Ragnarok Online 2 Raids and Parties Guide

Ragnarok Online 2 Raids and Parties Guide by 2pid2pid

Greetings guys, just writing this guide out of boredom hope you guys enjoy it. I suggest you guys try the arena out and gain some Battle experience first before you start reading this guides.

Strategies

Main Tank – Lure it and build up Threat. Dodge all the aoes and drag the boss out of the aoe for melee DPS to maximize their burst damage.
Off Tank – Your job is to ensure all the Adds look for you. To do so, (spam Red potion) (reason behind this is, Red Potion > Healing > Threat in terms of luring Adds)
Melee DPS – Be catious about your HPs, if Front doesn’t have LOR, make sure you keep yourself Survive all the time.
Priest – Keep up with Heal/ Aspersio / Ulti heal/ Bubble on Main Tank, 2nd priest are assigned to Heal Sub tank or Off Tank.
Sorceress – LOR depends where your raid leader assign you.( Either Melee or Range Group) DPS when the situation is not critical, Deluge when Everyone hp are below 70% Assist Heal*when prz busy*
Range DPS – Start your burst Damage After 10 seconds (for Main Tank to Build up Threat). Wizard are require to help AOE adds when Off Tank lures it.

^ every single Classes need to learn how to react upon AOEs, Adds. 
^ On circle Aoe, Move out of it (Fire Ring, Ice Ring,Poison Ring, Electric Field, Red Electric Field,Single Wave )
^ On Adds, Leave it to Tanks
^ On AOE like Gearbog, Driller, Pertus, Deluge it.

Basically a standard group that able to down 6/7 of the arena. (as for hardcore you can do w.e form you like)

1 Main Tank (Monk,Knight,BM) 
1 Off Tank (Monk,Knight,BM)
1 Wizard
1 Sorceress
1 Sorceress (Again LOR/Deluge)
1 Priest
1 Priest (Again as in Heal Off tank/Mates)
1 Ranger (buff me please)
^ Standard, enuf say

Last 2 would be,

1 Rogue (MOD, but it only works for rogue T_T, and 2% crit)
1 Assassin (DPS DPS DPS, and 2% crit)
1 Warrior ( Imma Off Tank with AOES, and Battle howl if there is no Knight)

Or W.E you like, suggest a dps ^ as in vador/Giant Driller as a minimum requirement.

Standard HP (to avoid 1 hit ko)

Main Tank for Knight/Monk 6k above, BM 8k above. After buff
Healer/DPS 4.5k above. After buff

*PVE Arena*

1st Boss -Gearbaz-

-Whirlwind AOE – Similiar aoe to Xeno Spider, Giant Driller.
-Spin Attack – Melee Range, 2k~3k. (Usually on Tank)
-Summon Flying Gear – Adds, 1k per hit (not really sure, cuz they die.. too easy)
-Enrage I: Buff overall Damage, is deadly when it buff and Whirlwind, usually wipe out for 4.5k HP below

Strategies – Break into two group

Melee Group
Main Tank make sure it does not face your Range Group
Off Tank Help clear Adds, Stay away from Spin Attack and Dps from Behind/Side of the boss
Melee Dps help clear Adds, Stay away from Spin Attack and Dps from Behind/Side of the boss

Range Group
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
DPS Sorc help DPS, Deluge when Whirlwind AOE
FS Sorc Help Heal, LOR, Deluge When Whirlwind AOE is casted
Ranger DPS boss
Wizard Help Aoe Adds

2nd Boss -Entraion- Enuf say, eat my Wave

-Headbutt Attack : Aoe that hits everyone, 2~3k damage.
-Single Wave : A Single Wave that hit whoever stand behind the main tank.
-Poison Ring : Walk away this Ring to lessen the pressure of a priest healing you ( it doesn’t matter how good you can out-tank the PS, It matters when your priest are unable to out-heal the dmg)
-Summon Bug : 16k hps adds that heal Entraion
-Enrage level 1 : gotta check later.
-Silence level 1: Silence for 5second (usually on Main tank)

Strategies – Break into two group

Melee Group
Dodge Poison Ring
Main Tank make sure boss does not face Range group, Adjust position when Poison Ring is casted
Off Tank Help clear Adds, Stay away from Poison Ring and Dps from Behind/Side of the boss
Melee Dps help clear Adds, Stay away from Poison Ring and Dps from Behind/Side of the boss

Range Group
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
Sorc Dps, Deluge when he cast Aoe, and Deluge beforehand on 10% hp left
Ranger DPS boss
Wizard Help Aoe Adds

3rd Boss -Vador Z, Vador Y- RRRRRRRAGE QUIT 10minutes

-Vador Blue- (vador Y)
-Clamp Attack : a single Stun hit on single target, (usually target on Off Tank)
-Fire Ring : DOT, 1k above, depends on defense
-Summon Vador I: Boss HPs 70% and HPs 30%. 35k hp Adds, 400 per hit.
-Enrage II: When Two Brother got seperate for long period, it will rage. boost overall damage. (50m or more)
-Enrage III: After 10mins, you are dead Meat.

-Vador Red- (Vador Z)
-Machine Gun : a multiple hits on single target, (usually target on main tank)
-Ice Ring : Boss Below 80% hp will cast, Dot, 1k above, depends on defense, It Freeze people whoever stand on it too long.
-Summon Vador II : hp 40% will summon, 80k HP.
– Enrage II: When Two Brother got seperate far for a certain period, it will rage. boost overall damage. (50m or more)
– Enrage III: After 10mins, you are dead Meat.

Overall Process

(P.S, you can do Red 1st only change to Blue) Reason why prefer Blue over Red is, it will add pressure to overall play game when Ice Ring are cast, more pressure.

Down Vador Blue to 70k~40k, then switch target to the Vador Red one.

Down Vador Red ASAP, then change to Vador Y (ish better that Vador Blue left 10k by then)

Never ever seperate those two more than 50m above. or it will Buff Enrage II

or Else, after 10 minutes, prepare to get wiped. This Boss require to maximize damage on the boss.

Strategies – Break into two group

Melee Group
Dodge Fire Ring
Main Tank require to adjust position from Fire Ring/Ice Ring and space for Melee to dps
Off Tank DPS as usual, Stay away from Fire/Ice Ring, Red potion yourself and lure to Range Group to aoe (Vador I), Provoke Vador II and keep it on your side
Melee Dps help clear Adds(vador I), Stay away from fire Ring and Dps

Range Group
Dodge Ice Ring (alert when start hitting Vador Red)
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
Sorc Dps, Deluge when overall Range Group hp fall below 80%
Wizard Help Aoe Adds (vador I), DPS Boss when cleared
Ranger DPS boss

4th Boss -Xeno Spider- Hammer Hammer hammer..

-Mana Suction – usually on main tank
-Hammer Aoe – Hit and stun everyone on boss sign. 4k~4.4k
-Summon Bomber – Adds, deal 1k above on close range.
-Summon Repairer – Below 60% HP, 110k. heals Xeno Spider
-Twins Hammer Aoe – Below 15% hp, will do Hammer Aoe twices. 4k x2, Only cast once.
-Red Electric Field – DOT 1k above

Strategies – Break into two group

Melee Group
Dodge Red Electric Field
Off Tank Help clear Bomber/ Repairer since it move very slow pace, Dps Boss after adds is cleared
Melee Dps help clear bomber / repairer, Dps Boss once adds is down

Range Group
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
DPS Sorc help Dps, Deluge when overall Range Group hp fall below 80%, or after hammer Aoe is casted. Deluge Beforehand when boss reaching 10% hp, Twins Hammer aoe coming.
FS Sorc help heal, Deluge same as DPS Sorc
Wizard Help Aoe Adds (vador I), DPS Boss when cleared
Ranger DPS boss

5th Boss -Giant Driller- the summoner

– Driller EX- Similiar aoe to Gearbog, Giant Driller, Machine, Deluge it (CD around 20 seconds)
– Mid-Range Circle Ring – Deal 2k above damage in Middle Range.
– Summon Golem I: HP 15k, dealing 500 per hit. (spawn more than 8 over time)
– Summon Golem II : HP 50k, dealing 500 per hit. (spawn one at over time)
– Summon Driller : HP 30k, dealing 1k above per hit. (spawn two over time)
– Summon Rat Repairer : Boss below 40% Hp, HP 45k, healing Giant Driller
– Earthquake : DOT 3k Above in aoe, deadly skill
– Enrage III: Similiar to Vador Y,Vador X. It will Rage if your dps are too slow.

Strategies -Split it into two group

Melee Group
Dodge Earthquake
Stick as close as possible, to avoid getting hit by Mid-Range Circle Ring
Main tank got to adjust not too far from the group (save time and distance from luring the adds to Range) (protection Ki,Shield Fortess, Feral Defense on Driller EX)
Off Tank are require to Red potion when Adds spawned, And drag it to Range group for (wiz /soc to aoe it ASAP) (protection Ki,Shield Fortess, Feral Defense on Driller EX)
Melee Dps will help aoe or Hit the boss in Very Very Close Distance

Range Group
Dodge Earthquake (beware)
Priest Heal from far range, not middle range, around 25m away from tank Assumption/Max heal in critical situation
Sorc DPS help LOV, Deluge when Driller EX is casted. 
FS Sorc Help LOR/ Deluge when Driller Ex is casted.
Wizard Help AOE and dps boss after Adds are clear. Frost Nova if adds are hitting Priest
Ranger just dps boss

6th Boss -Pertus- My adds will numb you

– Lazer BEAM! – Randomly target, Single, and deal 2k ~3k depends on your defend.
– Summon Bug I – Bug that have debuff, Slows and maybe skill cd longer
– Summon Bug II – Bug that have debuff, slow, cd, Splash attack + silence. (beware not to lure it to healer)
– Freeze Screen Attack – freeze everyone and aftershock 3k above with a stun 2 seconds (CD roughly 30 seconds) 
– Electric Field – DOT 1k above in aoe

Strategies – Split it into two group

Melee Group
Dodge Poison Ring and Electric Field
Main tank got to adjust alittle far from the group (save time and distance from luring the adds to Range)
Off Tank Deal to two situation,
Situation 1: Bug I spawned,lure it to Range and clear it ASAP
Situation 2: Bug II spawned, lure it to mid range and clear it ASAP (If not cleared, Red Potion it and run a big circle around the Range Group)
Melee Dps will help aoe or DPS the boss

Range Group
Priest Heal, Assumption/Max heal in critical situation (Freeze attack)
Sorc DPS help LOV, Deluge when Freeze Screen Attack is casted. 
FS Sorc Help LOR/ Deluge when Freeze Screen Attack is casted.
Wizard Help AOE and dps boss after Adds are clear. Frost Nova to deal with Situation 2 (refer to Melee Group)
Ranger just dps boss

*Baphomet Garden*

1st Boss Blue Bull

Blue Tornado – DOT 1.5k~2k, Deadly, walk out of it.
Smash Attack – Area that hits 3~3.5k
Summon Small Lizard – 60% normal hits 800~1k
Summon Red Bull – 40% below, 175k hps, normal hits 800~1k

Overall Process

Blue Bull > Blue Tornado > walk of out it
Blue Bull > Smash Attack > out heal the damage
Blue Bull > Summon Red Bull > off-tank taunt it, or Main Tank tank both if geared
Blue Bull > Summon Small Lizard > kill it or leave it

60% will summon small lizard, kill it or not, 50% will spawn an ally lizard to help you out on the battle. (just like killing moonlight bonus attack)
40% will summon red bull, tank it but focus on the Blue Bull until it down, after this kill it.

2nd Boss Red Bull

Red Whirlwind – DOT 1k~2k, the different of this and Blue Tornado is, this much smaller but it chase after people.
Summon Savage babe – 60% normal hits 800~1k
Slow Attack – movement speed decrease, deadly when combo with Red Whirlwind
Summon Blue Bull – 40% below, 175k hps, normal hits 800~1k

Overall Process

Blue Bull > Red whirlwind > walk in 1 direction and never walk back to it.
Blue Bull > Summon Blue Bull > off-tank taunt it, or Main Tank tank both if geared
Blue Bull > Summon Savage Babe > kill it or leave it

60% will summon Savage Babe, kill it or not, 50% will spawn an ally Savage to help you out on the battle. (just like killing moonlight bonus attack)
40% will summon Blue bull, tank it but focus on the Blue Bull until it down, after this kill it.

3rd Boss Humbaba

Hug Attack – 1.5k~3k depends on yout defend
Cursed Black Circle – DOT 1k~2k, Similiar to Ice Ring, will bind when you stay too long
Entrap – Bind the main tank for 5 seconds
Silence Attack – Silence on single target, or sometimes aoe
Red Wave – 4k~6k attack, deadly with humbaba adds buff, main tank are suggest to stay out of it.
Enrage III – buff himself with abnormal attack/defend/skill cooldown. 7~10minutes.
Summon Deviruchi – 16k hp adds with 700~1k damage

Adds on the map

Humbaba Pleasure – no idea.. (just kill this)
Humbaba Fury – Buff the Boss in certain range, within 15m (need more confirmation)
Humbaba Patient – Heal the boss when it dies 

Overall Process

Humbaba > Hug Attack > keep healing main tank
Cursed Black Circle – walk out of it
Entrap > Assumption if main tank is dying
Silence Attack > shield fortress, protection ki, feral defend if healer is silenced
Red Wave > Main Tank make sure the boss always face you, Range group make sure you always face behind the humbaba
Summon Deviruchi – Off Tank, Wizard clear it ASAP
Enrage III > lack of dps, time to change a team i guess? or try other method

Strategies

Main tank Lure the Boss Humbaba to the left corner, make it doesn’t faces your range group. ( Move left or right, so it will Red wave to Side, not to your Range Group)
Healer follow up the Main Tank, Sub healer can heal off tank that tanking the 3 adds.
Dps focus on Humbaba Pleasure, once Pleasure is down, Let the off tank lure to right corner, or more than 20m from the boss to avoid buff.
Dps on Boss humbaba and kill Deviruchi Adds when it spawned (suggest 1 tank that eat red pot and kill it in aoe), ignore Humbaba Fury and humbaba Patients and let the off tank to tank it.
Off tank keep tanking 2 adds (fury +patients) DPS hit boss, or aoe Deviruchi, and Main Tank keep Boss face away from Range Group + dodge skills

Last Boss Baphomet

Scythe Attack – 1k~2k depends on defense
Black Whirlwind – DOT 1.5k ~2k and it last for 10 seconds, Deadly if you got caught in it
Lord of Vermillion (blue aoe) – cast when the hp are below 50%, 4k above damage, Target a single target with a blue lightning circle on it, whoever caught into it will get hit as well.
Summon Baphomet JR – Around 70% hp will summon, 800~1k per hits
Summon Vegence Hollow (forget the nick) – After Baphomet JR, around 60% hp. 1k~2k, move in very slow pace.
Death Scythe Attack – 3.5k~4.3k, Target on the second, third highest threat player, range dps are advice to stay away from healer

Adds in Baphomet area

Red Bull – Aoe slow Skill for 5 second, and 700~1k damage
Blue Bull – 700~1k damage
^ forget which doing slow, i guess is red one since the previous boss that can slow is red one ><

Overall Process

Baphomet > Scythe Attack > just heal main tank
Baphomet > Black Whirlwind > keep running in a big circle for 10 second, i suggest all player stay out of it like 10m to avoid any invinsible Black Whirlwind happens (yes sometimes the BW deceive your eye even it doesn’t reachs you)
Baphomet > Lord of Vermillion > walk away from your comrades and the rest stay ouf of that aoe
Baphomet > Summon Baphomet JR > Clear it ASAP, Off tank /Wizard aoe it (red potion to lure it, Suggest Off tank to do it) healer got to heal off tank, quite painful when it hits together, around 2k plus.
Baphomet > Summon Vegence Hollow > Either Off Tank Kite it or Clear it, Cause this mobs Move in VERY VERY Slow pace, just need to keep provoke it (kite when you got two off tank, as for second wave of Bap jr and 2nd vegence hollow)
Baphomet > Death Scythe Attack > Second /Third Threat, do not stay with your comrades in 10m

Strategies

Main tank Lure Baphomet to the Left and stick around to the wall, building the threat as much as possible
Off tank, (1 or 2) lure the red one to right, and keep the blue on the right (to avoid the red bull slow the main tank)
Main Heal on Main tank, Sub heal on Sub tank (1 or 2)
DPS down Red Bull (since got aoe slow) and then Blue bull next, then Boss will be the last
Once Red/Blue Bull are down, Aim for the boss, beware of the Black Whirlwind and Death Scythe Attack
Summon Baphomet JR on 60% hp, Off Tank are require to Red Potion and tank it, everyone help to clear adds (beware of Black Whirlwind when you clearing it)
Summon Vegence Hollow on 50% hp, kite if got 2 off tank, or just kill it
Summon Baphomet JR on 45% hp below, Same process
Summon Vegence Hollow on 30% hp below, same process
By the time you should be hitting the boss already good luck

*some tips for Humbaba, and Baphomet

For some raid party might prefer luring out the bosses and reset the adds, or luring adds and reset the boss, is up to you guys which path to decide. 
Just make sure if that method does not work on your team, I advice that you to switch your method, but not too often (as actual experience on raid require some times to learn)
And be tolerate with your raid members which method to use. (The main goal is to clear the raid dungeon, not to win an argument which method are better)

*Baphomet Hardmode* 3/4 

1st Boss Blue Bull

Blue Tornado – DOT 2k above, Deadly, walk out of it. (CD are around 20s)
Blue Wave – 4.5k above, sometime freeze when staying too long on the aoe targeted (CD are around 20s)
Lightning Aoe – 4.5k above, target member that have far-est range from the boss (CD are around 25~30)
Summon Bomber (Blue Basilik) – HP 15k, suicide deal 4.5k damage Above on melee (Despawn around 10 second) (CD are around 20s)
Summon Red Bull – 40% below, 175k hps, normal hits 1k above. With Lightning Aoe dealing 2k above (same as the origin boss lightning, aim the far-est)
Freeze Attack – Random Freeze time, 5~15 seconds ( not sure how it work, but just make sure run out of the Blue Wave)
Enrage II – Boost himself with attack and defense, after 7~10 minutes Engage.

Overall Process

Blue Bull > Blue Tornado > walk out of it
Blue Bull > Blue Wave > walk out of the aoe ASAP
Blue Bull > Summon Red Bull > off-tank taunt it, or Main Tank tank both if geared
Blue Bull > Summon Bomber > Everyone got to alert from this spawning, it target on random person and spawn next to you, Just keep running from it (wiz/sor Frost Diver it) kill it ASAP
Blue Bull > Freeze Attack > as long you stay away from Blue Wave ASAP, you won’t get caught by it.. or else eat the wave like a baws
Blue Bull > Lightning Aoe > Off tank with more than 6k hp stay in far-est from boss to tank it

Blue Bull > Enrage II > (DPS got problem) once you get to know how to dodge, make sure your second run full dps ASAP, if not.. you get what i mean..

Red Bull (adds) > Summon Lightning Aoe , similiar to the boss, just make sure your off tank always stay at the far-est point

Strategies

Main Tank are suggest to build threat for 10 second, follow by DPS group
Healer just keep healing and Dodge (Blue Wave, Blue Tornado, Bomber) when it spawned
DPS just dps.. and Dodge (Blue Wave, Blue Tornado, Bomber) For Range Dps, Clear the Bomber to avoid any 1 hit ko happens
Around 40%, Red Bull will spawn. (usually i tank both, it not really hard to tank both since Blue Bull always cast Skill)

1 Off tank Stay at the Far-est to tank the Lightning Aoe all the time. (Off Tank can time the lightning Aoe CD and help abit on dps, or just stay at the entrance tank it)
Suggest the Off Tank stay at entrance all the time when second Bull is spawned. (double lightning Aoe @_@)

*Notes

Just make sure the blue bull going to Cast everytime he do special moves (the blue wave is.. Pattern more than badminton) *msian joke
As long you dodge most of the skill, you are fine to clear it without any problem

2nd Boss Red Bull

Red Whirlwind – DOT 2k above, Deadly, walk out of it. (CD are around 20s)
Red Wave – 4.5k above, sometime it randomly target ._. (CD are around 20s)
Lightning Aoe – 4.5k above, target member that have far-est range from the boss (CD are around 25~30)
Summon Bomber (Boar) – 80% and 10% of boss hp will summon, HP 16k, suicide deal 4.5k damage Above on melee (Despawn around 10 second) (CD are around 20s)
Summon Bear – 70% and 30% hp will summon, Hp 80k, Melee touch deal 2k above. (moving in very slow pace)
Summon Blue Bull – 40% below, 175k hps, normal hits 1k above. With Lightning Aoe dealing 2k above (same as the origin boss lightning, aim the far-est)
Aoe Slow Attack – Slow all group member for 5 seconds ( Deadly when Red Whirlwind is summoned)
Enrage II – Boost himself with attack and defense, after 7~10 minutes Engage.

Overall Process

Red Bull > Red Whirlwind > walk as far as possible, more than 5m
Red Bull > Red Wave > Walk out of the aoe, and stay full hp in case getting wiped (4.5k dmg above)
Red Bull > Summon Red Bull > off-tank taunt it, or Main Tank tank both if geared
Red Bull > Summon Bomber > Everyone got to alert from this spawning, it target on random person and spawn next to you, Just keep running from it (wiz/sor Frost Diver it) kill it ASAP
Red Bull > Summon Bear > Off Tank can provoke it (If dps are good enough just kill it, if not Kite it when you saw bear is coming)
Red Bull > Aoe Slow Attack > Suggest you guys to stay far from Boss like 5m, and seperate stay alert from Bomber/Bear/Red Whirlwind!
Red Bull > Lightning Aoe > Off tank with more than 6k hp stay in far-est from boss to tank it

Red Bull > Enrage II > 7~10minutes (DPS got problem) once you get to know how to dodge, make sure your second run full dps ASAP, if not.. you get what i mean..

Blue Bull (adds) > Summon Lightning Aoe , similiar to the boss, just make sure your off tank always stay at the far-est point

Strategies

Main Tank are suggest to build threat for 10 second, follow by DPS group
Healer just keep healing and Dodge (Red Wave, Red Whirlwind, Bomber, Bear) when it spawned
DPS just dps.. and Dodge (Red Wave, Red Whirlwind, Bomber, Bear) For Range Dps, Clear the Bomber, Bear ASAP to avoid worst thing happen

Around 80% Boar spawned, (for Range DPS , Clear it ASAP)
Around 70% Bear spawned, (for Range Dps , Clear it ASAP) (For Melee Dps, Red potion and kite it) (for the rest, run far from it at least 3m away, Never stick near to it)
Around 40%, Red Bull will spawn. (usually i tank both, it not really hard to tank both since Blue Bull always cast Skill)
Around 30%, Bear spawned again, (Same process)
Around 10%, Boar spawned again, (same process)

1 Off tank Stay at the Far-est to tank the Lightning Aoe all the time. (Off Tank can time the lightning Aoe CD and help abit on dps, or just stay at the entrance tank it)
Suggest the Off Tank stay at entrance all the time when second Bull is spawned. (double lightning Aoe @_@)

*Notes

Just make sure the Red Bull going to Cast everytime he do special moves (Red Wave are much faster than Blue Wave, make sure you get out of it, but sometimes it hit in random target) *i could not explain why it hits randomly ._.
Just dodge and dodge when you need to dodge.

3rd Boss Humbaba

Hug Attack – 1.5k above, depends on yout defense
Cursed Black Circle – DOT 1k~2k, Similiar to Ice Ring, will bind when you stay too long (Extra range for Hard mode)
Entrap – Bind the main tank for 5 seconds
Silence Attack – Silence on single target, or sometimes aoe
Red Wave – 4k~6k attack, deadly with humbaba adds buff, main tank are suggest to stay out of it.
Enrage III – buff himself with abnormal attack/defend/skill cooldown. 7~10minutes.
Summon Deviruchi – 4k hp adds with 500~700 damage
Summon Big Deviruchi – 107k hp adds with 1k damage above. Despawn around 10 second above. Boss Humbaba will get tired and won’t do anything
Self Lightning Aoe – casting a blue light ring upon itself, Huge aoe, dealing 4k above (CD around 30 sec)

Adds on the map

Humbaba Pleasure – HP regen
Humbaba Fury – Buff the Boss in certain range, within 15m (need more confirmation)
Humbaba Patient – Heal the boss when it dies 

Overall Process

Humbaba > Hug Attack > keep healing main tank
Humbaba > Cursed Black Circle – walk out of it, Hardmode have more Range for this, Make sure Range group need to dodge it as well
Humbaba > Entrap > Assumption, Max Heal if main tank is dying
Humbaba > Silence Attack > shield fortress, protection ki, feral defend if healer is silenced
Humbaba > Red Wave > Main Tank make sure the boss always face you, Range group make sure you always face behind the humbaba
Humbaba > Summon Deviruchi > Off Tank, Wizard clear it ASAP
Humbaba > Summon Big Deviruchi > Off Tank tank it or clear it, will despawn after 10 seconds
Humbaba > Self Lightning Aoe > Time this skill every 30 sec, or tank it if everyone have 5k above hp.
Humbaba > Enrage III > lack of dps, time to change a team i guess? make sure you Humbaba Fury stay out of the range to avoid Boss Humbaba get buffed.

Strategies

Main tank Lure the Boss Humbaba to the left corner, make it doesn’t faces your range group.
Healer follow up the Main Tank, Sub healer can heal off tank that tanking the 3 adds.
Dps focus on Humbaba Pleasure, once Pleasure is down, Let the off tank lure to right corner, or more than 20m from the boss to avoid buff.
Dps on Boss humbaba and kill Deviruchi Adds when it spawned (suggest 1 tank that eat red pot and kill it in aoe), ignore Humbaba Fury and humbaba Patients and let the off tank to tank it.
Off tank keep tanking 2 adds (fury +patients) DPS hit boss, or aoe Deviruchi, and Main Tank keep Boss face away from Range Group + dodge skills
Off Off Tank (if you got 3 tank or Warrior), can help clear deviruchi / help lure Big Deviruchi

*notes

Cursed Black Circle have longer range, it might target range group
Self Lightning Aoe is added, Tank it with 5k hp above, or get out of range from the boss
Big Deviruchi Added, just kill it or wait it for despawn

 

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Ragnarok Online 2 Class Specific Locked Kharas Guide

Ragnarok Online 2 Class Specific Locked Kharas Guide by Satire

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This is a compilation of the skills required for class specific khara quests.
These appear as a lock until you utilise the skill required once.
All require 30 casts, unless otherwise stated.

Skill name. Title. Title stats.

ACOLYTE
Resurrection. (10 times) Hallelujah! STR 1 VIT 2

THIEF
Dark Illusion. Illusion! INT 1 AGI 1

MAGE
Seal of Water. Regen! STR 1 AGI 1

ARCHER
Concentration. Attention! AGI 1 VIT 2

SWORDSMAN
Aura Strike. Strike! STR 1 INT 1

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MONK
Body of steel. Steel! STR 4 INT 4
Asura Strike. Punch! STR 4 INT 4

PRIEST
Magnus Exorcismus. Exorcismus! INT 4 VIT 7
Archangel. Archangel! INT 4 VIT 7
Ray of Genesis. Genesis! INT 4 VIT 7

ROGUE
Dancing of Moonlight. Combo! INT 4 AGI 4
Crescent Moon. Knockdown! INT 4 AGI 4

ASSASSIN
Shadow Explosion. Explode! STR 4 AGI 4
Shadow Form. Shadow! STR 4 AGI 4

SORCERER
Deluge. Deluge! AGI 4 VIT 7
Soulbind. Revive! AGI 4 VIT 7
Summon Aqua. Summon! AGI 4 VIT 7

WIZARD
Flame Explosion. Arsonist! STR 4 AGI 4
Dragonology. Wisdom! INT 4 VIT 7

BEAST MASTER
Grizzly Form. Grizzly! INT 4 VIT 7
Beast Tornado. Tornado! STR 4 AGI 4
Bear Form. Bear! INT 4 VIT 7

RANGER
Arrow Vulcan. Vulcan! AGI 4 VIT 7
Camouflage. Camo! AGI 4 VIT 7
Wind Walk. Haste! AGI 4 VIT 7

KNIGHT
Shield Charge. Stun! STR 4 VIT 7
Shield Fortress. Unbreakable! STR 4 VIT 7
Concentration. Attack! STR 4 VIT 7

WARRIOR
Berserk. Berserk! STR 4 AGI 4
Endure. Defend! STR 4 AGI 4
Battle Leap. Smash! STR 4 AGI 4

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Ragnarok Online 2 – Payon Dungeon Moonlight flower

Written By LordHi

Moonlight Flower can be found on the 4th floor of Payon Dungeon for characters of lvl’s 28-34. And the few bosses at mid-lvl with an actual mechanic that must be obeyed if not the entire party will i repeat WILL face a wipe.

Now it is greatly advised that you get a priest with the emergency aoe heal and dmg protection that is “SANCTUARY” just in case and that MAXIMUM only 3 members of your party are melee, anything more and the healer cannot cope.

There are few essentials that you must get down if you are to attempt this boss.

1.) The boss will cast an aoe stun occasionally that ranges in duration from 1-2 seconds and drops 2 tombstones next to her. DPS down these 2 tombstones, they will spawn 2 NPC’s on your side whom will grant an aura buff reducing 30% dmg of the stun that Moonlight Flower will cast occasionally. Please note the aura buff radius is incredibly small meaning you have to literally stack on top of the NPC’s spawned.

2.) She will spawn 3 Foxes (1.5-2.5k hp, cant really remember) as is the usual RO2 boss mechanic at random intervals. Recommend that you dps down these quickly as they usually go for the healers immediately.

3.) She will also cast an occasional black circle around her with a rather large radius, the only WARNING that you will get prior to this is a WHISTLE. When you hear that whistle, the black circle will spawn 1-2 seconds later on the position in which she whistled from so when you hear the whistle you can pull her away first and the circle will spawn at that original position that you pulled her away from 1-2 seconds later, so pull her away from the position where she whistled and get out of there ASAP.It is VERY IMPORTANT that you pull her OUT of the circle and that NO party members are inside of the circle. FAILING to do so will result in either an instant wipe or 1-1.5k dmg.

(*NOTE: Seems that if she is nearby the circle the AOE wipe dmg will still trigger, Recommend you pull her a bit away from the black circle.)

(*ADDITIONAL NOTE: There are occasions of her casting her stun just as the black circle comes out, thus not giving you enough time to run causing a wipe. Please I cannot stress this enough, listen out for the WHISTLE. You hear that, you run.)

4.) (*Unconfirmed) She will also occasionally cast a black swirling tornado around her body immediately. This damage is UNAVOIDABLE and can range from 200hp to 50% of your hp or none at all (Which is weird, and I hope someone can clarify this). So bring pots along.

5.) Once her HP reaches 45,000 she will summon 2 illusions of herself with hp ranging from 3.5-4.5k. Immediately shift all dps to them and get rid of these as a few seconds later she WILL summon 3 foxes and your healer will not be able to cope nor will your tank be able to pull them all. Be warned certain parties at this stage might find all of themselves with HP’s around 200-500HP. It is at this point that the priest’s Sanctuary AOE heal and dmg protection comes in handy as it is a LIFESAVER. Like I said only a few parties will face such a crisis, not all.

(*NOTE: The effect of sanctuary is only within 10M radius of the priest so make sure everyone is within that safety zone.)

Once you pass the illusion stage, it is pretty much the same thing. Just listen out for the whistle, stay near the 2 NPC’s to get dmg reduction from her stuns and pull her out of the black circle and deal with the mobs accordingly.

Credits to kanapwn and BerryX on Jormungand server for explaining most of the mechanics to me on my first time and getting it down on our 3rd attempt with 3 new guys on the party.

 

Here’s a video for the dungeon

Ragnarok Online 2 SEA – Short guide for Abandoned Lab

1) Abandoned laboratory 37 – Zaratik

Recommend questing until you do not have two quests in the award – winning Dungeon pattern sword and pattern torso. inside is still one more questpattern pants. all blue on Level 37.

I guess I must say that inst extremely simple. much easier than the basement in the Forest.

3 Khara quest.

– Kill 2 times final Boss
– kill 4 certain mobs in instances
– Kill all sorts of goblins can done for 2-3 visits

the first room on the perimeter of a large lot of trash goblins does not necessarily kill.

The first boss. GET OUT from purple circle on the ground. MAX heal and the best running back of strong AoE. screams in red chat.

straight corridor. if you do not need to Khara quest mobs then just ahead.

2 boss wall at all

BOSS wall.. but on 20% in the center of the room is four casters that cause hell demon bat . you have just a few seconds to kill all 4. otherwise wipe

Labour drops armor 37 subjects

Advice – Kinsaurus

my first party : 1 wizard (me), 2 sorcerers, 1 assassin and 1 warrior
we were all strangers for each other, first timers, same level around 38 or 39, knew nothing about this dungeon, yet we cleared this dungeon quick and easily.
because we were a full dps team, we killed 4 summoners easily and none of us knew what would happen if we killed those summoners late.

my second party : 1 wizard (me), 1 knight, 1 priest, 1 assassin and 1 warrior (same level around 38 or 39 too)
and that time, i knew what hell would happen if we killed those summoners late… our party lacked of dps, we killed those summoners late and we ended up spending almost an hour trying to beat the final boss & his summoners. well, last try i was lucky enough to have 3 consecutive critical fire bolts to kill one summoner, helped assassin to kill another, and lastly used fire explosion to kill the last remaining summoner that our knight and priest tried to beat desperately (our warrior was doing his part well).

my advice is : get a full dps party to clear this dungeon easily.

 

Ragnarok Online 2 Wizard Basic Guide

Ragnarok Online 2 Wizard Basic Guide by Ibluelalice

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I play as Aquilon on the Korean server, and the armor you see is lv 50 raid (epic) equipment for the wizard. I think it helps my credibility.

Introduction

The wizard is a very BORING class. Movement is almost non existent, and most of the battles are fought with two keys: hot keys of fire bolt and fireball. The only area where it shines is it’s flashiness. It’s damage is lower than rogues, rangers, sorcerers,attack priests, but equals with the assassin. (In other words, lowest or 2nd lowest of dealers.) People know you exist because you jump around the map with teleport and survive random moments with ice wall. Most people (including me) play this character just because nobody plays it allowing free access to parties. You might ask, “If it’s such a bad character, why do parties take wizards?” Well my friend, sorcerers and priests want the 10% int buff… and that’s about all they ask you to do.

How to Max out Damage

*Fire Arms and Dragonology is a must at all times
Blast Arms – Fire Flower – (Fireball – Firebolt – Firebolt – repeat)
*Use Fire Flower whenever it fades and always recast Fire Arms after Blast Arms

DOT (Damage Over Time) damage (caused by Fireball, Fire Arms, Fire Flower) is where most of its damage comes from. However, DOT damage will be overwritten by any wizard who uses the same skill. When there are more than one wizard in the party, even the assassin will out-deal the Wizard, putting the Wizard just above the tank characters. (there should only be 1 wizard per party)

ie. When going against a boss, and the DOT effects of Fire Flower, Fireball, Fire Arms are damaging the boss, whoever uses Fire Flower will overwrite the Fire Flower DOT damage. (same with Fire Arms and Fireball)

Stats

50 Agi  30 Int

40 Agi  40 Int

Skill Build

(Water Tree)
Cold Bolt 1
Frost Diver 1
Water Arms 1
Frost Nova 1
Ice Wall 5(M)

(Wind Tree)
Lightning Bolt 1
Thunderstorm 1
Wind Arms 1
Teleport 3(M)
Levitation 0

(Fire Tree)
Fire Bolt 5(M)
Fire Ball 3(M)
Fire Bolt Mastery 3(M)
Fire Arms 5(M)
Blast Arms 5(M)
Fire Flower 5(M)
Dragonology 5(M)
Pyromaniac 5(M)
Inferno 1* (Either Meteor Storm or Inferno)
Fire Explosion 0
Meteor Storm 1* (Either Meteor Storm or Inferno)

For those that might have questions about why I didn’t level skills that you might think are useful, here’s a quick tip on why not.

Cold Bolt – This skill is used with lightning bolt and frost diver in the early levels, but it is outclassed by the fire bolt due to stacking of Fire Arms and Dragonology, even without the help of pyromaniac.

Frost Diver – This is also a skill used mainly in the beginning. However, being unable to freeze bosses, it is usually thrown away.

Water Arms – Due to DOT damage, water arms is not used. Additionally, 10% damage reduction is unnoticeable for wizards.

Frost Nova – Truthfully, this is a very useful skill, however it preforms very well even at level 1.

Ice Wall – 3 minutes is a long time to wait, especially in battle. However, 3 minutes is enough to use twice on a single boss. Anything other than 3 minutes is too long, and you might as well invest 1 in Ice Wall at that point. However, having no true survival skills other than this, it is necessary for you to invest 5 points in this skill.

Lightning Bolt – It is also like the cold bolt. It is very soon outclassed.

Firebolt to Dragonology should be self explanatory.

Pyromaniac – This is a skill often overlooked. It takes about 7-8 attacks to reach 100, which at that point, gives you a 10% cast boost. This might not seem to be a lot, and people tend to use fire explosion the second it reaches 100. Using this buff allows fast recasting of fire bolts, which in the end pays off more than fire explosion. (the users of this skill commented that “it’s a skill that can only be felt by those who use it.”)

Fire Explosion – This is (used to be) a VERY debated skill for all people. This does around 3000-3500 damage without critical hits and is seen as the wizards ultimate attack. However, even if pyromaniac was leveled up to 5 and Fire Explosion was too and Fire Explosion was used just before the 30 seconds were over every time, during the time Fire Explosion is being used, 2 fire bolts can be fired. Now the problem with Fire Explosion lies here. Each fire bolt at level 50 does around 1200 – 1500 damage with the right equipment. A single critical hit will do 2400-3000. Although the Fire Explosion does 3000-3500 damage, it is spread into multiple shots doing 600-700 damage. Unless all 5 hits of Fire Explosion ended up as critical hits (which VERY rarely happens) it does not outshine the fire bolt. As a matter of fact, even if one of the two fire bolts were to be a critical hit, it would outshine the fire explosion. Additionally while this is happening, pyromaniac would be filling up which is why many people invest points in other skills.

Inferno vs Meteor Storm
Inferno is a good skill, because it gives all the mobs a fire flower effect. Even at level 1, it gives the fire flower effect of the level of your fire flower. On the other hand, Meteor Storm is a skill that hits a targeted area, but is heavily affected by lag and also takes longer than fire flower. In the end, you do just about as much damage with either one. (even without lag) You should just pick one and only one because you’re not there to take out only mobs when in raid dungeons. (gathering mobs is harder than throwing fire bolts one by one)

*It’s also the sorcerers job to attack mobs with Lord of Vermilion, which also does double damage when the enemy is encased in ice, so hit fire flower, use frost nova, and get the hell away with teleport and let the sorcerers do their job. (And yell at them if they don’t.)

Ragnarok Online 2 Warrior Guide

Ragnarok Online 2 Warrior Guide by TakeoTakeda

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WARRIOR

Warriors are trained in the use of various weapons and tactics while taking advantage of their superior charismatic force. The Warrior is a Nomad of Honor, they are not authorized by the Kingdom of Prontera. Warriors are free to harm humans, they believe that due to it’s nature military combat will always affect the public. They are only allowed to participate in military action battles as “mercenaries”. Nevertheless, for those who with to fight the path to become a Warrior is a popular one. Warriors have proven to be more efficient than any other combat class and have the most polished expertise on the battlefield.

STATS:

DPS stats:
41 str
41 agi

Tank stats:
*NOTED that there’s no ACTUAL stats for Tank, since vit is pretty much useless unless your want to see your HP higher than anyone (slightly). But I recommend either this 3 stats:

40 str
40 vit
8 agi

40 str
30 agi
rest vit

*this build if you think you don’t need any HP boost*
41 str
41 agi

STR – increase your Phy. attack and your parry rates
VIT – Increase your HP
AGI – Increase your dodge rates and critical rates.

The only stat you need to focus is having 40 str at the end of the day. This is because that’s the source of your phy. attack! Besides that, what’s matter the most is your equipment’s bonus stats as they have a big role in boosting your status.

SKILL

My personal Build (Off Tank):
http://www.ro2skills…dnrFdBqBqSeddF1

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Those who wish to be pure DPS (not recommended by it’s your choice):
http://www.ro2skills…10qnrFqAboqShq3

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Swordman Skill

Bash 5/5
max this skill since it is your everyday skill!

Head Assault 5/5 or 1/5
Max or leave this at lvl 1. your choice!

Provoke 1 /5
aggroing monster. leave it at lv 1

Battle Orders 5/5
need to say more? 10% str baby! max it!

Aura Strike 5/5
Definitely max this. This will be one of your main attack.

Wide Provoke 1/5 or 0/5
just leave it at lv 1. Not as effective as your red potions! XD. leave it at 0/5 if you’re going to become pure DPS.

Armor Aura 5/5 or 0/5
this is a MUST have skill for Off Tank Warrior. 300% agrro, 20% more hp. If you’re going to become pure DPS warrior, leave it at 0

Sword Aura 1/5 or 5/5
lalala~ baka~ leave it at lv 1, unless you want to be pure DPS. do not recommend

Magnum Break 0/5
don’t bother spending your precious point here~

Battle Manual 0/5
same as above~

Warrior Skill:

Anger Control 2/2
no need to ask. it’s your MUST have skill lol. I recommend to max this but you can choose not to.

Berserk 1/5 or 5/5
increase your attack by 4 * Lv. leave it at 1/5 if you’re going to become OT, or max this if you’re planning to be Pure DPS.

Tension Relax 3/3
Your only self heal. max this. would definitely save some of your red pots.

Bowling Bash 5/5
another your everyday skill. Max this.

Pommel Attack 1/5
you rarely use this skill. Leave it at lv 1.(useful for pvp)

Parrying 3/5
great skill for tank. Leave it if you’re not Tank.

Endure 5/5
Another skill for tank. Leave it if you’re not Tank.

Battle Leaf 1/5
Leave it at lv 1. Rarely use it(useful for pvp)

Rage Strike 3/5 or 5/5
your STRONGEST skill. If You’re tank, no need to max this. (80% phy. damage at lv 3, 90% at lv 5, and it’s up to 3 monster!)

Brandish Storm 3/3
your only AOE skill. Max this! (it has no cooldown, and it looks cool! XD)

Defender 0/5 or 5/5
a MUST have skill for Off Tank warrior, otherwise leave it.

CARD

Ancient Assassin Card (I don’t remember the stats. but it add your str/agi and vit if I’m not mistaken)

Snatcher Raiders Card
str +6
agi +6
int +6
wis +6
vit +17

Garbong card
STR +9
agi +9
vit +9
int +6
wis +3

There you go folks! I will update this from time to time. see you guys again!

Ragnarok Online 2 Monk Guide

Ragnarok Online 2 Monk Guide by Sunbringer

Table of Contents
-Acolyte-
I. Introduction to The Acolyte
II. Acolyte’s Skills
III. Skill builds for Acolyte
IV. Acolyte’s Stats Distribution
-Monk-
V. Introduction to The Monk
VI. Monk’s Skills
VII. Skill builds for Monk
VIII. Monk’s Stats Distribution

I. Introduction to The Acolyte

Acolyte is one of the first five main classes in Ragnarok II: LOTS. Like many other MMORPG, Acolytes are experts in supporting and healing abilities which play a very important role in a party. Because of those abilities, they can grind just fine whether it is solo or party. There is no need for an Acolyte to buy any healing potions because they can spam heal. Their holy spells are not to be underestimated. They got great offensive spells, although aren’t as great as Magician’s spells. But they are capable on boosting skills up to the fullest (Asperio).

Although with those advantages, Acolytes are short on Health Points (HP) and lack of defense.

II. Acolyte’s Skills

I have listed all Acolyte’s skills, its description, my commentary and personal ratings for each skill.

 Heal (Supportive Skill)
Description: Recover one’s HP equivalent to 30%/33%/36%/40%/43% of your magic power. Under the Asperio, the next three heals will become a critical hit.
Casting Time: 1s.
Cooldown: 0s.
Rate: ooooo
Commentary: This deserves a 5/5 rating from me. Yes, this skill is very great because you can spam it all day long. As an Acolyte, you’ll use this instead of Potions to save your money. Max this skill ASAP.

 Holy Light (Offensive Skill)
Description: Conjure a divine cross to deal 27%/30%/33%/36%/39% of your magical damage to a single enemy. Next 3 Holy Light will become a critical hit under the buff of Asperio.
Casting Time: 1s.
Cooldown: 0s.
Rate: ooooo
Commentary: This is one great offensive spell you can have as an Acolyte because simply it has no cooldown with only 1s casting time and great damage. I suggest you to max this skill ASAP for the sole purpose of grinding.

 Blessing (Supportive Skill)
Description: Cast a gospel upon you and your partymates to increase Max HP by 3%/6%/9%/12%/15% for a duration of 30 minutes.
Casting Time: Instant
Cooldown: 3s.
Rate: ooooo
Commentary: A no-brainer skill to max. It adds 15% of your Max HP with 30 minutes duration, no reason to dump it.Tankers will thank you for this. A must max skill.

 Judex (Offensive Skill)
Description: Summons the Thunder of Judgement to inflict magical damage equivalent to 14%/17%/19% of your magic power on the top of the enemies within the Area of Effect.
Casting Time: Instant.
Cooldown: 3s.
Rate: o
Commentary: This skill would’ve been more useful if it has at least 1s cooldown. The skill’s main purpose is just to stun your enemies. The damage and cast time are bad. You DO NOT want to use this skill at all. It is recommended for you not to learn this skill at all. 

 Lex Divina (Offensive Skill)
Description: Summons a holy hammer to be thrown to the enemy and deal 22% of your magic power at level 1 / 26% of your magic power and will crit if the target’s HP is below 20% at level 2 / 30% of your magic power and will crit if the target’s HP is below 20% and gain 3 Holy Water if your enemy dies from this skill at level 3.
Casting Time: Instant
Cooldown: 10s
Rate: oooo
Commentary: There are a lot of arguments flying around inside this skill. Some say this skill has to be maxed for faster grinding but some agreed not to max this skill or even take it. But those argument is invalid as your skills will be resetted once you transcend intoMonk. You WILL need to learn this skill to grind faster. It maybe not recommended for fellow Priests, but not for us. You can either max this skill or leave it at level 2. Oh yeah, only use this skill when your target’s HP is below 20%, otherwise you better off leave this skill entirely.

 Increase Agility (Supportive Skill)
Description: Increase movement speed of you and your party members by 40% for 10s/11s/12s/13s/14s.
Casting Time: Instant.
Cooldown: 260s/240s/220s/220s/180s.
Rate: oo
Commentary: Similar to RO1’s Increase Agility this skill increases your Movement Speed but the differences are there’s no increase in Agility in the RO2’s version and they add cooldown to it, the long one in RO2. The skill increases you and your party member’s movement speed by a nifty percentage of 40% but has a ridiculous cooldown. You either leave this skill or learn it but leave it at level 1. Do not attempt to max this skill at all.

 Highness Heal (Supportive Skill)
Description: Recover your and surrounding 2 allies’ HP by 44%/49%/54%/59%/64% of your magic power. Under the Asperio spell, Highness Heal’s recovery amount increased by 50%
Casting Time: Instant.
Cooldown: 10s
Rate: ooo
Commentary: Only learn this if you do party leveling all the time. Otherwise, do not learn this skill at all if you plan to solo most of the time. Even you can choose to use Renovatio on each party members rather than using this skill if you prefer party leveling.

 Renovatio (Supportive Skill)
Description: Recover target’s HP by 16%/19%/22% of your magic power every 2 seconds for 12s duration.
Casting Time: Instant.
Cooldown: 0s
Rate: ooooo
Commentary: While Heal needs you to cast for 1s and is not effective in combat, this skill does the exact opposite. This skill has no casting time and no cooldown and is efffective while it is active. That means, you don’t have to worry about your HP because it’ll replenish by itself while this skill is active.

 Meditatio (Passive Skill)
Description: Increases effect of healing skills when applied as critical hit by 340%/380%/420%/460%/500% exceeding 95% Hit Rate.
Rate: N/A
Commentary: The description explains that Meditatio will increase the effect of healing skills but I am still in a hot water figuring this one out. So I can’t comment about this really as I never really bothered to look into this skill.

 Aqua Benedicta (Supportive Skill)
Description: Recover SP by 15% and creates 3 Holy Waters.
Casting Time: Instant.
Cooldown: 60s
Rate: ooo
Commentary: You’ll be getting this skill whether you like it or not. It is a prerequisite for Asperio and it is great having 3 Holy Waters which is useful for Asperio.

 Ressurection (Supportive Skill)
Description: Ressurects a dead player in your party. You can revive a fallen player to max HP and without cast time under Asperio buff.
Casting Time: Instant
Cooldown: 3000/2400/1800
Rate: oo
Commentary: Another skill that is full of debates. After the patch that increases this skill’s cooldown drastically, people chose to leave this skill at level 1, but some players chose to max this skill because of the drastic cooldown decrease per level. But you do not need this skill because you’ll transcend into Monk later on. Just put this at level 1 as the prerequisite for Aqua Benedicta.

 Asperio (Supportive Skill)
Description: Requires 1 Holy Water. Improve Acolyte’s skill effects. The affected skills are: Holy Light, Heal, Ressurection, Judex, Highness Heal, Sanctuary (Priest), Magnus Exorcismus (Priest), and Ray of Genesis (Priest).
Casting Time: Instant
Cooldown: 60s/40s/20s
Rate: oooo
Commentary: You’ll be needing this skill to increase the effects of your skills, especially Heal and Holy Light. You can choose to not learn this at all or max this if you have spare for faster killing with Holy Light and crit-heals with Heal for leveling.

 Oratio (Supportive Skill)
Description: Chants a spell which recite the prayers of gods to inflich 8%/9%/10%/11%/12% of your magic power on every 2s for the duration of 20s.
Casting Time: Instant
Cooldown: 0s
Rate: o
Commentary: Bad skill is bad, you better off spamming your Holy Light rather than using this skill. The damage is horrible even for a DoT. But Priests find this skill very useful because it can be stacked with other DoT skills.

III. Skill Build(s) for Acolyte

First of all, as you will transcend into Monk later, you do not have to worry about picking the correct skill or whatnot. Just pick and max any offensive skills that you have (except Oratio) to fasten your leveling process. Holy Light and Lex Divina are must max skills. Heal and Renovatio are also a must for healing purposes. Take Asperio if you want a slight faster killing using Holy Light (it crits under the Asperio buff).
Thus I recommend you this build for leveling:

– Level 5 Holy Light (Main offensive skill)
– Level 5 Blessing (For more survivability)
– Level 5 Heal (Main healing skill)
– Level 1 Renovatio (No SP left, and level 1 Renovatio is still great! Secondary healing skill)
– Level 3 Lex Divina (Finishing spell)
– Level 1 Increase Agi (you really do not need this skill that much due to its horrible cooldown)
– Level 1 Aqua Benedicta (Prerequisite to Asperio)
– Level 3 Asperio (faster killing means faster leveling)

Those are pretty much the core skills that you must have. You can add Highness Heal if you want to (Meditatio must be learned as prereq).
You can choose to drop Blessing and max Renovatio. It’s your call.

IV. Acolyte’s Stats Distribution

As an Acolyte striving on becoming a Monk, just focus on INT, all the way until you reach 25. Do not bother with other stats.

V. Introduction to The Monk

Upon reaching level 25, you can transcend to either a Priest or a Monk.

Monks are close combatants who use fists to excel in battle. They also begin with a whole new set of skills, meaning, you will get a reset skill after transcending into a Monk but you cannot add any of the Acolyte’s skill. Monk relies on his lightning fast attacks to stack up spirit spheres for an even greater offensive attacks which require spirit spheres. They have a very strong physical body which means high defense and can serve as Secondary Tanker or even Main Tanker if geared and built properly.

Yes, going for a Monk is a tough path to follow as you’ll giving up all of your Acolyte skills, imagine that friendly Heal skill taken away from you. But as you leveled up , you’ll feel the greatness of a Monk. I can guarantee you that.

VI. Monk’s Skills

I have listed all of Monk’s skills, description, commentary and personal ratings on each skill below.

 Quadraple Palm (Offensive)
Description: Struck a target with multiple punches. Inflict 17%/19%/21%/23%/25% of your attack power. Generates 1 Spirit Sphere.
Casting Time: Instant
Cooldown: 0s
Rate: ooooo
Commentary: Your main DPS skill. It has no cooldown and the animation is quite fast. I really recommend you to max this skill ASAP after transcending into a Monk.

 Iron Palm (Passive)
Description: Passively increase your defense by 10%/20%/30%/40%/50%.
Rate: ooooo
Commentary: 50% extra defense at level 5 and it is passive. MAX THIS BABY.

 Spiritual Cadence (Passive)
Description: Gain 2 attack power for each Intelligence and allows you to generate Spirit Sphere while using offensive skills.
Rate: ooooo
Commentary: This could be the best passive you’ll ever had alongside with Iron Palm because simply it is a passive skill! Now, you do not have to worry about investing Intelligence (INT), rather, it enhances your attack power up to the fullest. Because of this skill, an equalized amount of STR and INT is better than a pure STR/INT stats. For example: 30 STR and 30 INT is better than having 40 STR or 40 INT alone.

 Iron Mountain Attack (Offensive)
Description: Gather your inner strength to crush 2 nearby enemies by 37%/39%/42%/44%/47% of your attack power. Requires 3 Spirit Spheres.
Casting Time: Instant
Cooldown: 0s
Rate: ooooo
Commentary: Your secondary DPS skill after Quadraple Palm. The skill got greater damage, twice the damage of Quadraple Palm and it hits 2 enemies. The only downside is that this skill requires 3 Spirit Spheres. You will need to build up your Spirit Spheres before using this skill. 

 D. Grand Collapse (Offensive)
Description: Strike an enemy with a series of tackles to inflict the damage of your 14%/16%/18%/29%/21% attack power. Generates 2 Spirit Sphere.
Casting Time: Instant
Cooldown: 6s.
Rate: oo
Commentary: This skill has horribly low damage and it has a pretty long cooldown. Leave this skill at level 1 because you’re only using this skill to obtain two Spirit Spheres instantly.

 Intimidation (Debuff)
Description: Taunt an enemy to make it attack you.
Casting Time: Instant
Cooldown: 20s/17s/14s/11s/8s
Rate: ooo
Commentary: Similar to Swordman’s Provoke, you taunt an enemy to attack you instead to your party members. A great tanking tool indeed, also used to hold aggro.

 [size=3]Summon Spirit Sphere (Buff)
Description: Instantly generates 3 Spirit Sphere and reset the cooldown of all your skills.
Casting Time: Instant
Cooldown: 240s/210s/180s/150s/120s
Rate: oooo
Commentary: Personally, I love this buff. With this you can do two consecutive Guillotine Fists in a row, every two minutes. How awesome is that? This buffs really helps in PvP, also the most important key to guarantee your victory. But, if you don’t PVP that much and do not plan to PVP in the future, you can leave this skill at 1. But really, you’ll regret not having this skill maxed.

 Lightning Crush (Offensive)
Description: Creates a shockwave by pounding the ground to inflict 15%/17%/20% of your attack power to maximum 3 enemies and generates 50% threat.
Casting Time: Instant
Cooldown: 3s
Rate: ooo
Commentary: Your aggro keeping tool. Spam this every 3s while facing multiple mobs to ensure your party’s safety. Use the combination of Intimidation Lightning Crush and Stone Skin permanently keep your aggro especially when tanking a boss.

 Flee (Buff)
Description: Increases your dodge rate by 4%/8%/12%/16%/20% for 10 seconds.
Casting Time: Instant
Cooldown: 60s
Rate: oo
Commentary: I think it would be a waste to invest any points in this skill at all because we are not Thieves. We don’t have that much AGI in the first place. This would’ve been a great skill to have if it adds +20% to our original dodge rate raw. 

 Lightning Walk (Offensive)
Description: Instantly move in front the targeted enemy and strike it with 17%/19%/21%/23%/25% of your attack power. Generates 1 Spirit Sphere.
Casting Time: Instant
Cooldown: 60s/50s/40s/30s/20s
Rate: ooo
Commentary: Personally, this skill is great. I found love from this skill. While it is not that important in PVE, I gotta say this skill works wonder in PVP. Fact: There are a lot of runners in PVP and you should use this to chase your enemy. In PVE, this skill main usage is just to generate spirit sphere. 

 Throw Spirit Sphere (Offensive, Debuff)
Description: Fire a spirit bullet to your enemy from far away to inflict 17%/19%/21%/24%/26% of your attack power and increase 10% of damage inflicted by all of Monk’s offensive skill for 15s. Generates 1 spirit sphere.
Casting Time: Instant
Cooldown: 10s
Rate: ooooo
Commentary: Monk’s greatest debuffing skill. While the damage is not that great, the only and the sole reason of this skill is just to debuff your enemy so that you will deal more damage with other offensive skills for what, 15 seconds? That means you can perma-debuff your enemy! This skill also generates 1 spirit sphere. How great is that? Just leave this skill at level 1.

 Ki Explosion (Buff)
Description: Increases your attack power by 6%/12%/18%/24%/30% for 30 seconds. Requires 3 Spirit Spheres.
Casting Time: Instant
Cooldown: 60s
Rate: ooooo
Commentary: This is also one of the greatest buff you can have as a Monk. It increases your attack power by 30% at level 5. It has 60s cooldown with 30s duration. If you want to get a slight increase on your DPS, you should max this skill, but it’s okay to just leave it at level 1 if you’re a pure tanker. You’ll need this buff in order to use Guillotine Fist.

 Guillotine Fist (Offensive)
Description: Gather your mind, spirit and physical power to deal a tremendous strike. Inflict 82%/91%/101%/110%/120% of your attack power and stuns your enemy for 3 seconds. Only available in Ki Explosion state.
Casting Time: Instant
Cooldown: 60s
Rate: ooooo
Commentary: Your ultimate offensive skill. Although it has the highest damage modifier in RO2 when coupled by Ki Explosion, its cooldown is still quite long. Still, I recommend you to max this skill because the increase per level is high, not to mention this skill stuns your target for 3s which is great!

 Protection Ki (Buff)
Description: Gather your spirit to emit a defensive aura that surrounds your body. Decreases any damage taken by 10%/20%/30%/40%/50% for 10 seconds.
Casting Time: Instant
Cooldown: 120s.
Rate: oooo
Commentary: Everything is just great except the duration and cooldown part. It only buff you for 10 seconds with a 120s cooldown. But, every seconds count, especially in raids. Believe me, you will not regret maxing this skill, if and only if you’re planning to be a tanker. Otherwise, you can choose to leave this at level 1 for Steel Body.

 Stone Skin (Toggle Buff)
Description: Gather all of your spirit sphere to increase your HP by 7%/14%/21%/28%/35%, Defense by 40%/80%/120%/160%/200% and Threat Value by 60%/120%/180%/240%/300% but decreases attack power by 10% while this skill is active. Press this skill once again to deactivate the buff. Require all 5 spirit spheres. Does not require spirit sphere while Protection Ki is active.
Casting Time: 4s
Cooldown: 3s 
Rate: ooooo
Commentary: Monk’s ultimate defensive skill, which means this skill is the ultimate tanking tool of the Monk’s tree. This skill generates a tremendous amount of threat. Use this with Lightning Crush to always keep aggro. Your HP will be increased by 35% and defense by 200% at level 5. I really really recommend you to max this skill.

VII. Skill Builds for Monk

The Monk has several skill builds, namely: Pure Tank build, DPS-Tank (Hybrid) build, and the pure DPS build. To be noted that you cannot add Acolyte skills anymore once you transcend into Monk. Disclaimer: The purpose of this section is to recommend you the builds that I’ve created. You can choose to follow this build or customize it the way you like. If you want some suggestions you can post it in this thread.

Pure Tank build (13 SP left)
This build is very good in raid runs and you’ll almost welcomed in any raid party because you have all tanking tools like Intimidation and Flee. But this build has low DPS capability, and you’re pretty much useful limited for tanking.

Hybrid build, DPS-Tank (7 SP left)
You will solo just fine with this build, it has all the offensive skills and defensive skills needed. You are also acceptable in raid parties as they also need your DPS. And you can PVP just fine with this build. Leftovers can be spent on either Lightning Walk (for PVP) or Intimidation.

Pure DPS build (7 SP left)
The only advantage you have when using this build is you will feel a drastic increase on your DPS. But this build is still not recommended, because the build does not have the versatility which is Monk’s main feature. You will have a hard time joining a party, you’ll lack of defensive skills which is needed in PVP which means you will die faster. 

My build 
The advanced version of hybrid build. You can solo/party leveling just fine with this build. You are also acceptable in raid runs and most importantly, you got all the advantages in PVP when using this build. Lightning Walk is maxed for mobility, Summon Spirit Sphere is also maxed to do the infamous 2 consecutive Guillotine Fists. That’s not all, you can also tank just fine with all maxed defensive skill. This build lacks Flee skill which in my opinion is useless.

VIII. Monk’s Stats Distribution

I’ve listed all types of the stat distribution for a Monk.

DPS focus
– STR: 40
– INT: 40
– Leftover to AGI/VIT

Semi DPS & Semi Tank
– STR: 30
– INT: 30
– AGI: 25
– VIT: 25
-or-
– STR: 35
– INT: 35
– Leftover to either VIT/AGI.

Pure Tanking
– INT: 30
– AGI: 30
– VIT: 30
– Leftover to STR or increase AGI/VIT.

Ragnarok Online 2 Sorcerer Guide

Ragnarok Online 2 Sorcerer Basic Guide by Ibluelalice

Posted Image

In addition to Aquilon (Wizard), I also play as Levante on the Korean server, and the armor you see is (also) lv 50 raid (epic) equipment for the sorcerer. If you’re currently looking at this… please save yourself and play as a female character if you want to play as a sorcerer.

Introduction

The sorcerer is a very BUSY class. Deal, heal, revive, support, buff… you do it all. Even though you do it all, you always compete for the highest deal spot. Critical hits are your friend, and you find yourself often wishing you were just a support or a dealer, but you have to put up with it. If only you had the int buff and hp buff, you would put wizards and priests out of business. Sorcerer is a class that has many skills that are useful, but happen to have not enough points to invest in all of them.

Skill Build – Attack Sorcerer

(Water Tree)
Cold Bolt 5(M)
Frost Diver 3(M)
Water Arms 1
Summon Aqua 1
Healing Wave 1
Soul Cleaning 1
Meditation 1
Deluge 3

(Wind Tree)
Lightning Bolt 5(M)
Thunderstorm 1
Wind Arms 5(M)
Jupitel Thunder 3(M)
Jupitel Thunder Mastery 3(M)
Foresight 1
Lord of Vermilion 3(M)
Varetyr Spear 5(M)

(Fire Tree)
Fire Bolt 1
Fire Ball 0
Fire Bolt Mastery 0
Fire Arms 0

(Earth Tree)
Earth Arms 1
Soul Binding 3(M)
Rejuvenation 1
Earth Shield 1
Land of Recovery 3

Skill Build – Hybrid Sorcerer

(Water Tree)
Cold Bolt 5(M)
Frost Diver 1
Water Arms 1
Summon Aqua 1
Healing Wave 3*
Soul Cleaning 1
Meditation 1
Deluge 5(M)*

(Wind Tree)
Lightning Bolt 1
Thunderstorm 1
Wind Arms 5(M)
Jupitel Thunder 3(M)
Jupitel Thunder Mastery 3(M)
Foresight 1
Lord of Vermilion 1
Varetyr Spear 5(M)

(Fire Tree)
Fire Bolt 1
Fire Ball 0
Fire Bolt Mastery 0
Fire Arms 0

(Earth Tree)
Earth Arms 1
Soul Binding 3(M)
Rejuvenation 1
Earth Shield 5
Land of Recovery 3*

Skill Build – Heal Sorcerer

(Water Tree)
Cold Bolt 5(M)
Frost Diver 1
Water Arms 1
Summon Aqua 1
Healing Wave 5(M)
Soul Cleaning 1
Meditation 1* (4 is recommended)
Deluge 5(M)

(Wind Tree)
Lightning Bolt 1
Thunderstorm 1
Wind Arms 5(M)* (Either Earth Arms or Wind Arms)
Jupitel Thunder 3(M)
Jupitel Thunder Mastery 3(M)
Foresight 0
Lord of Vermilion 0
Varetyr Spear 0

(Fire Tree)
Fire Bolt 1
Fire Ball 0
Fire Bolt Mastery 0
Fire Arms 0

(Earth Tree)
Earth Arms 5(M)* (Either Earth Arms or Wind Arms)
Soul Binding 3(M)
Rejuvenation 1
Earth Shield 5(M)
Land of Recovery 5(M)

Summon Aqua – At first glance, it’s just an attacking skill but this is a skill that helps you in mysterious ways. Although it cannot be killed for the 30 seconds it is spawned, it can lure tornadoes and other random targeting skills. Even at level 1, it does decent damage (it works just like a DOT skill that’s stack able by multiple sorcerers) while acting as a support skill for luring various unwanted attacks.

Foresight – This is your PvP skill or a skill you use when you are about to go against a boss. Either way a level 1 Foresight does more than enough. Because it allows 3 spells to be casted without cast time, frost diver – jupitel thunder – varetyr spear will take out about any character. (including tanks) Against bosses, three cold bolts are used in succession for a high chance for the wind arms effect and/or jupital thunder mastery effect.

The Attack Sorcerer

This sorcerer is built for taking out minions and mobbing. When paired with a wizard with frost nova, this sorcerer are untouchable. This sorcerer is rare due to the emphasis of both earth shield and deluge.

Frost Diver + Lightning Bolt (+ Varetyr Spear) – This will melt any enemy that can be frozen. There are certain enemies that explode when in contact and the radius of explosion differs, some only damaging those touching while some killing off half of the battlefield. Frost diver stops such explosions, and with lighting bolt (and with the help of varetyr spear) should be able to take down such enemies before they cause any trouble. Additionally, frost diver + lightning bolt with wind arms effect + critical can hit up to 2500 and frost diver + jupitel thunder with wind arms effect + critical can hit up to 10000.

Lord of Vermilion – This is paired with with the wizard’s frost nova spell. Although it does only 34% lightning damage, it would be 68% with the wizard’s frost nova spell or the effect of wind arms, and even higher with critical attacks.

Earth Shield vs Deluge
Many people interchange these two spells, but they never go for both due to the lack of skill points. However most go for deluge as it is more frequently needed in parties, and the responsibility of earth shield is thrown to the next sorcerer in line.

The Hybrid Sorcerer

This is the most common sorcerer build. It literally does it all: heal, revive, attack, buff. However, the hybrid sorcerer finds itself wanting even one or two more points no matter how they try to change it.

Land of Recovery vs Deluge vs Healing Wave
This I usually leave for personal choice but to do the recent patches I want to recommend deluge. Although a Hybrid can’t heal close to a priest, it is usually found healing in tough situations and land of recovery is used nonstop. At best, it might be able to heal 2nd tank. No matter how good you might be at healing, I find it no use when a sorcerer is on the ground dead. Being a Hybrid sorcerer myself, I can tell you that your main job is not healing or attacking, or even reviving or buffing people, but staying alive.

The Heal Sorcerer

If you’re going for this build… please don’t argue with priests. Priests do get angry when seeing healing levels that are on par with them, but do hold back. Those who play as priests explained it as “graduating medical school to find someone who barely graduated high school in the same profession.” Please don’t get offended. Priests hunt with level 1 holy light until they hit level 50 while heal sorcerers use level 5 cold bolts and level 3 jupitel thunder. Although heal sorcerers lack a few buffs, it acts a little too well as a healer.

Meditation – This is one of the spells that make you think. Priests also have a very similar skill but it is left at 1 because the base healing for priests are so high, it is unneeded. However, sorcerers have fast but low healing which would make meditation much more valuable than those of priests.

Rejuvination – Although cast time should be “instant” the actions say otherwise. It has so much unneeded movement that during one use of rejuvenation, healing wave would have done just as much or even more, especially when using wind arms.

Wind Arms vs Earth Arms
Those who use Earth Arms say that those who use Wind Arms seem better at healing, and vice versa. I too cannot tell the difference between the two, so personally I would go for Wind Arms because it also helps cold bolt and jupitel thunder, but if Earth Arms which naturally gives DOT healing as well as higher healing from Land of Recovery, feel free to go for that one. There are even people who put no points in Meditation and only four in cold bolt, and ended up mastering both Wind Arms and Earth Arms.

Ragnarok Online 2 Tank Class Skills Analysis

Ragnarok Online 2 Tank Class Skills Analysis by Ibelndal

Alright so I’ve been doing a bit of research for a friend of mine that I’ve known and played MMOs with for a LONG time. He was planning on making a tank of some sort in OBT, and asked me to look into the different nuances of the tank classes and do a bit of theorycrafting for him (mostly because the large part of the joy I get out of MMOs is just that, making charts, spreadsheets etc to maximize DPS, threat generation, healing efficiency, boss strats, that sort of thing). I’ll start with initial information that can be gathered simply from the RO2 skill simulator.

Key:
DR = Damage reduction
CD = Cooldown
s = seconds

BeastMaster:
Grizzly form (Max HP +65% aggro +300%)
Feral Defense (DR +50% for 10s) cannot move or use skills (120s CD)
Survival: (Max HP and recov +25% for 15s) (60s CD)

Knight:
aura armor (damage reduction 5%, max hp 20%, aggro 300%)
aura shield (20% DR for 10s) (60s CD)
shield fortress (50% DR for 10s) cannot move or use skills during (120s CD)
Aura Heal (Healed for 6% of Damage you do) (20s CD)

Monk:
Flee (+20% Evasion for 10s) (60s CD)
Protection Ki (50% DR for 10s) (120s CD)
stone skin (max hp +35% defense +200% aggro 300%)
Iron Palm (Defense +50%)

Warrior:
aura armor (damage reduction 5%, max hp 20%, aggro 300%)
Parrying (Block rate +40% for 10s) (60s CD)
Endure (DR +40% for 10s) 120s CD
Defender (Defense +39%, Evasion +30%, Block +30% Attack -10%) (not sure if there’s a duration or not)
Tension Relax (+60% HP recovery over 20s) (120s CD)

Now, a couple of things:
– Initially upon looking at just the skills the “tank” classes get, it’s VERY clear that Beastmaster is meant more for an offtank role or simply as a safety net in case one of your tanks gets dropped so you can buy time to res them. Now since I haven’t played this class at all I’m not sure how stats effect their survivability (someone that’s been playing kRO2 would be awesome to chime in here).
– If I’m being honest, Knight looks overall fairly underwhelming as far as tanks go. Their big “oh crap” skill completely immobilizes them, and the only sort of survival skills they get are flat damage reduction, and for the most part in my experience evasion is always better then just reduction.
– Monk seems like it has a pretty solid kit overall, has some decent evasion, as well as a 50% DR skill for when things get dicey. Not to mention the passive +50% defense is pretty awesome looking.
– At first glance Warrior actually looks like it has the best tanking kit out of all of them. They get a block steroid, a DR buff, then a buff that increases ALL their defensive stats at the cost of a measely 10% attack. Not to mention a rather beefy Heal over time to lessen the strain on your healers.

As I’ve said I haven’t gotten a chance to play these classes personally (partly because I almost exclusively play healers), and because I can’t get on kRO2 and got into CBT fairly late. As I said I’m trying to gather more information on these classes for some further theorycrafting, so anyone with experience with these classes being able to chime in on stuff would be amazing.

Ragnarok Online 2 Knight Build Guide

Ragnarok Online 2 Knight Guide by TakeoTakeda

Hello Everyone!

It has been 3 days since beta test for RO2 announced. Everyone’s having fun and trying to level up his or her character to lvl 30 to get those permanent headgear! :3. Definitely there’s some of you choose to become swordman and decide to take the noble Knight’s road! But do you know what’s Knight? How do we play? perhaps not! In order to help those guys in need, I made this guide~

KNIGHT

WHAT IS KNIGHT?

The identified “Main Tank” of RO2,Knights fight in close combat and are heavily suited in strong armor.Once ordained as an honorable Knight they become members of the Knights of Prontera where they can learn powerful skills.”For justice and Honor!” is the cry Knights use for discipline as they try to become a good role model for others.A Knights superior strength in foundations and leadership is a tremendous asset to the Kingdom of Prontera.

Oh oh, so basically , Knight is a tank! so what STATS should I go for????
Well in my opinion, your should add your stat according to this:
40 str
40 vit
8 agi

OR

40 STR
30 VIT
Rest are agi (since basically 10 vit will only grants you 60 more hp.)

STR – increase your Phy. attack and your parry rates
VIT – Increase your HP
AGI – Increase your dodge rates and critical rates.

so now I know what stats should I go for, how bout SKILLS?! I don’t want to screw up and end up buying scroll skill reset? D:

This is my supposedly-in-future build:
http://www.ro2skills…qnrFdBqoeCebbs1

This is my in-plan build:
http://www.ro2skills…dnrFdBqoeDeblf1

Swordman Skill

Bash 5/5
max this skill since it is your everyday skill!

Head Assault 5/5 or 1/5
Max or leave this at lvl 1. your choice!

Provoke 1 /5
aggroing monster. leave it at lv 1

Battle Orders 5/5
need to say more? 10% str baby! max it!

Aura Strike 5/5
Definitely max this. This will be one of your main attack.

Wide Provoke 1/5
just leave it at lv 1. Not as effective as your pots! XD

Armor Aura 5/5
this is a MUST have skill for Knight. 300% agrro, 20% more hp. need to say more? MAX this!

Sword Aura 1/5
lalala~ baka~ leave it at lv 1. lol

Magnum Break 0/5
don’t bother spending your precious point here~

Battle Manual 0/5
same as above~

Knight Skill

Aura Mastery 2/3 or 3/3
go for 3/3 if you have extra skill points

Concentration 0/3
a BIG NO-NO. you’re a tank, there’s no point increasing damage taken. *sigh*

Aura Heal 0/3 or 3/3
max this if you want to heal yourself. Though, I recommend to leave this as 0/3 since even with full epic equipment, it only heals you up to 300 hp.

Shield Charge 1/5

Shield Boomberang 1/5
Just to agro/kite monster. leave this at level 1.

Aura Shield 5/5
Max this. reduce 20% damage taken for 10seconds. will definitely come handy when party dungeon / raiding!

Shield Boomberang Mastery 1/5

Grand Cross 3/3
your one and only AOE skill! max this! XD

Shield Cannon 5/5
the most powerful skill you’ll ever have. MAX IT!

Shield Bash 1/5
just leave it at lv 1. This is to knockdown monster for 3 sec. Definitely useful in pvping

Shield Fortress(5/5)
your party buff. works greats!

Well, I know that it’s hard when you screwed up with your skill, but hey, no pain no gain!

So, uhm. another question! how ’bout EQUIPMENT?!
Well, before you’re hitting lv 50, I suggest you using any type of equipment. just get some green and blue, here and there. When you’re lvl 50, try to join Hard Dungeon Mode for cool blue equipments and Raids (PVP arena and Bapho raids) for epic equipment!.

ONE LAST QUESTION! I saw there’s card slot in my character’s screen. what does it do and what CARD should I put in those slot?
Well, basically those card slot are for used to boost your stats. at lv 1, you have 1, at lv10, you’ll have 2 slot and so on.
Well, in my honest opinion, you should use whatever card that increase your str/agi/vit but at lvl 50 I suggest you go with Raider Snatcher Card x 5 (THIS IS FOR LVL 50)(it boost your vits +12 and other stats +6).

There you go folk! HOPEFULLY, this guide will help you in your journey to become the best or one of the best Knight in midgard! Till we meet again!