Jump to content

Search the Community

Showing results for tags 'rg'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • Updates
    • News
    • Events
  • Important Links
    • Server Rules
    • Ticket System
    • Discord
    • Download
  • Shining Moon
    • Server Discussions
    • Voting Polls
    • Guides
    • Helheim
    • Niflheim

Blogs

There are no results to display.

Calendars

  • Community Calendar

Categories

  • Articles

Categories

  • Files

Found 4 results

  1. Okay.... so. Overhaul, yet again. Stuff happens. NOTE: This build for use on Shining Moon MMO's Niflheim server. Mileage may vary elsewhere. Welcome to the world of slapping people with a wrist-mounted dinner plate. Do note that this build is not quite the DPS juggernaut, nor will it reach the sheer utility a full support Imperial Guard would, but it's a meme and it's different, and I love it so shush. That said, it is naturally bulky, passable in damage, and probably maybe looks hot as your chara bends over with every cast if this game were more modern and actually designed worth a damn. Also, this is just from my own personal experience so it may or may not even be remotely close to as strong as it can get. Lastly, this, nor any other non-support IG build will ever reach endgame, as they have their tried and true niche of being a party-wide HP battery. BECAUSE THERE'S NO DRIVE PRESS BUILD THE STATS STR - You're not a mage. Pump it up. INT - Some cast time, and for Earth Drive, SP pool. AGI - Varies depending on your main. DEX - Cast time, basically. VIT - The secondary stat to Drive Press. LUK - Just enough for consistent crit. * No, none of the shield skills are naturally crit, so the skills can miss and the crit mod is weaker. Take note. THE SKILLS Earth Drive - The bread, the butter and the dinner plate buffet. Your AOE skill and if you build for it, your primary DPS as well. [MELEE PHYSICAL] [LV5] [SELF-CENTERED AOE] [WEAPON ELEMENT] (380 x skill level)% ATK, boosted by STR, VIT and base level. (7.5 - (1 x skill level)) seconds cooldown. 1s VCT, 0s FCT, 1s ACD (Halved in Niflheim). This skill is unique in that it's an offensive Land Protector, removing active ground effects like Tetra Vortex from the cells it occupies. Also, this skill, while possible to hit 0cd spam, has looong animation delay like old Overbrand. Alternate with Auto Guard. PICTURED: HOLY PSYCHIC WAVE BEING NOPED OUT OF EXISTENCE Shield Press - Typically hits harder than Shield Chain per cast, but is screwed by cooldown and needing the Racing Cap. [MELEE PHYSICAL] [LV10] [SINGLE TARGET] [FORCED NEUTRAL] (200 x skill level)% ATK, boosted by STR, VIT and base level. 2 seconds cooldown. 0s VCT, 0s FCT, 0s ACD. 0 range, heh. By the way, the range of this thing is pathetic, as it's shorter than your spear range and probably only reaches up to under the gryphon's face. Shield Chain - Ranged single target nuke. Passable damage but very spammable, granted it needs a lot of ACD and ASPD. [RANGED PHYSICAL] [LV5] [SINGLE TARGET] [WEAPON ELEMENT] (300 +(200 x skill level))% ATK, boosted by shield weight and refine. No cooldown. 0.8s VCT, 0.2s FCT, 1s ACD (Halved in Niflheim). Shield Shooting - Buff skill. Initiate with it to give the first 3 skills a damage buff. [RANGED PHYSICAL] [LV5] [SINGLE TARGET] [WEAPON ELEMENT] (600 x skill level)% ATK, boosted by shield weight and refine. 1 second cooldown. 0s VCT, 1s FCT, 0.5s ACD (Halved in Niflheim). The shield build's version of Overbrand Ready. It's also passable damage-wise, but is not spammable. At lv10 Shield Mastery, the bonuses to the max leveled skills are as follows: Earth Drive 1900% -> 3750% ATK Shield Press 2000% -> 4100% ATK Shield Chain 1300% -> 2000% ATK THE GEARS Normally, 2 skills are supported by the exact same gear. Cannon Spear and Vanishing Point, Overbrand and Hesperus Lit, Genesis Ray and Pressure, etc. Here though, each core skill has a separate setup. Gravy just doesn't like them all that much. EARTH DRIVE - You have 3 core equipment to maximize your damage. Racing Cap (Royal Guard) - This at +11 drops your cd by 1s. The stats are otherwise mediocre. Shield Ring - Free 30% ACD aside, its importance is the 1.5s reduction to Earth Drive, outright removing the cd if paired with the above. Illusion Sacred Mission - Massive skill mods abound, matched only by the EDDA sets. With 7% Earth Drive mod per refine, at +20, it's a massive 140% by itself. Weapon-wise, God Eating Dragon Spear is a pretty strong bet. Though only 1 slot, at +20, it has a massive 40% ATK, 40% ASPD, 20% ACD, and -70% FCT. Note, % FCT doesn't stack. Thanos Spear AD isn't even a shielder build weapon, but it gives pretty great stats as it is. 10% ACD, healing and a massive 15% to both all size AND melee mods. Damage-wise, it beats GEDS. SHIELD PRESS - You have 2 core equipment to maximize your damage and alternative hats of choice. Racing Cap (Royal Guard) - Disregard the hat. What you need here is the level 3 Royal Guard enchant that reduces cd by 1.5s and gives +60% damage if used after Earth Drive. Trial Diadem - While it has strong effects on its own, the big pull for it is the massive synergy it has with Harve as its partner weapon. Imperial Guard - Easy skill mods. 20% Shield Press mod +5% for every refine above 5, totaling to 95% at +20. Imperial Ring - Even bigger skill mods. If Imperial Guard is refined +6 or higher, each refine is an extra 8% Shield Press mod, totalling 160% if the shield is at +20. Harve is the sole Shield Press specific weapon we have so far. It's a passive 30% Shield Press mod, but if with the Randel memory, it gets +5% more per 3 refine, and with the combo with Trial Diadem, it gets another 10% per weapon refine, in addition to a -1s cd. Thanos Spear AD makes a reappearance as an alternative weapon with great stats, and allows the use of Racing Cap instead. SHIELD CHAIN - You only really want to have Phoenix Ring, but a case can be made for Cross Shield as a terrific budget option. Phoenix Ring - So many bonuses, but the cream of the crop is the massive +1% Shield Chain mod PER BASE LEVEL. It also buffs Overbrand to at least give you an AOE option. Cross Shield - 30% Shield Chain mod. That is all. Harve comes in as the first pick, having a strong 60% skill mod and 1% ranged mod per refine on its own, and another 10% skill mod per 3 refines with Randel's memory. Solid Spear is the first lv5 weapon on this guide and it boasts the basic lv5 effect of +2 PATK per refine, as well as 15% skill mod per 3 refine and 3% ranged mod per 4 refine. THE GEARS PART 2: ELECTRIC BOOGALOO ARMORS Automatic Armor A-type - Best enchant combination may vary, but in my opinion and experience, it's a mix of Attacker Force, Attack Power and ACD. Except with Shield Press, in which case, go double Attack Power and and Attacker Force instead. Phreeoni Wing Suit - This goofy ass suit is as good as you can get for ranged combat. STR Soutane - The almighty STR Soutane. I'd honestly prefer this over Automatic for Earth Drive, had it not been for my need for ACD. For Shield Press though, go for it. Illusion Armor A-type - The supposed 'budget option' but couldn't be farther from the truth. If you can stomach failing for years to get your ideal enchants, go Power x2 and ACD. Soaring Physical/Excellent Dexterous Armor - The true non-Grace set budget setup, in my opinion. Combine it with its accompanying Temporal Manteau and Young Leaf, and you get pretty nice bonuses. All 3 pieces are enchantable too, and it's possible to get 5%/5% ACD on armor and 15% ACD on manteau. GARMENTS Temporal STR/DEX/AGI Manteau - STR and DEX are for when you want the Temporal set combos. AGI for when you're not going with those due to superior mods. Fallen Warrior Manteau - Cheap jack of all stats garment that's only worth using if with Fallen Warrior Aura. Lots of bonuses based on your stats. Pirate Captain's Coat - The endgame of physical garments. At +12, it rivals even a +20 AGI Manteau. SHOES Temporal STR/LUK/DEX Boots - Best one depends on your build, but whichever one it is, your ideal enchants are either Bear's Might for damage or Muscle Fool for ACD. Either works as Shield Press and Earth Drive benefit from both STR and VIT procs. Automatic Leg A-type - While it combos with Automatic Armor, your reason for this is the FCT enchant. As with the Temporal Boots, go with STR or VIT proc enchants. Illusion Leg A-type - The weaker leg. As with Automatic, get it for the FCT enchant. If you can get it. Imperial Boots - At its current price, it's the ultimate budget boots for you due to its massive myriad of stats. Plan your skill points carefully if going with this as you might end up with it, Shield Ring and Phoenix Ring asking for skill requirements at the same time. OTHERS King Schmidt's Strong Insignia - The accessory to take if you're going for Temporal Boots, as the combo with Bear's Might and Muscle Fool are amazing. Brawler's Gloves - Budget option for when you're using Harve and you got either Fighting Spirit 1 or 2 as first enchant. Getting either gives 5% all race mod. SHADOW GEARS Full Penetration Shadow set - Check the sets. You only need 2 partner pieces. With both at +9, you get 100% DEF pierce. Almighty Shadow set - If your accessory slots are free, this is a great way to work over your VCT problems. Chain Press Shadow set - The official kRO-approved set for Shield Chain and Shield Press. Suffice to say it works great on these skills. Royal Guard Shadow Shield - One of the few class shadow gears that actually make it this far while staying in relevance. Nice skill mods for Earth Drive specifically. Major Autospell Shadow set - Specifically, the accessories. Gives melee mods and some weird autocasts. A welcome addition for when you're too lazy to use skills. Durable Shadow Shield + Weapon - For when you want both melee and ranged mods for Shield Chain and whichever AOE of choice you went with. THE END I don't have a 6th or 7th IG yet to redo my Shield Press and Shield Chain setups, so that will have to be for another time. EDIT: I found the Shield Press pic. Here's my current performance with Earth Drive. Wait oops. That's Earthquake. THERE WE GOOOOO. If you reached this part, then thanks for reading, good day, and build for love, not for meta. Updated 05'17'2022
  2. The Donafellian Physical RG Guide

    _The Donafellian Physical RG Guide__ I'm back! New clothes, new digs, but more importantly, new technology. You may have noticed that your RG tooltips look just a tad different. Well, I may or may not have jumped down into Lunar's hellhole (he named it Doucheland for some reason) and "convinced" him to make some changes (hey Lunar, hope you enjoy the feet pics!). Now, I can already see you all falling over yourselves in gratitude. Thank me later by rodexing me 2b. But first, some holiday photos! Lunar made an appearance outside the Central Moon Coin Bank wearing his signature red, brown, and black garb to address his barefoot subjects. I even sent back a postcard! Table of Contents: 1. Introduction My guide will cover the Physical RG side of the changes, namely, the changes to Cannon Spear, Overbrand, and Hesperius Lit. The bulk of my focus will be on Cannon Spear, since it holds the greatest potential out of all RG skills. 2. Overlit This is no longer the RG build I would recommend. The negotiated changes are minimal at best (a mere 250% skill modifier increase on overbrand), and hesperius lit got nothing. The removal of VCT from both skills doesn't really help you either, since you want instantcast anyway for your buffs, and it wasn't as though RG had any issues achieving INT + DEX*2 = 530 to begin with. You can tell from my tone that I am not excited about this build's potential in the slightest. This is a build that, for the major investment required to enable both overbrand (for AoE) AND hesperius lit (for single target), simply pales in comparison to the power which is Cannon Spear. Consider this part of the guide a mere formality. Anyway ... Overbrand is a two-step skill with several hoops to jump through. First, you MUST cast Moonslasher to get that juicy damage buff (and cast magnum break at the same time, why not?). Next, you have to conquer its ACD and FCT (0.5 seconds). After all that, your damage is gated severely by a 0.35 sec cooldown, meaning that we can only spam overbrand 3 times a second. Hesperius Lit is basically a single-target overbrand with a 0.2 second cooldown. Historically, it has tended to do around 50% more damage than an overbrand, something which has not changed. For the most part, you can ignore the stat scaling on these two skills, which is to say that spec'ing heavily into STR/DEX/VIT gear does not benefit you as much as raw ATK and other modifers. How much ACD? Overbrand has 1 second and Hesperius Lit has 0.5 seconds (down from 3 seconds previously). With the hide-bar tech, overbrand becomes spammable 4-5 times a second and hesperius lit seems to be able to hit 5-6 casts. Calculate your ACD accordingly according to your ping. From experience, 86% and over feels fine, but high ping sufferers may enjoy 100%. 2.1 Stats and Skills 2.2 Gear- 3. Finally A Good Idea Cannon Spear received the lion's share of damage RG's buffs. Cannon Spear is now officially the strongest damage build RG has available to it. It is far FAR cheaper than the Overlit alternative and has far greater potential. Suffice to say that there are a few key improvements. As you will see later, the build focuses on pumping as much STR as you can muster. The more the better, as the benefits don't seem to fall off in the slightest. 3.1 Build Theory 3.2 Stats and Skills 3.3 The Build 4. MVP and Rare Item Review 5. Changelog Donafell Stuff I don't know how to delete:
  3. Tank & Devotion Royal Guard (Demonstration Video Included) So your party said they needed a tanky boi, and here you are, entrusted with the mission of protecting your fellow teammates, but the thing is... How to protect them, if you have no idea where to start with protecting yourself?! Follow me, and I will show you the secrets to achieving the "impossible", the ultimate tanky boi build, step by step! Build Objectives: - Neutral/elemental physical & magical resistance: no need to comment on this, right? RIGHT?! - MaxHP: no matter how much protection you can sport, your enemies allies are always there to take a hit for you... no, wait! <triggered> - Fixed/variable cast time reduction: instant Devotion cast heaven (Devotion has 1.5s of both VCT and FCT). - Hard Defense: this will be crucial to reduce part of the leftover damage (elemental melee attacks). So where do we even begin with our build? Equipment Cards Shadow Set Costumes Pet Consumables Skill Tree STATS and how my set looks like at the moment: Str for carrying more consumables/loot, Int and Dex for the instant variable cast, since Devotion has 1.5s and Luk for the Arc Angeling Card. Demonstration Video: Final considerations: With the 100% neutral damage reduction, you will be able to tank all NEUTRAL melee, ranged and magical damage from Fortessa Dungeons, Pit and Ruins (Severe Rainstorm, Cross Impact (if not poison enchanted), Ignition Break & Comet), Bio 5 (except for elemental melee & spells/traps) and anything else you attempt, such as end game instances and extreme farming. The partial elemental resistance as well as your Hard Defense will also benefit you greatly, since some creatures have elemental based melee attacks, which will bypass your neutral strategy. The extremely high HP will also help you tank damage from your DEAR TEAMMATES THAT YOU LOVE SO DEARLY!! The rest of it is up to you (player skill) of course, so practice endlessly until you get the feel of the build and are comfortable with the support skills and consumables. Enjoy, and if you have any questions or suggestions, whatsoever, ask away. and by the way, have you heard about my pie friend?
  4. Cannon Spear Royal Guard While Royal Guards may look like they've been left out and forgotten in time, at least damage-wise, I have come to show you that this is still a fun class to play with, even before the recent reworks, and the results were not disappointing at all. Ok, so first off, the build revolves around STR (the damage modifier is STR * 5), Long Ranged Damage & Critical Damage (Cannon Spear is now a true crit skill). Equipment Cards Shadow Set Costumes Skill Tree Damage This is how my set looks like at the moment: Conclusion: - Do your best to distribute and balance out STR, ATK %, Ranged and Critical Damage, and remember to make good use of the LUK Sticks and Abrasives as well, since you need CRIT rate 100, and Infinite Phreeoni will hardly benefit you (you'll loose too much damage, which cannot be replaced by lower costumes). - As of this moment, since we cannot remove 100% of Cannon Spear's cooldown (maximum being 1,5s), I recommend opting for Bio 5 Headgear + Patent Aquatic Spear over Trial Diadem + Fortridge, since if you have them well refined and enchanted, the damage, and consequently the DPS, will be higher than having this extra 0,5s cooldown reduction from it, not to mention the nice CRIT rate bonus from Expectation. Enjoy, and if you have any questions or suggestions, whatsoever, ask away. You can also contact me: In game: Sir Richard or Selena Fluorspar Discord: Shining Moon RO's official discord, and '§¤ RicharÐ ¤§-#4215
×