Creator's Click2Win Guide [Creator General Guide]

Discussion in 'Creator' started by Mikaya, May 20, 2015.

  1. Mikaya The Incompetent One

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    So you want to be lazy and learn how to play as a Creator. Welcome to the club, you're not alone.

    Table of Contents
    Introduction
    The Creator is probably one of the most unique classes in Dungeon Fighter Online. So unique, that it is the only one of its kind. The Creator uses a very unorthodox layout as far as controls go, and the gameplay style is very familiar to some MMOs.

    Creators are considered "a lazy class" by some due to their "point-and-click" gameplay of the Creator. There's a lot more to the Creator than meets the eye, and hopefully this guide will help people see that.

    Disclaimer
    This is by no means THE guide to follow when picking up the Creator. Everything talked about here is mostly based on opinion and therefore, you may or may not agree. You should what you think is best, based on how you play.

    Gameplay Style and Mechanics
    Most of the basics can be found on the Creator Wiki page, but I'll go over it here as well. As stated earlier, the Creator plays very differently from all the other characters in DFO's roster. Instead of Arrow Keys, it is the W, A, S, and D keys. These will be the Creator's form of movement. Spacebar is now the Creator's jump key. To Attack, you move the mouse at an enemy and click to generate a small explosion. This attack has no elemental damage, and is the Creator's Basic form of offense. It is commonly mistaken as Magic-based by beginners, but the Basic Attack clicks is considered a Physical hit that is scaled off Strength. It is also a Percent Damage rather than Fixed Damage (Credit goes here for that tidbit about Basic Attack clicks). Creators can click anywhere on the screen to attack objects, enemies, and pick up items. Holding down Left Alt will change the cursor from attack to normal mode. The reverse happens when a dungeon is clear. This does not always work. It helps to safely pick up items without setting off an attack while in a gauge. Normal attacks are also possible with an active gauge, provided that the click slot is empty. Picking items is as simple as clicking on the item on the ground or walking over it and pressing X.

    Creators are also a Fixed Damage class, with the exception of Basic Attacks being Percent Damage. They also use broomsticks thanks to Broomstick Control (I don't know why they have that...) and wear Plate Armor. Despite wearing Plate Armor, they are by no means tankier than other Female Mage classes. To increase your damage, you will need to find weapons with high Independent Attack. stat, as well as sub-equipment with Independent Attack. The Creator's skills scale off their Independent Attack Power. Due to being a fixed damage class, Reinforcement is not necessary, but can be done to make Basic Attack clicks stronger. Refining is best for the Creator, but that is not available until you are able to enter Shonan, which can be accessed at level 69 or above.

    Creators do not rely on attack speed. The only attack speed comes from your ability to click fast. Moving the mouse while clicking for skills will speed up your gauge consumption, rather than clicking in place. For skills that require dragging, dragging the mouse while holding the button will consume the gauge faster at larger drag distances. These techniques are useful for dishing out more damage, but will consume your gauge faster. Keep an eye out your click speed, drag distance and gauge consumption. The last thing you want is to leave yourself without skills to use in a tight spot. Creators also utilize Casting speed when activating the gauge. After that, it pretty much depends on your click and drag speeds. I would not recommend investing in Casting and Attack speeds. It's not really worth it since the gauges activate rather quickly.
     
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    Last edited: Feb 7, 2016
  2. Mikaya The Incompetent One

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    Skills and Skill Mechanics
    Creator Skills function rather differently than most classes. When activating one the Gauge skills, all costs, both Mana and/or Clear Cube Fragments, are paid upon activation. Once the Gauge is active, the Creator is free to use whatever skills are active for that gauge. Same applies to switch from one Gauge to another. Because of this, it is possible to accidentally burn your Mana while consecutively switching between gauges. Once a gauge is depleted, attempting to use the skills with insufficient gauge amounts will force you out of the gauge and puts back into a neutral state. Gauges will recharge overtime, so long it is not the active gauge. No gauge has a cooldown and cooldowns itself are non-existent.

    The Creator has 5 skills, and each skill has 2 subskills each, for a grand total of...15 Skills! Also counting the Armor Mastery, and other General Skills, the Creator has...21 skills! Quite a feat for "Lowest skill count" if I ever saw one. I'm going to go over every skill and the Creator is so special...she lacks Quick Rebound. Fear not, as the Creator has many, many workarounds for the lack of Quick Rebound!

    [​IMG] Fire
    • Obtained at: Level 1​
    • Skill Level Recommendation: Max
    The Creator uses the power of Fire to burn enemies to ashes. Fire can create walls of flame and drop meteors. This is Creator's starting skill. Fire has 2 sets of sub-skills: Firewall and Meteor Drop. You will want to max this for maximum benefit to keep using Fire and increase the damage of Fire skills. Fire has a low recharge time of 5 seconds , and will most like be your friend until you unlock Ice. Fire Upgrade will further boost usability.

    [​IMG] Firewall
    • Obtained at: Level 1
    • Skill Level Recommendation: Self-preference
    • Fire Gauge Consumption: 2 per flame generated, Consumption based on drag distance.
    Create walls of fire while holding down the Left Mouse button and dragging along the ground. With precised movements, Firewall can be used to keep an enemy suspended in the air. When you're starting, max it, but somewhere down the line, drop it and put SP into another skill. Firewall is also useful for keeping enemies at bay. Firewall will do more damage than Meteor Drop when considering Gauge to Damage ratio. I would recommend maxing Firewall Upgrade to further boost damage.

    [​IMG] Meteor Drop
    • Obtained at: Level 1
    • Skill Level Recommendation: Max
    • Fire Gauge Consumption: 20 per Meteor, fixed consumption per click.
    This will be your main source of burst Fire damage in most other cases, or if you dropped Firewall. Press Right Mouse to drop a Meteor at the mouse cursor's position. It also knocks down most enemies and you can combo up while holding down left click during Fire. Meteors will fall in the direction the Creator is facing, but will always land at the designated spot. Since most of your bulk Fire Damage will come out of Meteor Drop, you may want to put a couple TP points into the upgrade for more damage.

    [​IMG] Ice
    • Obtained at: Level 10
    • Skill Level Recommendation: Max
    The Creator unleashes the power of water in the form of Ice, freezing water in the air to generate dangerous "Icy Cold" projectiles. This will unlock the Creator's Ice Skills. This will be your second gauge and a good one at that. I would advise keep it maxed to keep using Ice for longer periods of time and increasing damage from Ice Skills. Ice Upgrade will further boost usability. Ice has a slightly higher charge time than fire, clocking in at 10 seconds for full recovery.

    [​IMG] Ice Stone
    • Obtained at: Level 10
    • Skill Level Recommendation: Max
    • Fire Gauge Consumption: 20 per Ice Stone, fixed consumption per click.
    This will be your main source of Ice Damage, which is fancy for Water Damage. Left Mouse Click will drop an Ice Stone and it will travel for a short period of time. The direction of the stone is based on where the Creator is facing. To maximize damage, you will want to face the right way and drop the Ice Stone so that it travels across a target, dealing multiple hits. It also hits off the ground (OTG), so bonus points for having that. Ice Stone can also suspend enemies if caught in the air as the Ice Stone rolls around.

    [​IMG] Ice Plate
    • Obtained at: Level 10
    • Skill Level Recommendation: Self-Preference
    • Fire Gauge Consumption: 50 per Ice Plate, fixed consumption per click.
    Drops an Ice Plate with Right Mouse Click. The area it covers is nice and can deal massive damage. I personally maxed mine, but you will get more Damage off Ice Stone in most cases. Multiple plates will land on the same enemy, but don't click too fast and waste your Ice Gauge. Well placed Ice Plates can make easy work of large mobs, and deal back attacks despite hitting from above. TP is self preference.

    [​IMG] Interference
    • Obtained at: Level 20
    • Skill Level Recommendation: 1 or 11, anything after 1 or 11 is Self-Preference.
    The Creator generates obstacles to obstruct enemies and keep them at bay by throwing them around. Allows the use of Interference skills. This power deals no damage what so ever and is mainly utility. Your experience may vary with this gauge depending on how you use it. Higher levels is recommended for those making use of Draw. Otherwise, if all you're going to do is use wood fence, your SP may be better off spent elsewhere. You could leave it at 11 for full 4 Draws. Interference has a moderate recharge time of 15 seconds for a full gauge.

    [​IMG] Wood Fence
    • Obtained at: Level 20
    • Skill Level Recommendation: 1 or Max
    • Interference Gauge Consumption: 10 Root generated, fixed consumption per click, can be dragged.
    Grows a Wood Fence with Left Mouse and can be dragged. You will want to max this for its duration, but leaving it at one is fine too if you need more SP elsewhere. You never have to drag super crazy, usually a couple steps across will keep the monster in place. Monsters that spawn inside the fence will also be stuck. Wood Fence can obstruct enemy paths and can block certain obstacles. Be mindful of your party members' skills when using Wood Fence. It is possible to displace enemies out of the fence with any skills that grabs enemies, such as Wave Wheel Slasher, and most grabs done by fighters. Wood Fence is not Grappler-friendly for sure.

    [​IMG] Draw
    • Obtained at: Level 20
    • Skill Level Recommendation: Take It or Leave It
    • Interference Gauge Consumption: 30 per successful grab, fixed consumption for each successful grab.
    Right click a target and throws them around. Can also be used for holding a target in place (very briefly), or even separating a single one from a group. If you drag and let go of the mouse button, you can throw them around depending on the direction. It is possible to tech in a throw and combo up with several Ice Stones afterwards with quick fingers. For 100 SP, it's an okay skill with a multitude of uses. It sounds good on paper, but applications vary between users. If you cannot spare 100 SP, you could skip over this and be able to attack with right click while using the Interference Gauge, which is a plus.

    [​IMG] Protection
    • Obtained at: Level 30
    • Skill Level Recommendation: 11 or Max
    The Creator utilizes both Ice and Fire to create protective barriers for herself to save her from harm's way. Unlocks Protection Skills. I would recommend maxing this for longer usage and better gauge management. This also consumes 1 Clear Cube Fragment upon activating, while the sub-skills in this tree do not consume Clear Cube Fragments. Having Protection at Level 11 will allow the creator to use either Protection skill twice in succession. Protection has a high recharge time, at 20 seconds for full gauge recovery.

    [​IMG] Flame Hurricane
    • Obtained at: Level 30
    • Skill Level Recommendation: 10 or Max
    • Interference Gauge Consumption: 60 per Flame Hurricane, fixed consumption per click.
    Left Mouse Click to surround the Creator in flames. Flame Hurricane gives the Creator invulnerability frames (Dancing inside the Hurricane!) and can attack nearby enemies. Sometimes, the greatest offense is the greatest defense! However, the damage is sub-par and you will want to get it to at least 10 for the TP skill. On the bright side, you can juggle enemies caught in the hurricane and it does OTG. You cannot move while using this until you you put 1 TP into the Flame Hurricane Upgrade. If you do max it, it does some good damage, while juggling and spinning! Flame Hurricane seems to take the elemental properties of the weapon along with doing Fire Damage...fun stuff. Duration also increases with higher levels, allowing for more spinning! Flame Hurricane is not affected by any Movement Speed modifiers.

    [​IMG] Ice Shield
    • Obtained at: Level 30
    • Skill Level Recommendation: 1, anything after 1 is Self-Preference
    • Interference Gauge Consumption: 60 per Ice Shield, fixed consumption per click.
    Casts a shield of Ice around the Creator, protecting her from damage. Right Mouse to activate and the Creator will be stuck in place while being under the protection of her Ice Shield. It is comparable to how Nen Guard/Shield works. The Creator is able to attack from the Ice Shield and can use other gauges while under the protection of Ice Shield. This is useful to keep yourself safe while using other gauges. Protection seems to scale with your Independent Attack Power. It can be used to save you in a pinch, though some attacks seems to pierce and ignore Ice Shield all together. Notable examples are Jericho Crawford's Shotgun and Bombs in Shrouded Heiz and Elise Soul Stone in Altar of Ascension.

    [​IMG] Wind
    • Obtained at: Level 40
    • Skill Level Recommendation: Max
    The Creator uses the air around them and uses it to generate wind currents that harms enemies. Unlocks Wind Skills. I would recommend maxing this for longer usage and increase the damage of Wind Skills. This also consumes 2 Clear Cube Fragments upon activating, but the sub-skills will not consume Clear Cube Fragments. Wind Upgrade will further boost usability. Wind is neutral as far as actual elemental damage goes, but can be changed depending if the weapon inflicts elemental damage, or receive a buff that imbues damage (like Flasks or Khai). Wind has the highest recharge time, taking at least 25 seconds for full recovery.

    [​IMG] Wind Press
    • Obtained at: Level 40
    • Skill Level Recommendation: Self-Preference
    • Wind Gauge Consumption: 4 per .1 second held down.
    Generates a stream of wind with Left Mouse Click. Hold down to do more damage. The Creator is also invincible once you are in the Wind Press animation! It has high Damage output, but burns the gauge considerably fast. Wind Press also pushes back enemies quite well while having high hit stun. Catching enemies in the air will also keep them suspended while being struck by the concentrated "Wind Laser". I'd keep an eye on your gauge when using this for long periods of time. TP Upgrade is good to boost the damage.

    [​IMG] Wind Storm
    • Obtained at: Level 40
    • Skill Level Recommendation: Max
    • Wind Gauge Consumption: 20 on initial click, additional 20 every .45 second that is it held down. Can be speed clicked.
    Creates a whirlwind to pull in and damage enemies. Right Mouse click to use, hold it down for longer suction time. Dishes out quite a bit of damage. Can be used to draw enemies in and higher levels actually increases pull range. You can also whip out Wood Fence to keep them still, or Ice Stone to mow down the crowd after Wind Storming a group. TP upgrade is optional.

    Gauge Optimization
    It is very important to keep track of all of your skill gauges. Knowing went to switch in between gauges and optimizing each gauge are very important aspects when using the Creator. While the gauges have different recharge times, your usage of each gauge will impact your overall damage output. All skills in each Gauge consume a fixed amount of the gauge at all Skill levels. This means a level 1 Firewall will consume just as much as a maxed Firewall for example. I'll briefly go over all the gauge costs here and compare them to other gauge costs.
    • Firewall consumes 2 Fire Gauge per flame generated, the lowest cost out of all gauges. Higher and faster Drag Distances will speed up consumption.
    • Wind Press consumes 4 Wind Gauge every .1 second held down. Second lowest cost out of all gauges.
    • Wood Fence consumes 10 Interference Gauge per root generated. Higher and faster Drag Distances will speed up consumption.
    • Ice Stone, Meteor Drop, and Wind Storm consumes 20 gauge out of their respective gauges. All the skills consume 20 on click; Wind Storm consumes 20 more for every .45 seconds it is held down.
    • Draw consumes 30 Interference Gauge. Only successful grabs seem to consume the gauge.
    • Ice Plate consumes 50 Ice Gauge. At most, only 2 Ice Plates can drop until lv67 with maxed Ice Upgrade, in which you can drop 3 Ice Plates. Triple Ice Plate can be naturally be dropped at Level 85.
    • Flame Hurricane and Ice Shield consumes 60 Protection gauge each. At level 11 Protection, you can do them both in succession if you wanted to.
    Now that all the costs are here, it time to talk about the Gauges. All Gauges at level 1 will start with 100. Every level into a Gauge is +2 Gauge, and every 2 levels is +1% damage towards skills for that Gauge. The damage only applies to Fire, Ice and Wind Gauges. To put this into perspective:
    • Fire Gauge level 1 has 100, which is 50 flames or 5 meteors, dealing an additional 1% damage . Maxed at Level 27 (as of Level 80 cap) and with max TP upgrades (level 3), the gauge is now 164, which is 82 flames or 8 meteors, while dealing an additional 17% more damage.
    While the increase does seem worthwhile, it's not always good to max gauges. There will be times where you should leave a gauge at certain levels to optimize your output in into other skills. I've listed recommendations above, but I'll list them here as well.
    • Fire should be maxed to optimize Fire skills. Damage is too good to pass up for such low recharge times.
    • Ice has the same reasons as Fire, but with a slightly higher recharge time. Level 67 Ice with maxed Ice Upgrade will allow for 3 Ice Plate drops as opposed to 2. Natural triple Ice Plates occur at Level 85.
    • Interference should be left at 1 or 11. Level 11 allows for 4 Draws, or 12 Wood Fences. Level 1 only allows 3 Draws.
    • Protection should be left at 11. This allows for 2 Flame Hurricanes or Ice Shields in succession. Not that useful for Ice Shield as it is with Flame Hurricane with 1 TP put into Flame Hurricane upgrade.
    • Wind should be maxed for the same reasons as Fire and Ice. TP upgrade is optional due to how lackluster it is in actually doing something (see below in TP section).
    Gauge Recovery Time
    All gauges have a fixed recovery time across all levels. Regardless of how high the gauge is, you will always get the full gauge back in the same amount of time. The difference is the recovery time per second. While this doesn't seem like much at first, you'll eventually find yourself coming down to the wire. It could make the difference between a killing blow versus you getting killed, if not severely hurt.

    Here are the basic gauge recovery times of each gauge at level 1:
    • Fire: 20 Fire Gauge per second, full recharge 5 seconds.
    • Ice: 10 Ice Gauge per second, full recharge 10 seconds
    • Interference: 6.67 Interference Gauge per second, full recharge 15 seconds
    • Protection: 5 Protection Gauge per second, full recharge 20 seconds
    • Wind: 4 Wind Gauge per second, full recharge 25 seconds
    This may not seem like a lot, but when compared to each of them being maxed (TP Upgrades included):
    • Maxed Fire: 168 maxed, 33.6 Fire Gauge per second
    • Maxed Ice: 162 maxed, 16.2 Ice Gauge
    • Maxed Interference: 142 maxed, 9.467 Interference Gauge per second
    • Maxed Protection: 136 maxed, 6.8 Protection Gauge per second
    • Maxed Wind: 130 maxed, 5.2 Wind Gauge per second
    There is a notable difference in recovery per second, at least for Fire and Ice for sure. The other gauges seems to be negligible difference, most notably Wind due to the higher recovery time. Knowledge of your gauge's recovery per second is good to have, but not necessary. For a list of max Gauges and recovery rate per second, see this excel document. It may seem daunting at first, but this covers all recovery rates per second for all gauges (Put together by @Rhaeven). Do take note that some numbers may not be attainable at all and is there for research purposes. Green boxes are currently skill levels that are attainable with the current level cap, Blue is bonuses from TP Upgrade if the gauge is at its maxed level, and red is currently unattainable. It is, however, possible to reach red numbers through weapons such as the Level 80 Unique Cute Bunny Ear Doll Broomstick.

    Side Story: Maxing Gauge Skill?
    Is it necessary to max every gauge? No, it is not. I'm going to bring up the time I maxed Interference without having the Draw skill. When I first got Interference, I knew that the Wood Fence would be key to up my damage gain during that time, so I kept it max as I kept going, eventually dropping Draw because I needed the 100 SP, and Firewalling was so good. I kept playing, and eventually I hit a really bad wall. The wall in my way was none other than the culprit of Mana burning. Due to the Interference Gauge SP I put into, I noticed something very bad...the MP cost. Since all I did was use Wood Fence, switching to it took a good chunk of my MP, effectively reducing my damage output. I had Interference maxed until I was 67, which is 714 MP...you can imagine how bad it went when Interference switching from Ice/Fire went. It is safe to say that maxing gauges clearly won't help you if switch to a gauge that is a "one trick pony", so to speak anyways.
     
    Last edited: Oct 21, 2015
  3. Mikaya The Incompetent One

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    General Skills
    The Creator doesn't have much to go by for General Skills. They lack all the buffs such as Indomitable Will, Leap, and Ancient Memory. They also lack a crucial skill I mention earlier, which is Quick Rebound. I'm simply going to tell you to invest in Focus: Magical Critical, and it is optional to invest in Magical Rear Attack. Both are highly recommended due to the amount of Skill Points (SP) leftover. Throw Mastery and the Physical Critical skills are pointless. The only reason you would want to pick up Physical Hit skills is to buff your Basic Attack clicks.

    Invulnerability Options
    Due to the lack of Quick Rebound, your invulnerability options are as follows:
    1. Wind Press: You can use this to attack enemies in front of you while ignoring incoming obstacles. Useful but keep an eye out on your Wind Gauge. You will be kept in place.
    2. Flame Hurricane: Spinning around with flames surrounding you. If you invested in the TP upgrade, you will be able to spin your way out of harm's way in most cases.
    Trait Point (TP) Skills
    Like every other class, the Creator has her own set of TP skills that function pretty much like other TP skills. I will briefly go over them.

    [​IMG] Fire Upgrade
    • Prerequisite Fire level: 10
    • Unlocked at: Level 50
    • TP Cost per level: 2
    • Max Level: 3
    • Skill Level Recommendation: Self-Preference
    Increases the Fire gauge by 4 points per level. At Level 3, 12 points is added. Very useful to keep the Fire gauge active. Since Fire has a low recharge time, maxing this will help the Creator dish out more Fire damage.

    [​IMG] Firewall Upgrade
    • Prerequisite Firewal level: 10
    • Unlocked at: Level 50
    • TP Cost per level: 1
    • Max Level: 5
    • Skill Level Recommendation: Self-Preference
    Increases Firewall damage by 10% per level. At Level 5, 50% damage is added. Boosts Firewall damage by good margin. Invest if you invested in Firewall.

    [​IMG] Meteor Drop Upgrade
    • Prerequisite Fire level: 10
    • Unlocked at: Level 50
    • TP Cost per level: 1
    • Max Level: 5
    • Skill Level Recommendation: Max
    Increases Meteor Drop damage by 10% per level. At Level 5, 50% damage is added. Boosts Meteor Drop damage by good margin. A definite max for increasing Fire Damage output if you did not invest in Firewall.

    [​IMG] Ice Upgrade
    • Prerequisite Fire level: 10
    • Unlocked at: Level 55
    • TP Cost per level: 2
    • Max Level: 3
    • Skill Level Recommendation: Self-Preference
    Increases the Ice gauge by 4 points per level. At Level 3, 12 points is added. Useful to keep the Ice gauge active. Ice has a moderate recharge time, but can help for dropping an extra Ice Plate at Lv67.

    [​IMG] Ice Stone Upgrade
    • Prerequisite Fire level: 10
    • Unlocked at: Level 55
    • TP Cost per level: 1
    • Max Level: 5
    • Skill Level Recommendation: Max
    Increases Ice Stone damage by 12% per level. At Level 5, 60% damage is added. Boosts Ice Stone damage considerable amount. A definite max due to how often Ice Stone will be used.

    [​IMG] Ice Plate Upgrade
    • Prerequisite Fire level: 10
    • Unlocked at: Level 55
    • TP Cost per level: 2
    • Max Level: 3
    • Skill Level Recommendation: Self-Preference
    Increases Ice Plate damage by 8% per level. At Level 3, 24% damage is added. Boosts Ice Plate damage by a small margin. While that doesn't seem like much, it is worth considering when using Ice Plates on large numbers of enemies.

    [​IMG] Flame Hurricane Upgrade
    • Prerequisite Flame Hurricane level: 10
    • Unlocked at: Level 55
    • TP Cost per level: 1
    • Max Level: 3
    • Skill Level Recommendation: At least 1, anything after 1 is preference.
    Increases Flame Hurricane damage by 12% per level and enables movement at Level 1 or higher. At Level 3, 36% damage is added. Boosts Flame Hurricane damage by good margin. Definitely put at least 1 TP into Flame Hurricane Upgrade to be mobile. Always being able to move is a plus.

    [​IMG] Wind Upgrade
    • Prerequisite Wind level: 5
    • Unlocked at: Level 65
    • TP Cost per level: 2
    • Max Level: 3
    • Skill Level Recommendation: Self-Preference, but not recommended
    Increases the Wind gauge by 4 points per level. At Level 3, 12 points is added. Useful to keep the Wind gauge active. Only really useful to keep Wind Press active for an additional 3 hits. Does not help Wind Storm at all.

    [​IMG] Wind Press Upgrade
    • Prerequisite Wind Press level: 10
    • Unlocked at: Level 65
    • TP Cost per level: 1
    • Max Level: 5
    • Skill Level Recommendation: Self-Preference
    Increases Wind Press damage by 12% per level. At Level 5, 60% damage is added. Boosts Wind Press damage by considerable amount.

    [​IMG] Wind Storm Upgrade
    • Prerequisite Wind Storm level: 10
    • Unlocked at: Level 65
    • TP Cost per level: 2
    • Max Level: 3
    • Skill Level Recommendation: Self-Preference
    Increases Wind Storm damage by 8% per level. At Level 3, 36% damage is added. Boosts Wind Storm damage by good margin.
     
    Last edited: Feb 7, 2016
  4. Mikaya The Incompetent One

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    Equipment Options
    Getting this out of the way before anything else. Creators do not have Chronicle Equipment with the only usable Chronicle gear being 1st and 2nd Chronicles. Furthermore, Chronicle 3 is not an option and outside of the Millennium Bird Feather Broomstick, there are no Chronicle Weapons for the Creator to equip. With that out of the way, let's move on.

    Armor Options [​IMG]
    Creator should wear Plate Armor. Their mastery takes care of penalties towards Plate Armor and grants additional Intelligence, Spirit, Mp Recovery, Max MP, Max HP, and Casting Speed. Effectiveness of Plate Armor scales with rarity of Plate Armor, as well as the number of pieces. Legacy Plate Armor Sets are useful, as well as any Magic Sealed Plate Armors. Powerful Magic Sealed Plate Armor pieces also help. I'd recommend investing in either Magical Critical Hit and Intelligence for best results.

    Accessory Options 100.png 102.png 104.png
    I really can't say much here other than roll Magic Critical and/or Intelligence for these slots when using Magic Sealed gears. There is an epic Accessory Set that increases Water Damage but a large amount, but farming Hell modes is a very time consuming process. If you want to look into it, it's "Ice Princess" set.

    Weapon Options [​IMG]
    Creators use Broomsticks. You should always use a broomstick because of the Movement Speed bonus, as well as the skill bonuses from Magic Sealed, Powerful Magic Sealed, Rares, and Uniques. You will always want to be able to move, and it helps a lot, especially when using Flame Hurricane. The attack speed from the weapons do not matter. You will not have to worry about having slower attack speed due to the nature of the Creator. Magic Sealed Weapons can be rolled for bonus Water/Fire Damage. Even a weapon that inflict elemental would help Wind Skills. Certain Broomsticks may increase Gauges, or decrease consumption of certain skills. This is useful for Gauge management to ensure better optimization for both damage and usage.

    Sub-Equipment Options SubEquipSlot.png
    For Sub-Equipment, there are Unique Sub-Equipment that adds a rather large amount of Base Attack. This will be something to keep an eye out for when wanting to boost your Creator's damage by a good amount. While they are expensive, you can settle for Powerful Sealed/Magic Sealed gears for this slot. There is 1 Sub-Equip that may make things worth while, and it's called the Frozen Insignia. You can either hope Guardian Rime drops it, or Gabriel sells you the Recipe, should he appear in King's Relic.

    Magic Stone Options MagicStoneSlot.png
    For Magic Stones, I would recommend pretty much anything that adds Fire, Water, or all elements. You can also try a Titan's Reinforcement Bead, which adds Base Attack. While they are expensive, you can settle for Powerful Sealed/Magic Sealed gears for this slot.

    Enchant Options
    You will want to try to enchant either increase Intelligence, or stack either Water or All Elemental Damage for enchanting. Magic Critical is also an option.

    Interdimensional Stat Options
    If for some reason you want to start Amplifying your equipment to have interdimensional stats, I would only advise increasing Intelligence if possible. Imbuing Interdimensional stats is a rather long process and very timing consuming, if not gold consuming if you have the time for it. This is something that should be done last.

    Avatar Options
    • Hat and Hair should be Intelligence. You can never have too much Intelligence.
    • Face and Torso is self-preference. Abnormal status recommended, ignore attack speed.
    • Top should either be Wood Fence, Flame Hurricane, or Wind Storm. Wind Press is also an option.
      • The Creator currently does not have Fire or Ice skills, nor the gauge itself listed.
      • Do not invest in the gauges for this option. It is a bad idea since every level in Gauge is +2, and typically that will not impact much for Interference, Protection, or Wind.
    • Bottom should be Physical DEF, but preference mostly.
    • Waist should be Evasion.
    • Shoes should be Movement Speed.
    • Aura Avatars should be something that the Creator can benefit from.
    • Weapon Avatar is preference, as this doesn't really do anything...you can run around with a stick for all I care lol
    Emblem Options
    When using Advanced or Rare Avatars, you will find some that have slots. You can use Emblems to fill in these slots to gain bonus Stats on top of Avatar stats.
    • Red Emblem Slots should be Intelligence. Gotta get smarter.
      • You can opt out for the Red/Green Intelligence + Magic Critical emblems.
    • Yellow Emblem Slots is preference, but I'd recommend not putting Casting or Attack speed here. I've seen Hit Recovery as an option here as well.
      • You can increase your Hit Rate with the Yellow/Blue Casting Speed/Hit Recovery + Hit Rate, or opt out for Multicolored Abnormal Status or Elemental Resistance.
    • Blue Emblem should be reserved for Hit Rate, but Movement Speed is also a viable option.
    • Green Emblem should be reserved for Magic Critical Hit. No exceptions.
    • Multicolored Slots can be whatever you want. I would recommend either Green Magic Critical, Red Intelligence, or the Red/Green Int + Magic Critical emblems. You could even put more Blue Hit Rate Emblems too.
    • Multicolored Emblem Options can either be Abnormal Status resistance, or Elemental Resistance. I don't see these being utilized often, but the choice is there.
    • When choosing Red/Green Emblems, these should be Intelligence and Magic Critical. No exceptions.
    • When choosing Yellow/Blue Emblems, you will want either Hit Recovery + Hit Rate, or Hit Recovery + Movement speed. I don't see the point of having casting/attack speeds, but if you want extra Hit Recovery, Hit Rate, and/or Movement speed in the other Blue, Yellow, or multicolored slots, this works.
    • Platinum Emblems...I have no idea where to begin. You get one slot for both Rare Pants and Rare Top avatars. I have only ever seen the regular Town Movement Speed and +1 Meteor Drop Platinum emblems for use on Creators. If I ever see more of them, I'll update this part. For now, just stick with whatever floats your boat.
     
    Last edited: Nov 10, 2015
  5. Mikaya The Incompetent One

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    Otherverse (OV) Tips
    While the Creator does not have Chronicle Gear to farm for, this does not bar the Creator, and the Dark Knight, from entering the Otherverse (OV) dungeons. Having the Creator in a party makes OV extremely easy, making it easier for everyone to get past certain gimmicks in OV dungeons. Dice Dragon put together a small "Guide to the Otherverse", covering each dungeon and general tips. I personally haven't run OV on my Creator quite as often, but knowing Dice Dragon, I'm sure these tips are more than helpful.
    • As stated earlier, Creators do not have Chronicle gear. Chronicle 3 pieces cannot be used and all Exorcism must come from potions and Chronicle 2 Gear.
    • Rangelus' Guerrillas cannot be entered by normal means due to the lack of the Epic questline. You must join a party and must be brought into Rangelus in order to run it.
    Room 1
    • Wind Storm can be used here to gather almost all the mobs into a single spot. You can follow up with Wood Fence to stop anything from moving.
    Room 2
    • When feeding Clockwork Gleich, stand where Gleich's X-axis is (i.e. whatever is in front of him). Draw can be used to toss enemies in, but be mindful of your Interference Gauge at lower levels of Interference.
    Room 3
    • Do not activate Protection or Wind skills, and if planning to use Protection/Wind, it should be activated prior to entering this room. Ice Plates can make quick work of Goblin Trappers, dropping them out of the tree. Be wary of activating Protection/Wind, as Ollie has an anti-cube mechanic.
    Room 4
    • Wind Storm first, followed by Ice Stoning or Wood Fence. Nothing remarkable here in this room.
    Room 5
    • When bombing the Goblin Trap, you have several options to survive the explosion.
      • Ice Shield can tank the explosion. You can throw stuff while in Ice Shield.
      • Flame Hurricane can set off oils. If you're the one responsible for bombing, be sure to use a Skytree Nut on the party first.
      • You can use Firewall while in Ice Shield. Firewall after using a Skytree Nut.
      • If you imbued Fire by means of a weapon, flask, or enchant, Wind Press will work as well. Again, if bombing, Skytree Nut the party first.
    Boss room
    • Ice Stone spam. Wood Fence can hold boss in place.
    Room 1
    • In the case Kamenai grabs you, it is a good idea to have some skill preloaded. Dice suggests Ice/Wind. Both Ice skills can be used while grabbed. Wind Storm can also be used.
    Room 2
    • Draw can be used to single out Ancient Puppeteer Turpo (the blue guy) first. Draw can also be used to separate the others from the one being singled out. Wood Fence can be a major help to keep things under control.
    Room 3
    • Gold Lizard Souls can be singled out and Wood Fenced before approaching. You can also single them out with Draw. Be wary of the Creator's skills because they have a large hitbox on them, even on basic attack. Do not attempt to juggle anything in any instance and do not use Protection/Wind unless preloaded prior to entering.
    • Wind Storm can be useful for grouping Brown Lizard Souls when the room starts, followed by Wood Fence. This works better on higher difficulties due to their HP. Not recommended on Easy/Medium.
    Room 4
    • Precast Wind before entering this room. Use Wind Storm, followed by Wood Fence to hold the group in place. Maintain Wood Fencing to keep them there while Ice Stoning them to death. Do not recast Wind or cast Protection, as doing so may ruin the grouping, as well as triggering the Anti-Cube mechanisms.
    Room 5
    • Stay close to you partner. For future reference: Party Slot 1 is with Party Slot 3, while Party Slot 2 is with Party Slot 4.
    • Use Brainwash recovery Potions in the case Brainwashing occurs.
    • Wood Fence Magneus at the start and simply beat him down with Ice Stones/Meteors.
    Boss
    • Nothing notable. Roots seem to help keep Captain Petrilisk in place. Nothing notable and simply beat him down.
    Room 1
    • Nothing notable. Standard starting room.
    Room 2
    • Use Wind Storm and Draw to place Baulthral near the mines. Can be Wood Fenced for crowd control.
    room 3
    • Nothing notable. Wind Storm and follow up with either Ice Stone or Wood Fence.
    Room 4
    • Use Wind Storm to vacuum Indestructible Salvo towards the very top of the room. Root in place and kill quickly.
    Room 5
    • Nothing notable. Wind Storm and follow up with either Ice Stone or Wood Fence.
    Boss
    • Use Draw on Geminix the Seductress before she triggers Min Control. It's possible to Draw and throw her upwards, followed by Firewalling to suspend in the air. Other party members can help with juggles to finish quickly.
    • Gershen Grigun's Land Runners can be Wood Fenced to prevent party wipes in the case of sleep.
    Room 1
    • Nothing notable. Standard starting room. Watch out for Bleeding.
    Room 2
    • While Caged if you are in Party Slots 2, 3, or 4, you can click the boxes to help push them. Once freed, you can start Wood Fencing Iron Swaycle in place, or Wind Storm Green Patters away from other party members.
    Room 3
    • Vanis Thock has many invincibility frames, and will start with them. Draw at the moment before he jumps can stun him in place. This requires precise timing.
    • Vanis Thock can be Drawed and throw to the center. Be mindful of his color before doing so.
    • Vanis Thock can be juggled after being thrown in the air with Draw.
    Room 4
    • Be mindful of your Poison Counters (purple circles above head). Use blue circle to heal, no more than 2 people are allowed inside at the same time or a punish occurs.
    • You can Wood Fence Conatius Invo to keep him form moving around. Kill the wisps and damage Conatius Invo.
    Room 5
    • If fast enough, you can Wood Fence Black Demon and Purple as soon as they spawn. Black Cannot be grabbed.
    • Wood Fence any one of them to keep them in place in the case of a mishap. Other players should be mindful not to grab any one of them while they are Wood Fenced, as this causes displacement.
    • Wind Storm can be used to bring them back to their platform. Be wary of their HP and Wind Storm's pull range.
    Boss room
    • Due to the lack of Quick Rebound, these panels that show up in Phase 1 are impossible to do.
    • Follow the panel sequences in order of appearance in phase 2.
    • Destroy green blocks first before tackling red ones in phase 3.
    • Watch out for pits that appear in phase 4.
    Room 1
    • Nothing notable. Wind Storm and follow up with either Ice Stone or Wood Fence.
    Room 2
    • Do not use Meteors, Ice Plate, or Flame Hurricane. These will put Itrenok, the Green Dragon into knockdown state. Firewall, Ice Stone, Wind Press, and Wind Storm are ideal here.
    • Casting Protection and Wind will trigger an Anti-Cube Mechanism. Itrenok basically casts a shield. Can be easily broken.
    • Itrenok's Roar can be Ice Shielded. Flame Hurricane and Wind Press are also options for invincibility.
    Room 3
    • Neiser, the Black Dragon will put a disease on someone. If you end up getting it, you can simply Wood Fence the stalkers and Neiser in place and take of it quickly.
    • Neiser has an Anti-Cube Mechanism. He will cast a dark pillar that will quite a bit of damage if you don't escape. Be wary of this when casting Protection and Wind Storm.
    Room 4
    • Numak, the Gold Dragon can't do much. Destory his clones and help other party members stand in the Purple pillars that appear. Take care of nearby yellow pillars, as those only require 1 person.
    Room 5
    • Ash Core, the Flame Dragon can be pulled with Wind Storm to help the person with the Ice Ring.
    • Like Itrenok, Ash core also has a gimmicky hitbox. Be mindful not to knock him down or throw him.
    Boss Room
    • Bakal, the King of Dragons can be easily hit by Ice Stone and Wind Press due to large hitbox.
    • Input arrow sequences as followed. There are only 5 possible sequences:
      • ^ v > < v > v <
      • < ^ < ^ v > < ^
      • v v v < > ^ v ^
      • > > < ^ v v < ^
      • > ^ < < v > v ^
    • Bakal has a mash gimmick. Keep the gauge from reaching the end by mashing all of the WASD keys.
    Room 1
    • Nothing notable. Wind Storm and follow up with either Ice Stone or Wood Fence.
    Room 2
    • Despairing Tiamat can be slowed as you counter with Firewall to keep him in place in his Super Armor instances.
    • Grab HP Orbs if you end up not being trapped.
    • Flame Hurricane useful to take off reapers off other players.
    Room 3
    • Destructive Berias' armor can be easily broken with Firewall.
    • You can simply Wood Fence Berias in place. If you end up getting bit by a ghost, help the party beat him down. Otherwise, lay low and use Wood Fence to keep him still.
    Room 4
    • Load Interference before entering this room. If you are quick enough, you can Draw and throw Horrendous Astaros before she goes into the orb phase.
    • There is a safe spot on the map, located at th vary top in the middle of the room (there's a gap in the rocks). Standing in the Safe Spot Firewalling in this room does well.
    • Use Draw to keep Astaros from hitting the ground. Juggle with Firewall and Draw. Ice Stone is a bit risky for air suspension, as well as Wind Press due to starting animation.
    Room 5
    • Michael of the Holy Eye will cast a coin on the whole Party. Silver is to stay away from othr Party Members while Gold is to stay close with party members. Failure to do so will damage the entire party.
    • use Wood Fence to keep him from moving around too much.
    • When Michael casts Light of Divinity, you can break it quickly with Firewall or Wind Press.
    • In the case Michael casts Judgement Spear, it will go in Party order.
    Boss Room
    • Firewall and Wind Press can shred Ozma of Chaos' cloak of Darkness rather easily.
    • When betrayed, do no engage Ozma. Let the person who is the Skewer stab you to shred the Aura of Betrayal. If you're the Skewer, the stabbing skill is hotkey E.
    • Use E if you become a Sawtooth near Ozma to dispell Dimensional Breakaway.
    • Use E if you become a pincher thingy on party members to restore their Point of View back to themself.
    • Use Q if you become this jaw beattel thingy to quickly shred Ozma's Cloak of Darkness.

    Useful Tips
    • Well timed Draws can actually "throw lock" an enemy and can reset gravity in the case the enemy fast falls.
    • Firewall, Wind Press, and Ice Stone can lock enemies caught in the air when struck by these skills. Very useful against pesky enemies.
      • This can be combined with Draw to potentially juggle the enemy indefinitely.
    • With the ability to click anywhere on the screen to attack/pick up items, this is useful for anything that gets stuck that are generally "out of bounds" in most cases, and usually saves the need for "//setitem".
    • Never click in place when using Meteor Drop or Ice Stone. You will want to move the mouse back and forth a few pixels while clicking. Useful for speeding up DPS. Be mindful of your gauge.
    • Always maximize your gauge consumption. The last thing you want is to be canceled out of your gauge when using Ice plate, Flame Hurricane, or Ice Shield, and still having a large portion of the gauge.

    My Personal Opinion
    After playing the creator from the beginning of Open Beta Test 1 all the way up til now (as of 5/21/2015), I enjoy the quirkiness of the Creator. She's cute, has glasses, and just appealing to both veterans and newcomers, at least for appearance. As a fan of point-and-click games, I was able to quickly enjoy the Creator's playstyle and turn it into something fun. While there are time where it can be frustrating, once you figure out how this character works, you'll be able to pick it up on the fly and have at it. She's also quite intimidating against certain enemies and where some classes have trouble, the Creator seems to shake it off as if nothing was bad. As someone who parties, I can tell you that the Creator is definitely a good party member to have. With such utilities as keeping monsters in place, mob gathering, and quick options to dispatch monsters, the Creator is easily one of the better members of a team.

    I do have some issues with the Creator early on, such as gauge management, and MP issues, but once I pinpointed the cause of said issues, things just became a breeze. The Creator is just as good as any other character, but it takes time and effort to see the true potential behind such a simple class. While Creators can't PVP, and lack Chronicle Gear and awakening, it shouldn't really deter you from picking up the Creator and having fun. I can't say my experience will be like yours, but I personally have a fond spot in my heart for this quirky character.

    Special thanks to Alex X, Dice Dragon, and (partially) Dubin for information regarding the Creator and advice on how to make this guide better from a draft this guide was made off of.
    Cute Images
    Here's something to keep you motivated!
    [​IMG][​IMG][​IMG]
    289.png
     
    Last edited: Jul 26, 2015
  6. Alex X

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    A pretty good guide, though if you don't mind, I think there are a couple things worth mentioning as basics/skill info:
    -MP and cube costs are always paid upon switching to an element, but not when actually using any of the attacks within it. In a way, Creators give an "up-front" payment on their skills and can then freely use them for as long as the meter is active.
    -Their relationship with attack/casting speeds and cooldowns. More specifically, they attack basically as fast as you can click the mouse (leaving no need for attackspeed), don't have any casting time aside from picking an element (which have 0.4-0.5 seconds cast time each, meaning cast speed doesn't do much for them), and nor do they have any "cooldowns" unless you count the meters themselves.
    -Ice Shield lets you use other elements and attack with them while it is active. It's not much, but it IS a notable advantage it has over fire hurricane (where you can't do anything, except move if you have the TP upgrade).
    -Wind Press has notable pushback and hitstun.
     
    Last edited: May 20, 2015
  7. Mikaya The Incompetent One

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    I'm still working on that. I'm still working on importing and expanding sections. I'm literally building from a draft I made on the DFO wiki. Plus Dice was lazy.

    Feel free to put more input guys. I'm happy to hear opinions/changes that needs to be done. This is still a work in progress
     
  8. Dice Dragon Top Kekrator

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    Ice plates used from behind a target are back attacks. useful for getting 15% more crit chance with back crit. if you click behind them when they are facing you, its a back attack even though it comes from the top.

    Wind storm gets bigger/more suctions as you level it.
    Fence blocks certain projectiles.
    Enemies juggled by ice stones take more hits as they are slowed with hit stop.
    Same thing with wind press, you can toss them up and hold them in the air with the beam, great for SA enemies who run around or tele.
    Ice shield opperates as a nen guard, and will protect you from a single hit regardless of level/hp. It does not protect from "Hp drains" aka what soul chick does etc, I frames dont protect you either iirc.
    Wind takes on the element of your weapon.

    Also, Id reccomend 11 prot and no more, you will never be able to get 180 gauge, so 11 is the break point for double dancing queen. or double popsicle.

    Interference is another one im contemplating putting at 11 to hit 120, so you get 4 tosses before out instead of 30 with 10 hanging.

    Ill add more general shit when i remember it.
     
  9. denwa

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  10. Alex X

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    All the same, I appreciate you putting a guide together. I pretty much only got good on my Creator by abusing the free SP resets until I found a working setup, so having something to give future Time Lady players a way to avoid all that is definitely going to be great.
     
  11. Dice Dragon Top Kekrator

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    The class is pretty in depth tbh, I am still learning how to use hand, I orginally had no use for it 1-70 because all the enemies are just push overs, but in content where green names and some bosses do dumb annoying shit, its EXTREMELY useful to be able to be like "how about you just never get to land" you can toss them and catch them with it, its really good. if you are fast enough, even after fast fall, you can get them on stand up before they are able to do shit.
     
  12. Mikaya The Incompetent One

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    Yeah it's not as simple as "I'm going to click2kill2win allday long". Strangely in-depth for such a simple class that point-and-clicks. I never get bored though. I like point-and-click games :'D...Send help D: ...
     
    Last edited: May 20, 2015
  13. Dice Dragon Top Kekrator

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    For me the class really became something I could main when I realised just how amazing being able to control aspects of battle from positions normally unusable, Range/position mean very little, you can move moves where ever the hell you want, you can stop them from moving, you can group, you can multihit with fire wall for multi hit gimmcks, you can attack during hitstun/while juggled.

    The amount of things the class can do amazes me to this day.
     
  14. Mikaya The Incompetent One

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    Well I covered what I could, cross referencing with what I have and whatever I learned these past 2 months or so. Let me know if anything sounds weird/off. I'm not even sure if the TP is even right lol.
     
  15. Dice Dragon Top Kekrator

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    something id like to add, change the ice/fire/wind tp to prefrence, I dont think they are needed, and the depend entirely on gear. I have now hit 161 ice gauge and dropped all ice tp, because adding to it does not give me a plate or a boulder.

    But I maxed fire tp, because it brings me up to an extra meteos.

    They are something that is used to optimize break points i feel, and hold no value outside of reaching break points.

    this is a topic I feel is very important to the class and one worth doing a section on, the importance of break points and proper gauge use.
     
  16. Mikaya The Incompetent One

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    I'm starting to see that as I experimented with my build earlier today. I figured a section over gauges is important to maximize your usage and stuff. I'll see what i can fit in.
     
  17. Alex X

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    I suggest adding how much gauge each attack takes to each skill. That should help make it easier to show how much some skills can be spammed compared to others, as well as making break point calculations easier to reference.
     
  18. Mikaya The Incompetent One

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    I'm actually going to cover that right now. I just got home from a party, slightly drunk (exaggerating).
     
  19. Dice Dragon Top Kekrator

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    (callme)

    : ^)
     
  20. Ring Castlevania Feg

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    I would play a creator if I could point and shoot like in time crisis games. I'd I mean getting one of those plastic guns instead of using the mouse.
     
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