Syba 8 Posted February 15, 2021 (edited) Hello Everyone! My name is Sybarite. I'm a Imperial Guard from the guild Filthy Casuals on Helheim, and today I will be explaining the defensive aspects of Imperial Guard I will try to explain as much as possible, but this is my first guide. So pardon in advance if I am not able to explain myself fully. What is Devotion, and why is it important? Devotion is one of the most powerful support tools that are in the crusader class. Is a skill that makes a link with the target party member between 30 base levels of difference. Redirecting all the damage they take towards you, allowing you to become a powerful tank without the need of direct tank and position yourself in the back line. With that explained lets get to the contents of the guide. Contents of the Guide: 1.1 Introduction 1.2 Advantages and Disadvantages 1.3 Equipment 1.4 Stats 2.1 Leveling Phase 2.2 Instance Phase 2.3 End Game Dungeons 3.1 Skill Mechanics 4.1 PvP 4.2 WoE 5. End [1.1] Introduction Regardless of what majority of people think: Devotion Royal Guard is not that expensive. Most of the gear can be obtained through grinding and party play, but keep in mind you are a tank. Not a DPS. So there would be cases where u will feel that u can't really do nothing rather than watch your giant Gryphon being carried through instances but don't feel powerless. This guide is aiming to explain all the defensive capabilities of Royal Guard and how to become a colossus to lend your high amounts of hp to classes that struggle to survive. [1.2] Advantages and Disadvantages TL;DR + High HP + Increases the overall durability of the Party + Enables glass cannons to go for high damage builds + Look at those muscles bro. - Low to no damage at all. - AB's struggle to heal, and you need to rely on Yggs. - If a tool is misused you can cause a wipe. - "Sacra ples" [1.3] Equipment Here I will leave two screenshots of the build finished and explain the tiers of the equipment: That would be an example of the build finished, with that equipment you can reach (1m - 1.8m HP) at a party setting + consumables. Low Tier equipment (Starting Set) Spoiler - Advanced Jao King Hat [1] - Obtainable through an achievement for reaching level 175. This item is possibly the best starting gear you can get for Max HP. - None for the moment - Besides an enchanted Magical Booster you can find lying around. - Arch Angeling Balloon (with MHP Lv. 1 or MHP Lv. 2) or Delicious Lollipop - Between these two. I'd recommend getting a Lollipop for the casting variant. But if u want to squeeze as much HP as you want. A new update for the middle lower, the Arch Angeling balloon obtained through monster coins provides a nice utility, what makes it better than any other alternatives are their enchantments. - Airship Armor or Rift Ancient Armor [1] with a Peco Peco Card - From Airship Raid and Infinity Space both armors are good for starters. With the only downside that the Airship armor is not slotted. But completing the set would give you a nice amount of HP for start devoing easy instances like Old Glast Heim. - Mace [4] with x4 Fabre Card - A lot of people would laugh and other will have memories from pre-renewal and i dont blame them. The trusty Mace with 4 fabres will help you to gain more HP and Vit. Maces being unbreakable will give u a trusty 4 Vit and 400 HP it might not be much. But remember that every bit counts. - Stone Buckler [1] or Union Buckler [1] with Andre Egg Card - Unfortunately i cant find a good starting shield. The stone buckler will give you some sort of resistance with the importance of having a slot. The union Buckler might give you some SP if you are under level 100. But after all it loses the bonuses when u go up. The Andre Egg will be your savior in these moments giving you some HP to help. - Airship Cloak [1] or Rift Maneteu [1] with Jejeling Card - With the Rift Maneteu from Infinity Space being the best from the two. The extra HP gaining for refines will help you a lot if you need to constantly Devo. But in case you are tanking more upfront i'd recommend getting the Airship Cloak for good resistances and casttime. The Jejeling card will help you for now and in the end-game build. So keep it for now. - Airship Boots [1] or Rift Boots [1] with Firelock Soldier Card or Green Ferus Card - Airship Boots being the worst here. Only necessary to complete the set. The AGI won't help you at all but the ASPD might be nice for a faster spam of Shield Spell. The Rift boots will give you hp with the downside of taking some SP of you but overall is a nice trade off if you go with Firelock Card, between the two cards i prefer the Green Ferus for the extra Vit. But this is a more personal preference, if you are constantly running out of SP and u plan to refine the boots. The Firelock might be the best option here. - Kind Heart [1] or RWC Ring [1] with Spore Card - For the right accessory a Kind Heart would be easier to obtain than a RWC due to no RNG at all. But if you are able to get yourself a RWC from the lucky 3 slot you can slot it and enchant it with Max HP making it a good accessory for mid-game. The spore card being the easiest card to get for now. - Kind Heart [1] or RWC Ring [1] with Phen Card - Same reasons for the Left accessory. Phen card being Mandatory in these cases. Since you are always taking damage from someone. This makes it impossible to cast Devotion to another person, the Phen will make your cast uninterruptible at the downside of making it slower. Shadow Equipment: The Shadow Armors can be farmed anytime you want. But let's put the starter set in case you can't farm the ones for any motive: - Crusader Shadow Armor - Crusader Shadow Shoes - Royal Guard Shadow Weapon -Royal Guard Shadow Shield - Swordsman Shadow Pendant - Swordsman Shadow Earring Basic and good shadow set overall. The bonus HP from having all the set and some nice quality of life improvements like Chemical Protection (Shield) will help you until you can get a grip and get more equipment. These can be obtained from the WoE BG Shop with the badges you get in the daily rewards. Be sure to enchant all Shadow Armors with +2% MHP Middle Tier Equipment (Instancing) Spoiler At this point you are getting the grip of RG and you are going to instances more often. Also farming gave you have access to more resources and you found some DPS friends that liked your mood. - Dropping Thanatos Dolor [1] or Old Guardian Crown [1] with Melted Poring Card - At this point you can take off the Advanced hat and exchange it for a hat that helps you with the casting from the instance shop. Or decide to invest in a Biolab 5 hat for end-game builds. A New card has been released that is a good replacement for the Bungis card, this card gives +10% MHP without any further requirements. - Magical Booster [1] or Victorious Wing Ears [1] or Noble Mask with Melted Poring Card - Three options. The Magical booster being the easiest to farm and enchant. With the risk of going haywire and becoming a useless Crimson Booster. The Victorious being a headgear oriented to end-game builds since you can get both HP enchants in top and bottom slot and the Noble Mask being one of the best items for casting type. Removing the VCT from devotion entirely but with the downside that is not slotted. Now that we dont have Bungis, keeping this card for the combo is worthless, replacing it for the Melted Poring is a better option. - Arch Angeling Balloon (with MHP Lv. 1 or MHP Lv. 2) or Delicious Lollipop - Same reasons as before. These are the best you will get. If you can get your hands in one you are done. - Gold Dragon Plate [1] with Ominous Solider Card or Amitera Card - Gold Dragon Plate is easier to get than a Vit Soutane so it will be a good middle gear, enchanting it with a Stable Dragon Power (8~13% MHP | Any | 900~1700 HP) or a Turbulence Dragon Power (8~10 MHP | Any | 1000~1500 HP). Ominous Solider Card being the easiest one to get from the two. But if you can get your hands on an Amitera Card, you will be set. - Mace [4] with x4 Darklord Essence Vitality 3 - At this point you are running instances more often. So starting to farm the Essences of Viality for your end-game build would be the best option. Don't be surprised if you get 2 or 1 instead. But if you want to be better than the fabre. The 3 will be. - Illusion of Sacred Mission [1] with Andre Egg Card - Best shield for Devotion RG so far. Undestructable. Slotted and gives INT and VIT, and also you can buy it in Paramarket for 80m or farm it. with a Rune of Vitality and some good enchants this will be perfect. The andre egg will be the best card you can get thus far. - Fallen Angel Wings [1] with Jejeling Card or Infinite Chimera Card - The Fallen Angel Wing is better than a Gigant Snake Skin if perfectly enchanted. The MaxHP will help you and the resistances the wing gives will compensate for it. The Infinite Chimera will be the best card you can get in Infinity Space but in case you can't, the Jejeling will be better. - Temporal Vit Boots [1] or Illusion Leg Type A/B [1] with Firelock Soldier Card or Green Ferus Card - The Temporal boots being the most rewarding at the short run. The upgrade and Muscle Fool enchant will help you a lot towards frontline tanking. But the Illusion Leg is the long investment run, the HP you can get from it with the Vitality Modules and Unlimited Vital is superior to the temporal boots and also being a requirement for one of the end-game items regardless of the type, the ATK or MATK matters not for Devotion. - RWC Ring [1] or King Schmidt's Rigid Insignia [1] with Spore Card or Broken Security Beta Card - At this point you should have a perfect Enchanted RWC ring already with a spore. A good upgrade would be a King's Schmidt Rigid insignia with the advantage that u don't need to enchant it besides the VIT enchants. The enchant that combos with Muscle Fool doesn't increase MHP at all. And a Broken Security Beta for the Vit and +10 MHP increase. - RWC Ring [1] with Phen Card - With the rigid insignia being only for Left slot. You are stuck with the RWC ring for now. Try to min-max it and getting the perfect enchants. Shadow Equipment: At this point you might be starting to replace the starting shadow set and start looking for new options. Be sure to enchant all Shadow Armors with +2% MHP -Elegant Shadow Weapon - Might not be the best option. And this weapon is really debatable, but the Raw HP helps a lot when you have a lot of MHP. -Bearer's Shadow Armor II - Without completing the set. This armor gives some good MHP. - Inmune Athena Shadow Shield - With the combo this shield is really good for the defence and Max HP. -Hard Champion Shadow Shoes - Good shoes that combo with the Shadow Shield. Having these refined will really help. - Hard Shadow Earring - Not really a lot of options for the accessories. -Bearer's Shadow Pendant II - A good option in accessory for Max HP. - Paladin Stone I - MHP Per level of faith really helps a lot for tanking. -Sura Stone II - We need this for the MHP Combo. -Champion Stone II - With the garment the combo will give 10% MHP. -Stamina Stone - For the Max HP. Alternatives: -Fixed Cast Stone (Garment) - For the casting variant. This will help a lot with the casting time of Devotion that cant be reduced with the Noble Mask. -HP Stone Middle - Since we don't have the combo with the Sura. This will be a good replacement. End-Game Equipment (Pit. Ruins and World Bosses Tanking) Spoiler At this point of the game you are in a Guild or you have your circle of people that know you and don't doubt your capabilities. You start to look up to the end-game dungeons and want to make the last push to get the last HP you need. - Old Guardian Crown [1] with Melted Poring Card and Diamond 8~10 OR Temporal Circlet (Royal Guard) with Temporal Jewel (Vit) lvl 2~3 and Diamond 8~10 with Melted Poring Card - You managed to join Biolab 5 Parties and get your diamond enchant. Now you are in the struggle to level it. A Level 8 would be the perfect place to drop it but you can always make a secondary hat and try to get level 9 and 10. A new item for Min-maxers is here, the Temporal Circlet is an upgrade from Old Guardian Crown, but the RNG hell that is locked behind it its worse than making a bio 5. The old headgear with diamond might be easier to get, but if you can spare the resources to get a temporal circlet. you wont be disappointed. A New card has been released that is a good replacement for the Bungis card, this card gives +10% MHP without any further requirements. - Deep Blue Sunglasses or Noble Mask with Melted Poring Card - New replacement for the VWE. The both MHP Enchants that you are able to get with the DBS are really good when it comes to MHP increase. Now that we dont have Bungis, keeping this card for the combo is worthless, replacing it for the Melted Poring is a better option. - Arch Angeling Balloon (with MHP Lv. 1 or MHP Lv. 2) or Delicious Lollipop - Same reasons as above. A new update for the middle lower, the Arch Angeling balloon obtained through monster coins provides a nice utility, what makes it better than any other alternatives are their enchantments. - Vit Soutane [1] with Amitera Card - One of the best armors in the game regarding Max HP. The enchants are better than the ones from Golden Armor and if its min-maxed can be a really good armor that will follow you all the way to the end-game dungeons. Amitera Card comes from the 250 expansion in Amcitia, being best than Ominous Solider for MHP. - Illusion Gelerdria [2] or Blocking Spear [2] with 2x Darklord Essence Vitality 3 - Illusion Gelerdria is a new spear that came in the Illusion of Twins patch, this new spear gives +10% MHP and can be enchanted up to 5k hp if you have a nice drop, the math says that you need at least a 2.8k RAW HP enchanted spear to win over the 4 Essence Vitality the mace can get. The EoE being the best card that you can have in a weapon. For the casting variant, blocking spear might be the best option to reduce FCT, since the Ein03 combo weapon witht the accesories removes 0.3 FCT. - Illusion of Sacred Mission [1] with Mushy Ant Egg Card and Rune of Vitality Lvl 1~2 - The best shield with the best enchant you can get. Finally a new card from Illusions of Twins that is better than the Andre Egg, if you manage to get the shield to a refine rate of +11~12 the Mushy Ant Card will be better than the Andre Egg. - Temporal Vit Manteau [1] with Jejeling Card or Infinite Chimera Card - A really good Manteau u can get with the best enchant being MaxHP +10% obtainable through the Instance Shop. A good replacement for the FAW. - Automatic Leg A/B Type. with Firelock Soldier Card or Green Ferus Card - The best boot for MaxHP. The Robust and Vital enchants are better and less RNG able than the ultimate upgrade. The Cards won't go away, but you can start looking into some upgrades in the Luxury tab. I'd recommend enchanting the boot with two Automatic Modification Module (Vital) and one Automatic Modification Module (Robust). As an optional you can replace the Robust enchant with a Automatic Modification Module (Fixed Casting Time) for the Casting variant. - Automatic Booster L or Safety Epaulet B/R with Broken Security Beta Card - No room for the RWC ring. If you are going for the casting variant, Safety Epaulet from Ein 03 is needed for the combo with Blocking Spear. B giving MATK and reducing Variable cast time and R giving ATK and increasing attack speed, in case your have a Noblesse Mask is not needed to use the B Epaulet. But if you still dont have one. B might be your best choice. Now here it comes Automatic Booster to replace the old Insignia. Three Automatic Modification Module (Vit) will be enough to beat the Rigid Insignia, the VIT itself makes it a good option. - Automatic Booster [1] or Safety Pendant R with Phen Card orBroken Security Beta Card - The Right booster that gives HP is just perfect. Lucky for us the Insignia only takes the Left slot and takes the SP one away. Leaving the HP free for us. Enchanting it with 3 Vitality will make this item better than the RWC ring. You can leave the Phen card and go for another Broken Security beta if your cast is fast enough. Three Automatic Modification Module (Vit) will greatly surpass the RWC ring. The Safety Pendant R is the core of the Ein 03 combo for the Casting variant, if you using the Ein 03 combo you can remove the Phen cart due to the insta-cast you will get on devo, going for more HP using the Broken Security Beta Card. Shadow Equipment: Almighties are still a must in the build, but new gear was introduced, since its hard to get it by the moment i suggest leaving the upgrade for last. -Almighty Shadow Pendant -Almighty Shadow Earring - Lord Bearer Shadow Armor +10 Refine Needed - Lord Bearer Shadow Shoes +10 Refine Needed The +10 Refine is needed to be an upgrade over your current Hard Champion - Immune Combo. - Physical Shadow Shield - Since we don't use the combo anymore, we can swap the Immune shield for a Physical Shadow Shield, suggested it to refine it to +9 for max bonuses. Luxury Items (MvPs) Spoiler At this point you have all the resources you can get. You got a nice amount of Money and you can afford some MvP Cards. - Infinity Gin - A consumable to replace Phen Card. It gives +10% MHP and makes your cast uninterruptible. Obtained in Fortessa Ruins or buyable in Paramarket for 1m. - City Map [1] with Iara Card - The best Switchable accesory and easiest Luxury item to get. From Banquet of Heroes and Brasilis Dungeon. The map will make you fast with Increase Agility and the Iara Card will solve some of the big flaws of Devotion a must-have in my opinion. - Silversmith Bracelet [1] - Best option for PvP. The Spell Break also can be useful in some PvE situations. - Gertie Card - Best option for a swappable in any garment for PVP. The close confine will help you to grab any empe callers and classes that like to warp arround. - Royal Guard Randel Card - One of the best cards in Garment. Being a Bio 5 MvP his price is quite high but if you get your hands in one. The Defense increase will also help you a lot for direct tanking. - Tao Gunka Card - Best card in armor for the moment. A lot of classes want it, so you might have a hard time getting one. - Toxic Chimera Card - Best card in Boots for Max HP. Being an MvP but not a lot of classes want it. You might camp the MvP or buy it from another player. [1.4] Stats The stats I'm using currently are for maximizing Prestige dodge ratio. Due to the existence of Gym Passes and Call Storage having large amounts of STR is not needed anymore to carry potions around. Magic Dodge Stats (75.75% Magic Dodge Chance) Spoiler STR - 8 - Explained Above. AGI -1 - Problematic when it comes to Pit. You will sleep a lot. VIT - 130 - More vit more hp. INT - 116 - Increases your SP and is a basic component of the Magic Dodge. DEX - 121 - Helps with the struggling casting problem. LUK - 100 - Basic component of magic dodge. 4th Job Stats STA - 100 - Physical Resistance WIS - 97 - Magical Resistance Suggested Overall Stat Build. Spoiler STR - 90 - Helps to carry more stuff. AGI - 90 - Protects against Deep Sleep VIT - 130 - Requirement for Devo. INT - 90 - Protects against Silence DEX - 90 - Helps with the cast LUK - 90 - Helps with the Magic dodge. 4th Job Stats STA - 100 - Physical Resistance WIS - 97 - Magical Resistance [2.1] Leveling Phase Now with the Stats and Equipment settled aside. The skill setup and leveling: Imperial Guard Skill Tree [250/60] Spoiler Swordsman: Increase HP Recovery - 10 - Helps the HP Regen and improves the effectiveness of potions. Bash - 9 - Useful for early leveling phase. Magnum Break - 10 - One of the first AoE Swordsman skills. Might be helpful to leveling this at max on early levels. Provoke - 10 - Useful in PvP mostly. A double edge sword. Increasing the provoke level would also help to cancel casts and the ATK% increase. But the DEF% is still in all the levels. So you can take points from this skill in case you need some. Endure - 10 - Increases MDEF and gives movement without flinching. Also, shareable through devotion a reason to max this skill. Sword Mastery - 0 - No need to level this one. Two-Hand Sword Mastery - 0 - No need to level this one. Crusader: Faith - 10 - Max HP. Synergizes with a Paladin Stone. Auto Guard - 8 - Shareable through Devotion. The only downside being the animation lock. Holy Cross - 6 - Requirement for Devotion. Grand Cross - 4 - Requirement for Devotion. Shield Boomerang - 3 - Requirement for Reflect Damage. Reflect Damage - 5 - Requirement for devotion. Defender - 5 - 80% reduced ranged damage and shareable through devo. At level 5 it doesn't give u any ASPD Penalty leaving only the Movespeed penalty. Devotion - 5 - The reason why this guide exists. Paladin: Faith - 10 Read Above. Auto Guard - 10 Read Above. Holy Cross - 6 Read Above. Grand Cross - 4 Read Above. Shield Boomerang - 3 Read Above. Reflect Damage - 10 Read Above. Defender - 5 Read Above. Devotion - 5 Read Above. At this point you can pick in where u want to put the remaining points. I will leave you here my personal suggestions. Divine Protection - 3 - Requirement for Gospel. Demon Bane - 5 - Requirement for Gospel Gospel - 4 - Nowadays in parties. The concept of Gospel is outdated. It still can be used in defensive positions in a WoE Castle, but you won't be using this often, but it's a powerful tool since it dispels you. You can remove a lot of status effects using gospel at low levels. OR. Riding - 1 - Movespeed. Extra Weight. Good to have. Cavalry Mastery - 5 - Never get Riding without Cavalry. Makes your animation slow. Shield Chain - 5 - An upgrade to your low damage. Might be useful for leveling. Grand Cross - 5 - A spare point for your AoE Tool. Royal Guard: Trample - 3 - Requirement for Prestige. Prestige - 5 - Adds defense based on Defender Level. Also makes you dodge any source of magical damage, a really underrated skill. Piety - 5 - Useful in Fortessa Dungeon 03. Gives you Holy Armor without needing an Angeling also a requirement for Inspiration. Genesis Ray - 4 - Requirement for inspiration. Reflect Damage - 5 - Since the Rework. This skill is now only useful if you deal melee damage as it reduces the physical reflect damage you suffer. Also, a requirement for King's Grace. Earth Dive - 5 - A portable LP. Underrated skill. Shield Spell - 3 - Requirement for inspiration. At level 1 it can be a nice source of Healing due to the MaxHP Healing per second. Inspiration - 5 - A giant boost in Stats. No longer dispels, so you can always have it up. Sheld Press - 3 - Requirement for Inspiration. King's Grace - 5 - One of the most powerful tool skills in Royal Guard. Underrated. Vanguard Force - 5 - Increases MaxHP at max level and reduces the SP consumption when maxed out. Full Throttle - 5 - Not really a popular choice. But it's an emergency Full HP Heal and Stat booster with the only drawback being the movespeed penalty you get at the end. When maxed out the SP Drain becomes not a problem. Imperial Guard: Shield Mastery - 10 - Synergizes with your shield making you tankier, being able to be a front line tank Guard Stance - 5 - Requirement to use all of the below skills. Have it always up. Rebound Shield - 5 - Must have for devo, -50% Less damage taken from devo is totally insane, breaking the devo upkeep and allowing you to explore and going for diversity in the build, or just go and be an un-killable god. Ultimate Sacrifice - 5 - A free resurrection for the party and an anti-wipe buff. Its useful but situational, since it leaves your HP in 1 when you cast it and its cooldown is high, I suggest using it before of a fight or when you know a wipe can be possible. Guardian Shield - 5 - A true testament of Gravity Design. Unbalanced skill that is absolutely great, a shield that scales out of your MHP at a 250% rate at max level. Allowing you to give shields up to 3M HP to all your party members, the cooldown is so low that you can always have it 24/7. And protects against all forms of physical damage. Holy Shield - 5 - Situational, good buff, probably for some instances. At this point you can pick in where u want to put the remaining points. Leveling as Devotion Build Spoiler Not something I'd recommend doing but I will explain the best skills to take. Since the skill resets in SMro are free. You can swap builds when you're done lvling. Faith - 10 - More HP and increases your resistance to holy damage. Divine Protection - 3 - Requirement for Heal Demon Bane - 5 - Requirement for Heal. Auto Guard - 4 - Probably not the best. But blocking some damage might be nice. Holy Cross - 6 - Requirement for grand cross. Grand Cross - 10 - Your main DPS Skill. Mob the monsters around and use Grand Cross to deal area damage useful for leveling. Cure - 1 - Requirement for Heal. Heal - 10 - Helps for potting. Since Grand Cross also damages you when you cast it. Having this will allow you to heal the self-damage. [2.2] Instance Phase Spoiler In this part of the game. You are going to instances and have a considerable amount of HP. Besides reaching the max level. Old Glast Heim [N/H] - Not really much to talk about this instance. Use Auto Guard at level 10 to block the maggots and Defender to block the Archers. Don't forget to devo your back line when you are facing Amadaris and Root of Corruption, their ranged attacks can be blocked by AG and Reduced by Defender. Fall of Edda Glast Heim [N/H] - A difficult one. Use Prestige to dodge the magic attack from the roots and use Endure to move around them or help someone around with Devotion. When facing King Schimidt's don't forget to use Piety on your main DPS to help him to avoid the deadly Grand Cross. Hidden Garden [H] - Not much to do in this one. Use Devotion on the main DPS and Defender to reduce the damage from the Laser. Hidden Garden [N] - Not much to do. Twilight Garden - Not much to do. Time-forgotten Farm - Not much to do. Water Garden [N/H] - Be careful on these two. Don't let Prestige go out, or you will have a hard time in the first two maps of the instance. When facing the MvP Devotion and Defender to reduce the damage from earthquake. Edda Biolab - Difficult one due of how easy you can underestimate the mob. Don't let Prestige go off when facing fireballs and magic attacks and don't forget to use Devotion on the support classes, also be really careful of not stepping up on a crystal and ruin the instance by mistake. Your damage won’t be enough to kill the mobs by your own and the DPS will have no other chance than destroying the instance. When facing Nameless Swordsman keep the Auto Guard up and try to step inside the flames to re-cast devotion. Central Laboratory - The first two MvPs can be random and easy, but the last one has the highest possibility of being a Biolab 3 or Golden Scaraba MVP. Don't let Prestige out when facing these two and be careful when Scaraba Queen uses Earth Dive. It will be a gamble if u can dodge it and live or tank it and die. Keep Devotion. Defender Endure and Auto Guard up when facing any of these two mvps. In case of being the Bio 3 one. Try to identify the MvP and quickly make a strategy arround it. Werner Laboratory - Same case as above. Dont understimate the Bio 3 MvP and try to identify as soon as possible. Don't let Devotion. Defender.Endure.Auto Guard and Prestige out or you will have a hard time. These are the most important instances that u need knowing about. If you want me to explain another instance you can ask me and i will gladly add it here. [2.3] End Game Dungeons Fortessa Dungeons Spoiler Devotees List: Before entering the dungeon, make a Devotee List using the party manager Priorities will stay the same, below you can see a detailed explanation why each class has to have their priority on the list. Low Priority Middle Priority Highest Priority Into the Netherworld: Netherworld being the easiest of them all, you dont really need to know any specific mechanics to this encounter or the mobs. The only thing that might be annoying will be the Disarm but nothing that can hinder you or the party, just keep the devotion up, in case you are having some struggles Defender can reduce damage from the gunslingers and Prestige will help you to resist magic, just dont let the Rebound Shield and Guardian Shield expire. During the boss fight, using Heal two times on afflicted targets will remove Kaite from them, remember that players under Kaite take extra damage from normal attacks so it might be good to reduce the amount of damage you will take, and of course the occasional annoying Dispell Into Volcano: The difficulty spike here will rise a lot, stay away from the party and try to move on the sides to avoid getting collateral damage from the Crimson Arrow , have Prestige always up in case you might get hit by it in the choke points and keep Defender up in all the fights due to Acidified Zone. As always, double check for Rebound Shield and Guardian Shield and also check your gear periodically since your equipment can break during the fights if you have a Meister on your party you can ask him if he can use Repair Weapon remember to always carry a stack of Steel in case this happens, each repair will cost Steel or Rough Oridecon if its a weapon. During the boss fight, Scorpio will periodically Burn you and your party, starting to stack up becoming a problem if you dont start to heal up, since the damage is based on Max HP you will start to notice really fast how your health starts to drop. In this case you have to wait for your Cardinal to convenio you to the fountain, in case the Cardinal is not able to convenio. You might need to run to the fountain to get healed Full Throttle might act as an emergency heal if you ran out of potions. In case you got affected by All Status Down you can Gospel out of it if you can afford to lose your buffs, Keep Defender up for the Acidified Zone and you will win this fight without any problems, dont forget to check your shadow equipment due to Shadow Strip Into the Forest: Not the hardest, but you sure want to keep an eye out. Without Full Chemical Protection the run can be a bit tricky, but you can be resourceful and carry a Royal Guard Shadow Weapon Set for a quick swap, since you dont need them to be refined to gain access to Chemical Protection: Shield if you have some Glistening Coats with you, its not a full protection, but as long your shield its up, all your skills be working fine. During the dungeon, keep Defender up for the Acidified Zone check for Rebound Shield and Guardian Shield, during the dungeon if you or someone else gets afflicted by Scar of Tarou you can remove it by using Heal no other way of healing can remove the effect, you cant even using any consumable during the duration and the damage is a non-lethal max HP damage per second. During the Boss Defender will block most of his attacks, dont forget to keep Inspiration up all times. During the fight you will have to attack two apples and wait for the debuff to wore off before attacking apples again. Into the Ruins: If you read this guide before you already know what to do in this cursed place, but let me put you up to speed. There will no need to use any sort of chemical protection in this place or repairs, but prepare to turn on Defender to reduce the Severe Rainstorm damage from the Emperor. If your Magical Dodge its high enough with Prestige you can stop worrying about getting hit by a Comet in case you see any Severe Rainstorm outside the Land Protector, you can safely remove it with Earth Dive to prevent it from damaging your party. This time however Guardian Shield makes things easier since it blocks damage from the Rainstorm. During the Boss Fight, prepare to intercept a lot of mobs and avoid the Death Fields and Gravitational Fields displayed on the ground. Keep Defender up to reduce Acidified Zone damage and the fight will go on without any problems, dont forget to check your shadow gear in case of a Shadow Strip Into the Reef: Reef might be one of the most annoying and hardest places on this entire list. Its strongly advised to bring a Matt Drainliar Card due to the un-fun combo of this place. As before carry on your Royal Guard Shadow Weapon Set for Chemical Protection: Shield in case you dont have a Biolo in your party. Like most of the dungeons keep Defender up due to Acidified Zone , in this dungeon you will have to keep an eye on your HP bar, the mobs can use Wide Coma and Burn in quick succession, the Drainliar card should protect you against the Burning but you will need to use a pot quickily or you will drop dead. Keep Prestige up to dodge the magical attacks and Earth Dive to remove any Storm Gust During the boss fight keep Defender up due to Acidified Zone. Since she can use Scar of Tarou prepare to Heal to counter the debuff. Keep Inspiration up all times but be prepare to Gospel out of All Status Down. Into the Pit: Pit might only be hard due to the special requirement it has about DPS. But here its really relaxing for you, no requirement to bring any special item. Just be ready to Recovery Status See Luxury Items anyone afflicted by Wide Freeze, Wide Sleep, Wide Stone Curse dont really be attached to your buffs since Dispell will take care of them anyways, just be prepared to recast Guardian Shield and Rebound Shield , If you see any wandering Quagmire just Earth Dive it out of the way. During the boss fight, the boss does not use any strong long range physical attack, so you dont need to defender it. Just keep Auto Guard up for any surprises, in case you see you are about to fail the mechanic. Be prepared to use Ultimate Sacrifice so your party gets insta-ressed up to prevent a wipe. Purgatory Difficulty (On progress...) Spoiler Before entering the purgatory. Make a Devotee List using the option of create a party window through party manager: The priority of the classes that need devotion are below: Low Priority Middle Priority Highest Priority Shadow Chaser - Shadow chaser go tanks these days. Using a devotion on one will make you take a lot of damage and probably die. Rebellion - Not a popular class to bring into pit. If you see one you will probably want to treat it as a ranger. But i doubt you will need to devo one. Super Novice - If you reached the point where u need to Devo a Super Novice may god bless your soul. Doram - Doram go mostly tank. Maybe a few exceptions but its improbably you will need to devo one. Genetic - They are mostly tanky and fast. Besides the case that seeing one in pit would be rare. Arch Bishop - AB's nowadays go for Tankiness. They don't need to be Devoed. Mechanic - Mechanics go DPS and have Neutral Barrier to compensate for their exposure. But normally a tank class, but you may encounter a case where u will need to devo one. Soul Reaper - Having most defensive tools and being immune to dispel. Also, the fact that they will always go behind the main tank to Link it. Hard to Devo but don't close the possibility. Sorcerer - If this would be ruins Sorcerer would be on top of the list. But sadly this is Pit. Seeing a sorcerer on it is rare, but you may devo them if you have a space to get them to get loot. / Minstrel and Wanderer - Main magic damage dealers. You might need to Devo at least one in your runs to secure a source of magic damage. / Kagerou and Oboro - Magic users nowadays. You might need to Devo one but make sure to tell them to turn off Cicada Skin Shield otherwise they will break the devotion link when they take damage and die off-screen. Warlock - Comet Slaves mostly. Still useful for the melee DPS and weak enough. Have a spot for them in your list if you can. Ranger - Rangers are rare these days on pit. But you will probably see one day or another. They are really fragile and can die to one Earthquake so always have them in your list. Guillotine Cross - If it's a DPS. Make sure he has top priority in your list due to his melee nature. Star Emperor - A powerful DPS if on Devo. Always have him on list and don't underestimate his damage output when he has a safe window to do it. Rune Knight - Another powerful DPS if on Devo. Make sure he is on the top of the list otherwise you will have to help him farm his runes back in Rachel Field. Sura - A big problem you have with Sura is that they have the constant need to Body Relocate around and break Devo without noticing it. You will have to ask him to control his snapping to keep him safe. Guardian Angel (On progress..) Spoiler Low Priority Middle Priority Highest Priority Shadow Chaser - Shadow chaser is not a main tank in this one. You might see it as a DPS but its still not common. Mechanic - If it's not a main tank it will be a range DPS. Even so it doesn't need devotion. Ranger - Rangers are not that useful in ruins due to the difficulty of the dungeon. Rebellion - Mostly a leecher due to the mechanics for range classes in the ruins. Super Novice - ... Just… No. Doram - Main tank in this one. Doesn't need to devo it at all. His shield can take care of the mob Genetic - Not really the type that would show up in the ruins. Arch Bishop - AB's nowadays go for Tankiness. They don't need to be Devoed. Soul Reaper - A really useful support in the ruins. If you can keep him on devotion to make sure he doesn't loses souls to link the party. / Minstrel and Wanderer - Main magic damage dealers. You might need to Devo at least one in your runs to secure a source of magic damage. / Kagerou and Oboro - Magic users nowadays. You might need to Devo one but make sure to tell them to turn off Cicada Skin Shield otherwise they will break the devotion link when they take damage and die off-screen. Sorcerer - Keep him on Devo if needed. Be careful to not slow him down with Defender and always make sure he can place the Land Protector Warlock - Comet Slaves mostly. Still useful for the melee DPS and weak enough. Have a spot for them in your list if you can. Guillotine Cross - If it's a DPS. Make sure he has top priority in your list due to his melee nature. Star Emperor - A powerful DPS dealer if on Devo. Always have him on list and don't underestimate his damage output when he has a safe window to do it. Rune Knight - Another powerful DPS if on Devo. Make sure he is on the top of the list otherwise you will have to help him farm his runes back in Rachel Field. Sura - A big problem you have with Sura is that they have the constant need to Body Relocate around and break Devo without noticing it. You will have to ask him to control his snapping to keep him safe. [3.1] Skill Mechanics Spoiler A few of the skills from the Royal Guard kit have several gimmicks than you can learn and use it on your favor. Devotion The heart of your kit and the skill that makes u tank for your party members. There are only three skills that are shared through devo: -Defender: The movespeed penalty is also applied to your devotees. And the reduction is not 80% is 60%. But still makes up for it. -Auto Guard: When you use Auto Guard and successfully block and attack. This skill has a Animation Lock that decreases with level and doesn't applies to devotees. The animation lock goes from 0.5 from level 1~5. 0.3 from level 5~9 and 0.1 in level 10. -Endure: Adds MDEF to you and your devotees. Also allows movement without flinching. A really nice skill to allow people to get out from mobbed situations. Devotion does not break if the devotee goes far. It breaks if the devotee goes far and takes damage while staying far from you. Devotion will break the skill has a max range of 11 Cells before breaking. Convenio breaks Devotion and any form of warping can break it too. Devotion redirects any damage the devotee receives and directs towards you. This means the Devotee cast cannot be interrupted as long he is under Devotion. The damage type from devotion is indirect damage this means: It cannot be reduced by any form of reduction and Buff. Ignoring Rebound Shield Does not proc any card effect or enchantment or any form of autocast (i.e Muscle Fool) Any damage the devotee takes is directed towards you. This means that the Devotee reductions are taken into account but yours aren't. Pierces the invulnerability of King's Grace meaning you can still die from Devotion if the damage is too much. The devotee gets uninterruptable cast time. This is a double edge sword. Because it also means that certain status that leave on hit (Freeze, Sleep, Deep Sleep Stone Cruse) won't leave upon hit. This is one of the biggest flaws of Devotion. Getting an Iara Card on a swappable accessory is highly advised to gain access to Recovery Status to remove the negative status from the devotees by hand. Earth Dive An excellent skill that removes ground effects and reduces Attack Speed. The skills that can be removed using this skill are the following: Spoiler Crimson Fire Formation Water Escape Technique Makibishi Release Ninja Spell Pure Soul Bind Trap Gospel King's Grace All Hunter and Ranger Traps Severe Rainstorm Bloody Lust Chaos Panic Dimension Door Emergency Escape Feint Bomb Malestorm Manhole Venom Dust Venom Cloud Fire Pillar Safety Wall Fire Wall Lord of Vermillon Quagmire Storm Gust Deluge Land Protector Volcano Violent Gale Spiderweb Wall of Fog Electric Walk Extreme Vaccum Poison Cloud Physic Wave Warmer Warp Portal Pneuma Magnus Exorcismus Santuary Epiclesis Demonstration Demonic Fire Thorny Trap Thorn Wall Magma Eruption Neutral Barrier Stealth Barrier King's Grace One of the most underrated skills of the RG kit. This spell can make you dodge deadly spells like Max Pain and negate damage from a Sura combo in PVP if used in the right time. King's Grave gives u invulnerability for 5 seconds. This also includes scripted sequences and damage that you should take on instances (damage from the flames from Edda Glast Heim) This invulnerability can be shared during allies. Targets under Devotion can't be affected by King's Grace, so you can use it to heal yourself without any danger to freeze your Devotees. This used in the right time can negate all sources of damage. But be careful. This used in the wrong time can also stun lock your party. King's grace is considered a Ground Effect and not a buff. You can be dispelled out of King's grace but quickly gain the buff again just by moving inside the area. It can be blocked by LP and you can't cast it on top of it. But if you cast it on the edges of the Land Protector the buff will be split in half. Leaving an area that you can access by King's Grace, but you can see due to the effects of the skill. In the image you can see the red Square that is the area of effect of King's Grace that got cancelled by LP and the Green square where King's grace is active and u can walk into it to gain the buff and someone who stands there will gain it too. While on King's Grace you can still be teleported by Convenio one of the best uses for this interaction is resurrecting an ally and put him on King's Grace instantly after ressing and ask for Convenio to your AB. This will grant a safe return to your party without the need of the AB to ress you and convenio. Prestige Prestige is really a saviour. Making you really a threat to magic enemies and being able to dodge certain spells that would kill you by normal means. Prestige interaction is that dodges a spell entirely. Meaning you will not suffer any sort of debuff product of being hitted by that spell (i.e Comet) and also increasing your Hard Defense depending on the level of Defender its possible to always have this up since its low cd and extended duration. Be warned that prestige dodges intervals from spell individually. This means that you wont be able to dodge certain spells that have multiple hits (i.e Water Wall) you will instead dodge every water ball thrown at you instead of the whole spell. Inspiration Inspiration is your best friend in most cases. It cant be dispelled and give you a huge stat boost for just a minor hp/sp drain. A must have in every situation. Once Inspiration is casted it will remove and prevent most of debuffs while its up. [4.1] PvP Spoiler So you want to punch people in the face. Well I have bad and good news for you: The Bad News: Since you are a tank. Your damage will be really nerfed on PVP and you won't kill anyone besides punishing reckless Melee classes with Reflect Damage you will need to use Devotion on your DPS partner to make presence in the arena. The Good News: Since your big quantities of HP. You can protect multiple people at the same time in the Arena making you a threat if ignored. Since you can give the time window to a lot of classes to act and dominate the Arena for you. Since you have a lot of tools under your disposal to help your DPS Partner. You can pretty much be the King of the Hill before the enemies team up for you. Matchups Shouldn't be a Problem Skill Based Don't Underestimate Royal Guard: You read this guide. He didn't. If he is a Cannon type use Defender to decrease his DPS a lot and leave an opening for your DPS Partner. If he tries to Pitpoint or Overband use Reflect Shield to punish him all of this with the chance of nullifying his attacks withAuto Guard in case he is a Devotion type use Spellbreaker (see luxury items) to interrupt his Devotion and dont forget to use Earth Dive if he tries to save his DPS withKing's Grace. Super Novice: Unless you are in a Pre-Renewal Server. He shouldn't be a problem at all. Use Prestige to nullify his magic and Reflect Shield if he tries to crit on you. Soul Reaper: The only problem you should have is him not wanting to give you Golem Soul. Soul Reaper has no tools to damage you at all. Ranger: All ranged classes suffer a lot against Defender use this with Auto Guard to negate all his damage. If you see he is about to Unlimit use King's Grace. To negate all his momentum. If he tries to use any of his traps just remove them with Earth Dive and Trample. If he tries to Camouflage his way out use Genesis Ray to break his Camouflage. Star Emperor: Haven't seen a Star Emperor on PVP for a while. But they struggle a lot against Reflect Shield just keep it up and he shouldn't be a problem. I am just keeping him on this side of the list because you shouldn't underestimate it when he goes full PVP. Rebellion: Same case as Emperor and Ranger. Since he is a range class Defender will take care of him but if he tries to Fallen Angel and Round Trip his way in instantly turn Reflect Shield to send him to Horror Toy Factory to finish his 5th run. Rune Knight: You will see him a lot. Turn on Reflect Shield and brace for the inminent Charge Attack and Ignition Break combo. If you have enough HP to survive that he will try to poke you with Sonic Wave before charging in again. Turn on Defender to decrease his damage and always keep Auto Guard to negate his burst. If he is a Dragon Breath type use Defender to negate his damage. Genetic: Nasty one. A PvP Genetic will be always on Cart Boost to run around you and your party trying to Cart Cannon. He can use Mandragora Howling and Illusion Doping to hinder you down. Your best is trying to use Defender to decrease his Cannon damage and try to get rid of him as soon as possible. Painkiller and Castling will give him the tankiness and survival he needs to make your experience a non-enjoyable one. If he tries to use Acid Demonstration turn on Defender to decrease his damage. Arch Bishop: Not really dangerous. But annoying if leaving alone. Use Earth Dive to clear a way for your DPS if he tries to Pneuma or Safety Wall to protect himself if he tries to Adoramus use Prestige and Piety to decrease his damage or dodge it. Guillotine Cross: A good guillotine won't Cross Impact you right away due to Reflect Shield be careful of his opportunism since he will wait for your HP to drop a bit before charging towards one of your devotees or you. In case you are alone, and you know he is close use Genesis Ray to punish him and break his Cloak. If you see him trying to close the distance be prepared for a Dark Claw if the claw doesn't get blocked by Auto Guard immediately use King's Grace to kill his momentum and the Cross Impact follow-up. As soon the effect finishes use Gospel to remove the Claw and turn on Reflect Shield again. If he tries to poke you with Soul Destroyer use Defender to decrease his damage. Summoner: Dorams are really dangerous if you underestimate them. A Doram will try to immobilize you with Silvervine Root Twist and kill you with Picky Peck if that's the case use Trample to free yourself from the Silvervines and turn on Defender the wound that Scar of Tarou leaves can kill if you don't heal yourself in time. The wound can't be removed using King's Grace or Gospel. So you have to pot yourself to survive it, it's not lethal, but it can weaken you a lot if you are not careful enough. Sura: Suras are Dangerous. He can snap around and use Curse Circle to leave you exposed for a Combo. Your best option is turning on Reflect Shield and survive his burst. There's a small window to negate his Tiger Cannon damage if you use King's Grace right after Fallen Empire If he tries to poke you with Gate of Hell use Defender to negate his damage. /Minstrel and Wanderer: Annoying. These two are range classes, so they can't kill you with ranged attacks, so they will use Reverberation use Prestige to try to dodge the damage tics. Even if they can't kill you due to their damage being low they will use Siren's Voice, so you can't attack them and Gloomy Shyness to increase your cast time to annoying values use Gospel to remove the debuff. The Minstrel will use Harmonize to try to calm down your Inspiration boost. If you see him starting to use Tarot card of Fate Be prepared to heal yourself from the Coma. /Kagerou and Oboro: Not really a threat but they can surprise you if you let them. They will probably keep themselves in Chicada Skin Shed to protect themselves. Push them into a corner with Shield Boomerang spam and force them to swap tactics. If they try to Cross Slash or Kunai Explosion use Defender to negate the damage and be prepared to use Reflect Shield if they try to Kunai Splash if you encounter a magic type use Prestige to dodge the Flaming Petals or the Freezing Spears they will use Pure Soul and Shadow Hiding to try to escape spoil their idea with a well placed Earth Dive to cancel their Pure Soul and push them out of hiding. Mechanic: Mechanics are hard. The Arm Cannon type will try to spam you down even if you are on Defender your best bet is try to pot your way through until your DPS can kill them. The Axe tornado type will try to stay away from you due to Reflect Shield but what makes this class powerful is their capability to shut down your defensive skills. If you see an Arm Cannon type moving towards you be prepared because he will try to Pile Bunker same case as Dark Claw. Be prepared to instantly turn on Defender if Auto Guard is not fully able to block it Pile Bunker has a use low chance to success so most of the time you will kill yourself turning off Defender by mistake. Be careful with Magma Eruption since its burning can through Devotion as soon you see the Mechanic trying to use Magma Eruption, remove it with Earth Dive. If you see him trying to help his allies with Neutral Barrier or Stealth Barrier use Earth Dive to expose them and remove the barrier. Warlock: Really depends on if you are lucky or not. Prestige can take care of all of his tricks, but sometimes it fails, and you can pay the price for leaving your luck to the RNG. If he uses White Imprison use Recovery Status (Luxury Items) to free someone. If he tries to spam Chain Lighting use King's Grace to dodge the spam. Prestige will be your best friend in this matchup. Shadow Chaser: far on the list due to his annoyance. You won't be able to kill him, but he will give you a bad time. Inspiration will protect you from Masquerades but be careful from the Manhole and Bloody Lust combo since this will drain your SP and turn off Inspiration and Vanguard Force. In case you get Full Strip, Accesory Strip or any form of Masqueradeexcept ignorance you can use Gospel to remove any form of debuff that the SC can inflict on you. If any of your party members gets under the effects of Manhole you can get them out safely with Earth Dive. Be really careful when the Shadow Chaser uses Shadow Form since the damage can bypass Devotion. If any of your DPS get affected by this skill inmediatly use Close Confine (see luxury items) and push him away with Shield Charge to break the link. If the Shadow Chaser tries to use Triangle Shot turn on Defender to negate his damage. If he uses Feint Bomb you can remove it with Earth Dive or reflect the damage with Reflect Shield Sorcerer: You have no chance to winning against a good sorcerer. He will keep the control of the fight and punish you. unless your DPS can take him out fast. Dispell will remove any of your buffs besides Inspiration and Vanguard Force. and leave you exposed for Diamond Dust. Once you reach crystallization you won't be able to move, and you will be finished off. If you try to chase him down he will place a Vaccum Extreme and you will be stuck in place for a few moments you can remove it with Earth Dive but the debuff that keeps you in place will stay until it expires. You can negate his Psychic Wave with Earth Dive. Your only chance is relying on the mistake that most Sorcerers target you will the dispell and forget to dispell the DPS, so Devotion will stay up. But he notices this mistake and starts dispelling your Devotees. You won't be helpful at all on this matchup. [4.2] WoE Spoiler WoE has a different method of playing than PVP. Since Renewal WoE is more fast-paced you won't have many opportunities to think a solid strategy. Keep your Devotion on your guild's Sorcerer to protect you against comets with Land Protector and keep Devotion on your Warlock to try to assault the castle. Keep your Prestige up to dodge any form of counter-siege you may encounter and do your best to keep your support classes alive. If you encounter any problems fighting a specific class. Please refer to [4.1] PVP for details to possible counter-measures. [5] End If you managed to reach this far through all the walls of text giving explanations. I'd like to say thank you for taking your time and i hope this was useful enough or motivated you in any way to try Devotion RG. I'd tried to give insight of on what I have learned in my time of playing the class and explaining stuff that you learn from practice and experience is not that easy. Don't let failures let you down from trying the class. Learning how to time Earth Dive and King's Grace might take time and only practice will give you the correct feeling of who you should Devo. I hope the guide was useful or at least entertaining to read. If you have any suggestions to the build, or you know any build that will possibly give more MHP please feel free to share it below. If you have any suggestions or questions towards the build or anything I might probably ignore feel free to contact me on discord [Sybarite#6602] or finding me at @fc on the Filthy Casuals's base. Thank you for reading! Spoiler Changelog: -v1.0 Posted (17/02/21) -v1.1 fixed a ton of grammatical mistakes (17/02/21) -v1.2 fixed a little bit of grammar, added missing enchants and added Bind Trap to the list. (17/02/21) -v1.3 added ein03 combos for the casting variant, Thanks to Sephylon for reminding me of the combo, added an alternative on the boots and missing enchants.(13/05/21) -1.4 fixed moar grammar (17/06/21) -2.0 added Imperial Guard, New items, new skills and new stats to the guide (19/07/21) -2.1 modified items, adjusted coloring, added new items to the guide, starting to write on the new custom content (28/09/21) -2.2 replaced outdated excellion suit for a Golden Dragon Armor (11/12/2021) -3.0 added a new upgrade , Thanks Wobble showing it up to me, added the complete explanation of all the 6 fortessa dungeons and how to interact with them (06/01/22) -3.1 added new shadow and cards, removed reflect from devotion mechanics since its not longer shared. (10/05/2022) Edited May 10, 2022 by Syba 5 1 Share this post Link to post Share on other sites
Syba 8 Posted September 28, 2021 People told me to write here when i update the guide so they get the notification. Updated! (28/09/21) New items regarding the new patch that came out recently ...Among other little details.... Share this post Link to post Share on other sites
Syba 8 Posted January 6, 2022 Updated! (06/01/22) Added a explanation of all the dungeons and a new upgrade to replace Umbala in the Lower Headgear. Sorry for the delay on the dungeons update, finishing them all took a bit of time! Share this post Link to post Share on other sites
southane 1 Posted January 8, 2022 (edited) err, sorry. where did you get the Deep Blue Sunglasses ? i only found the unslotted version in the instance coin shop. Edited January 8, 2022 by southane Share this post Link to post Share on other sites
Syba 8 Posted January 9, 2022 22 hours ago, southane said: err, sorry. where did you get the Deep Blue Sunglasses ? i only found the unslotted version in the instance coin shop. Hi! Sorry for not explaining it on the guide, but you can slot the one you got with a Spiritual Auger obtained through Cash Shop or Daily Trophies You can obtain Cash Shop without donating by converting Moon Coins (Obtained in a lot of other content) with the Local Exchange NPC at @go office Hope that answer the question! Share this post Link to post Share on other sites
Syba 8 Posted May 10, 2022 Sorry for the delay, getting the gear for test sometimes takes time! Modified the shadow gear part, added new headgear cards, updated the images and HP pool. I suggest people to read the shadow part again since most equipment changed in the last stage of the game. Removed Reflect Damage from devotion since is no longer shared by it since 4th job patch. Share this post Link to post Share on other sites