Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Level this if you're going to get Signum Crucis or Spirit Spheres. Very nice utility skill that heals players over time while knocking back Demon Race and Undead Property enemies away from the AoE. The success chance depends on the level of "Steal" learned. When paired with a Giant Faceworm Skin, it gives a large boost to HP and SP. A trap that blinds the target and all targets in a 3x3 area around the trap. An amazing skill for both party and solo purposes as the HP increase and recovery is very substantial. Buff, heal and cast Safety Wall or Pneuma on your partner and yourself when necessary, but be aware of your very low SP and the Cast Delay after casting some skills. Similar to Sight, but it deals a little bit of Holy Element magic damage to revealed enemies. Hibram, Magaleta) from casting Safety Wall. Grants +10 Flee and makes Condensed Red, Yellow and White Potions 200% more effective. 2 is best, despite a little bit of sacrifice to overall damage. If you haven't yet, finish Instructor Boya's quest and claim the reward back at Eden Group. HP +500, SP -100. Part of the Angel's Set. When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%. Beware of the ridiculously long 5-minute cooldown, so use this wisely. If your footgear is overupgraded, use this one. Grab the. If VIT is 90 or higher, at +7 gives 5% Neutral resistance; at +9 gives 10% Neutral resistance. An extremely useful offensive skill for leveling as an Archer which also remains useful after advancing to 2nd and 3rd job. Provides, The cheapest and "easiest" to get slotted mid headgear. The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral. It has great uses in PvP, but is quite unreliable in PvM as it can easily freeze your party members as well. Once you hit level 50+, go back to Eden and talk to Instructor Boya for a quest in Orc Dungeon. It also becomes the second-best headgear for Severe Rainstorm if enchanted with +6 DEX. Reduces Fixed Cast Time of skills by -5% per level of Voice Lessons learned. Skip this entirely if you're going to use gym passes. Fills up an Empty Bottle with Holy Water. Greatly increases overall survivability as long as the monster isn't Small. The higher the level, the longer the cast time. Because Super Novices have really low SP, every bit counts. Include this in your song flashing cycle when possible. 1 Assumptio will be autocast if you're under attack. Therefore, you still have the option of either going Solo or with a Party, depending on your preference. At 120 base INT, MATK +70 and ASPD +12%. If your footgear is overupgraded, this is one of the better cards to have. This will be your main offensive skill as Maestro or Wanderer. A fantastic shield that provides many bonuses, especially at higher refines. This skill is especially useful when there is no Wanderer in the party. Adds 5% HP recovery. Reduces Movement Speed penalty when casting songs, and significantly improve the effects of your Solo Songs. +5 ATK for every 10 base STR. Ranged skill. Increases money obtained from selling items to NPC shops. Best choice for increasing INT and Reverberation damage. When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%. Creates a barrier on the ground that blocks melee physical attacks. Get this one if you want more HP recovery. Mainly for supportive purposes, by boosting your own damage or your party's overall damage. Poem of Bragi: Allows them to spam Dragon Breath and (rarely) Spiral Pierce/Hundred Spears. STR +4, ATK +4%. Leave it at level 3 otherwise. Yet another decent alternative, mainly for its HP/SP leeching utility. Saves a little money and weight from buying Magnifiers. Wearing the pair gives you a total of +12 INT in your accessory slots with 2 card slots allowing for potentially even more INT. Add points to this skill if more HP, SP and ATK are needed. Talk to Instructor Boya and do his quests. Optional stat for Performers, as CRIT and Perfect Dodge are rarely utilised by this class. This will further increase damage of your autospells. The active skills listed below require an Instrument/Whip to be cast. Frigg’s Song: Increases their MaxHP, helpful for tanking and for increasing their Tiger Cannon and Gates of Hell damage. Sizeable jump in bonuses from level 4 to 5. All Stats +2, Reduces damage from all element attacks by -5%. NOTICE! Very useful for tanking or when helping a player under attack. Go to Eden (@go 36 or @go eden), talk to Secretary Lime and register. You've now entered the mid-game, where you can start experiencing the real feel of Renewal by going into various Instances and gaining various mid and end-game gears. A good choice to increase Reverberation damage. While in an ensemble, casting this skill will allow the caster to move within the ensemble AoE, as well as attack and use skills. I wanna show people that there's a lot to be improved with most Performer players' gameplay, and that just because you're playing a support class, doesn't mean you have to be useless outside of your primary functions. While the base effect is somewhat irrelevant, this item shines due to the enchantment possibility. A very good all-around footgear card. Removes the Poison status from a target. Automatically steals something from an enemy while attacking. When refined to +15, this staff gives really high MATK. A dictionary file. This will further increase your attack power, but you'll need to put a little more AGI to make up for the lost ASPD. You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore! However, that misconception is completely wrong. This is the preferred Chorus as it helps with SP upkeep, albeit the effect is relatively minor (10 SP per 5 seconds with 2 performers). The second enchant can be Lucky Day. Get this if you prefer more AoE damage. NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS! Additionally, unlike many other classes, Performers do not have any essential Transcendent skills. Place a musical note on the ground that will immobilise an enemy that steps on it for up to 16 seconds. Sends an enemy to a random direction and causes immobilizes for 4 seconds, regardless skill level and the enemy's AGI. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money. Obtained at the, Critical Damage +5%, ASPD 3%. An alternative for Maestros if you still need more INT to reach the required 150 INT. Go to Eden and do the Gramps quest. A fantastic passive skill you get as an Archer which helps with improving damage, especially with Severe Rainstorm. Increases the ASPD of players within the AoE. Teleports the player to a random location in the map or a save point. Enchant with, Max SP +200. However, during this stage, it should be noted that many other classes will have a higher DPS potential than you, therefore you should make sure that you're fulfilling your expected supportive role by casting Songs (mainly Poem of Bragi or Service for You) and Chants. Max this if when going for a support or tank oriented build. Keep in mind, however, that the monsters will only stop attacking the caster. Deals Water Element MATK x (number of bolts) to a single target. At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes). Or just use your bare hands to attack (for aggro and maximum ASPD). To be able to utilise this, you'll need to avoid the status in the first place. An improved version of Lightning Bolt with an added knockback and removed cooldown. Severe Rainstorm also has a 7 second Cooldown; or 5 second if using Bow of Storms. Mostly a niche skill that's only useful if your main offensive skill is Arrow Vulcan, due to the fact that switching to a Bow will still cancel the song. As an Archer, you are the easiest first job to level, since you are able to deal ranged damage, have access to all elements, and have strong offensive skills like Double Strafe and Arrow Shower. This will further increase your autospell damage. To get the weapon, one must finish the Meteor Strike Quest. Non-boss enemies receive 30% more physical and magic damage and boss enemies receive 15% physical and magic damage for 10 seconds. Poem of Bragi: Allows them to spam Picky Peck. Area of Effect Earth Spike. The second enchant can be Muscular Endurance or Lucky Day. Gives 5% chance to recover 8% of your damage as HP and 1% chance to recover 4% of your damage as SP. Unlike other classes which mostly stick with a single weapon in battle, Performers need to constantly swap between a Bow for casting damage skills and an Instrument/Whip for casting supportive skills. ATK +160, reduces SP cost of Windmill Rush by 20. As with the Gramps quest, once you finished the kill counts, DO NOT TURN THEM IN! Another useful trap. Gives even more MATK at higher refines. At +7, it increases attack speed. Every class benefits from different song buffs, so you should know which songs to cast when, and when you should save SP instead of spamming songs. Great choice for Biolabs and Wolfchev's Laboratory. Gives additional HP recovery (+10%) and prevents the bleeding status. Only pick this if you plan to use Reverberation as your main damage skill. Adds ATK and Hit. Available only when soul-linked. Gives a lot more HP recovery over the normal version. Just 1 is enough, followed by 2-3 Banaspaty or Sropho cards. Lower levels means lower damage but much higher chances of causing the Frozen status, while higher levels means higher damage but much lower chances of causing Frozen. Adds 30 LUK, which means more CRIT, ATK and MATK. However, this is very useful in helping Geneticists increase their brewing/cooking success rate. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. This skill is useless because Super Novices can't equip ranged weapons. Increases ATK when using Bow, Instrument, or Whip; increases HIT; reduces Variable Cast Time. Additionally, most of these skills require at least two performers (regardless of gender) in the party to be cast, and the effect of the skill is amplified when there are more performers present. If Base STR is 120 and above, additional ATK+20. If you're a Wanderer, try to focus on maximising your damage potential by stacking ATK and/or DEX through your gear, so your party will see you as a valuable party member, not just someone who stands around and dances. If you prefer going Solo, forget about songs for now. Very useful when dealing with a large number of enemies and with some powerful enemies. Watch out for Mimics that walk very fast and can catch you off guard. The goal here is to make it back to the Port Launch area in the hope of hijacking an airship. Recommended to obtain at least a +10 with a mix of AGI and INT enchants. An all-around good damage reducing card. See ASPD Formula for more details. If you die or if Steel Body expires, you can relog to regain the "Steel Body on death". If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. One of the best mid-headgears for this build. Prerequisite for Quagmire. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD. An all-around good damage reducing card. Matyr is somewhat preferable as AGI also helps boost Severe Rainstorm damage. Gives 40% damage reduction from Boss protocol mobs and MVPs, but receive 40% more damage from normal mobs. Poem of Bragi: Allows them to spam Cart Cannon and Acid Demonstration, Assassin Cross on Sunset: On top of Bragi's effects, allows them to spam both Cart Cannon and Acid Demonstration at max ASPD. Gives lots of DEF and various stats. Dance with Warg: Greatly increases the damage of their Warg skills and grants a small ASPD boost. This is the commonly preferred Wanderer chant as it can help increase DPS through the ASPD bonus. Passive. Gives 40% damage reduction from boss protocol and MVPs, but receive 40% more damage from normal mobs. @whobuys Blood of Wolf. When a party needs help to get out of a bad situation, this can help quite a lot. Farm in short bursts. A fantastic skill for helping CRIT-build classes to reach max CRIT rate, as it easily grants at least 20 CRIT at level 10, even if you only have 1 LUK. Transcendent skill. I am Super Novice~, Choose a location that is easy to reach. Talk to the, Go to Eden (@go 36 or @go eden), talk to Secretary Lime and register. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. Creates a barrier on the ground that blocks melee physical attacks. If you prefer going with a party, aim for getting Dance with Wargs and optionally Gloomy Day or Reverberation. On every third re-flashing cycle, you will need to re-cast your Chant and Frigg's Song. Notice: The skill has a tendency to push enemies to the upper right at the default orientation. It can also dish out some damage, enabling it to solo dungeons and some instances to a certain extent. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Regarder des films en streaming complet sur votre smart TV, console de jeu, PC, Mac, smartphone, tablette et bien plus. An essential stat for any performer. If you prefer going Solo, prioritise maxing out Siren Song(Optional but very useful), Frigg's Song, then Death Valley and Song of Mana Level 3. At +7, ATK and MATK +10. If this fails, get back the aggro by autoattacking. That's pretty much it. definition of - senses, usage, synonyms, thesaurus. Reduces damage from Boss Monsters by -10%. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. Slot this into your Instruments/Whips, not your Bow. Doing so while not in the chatroom will flood everyone's chatbox and will result in a one minute mute. If you're willing to buy Gym Passes, you may skip this skill entirely. Dance with Warg: Grants a small ASPD boost. Deals Ghost Element damage to a target and all enemies in a 3x3 area around it. Poem of Bragi: Allows them to Spam Exploding Dragon and Kunai Splash and helps them spam Swirling Petal. Freezes the enemy and all enemies near it, similar to Frost Nova. As for skills, you can follow one of the Skill Builds listed above, depending on which one suits your playstyle best. Endows a target's weapon with the Holy property. A very good all-around footgear card. If AGI is 90 or higher, increases Resistance to Stun and Silence by 30%, MaxHP/SP +5%, All Stats +1, Ranged Damage +3%, ASPD +1. Single-target melee skill that deals two hits of Holy Element physical damage. Ideally it should be paired with Expert Archer 4, but Spell 9 is also acceptable as it still increases Reverberation damage. Max HP and Max SP +8%. Situational choice. Deals Poison element physical damage and inflicts the. SP Cost Reduction:[Floor(20 + SkillLv x 3 + INT ÷ 10 + Dance_Lessons_Lv ÷ 2)]%. Best accessory for damage-dealing, both with Severe Rainstorm or Reverberation. It is usually only raised for increasing Weight Limit, as it has little use besides that. When 12 or more monsters are attacking you, your actual Flee is ZERO, no matter how much Flee you have. Reduces damage from Small, Medium and Large mobs by 15%, plus a chance to increase Perfect Dodge by 30 if you're attacked. Type @mi to see a monster's element. This skill set is for Super Novices who are stronger than Superman and are able to effortlessly carry around a Toyota Tundra towing the Space Shuttle Endeavour with just one hand. I would only recommend using one if you can refine it to +9. When the "Execute p1" button is clicked the javascript function p1 is executed. If you're a Maestro, you MUST have 150 INT with bonuses at this point, therefore you should start figuring out which gear you can afford to reach that number. Unlike the article in iROwiki, Earthquake deals Neutral element damage. It's sold for relatively cheap in the market. Adversely, this can also replace Song of Mana and Dances with Warg, therefore it's recommended to use this skill sparingly. Here are a few tips when farming: The main inspirations are two awesome Super Novices that pioneered the build: Shin Chan and Yami Reborn. Once you rebirth to a High Novice, go to the fields and kill some Porings to reach Job Level 10, then change into High Archer. With skill level 10, Musical Lessons lv10, and 150 INT, this skill can completely eliminate Cast Delay, which makes it essential for maximising the DPS of your party members. Gives an ASPD boost. Increases HP by 1000 and adds 100 HP every 2 refine rate. Kill Ominous Soliders, as one of them gives a large amount of Job EXP. Keeping in mind that stats only contribute to a small portion of your songs' effectiveness (the larger portion coming from the song's skill level and Musical/Dance Lessons), the example stat builds below will tend more towards maximising damage potential. Doubles the caster and party's SP Recovery rate for a duration. Also known as Dark Rosary. Also helpful in healing teammates. DEX +3 or AGI +3 enchant is good for Severe Rainstorm damage, while INT +3 is useful for Maestros. Reduces Variable Cast time by 25%. At level 7, it heals 777HP per second. It halves the STR, INT and DEX Undead Property and Demon race monsters, regardless of skill level. This build is undergoing another round renovations, The melee build... (short description pending). Having 120 DEX is mandatory for activating Temporal DEX Boots' bonus effects. MDEF +10 at +7 refine, MDEF +15 at +9 refine. Swing Dance: Helps them reach higher ASPD. When paired to Giant Faceworm Skin, it gives a large boost to HP and SP. Again, this can also be very expensive, as these are also highly sought for by Rebels, Rangers, and various other classes. Adds 5% HP recovery. MATK +20. The bonuses are further enhanced at +9. Can be cast with only 1 Performer in the party. Increases your MaxSP and gives you a passive SP recovery every 10 seconds. A maximum of three Quagmires can be placed before the first one expires. Recommended to obtain at least a +10 with pure STR or a mix of AGI and STR enchants. Use this if you have a +9 or better Giant Faceworm Skin. Blocks melee and physical attacks (skills included) at a certain chance. Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider. It gives decent attack and a good amount of MATK. When a party needs help to get out of a bad situation, this can help quite a lot. Then, continue leveling in Orc Dungeon. films en VF ou VOSTFR et bien sûr en HD. Once you reach level 51, go back to Instructor Boya at Eden Group to take her Orc Dungeon quest. Use Frigg's Song instead. This has less overall damage unless carded with Sidewinder. Keep the Rotten Meats dropped by Roween as you can turn them in at the 100-110 board later on. Windmill Rush: For physical builds, increases their overall damage. Max this. However, due to its hefty Cast Delay, I only recommend using it when you're affected by Bragi. Take these examples with a grain of salt, and tweak or modify them according to your needs and gear availability. Restores 300HP every 10 seconds. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. If paired with Broken Chip 1, STR +8, INT +8. A decent choice for increasing damage, particularly Severe Rainstorm. Gramps will be the best way to go from level 115-144, as you'll most likely have a bit of difficulty killing monsters and soloing dungeons. Ideally this will give +16 INT with 4 EoEs. Heals you and your allies. The FLEE and ASPD increase is very useful in the early game, and later on, it also directly increases the damage of the skill Severe Rainstorm. Adds 5% resistance to Neutral property attacks. 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