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Found 2 results

  1. Shiro's Guide to TU Priests

    Let me start by saying that this is the first time I've made a guide, so forgive me if formatting is weird. I wanted to make this because I've seen several people ask questions about leveling spots or builds for Priests. Here are my thoughts and findings playing a TU Priest. OVERVIEW: TU stands for Turn Undead. This is a Priest skill that has a chance to instantly kill an undead monster, regardless of how much hp it has (bosses and mini-bosses are UNAFFECTED, so don't try it on them, but champion monsters are fair game). TU's success rate is based on your INT, LUK, and Base Level. The builds I will show you have anywhere from a 45% to 48% success rate by the time you start leveling at Anubis (more on that later). BUILDS I am going to show you two builds. One is more of a TU/FS (Full Support) Hybrid and the other is a build "finely tuned to slay Anubis," or more of a PvM build (good for leeching if you so desire). Note that the stats shown are BASE stats, I will mention gears a little later that will affect stats somewhat. TU/FS Hybrid 1 STR 1 AGI 83 VIT 78 INT 51 DEX 51 LUK This build has decently high VIT for your typical support with a fair amount of DEX for cast time reduction. It may not have as much VIT, INT, or DEX as other FS Priests, but it still does quite well and can easily switch from solo TU leveling to party leveling. PvM Build 1 STR 71 AGI 75 VIT 70 INT 31 DEX 34 LUK This build has high AGI to dodge the other mobs in Sphinx 4. With that amount of AGI, you should be able to 95% dodge Minorous, 80% dodge Pasanas, and 70% dodge Mimics. LEVELING From here, I am going to outline my path as I leveled my TU Priest (using the TU/FS Hybrid build). Feel free to change anything you wish as I am a pretty patient and stubborn person and will not pretend to know the optimal ways and methods to level at every possible point. I will mention where I leveled, what gear I tried to get, and what stats I pumped. As a Novice and and Acolyte, I pumped my INT until it was 77 (I love Pest Cards too much not to have at least that much INT). I leveled in Payon Caves (first level until I got Pneuma, second level until I got Blessing 10), Heal-Bombing Zombies and Skeletons, then Soldier Skeletons and Archer Skeletons (don't forget to use /ns to make life a little easier). While there, make sure you get an Opal from a Zombie and a Crystal Blue from a Black Mushroom. Here’s the order I got my skills: Heal 3 > AGI 1 > Heal 5 > Pneuma Tree > Heal 10 > Divine Protection 5 > Blessing 10 After getting Blessing 10, I visited the Prontera Church to get 3 Rosaries and Holy Light (which ate one of the Rosaries). I then made my way to Amatsu so I could access Firelock Soldiers as a leveling spot (though you may be able to do this sooner). While there, beware of the two Shinobi on the map. With AGI, you should be able to out run them, so with clever running and circling back, you can shake them off your trail. At some point while at Firelocks, you will reach 77 INT (perhaps a bit sooner). I then took VIT to 20, DEX to 30, VIT to 30, and then LUK to 49. As for your Acolyte skills, here is how the rest went for me: Dec. AGI 1 (good on those Shinobi) > AGI 10 > Aqua Benedicta > Cure > Angelus 2 > Dec. AGI 2 Yes. Go job 50. There are too many useful skills not to. After completing the Priest Job Change, return to Amatsu until you get TU 10. Hopefully you find an Apple of Archer along the way. Here’s the progression I took: Magnificat 3 > Recovery > Inc. Spiritual Power 4 > Resurrection 1* > Lex Div. 3 > TU 10 *Note: It is at this point that I made an archer/hunter to hunt other gears for myself, specifically a Poo Poo Hat (Smokie Card if you want), Thara Frog Card, and Buckler. Those will be important for Anubises later. After getting TU 10, head to Glast Heim Church to kill Evil Druids. Hopefully you can pick up an Evil Bone Wand, Ragamuffin Manteau, and Evil Druid Card. I did a lot of partying around this time as well, so I started to get helpful support skills and started pumping VIT and DEX to 50. Here is how I got my skills: Kyrie Eleison 4 > Gloria 3 > KE 10 > Resurrection 4 > Lex Div. 5 > Lex Aeterna > Gloria 5 That should leave you with 6 skill points left. I ended up getting Magnificat 5 and Aspersio 1 though I probably should have gotten Suffragium. At this point, you should be ready to try Anubises in Sphinx 4. I rounded out my INT to 78 (for a final heal bonus at level 99), DEX to 51 (because of how stat points worked out), and LUK to 51 (so I could have 90 LUK with Gloria, one Rosary and one Hiding Clip or Phen Clip, whichever I liked). A Bathory Card would be extremely helpful, but not required (I didn’t have my Bathory Card until level 98), but you will have to keep KE up and be careful with mobs. The last stat to finish off should be VIT at 83. Try to get an over-upgraded Healing Staff from Anubises. Anything +4 or higher is more than the next heal bonus at 78+15 INT. From 98 to 99, I was able to kill around 110-120 Anubises per hour, which is around 15.5-16.9 million base exp per hour. Not too bad for a fairly cheap character that can hunt most of its own gears itself. If you have any questions, comments, thoughts, or improvements, please feel free to add them below or let me know in game. Special thanks to Lapaco and Sairin as I looked to their guides for guidance on my layout and to a fellow Evil Council member for giving me some insight into the PvM TU Priest build.
  2. Renewal has nerfed magic damage as we all know, but to the point that magic users are extremely undesirable until they reach the 3rd classes, who will have access to more powerful gears. This post will just give a few suggestions to how magic classes would have better mileage in renewal mechanics. Implementation will be up to the discretion of the staff. Magic Attack Stat Magic was pretty op in classic, which was a reason why racial damage increase cards affect only physical. Renewal added racial magic cards later in the game to suffice the magic nerf but these are mostly inaccessible until we get 3rd classes as they are given by the new world monsters with the exception of 3 (demihuman, demon, formless). 1. Raise the Matk per int point to 2 instead of just 1.5 This is just a minor boost of matk, as with 120 total int you only get 60 more base matk than the previous formula. Although this will be a general boost for all classes who will use matk stat for damage. 2. Add 5% matk to all one handed staves, 10% matk to two-handed staves (may also add to other weapons with matk infused in them) this would be a boost related more to the classes who can wear these, namely priest, wizard, sage and future soul linker. Well this is also a minor boost considering base matk is not that high, at the early stages until the 3rds suggestion 1 might have more effect for now but this will have a significant effect in the future with better gears. Skill Boosts May not necessarily be followed or if in conjunction with matk boost be lowered to whichever levels decided upon. Acolyte/Priest Angelus - close to useless in renewal as soft def doesnt even have much of an effect on mid tier monsters. Suggestion is to also add hard def to the equation to add more usefulness to this skill while retaining its actual purpose in battle. (Assumptio boost suggestion will be reserved for trans) Holy Light - x2 matk boost (from 125% to 250%matk) Magnus Exorcismus - already a situational skill as this only hits the demons and the undead, with the renewal nerf to matk and priest's limited access to good staves magnus is a weak skill to get, considering all the prerequisites it needs. First is to lower its prerequisites as priests going for this route will be usually at level 80 or higher to have Magnus at level 10, while still needing the rest of the job levels to max safety wall (suggested skill to remove from prereq is safety wall just for priest to learn magnus earlier). The magnus build will eat up almost all 49 skill points to fully be usable. Second is to either add 30% damage to the skill itself (making it 150% matk per hit total of 10 hits x4 waves max from 4000% matk to 6000%) or lower the immunity period to 2 seconds on targets who have already been hit by the skill, lowering the immunity period will consequently add more waves (4 to 7) of damage to the skill itself. Can also add to pierce mdef of all demon and undead (bosses included). Impositio Manus - add matk (weapons already do give matk so this is just proper) as well on the same grounds as physical, skill will add +25 patk/matk at level 5, add 30 sec duration. Gloria - increase duration to 1 minute Mage Bolts (Fire, Cold, Lightning) - +30% matk increase per bolt bringing it up to 130% matk per bolt a total of 1300% total matk with a level 10 bolt. Thunderstorm - +30% matk boost per hit, from 80% matk to 110% matk per hit bringing it up to 1100% matk (from 800%) with lvl 10 Thunderstorm Napalm Beat - +100% matk boost, bringing it up to 270% at lvl 10 (from 170%) Soul Strike - +100% matk boost, bringing it up to 1000% matk at lvl 9-10 from 500% (1500% on the undead at lvl 10) Fire Ball - +100% matk boost, bringing it up to 270% matk at lvl 10 Wizard Storm Gust - add +100% matk boost, bringing it up to 600% matk at lvl 10 (from 500% x 10 hits = 5000% matk to 600% x 10 hits = 6000% matk at lvl 10) Fire Pillar - reduce the divisible formula from (50+MATK/5)*(2+SkillLV) to (50+MATK/2)*(2+SkillLV) Meteor Storm - +50% matk boost bringing it up to from 125% to 175% matk per meteor hit(lvl 10 difference 625% matk per meteor x 7 meteors at 4375%, to 825% matk per meteor x 7 meteors at 6125%, assuming all meteors hit which is rare) Lord of Vermillion - increase matk per hit from 33% to 100% per hit (lvl 10 330% x4 = 1320% to 1000% x4 = 4000%) (lets all admit this skill doesnt live up to its name so this has a pretty high boost) Jupitel Thunder - +50% matk boost per hit bringing it up to 1800% at lvl 10 from 1200% Earth Spike - hit increase to 10 hits and add 30% matk to the skill to be as good as the other 3 bolts, from 500% matk to 1300% matk. Heaven's Drive - +50% matk boost per hit bringing it up from 625% (125%x5) to 875% (175%x5) Sage Earth Spike - hit increase to 10 hits and add 30% matk to the skill to be as good as the other 3 bolts, from 500% matk to 1300% matk, probably allow this to be triggered by double bolt in the future. Heaven's Drive - +50% matk boost per hit bringing it up from 625% (125%x5) to 875% (175%x5)
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