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| == Builds == | | == Builds == |
− | === Basic Leveling Build (Comet)===
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− | * [[STR]]: 1-20 (for carrying capacity)
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− | * [[AGI]]: 1
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− | * [[VIT]]: 96 (rounds out to 100 with job bonus)
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− | * [[INT]]: 100-120
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− | * [[DEX]]: Varies, 1-20 (relying on % cast reduction gear), 80-100 (relying on stats for cast reduction)
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− | * [[LUK]]: 50-80 (gives MATK)
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− | This build is built for high damage output, and supporting a party (which becomes the primary role of warlocks later on). This is the recommended leveling build for a beginning player, as it is well rounded and can cater to players who might not have the budget to purchase cast reduction gear. This build will give the player basic status immunities while leveling. It can also be used for Endless Tower to aid in AOE damage and crowd control.
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− | '''Skills:'''
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− | {{Skill List|skill=Jack Frost |simple= yes}} for crowd control
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− | {{Skill List|skill=Crimson Rock |simple= yes}} for early leveling
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− | {{Skill List|skill=Chain Lightning |simple= yes}} for single target killing
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− | {{Skill List|skill=Reading Spellbook |simple= yes}}{{Skill List|skill=Release |simple= yes}} for instacast
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− | {{Skill List|skill=Comet |simple= yes}} for leveling on mobs
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− | The primary skills will be controlling mobs with [[Jack Frost]] and [[Crimson Rock]] for damaging them. For higher HP monsters, spell booking [[Comet]] will be optimal, unless a [[Magic Strings]] is available for Chain Lightning spam. Due to its extremely long cast time, Comet is the optimal skill to "memorize" for spell book for Eden Gramps Turn In parties; otherwise other DPS classes will be clearing the monsters long before the Warlock is done casting. Regular [[Comet]] has a terrible one minute cooldown, which is another reason for it needing to be spellbooked. For optimal [[Crimson Rock]] damage, a Mora Crimson set (with an Empowered Staff at higher levels) is recommended.
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− | === Tetra Vortex Build ===
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− | * [[STR]]: 1-20 (for carrying capacity)
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− | * [[AGI]]: 1
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− | * [[VIT]]: 90+
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− | * [[INT]]: 100-120
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− | * [[DEX]]: 60+
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− | * [[LUK]]: 70-90
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− | This build is based on [[Tetra Vortex]], with maxed [[Freezing Spell]], [[Frost Misty]] and [[Crimson Rock]]. This single target oriented build does well on PvP and WOE environment, and is great for MVP. Most of the skills in the branch for [[Recognized Spell]] are omitted except for [[Release]] ('''NOTE:''' Level 1 is as good as Level 2 to Release Spells) and [[Radius]]. One may choose to max [[Radius]] or [[Freezing Spell]]; some favor [[Radius]] utility in expense of [[Freezing Spell]]. Some common skill sets are [[Jack Frost]] + [[Chain Lightning]] spams, released [[Earth Strain]] and Wind [[Tetra Vortex]] on frozen targets / Fire [[Tetra Vortex]] on petrified targets. Released [[Storm Gust]] or [[Jupitel Thunder]] are good for displacement and distancing. '''Disclaimer:''' The lack of [[White Imprison]] and [[Stasis]] for crowd control requires the Warlock to have good team support to be feasible in WoE environment; fast cast is very important for this build in PvP environment.
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− | '''''Some Game Play Pointers:'''''
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− | * If enemy is using {{item |id=4141 Evil Druid Card}}, max Crimson Rock can usually one-shot.
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− | * If enemy has immunity, cast Earth spells to slow or petrify to buy time to switch element.
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− | * Use [[Release]] Level 1 Summoned Element Balls for checking out the target's element type.
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− | * Releasing Summoned Balls of opposite element as against the instant cast spells will result in a "Dual Element" attack.
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− | * ''the Summoned Elemental Balls do NOT have elemental factor for some servers = need clarification.''
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− | '''<= the Summoned Elemental Balls DO have elemental factor for iRO.'''
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− | '''Disclaimer:''' This build is difficult to play for those who are reliant on [[White Imprison]] for crowd control.
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− | For PvP/WoE Environment, [[Crimson Rock]] is not popular due to the preference on Fire Element Armors to negate Rune Knights' [[Dragon Breath]].
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− | === 'PURE' Comet DPS Build ===
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− | * [[STR]]: 1-20 (for carrying capacity)
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− | * [[AGI]]: 1
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− | * [[VIT]]: 1+
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− | * [[INT]]: 120
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− | * [[DEX]]: 75+
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− | * [[LUK]]: 100+
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− | This build themed on getting the most out of [[Comet]] while sacrificing almost all survivability. This build is not recommended unless there is a dedicated tank at all times, as "glass cannon" builds will become a nuisance to party members and find soloing extremely difficult. There are many variations but [[Comet]] and [[Freezing Spell]] are to be maxed with at least 1 Level in [[Recognized Spell]] - recommended to Max [[Recognized Spell]] - few can survive a max damage Amplified [[Comet]], even fewer can survive max damage [[Comet]] ''Rain''. The demand for pure damage is key; damage is never enough for this build. Mostly taken for Guild Support. Fast Casting [[Comet]] is useful in clearing the further backstage supports and hard choke points. ''Outstanding'' performance for anything when in a team of Warlocks with good Arch Bishop support - ''None'' can survive (Amplified) max damage [[Comet]] ''STORM''... Use of [[White Imprison]] and [[Stasis]] is in high order for crowd control and survivability. '''Be Warned!''' Attempting this build is very difficult without support/funding in the later 100+ levels - especially if the intention is to max [[Radius]], [[Marsh Of Abyss]], [[White Imprison]], [[Stasis]] and [[Recognized Spell]] altogether - some choose to max [[Soul Expansion]] as well due to extensive [[White Imprison]] usage.
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− | '''Recommended Items''':
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− | *{{item |id=4145 Beelzebub Card}}
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− | *{{item |id=4403 Kiel-D-01 Card}}
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− | '''''Some Game Play Pointers:'''''
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− | * [[White Imprison]] can be combo with [[Gravitational Field]] for a slow but guaranteed death.
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− | * [[Marsh Of Abyss]] can be cast on [[White Imprison]] target.
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− | * [[Soul Expansion]] and [[Napalm Vulcan]] can be cast on [[White Imprison]] target for premature "bail out".
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− | * [[Quagmire]]'s debuff, [[Marsh Of Abyss]]'s slow and [[Napalm Vulcan]]'s [[Curse]] can reduce one to ''Stationary Target''.
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− | * [[Ice Wall]], [[Quagmire]], [[Fire Wall]] and [[Fire Pillar]] are good placement spells with [[White Imprison]].
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− | * Use [[Hiding]] to conceal, let enemy pass, and cast [[Stasis]] on the rear end of enemy supports.
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− | * [[Stave Crasher]] can be cast during [[Stasis]] disability; equip Status Disability items for [[Stave Crasher]] - Great with {{item |id=1241 Cursed Dagger}}.
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− | '''Disclaimer:''' This build is the typical Glass Cannon.
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| == Equipment == | | == Equipment == |
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− | ===Headgear===
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− | {{Item List |id=5564 |item=Crown of Deceit |slots=1}}
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− | {{Item List |id=5027 |item=Mage Hat}}
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− | {{Item List |id=4366 |item=Kathryne Keyron Card}}
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− | {{Item List |id=4052 |item=Elder Willow Card}}
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− | ===Weapon===
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− | {{Item List |id=2000 |item=Staff of Destruction |slots=1}}
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− | {{Item List |id=1636 |item=Thorn Staff of Darkness}}
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− | {{Item List |id=2004 |item=Kronos}}
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− | ===Shield===
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− | {{Item List |id=2138 |item=Bradium Shield |slots=1}}
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− | {{Item List |id=2115 |item=Valkyrja's Shield |slots=1}}
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− | ===Armor===
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− | {{Item List |id=2365 |item=Orleans's Gown |slots=1 |simple=yes}}
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− | ===Garment===
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− | {|cellspacing="0" cellpadding="0"
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− | |{{Item List |id=2589 |item=Fallen Angel Wing |slots=1}}
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− | || +
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− | || {{Item List |id=4133 |item=Raydric Card}}
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− | || [[Spell]] enchants for faster cast speed
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− | |{{Item List |id=2576 |item=Heroic Backpack |slots=1}}
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− | || {{Item List |id=4133 |item=Raydric Card}}
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− | |{{Item List |id=2554 |item=Nidhoggur's Shadow Garb |slots=1}}
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− | || {{Item List |id=4133 |item=Raydric Card}}
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− | |}
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− | ===Footgear===
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− | {{Item List |id=2423 |item=Variant Shoes |simple=yes}}
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− | Great overall footgear for the HP and SP increase.
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− | ===Accessories===
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− | {{Item List |id=2607 |item=Clip}}
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− | {{Item List |id=2788 |item=Bradium Earring}}
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− | {{Item List |id=2873 |item=Cat Hand Glove}}
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− | Card Suggestions:
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− | {{Item List |id=4077 |item=Phen Card}}
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− | This is needed for cast interruption protection. Using an Orleans's Gown will provide the same effect though and Orleans has better cast time reduction
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| == Class Data == | | == Class Data == |
Warlocks are the advanced version of the Wizard class. Their name is often abbreviated and then referred to as just "WL". They offer two viable roles: The instant/fast cast killer and the crowd control support. Players will find that their roles in parties have drastically changed upon changing into this new class. No longer the primary DPS class most wanted for parties, but rather a fallback support class for controlling mobs and adding extra damage to finish off mobs. Still capable of great damage though, this class offers an interesting array of elemental skills to choose from and offers players several paths in which they can take. The water element tree offers great crowd control with Jack Frost. The earth element tree offers great PVP capabilities with the ability to strip players of their equipment. And the fire element tree offers a useful leveling skill (Crimson Rock) as well as the highest AOE attack skill in the Warlock's arsenal. Players also have the ability to "memorize" skills for instant casting at a later time, which can help with those long cast times.
This test has a very bad reputation for being the hardest of the job change quests. While maybe not the hardest, it can be slightly difficult to an unprepared player. The test is basically broken down into two parts:
The first part of this test sends the player into the New World just west of Camp Midgard. It is recommended to get a friend or guildmate to help the player with this portion, as it can get very overwhelming for an undergeared player. If soloing is the only option, it is strongly recommended to bring a teleport accessory or a lot of fly wings and healing items.
For the second part, the player will be locked in a small room and pitted against monsters with very high HP that also have high damage. This part may seem challenging, but is actually quite easy if the player is prepared. Here are some tips for making this test easy:
With the addition of new powerful spells upon job change, players will now have access to 2 spells that allow for instant casting of learned spells. These 2 spells are:
The way this new system of casting works is that a player will have to purchase spellbooks from the Geffen Mage guild (the building where you changed into a mage). Once these spells are in inventory, players can cast Reading Spellbook and choose the spells of the books they currently own to 'memorize'. What this basically does is store up the spells in the warlocks memory to 'Release' when needed at a later time with no casting bar or cooldown delay (yes this bypasses the horrible 1 minute cooldown of Comet. That is where the Release spell comes in. Players will need level 1 Release to cast the memorized spell.
Each Warlock has a number of maximum slots in which they can memorize spells, based on their Base Level, INT and the level of Freezing Spell. This determines how many skills they can keep memorized at any given time. At level 150, a Warlock will have 15 slots, with an additional slot for every 10 int, and an additional 4 for every level of Freezing Spell.
Slots = (4*Freezing Spell Lv) + floor(BLv/10) + floor(Int/10)
Skill |
Description |
Levels |
Type
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Learning Magic Books by reading them previously and seal them up. |
1
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Active
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Increase the amount of spells that can be sealed with the skill Reading Spellbook. |
5
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Passive
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Increases the range of Warlock magic skills and decreases their casting time. |
3
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Passive
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Strikes a single target with magical damage, and absorb some of that damage as HP. |
5
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Offensive
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Strikes a target at long distance with ghost element damage. |
5
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Offensive
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Imprisons the target temporarily behind a white magic curtain, preventing them from moving. |
5
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Active
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Players in the effective range of the caster, including the caster, cannot cast spells. |
5
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Active
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By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. |
5
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Active
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Curse a target with the Marsh of Abyss, slowing their movement. It also decreases the target's Evasion and Physical Defence according to the caster's INT and job level. |
5
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Active
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Summons a huge meteorite on the target, striking all targets nearby. |
5
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Offensive
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Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals fire element damage over time. |
5
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Offensive
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Calls a comet from space to crash down into the ground dealing MATK * (10-30) ~ (18-50) neutral element damage based on distance from blast center within a 15x15 radius. The skill causes Burning status effect. |
5
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Offensive
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Covers a 15x15 area in a freezing mist, causing MATK * 3~7 * (blvl / 100) damage and inflicting Freezing status to targets that enter. |
5
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Offensive
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Deals MATK * 13~25 * (blvl / 100) water element damage to targets under Freezing status effect. |
5
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Offensive
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Deals MATK * 5~17 * (blvl / 100) wind element damage to a single target. When a target is struck by Chain Lightning, it will also chain to enemies near the target. |
5
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Offensive
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Causes Petrification status to a single target and all targets nearby. |
5
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Active
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Causes the earth near you to shake and shoot up from below, dealing MATK * 21~25 * (blvl / 100) damage to those in range. Has a 6~50% chance of divesting weapon, helm, armor, shield and accessory on hit foes. |
5
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Offensive
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Throws your active Fire Ball, Lightning Ball, Water Ball and Stone that you currently have summoned to deal damage to a single target. |
2
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Offensive
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Summons a ball of fire near the caster. |
5
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Offensive
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Summons a ball of water near the caster. |
5
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Offensive
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Summons a ball of lightning near the caster. |
5
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Offensive
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Summons a magic stone near the caster. |
5
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Offensive
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Deals 4 blows to target foe, each hitting for MATK * 10~30 magic damage. Element of summoned stones determine the element of each hit. Causes one status effect from Burning, Freezing, Stun, and Bleeding status ailments. |
5
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Offensive
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