break them down in groups.
Crit Boosting Weaps:
Triple Critical Jur (Soldier Skeleton Card)
Double Critical (add modifier i.e. Clamorous, Bloody) Jur
Double (add modifier i.e. Clamorous, Bloody) Critical Jur
Elemental Weaps:
Katar of Raging Blaze (silence status effect)
Katar of Cold Icicle (freeze status effect)
Katar of Piercing Wind (sleep status effect)
Katar of Dusty Thornbush (blind status effect)
Sharpened Legbone of Ghoul
Demi Human Weaps:
Infiltrator (dmg and stats are boosted in new ep. 5 level 4 weapons patch)
Triple Bloody Jur
Other Carded Weaps:
Triple Saharic Jur
Triple Flammable Jur
Triple Clamorous Jur
Triple Beholder Jur
... (there are more, I just don't want to look them up right now)
just go to this thread http://www.roempire.com/forums/showthread.php?t=3453 and replace the word gladius/stilleto with jur (except for the elemental weaps).
More will be added when changes are found. Good luck in your assassin hood and enjoy RO!
Edit 13 Apr 2004: Apparently SS Cards will not be nerfed in Juno Card Patch. Cool with me.
Edit 9 Apr 2004: With the advent of Juno coming up shortly, there will be many changes (nerfs) coming towards the Assassin realm. Cards will be modified to our disadvantage (slightly), crits will temporarily be "breaking" our weapons faster than others, and more classes will want to rub us in the dirt. While I wait patiently for the uber-class Assassin Cross to come out, I've updated a couple things on this guide to help coincide with the recent changes. Good luck!
Edit 30 Jan 2004: cut out a lot of text to primarily get straight to the point. Enjoy!
Gev's Sin Build Guide
This guide, like all other guides, is to help people see what final goal they want to accomplish as an Assassin, the coolest looking yet most underrated class out there. Now, considering the many changes RO goes through with new patches and episodes, some of the information given might be outdated. I'll do my best to update the information as much as possible in order to keep up with the ever changing trends and nerfs.
Second, this is a guide, not the final authority. Many people have different takes on what final stats for an Assassin should be. THERE IS NO PERFECT BUILD!!! I myself am still learning the intricasies of this class. Only you have final say in how your Sin's stats should look like. So use the information to your benefit and if there is something wrong, point it out. Remember, it's no fun copying someone elses build!
side note: Personally, these builds were taken from another build (as to whom I have much respect to), yet is not necessarily how I have created my sin.
Besides that, enjoy!
Natural Crit Sins
PROS...
They tend to have about 60-70 total LUK (75 LUK makes 47% criticals) using cobold clips to add the next 16%. They also use specialized Katars such as the elementals and carded percentages.
CONS...
The main cons about the natural build are that it takes lots of moola to make it very effective. 47% critical takes a long time to complete meaning it might be lvl 75-80 if not higher before you finish (mind you this is without crit boosting equipment). Also, the amount of points you must devote to LUK takes away from other stats like STR, AGI (but you should have at least 80 already), VIT (which by god is very useful), and DEX.
Speaking of DEX, there have been many people saying all we need is 12-16 DEX and the crits will take care of the rest. Personally, I hate seeing that red "MISS" sign so I would like at least 22-32 DEX before boosting other stats. Also, you must remember that everytime you should be critting and end up missing, that ends up being damage lost in the equation. DEX is the most powerful stat in the game. It boosts minimum damage, hit rate, attack speed, and reduces cast time (think AGI/DEX hunters)! So don't forget about DEX and give it a good home. Remember, dex bonuses are on the 5s for non-ranged attacks, +1 min/max atk per 5 dex.
So you may not end up critting as much as an Equip Crit Sin, but in the long run, you will be doing more damage pound for pound, minute by minute, and kill those pesky high def monsters quicker.
Elemental Katars: (Keck)
Percentage Bonuses are listed Level 1/Level 2/ Level 3/ Level 4 monsters of that type
Katar of Blazing Rage – Fire Elemental (silence status effect 5% success) – 150/175/200/200 (percentage modified versus Earth Monsters)
Katar of Cold Icicle – Ice/Water Elemental (freeze status effect) – 150/175/200/200 (percentage modified versus Fire Monsters)
Katar of Piercing Wind – Wind Elemental (sleep status effect) – 175/175/200/200 (percentage modified versus Water/Ice monsters)
Katar of Dusty Thornbush – Earth Elemental (blind status effect) – 150/175/200/200 (percentage modified versus Wind Monsters)
Sharpened Legbone of Ghoul – Undead Elemental – 100/125/150/175 (percentage modified versus Holy Monsters)
Size Modifying Cards: (Keck)
Size modifying cards are perhaps the best starting ground for the beginning specialized jur collector. Starting off with a triple boned jur, which is much cheaper than a triple critical jur in the current market, isn’t a bad way to go, especially for an aspiring Natural Crit Sin. Now, a Critical Double Boned or a Double Critical Boned Jur makes a good go between jur that helps you have decent crit rate in the beginning before luk can compensate for lower crit rates, and it also offers extra damage by its size modifier
Minorous Cards – Adda Prefix Titanic – 15% extra damage to Large monsters +5 atk per card.
Skeleton Worker Cards - Adds Prefix Boned – 15% extra damage to Medium monsters +5 atk per card.
Desert Wolf Cards – Adds Prefix Gigantic – 15% extra damage to Small monsters +5 atk per card.
Drake Card - Enable to do perfect damage on every sized monsters (MVP Cards are by no means easy to get and you should not design your builds in hopes of getting one).
Racial Modifying Cards: (Keck)
Abysmal Knight Card - Enable to do 25% more damage on Boss Monsters.
Anacondaq Card - Enable to do 20% more damage on the Poison Property Monsters.
Archer Skeleton Card - Enable to do 10% more damage on the Flying Monsters
Caramel Card - Enable to do 20% more damage on Insect Monsters.
Drainliar Card - Enable to do 20% more damage on the Water property Monsters.
Flora Card - Enable to do 20% more damage on Fish Monsters.
Goblin Card - Enables to do 20% more damage on the Brute Monsters.
Hydra Card - Enable to do 20% more damage on the Demi-Human Monsters.
Kaho Card - Enable to do 20% more damage on the Earth Property Monsters.
Mandragora Card - Enable to do 20% more damage on the Wind Property Monsters.
Orc Skeleton Card - Enable to do 20% more damage on the Holy Property Monsters.
Pecopeco Egg Card - Enable to do 20% more damage on the Formless Monsters.
Petite Card – Enable to do 25% Additional damage on the Dragon Monsters.
Santa Poring Card - Enable to do 20% more damage on the Shadow Property Monsters.
Scorpion Card - Enable to do 20% more damage on Plant Monsters.
Scorpion King Card - Enable to do 20% more damage to the Undead.
Strouf Card - Enable to do 20% more damage on the Demon Monsters.
Vadon Card - Enable to do 20% more damage on the Fire Property Monsters.
Status Cards: (Keck)
Familiar Card - `Blind' enemy when attack (Success Chance 5%) and ATK + 5.
Magnolia Card - `Curse' enemy when attack (Success Chance 5%) and ATK + 5.
Marina Card - Freeze enemy when attack (Success Chance 5%) and ATK + 5.
Metaller Card - `Silence' enemy when attack (Success Chance 5%) and ATK + 5.
Plankton Card - Curse `Sleep' when attack (Success Chance 5%) and ATK + 5.
Requiem Card - `Chaos' enemy when attack (Success Chance 5%) and ATK + 5.
Savage Bebe Card - `Stun' enemy when attack (Success Chance 5%) and ATK + 5.
Zenorc Card - Poison enemy when Attack (Success Chance 5%) and ATK + 5.
Status cards are often much underrated. While they don’t necessarily add tremendous amounts of extra damage, they do have the ability to incapacitate your enemy in some regard. Often times in PvP/WoE Daggersins more so than Katarsins can truly benefit from Silencing Priests and Wizards, cursing/freezing/blinding/chaosing/stunning melee chars, and Poisoning high def characters never hurt as it lowers defense.
Misc Cards: (Keck)
Andre Card - ATK + 20 (ATK + 30 in kRO)
Baphomet Card - Do splash damage around 9 cells every attack. Accuracy -10
Doppelganger Card - Enable to Fast-Attack all the time(not Implemented yet).
Dracula Card - Regain 5% of the Damage Done on an Enemy as SP (3% Success).
Deviace Card - 5% Addtional Damage on Demi-Human, Brute, Plant and Insect Monsters.
Golem Card - Makes Weapons Indestructible (But not against upgrading but against weapon breakage – in future updates)
Hunter Fly Card - Regain 15% of the Damage Done on an enemy as HP(3% success).
Mummy Card - Accuracy Rate + 20.
Phreeoni Card - Hit + 200
Sidewinder Card - Enables to Use [Double Attack] Lv1 with all Weapons.
Skeleton Card - ATK + 3
Snake Card - 'Poison' enemy when attack (Success Chance 5%) and ATK + 5.
Soldier Skeleton Card - Critical + 9%
Wolf Card - ATK + 5
(Keck):These kinds of cards are pricey, but that’s the price of extra damage. Your collection will slowly build overtime and often times selecting a few of these types of these cards to modify your Jurs will be all you need to level successfully. Plan out where you want to level and think of the types of Jurs you’d like to construct. Also, remember that each 5 luk adds a +1min/max ATK and that proper critical rate is calculated as Critical Rate = .3 * luk + 1 – despite what the status window implies.
Lets get on with the stats!!!
You generally want to start off with these stats:
STR 9
AGI 9
DEX 9
(Keck) Building your characters is the most difficult part of constructing a proper build. I tend to get dex up to 20 first, so I can hit things in the beginning. I then tend to get my agi up to 20 and then my strength to 20. I then try to keep my agi no more than 10-15 past my base level as I level. I also like to keep Str at most 20 lower than Agi when leveling, but I have preferred 10 in almost all of my Sin builds, as well as other melee chars.
Anyways, here's an optimal build structure (Keck)
STR 62 + 6 + 2, 72 + 6 + 2, 82 + 6 + 2 (since crit sins are married to kobold cards; hence the extra + 2 str, you might as well incorporate that extra 2 str so you don’t go over your bonus)
Or, get STR as : 70 + 6 + 2 + 2, 80 + 6 + 2 + 2, or 90 + 6 + 2 + 2 (with the additional + 2 str from slotting kobolds in rings)
AGI 70 + 10 + 2, 70 + 10 + 2, or 80 + 10 + 2 (Extra +2 from slotting your kobolds in brooches when lvl 90+)
Or, get Agi as: 72 + 10, 77 + 10, 82 + 10 (if you use Rings instead of brooches)
VIT 18+2, 28 + 2, 38 + 2 (even 20 vit helps our hp for PvM leveling as we have a high HP modifier)
INT 1+4, 2+4 if getting that 1 extra sp regen is often times helpful if you have a heal clip
DEX 22 + 8, 27 + 8, 32 + 9
LUK 60, 70
(Keck): Luk should be raised in 10s. 10 luk provides 2 +min/max ATK and it also keeps you from losing that extra critical percentage before it is rounded off. Remember, Katars round down before doubling. So, getting luk in 5s is a bad idea as each 5 provides 1.5% extra critical, which is rounded down to 1% before doubling, meaning 2% extra critical. While, if you got luk in 10s, you’d have 3%, with no left over, which then would double to 6%. So, it’s 3 times as effective for only 5 more luk, quite an increase for not too much of a stat investment.
TADA!!! Quick attacks, 50% crits (70% with 2 cobold clips pre-juno card patch), sick damage with elemental and carded katars/jurs. And enough DEX to hit most monsters if you miss and give some ASPD bonuses along the way!
Heh, you might be wondering, why the heck would I want VIT? Well, ever get hit by an Abyssmal Knight before? Ever wonder why the heck it takes a kazillion red pots to fill up your health bar? Well, with this lovely build, it takes advantage of RO's new HP regen system (found on later versions of iRO, but it might be implemented already) making health come back a lot faster when sitting. Also, it boosts the max HP of pots and meat, meaning the dinky red pot won't give us 50hp anymore! Granted it loses out in STR, but hey, I'd rather get the most out of my pots and spend less money on them.
Also, VIT is great for PvP/WoE. If you want to survive these two avenues of RO, I strongly suggest getting some VIT. Many players with high DEX (i.e. Hunters for example) and Magic users will pick you off easy. Get some of that extra HP and DEF to counter this.
CHOOSING RINGS OR BROOCHES: (Keck)
Okay, essentially you pick whether to use Rings or Brooches for your kobolds based on which stat you choose as your leading stat. So, say I want to try to grab that extra str bonus, which happens on the 10s. I should put my kobold cards in Slotted Rings; so, that way I can conserve two status points in str that can be put towards other stats, yet still reach my bonus. The same is true for brooches. If agi is my leading stat, then I should use brooches, and hopefully in a manner that allows me to reach my next aspd bonus. Now, why do I suggest getting agi in 72, 77, or 82, well it’s simple. Using common Sin equips, i.e. matyr boots and angel wings, and allowing yourself to use slotted chainmail over slotted thieves clothes, providing that extra def, and still hit that next aspd bonus. Now, if you use the common formulas for aspd you’ll see that those values actually take you slightly between two aspd levels, and this is done on purpose. That way, when you receive a blessing and an agi-up, you make an extra aspd bonus, and that is at the cost of 1-2 extra agi, but I’m sure most sins won’t complain.
EQUIPMENT CRITICAL SIN!!!
PROS
The good thing about the equipment critical sin is that you can crit more efficiently than a natural can at lower levels. You can also focus more on different stats, such as more AGI or STR. It also allows you to have an advantage on some MVPs, such as Mistress, Stormy and Baphomet as they are not really hittable without criticals. And, since most Nat Crit Sins will find themselves having to use a Triple Critical Jur on them, the extra str and attack speed of an Equipment Critical Sin benefit in taking these MVPs down faster.
In the long run, they end up being less expensive than natural crit sins.
CONS
The bad thing about equips is that you are reliant on cards, such as 3x Soldier Skeleton cards (+9% crit) and Kobolds (+5% crit, +1 STR/ +4% crit, +1 STR after epi. 5 card patch). Without these equips, your base LUK will not cut it in the later levels. Second, even with these equips, you will not be effective against high LUK monsters like Joker. Their high LUK will reduce, if not nullify your base LUK, making the equipment stackers useless. You also pretty much have to use these equips in order to get high percentage criticals constantly. You cannot switch out your 3x SS jur for a Katar of Blazing Rage and expect to get the same percentage of crits.
SS cards are now dropping in price, so a semi-wealthy person can afford to buy a 3x critical jur. The lowest I've seen them in iRO chaos is 4 mil.
STATS
Again, start your build at this:
STR 9
AGI 9
DEX 9
Your final build should look like this: (Keck)
STR 72 + 6 + 2, 82 + 6 + 2, 92 + 6 + 2 or 70 + 6 + 2 + 2, 80 + 6 + 2 + 2, 90 + 6 + 2 + 2 with rings
AGI 77 + 10, 82 + 10, 87 + 10 or 75 + 10 + 2, 80 + 10 + 2, 85 + 10 + 2, 90 + 10 + 2
VIT 18+2, 28 + 2, 38 + 2
INT 1 + 4, or 2 + 4 for the SP Regen bump
DEX 22 + 8, 27 + 8, 32+8 (it is slightly less important for an Equip Crit Sin to have a higher dex, but don’t let that fool you out of the cheap ASPD bump and the extra hit as well as damage)
LUK 40, 50
STR generally from 80 and up shows a very significant increase in damage, especially when critting. You can hold more, pick up some daggers for some extra fun, and Sonic Blow will deal some tremendous damage, considering it is not reliant on crit percentage.
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Equipments
All of these equipment combinations are built off of two main of goals, AGI or DEF. AGI is primarily used for PvM, whereas DEF is mainly used for PvP/WoE, but can be effectively used in PvM as well.
Second, I've listed equips that boost your LUK or Crit.
Equips:
Headgear - Sakkat, Ghost Bandana (0 def ), Angel Wing, Angel Helm, Magician Hat
Armor – Hard Thief Clothes, Hard Chainmail, Speedy Thief Clothes, Speedy Chain Mail, Ninja Suit
Garment - Mocking Hood/Muffler/Manteau, Bapho Jr. Hood/Muffler/Manteau, Immune Hood/Muffler/Manteau
Shoes – Matyr Boots – let’s face it, sins love these! Fledged Boots, for some builds
Accessories - Clip of Counter x2, Brooch of Counter x2, Ring of Counter x2
Crit/Luk Boosting Equips:
Headgear - Angel Wings, Angel Helm, Bunny Band, Grand Circlet, Santa Hat
Garment - Bapho Jr. Hood/Muffler/Manteau
Accessories - Clip of Counter x2, Rosary of Counter x2, Brooch of Counter x2, Ring of Counter x2
HEADGEAR AND BONUSES (KECK):
I have a tremendous disdain for those that use headgear to hit bonuses. Headgear should be used as an extra push, not something that you rely on permanently. If you marry yourself to a headgear to hit say your luk or your str bonuses, then you can end up hurting yourself should a better headgear come along. Now, say you choose to go for a PvP/WoE type sin, and you used Evil Wings to hit your str bonus. So, you decide to go PvP. Sins are already at a distinct disadvantage because we can’t use Cranial Guards/Bucklers, so we want to wear our PooPoos. But, crap, we now lose out on a str bonus, and that can mean a lot of extra damage as you hit higher and higher str bonuses.
(Gevurah) What's trying to say is that you should focus your build on the natural bonuses Assassins achieve when job leveling, instead of basing it off of your equips. This allows you to be more flexible when going for either PvM/PvP/WoE.
Here are the Job Bonuses at job level 50:
STR +6
AGI +10
VIT +2
INT +4
DEX +8
LUK +0
Weapons
Here is a listing of weapons that are pretty much required in order to excel at the high levels of Assassin hood. I'll break them down in groups.
Crit Boosting Weaps:
Triple Critical Jur (Soldier Skeleton Card)
Double Critical (add modifier i.e. Clamorous, Bloody) Jur
Double (add modifier i.e. Clamorous, Bloody) Critical Jur
Elemental Weaps:
Katar of Raging Blaze (silence status effect)
Katar of Cold Icicle (freeze status effect)
Katar of Piercing Wind (sleep status effect)
Katar of Dusty Thornbush (blind status effect)
Sharpened Legbone of Ghoul
Demi Human Weaps:
Infiltrator (dmg and stats are boosted in new ep. 5 level 4 weapons patch)
Triple Bloody Jur
Other Carded Weaps:
Triple Saharic Jur
Triple Flammable Jur
Triple Clamorous Jur
Triple Beholder Jur
... (there are more, I just don't want to look them up right now)
just go to this thread http://www.roempire.com/forums/showthread.php?t=3453 and replace the word gladius/stilleto with jur (except for the elemental weaps).
More will be added when changes are found. Good luck in your assassin hood and enjoy RO!
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