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  1. I. Introduction Ninjas are an expanded class that cannot be re birthed. Ninjas excel in the art of evasion with skills like Cicada Skin Shed and Flip Tatami which prevent almost all non-magical damage from harming them. Their magic tree offers several fun spells that are unlike that of any other class (although nowhere near as powerful as the Wizard class spells). But we are going to be focusing on the Magic build II. First Wind and Wind Blade Changelogs Overview First Wind (Aruna Modified Skill) • Added 50ms Fixed Cooldown • Increase Damage by 41% Wind Blade (Aruna Modified Skill) • Removed After Cast Delay • Added 50ms Fixed Cooldown • Increased hits up to 10 hits , 1 hit added per level • Increased damage by 120% III. Skills Here I'm gonna be listing the skills currently being used on this build route. Only notable skills Please note that some skills have been modified by the Developer for server balancing. To know more. CLICK HERE IV. Stats Strength: Depending on your preference for Potions and Usables Agility: Until character reaches 197 attackspeed Vitality: Depending on your preference Intelligence: Maximum of 255 Dexterity: Until Character Reaches 150 for no cast Luk: not required V. Equipments A. Headgears A.1 Top: NOTE: Celine Ribbon can be enchanted. Preferred enchant should focus on stats bonus with "Int+5" and "Matk+5%" Cards: Gemini-S58: Status Resistance Mutant Coelacanth Card: MATK +5%. For each 2 refine, MATK +1%, Max HP -1% High Wizard Card: EFFECT NULLIFIED WITH ANOTHER High Wizard Card Ignores 30% MDEF of normal monsters. Slows your casting time by 2x. Reduces SP regeneration rate by 100%. Drain 2000 SP as the headgear is unequipped. Ignores an additional +2% MDEF of normal monsters per refine. [+Fallen Bishop Hibram Card] -20% magic damage to Demihuman and Angel monsters Tikbalang Card: MATK +10, Increases Wind elemental magic damage by 5%. When headgear is refined to +9: Increases Wind elemental magic damage by 5%. A.2 Mid Gear Cards: Gemini-S58: Status Resistance Mutant Coelacanth Card: MATK +5%. For each 2 refine, MATK +1%, Max HP -1% High Wizard Card: EFFECT NULLIFIED WITH ANOTHER High Wizard Card Ignores 30% MDEF of normal monsters. Slows your casting time by 2x. Reduces SP regeneration rate by 100%. Drain 2000 SP as the headgear is unequipped. Ignores an additional +2% MDEF of normal monsters per refine. [+Fallen Bishop Hibram Card] -20% magic damage to Demihuman and Angel monsters Tikbalang Card: MATK +10, Increases Wind elemental magic damage by 5%. When headgear is refined to +9: Increases Wind elemental magic damage by 5%. A.3 Low Gear Armors Cards: Superior Tao Gunka - MaxHP +100% High Priest : +77% HP and Enchants armor with Holy Property Tao Gunka : +100% HP , -50 Def, - 50 Mdef Ghost Ring: Enchants armor with Ghost Property Evil Druid : Enchants armor with Undead Property, +1 Int, +1 Def Bathory : Enchants Armor Shadow Property Marc Card: Immunity to Frozen Status and 5% Water Resistance Detale/Detardeurus : Mdef -20, Immunity to Frozen Status and Autocast lvl 1 Land Protection when hit by magic attacks Superior Detale/Detardeurus :MDEF -20, Gains immunity against Frozen status. Grants level 1 Land Protector skill. Increase Land Protector Fixed Cooldown by 30 seconds. Inflict Mind Break level 5 for 20 seconds when unequipped. Preferred Enchants MATK 3%, 4%, 5% Garments Cards: (Except for Asprika for it is not slotted) Raydric: Increase resistance to Neutral Property attacks by 20%. Noxious: Reduce damage from Long Range attacks by 10%. 10% Resistance to Neutral Attacks Deviling: Add a 50% resistance against Neutral Property attacks. Receive 50% more damage from other property attacks. Guardian Kades: Reduces damage taken from Fire, Wind, Water, Earth, Shadow and Undead property attack by 50%. Increases damage taken from Ghost and Holy property attack by 100%. Superior Deviling Card: Increases resistance against Neutral elemental attack by 25%. Additional resistance against Neutral elemental attack by 1% per (Refine Rate) Gioia Card: Increases Ghost elemental magic damage by 100% and Wind magic damage by 30%. Decreases your resistance to all elemental attacks by 30% Preferred Enchants MATK 3%, 4%, 5% Note: Giant Snake Skin Has It's Own Enchant From Another Source Preferred Enchants Special Int, Int+7, Int+7 Shoes Cards: Fallen Bishop Hibram: MATK +10%, MaxSP -50%, Increases magical damage inflicted on Demihuman and Angel monsters by 50%. Vicious Cookie Card : ATK +2% MATK+2% Maxhp-2%. For each 2 refine levels: ATK +1% MATK+1% Maxhp-1% Preferred Enchants MATK 5% against Demihuman Monster MATK 10% against Neutral Monster MATK 10% against Demihuman Monster NOTE: Shadow Walk can be enchanted apart from the enchant above . Preferred enchants should focus on stats bonus with "Int +5" and "Matk 5%" Shield Cards: Golden Thief Bug: 65% Reduce all magic attack, including supportive skills that target character, MDEF + 25 Thara Frog: Reduce Damage taken from Demihuman monsters by 30% Maya: 50% chance to reflect magic spells Tatacho: Decreases damage from Neutral Property by 20%. Increases damage dealing to Neutral Property by 5%. Preferred Enchants Max HP 3%, 3%, 4%, Neutral Resistance 3%, 3%, 4% Accesory Cards Assassin Cross: Enables user to use Cloaking Skill Smokie : Enables user to use Hiding Skill Elvira Card: Increase Wind and Ghost Property Property magic damage by 20%. NOTE: For Evil Spirit Gloves. Preferred enchant should be "Int" stats Weapons Cards Celine Kimi Card: Matk 10%, Random Chance to auto-cast level 3 Critical Wounds to all enemies when dealing magical damage Ju Card: Ignores 2% MDEF of Enemies Refine >= +7 Increase daamge Earth Wind Fire Water Holy Ghost magic by 1% Refine >= +9 Increase daamge Earth Wind Fire Water Holy Ghost magic by another 2% Costume Equipment/Garment Mostly any item you want to use. Depending on your fashion reference as they all don't have any bonus effects Preferred Enchants MATK 3%, MATK 3%, MATK 7%, INT + 4 Preferred Stones T1 = Intelligence Stone, All Stat Stone T2 = Intelligence Stone, All Stat Stone, Magic Stone T3 = Sky Mythical, Violet Mythical, Blue Mythical Shadow Weapon Note: Shadow Weapon must have refine for the "Unique Gem Stone" to have effect when compounded Preferred Stones VI. Notable Equipment Combo 1. Dragon Set(Armor, Garment, Shoes/Sleipnir) = All Stat + 5, Decrease Incoming Magic Damage 5%, Increase Damage 5% 2. Aegir Set(Armor, Garment, Shoes/Sleipnir) = Increase Damage Resistance by +10% 3. Anti Magic Suit + Magic Intensifier Ring/Physical Enhancer Ring = 5% Reduce Damage, After attack delay 10%(Physical), Reduce After Skill Delay 10%(Magical) 4. Geffen Magic Robe + Magic Intensifier Ring + Physical Enhancer Ring = 5% Reduce Damage, Reduce After Skill Delay 10%(Physical), Reduce Variable Cast time 10% (Magical) VII. Usables Ultimate Resist Potion - A potion that will temporarily increase the user's resistance to the Fire, Earth, Water, Wind element by 7%. Effect doesnt stack with Elemental Proof Potions Frost Giants Blood - Increases your Physical/Magical damage on player enemies by 7% for a duration Core of Golem - Decreases 10% damage taken from other adventurers for a duration Full Chemical Protection Scroll - For FCP when run out. Requires 1 "Glistening Coat" to use the effect. Speed Potion - Increase Movement Speed for a certain amount of time Coldproof Potion - Water Resistance +20%, Wind Resistance -15% Thunderproof Potion - Wind Resistance +20%, Earth Resistance -15% Earthproof Potion - Earth Resistance +20%, Fire Resistance -15% Fireproof Potion - Fire Resistance +20%, Water Resistance -15% Panacea - Cures Poison, Curse, Silence, Confusion, Blind and Illusion.. Awakening Potion - A special tonic that combats the effects of drowsiness. Temporarily increases Attack Speed. Box of Drowsiness - Increases your MATK by 20 for 60 seconds. Fenrir's Power Scroll - MATK +25. Reduces fixed cast time by 50%. Effect duration: 5 minutes. HP Increase Potion (Large) - Increases MaxHP. Medium Life Potion - Restores an amount of HP equal of 7% of your MaxHP every 4 seconds Wind Stone - Lightning Jolt and First Wind
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