[Updated 6/7/2017] The Holy Path - General Crusader Guide (FS and BS)

Discussion in 'Crusader' started by BuckToothBob, May 23, 2014.

  1. BuckToothBob Let's Play: Kingdom Hearts

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    [​IMG]

    The path of the Crusader is the path to holiness. He who walks down this path is destined for greatness. He who helps support is the one most divine. He who eradicates evil is the one most righteous. He is the one who is ready. The question is upon thee: Is thy soul ready?
    Update History:
    6/7/2017 - Edited skills (New skills, changes to old ones), added Jupiter Cross epic and edited previous epic crosses to include +levels to Mace, edited Spiritual Revelation set effects
    1/4/2017 - Edited some skills, buff rotation, added Anton equipment and edited Mana Vortex's pieces (Main interest was Magic Cataclysm), added +3 DI titles
    8/18/2016 - Added insignias, noteworthy quest legendary pieces and set effects, and Natram magic stone beads. Changed RoL to must max for PVE BS and added Supernova Rosary and noted Force RoL Chron pieces for swapping.
    6/14/2016 - Updated Equipment section with Armor/Accessory/Sub Equip/Magic Stone legendaries, updated card enchants.
    1/28/2016 - Updated Priest skills to include Blessing of Dawn and checking a few older skills (like CC), updated equipment. I'll update more of the equipment when Coliseum is fully implemented.
    12/29/2015 - PVP section now has a Video Guide, added Requiem and Liberation Scythes to Weapons, updated Armors, Accessories, Sub Equipment sections with notable epic equipment.
    10/29/2015 - Tower of Despair section complete.
    10/18/2015 - 2nd Awakening skills added, updated a bit of the older skills because of 2nd awakening skills, Tower of Despair section nearing completion.
    8/18/2015 - Began Tower of Despair Tips/Tricks section.
    7/23/2015 - Finished updating the rest of the guide.
    7/15/2015 - Updated sections from "Sample Builds" to "Sub Equipment"
    7/14/2015 - Began updating the guide to fit the current 85 cap with OV and regular Ancients. Sections "Intro" to "EX/TP Skills" have been updated and removed QP Skills.
    3/6/2013 - Posted the rest of the Guide. Guide is FINISHED for 70 cap.
    3/5/2013 - Posted Titles, Avatars, Creatures, and Enchantments
    3/4/2013 - Posted Chronicles
    3/3/2013 - Posted Accessories and Sub Equipment
    3/2/2013 - Posted Weapons, Crosses and Rosaries, and Armor
    3/1/2013 - Posted QP, Sample Builds, and Buff Rotation
    2/28/2013 - Posted EX Skills
    2/27/2013 - Posted Skills, Skeleton Buids, General, Priest (Common), and Crusader Skills
    2/26/2013 - Posted Guide and made Intro and reservation posts

    Table of Contents:
    Note: Use Ctrl + F to find the sections
    • Intro [G1000]
      • Credits, Notes, and Buff Formula [G1100]
        • The Types of Crusaders [G1110]
        • Pros and Cons [G1120]
      • Terms to Know [G1200]
    • Builds [G2000]
      • Skeleton Builds [G2100]
      • Skills [G2200]
        • General Skills [G2210]
        • Priest (Common) Skills [G2220]
        • Crusader Skills [G2230]
        • EX/TP Skills [G2240]
      • Sample Builds [G2400]
      • Buff Rotations [G2500]
    • Equipment [G3000]
      • Weapon [G3100]
      • Armor [G3200]
      • Accessories [G3300]
      • Sub Equipment [G3400]
      • Chronicle [G3500]
      • Titles [G3600]
      • Avatars, Emblems, and Insignias [G3700]
      • Creatures [G3800]
      • Enchantments [G3900]
    • Otherverse (OV) [G4000]
    • PvP [G5000]
      • Pros and Cons [G5100]
      • Sample Builds [G5200]
      • Combo Examples [G5300]
      • Strategies [G5400]
      • Titles [G5500]
      • Enchantments [G5600]
      • Creatures [G5700]
    • Tower of Despair Tips/Tricks [G6000]
    • Useful Links [G7000]
    Intro [G1000]

    This is a guide with details on all the different types of Crusaders. There have been guides on a single type of Crusader but there has been no definitive, general, and complete guide for all Crusaders. As such, this guide, which is made with input from the Crusader community, will be, we hope, the greatest guide for Crusaders everywhere.

    Credits, Notes, and Buff Formula [G1100]

    Credits: I thank Musicool, Xaorath, Orichalkos/EpicDrive, Stark, Shirouzen, ItzKash, Bsader, Quote, FeelMyNen, LunarNinja, Caveman1097*, Rahavic, Mizkuza, Rumble/iBuffForGold, Ark, and every single Crusader out there. Many of you contributed much to the subforum. Practically all of you support the Crusader class. Thanks to the DnF Crusader community because they were the ones to start it. All of you guys rock. Keep on being righteous.

    *Caveman1097 is largely responsible for many of the Battle Sader related items in this guide during the 70 cap. He had his own (unfinished) written guide but it was never posted and he allowed the Crusader community to use it. Extra thanks goes out to him.

    Contributions: If you have something to contribute, please post in the thread, VM, or PM me. We're trying to make this the best guide for Crusaders. Also, if there is anything wrong that you can see, feel free to note it. As I've said before, "The last thing I need is misinformation in my posts."

    Buff Formula: With the All-in-One Patch, the formula is no longer the same. This will be updated if a new formula is found.

    The Types of Crusaders [G1110]

    Full Support Crusader: Practically the best Support class in the entire game. No other class has the amount of buffs and heals as the Full Support Crusader. Support is the most common because of the high demand. Expect to be the most defensive and supportive role with this type.

    Battle Crusader: A long time ago, this type would be seen with much resentment. Nowadays, the resentment has decreased quite a bit. Battle Crusaders are quite strong. Being a fixed damage class, not only is it easier on the money, but it is also capable of dealing high damage without excellent equipment. If you wish to be more active as a Crusader, this type is a good type.

    Pros and Cons [G1120]
    Pros:
    -High Survivability
    -Doesn't need amazing gear to be good
    -Wanted in parties (The most beloved Crusader)
    -Great for protecting parties and making them stronger
    -Can also help besides buffing by grouping enemies

    Cons:
    -Not for damage, cannot solo fast
    -Naturally slow
    -A lot of micromanaging without direct confrontation, may be seen as boring for those looking for more action
    -Level 20-30 is bad since the buffs aren't exactly the greatest, or even that great, by that point
    -Party-dependent: Must join parties to fully utilize the support role and have good dungeon clear times, must also have competent party members

    Pros:
    -High damage burst
    -Survivability is not as good as Full Support, but is still very good due to plate armor and the general nature of Crusaders being tanks
    -Cost is not as high as other classes due to fixed damage, gear is usually cheaper than other classes
    -Can solo quite well, and extremely well with good gear
    -Good grouping potential
    -Majority of attack skills use light damage, so you only need to stack one element
    -Even though Battle Crusaders don't fit the supportive role, they can still get buffs to increase their attack power and party members' power greatly

    Cons:
    -Naturally slow
    -People usually favor Full Support Crusaders over Battle
    -Lacks some defensive options that Full Support Crusaders get
    -Difficult to deal damage effectively if you can't group correctly
    -Mana hungry
    -Light damage, while it is a pro to only stack one element, is also the most expensive element to stack. It is also bad for certain dungeons

    Terms to Know [G1200]

    Sader - Short for Crusader
    FS - Full Support
    BS - Battle Sader
    DI - Divine Invocation
    Apoc - Apocalypse
    LoD - Light of Divinity
    FoL - Fountain of Life
    RoL - Revenge of Light
    Spear - Spear of Victory
    Sign/SoP - Sign of Protection
    STR - Strength
    INT - Intelligence
    SPR - Spirit
    VIT - Vitality
    HW - Healing Wind
    HM/Melody - Heaven's Melody
    HH/Harmony - Heaven's Harmony
    Wall - Deflection Wall (Plural may include Pressure Wall)
    BoP - Blades of Purity
    CC - Crashing Cross
    Hammer/HoR - Hammer of Repentance
    RJ - Righteous Judgment
    Sphere - Flash Sphere
    Shrapnel - Flash Shrapnel
    Mace - Holy Ghost Mace
    FG - Furious Grab
    PH - Phoenix Hammer
    GoP - Grace of Protection
    GoC - Grace of Courage
    WB - Wisdom Blessing
    BoD/Dawn - Blessing of Dawn
    SH - Slow Heal
    LSP - Lucky Straight Punch
    QR - Quick Rebound
    Builds [G2000]
    A build is a set of skills. You can use this skill planner to plan out your build so that you know exactly how to build up your sader's skills. Of course, you can also change whatever you want in game due to free SP resets now.

    Skeleton Builds [G2100]

    A skeleton build is a build with the core skills already added to the required amount. Building a sader is up to personal preference. Some skeleton builds have been provided.

    FS: Crusader - Planner (Moderator note- Don't take Magic Crit. I'd change but don't know how to work the site)

    BS: Crusader - Planner

    Skills [G2200]


    [Format]
    Skill Icon
    Description/Notes
    Recommended Levels for FS:
    Recommended Levels for BS (PvE):
    Recommended Levels for BS (PvP):

    General Skills [G2210]
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    Leap - Allows you to jump higher into the air than a regular jump. Each level up increases the duration as well as the cooldown. May be useful in certain dungeons and certainly useful in PvP. However, not really recommended in PvE since you have better things to get.
    Recommended Levels for FS: 0 - 1
    Recommended Levels for BS (PvE): 0 - 1
    Recommended Levels for BS (PvP): 0 - 1

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    Ancient Memory - Buff that gives Int for 20 seconds with a cooldown of 40 seconds. Each level up increases the amount of Int given. While a buff that gives Int may seem like a good idea, saders have better buffs to get and better skills to spend than on this skill. However, in PvP, it can act as a decent scapegoat for mages with Disenchant and also as a skill to take advantage of Indomitable Spirit.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0 - 1

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    Throw Mastery - Increases the attack strength of thrown items. Usable only if you have Refined Amnesia Stone Ring.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0
    Recommended Levels for Hybrid: 0

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    Indomitable Spirit - Allows you to cast without being interrupted. This skill has no use in PvE as you can use LoD to prevent most attacks from interrupting you. However, in PvP, this skill can be a great asset. It is an all-or-nothing skill, you max it or you don't. Each level increases the chance of being uninterruptible, and at max the chance is 100%.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0 - Max

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    Physical Critical Hit - Increases the Physical Critical Hit Rate. Useless for saders since our attacks are magic.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0

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    Physical Rear Attack - Increases Physical Critical Hit Rate on back attacks. Extra useless.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0

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    Magic Critical Hit - Increases the Magic Critical Hit Rate. Pretty good for battle builds in PvE. Depends on how much you can get from gear for reaching that 97% crit rate.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0 - Max
    Recommended Levels for BS (PvP): 0

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    Magic Rear Attack - Increases Magic Critical Hit Rate on back attacks. Useless. Despite it being magic, we don't do much back attacks. If you have the SP to get this, then you should definitely put it in something better.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0

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    Quick Rebound - Upon getting knocked down, press the jump button to enter a crouched state. You are invincible for a few seconds. Hold down the button for longer invincibility. Get this skill. You have no reason not to get it.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1
    Recommended Levels for BS (PvP): 1
    Priest (Common) Skills [G2220]
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    Slow Heal - Recovers HP over time and HP Recovery is affected by your VIT. More levels means a higher HP Recovery as well as more usages. Only need one level for Healing Wind/Heaven's Melody and Harmony because Slow Heal TP no longer gives extra VIT/SPR. It's a great skill to max in PvP because who doesn't want more HP to continue fighting?
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 0 - 1
    Recommended Levels for BS (PvP): Max

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    Strike - Increases Strength, Physical Attack, and Hit Rate. One of your core skills to max as a FS. The amount of Str/Physical Attack given is based on the skill values as well as on your VIT. On BS, you can raise it up higher for more Hit Rate and to increase your party members' stats, but you can also leave it at a lower level for yourself since you can get hit rate through other means as well. A great skill to max in PvP since you want all the hit rate you can get.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 5-Max

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    Cure - Removes abnormal status effects from you and any party members in range. Each level decreases the cooldown and every several levels increases the amount of abnormal status effects that are cured. Helpful in PvP as well.
    Recommended Levels for FS: 0-Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

    [​IMG]
    Wisdom Blessing - Increases Intelligence and Magic Attack. One of your core skills to max. The amount of INT/Magic Attack given depends upon the skill values and the amount of SPR you have. In PvP, it is not needed as much.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

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    Lucky Straight Punch - Dashes forward while delivering a straight punch. Hits three times and last hit has a higher chance of being a critical hit. Not really useful for FS but because this skill can be converted to do magic damage, it is viable to use this skill for damage. However, most BS will max out many Sader attacks so there won't be much SP for this. In PvP, LSP can be a good move to max for the damage. It can also be used to move a good distance (It is not stopped by any speed debuffs, as it always travels the same distance).
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1
    Recommended Levels for BS (PvP): 1-Max

    [​IMG]
    Smasher - Grabs an enemy and dashes forward before throwing the enemy. You can press the attack button to throw the enemy earlier, and this will do more damage. Enemies thrown can hit other enemies. It's a grab, so it has its uses in PvE. In PvP, it can be a great combo ender.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1
    Recommended Levels for BS (PvP): 1-Max

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    Second Uppercut - After a dash attack, press the attack key again to deliver an uppercut. Each level raises the attack strength and the launching strength. Very little use in PvE. A really good move in PvP, however.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): Max

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    Giant Weapon Launcher - Launch enemies into the air with your weapon. Each level increases damage and the launching strength. The cancel is given for free. Some use in PvE, but not worth leveling up. Very good move in PvP.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1
    Recommended Levels for BS (PvP): Max

    [​IMG]
    Phoenix Hammer - Jump into the air and plunge your weapon onto the ground, also creates a shockwave. Each level increases damage and the size of the shockwave. Has invincibility frames for a little bit after the weapon has been plunged. Can be good in PvE and PvP. You'd mainly want to level this for ToDes, just like Furious Grab.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 1-Max

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    Rising Emblem - Create a circle of magic on the ground in front of you that launches enemies. Each level increases damage and launching strength. Not really worth it in PvE, but quite good in PvP.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 1-Max

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    Furious Grab - Summon a giant demonic hand in front of you, can give the Immobile status effect to enemies. The damage is pretty good and the immobilization can definitely help you. It used to be a choice between this and Crashing Cross, but since Crashing Cross has the bonus of increasing your sader skills, this skill is usually left alone. This skill can be useful for certain floors of Tower of Despair where the APC has extremely high light resist.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 1-Max

    [​IMG]
    Painful Rapture - Sacrifice some HP to restore some MP. Not useful on a FS since you never run out of MP, but some pick up this skill and some levels into Slow Heal to get MP back for BS. I personally don't get this because I want to level up my other skills, but if you want a skill to recover MP, I suppose you could get this.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 0
    Crusader Skills [G2230]
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    Grace of God - Passive that permanently adds 10 to Abnormal Status Resist (Effectively 10% increase). Automatically gotten from advancing.

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    Blessing of Dawn - Buff that increases the Independent Atk. of a party member. The amount added is based upon your Vitality and Spirit. This is a new skill that was added in the All-in-One patch. It's pretty much another core skill that you'll want, helping those fixed damage classes as well as yourself, especially on a battle build.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

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    Grace of Protection - Passive that increases your VIT and SPR. A must max on FS.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

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    Grace of Courage - Passive that increases your STR and INT. Now this skill is more relevant to BS. You'll need 1 at least to get sphere, but max gives you more STR and INT, obviously. For FS, I recommend you get 1 so that you have access to CC.
    Recommended Levels for FS: 0 - 1
    Recommended Levels for BS (PvE): Max
    Recommended Levels for BS (PvP): 1-Max

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    Holy Ghost Mace - The main battle buff from the Infinity patch. This summons a mace on you, changing your attack animation to be just like Jupiter Hammer and has a bunch of changes.
    • DISABLES WB, Strike, DI, FoL, BoD, Spiritual Sacrifice.
    • Spear has a separate charge time that can hold super armored enemies
    • AoC increases Skill Atk
    • Divine Flash gets Ind Atk and range increases
    • Holy Sanctuary decreases explosion count by 2, but increases final explosion damage
    • Apoc goes directly into battle phase, atk and atk speed of Apoc increases
    • Thunder Jupiter Hammer is equipped automatically, and all skill atks are additionally increased, duration is infinite
    • BoP and Jupiter Hammer do not decrease light resist
    Recommended Levels for BS (PvE): Max

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    Blades of Purity - Sader crosses his arms in a cross shape and deals light damage. Leaves an enemy dazed once attacked, decreases their light resist by a percentage, and each level up also increases the amount of time an enemy is dazed as well as the light resist percentage. Basically not needed in PvE anymore, and really only useful for getting walls.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 1
    Recommended Levels for BS (PvP): Max

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    Heaven's Melody - Increases a party member's HP and MP for 2 minutes. The amount of HP and MP increased is dependent upon your VIT and SPR, respectively. A pretty good skill for FS.
    Recommended Levels for FS: 0-Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

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    Heaven's Harmony - Passive that changes Heaven's Melody into an AoE buff, increases the HP/MP increase, and increases the duration, meaning you can cast it once to give to all party members in range, like DI. If you maxed Heaven's Melody, this is a great skill to follow up.
    Recommended Levels for FS: 0-Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0

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    Spear of Victory - Cast a spear and throw it in front of you. Holding the button down charges the spear. A charged spear does more damage, hold more enemies, and holds them for longer as well. I like to get 10 for the TP for FS. However, should you have a holder in your party, then this skill is not as needed. For BS, you only need 1 to hold SA'd enemies and the TP doesn't affect the mace version.
    Recommended Levels for FS: 1, 10
    Recommended Levels for BS (PvE): 1
    Recommended Levels for BS (PvP): 1-Max

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    Sign of Protection - Increases DEF, MDEF, VIT, and SPR of a party member. The sader takes a fraction of any damage that is done to party members if they have this buff. The DEF and MDEF increase depends upon your VIT and SPR, respectively, but the VIT and SPR bonus of the buff is the same. You'll need 1 regardless for DI.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

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    Crashing Cross - Send forth a cross of light to damage an enemy, and a bonus explosion will also occur. Upon contact, the sader gets a buff that increases sader attack skills and can also boost party member's attack strength if they are in range. The buff stacks once. For BS, only level 1 is needed for the +20% bonus atk, though FS may want more as the Ally atk increases are still proportional to the level. This is an SP dump skill, one that you could potentially max + TP for damage. A good, fast skill to use in PvP and it also hits OTG.
    Recommended Levels for FS: 0-Max
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 0-Max

    [​IMG]
    Spiritual Sacrifice - Decrease your VIT and SPR and increase your STR, INT, Casting Speed, and Hit Rate. Upon death, you will restore some HP and MP to allies in range. While it may sound nice to have all of those increases, they're not really necessary. Infinity patch made this skill unusable with mace, which is kind of odd considering its main use was really for BS, but I never really recommended getting it anyway.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max
    SP Per Level: 25 | Max Level: 24 | Total SP: 600

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    Light of Divinity - Create a barrier around a party member to block Physical attacks. Each level increases the amount of damage the barrier can take as well as how long the shield is up, however the cooldown is also increased, albeit at a lower amount, so eventually the duration and cooldown can match up. A very good skill to get. However, it's not entirely necessary to max it in PvE. In PvP, it is very much worth it to max.
    Recommended Levels for FS: 5-Max
    Recommended Levels for BS (PvE): 0-Max
    Recommended Levels for BS (PvP): Max

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    Revenge of Light - Buff a party member which increases their MDEF and a chance to counter any magic attacks they receive with a thunderbolt. There is a chance to also activate the thunderbolt should there be any physical attacks from your party members. This skill can also summon a thunderbolt on most of your attack skills, and has a high chance to do so despite what it says in the tooltip (Nearly 100%. I would estimate probably 90-95%). A decent skill to use, but may be detrimental in certain dungeons. Works in real time so no point in gear-swapping RoL. Another SP dump skill you could consider.
    Recommended Levels for FS: 1-Max
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 1-Max

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    Fast Heal - Heal a certain amount of HP quickly, unlike its Slow Heal counterpart. The amount of HP recovered is affected by your VIT. With the addition of 2nd awakening skills, this skill is irrelevant. You'll need 1 level at least for HW. A decent healing move in PvP. I personally don't level this above 1.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

    [​IMG][​IMG]
    Deflection Wall/Pressure Wall - Create a large wall in front of you, large area, and pushes enemies back. Each level increases the Wall's HP as well as duration, meaning further pushback. Pressure Wall is a passive that you can turn on or off to change the Deflection Wall into Pressure Wall, in which two walls pop up and come together to explode. PW's damage depends on DW's level and is split between the walls coming up and the explosion. Seems to be kind of lackluster, but considered an SP dump. I personally don't have it leveled high, though it still has utility.
    Recommended Levels for FS: 0, 1
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): 1-Max

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    Divine Invocation - Increase everyone's STR and INT in a certain range. The amount of STR and INT increased is affected by your VIT and SPR, respectively. Pretty much only for FS after Infinity patch since you can't use it after using Holy Mace.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max


    [​IMG][​IMG]
    Flash Sphere/Flash Shrapnel - Send out a sphere of light that slowly moves forward. After a few seconds, the sphere explodes with a chance to stun enemies that are facing it in a certain range. The sphere can also appear further away from you by pressing forward while casting it. Each level increases the stun time and level. Because this hits multiple times, it is a good skill to use for proc-ing RoL. Like DW/PW, Flash Shrapnel is a passive that turns Sphere into Shrapnel. Shrapnel immediately explodes once it touches an enemy and damage/stun level is dependent on Flash Sphere's level. The overall damage on Sphere is higher than Shrapnel, but only if every hit actually lands (which means most times it won't). Also considered an SP dump and one that I personally put points into as well. In PvP, this is a great skill to use to stun enemies (must be combo'd into, however, or be really lucky and have an enemy in range face it when it explodes).
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 1-Max
    Recommended Levels for BS (PvP): Max


    Haptism - Send out a column of light on yourself, exploding and pulling enemies in. Kind of like a mini Divine Flash, this is a new skill introduced in Infinity patch and also considered an SP dump. I personally maxed it with TP. The utility for pulling enemies also means 1 level for FS is pretty good.
    Recommended Levels for FS: 1
    Recommended Levels for BS (PvE): Max

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    Hammer of Repentance - cast forth a large hammer and smash in front of you, also creating a shockwave. Enemies hit by it can also have a chance to "Repent," in which case they will help you and fight their own allies. You can still attack enemies that are repenting. A great skill for damage in PvE and one I personally recommend getting maxed on FS as well. It is a decent poking skill in PvP.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): Max
    Recommended Levels for BS (PvP): 1-Max

    NOTE: The hammer part is neutral element while the shockwave is light element. This means that you can change the element of the hammer part, which may be useful for certain scenarios. [Credits to Musicool] (Further tested in DFOG, this is still the case.)

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    Fountain of Life - Give a party member two fairies, allowing that member to have increased Attack Speed, Movement Speed, Hit Recovery, HP Recovery and allow them to revive should their HP go down to 0. The bonus also has a range, so anyone that's close to the member can receive the bonuses as well. A great buff to use for FS, but not a necessary max, and it's something I consider to be an SP dump like healing wind. If you were to get it on BS, only leave it at 1, because you'll lose a lot of SP that could've been spent on other skills. In PvP, whether you max it or not is up to you. I personally have it maxed for PvP.
    Recommended Levels for FS: 1-Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0-Max

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    Healing Wind - Recover a large amount of HP and MP to party members in range and produce an area where party members can be shielded by both Physical and Magic Damage. The amount of HP and MP recovered is affected by your VIT and SPR, respectively. The barriers are only active if party members are inside the circle area. If they run out or were never in the circle to begin with, then they will not have a barrier. The barrier does not come back to them if they enter the circle afterwards. The HP/MP is restored before the barrier appears, so it is possible to restore HP/MP but get interrupted afterwards. A little cool feature of this skill is that if you get interrupted while casting the skill, the skill DOES NOT go into cooldown. However, this only happens if you were unsuccessful in recovering the HP/MP. If you DO recover HP/MP, the game thinks the skill has been successfully cast, so if you get interrupted after the HP/MP recovery, the skill WILL go into cooldown. A decent skill to use, but just like FoL, not necessary a must-max skill. This can also be like an SP dump. FoL may be a bit better though since it's expected people in end-game would have HP pots.
    Recommended Levels for FS: 1-Max
    Recommended Levels for BS (PvE): 0
    Recommended Levels for BS (PvP): 0 - 21

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    Righteous Judgment - Summon forth a pentacle which will have spears rain down on enemies. The end attack is an angel appearing and driving down a great spear, causing an explosion. The longer the skill is up, the more powerful the ending attack is. You may use the ending attack earlier if you press the jump button. A lot better now and pretty much maxed on a BS build. With the TP, this is a big skill that hits every 0.08 seconds and finishes in just 1.3 seconds. A welcome change after the Infinity patch.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): Max
    Recommended Levels for BS (PvP): 0-1

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    Aura of Conviction - The Awakening passive. In a certain range around you, you will increase the STR, INT, VIT, and SPR of you and everyone else in the area. The less HP you have, the less VIT and SPR you get but the more STR and INT you get. The range is pretty good at 500px as well. I recommend maxing on both FS and BS.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): Max
    Recommended Levels for BS (PvP): 1

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    Apocalypse - Summon forth a shining ball of light, creating a large area to increase the party's STR, INT, DEF, MDEF, Attack Speed, and Movement Speed. After 10 seconds, the ball of light turns into a ball of darkness, unleashing lasers upon the area to attack enemies. After a few seconds, the lasers converge to the center to deliver an explosive finish. A very awesome skill and one that we can get for free! Every 3 levels, the skill gets various bonuses. At level 3, the ray's attack is increased and the post-casting delay is decreased. At level 6, the range of the buff and attack auras are increased. At level 9, the buff and attack interval durations are increased.
    Max Level: 9

    NOTE: The entirety of Apoc's attack is neutral element, meaning that you can convert the damage to another element, useful for certain scenarios. [Credits to Musicool] (Check Hammer of Repentance's description to see my proof)

    *Continued on next post
     
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    Last edited: Jun 8, 2017
  2. BuckToothBob Let's Play: Kingdom Hearts

    Posts:
    869
    IGN:
    ZenTori
    Steam:
    ZenTori
    Guild:
    YeOldeSauce
    Server:
    Cain
    *Continued from last post

    Miracle Splitter - Charges forward and launches enemies away, essentially like Weapon Master's Charge Crash skill. Considered to be an SP dump, some have considered the skill to be lacking. There is some utility in its ability to push enemies back, but leveling it up is mainly up to you. I personally left it at 1.
    Recommended Levels for FS: 0-1
    Recommended Levels for BS: 0-Max

    Doom Spear - Throw a spear into the air, causing it to drop from the sky and exploding on the ground, like the finisher on RJ. Unlike Miracle Splitter, many are fine at maxing this, and I have it maxed as well. It's pretty good damage.
    Recommended Levels for FS: 0
    Recommended Levels for BS: Max

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    Divine Flash - This is an active skill that you can use to increase the duration of almost all of your buffs on any party member, including yourself. Casting it will bring a flash of light that damages nearby enemies, and during the flash, damage done to the targeted ally is reduced by 90%. Getting the skill will also make DI deal damage when it's cast by casting the same flash of light. This skill is alright and I'd recommend 1 level for both builds. This feels more suited for battle saders actually, because while the duration increase (30 seconds at level 1) is great for prolonging buffs, you won't be able to prolong all of your party members buffs as a FS. The skill has a cooldown of 20 seconds, so say you cast it on Player 1. 20 seconds later, you cast it on Player 2, and now Player 1 only has 10 seconds duration left. By the time you're able to cast it on Player 3, Player 1 already lost all of his sader buffs. So for FS, you'll have to rebuff everyone anyway. But for BS, you can keep your buffs up forever if you cast it as soon as it's off cooldown. And while leveling it does increase the duration as well, it never gets long enough to cover those flaws for FS, so level 1 is all you really need, but I still maxed it. Holy Mace increases Divine Flash's damage to be even stronger, so definitely Max.
    Recommended Levels for FS: 1-Max
    Recommended Levels for BS (PvE): Max

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    Holy Sanctuary - Create a circle that hits 6 times, dealing damage to enemies and healing party members that are in the circle. The more party members there are in the circle, the more damage and healing is done. This is without a doubt the BEST healing skill in the game. The more you level this skill, the more damage and HP recovery there is. The healing is a percent recovery, where at max it heals 15% at base. I've had this skill heal me, with 4 party members in the circle, for 80k HP per hit in OV, and my max HP was somewhere in like 180k or so. With a shorter cooldown than Healing Wind, this is THE skill to use to recover HP. It also does a decent amount of damage. At the very least, I'd say it's a max for FS. Holy Mace makes Holy Sanctuary stronger regardless of how many are inside, so I recommend Max as it does great damage.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): Max

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    Thunder Hammer: Jupiter - Summon a large hammer of light that crashes into the ground and deals AoE light damage. While it is on the ground, it will continue to deal AoE damage at set intervals and then do a final explosion hit on the 5th or 6th hit, depending on the level of the skill. The Crusader can pick the hammer up while it is on the ground to modify his attacks. The regular attack string will now involve swinging the hammer around, with the final hit having a ray of light crashing downwards. GWL is also modified to have the rays of light. Phoenix Hammer is also modified to have an AoE explosion. The hammer also decreases light resist for every attack, with a maximum of 10 stacks. In addition, the hammer increases damage of BoP, Spear of Victory, Hammer of Repentance, and Righteous Judgment. As you can tell, this is definitely a must-max for BS. The duration and the cooldown of this skill makes it so there's only a bit of a downtime before you can cast it again. This is a good filler skill that will pretty much replace your BoP, which also saves you some MP. I'd personally say it's a max for FS too, but level 1 is also fine. The skill allows FS to be more active and debuff enemies, which is quite useful if your party members do light damage.
    Recommended Levels for FS: 1-Max
    Recommended Levels for BS (PvE): Max

    NOTE: Thanks to Hervey, we now know that this skill has some neutral-damage. As Hervey found out:
    In other words, you'll be able to use this skill for certain floors in ToDes where there are high light resist floors, but only if you leave it on the ground. Otherwise, it'll become all light damage, though of course there's still a little bit of the light resist debuff from Jupiter's attacks.

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    Ascension - your 2nd Awakening Active. Casting it will allow you to build up divine power and the skill has a duration of 45 seconds. Divine power is increased by 1 from your buff skills for each party member* and your supporting active skills. Divine power is increased by 3 from your battle skills. Divine power has a max limit of 60 stacks. Each stack of divine power increases STR, INT, VIT, and SPR by 5. Casting Ascension again will cause you to rise into the air and bring down rays of light corresponding to the number of divine powers you stacked, and afterwards you land back down onto the ground with a large explosion, also dealing large damage. You can do the final attack earlier by pressing the Jump key. This skill is so and so, I'd say. The skill does do a good amount of burst damage, and you could get a max of +300 (more per level) to your stats. It's just a shame that the stats aren't applied to your party members either, so the stat increases are only really good for powering up your buffs on a FS, but that means you'll have to hold off on casting DI until you have a lot of stacks. In other words, to take full use of this skill for FS, you have to cast it early to build up stats, stack it at the highest amount possible to buff, and maybe you'll be able to use the final attack on whatever mob you're fighting. For BS, the stack count is automatically increased to 15 and you fly into the air right away to do the attack.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): Max
    SP Per Level: 300 initially, 200 afterwards | Max Level: 1 | Total SP: 300
    *Note: (Credits to Chad for outlining an interesting tidbit. You can see the video here) The stack increases by 1 for each party member that gets a buff. For example, Strike with just you and 1 party member increases the stack by 2. With a total of 4 party members, you'll get 4 stacks per buff. This can be further stacked if there are other characters by using support skills or APC dolls, for a general total of 6.

    EX/TP Skills [G2240]
    EX/TP Skills are skills that are either modified from previous cube skills (Such as Pressure Wall and Flash Shrapnel) or passives that modify a skill's effect and damage. Since the EX Active Skills were included in with Crusader Skills, this section will only focus on the passives. The passives cost TP, or Technique Points. You receive one upon reaching Level 50 and get one point for each level up afterwards. Each level increase gives more of the same effect, such as even more damage or more hold time or more mobility.

    Note: The Passives that increase damage or some sort of other effect are multiplicative. As such, if a skill value has something like 450% and the EX increases the skill value by 30%, the total would be 450 x 1.30 = 585%.
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    Basic Training Upgrade - Increases the effects of the Basic Training passive. This helps Jupiter Hammer and is pretty much a TP Dump. You won't really have much of anything else to put in after you get most of the important TPs.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

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    Slow Heal Upgrade - HP Recovery rate is increased by 10% per level. Nerfed so it no longer gives VIT/SPR, so Slow Heal stacking is not a thing anymore.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Cure Upgrade - For a time, allies that are cured will get an increased amount of Abnormal Status Resist. At max, this results in +25% Abnormal Status Resist. Since FS saders now have other options for TP, you most likely won't be able to get this, but it's not like the TP is needed.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Lucky Straight Punch Upgrade - Increases Lucky Straight Punch's skill values by 8%. Since LSP can be a pretty damaging skill, this isn't too bad of an EX.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Phoenix Hammer Upgrade - Increases Phoenix Hammer's skill values by 8%, and your mobility is increased. What this means is that, while you can move slightly in the air during Phoenix Hammer, this EX gives you the ability to move much farther than before. Worthwhile if you maxed Phoenix Hammer.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

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    Furious Grab Upgrade - Increases Furious Grab's skill values by 8%. This skill is pretty good for damage if you have FG maxed.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

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    Rising Emblem Upgrade - Increases Rising Emblem's ATK damage by 8%. Increases the Launching Strength by 3%. Not really worth it.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Giant Weapon Launcher Upgrade - Increases GWL's skill values by 8%. Useless.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Smasher Upgrade - Dash Collision Hit Count +3. Dash Attack Strength -20%. Additional Physical Attack Strength increased by 20%. Not really something you're gonna get.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Second Uppercut Upgrade - Increases Second Uppercut's skill values by 8%. Useless.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Spear of Victory Upgrade - Increases Spear's skill values by 10%. Increases hold time by 0.25 seconds. This TP is pretty good. The damage increase is decent and the hold time is great for grouping in solo play and party play. Unless you have some sort of dedicated holder in your party and therefore only have like 1 level of Spear, I'd recommend getting some levels into this.
    Recommended Levels for FS: 0-Max
    Recommended Levels for BS (PvE): 0

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    Revenge of Light Upgrade - Increase RoL's skill values by 10%. Also grants the ability to counter Physical Attacks with a thunderbolt at 6%. Very worth it for BS.
    Recommended Levels for FS: 0-Max
    Recommended Levels for BS (PvE): 0-Max

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    Hammer of Repentance Upgrade - Increases Hammer's skill values by 10% and the Repentance chance by 10% for Named and Boss Monsters. Due to the usefulness of Hammer, I highly recommend you max this skill.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): Max

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    Flash Sphere Upgrade - Decreases multi-hit interval by 10%(allowing the sphere to attack more often) and post-cast delay by 10%(allowing you to wait less time before you can move after casting the skill) and increases the Sphere's skill values by 10%. Honestly, not a bad EX at all with all of the effects.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

    Haptism Upgrade - Increases damage per level by 10%. If you maxed Haptism, then you might as well get this too.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

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    Blades of Purity Upgrade - Increases skill values by 10%, activation speed by 5%, and immobilization by 5%. Not a bad TP to get, but it is only worth it if you maxed the skill and are leveling up around Ghent or so. For the most part, you'll most likely skip this EX.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0

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    Deflection Wall Upgrade - Increases Wall's skill values by 10% and HP by 10%. A great upgrade to Deflection Wall. Since you're basically gonna max Wall, you might as well max this, since Wall and Hammer are pretty much your two strongest moves with relatively short cooldowns.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

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    Righteous Judgment Upgrade - Decreases duration by 7% (This is good), decreases hit interval of spears by 7%(This is good), and increases RJ's skill values by 10% (This is obvious). Get this. You see that right there? That's an increase in damage on all three effects. Get it.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): Max

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    Crashing Cross Upgrade - Increases the cross's moving speed by 5%, ATK by 10%, and duration by 7%. A decent EX to get. Damage increase is always good and the movement speed can help you hit enemies more accurately for the buff. However, if you max RJ, Wall, and Hammer TP (and you should), you won't have very much TP left for anything else.
    Recommended Levels for FS: 0
    Recommended Levels for BS (PvE): 0-Max

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    Strike Upgrade - Changes Strike to be an AoE buff and increases the duration by 10%. A TP skill added for FS and something I recommend getting no matter what your party is. The reason is because Strike has Hit Rate, so right after you cast DI, you can cast Strike to give everybody hit rate so they can't miss, so it's helpful even if you party with magic users.
    Recommended Levels for FS: Max
    Recommended Levels for BS (PvE): 0

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    Wisdom Blessing Upgrade - Changes Wisdom Blessing to be an AoE buff and increases the duration by 10%. This is a skill I recommend getting if you party with a lot of magic users. Otherwise, you can skip this and save yourself 5 TP.
    Recommended Level for FS: 0-Max
    Recommended Level for BS: 0

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    Sign of Protection Upgrade - Changes Sign of Protection into an AoE buff and increases the duration by 10%. I find this to be the second least important of the base buff TPs. I mean if you're really lazy you could get this, but the way I think of it is: If I get all 3 TPs, that's 15 TP already. Another 5 goes into Slow Heal and another 10 goes into Hammer. That leaves me 6 TP left and I personally want at least 8 TP so spear can last 1 second longer. To me, I find I can buff my party members individually with SoP just fine.
    Recommended Level for FS: 0-1
    Recommended Level for BS (PvE): 0

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    Blessing of Dawn Upgrade - Changes Blessing of Dawn into an AoE buff and increases the duration by 10%. This upgrade overtook SoP's upgrade spot as the least important upgrade in my opinion. It really depends on whether or not you party with a lot of mixed/fixed classes. As for me, I'm fine with just manually casting it individually on party members.
    Recommended Level for FS: 0-1
    Recommended Level for BS (PvE): 0

    Sample Builds [G2400]
    These are builds from saders of this community. These are meant to show you that many of the builds are up to preference as well as to give you an idea of how we set up our builds and how you may set up your own build.

    My FS (Not updated): Crusader - Planner
    This build pretty much has all of the buffs I want with all of the utility and survivability I'll need. Things like Fast Heal aren't necessary for me since I don't use it much and Healing Wind is something I use to restore my party's HP. Maxed Heaven's Melody/Harmony to further increase survivability. CC is maxed to get the most buffing possible. You'll want to stick close to your party members anyway for AoC so might as well try to get the most. Hammer is maxed of course because it's so good. I like having Deflection Wall and Pressure Wall as something for me to do for slightly more damage but the push is what I like for the stuff I do. Since they're low levels, they won't survive hits as well but the push is all I really want for certain things and I like being more active as a sader. I have both Strike and WB TP because my OV parties sometimes goes from mixed to lots of magic attackers so it helps me with the convenience.

    My BS (Not updated): Crusader - Planner
    No slow heal buffing for me this time. Pretty much all of the battle skills are maxed except for Flash Sphere and RoL. I have 1 FoL as insurance against ToD's Nightna but it's also useful for ToDes and regular dungeons due to the extra speeds you can get. I have Strike maxed because sometimes I party with my guildies where there are physical attackers, so I buff them with a max Strike. It's partly due to how I was leveling my skills while duoing with my launcher friend, so I just kinda always kept Strike as maxed. Level 10 AoC because the INT increase is pretty good, though I could technically max it if I take levels out of Strike, and if I'm soloing, a lower level Strike is perfectly fine as I'll get more than enough hit rate at even lower levels. After getting Wall, RJ, and Hammer TPs, you don't have much room for anything else so I decided to put 2 into Spear TP and 1 into CC TP, for slightly longer hold and slightly longer CC duration. Really, those last 6 TP points I had didn't really have many good places to go into.

    Buff Rotations [G2500]
    Buff rotation simply means the order in which you cast your buffs to party members. It is fairly simple:

    1. You cast Sign of Protection on yourself. This makes it so that you have more VIT and SPR, and as said before, some of your skills are affected by the amount of VIT and SPR you have. So with this, the more VIT and SPR you have beforehand, the better.

    2. Cast Divine Invocation. You've gotten your VIT and SPR numbers up, so now cast DI so that everyone in the party can have a boost to their damage. With this, you make everyone already buffed up at the start of the dungeon.

    3. Cast Strike/WB/Dawn/RoL on Player 1. You cast Strike because it boosts Player 1's STR and Phys Att but also because it gives out Hit Rate, meaning they miss less. Everyone should get Strike no matter what.

    4. Cast Sign of Protection on Player 1. By this point, SoP should be off cooldown and so you should cast it on Player 1. This increases his VIT, SPR, DEF, and MDEF. It also makes it so a bit of his damage is directed towards you.

    5. Repeat #3 and #4 on Players 2 and 3.

    9. Then if you want to, you can cast the buffs (Strike, WB, RoL) on yourself.

    In summary, the buff rotation looks like this:

    SoP (Self) -> DI -> Strike/WB/Dawn/RoL (Player 1) -> SoP (Player 1) -> Strike/WB/Dawn/RoL (Player 2) -> SoP (Player 2) -> Strike/WB/Dawn/RoL (Player 3) -> SoP (Player 3)

    This can be known as the general buff rotation.
    To put it even more simply, you just want to have SoP on yourself before you buff.
    That's all you need to do: SoP on yourself first.
    Your other buffs should be fine (Especially because of Strike/WB Upgrade).

    Now you might modify the buff rotation to suit your party.

    With the introduction of Strike/WB/Sign/Dawn Upgrades, the buff rotation is even easier, with possible rotations such as:
    SoP (Self) -> DI -> AoE Strike -> AoE WB -> AoE Heaven's Melody -> RoL (Player 1) -> SoP (Player 1) -> RoL (Player 2) -> SoP (Player 2) -> etc.
    AoE SoP (Self) -> AoE Strike -> DI -> Dawn on relevant player -> etc [For a hypothetical physical party]

    With Hervey's help, the most optimal way to buff with optimal gear would be:
    Ascension Gear -> Ascension -> Strike/WB Gear -> Build up Stacks -> Strike/WB -> DI Gear -> DI

    Equipment [G3000]
    No doubt you're familiar with equipment. So we're just going to jump right into all the different types of equipment that can help us.

    Weapons [G3100]
    As a FS, you'll be using Crosses no matter what. However, as a BS, you can also choose to go with Rosaries because you're a magic user and Rosaries have a lot of INT OR certain Scythes. Rosaries do have higher MP costs and Cooldowns due to the basic nature of their weapon type. Also, rosaries pretty much never give +sader skills, so you'll be missing out on those if you go with rosaries.

    Remember that higher rarity of weapons have higher base stats. My level 60 Priest's Judgment (which is a unique/pink) had enough base attack that it took a level 80 rare magic sealed cross to beat it in terms of base attack. My level 70 Despair Clockwork (which is an epic) only had -slightly- less base attack than a level 80 pink cross.
    Magic Seal Crosses
    - Increase VIT
    - Increase SPR
    - Increase INT
    - Increase Magic Critical Hit Rate
    - Any good Crusader skills like DI
    - Increase Light damage

    These are just some of the options you should look out for when you use Magic Seal Crosses. By now, you should know which one is good for which type of sader.

    Hellkarium Anibe (Level 50)
    - Increase Priest Awakening Active Skills by 1
    Gotten when you first Awaken into a Paladin. A good cross to switch to for that +1 Apocalypse.

    With the introduction of the All-in-One patch, you can now also get legacies by compounding rare mseals and it'll have a chance to be a legacy. You can also get a Halidom rare mseal converter which allows you to convert mseal equipment into Halidom legacies. Getting a level 85 Legacy Cross or Halidom Cross is a good way to get at least a +1 Apoc and Ascension and something I'd recommend doing.
    Priest Judgment (Level 60)
    - Increases DI by 3
    - Cast with a 5% chance to increase STR by 35 and INT by 30 for 20 seconds.
    This cross is definitely a great cross due to how much it boosts DI. I would say no matter what, you should get this cross. For the price you have to pay (It's usually not much), this cross is definitely worth it. FS can use it for the DI buff. BS can use it for the DI buff and then switch to a damage cross.

    Essence Cross of Boiling Blood (Level 76)
    - Cast Strike, WB, or DI with a 50% chance to decrease your HP by 1%
    - Strike's Physical Attack Strength increases by 20, Hit Rate increases by 1%
    - WB's Magic Attack Strength increases by 10, INT increases by 20
    - DI's STR and INT bonus increases by 20
    This is the 2nd BEST CROSS FOR STRIKE AND WB BUFFING. See, these increases affect the skill's values. At max, Strike gives +20 Phys Attack Strength. However, with this cross, Strike gives +50 Phys Attack Strength. And remember that Strike/WB are affected by your VIT and SPR, meaning that the increase to Phys/Magic Attack Strength is a LOT HIGHER than what you would think. Note that I didn't say this cross was the best for DI buffing as well. Don't get me wrong, this cross is still decent for DI buffing. It's just not the best. Depending on the level of DI (for our Cap), the increase of STR/INT each level is around 5-9. If your DI is at a low level, CoBB beats the +3 DI on a Priest's Judgment, for example. But any cross that has at least +3 DI will start to give more when each level of DI starts to increase the stats by 7. When you start to reach that point, a minimum of 7*3 levels = 21 STR and INT, better than CoBB and it'll only get better as the stats of DI increase by 8 or 9.

    Essence Hidden Cross of Ramnu (Level 78)
    - Increases DI by 2
    - Has a 30% chance when casting DI to increase the bonus by 2 or 3, effectively a possible +4 to +5 DI.
    This is a slightly better PJ if you're lucky. If you prefer the straight +3 DI on Priest's Judgment over this, then you don't have to worry about getting this. This cross is also much rarer than PJ and costs a lot more. Definitely go for a PJ first. It'll be your choice afterwards if you want to get a Ramnu. I used to like this, but with the epic revamp making Deep-Rooted Cross and Labarum give +5 DI, it's better to just hunt for those epics instead.
    Gracia Family Heirloom: Cross (or Rosary or Scythe) (Level 85)
    - Inflict Light Damage
    - Light Damage +24 (24 is the max it can go, it can be lower)
    - All Priest skills level 40-70 are increased by 1 (Excludes TP skills)
    A legendary you can get by doing the Noire Ferra daily to get impostor reports to get this weapon. As it's a level 85 legendary, the base stats will also be much better than a pink. Very useful weapon for buffing up every skill from Hammer all the way to Flash Shrapnel. However, with 2nd awakenings out, it's better to go with a scythe, because Jupiter's Hammer is based on attack speed.

    Boiling Trace of Rotten Blood (Level 85)
    - DI +3
    - Strike +2
    - WB + 2
    - SoP +3
    - RoL +5
    - Casting skills increase VIT/SPR +100 for 10 seconds at the cost of 3% HP (Max Stack 1. This option is canceled when the item is unequipped)
    This cross has certainly changed for the better. Is it still something I'd try to farm for? Probably not. The most likely scenario for getting this is either from a recipe from gabe or buying from the AH, and both are costly options. It'd be much better to save that money for an Essence CoBB instead. But hey, if you get this to drop, it's a damn good cross. Quite good for SPR saders.
    Wooyo's Cross (Level 60)
    - Magic Critical Hit Rate +15%
    - Attacks create a 3% chance to make your party invincible for 10 seconds by consuming 5 clear cube fragments.
    A pretty dang good cross to get if you ever had enough eyes or wanted to risk a Hero's Pot for it. I'd say it's better now than before because now it's simply any attacks have a 3% chance, rather than casting with a 5% chance. After some testing, I've been getting a consistent downtime of 10 seconds after the invincibility wears off before it can proc again. In other words, the effect has a duration of 10 seconds and a cooldown of 20 seconds.

    Redemption Cross (Level 60)
    - Casting Speed +7% (instead of the regular +2%)
    - Increase DI by 3
    - Increase Apocalypse by 2
    - Increase Heaven's Melody by 2
    - Increase Heaven's Harmony by 2
    - Increase Healing Wind by 2
    Those who remember the old Redemption Cross will go OH MY GOD looking at the revamped Redemption Cross. I mean, just look at those +skills. The +skills to this cross is so good that I honestly would want this over some of the higher epic crosses. Great for DI as it matches a PJ, but it also has +2 Apoc so that's even MORE STR/INT for your party. The other +skills are great too for survivability and they boost exactly what I have maxed in my build. Another good cross to get if you got enough eyes/Hero's Pot.

    Despair Clockwork (Level 70)
    - Casting Speed +10%
    - Increase DI by 3
    - All Skills Cooldown -15%
    This is actually a pretty good cross. As I've noted before, this cross only had slightly less base attack than a level 80 pink cross, which I easily remedied by just refining a few times. The fact that a level 70 Epic is almost practically the same as a level 80 pink speaks wonders about how well base attack scales on epic weapons. The +3 DI pretty much makes it replace PJ and the -15% cooldown is GREAT, especially since your more damaging skills have longer cooldowns. It's a godsend to lower the cooldowns of skills like Deflection Wall and Hammer. If you somehow get this cross (I got it from a Hero's Pot) then you got a pretty damn good cross.

    Agonizing Desire (Level 75)
    - Increases your piercing damage as much as the combined weight of your Inventory and Storage
    - +1% damage (Up to +15%) every 20m gold
    This is a weird cross, and I'm gonna be honest, as soon as I saw it I kinda just went and forgot about it. The piercing bonus doesn't mean much since you don't even use percent skills (Only BoP, CC, and Spear have percent values but they're actually mixed since they have fixed values as well). The extra damage is only good if you're able to save up money, and honestly if you wanted damage, you can go for something better than this. I personally wouldn't recommend it, though as a level 75 Epic, it will have a lot of base attack.

    Deep-rooted Cross (Level 80)
    - Sign of Protection +3
    - Light of Divinity +3
    - DI + 5
    - Fountain of Life +4
    - Healing Wind +4
    - Mace +2
    I don't think I have to tell you why this cross is pretty dang amazing. The All-in-One patch changed this to have +5 DI instead of the +4 it had before, so you definitely want this cross. This cross (or Labarum) will be your DI cross, basically.

    Labarum (Level 85)
    - RoL +4
    - DI +5
    - AoC +1
    - SoP +1
    - Apoc +1
    - Mace +2
    - If 50% or lower HP, Vitality +313
    - If 50% or lower MP, Spirit +313
    - Casting creates a 5% chance of casting Lv. 8 LoD on self (Cooldown of 30 seconds)
    - Casting creates a 5% chance of casting Lv. 13 LoD on everyone (Cooldown of 40 seconds)
    Man, this sounds pretty amazing, doesn't it? And yeah, it's pretty good for a level 85 epic cross. The +DI and +AoC is great, but I don't really care for the +RoL. The All-in-One patch increased the +DI from +4 to +5 and also has a +1 Apoc. This cross will be a good cross for DI buffing and it now has the added bonus of having +1 Apoc so you don't have to switch as much. It's a decent sub for +Apoc until you can get a Redemption Cross for the +2 Apoc. Now let's talk about the extra effects. To get the VIT and SPR, you need to have low HP/MP. You generally don't want to be at low HP because you're a sader and you're supposed to be practically invincible. Having to be at 50% or lower HP also sort of devalues the +AoC since AoC gives you more VIT/SPR the higher your HP is. Overall you'll get more VIT if you are at 50% or lower HP so this does work out to be better than Deep-rooted for VIT saders. Now for the 50% or lower MP, I want you to actually pay attention to your MP when you're a FS sader. You'll notice that you practically NEVER run out of MP. So this only really benefits BSaders because their attack skills cost so much MP and the +313 Spirit will help you buff yourself as well as recover MP. It's a shame because with so much Spirit, it clearly would benefit FS more but they pretty much can never get below 80%. If that, even. Even still, it's a good cross regardless of which sader you are, though VIT saders will get more benefit out of this.

    Accursed Cross: Toerua (Level 85)
    - Inflict Shadow Damage
    - DI +4
    - Drains your HP -1% every 3 seconds.
    - Attacks create a 1% chance of Cursing enemies (decreasing STR/INT/VIT/SPR by -100) for 10 seconds.
    - Cast spells and Curse the nearest enemy within a 500 px range.
    - Use the Up and then Down arrow + [Creature Skill Key] to spend 10% HP and generate an aura that curses all enemies with in a 500px range.
    - +40% damage on cursed enemies
    The +40% damage is no joke and the +4 DI is pretty good as well. But here are the problems I see with it. Inflict shadow damage. As a sader, why would you ever want a shadow cross? Shadow crosses are helpful in ToDes, but you can simply get a legacy weapon with that and clear the floors as a FS or hybrid, so this cross isn't useful (for farming sakes) for that. Losing 1% HP every 3 seconds is a little worse than previously, but with the extra effect you can use, you can easily lose a lot of HP. The change, at the very least, made it easier to curse enemies to get that +40% damage. If you want to go for that +40% damage, then that's your choice. I personally wouldn't use this cross very often outside of ToDes.

    Savior's Glory - Cross (Level 85)
    -Strike PAtk +20
    -WB MAtk +10 and INT +20
    -DI STR/INT +20
    -Heaven's Harmony HP increase +10%
    -CC's buff range +30%
    -Casting absorbs 7 energy every time, up to 100 (Energy -15 if no energy is absorbed for 5 seconds). Once finished absorbing, you can use the Equipment Option Control key to cast the following effects for 20 seconds:
    • Strike PAtk +5 and STR+10
    • WB MAtk +3 and INT +5
    • DI STR/INT +5
    • Apocalypse's attack and attack duration removed, Buff duration +6 seconds
    • Buff skill casting time +50% and applies to Strike, WB, DI, RoL, SoP, FoL, HW, LoD, and Apoc
    Really, I don't have to say much else besides that this is an upgrade to CoBB.

    Thunder Cross Jupiter (Level 90)
    -Inflict Light Damage
    -Apoc +2
    -DI +5
    -Strike +5
    -WB +5
    -BoD +5
    -Jupiter +3
    -Mace +3
    I pretty much don't have to say anything besides this is BIS for DI and Apoc. Great for gear-swapping Mace as well.
    Magic Seal Rosaries
    Pretty much the same deal as Magic Seal Crosses, though with rosaries you'll want more damage stats rather than buff stats.

    Militiaman's Cranium (Level 85)
    - Attack damage +10% (Smash)
    - +15,000 more damage on Human Enemies
    - +15,000 more damage on Undead enemies
    - Casts a Curse aura around enemies in a 500 px range

    Kartel's Black Steel Rosary (Level 85)
    - Casting creates a 20% chance of casting Head Security Kurgiv's EMP. EMP hits and Stuns its targets for 2 seconds and Shocks for 3 seconds.
    - Each stunned enemy within a 400 px range increases Magic Critical Rate +3% (Max 5 stacks)
    - Each Electrocuted enemy within a 400 px range increases INT by +40 (Max 5 stacks)

    Shades of Greed (Level 85)
    - When an enemy dies in the field, one of the following options activates:
    - VIT +16 and HP +15% (Max 10 stacks)
    - INT +36, Casting Speed +1%, and Magic Critical Hit Rate +2% (Max 10 stacks)
    - SPR +8 and MP +15% (Max 10 stacks)
    - Attacks create a 2% chance of decreasing your HP -5% or the enemy's -30%

    Vanquishing Light - Supernova Rosary (Level 85)
    - RoL Atk +30%
    This is mainly used to buff swap RoL. As RoL is really good with Jupiter Hammer, a 30% atk increase is a great addition along with having Force RoL Chrons, powering your RoL to absurd heights.

    Magical Rosary (Level 70)
    - Light Damage +24
    - Casting Speed +10%

    Sacred Creature's Protection (Level 75)
    - All Elemental Damage +40

    Light Sacred Rosary (Level 80)
    - Light Damage +30

    Wooyo's Golden Rosary (Level 85)
    - Attack Damage +16%
    - Attacks create a 3% chance of consuming 5 Clear Cube Fragments and casting the Invincible buff for your party (Cooldown: 5 seconds)
    - Casting skills creates a 5% chance of increasing Phys/Magical Atk.s +10% and Independent Atk. +7% for 20 seconds for the party (Cooldown 30 seconds, max 1 stack)

    Hundred Eight Beads (Level 85)
    -Light Damage +40
    -Casting creates a 20% chance of casting Super Armor for 2 seconds (Cooldown 5 seconds)

    Savior's Glory - Rosary (Level 85)
    -Skill Atk +35%
    -Endows weapon with your highest elemental attribute
    -Attacks absorb 3 energy every time, up to 100. Energy -10 if no energy is absorbed for 5 seconds. Once finished, you can use the Equipment Option Control key to increase skill attack +20% at the cost of doubling clear cube frag costs for 20 seconds (Cooldown 30 seconds).
    -Anton's power, after it's released, causes 10% of total damage you inflict on enemies during its release, up to 3m damage.
    Basically the best Rosary in game so far.
    You're probably wondering why Scythes are being listed as a weapon that saders should use. In actuality, it's only a few select scythes that are good enough that you can use them over the other weapons. Here's the main draw with scythes: With our 2nd awakening out, there's a skill called Jupiter's Hammer. That skill replaces your xxx, phoenix hammer, and GWL animations with a giant light hammer that does a lot more damage than your xxx and such can do normally. The skill is based on your attack speed, so the faster you attack, the better. Scythes have the fastest attack speed of the Priest Weapons. So some scythes you can look out for to take advantage of that (also some scythes are good enough to use even without 2nd awakenings) are:

    Scythe of Diabolus (Level 60)
    - Critical Damage +20%
    A good scythe to use temporarily but by no means an end game weapon. Remember that level 60 pinks are pretty much on par with level 80 rare mseals so this can still last you for a long while.

    The Legendary Gracia one I noted in the Cross section.

    Requiem Scythe (Level 85)
    - Movement Speed and Attack Speed +1.5% and Casting Speed +2%
    - Phys and Magic Critical Hit Rate +6%
    - Additional 11% damage to the enemy
    This is a great scythe to get and it's recommended you get this over the Legendary Gracia scythe. The 11% additional damage is shown as an extra tick of damage, meaning if you were to hit for 100k damage, there would be a second number showing 11k damage. This is great as it doesn't conflict with any other damage modifiers, so you definitely will want this as a BS. There is a better, though RNG-reliant, scythe, however.

    Liberation Scythe (Level 85)

    - More STR and INT than Requiem Scythe
    - Movement Speed and Attack Speed +3% and Casting Speed +4.5%
    - Phys and Magic Critical Hit Rate +9%
    - Additional 16% damage to the enemy
    I don't even have to tell you how this is better than the Requiem Scythe. However, as I've said, it's RNG whether you can craft this weapon, since the recipe can fail to craft it. However, you can get a guaranteed Liberation weapon if you fail 10 times, but that also makes it untradeable, meaning you can't sell it.

    Garroter Sickle (Level 80)
    - Inflict Shadow Damage
    - Phys/Magic Critical Hit Rate +20%
    - Critical Damage +20%
    - Attacks create a 5% chance of Bleeding enemies

    Sentence: Reaper's Scythe (Level 85)
    - Shadow Damage +40
    - Attacks create a 10% chance of displaying a skull mark above targets (Skull inflicts damage at 50,000 Atk. in 2 seconds)
    - Attacks create a 2% chance of decreasing target's HP -20% (1/3 effectiveness on Champion monsters and 1/6 effectiveness on Boss/Hell monsters)
    - +15% damage on skull-marked enemies

    Savior's Glory - Scythe (Level 85)
    -Skill Atk +35%
    -Endows weapon with your highest elemental attribute
    -Attacks absorb 3 energy every time, up to 100. Energy -10 if no energy is absorbed for 5 seconds. Once finished, you can use the Equipment Option Control key to increase skill attack +20% at the cost of doubling clear cube frag costs for 20 seconds (Cooldown 30 seconds).
    -Anton's power, after it's released, causes 10% of total damage you inflict on enemies during its release, up to 3m damage.
    Basically the best Scythe in game so far.

    Armor [G3200]
    Magic Seal Armor
    For the most part, these will be what you will use. You can get a lot of VIT/SPR or INT stacked up since each armor piece can get their own stats. As such, you'll probably not even need to buy any of the armors I'll be listing below. I will say, your definite goal will be to use Chronicles, but that's for a later section. There are also plenty of good Epics to use, so if you get an epic armor piece, unless you really cannot use it, I highly recommend you save it. Checking the Epics in DFOPedia will give you an idea of what the epics can do and why you should save them.

    Legacy: Holy Titanium Armor of Ista or Halidom Version
    - Gives +2 to DI
    Note that this is only the top armor and not the entire set. The reason this top gets a mention is because it is the only top that has +2 to DI. Every other top that gives a + to DI is only 1. If there is one thing you should try to aim for, it's this top. It makes DI buffing a lot better.

    Legacy: Purged Titanium Armor of Orobas
    - +1 Apoc
    - +1 AoC
    This is pretty much like the only top with +1 Apoc so you're gonna want to get this. You have a chance to get it by compounding mseals, and you can also craft the Halidom version with any level 85 plate top mseal.

    Heartending Grief Top (Level 85)
    - Aura of 500px that increase STR/INT by 100
    All the types (Cloth to Plate) give the same bonus. This is a good aura item to use while you're still trying to complete 5/5 Tactical set, though if you have a Tactical Leader Top, that will generally overshadow this.

    Heartrending Grief Bottom (Level 85)
    - Aura of 500px that increases Phys/Magic Atk. by 38
    Same as the top. This is better than Tactical Leader pants since that epic increases crit rate, so this is a good fill-in until you get 5/5 Tactical.

    Heartrending Grief Belt (Level 85)
    - Aura of 500px that increases Max HP by 350, Max MP by 450, and all elemental damage by 10. Decent filler until you can get a Tactical belt

    Dusky West 5 Set (Level 85)
    - The reason to get this is to get +2 Apoc.
    - Recommended Pieces for both VIT/SPR: Bottom, Belt, Shoes, Magic Stone
    - 5th piece for VIT: Necklace
    - 5th piece for SPR: Bracelet


    Elemental Dropper Set (Level 85 Cloth)

    - Freezing Cut Robe: Water damage +12, Magic Crit +5%, casts an aura that decreases water resistance by -44 for enemies within a 300 px range.
    - Flame Drop Trousers: Same as above but with fire
    - Ray Decrease Shoulder: Same as above but with light, excludes Crit
    - Darkness Low Sash: Same as above but with shadow, excludes Crit
    - Face Down Shoes: All Elemental damage +10, casts an aura that decreases ATK and Movement speed -15% for enemies within a 300 px range. Excludes Crit.
    Set Effect: An enemy that is 300 px of you increases your Phys Def by 20%, casts a 2-second Super Armor when you cast a skill, and creates an aura that decreases enemies' magic defense by 20%. Enemies within a 400 px range increases INT +400. Enemies within a 500 px range increases all elemental resistances +50.
    This isn't a bad epic set at all, but it's not the best either. The Ray Decrease Shoulders will definitely help you out at least.

    Burning Mana Set (Level 85 Cloth)
    - Mana Burn Robe: Casting increases casting speed by +25% for 30 seconds at the cost of 1% MP (Canceled when the item is unequipped. Cooldown of 30 seconds)
    - Magic Burn Trousers: Same as above but with Magic Critical Damage +15%
    - Spell Burn Shoulder Pads: Attacks increase Magic Attack Strength +2% (up to +12%) for 60 seconds at the cost of 1% MP. (Canceled when unequipped. Cooldown of 10 seconds)
    - Elemental Burn Sash: Same as above but for Magic Critical Hit Rate +15% for 30 seconds with a cooldown of 30 seconds
    - Soul Burn Shoes: Dashing increases movement speed by 10% for 30 seconds at the cost of 1% MP (Canceled when unequipped and cooldown of 30 seconds)
    Set Effect: Weapon Magic Atk. +440 and MP MAX +1100 (Actual +9076). Skill MP consumption +10%. Damage from enemy attacks consumes 2% MP and decreases -10% damage. Each killed enemy restores 1% MP. Attacks consume 5% MP and increase Intelligence by +1000 for 30 seconds (Cooldown: 30 seconds).
    This set will help you dish out damage, and most likely a heck of a lot more than the Elemental Dropper Set. You're gonna have to be prepared to use a lot of MP though.

    Wesley's Strategy Set (Level 85 Leather)
    - Tactical Commander Coat: Evasion and Hit Rate +2%. Create an aura within 300px that increases Physical and Magic Attack Strength by 80
    - Tactical Leader Pants: Same as above but with Phys and Magic Critical Hit Rate by 10%
    - Tactical Officer Shoulder: Same as above but with attack and casting speed by 10%
    - Tactical Lord Belt: Same as above but with +1% Evasion and Hit Rate, and increases all elemental attacks by 20
    - Tactical Chief Shoes: Same as the above belt but with movement speed by 10%
    Set Effect: Create an aura within 500px that increases STR and INT by 500. Attacks create a 1% chance of casting 20 second Super Armor for party members within a 500 px range. Your attack/movement/casting speeds +10% (Cooldown 30 seconds), and attack damage +25% and additional +10% every new party member.
    This is a great set and one you should most definitely keep if you get any pieces. I personally would want to get the entire set of this. The reason is because you don't need to equip your chron gears throughout the entire dungeon. Once you have buffed up your party members, you can switch to this set to give them even more bonuses by sticking close to them. Having aura effects is pretty much the final step in end-game since you can't do much more to buff your party after already using your buff skills.

    Infinity Requiem Set (Level 80 Plate)
    - Infinity Requiem Upper Plate Armor: Righteous Judgment +2, Righteous Judgment has a 20% chance of negating cooldown. Level 70 skill +1 for all classes.
    - Infinity Requiem Lower Plate Armor: Same as above but with Hammer of Repentance and level 60 skill +1
    - Infinity Requiem Plate Amice: Same as above but with Flash Sphere +3 and no extra skill +
    - Infinity Requiem Plate Coil: Same as the Amice above but with Deflection Wall
    - Infinity Requiem Plate Boots: Same as the Amice above but with Crashing Cross
    Set Effect: Pressure Wall +1. Attacks create a 5% chance of casting the Infinite Requiem buff for 5 seconds. Infinite Requiem decreases cooldown by -96% and MP consumption -80% for Pressure Wall at the cost of 60% attack Strength (The buff, upon activation, resets the remaining cooldown for Pressure Wall).
    A good set for your battlesader needs, but I believe the Mana Vortex Set pretty much blows this out of the park.

    Full Plate Armor Set (Level 85 Plate)
    - Plate Power Upper Armor: Phys damage from enemy attacks cast Super Armor for 5 seconds (Cooldown 5 seconds). Physical attacks create a 5% chance of casting Super Armor for 5 seconds (Cooldown 10 seconds). This item's Super Armor increases Phys/Magic Atk. +75 and Independent Atk. +100.
    - Plate Magic Lower Armor: Same as above but with magic.
    - Plate Range Armor Guard: Same as above but with ranged attacks. This item's Super Armor gives Crit Damage +15% instead.
    - Plate Absolute Armor Belt: Damage from enemy attacks creates a 20% chance of casting Super Armor for 3 seconds (Cooldown 10 seconds). Super Armor decreases damage from enemy attacks -30%.
    - Plate Wing Armor Boots: Atk Speed +2%, Move Speed +6%, Cast Speed +3%, Jump Strength +50. Damage from enemy attacks increases Atk/Move speeds by +5% and Cast Speed +7% (Cooldown 5 seconds). Damage from enemy attacks while you are standing, walking, or dashing increases all speeds +30% for 10 seconds (Cooldown 20 seconds).
    Set Effect: All stats +220, Atk/Move speeds +5%, Cast speed +20%. Attack Damage +40% during this item's Super Armor effect. Damage from enemy attacks creates a 30% chance of increasing Phys/Magic/Independent Atk.s +30 (Max 10 stacks).
    Well I guess it's a good thing you're tanky for this set, and it's certainly not a bad set. I'd still prefer Mana Vortex, however. Granted it's not like you can choose your epics.

    Mana Vortex Set (Level 85 Plate)
    - Magical Rainstorm: Casting Speed +5%, Skill MP consumption +15%, Skill cooldown -12%, Attack damage +10% (Smash)
    - Swirling Spiritual Power: Attack, movement, casting speed +5%, Skill cooldown -10%, all classes level 85 skill +1
    - Magic Cataclysm: Atk Speed +12%, Move Speed +5%, Cast Speed +15%, all classes level 30-45 skill+2, Attacks increase Basic Training's Atk by 150%
    - Mana Swirl: If 70% or more MP, Skill cooldown -10%, all classes level 80 skill +1
    - Stormy Essence: Movement speed +6%, Phys/Magic Crit Rate +5%, achieving 20 combos grants Phys/Magic/Ind Atk +4% for 30 seconds (Cooldown 30s)
    Set Effect: Phys and Magic Critical Hit Rate +10%. Skill MP consumption +15%, bonus damage +27%, resets skills with 30 or shorter cooldown every 10 seconds. Attack/Casting speeds +10% every 20 combos (Up to 100 combos and +50% Attack/Casting Speeds. Cooldown 10 seconds) and Basic Training Atk +20%
    I don't think it's even necessary for me to say why this set is so good. It's just THAT good. This is one of those sets that so many classes could use to make them way more stronger than any chrons could ever achieve. Yes, this plate armor set is REALLY THAT GOOD. Also, the Magic Cataclysm piece will help out your Jupiter's Hammer, as that actually is affected by Basic Training and also can replace +2 DI Holy Ista Top

    Accessories [G3300]
    Magic Seal Accessories
    Once again, Magic Seals are probably what you will be using the most. The same stats are preferred: VIT, SPR, etc. You'll eventually want to replace the accessories with chron sets. As far as Epics go, it's the same deal as armor. If you get an accessory, unless you know for a fact it's useless and you'll never use it, keep it because it can be quite good.
    Oblivious Necklace (Level 70)
    - All Elemental Damage +6 (at highest)
    - Magic Crit Rate +2%
    - Oblivious Set Effect: All Elemental Damage +18
    A decent Necklace to get if you're doing Forgotten Land. 6 Elemental Damage isn't much by itself, but all three pieces of the Oblivious set will give you +18 Elemental Damage from the individual pieces as well as the set bonus, giving you a maximum of +36 light damage.

    Essence Guardian Soul (Level 70)
    - Reflect damage you receive by 1000% when your HP is above 10%
    Not a bad necklace to get as it can help you out in the Towers. However, there's no need to get this because the Towers can also be cleared without this. Otherwise, there isn't really any use for this necklace.

    Essence Radiant Soul (Level 70)
    - Respond to enemy attacks with a 50% chance of casting a thunderbolt
    It's about the same as Guardian Soul. Chances are, you won't be using it much.

    Essence Necklace of Deadly Screams (Level 74)
    - Increases Damage by 8%
    Now this is a pretty good necklace to use as it'll increase all of your damage by 8%.

    Yellow Dragon Patterned Necklace (Level 70)
    - Increase Elemental Attacks
    Another decent necklace that increases your attack skills

    Essence Heart of Phantasmic Captain (Level 78)
    - Divine Invocation Skill Level +1
    - Divine Invocation duration -20%
    - Divine Invocation cooldown -30%
    - Divine Invocation restores 3% Max HP for your party.
    A necklace that couples well with Essence Hidden Cross of Ramnu. However you'll eventually want to use Chron sets so don't go too crazy for this.

    White Dazzling Necklace (Level 80)
    - Light Damage +14

    Essence Kartel's Red Muffler (Level 82)
    - 500px aura that increases STR/INT +55 and Phys/Magic Crit +5%
    Pretty much one of the only aura necklace.

    Ygdram - Origin of Nature (Level 60)
    - All elemental resistances +14
    - All elemental damage +18

    Gigantic Presence Necklace (Level 85)
    - All elemental damage +18
    - Set effect: Skill cooldown -10%, Skill Atk +10% (Negates Atk. buff effects), Attacks create a 5% chance of increasing STR/INT +10% for 30 seconds (Cooldown 30 secs), MP consumption +20%

    Great Glory Necklace (Level 85)
    - All elemental damage and resistance +16
    - Phys and Magic Crit Rate +3%
    - Set Effect: Attacks create a 5% chance of increasing STR/INT +100 for 20 seconds, Damage from enemy attacks stuns all enemies in a 300 px range for 3 seconds (Chance decreases if targets are lvl 91 or above and increases if lvl 90 or below, Cooldown 5 seconds)
    Time Defier Necklace (Level 70)
    - Attacks create a 2% chance of resetting one of used skills with the shortest cooldown (Skills with 60 or longer remaining cooldown are excluded)
    Set Effect: Attack speed +3%, casting speed +4%. Attacks create a 2% chance of resetting one of used skills with the longest cooldown (Cooldown 60 seconds). Casting skills does the same thing. Damage from enemy attacks also does the same thing.

    Superstar Necklace (Level 80)
    - Casting creates a 5% chance of casting a 10-second Super Armor on you (Cooldown 30 seconds). Casting creates a 5% chance of increasing INT +70 for 15 seconds (Cooldown 30 seconds).
    Set Effect: Indomitable Spirit casts Super Armor for 10 seconds. The item's optional Super Armor increases your attack damage +30% and speeds +10% and decreases damage from enemy attacks by -20%.

    Refined Chaos Stone Necklace (Level 85)
    - Confuses you every 30 seconds at 30 second intervals. While confused, your attack damage +20% (Smash effect)
    Set Effect: HP Max +880 (Actual +7143), all elemental resistances -24, all elemental damage +18, phys and magic critical hit rate +12%, attack damage +20%.

    Executioner's Butchery Necklace (Level 85)
    - Attack speed, casting speed, phys and magical critical hit rate +5%.
    - 7% more damage on enemies with 70% or more HP. (Smash)
    - 15% more damage on enemies with 20%-69.99% HP.
    - 22% more damage on enemies with 19.99% or lower HP.

    Shape of Avarice (Level 85)
    - Aditional Damage +9% (Infinite version gives +25%)
    Enhanced Titan Ring (Level 60)
    - The bonus is that it gives Base Attack Strength
    A decent ring that increases your attack skills

    Golden Black Pearl - Mist (Level 65)
    - Magic Counter Attacks do 17% more damage
    Due to the situational nature of this, you probably won't be using it much. You certainly won't be going out of your way to get this ring. If you stumble upon it, it may provide useful for certain dungeons and situations.

    Gold Ancient Elven Ring (Level 65)
    - Magic Attack with a 6% chance of increasing your INT by 8% for 30 seconds
    This ring, on the other hand, can provide a big boost to your INT. One of the more better rings.

    Oblivious Ring (Level 70)
    - All Elemental Damage +6 (at highest)
    - ATK and Move Speeds +2%
    - Oblivious Set Effect: All Elemental Damage +18
    A decent Ring to get if you're doing Forgotten Land. 6 Elemental Damage isn't much by itself, but all three pieces of the Oblivious set will give you +18 Elemental Damage from the individual pieces as well as the set bonus, giving you a maximum of +36 light damage.

    Enherja - Warrior's Honor (Level 20)
    - Create an aura with 450 px that increases the STR for your party by 80
    You'll want as many aura-type items as possible when at end-game after you're done buffing, and this is the only aura Ring around for STR.

    Mirn - Repository of Knowledge (Level 20)
    - Like Enherja, but with INT

    Filir - Cool-headed Judgment (Level 80)
    - INT +15% and Magic Crit Rate +3% for 30 seconds every 25 seconds (Activated 10 seconds after item is equipped)

    Watchman Leader's Ring (Level 85)
    - Attacks have a 3% chance of using 3 clear cube frags to increase the party's Phys Atk +50, STR +70, and Phys Crit Rate +10% for 20 seconds (cooldown 20s)
    - Casting has a 3% chance of using 3 clear cube frags to increase the party's Magic Atk +50, INT +70, and Magic Crit Rate +10% for 20 seconds (cooldown 20s)
    This is better than Warrior's Honor, but it's not an aura so you'll have to be active to proc this, and this will make it not as consistent. Not a bad item at all, however.

    Ramnu's Heart (Level 85)
    - VIT +132 (Higher than a Ring's normal amount)
    - If 75% more HP, VIT +100
    - If 74.99-50%, VIT +200
    Useful for getting a bunch of VIT before casting SoP + Slow Heal, but you can't take advantage of this in the beginning of the dungeon because this forces you to wait 10 seconds to buff either DI or Strike/WB, because you need 9 vow and 3 silent prayer.

    Lion's Heart (Level 85)
    - Like Ramnu's Heart, but with SPR

    Gigantic Presence Ring (Level 85)
    - Phys and Magic Atk + 40
    - Independent Atk +51
    - STR/INT +59
    - Set effect: Skill cooldown -10%, Skill Atk +10% (Negates Atk. buff effects), Attacks create a 5% chance of increasing STR/INT +10% for 30 seconds (Cooldown 30 secs), MP consumption +20%

    Great Glory Ring (Level 85)
    - Phys and Magic Atk +55
    - Independent Atk +83
    - STR/INT + 59
    - Atk/Move Speed +3%, Casting Speed +5%
    - Phys/Magic Crit Rate +5%
    - Set Effect: Attacks create a 5% chance of increasing STR/INT +100 for 20 seconds, Damage from enemy attacks stuns all enemies in a 300 px range for 3 seconds (Chance decreases if targets are lvl 91 or above and increases if lvl 90 or below, Cooldown 5 seconds)

    Time Defier Ring (Level 70)
    - Damage from enemy attacks creates a 5% chance of resetting the skill with the shortest cooldown from among the skills recently used (Skills with 60 or longer remaining cooldown are excluded).
    Set Effect: Attack speed +3%, casting speed +4%. Attacks create a 2% chance of resetting one of used skills with the longest cooldown (Cooldown 60 seconds). Casting skills does the same thing. Damage from enemy attacks also does the same thing.

    Dazzling Spirit Ring (Level 75)
    - Light Resist +22
    - Light Damage +35
    - Attacks create a 3% chance of electrocuting enemies for 7 seconds (cooldown 10 seconds). Damage from enemy attacks create a 20% chance of consuming 1 white cube fragment and summoning a level 81 Alicia for 60 seconds (cooldown 60 seconds)

    Superstar Ring (Level 80)
    - Attacks create a 3% chance of casting a 10-second Super Armor on you (Cooldown 30 seconds). Attacks create a 3% chance of increasing STR +70 for 15 seconds (Cooldown 30 seconds)
    Set Effect: Indomitable Spirit casts Super Armor for 10 seconds. The item's optional Super Armor increases your attack damage +30% and speeds +10% and decreases damage from enemy attacks by -20%.

    Refined Amnesia Stone Ring (level 85)
    - Skills create a 15% chance of resetting one of used skills (Cooldown 20 seconds)
    - Skills create a 2% chance of resetting all used skills (Cooldown 90 seconds)
    Set Effect: HP Max +880 (Actual +7143), all elemental resistances -24, all elemental damage +18, phys and magic critical hit rate +12%, attack damage +20%.

    Assassin's Blade Ring (Level 85)
    - Phys and Magical Critical Hit Rate +7%
    - 10% more Critical damage on enemies with 70% or more HP.
    - 20% more Critical damage on enemies with 20-69.99% HP.
    - 30% more Critical damage on enemies with 19.99% or lower HP.

    Remnants of Avarice (Level 85)
    -Crit damage +15% (Infinite version gives +30%) (Smash)
    Oblivious Bracelet (Level 70)
    - All Elemental Damage +6 (at highest)
    - Phys Crit Rate +2%
    - Oblivious Set Effect: All Elemental Damage +18
    A decent Bracelet to get if you're doing Forgotten Land. 6 Elemental Damage isn't much by itself, but all three pieces of the Oblivious set will give you +18 Elemental Damage from the individual pieces as well as the set bonus, giving you a maximum of +36 light damage.

    Bracelet of Deadly Screams (Level 74)
    - Increase Physical and Magic Critical Rate by 9%
    Mainly used for the extra Magic Critical Hit Rate you'd get.

    Spiritual Power of the Illusion (Level 76)
    - Creates an aura that increases the INT by 60 of anyone in a 400px range
    A decent bracelet to use due to all of that INT.

    Yellow Dragon Motif Bracelet (Level 70)
    - 7% more damage to Human type enemies
    Sort of like Banishing Finger, situational, but I don't think this is worth getting.

    Mirn - Ruthless Decision (Level 40)
    - Magic attack damage +8% (Smash)

    Ygdram - Ascending Dragon (Level 70)
    - Magic Crit Rate +3%
    - Magic Rear Attack Skill +2
    - Magic attack damage +10% (Smash)

    Light Knights Armor (level 85)
    - Light Resist +24
    - Light Damage +5
    - Stun Tolerance +24
    - Electrocution Tolerance +24
    - Attacks create a 3% chance of casting thunderbolt. (Thunderbolt creates a 100% chance of Shocking its target, inflicting additional damage at 1,000 Atk. in each attack.)
    - Attacks create a 20% chance of inflicting +50,000 light damage

    King's Road Keeper: Sacred Light (Level 85)
    - Light Resist +18
    - Light Damage +24
    - Attacks create a 2% chance of Shocking their targets, inflicting additional 800 damage in each attack for 5 sceonds (Chance decreases if target lvl is 91 or higher, and increases if lvl 90 or below)
    - Damage received from Shocked enemies casts Thunderbolt and Shocks all enemies in one screen, inflicting additional 1,500 damage in each attack for 5 seconds (Chance decreases if target lvl is 91 or higher, and increases if lvl 90 or below)

    Gigantic Presence Bracelet (Level 85)
    - Phys and Magic Crit rate +12%
    - Set effect: Skill cooldown -10%, Skill Atk +10% (Negates Atk. buff effects), Attacks create a 5% chance of increasing STR/INT +10% for 30 seconds (Cooldown 30 secs), MP consumption +20%

    Sorcerer's Sorcery Hoop (Level 85)
    - When equipped, grants an aura of 400 px that increases the Phys/Magic Crit rate by 7%, STR/INT by 50, and VIT/SPR by 45
    Another aura item you'll want to get as it's the only one for bracelets.

    Hyper mecha Tau Wrist Joint (Level 85)
    - Attack Damage +11% (Smash)

    Great Glory Bracelet (Level 85)
    - Phys/magic Crit +2%
    - Attack Damage +10% (Smash)
    - Counterattack damage +5% (Smash)
    - Set Effect: Attacks create a 5% chance of increasing STR/INT +100 for 20 seconds, Damage from enemy attacks stuns all enemies in a 300 px range for 3 seconds (Chance decreases if targets are lvl 91 or above and increases if lvl 90 or below, Cooldown 5 seconds)

    Time Defier Armlet (Level 70)
    - Magical Critical Hit Rate +4%
    - Casting creates a 3% chance of resetting the skill with the shortest cooldown from among the skills recently used (Skills with 60 or longer remaining cooldown are excluded).
    Set Effect: Attack speed +3%, casting speed +4%. Attacks create a 2% chance of resetting one of used skills with the longest cooldown (Cooldown 60 seconds). Casting skills does the same thing. Damage from enemy attacks also does the same thing.

    Superstar Armlet (Level 80)
    - Damage from enemy attacks creates a 20% chance of casting a 10-second Super Armor on you (Cooldown 30 seconds). Damage from enemy attacks creates a 20% chance of increasing your STR/INT +35 for 15 seconds (Cooldown 30 seconds).
    Set Effect: Indomitable Spirit casts Super Armor for 10 seconds. The item's optional Super Armor increases your attack damage +30% and speeds +10% and decreases damage from enemy attacks by -20%.

    Refined Destructive Magic Stone Bracelet (Level 85)
    - 15% more damage on enemies with 30% or lower HP. (Smash)
    Set Effect: HP Max +880 (Actual +7143), all elemental resistances -24, all elemental damage +18, phys and magic critical hit rate +12%, attack damage +20%.

    Structure of Avarice (Level 85)
    - Atk damage +15% (Infinte version gives +30%) (Smash)

    Sub Equipment [G3400]
    Magic Seal Sub Equipment
    You know the deal.

    The King's Book of Secrets - Paladin (Level 60)
    - Increases Apoc by 1
    - Increases RoL by 1
    A decent sub-equip

    Song of Himan Stella - Crusader (Level 60)
    - Increases Slow Heal Upgrade by 1
    - Increases Spear of Victory Upgrade by 1
    Now this is a better sub equip to get. You'll want to get Slow Heal Upgrade + 1 somehow if you want to truly min-max.

    Ruby Spirit (Level 60)
    - All Elemental Damage +10 (At highest)
    - Phys and Magic Crit Rate +3%
    An item gotten by buying it through Joah with 2,000 Iridescent Metastatic Crystals. A decent sub equip to get since more elemental damage and crit rate is always good.

    Ceave's Talisman: Crusader (Level 65)
    - Increases Slow Heal Upgrade by 1
    - Increases RoL Upgrade by 1
    This being a higher level will have more stats, but it's only +4 more at max. The RoL upgrade isn't as useful as Song of Himan Stella's +1 Spear upgrade but it's still a +1 to Slow Heal Upgrade so either this or Song of Himan Stella is fine to use.

    Louise Futon's Sensibility: Arm Warmers - Crusader (Level 70)
    - Increases BoP Upgrade by 1
    - Increases Hammer Upgrade by 1
    A decent one due to the +1 to Hammer Upgrade

    Emperor's Secret Book - Paladin (Level 70)
    - Apoc +1
    - AoC +2
    An increase to our awakening active and passive? Not bad at all, I quite like this sub equip.

    Quarts Spirit (Level 75)
    - Phys and Magic Crit Rate +3%
    - All Classes' level 30 skills +1
    An item gotten by buying it from Joah for 2000 Iridescent Metastatic Crystals. Not very many sub equips will give you a +1 DI, but this is one of them. Definitely what you want to get for DI buffing/switching.

    Iridescent Spirit (Level 75)
    - Phys Power, Magic Power, Base Attack +66 (At highest)
    - All 4 base stats +34 (At highest)
    An item gotten by buying it from Joah for 4000 Iridescent Metastatic Crystals. A sub equipment that powers up any class through the increase of the Phys/Magic Power and Base Attack increase. It's a decent increase with the amount of base attack it gives, but it should not be high in your priorities considering there's already the Ruby Spirit and Quarts Spirit that give elemental damage or +1 DI.

    Blue Dragon Cape (Level 77)
    - When equipped, casts the Camouflage buff for 15 seconds, your Phys/Magic Critical Rate is increased (Either 12% or 15%, the value changes if I switch between more Info or less), do 10% more damage on Critical Hit Rates, but you receive 20% more damage from enemy attacks. Cooldown is 30 seconds
    Wow, that's one heck of a list of effects. As you can see, it's certainly not a bad sub equip. If you truly wanted this, you can go for it.

    Ancient Tome of Nobility - Crusader (Level 80)
    - Spear Upgrade +1
    - RJ Upgrade +1
    A decent sub equip.

    Minos's Secret - Paladin (Level 80)
    - Apoc +1
    - Pressure Wall +1
    - Flash Shrapnel +1
    Not a bad one to get since a boost to your awakening and two EX skills is pretty good.

    Militia Captain's Armband (Level 85)
    - Creates a 500 px aura that increases STR/INT by 80, Phys/Magic Atk. by 40, and Independent Atk. by 55
    The best and only sub equip aura item.

    Chief Bwanga's Armband (Level 60)
    - All stats +118
    Boosts quite a bit of stats but since it's a level 60, you can't really get it through hells.

    Book of Transcendence - Buff Paladin (Level 60)

    - Increase Apoc by 2
    - Increase FoL by 2
    A pretty good sub equip if you got it somehow.

    Book of Transcendence - Battle Paladin (Level 60)
    - Increase Apoc by 2
    - Increase Hammer by 2
    I'd say this is actually a good sub equip to use regardless of whether you're a FS or BS.

    Warlord Talisman: Crusader (Level 60)
    - Increase Slow Heal Upgrade by 1
    - Increase Spear of Victory Upgrade by 1
    - Increase RoL Upgrade by 1
    A pretty good sub equip for FS if you somehow got it.

    Dragon Gold Adornment (Level 70)
    - All stats +131
    This is an upgrade to Chief Bwanga's Armband, though it being at level 70 means doing time gate hells normally (excluding gambling on the Hero's Sub Equipment pot), and honestly that's not really worth it.

    Ares Armguard - Crusader (level 70)
    - Spear Upgrade +1
    - Deflection Wall Upgrade +1
    - RJ Upgrade +1
    This is definitely a sub equip oriented for BS, and it's a pretty good one too.

    Great Sage's Real Intention - Paladin (Level 70)
    - Apoc +2
    - AoC +1
    - Healing Wind +1
    - FoL +1
    Man, if you can somehow get this, you're practically set for FS for a long while.

    Navarre's Insignia (Level 75)
    - All classes level 1-80 all skills +1 (Special Skills excluded)
    - Damage from enemy attacks creates a 5% chance of casting one of the following effects for 20 seconds (cooldown 100 seconds): summons Brigadier General Navarre, summons Biyan, summons Unstoppable Kon.
    Looks pretty good, right? Unfortunately, it's not actually worth much. The main draw for this would be +1 DI and +1 Apoc, but there are cheaper alternatives or better load-outs. Suppose you have the entire 9 vow set, meaning you only have room for 2 equipment that are not chrons. One of those slots is the obvious weapon, so that leaves one more room, and this will be between Top, Sub-Equip, and Magic Stone. Top would be the best choice because of the Holy Ista top for +2 DI, so Navarre's Insignia should be avoided for this scenario. Suppose you use it for +1 Apoc. Well, there is a cheaper and less time-consuming way to get +1 Apoc, and that's simply to buy a unique sub equip that has +1 Apoc. If you do get it though, it can make for a good upgrade if you already have a +1 Apoc sub equip, since it'll boost other skills like Holy Sanctuary and AoC.

    Ziben Empire's Armband (Level 80)
    - All stats +143
    Now there's an epic you can get while doing hell modes at power station!

    Athena's Wisdom - Crusader (Level 80)
    - Flash Sphere Upgrade +1
    - Hammer Upgrade +1
    - RJ Upgrade +1
    Honestly, the only way this could be better is if it replaced Flash Sphere Upgrade with Deflection Wall Upgrade. It's quite good for BS.

    Hera's Protection - Paladin (Level 80)
    - AoC +2
    - Apoc +1
    - Pressure Wall +1
    - Flash Shrapnel +1
    Well, it's another good one for BS, albeit oriented more towards awakening and EX skills rather than TP skills.

    Resolution of the Awakened - Saint (Level 80)
    - Holy Sanctuary +2
    - Thunder Hammer: Jupiter +2
    I suppose this isn't too bad to use considering both Holy Sanctuary and Thunder Hammer: Jupiter are quite good.

    Worshipful General's Textbook (Level 85)

    - Skill level +1 for all TP skills
    Well, if you can somehow get this, it'll be a good upgrade from a Song of Himan Stella - Crusader.

    Time Traveler's Silver Watch (Level 85)
    - All classes level 1-80 all skill level +1 (Special Skills excluded)
    - Consumes a Clear Cube Fragment every 20 seconds and resets one of used skills whose cooldown is 40 seconds or less.
    This is basically a better Navarre's Insignia. This is more worth it because of the secondary effect, compared to Navarre's Insignia. That does make this a more battlesader-oriented item, however.

    Vestiges of Avarice (Level 85)
    -Phys/Magic Atk +110, Ind. Atk +149
    -STR/INT +128, VIT/SPR +40

    Infinite Vestiges of Avarice (Level 85)
    -Phys/Magic Atk +198, Ind. Atk +259
    -STR/INT + 205, VIT/SPR +40
    Magic Seal Magic Stone
    You know the deal.

    Quarts Metastatic Ore (Level 65)
    - Increases Light Damage +12 (At highest)
    A magic stone you can get by buying from Joah for 1500 Iridescent Metastatic Crystals. This is a cheaper, guaranteed alternative to Alicia's Tear, but it also has way less Light Damage than Alicia's Tear. If you truly must go after a magic stone, I recommend going for the Iridescent Metastatic Ore instead.

    Alicia's Tear (Level 65)
    - Increases Light Damage +30 (At highest)

    Titan's Reinforcement Bead (Level 65)
    - Increases Base Attack Strength
    This one is pretty good, though Alicia's Tear is better.

    Diamond Totem Pole Fragment (65)
    - Increases all 4 base stats up to +91 instead of the regular 45

    Elven Warrior's Medal: Crusader (Level 65)
    - Increases Pressure Wall +2
    This is one of the only few magic stones that increases the EX Active skills. It's decent, but others are better.

    Iridescent Metastatic Ore (Level 75)
    - All Elemental Damage +18 (At highest)
    A magic stone you can get by buying from Joah for 3000 Iridescent Metastatic Crystals. The other cheaper (but not as cheap), guaranteed alternative to Alicia's Tear. This one, while still not even close to being the same as an Alicia's Tear, is at least a better one to get than the Quarts Metastatic Ore. I highly recommend getting this tear if you need a light damage magic stone but cannot afford an Alicia's Tear.

    Florae Shape Stone (Level 75)

    - Increases Light Damage +33
    Basically a better Alicia's Tear

    Diamond (level 75)
    -Increases all 4 base stats up to +106

    Erudite Medal - Paladin (Level 75)
    - Flash Shrapnel +2
    Instead of Pressure Wall, it's Flash Shrapnel. You're better off getting an elemental magic stone.

    Blue Dragon Orb (Level 77)
    - Receive 7% less damage when you get hit
    It also gives out some Base Attack Strength, but I think there other better Magic Stones for you to get.

    Essence Harmony Stone of Domination (Level 78)
    - Attacks create a 6% chance of granting INT +120 for 28 seconds at the cost of 120 STR
    You can get quite a bit of INT from this, and it's not like you need STR.

    Essence Dark Spirited Thunderbolt Stone (Level 78)
    - Light Damage +14
    - 10% more damage on Undead enemies
    A decent one to get, though as it's an essence item, it'll be quite expensive and you'll most likely want other, better things.

    Dusky West Gem (Level 85)
    - Creates a 500 px aura that increases STR/INT/VIT/SPR by 85
    The best and only aura item for magic stones

    Platoni's Gold Stone (Level 65)
    Gives a LOT of stats, 147 to STR, INT, VIT, and SPR at 100% Superior.

    Glaerin's Tear (Level 65)
    - Increases Light Damage
    This is even better than Alicia's Tear. Aside from giving more stats (STR, INT, VIT, and SPR), this also gives more Light Damage. At the highest, it gives +45 Light Damage.

    Samm Jang's Meditation (Level 65)
    - Increases Base Attack Strength
    Imagine this to be like Titan's Reinforcement Bead but better. However, Glaerin's Tear is still better.

    Iris's Memento: Crusader (Level 65)
    - Increases Pressure Wall by 2
    - Increases Flash Shrapnel by 2
    A much better Elven Warrior's Medal, since this one gives an increase to Flash Shrapnel. If you stumble upon this, it can be a pretty good magic stone to use.

    Terrastone (Level 75)
    - Increases all 4 base stats by 164

    Florae Core (Level 75)
    - Light Resist +22
    - Light Damage +50

    Boost Talisman Stone - Paladin (Level 75)
    - Pressure Wall +1
    - Flash Shrapnel +1
    - Pressure Wall and Flash Shrapnel each have a 50% chance of activating at 4 levels higher

    Ruinous Talisman Stone - Saint (Level 75)
    - Holy Sanctuary +2
    - Divine Flash +2

    Dethroned King's Tears (Level 85)
    - Attack Damage +15%
    - Damage from enemy attacks +10%

    Source of Avarice (Level 85)
    -All elemental damage +45, all stats +61

    Infinite Source of Avarice (Level 85)
    -All elemental damage +70, all stats +61

    Infinite Origine of Avarice (Level 85)
    -All stats +242

    Chronicle [G3500]
    Chronicles are equips that you can get by doing Otherverse (OV) or by buying them with materials either gotten from the OV Dungeons themselves or other dungeons. These will be what you'll primarily use the most in the end. Without further ado, let's get started on some Chronicles.

    At level 70 is when you can start doing OV dungeons. When you do OV2 dungeons, you can get Chronicle 2 equips. Chronicle 2 equips have different effects on them:

    Equipment pieces may have things such as Retention, Fierce, Force, etc. followed by a skill name. The words before the skill name will tell you what kind of effect the skill would have. For example, if a piece had Fierce, that means the cooldown and MP consumption is lowered. If a piece had Force, then the skill increases its damage.

    For the most part, in OV2, you'll be equipping any pieces that can allow you to get more Exorcism Parameter, because if you don't have enough, your stats will suffer. However, some Chronicle 2 pieces you might want to have are Force/Fierce Hammer and/or Force RoL for buff-swapping. But what you will really want are the Set Pieces.

    Silent Prayer
    3 Set:

    - Increase Strike's Phys Attack Strength by 18 and Hit Rate by 1%
    - Increase WB's Magic Attack Strength by 10 and INT by 12
    6 Set:
    - Increase Strike's Phys Attack Strength by 20 and Hit Rate by 1%, duration +30%
    - Increase WB's Magic Attack Strength by 13 and INT by 16, duration +30%
    - Increase FoL's Attack and Movement Speed by 2%
    9 Set:
    - Decrease DI's cooldown by 6 seconds
    - Increase DI's STR and INT bonus by 40 and duration +30%
    - RoL +5% direct attack casting with damage +20%. Thunderbolt from getting hit by magic attacks has damage +20%
    As you can see, this set is pretty amazing. In total: Strike would get +38 Phys Attack Strength and 2% Hit Rate; WB would get +23 Magic Attack Strength and 18 INT; FoL's Attack and Movement Speed are increased by 2%, DI's cooldown is decreased to 6 and has 40 more STR and INT, and RoL gets better. You'll want to shoot for at least 3 set.

    Divine Grace Set
    3 Set:

    - Slow Heal HP restoration +30%
    - Fast Heal restoration +30%
    - Cure: Abnormal status effect levels +8 and cooldown -20%
    6 Set:
    - Slow Heal HP healing time -30%
    - Fast Heal restoration +20%
    - Sign's VIT increase +30%
    - FoL cooldown -50% and HP restoration +100%
    9 Set:
    - Cure cooldown -30%
    - Sign HP increase +40%
    - Healing Wind cooldown -30% and HP/MP restoration +100%

    I don't like this set as much. It's mainly focused on healing and keeping your party alive but if your skills before even getting this set should be enough to keep your party up. If you find that you need this set to keep your party alive, I'd recommend you get a new party. Competent parties will usually benefit more from having higher damage so I wouldn't recommend this set.

    Bloody Baptism Set
    3 Set:

    - Spiritual Sacrifice Casting Speed Increase +50%
    - Spear size +20% and immobilizing duration +20%
    - Hammer cooldown -20% and Attack Strength +10%
    6 Set:
    - CC your Attack Strength Increase +5%
    - Hammer cooldown -20% and Attack Strength +10%
    - Deflection Wall cooldown -40%, size +30%, and Attack Strength +20%
    9 Set:
    - Spear cooldown -20%, size +30%, immobilizing duration +30%
    - Pressure Wall cooldown -30%, Attack Strength +20%, size +30%, and wall movement speed +60%

    This set, as you can see, is more oriented by BS. It's definitely a pretty good set. The bonuses to wall and hammer are amazing and the changes to spear also make it pretty good. You're pretty much using walls, hammer, and spear with this set and considering your two most damaging skills are basically wall and hammer, this is a set I fully welcome

    In OV3, you can get Chronicle 3 equips. These work differently than Chronicle 2s. For one thing, unlike Chronicle 2 where you can equip whatever pieces you want, you can only equip Chronicle 3 equipment that are the same as your class. In this case, you can only equip Priest type equipment: Exorcist, Monk, Avenger, or Crusader. Obviously, you'll want to get Crusader parts, but there are some other points about why these are different from Chronicle 2. When you get Crusader equipment, you'll notice that they'll basically have no effects on them. What's the deal? Well, getting an effect on Chronicle 3 is different than Chronicle 2. You get these Dimensional Auras (Red, Blue, or Green) which you can use to infuse various effects on the equips.

    Red - Increases Attack Strength of any skill that is possible to enchant (This will be less than what a Chronicle 2 Force piece would give).

    Blue - Decreases Cooldown and MP Consumption of any skill that is possible to enchant (This will be less than what a Chronicle 2 Fierce piece would give).

    Green - Various effects: Some could increase range, increase STR/INT given, increase HP Recovery, it all depends on the skill.

    Completed (Red/Blue/Green) Auras - has a 100% chance to succeed. This is what you want to use if you want a successful double imbue.

    You might be wondering what's so special about these pieces if the Reds and Blues give less than Chronicle 2 pieces. Here's where it gets better (and riskier). What you can do that you couldn't do with Chronicle 2 equips is give an item two different effects. With Chronicle 3, you can choose to give a skill more power with Red and then lower cooldown with Blue. Or you can choose to use Greens for two different skills that can increase your buffs. Or you can make two different skills more powerful with Reds or make them have lower cooldowns with Blues. By itself, it would be inferior to Chronicle 2 (Except for Greens as the effects may be different or unobtainable in Chronicle 2 equips) but combine and mixed up, it can be proved to be much better. You could have Red and Blue Hammer, meaning stronger Hammers in a shorter amount of time. Could Chronicle 2s do that? Maybe make it stronger or have a lower cooldown, but definitely not both together. Some infuses you may be interested in:

    - Red Hammer
    - Red RJ
    - Blue Hammer
    - Blue RJ
    - Green Hammer (Good for swapping into when you need higher repentance chances)
    - Blue Spear
    - Green Spear
    - Blue Healing Wind
    - Green DI (You may want to go for this first, it gives +2 STR and INT to DI, and remember that you can stack this on all pieces)
    - Green Strike
    - Green Wisdom Blessing

    Also, another thing about Chronicle 3s. You can't infuse Exorcist, Monk, or Avenger equipments. They're just there to provide you with Exorcism Parameter.

    Now let's move on to the sets, because this is where it gets really good.
    Vow of Silence:
    3 Set:

    - Strike Duration +20%, Weapon Hit Rate +20%
    - Wisdom Blessing +20%, INT +20
    6 Set:
    - Strike's Physical Attack Strength +33, cooldown -2 seconds, duration +30%
    - Wisdom Blessing's Magic Attack Strength +20, cooldown -2 seconds, duration +30%
    9 Set:
    - Divine Invocation's cooldown +40%, STR +68 and INT +56, duration +30%

    Holy moly, do you see that DI bonus? That's AMAZING! Also the 3 and 6 Set bonuses are pretty good as well. You should pretty much be going for a 9 set with this. If you want the best Strike, you should get 6 Vow and 3 Silent Prayer. I'll show you why it's such a good combo.

    Note: The following scenario has an old buff formula that is not what is currently used in DFO's sytem. However, it is still a good illustration of how good increasing the skill values are as the principle still applies.
    Let's say you have 6 Vow and 3 Silent Prayer, which gives Strike +51 Phys Attack bonus. Strike at our current max gives +20 Phys Attack. If we add in the best case scenario, you'll have a Cross of Boiling Blood that gives Strike another +20 Phys Attack. So Strike would give a total of 91 Phys Attack. Let's say for this scenario we have 2500 VIT. So with the buff formula (courtesy of Rhaeven), we have:
    Buff Total = Buff Base * (1+ VIT or SPR/422)
    Strike Phys Attack Bonus = 91 * (1 + 2500/422)
    Strike Phys Attack Bonus = 630.099

    But CoBB is extremely hard to get, so let's say we have just 71 Phys Attack instead for Strike:
    Strike Phys Attack Bonus = 71 * (1 + 2500/422)
    Strike Phys Attack Bonus = 491.616

    As you can see, you can give a player A LOT of Phys Attack from Strike with this set up.

    Shout of Triumph:
    3 set:

    - LoD cooldown -20%
    - Sign Phys/Mag Def increases +20% and duration +20%
    - RoL Mag Def increase +30% and duration +20%
    6 set:
    - LoD cooldown -30%
    - Sign Phys/Mag Def increases +50%
    - RoL Mag Def increase +50%
    - Healing Wind cooldown -30% and damage absorption +30%
    9 set:
    - RoL hits with a 20% more chance of casting thunderbolt.
    - Healing Wind cooldown -50% and damage absorption +50%

    I don't like this set just like I don't like Divine Grace. Since this is once again based on survivability and not increasing damage, it is not as helpful for competent parties. Therefore, I do not recommend getting this set (Doesn't stop OV from giving me a bunch of this set though! At least I can get some Nihil stones and fragments from them)

    Spiritual Revelation:
    3 set:

    - RJ Cooldown -20% and Atk +20%
    - DW Cooldown -10%
    6 set:
    - Mace skill Atk +20%
    - Miracle Splitter Atk +30% and Cooldown -20%
    - RJ Casting Speed +30% and Atk +30%
    9 set:
    - Doom Spear Cooldown -30% and Atk +30%
    - RJ Attack Range +20%, Atk +30%, and cooldown -20%
    - Miracle Splitter Cooldown -15% and Atk +15%

    This battle set from Chron 3 is also a dang good battle set. It still boosts spear just like Bloody Baptism. The main reason to get this is for the 6 set effect, mainly the Mace increase, for gear-swapping purposes.

    Also, one thing to note, you can actually mix up Chronicle 2 and 3 sets. For example, if you wanted to give a lot of Magic Attack Strength and INT from WB, you can have a mix of 6 Set Silent Prayer and 3 Set Spiritual Revelation.

    Titles [G3600]
    These are just some of the titles you can look out for (listing every viable one will keep me here forever). You pretty much want titles that can increase INT, VIT, SPR, Base Attack, or some combination or that increases your damage by a certain percentage
    I'm Level 70
    - Gives a pretty good amount of stats for just reaching the level cap.

    The Ironscale Admiral
    - With stats all around, also gives a buff every 40 seconds (20 second duration) that gives you more VIT, Fire Resist, and Speeds. Also gives 4% more gold in dungeons.

    Reaper's Call
    - Stats all around, has a chance to increase your Critical Hit Rate when you attack/cast and can summon an APC at a 2% chance when you get hit.

    King's Protection Guard
    - Gives a lot of VIT

    Blood Donor
    - Stats all around, you get more Exorcism Parameter along with more Inventory Weight, HP, MP, and Movement Speed.

    Shadowless Kick
    - Gives VIT and SPR and +1% Hit Rate

    Three Wishes
    - Gives VIT and SPR, cast with a 3% chance of increasing your INT by 30 and Magic Critical Hit Rate by 3% for 10 seconds

    Sand Man
    - Gives VIT, SPR, DEF, MDEF, and +3 Magic Critical Hit Rate

    Training Officer
    - Gives VIT, SPR, and all Speeds increase by 1%

    New Sword
    - Add 100 STR, INT, VIT, and SPR for 50 seconds and 100 second intervals.

    Blue Wave (Event Package)
    - Base Attack +40, all stats +50, HP/MP max +300, speeds +2%

    Hot Summer (Event Package)
    - Phys/Mag Power +35, Base Attack +50, all stats +40, HP/MP max +300, speeds +2%

    The Awakened Ones (Event Package)
    - Speeds, Crit Chance, and Hit Rate +3%
    - Can enchant a skill +1 or +2. Important ones are +2 DI and +2 Apoc

    KATANA (Event Package)
    - Speeds and Crit Chance + 3%, Hit Rate +2%, All Elemental Damage +13
    - Attacks create a 5% chance of granting all stats +25 for 30 seconds. Attacks create a 5% chance of increasing all speeds by 2% for 30 seconds.
    KUNAI (Event Package)
    - Same as KATANA but instead of Elemental damage, it is Crit Chance +10%
    NINJA (Event Package)
    - Same as KATANA but instead of Elemental damage, it is Attack damage +10% (Smash)

    Sweet Dreamer[Squirrel]
    -+1 to 25-30 skills, but beads could add +2 to DI, getting a total of +3 DI
    Sweet Dreamer[Panda]
    -Same as Squirrel, except it's +1 to 30-35 skills.

    Avatars, Emblems, and Insignias[G3700]
    Avatars, while some are for cosmetics with no stats given (Though there are very few), do have a purpose in this game. Each piece can give an effect.
    Hat/Hair: Increase INT, SPR, Casting Speed, HP/MP Regen
    Face/Torso: Increase Attack Speed, Abnormal Status Resist, Hit Recovery, Magic Defense
    Top: +1 to a skill (Rare also gives +1 to both starter skills)
    Bottom: Physical Defense, Max HP, Max MP
    Shoes: VIT, STR, Jump STR, Movement Speed
    Waist: (Fire/Water/Light/Dark) Resist, Evasion Rate, Inventory Weight
    Skin: Physical/Magic DEF, also gives Hit Recovery in addition to the DEF.

    What you should look for:
    Hair/Hat: SPR (For FS obviously, but it can still work on BS) or INT (For BS)
    Face/Torso: Abnormal Status Resist or Attack Speed
    Top: +1 DI of course
    Bottom: Your choice really. Though I recommend Max HP
    Shoes: VIT or Movement Speed, since you are pretty slow (But VIT is recommended before Movement Speed)
    Waist: Evasion Rate helps if you want, but Inventory Weight is also good for carrying stuff.
    Skin: Again, your choice. I went with Physical since I feel like there are more Physical Attacks being done but it's not a bad idea to get both and switch when the occasion arises.

    You may notice that some avatars have these little slots. Those are for Emblems, which can add even more stats. The stats are split up into different colors but also into different ranks, from iron -> bronze -> silver -> gold.
    Hair/Hat take Reds
    Face/Torso take Yellows
    Top/Bottom take Greens
    Waist/Shoes take Blues

    Red: Adds STR, INT, VIT, SPR, or ALL STATS
    Blue: Adds Hit Rate, Movement Speed, Jump Strength, Physical DEF, or Magic DEF
    Yellow: Adds Casting Speed, Attack Speed, Hit Recovery, HP Regen or MP Regen
    Green: Adds Physical Critical Hit Rate, Magic Critical Hit Rate, Max HP, Max MP, or Evasion Rate
    Multi-Colored: Some are multi-colored and can be put in any Avatar Sockets that correspond to that color. So if you have a Red/Blue one, you can put that in an Avatar Socket that is Red or Blue (Hair/Hat or Waist/Shoes)
    Platinum: This is a special emblem that can only be put in Rare Tops and Bottoms. Platinums can give All Stats, Town Movement Speed, or a + to certain skills.

    Recommended Emblems:
    Red: VIT, SPR, or INT
    Blue: Hit Rate, Movement Speed
    Yellow: Casting Speed, Attack Speed, or Abnormal Status Resist
    Green: Max HP, Magic Critical Hit Rate
    Platinum: Divine Invocation (Yes there are DI emblems. The only problem is that these are EXTREMELY RARE.)

    Insignias are a new type of equipment introduced with the addition of Guild Dungeons. They will always boost at least two stats/damage types (i.e. Phys/Magic ATK and Independent ATK) and the one you'll want to look for will obviously be the ones which boost VIT/SPR. These are available in the shop by talking to Courtier Regin and will cost Guild Certificates, gained by clearing the Guild Dungeons. All Uniques will cost 1,500 certificates and all Legendaries will cost 3,000 certificates. Like avatars with emblems, insignias can have items called gems equipped onto them. However, since there are no gems which increase the four main stats, what gems you put in are all up to your preference.
    Insignia of Concentration - VIT +22/SPR +24
    Insignia of Quickness - INT +24/SPR +22
    Insignia of Spirit - Ind Atk +15/INT +24
    Perfect Insignia of Concentration - VIT +44/SPR +48
    Perfect Insignia of Quickness - INT +48/SPR +44
    Perfect Insignia of Spirit - Ind Atk +30/INT +48
    Creatures [G3800]
    Pets that will help you out in various ways.
    Flamba
    - MP Max +5%, Attack Speed +3%
    - Overskill: Casts Super Armor buff on entire party for a duration

    Marbas
    - MP Max +5%, Phys/Magic Critical Hit Rate +2%
    - Overskill: Increase Party's Attack Strength by a certain amount. At maxed level, Attack Strength +20%
    The best pet to use right here for helping your party do more damage.

    Botis
    - MP Max +5%, Movement Speed +4%
    - Overskill: caste Haste for 20 seconds that increases your party's movement and attack speed by 8%

    Salaime the Flame/Endairon the Freeze (Event Packages)
    - STR and VIT +20 for Salaime, INT and SPR +20 for Endairon
    - Both give MP Max +5% and speeds +2%
    - Overskill (both): Casts an aura around Salaime and have monsters suffer Flame damage/Casts ice pillars with Endairon to damage enemies. Both give your character's Attack Strength +15% for 20 seconds

    Petit Saint (Event Package)
    - Stats +20
    - Phys/Magic Crit +3%
    - DI +1
    - Ascension +1
    - Increases Critical damage 7% (Only half applied in Arena)

    Bloody Behemoth (Event Package)

    - Independent Attack +75
    - Stats +65
    - All class Level [15-20] [20-25] [25-30]
    This pet gives the most amount of VIT/SPR and it also had the option to increase the skills in one of the three level ranges. Obviously you'd want 25-30 for +1 DI.
     
    • Informative Informative x 2
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    Last edited: Jun 7, 2017
  3. BuckToothBob Let's Play: Kingdom Hearts

    Posts:
    869
    IGN:
    ZenTori
    Steam:
    ZenTori
    Guild:
    YeOldeSauce
    Server:
    Cain
    Enchantments [G3900]
    You can enchant your equipment to have certain bonuses. Certain enchantments can only go in certain equipment.
    Accessories
    Aracloso - Light Damage +6 (Max +8)
    Magneus - Light Damage +9 (Max +11)
    Holy Eye Michael - Light Damage +11
    Captain Petrilisk - Light Damage +12 (Max +15)
    Blue Shadow Masakame - Base Attack Strength +35
    Bakal, the King of Dragons - Base Attack Strength + 46

    Belt, Shoes, Shoulder
    Bahol's Power Bead - STR +6, INT +6
    Heat Sword Vartarucis - SPR +15 (Max +21)
    Lariat Lari - SPR +15 (Max +21)
    Silky Martel - SPR +22
    Michelle the Telekinetic - SPR +23 (Max +25)
    Nightmare Foundation - SPR +23 (Max +25)
    Corrupt Aslor - Spirit +26 (Max +34)
    First Hero: Fairy Knight Lungel - SPR +35
    Bwanga - SPR +35
    Gold Clown - SPR +38 (Max +40)
    Magic Eye Cell - SPR +65
    Carny - VIT +14
    Stubborn Heartneck - VIT +15 (Max +22)
    Hound Master Myojin - VIT +23 (Max +25)
    Zejo - VIT +26 (Max +29)
    Cerberus - VIT +30 (Max +34)
    Essence Stubborn Heartneck - VIT +35, SPR +30
    Grim Seeker Noubillus - VIT +35 (Max +40)
    Argos - VIT +38 (Max +40)
    Essence Grim Seeker Priest Noubillus - VIT +65
    Death Dragon Spirazzi - Magic Critical Hit +3%
    Duke Agonis - Magic Critical Hit +5%

    Bottom, Top and Weapon
    Arbitrator Marcellus - INT +8
    Isadora - INT +15 (Max +19)
    Watchman Goro - INT +20 (Max +22)
    Guardian Olli - INT +23 (Max +25)
    Moth Queen - INT +30 (Max +34)
    Reciting Samuel - STR/INT +30
    Lotus Card - INT +26 (Max +29)
    The Mad Piper - INT +26 (Max +29)
    Phantasmal Delezie - INT +35 (Max +37)
    Jericho Crawford - INT +38 (Max +39)
    Ozma of Chaos - INT +40 (Max +50)
    Essence Delezie's Ghost - Magic Atk. +20 and INT +50
    Essence Sorcerer Nazalo Card - INT +65
    Goblin Chief - Casting Speed +1%
    Conductor Rabinete - Casting Speed +1.5%

    Title
    Chaos Agares - Strength +15, Intelligence +15
    Inferno Goblin-Copter - Vitality and Spirit +8

    Sub-Equip
    Anodron of Darkness - Magic Attack +12, (Skill) Magic Critical Hit +1, (Skill) Magic Back Attack +1
    Noblesky White Bijou Bead - VIT/SPR +55

    Magic Stone
    Concentrated Nen Red Bead - Create a 500px aura that increases STR by 20
    Concentrated Nen Blue Bead - Create a 500px aura that increases INT by 20
    Otherverse (OV) [G4000]
    So what exactly is the Otherverse? OV is a term that we use for dungeons in the Interdimensional Rift. As of right now there are a total of 6 dungeons. OV2 dungeons include: Goblin Kingdom, Castle Nebulous, and Rangelus's Guerillas. OV3 dungeons: include Void Rift, Dark Side, and Castle of Bakal. You'll need Exorcism Parameter to enter the dungeons. The epics for starting OV will give you a free ring with enough EXO to do Normal Road. Now, you don't really need to be at the required EXO to enter the dungeons. The game's not going to block you out just because you have lower than what the road says. However, if you do have less EXO than what the road specifies, then you'll get reduced stats. When you have the same amount of EXO or higher, then you do not get penalties but bonuses instead. Here are the EXO Requirements:

    Road: Normal EXO | +20% Stats EXO
    Normal: 10 | 11
    Expert: 80 | 88
    Hard Road: 95 | 105

    If you go above the EXO Requirements, you can get a maximum bonus of +20% to your stats, depending on how much extra EXO you have. On the other hand, you can get penalized GREATLY if you have way less EXO, up to 50%, meaning less HP, MP, Stats, and you're basically dead weight. However you can always have people (Friends, Guildies) carry you (They're nice enough to take you into OV and get you the pieces, sounds awesome to me).

    Now each dungeon has their own gimmicks and stuff that you'll definitely want to learn. I have made an OV Guide for FS Saders that you can check out. However, if you want to go in with BS or Hybrid, you'll have to change your strategies slightly. For the most part, if you know what to do in OV, then you'll be fine with any Sader.

    Since Neople basically unified OV2 and OV3, you now get Interdimensional Fragments from all the dungeons instead of just OV3, and these fragments are used to buy Chron sets. Technically you can use it to buy auras too but why spend fragments on those? And remember when I said there was a risk on infusing Chron 3 pieces? When you do a second imbue with a regular aura, there's a high chance that it can fail, and when it fails, the equipment is destroyed. However, you get mats out of it, with one of them being Inter Frags. The more you reinforce the equipment and fail a double imbue, the more frags you can get, getting you closer to a Chron set piece.

    PvP [G5000]
    *Sim made a guide that covered all of the priests in PVP that you can take a look at here.
    In PvP, Saders can definitely be good. With the right skills, you can pull off some pretty damaging combos. They're maybe above average. Since Saders aren't really a popular class to play in PvP, you won't be seeing many of them. You'll definitely see more Monks, Exos, and Avengers, that's for sure. So let's get started on some Pros and Cons.

    Pros and Cons [G5100]
    Pros:
    - Unlike in PvE, you can use Scythes in PvP because they're the fastest weapon
    - Big advantage against physical melee users. LoD gives you an easy time if you can catch up to them
    - Plate defense means the best physical defense
    - Heals/Buffs can still help you out, such as FoL giving you an extra chance along with more Speeds
    - GWL is the best launcher in the game. Against any other class launching skills, you will always beat them since GWL just stays up the longest.
    - Decent poking with Hammer and Crashing Cross
    Cons:
    - You are at such a disadvantage against magic users and ranged characters. Magic just goes through your LoD and you need to catch up to ranged characters to actually do any significant damage. But a combination is one of the worst (You'll hate Elementalists, for example)
    - You're slow. You really need to raise your Speeds up.
    - GWL is also one of the worst launchers in the game. What I mean is that GWL is a blessing and a curse. It's very easy to bait GWL and get yourself beaten. GWL also is only effective if you're on the same X-axis or if you're below your enemy in the Y-axis. If your enemy is below you, GWL has no chance of launching them up. You'll still be using GWL a lot, and it's definitely good, but you'll need to know how to use it
    - Not much Y-axis or X-axis handling. The most you'll get is through poking with Hammer and Crashing Cross for X-axis and GWL and Wall for Y-Axis. You're very melee-combo-oriented.

    Sample Builds [G5200]
    Here is my build:
    Crusader - Planner
    Maxed Strike for more Hit Rate and maxed Sign for more DEF. I decided that for this build, I was going to try out max Crashing Cross and it turned out to be very good. I lowered RoL to 5 because I didn't feel like it would net me a lot of damage unless my enemies made mistakes. Because of not maxing RoL, I decided to test out getting a high level of FoL, which also helped me out greatly due to how much HP it restored and how fast I could get. Slow Heal and Healing Wind are maxed so I can heal myself. Some skills I have are basically used to put Indomitable Spirit to good use, but also to get mages to waste their Disenchants.

    Combo Examples [G5300]

    So as a PvP sader, you'll be up close a lot if you want to inflict the most damage. You'll need some combos so let's give you some combos.

    GWL - Second Uppercut -> GWL -> Second Uppercut - GWL -> Second Uppercut -> GWL -> Second Uppercut -> Smasher (Potential Follow-ups: Crashing Cross, Deflection Wall, or Deflection Wall -> Crashing Cross as both hit OTG)

    You can actually repeat this combo until it seems your opponent is about to drop faster due to gravity, which is the game's way of balancing damage so that you can't infinitely juggle someone, and then end it with Smasher.

    GWL -> Second Uppercut -> Wall -> XXX cancel into GWL -> XXX cancel into BoP -> X cancel into Smasher

    GWL -> Second Uppercut -> Flash Sphere -> XXX cancel into GWL -> XXX cancel into BoP -> X cancel into Smasher and Flash Sphere should explode by this point

    GWL -> Second Uppercut -> Flash Sphere -> XXX cancel into BoP -> XXX cancel into GWL -> Spear of Victory -> LSP and Flash Sphere should explode by this point

    GWL -> Second Uppercut -> Flash Sphere -> Second Uppercut -> XXX cancel into GWL -> Smasher and Flash Sphere should explode

    GWL -> Second Uppercut -> Wall -> Flash Sphere -> XXX cancel into GWL -> XXX cancel into BoP -> Smasher and Flash Sphere should explode

    A lot of this seems like remixes of the same combo, and for the most part, yes that's true. This combo is pretty much the staple combo for Saders. This brings the enemy into the air, letting you cast Flash Sphere, then allows you to juggle the enemy while Flash Sphere is still around and explodes for good damage. And if the enemy is facing Flash Sphere, there's a chance that the person can get stunned. But now let's get into SPEAR RESETTING.

    Spear Resetting is basically when you cast Spear of Victory on an enemy before or while Gravity is in effect. Normally, when an enemy takes too much damage, they either fall to the ground faster or automatically fall to the ground. With Spear Resetting, you can basically cancel that and go back into doing your combos. The problem is getting the enemy back into the air with GWL or any other launching moves. If you time it incorrectly, it's very easy to let the enemy get away from you after they have been speared. Another good thing about Spear Resetting is that it automatically makes your opponents stand up.

    Suppose you did the following combo:

    GWL -> Second Uppercut -> Flash Sphere -> XXX cancel into BoP -> XXX cancel into GWL -> Spear of Victory -> LSP and Flash Sphere should explode by this point

    If the person was stunned by Flash Sphere, then you can easily attack them again after Spear.

    If an enemy is knocked down (Such as Hammer hitting them or Wall or anything) and they're at a decent distance away from you, you can actually cast Spear to cause them to stand up, LSP to them, and do a combo.

    These are just some examples of what you can do. Obviously there are other situations and you can use other combos to do your damage.

    Credits to RunningWild for the video.

    Strategies/Tips [G5400]

    - Always try to be under the enemy in the Y-axis. Remember GWL is only effective if you're below them.
    - Get more Speed, especially Movement Speed. It's better to be fast enough to catch your enemy.
    - Always remember to poke
    - Blades of Purity is a great skill to throw out. The range is larger than what the effect shows and it comes out fast. It's a good combo starter because of how long a person gets hitstunned when it connects. Even if you trade hits, your opponent usually won't get to do much because of the hitstun.
    - RJ and Rising Emblem can be used for zoning. Their AoE can force a person to move somewhere else
    - Remember that you can OTG with some skills
    - If a person has allowed you to do so, you can actually corner them very easily. If they're crouched or downed in a corner, you can send up a wall to push them back in, Sphere so they'll get hurt if they try to escape the area and for a chance to be stunned, and you can cast RJ which has a decent range with hitstun on the arrows to keep them in the corner.
    - Cast RoL for magic users, you never know when it can help out.
    - Remember to cast Indomitable Spirit
    - Phoenix Hammer has Invincibility Frames, remember that

    Titles [G5500]
    You'll typically want any Title that gives you more Speed.
    Blue Wave (Event Package)
    - Base Attack +40, all stats +50, HP/MP max +300, speeds +2%

    Hot Summer (Event Package)
    - Phys/Mag Power +35, Base Attack +50, all stats +40, HP/MP max +300, speeds +2%

    The Awakened Ones (Event Package)
    - Speeds, Crit Chance, and Hit Rate +3%
    - Can enchant a skill +1 or +2. Important ones are +2 DI and +2 Apoc

    KATANA (Event Package)
    - Speeds and Crit Chance + 3%, Hit Rate +2%, All Elemental Damage +13 (7 in Arena)
    - Attacks create a 5% chance of granting all stats +25 for 30 seconds. Attacks create a 5% chance of increasing all speeds by 2% for 30 seconds.
    KUNAI (Event Package)
    - Same as KATANA but instead of Elemental damage, it is Crit Chance +10%
    NINJA (Event Package)
    - Same as KATANA but instead of Elemental damage, it is Attack damage +10% (Smash) (+5% damage in Arena)

    The Ironscale Captain/Pirate King
    - Speeds +2%

    Dr. Arad
    - Speeds +3%

    Enchantments [G5600]
    Enchants do not really work in PvP anymore except for the inflict elements. You can choose to go with Inflict Fire for the extra damage/hitstun or Inflict Shadow for fighting against Fighters since they have a lower resist to Shadow damage. As you'll be comboing with your regular attacks and neutral element skills more often in PvP, you don't have to worry as much about not being able to use the element.

    Creatures [G5700]
    Basically you'll be using any Creature that gives a boost to your Speeds. You can't use any of their Overskill effects so you're only using them for their innate bonuses.
    Botis
    - Gives +4% Movement Speed

    Salaime the Flame/Endairon the Freeze (Event Packages)
    - STR and VIT +20 for Salaime, INT and SPR +20 for Endairon
    - Both give MP Max +5% and speeds +2%
    - Overskill (both): Casts an aura around Salaime and have monsters suffer Flame damage/Casts ice pillars with Endairon to damage enemies. Both give your character's Attack Strength +15% for 20 seconds

    Tower of Despair Tips/Tricks [G6000]

    Not gonna lie, Crusaders have a pretty easy time in Tower of Despair due to how tanky we are and how good our damage can be. Nonetheless, there's still some Tips/Tricks you can use to make Tower of Despair easier and make a few annoying floors not so annoying.
    • LoD and FoL are going to be your best friends
    • Deflection Wall can do some funny things when there's stupid AI
    • You will want to get a weapon that can inflict shadow element because most of the Male and Female Fighters you'll see in floors 50+ have extremely low shadow resistance, but extremely high light resistance. It's not entirely necessary since you can also go in with Neutral Damage instead, but shadow helps clear the floors faster.
    • Depending on the floor, you will be either a battle build or a support build. Most floors you'll be a battle build, but I'll note where it's probably better to be support
    • My video thread also has videos for all of the floors (Albeit my equipment also makes it a bit easier)
    Remember that every floor is assumed to be with a battle build unless stated otherwise.

    Floor 1: Not that hard. The main thing is that you'll be constantly on the move because the APC will have RoL up. Flash sphere can work but RJ is pretty much a no-go.

    Floor 2: This floor will be a lot harder than Floor 1. His AI isn't that bad actually. If you're below him on the Y-axis, his walls should not be able to hit you, and neither will his GWL. The problem then is how you're going to hurt him since you don't have that many Y-axis skills. You can try to fish out some hammer/pressure wall hits, but make sure you go off his X-axis as soon as possible. You won't get 1-shotted at the very least, but it'll still HURT. You can try out a maxed Phoenix Hammer for this floor as well. And don't forget about LoD because he still does x-atacks and GWL.

    Floor 3: So for this floor, you don't want to get too close to him because of the sleep grenades he can send out if he's being hit too much. The good thing though is that your skills are mainly 1-hit burst moves so at least we'll still be getting good damage. Now you do want to watch out for the X-axis because he can throw out regular grenades and they can do a decent chunk of your HP. If you find that he's knocked down and you're right next to him, your best bet is actually to go either down or up but TOWARDS his direction. The reason is because if you run away from him, he can throw a grenade out (and it has a pretty large range) which can knock you down. Also while there are grenades and robots out, you'll still want LoD just to make sure you can block some of the shots the APC shoots out. Overall though, this floor isn't as hard for crusaders as it is for some other classes.

    Floor 4: The first thing you want to do is get off the launcher's X-axis and move around if you see a quantum bomb target, and THEN you can buff. LoD will help you greatly here. You will only go on the X-axis if you're trying to land in a hammer or something. The main thing is you just want to be close to him so that he can't really hit you with his arctic booster or his steyrs. That way, the only thing you have to watch out for is just the quantum bombs, which are easily avoidable. Knocking him down and then setting up a wall->flash sphere combo works well since flash sphere should interrupt any attacks he tries to do. Just be on your toes and you'll be fine.


    Floor 5: You'll be fighting a rogue here but she's not too hard. Your LoD will protect you from a few hits and she's actually juggle-able, so you can keep her busy until you have your attacks off cooldown.

    Floor 6: This APC has somewhat higher evasion rate than any other APC in ToDes. Therefore, having a high or maxed level strike will help you greatly, but is also not too necessary either. Blond Tyler doesn't have a whole lot of HP so she'll die pretty quickly from your skills, especially if you use hammer. The only real annoyances are the fact that she has kill point to completely immobilize you, hits decently hard and fast so your LoD doesn't last as long as you'd like (but LoD will save you somewhat from kill point), and she can also attack while moving and she covers a good amount of the x-axis. But if you get some walls/spears off, she can get interrupted or speared to allow you to do some other skills.

    Floor 7: Pretty easy floor. You don't have to worry about getting hit by the artillery shots since it takes a decent while for them to target where you're standing. The APC moves around a bit so you'll have to move as well, which helps in avoiding the shots. LoD does a pretty good job of blocking a bunch of hits, and the APC can also be juggled. The only real damaging move you have to watch out for is the APC's quantum bomb, but that's easy to avoid as well.

    Floor 8: This floor is pretty easy since LoD will pretty much block the hits so you can kill the APC. What it doesn't protect is what's annoying about the room. The APC can sometimes damage you back as you attack her, so if you're somehow really unlucky you could die just from attacking her. Shouldn't really happen though so just kill her, but if you're really worried, just spam smasher.

    Floor 9: Pretty easy floor. The APC doesn't really get to do much, though you just kinda have to watch out being on the x-axis if she gets knocked down, as she'll most likely try to counter with topspin or use the invin-frames from getting up and using a headshot.

    Floor 11: The APC here isn't too bad, but if she can get off the ice wave that follows you around it'll be somewhat annoying. Your LoD will protect you well enough from her attacks though, even if she has no cooldown on her kunai skill. She can also be juggled, so you can definitely use that to your advantage.

    Floor 12: So you'll have to somewhat watch out for his wave radiation when you're fighting up close, but it doesn't do a whole lot of damage so you should be fine. LoD will definitely help you out against the bombs and boomerangs he throws out. Pretty easy floor for the most part, and of course much easier if Kuran is repenting.

    Floor 13: Floor isn't that bad. The APC you'll be fighting is a phys exo who attacks somewhat fast but that's about all he has for speeds. Your LoD should be enough to block his attacks. Besides that, it's just positioning yourself to get your skills off.

    Floor 14: This floor is super easy because the poison doesn't even do anything. Only annoying thing is if you get super slowed down, because that makes catching up to her annoying until the debuff stops.


    Floor 15: This floor is split up into 3 rooms. The first room has an Mlauncher and a sader. It's a pretty easy room and you shouldn't die. Beginning the fight, though, the launcher will definitely try to use extruder, so you'll want to move away to avoid that. The second room has a brawler/grappler that summons whirlpools that only serve to interrupt you and knock you into the air. Before you enter the second room, it's best to have RoL and LoD up. When you enter the room, she will use her net, and net is a magic skill. If you happen to get caught by it, RoL can proc and interrupt her. She is juggle-able, but the whirlpools can come out even if she's getting hit, so unfortunately you can't juggle her too much. Nonetheless, still shouldn't be too hard of a room. Third and final room has a battle mage that can summon two clones who will move for a bit and then use punto wave. She does a decent amount of damage and can use phase shift often enough. However, she's not super-armored so you can spear her while she's following you so you can get some hits in. If you're able to get your cube skills off on her, she should die pretty quickly.

    Floor 16: A male fighter that can use skills from all 4 subclasses. By about 6 bars left, he'll use suju inferno. Honestly though this floor is easy and you should have no problem killing him.

    Floor 17: LoD will help out quite well here since you'll be fighting a male grappler. He does still have other skills so you're not completely invincible. However, they should be easy to dodge or are weak enough that your LoD won't break. You can also stall his AI with your walls. Floor is pretty easy.

    Floor 18: The APC here isn't that bad either but if he gets a ground quaker on you, expect to lose quite a bit of HP. You'll just have to watch out being close to him since he also has wave radiation, and although that doesn't do nearly as much damage as his ground quaker, it's pretty annoying to get knocked down. If you do see him do a ground quaker, I recommend jumping to avoid the wave spreading on the ground. Just make sure you don't get hit by his sword slamming down because that'll just trap you in the skill. But other than these, just attack him from a decent distance and he'll die, which should be pretty easy since you have all of these somewhat large and ranged skills.

    Floor 19: This brawler likes to use Poison Mist a lot. However, the floor is still pretty easy. Don't stay close to her while attacking her, as her poison drops will just damage you heavily, especially if you stepped on a ton of them. The Poison Mist is easily avoidable, and you can abuse walls so that she'll never get close to you. So you can basically just go wall and then use your skills to damage the brawler while she's just running into your wall. She might do a tornado kick but it's nothing to worry about.

    Floor 21: Easy floor. You'll be fighting AradSenki!FFighter, who pretty much has permanent SA and Power Fist, but that doesn't matter much. You can keep her pushed away with Walls and she'll most likely just run into it, maybe occasionally attacking it. Coupled with your own LoD and your ranged skills, she'll go down pretty quickly.

    Floor 22: Easy floor. Just LoD and beat him up. He actually inflicts quite a bit of hit-stun but it's nothing to be worried about. He can also be juggled which makes him even easier.

    Floor 23: This floor will be a little bit more challenging but still pretty easy to beat. Since you're fighting a magic exo, your LoD won't help you. He can summon white tigers somewhat fast and they do have a decent amount of HP so they won't be gone that fast. You should be fine just attacking him, though you may have to watch out for his red phoenix amulet.

    Floor 24: As soon as the round starts, buff LoD and move up. You'll be fighting 3 FLaunchers and they open up with flame pillar, so LoD will help you not get hit so you can buff your other skills. However the floor is still pretty easy. Taking advantage of your y-axis skills will help, and they also don't have that much HP.

    Floor 25: This is a 4-room floor. In each room, you'll be fighting a witch that specializes in one element. The first room is a fire one, and is a pretty easy floor. All she really does is just cast lantern firebombs. The jacky helper she summons can cast some meteors to fall, but they do like no damage and are very easy to avoid. Second room is more annoying because the witch likes to spam enhanced magic missile. However, if you time your skills well enough, you can hit her before the EMM hits you, so you don't have your skills getting interrupted. The third room is also somewhat annoying because she likes to spam frosties and she also uses acid rain. Using your long range skills will be helpful, and if you're second-awakened, you can use holy sanctuary to attack her as well. Fourth room has the witch spamming flyswatters, and she's the most damaging of the four. You'll pretty much always have to be on the move, especially since her helper also likes to use flyswatter. Basically, for each of these rooms, it's best to keep on moving and never staying still. Also, since you have to actually go to each room, that means you can wait for your cooldowns to be off and then you can enter the next room with your cubes.

    Floor 26: This isn't too bad of a floor, but it's certainly slightly harder than some other floors. His ghost orb is pretty annoying since it has a suction on it, but if you get knocked down and he sends out a ghost orb, hold down quick rebound to abuse the invin-frames. Whenever you knock down the asura, make sure to not stand close to him, because he can wake up with wave wheel slash, and it does do a decent amount of damage to you. You can make him repent, however, and that opens him up for lots of damage.

    Floor 27: You'll be fighting a rogue here so LoD will definitely help you out. LoD will help greatly for when she uses sonic assault, since none of the hits will do damage, which is very good because her sonic assault is pretty much her most deadly attack, being able to pretty much kill or severely damage other classes. If she gets a hit off with her normal attacks, that does open you up for possibly a relatively long string of hits, but you can survive that. It's less trouble than sonic assault. Besides that, you should be able to burst her down if you interrupt her.

    Floor 28: The rogue here is pretty easy, made even easier since you can juggle her. She likes to jump around and use diving arrow and vertical spiral, but those shouldn't do much to you, and you also have LoD to protect against her hits.

    Floor 29: This floor shouldn't be too bad. You'll have to be on the move whenever he shoots, and there doesn't seem to be a way to avoid his headshot shockwave, but LoD should help you out. You can also juggle him just fine so that should make the floor pretty easy.

    Floor 31: This floor is easy, but it's a bit annoying. First of all, despite fighting an exo who mainly attacks you with blocks, those blocks are actually physical, so LoD will help you greatly, because it's annoying to get hit by those blocks. And the reason why it's annoying, besides interrupting your damage, is because the exo can summon these 3 white blocks, and while those blocks are up, he has a lot of defense, so interrupting your attacks on the blocks is quite annoying. Another thing that's annoying is that he can sometimes cast a purple block below you, and if you're trapped by it, you're silenced so you can't use any of your skills for a little while. Like I said, this floor is easy. It's easy to win this floor, but these little interruptions and time-wasters are annoying.

    Floor 32: Easy floor, but a little annoying. As soon as the battle starts, wait for him to hit you with the baseball, or try to avoid it first. Afterwards, go ahead and cast LoD. Trying to cast LoD initially will get you interrupted. Also wait until after he throws a baseball to buff, since you never know what kind of throw he might use. You can't get too close to him because he can send down a lightning bolt on himself, which will knock you back. So what you want to do is basically attack him from a distance with your LoD, and since he doesn't have super armor, you can spear him just fine.

    Floor 33: LoD will help you against this fbrawler. She likes to use venom mines whenever possible, so keep an eye out on the x-axis. It's also not recommended to stay close to her because of the poison blood she could drop. What you'll most likely do is spear her, throw a wall up, maybe use some attack skills, and move back to avoid her attacks. Shouldn't be too bad of a floor for you.

    Floor 34: This floor isn't too hard. LoD will help you out once again. Since the rogue is invisible for a while, except for certain moments where you can see white silhouettes, you'll want to throw out some BoPs and Walls and see if she gets hit by them. BoP will help out nicely because you can utilize the light debuff animation to see where she is. And that's really it. Once you know where she is, just attack her and you've won the floor.

    Floor 35: This floor will be a little tougher since you're fighting 3 APCs at once. You'll definitely want LoD against the monk here, and it also helps against some of the soul bender's physical moves. The monk likes to use hurricane n' roll, so definitely keep some distance between you and him. Most likely the SB will die first because he's the weakest, followed by the monk, and then the sader. The SB's only magic attacks are moonlight slash and ghost slash so you don't have to worry about magic damage. Do be somewhat careful with your attacks and especially multi-hit attacks against the sader, because the sader has RoL. And remember, if you want some breathing room, QR and smasher are there to help.

    Floor 36: While you may be fighting an Fmech here, LoD can help in case she tries to use her dash attack to get away. Other than that, RoL will help take some of her robots out. The tempester she sends out should be easily destroyed if you just send a wall out. And since she's an Fmech, she'll die pretty quickly from your attacks, more so if you're able to spear her and make her repent, and maybe even cornering her with your walls.

    Floor 37: This floor is all about physical attacks, so LoD will be MVP here. The fighter likes to run close to you, so definitely bring up LoD before you try to buff. She also has SA on, so you won't be able to hitstun her, unless you get lucky and are able to hit her right as SA runs out. Otherwise, she'll just instantly cast it again. You'll definitely want to move around, especially on the y-axis to avoid her attacks. Her multiple low-kicks aren't too bad with your LoD, though you'll want to avoid her Rising Fist and Beat Drive. She'll only do those three moves though, and she'll die pretty easily, so this isn't a hard floor.

    Floor 38: This floor can be pretty annoying. Robocop likes to stay away from you while you're trying to land your skills and he has invin-frames when he does his crossmore attack. LoD will be a godsend for you here. If Robocop jumps up for his slam attack, you can time it so that you hit him with GWL as he comes down. Robocop is also juggle-able, so definitely try to take advantage of that. And if you make him repent, then that at least makes things a little easier. If you're able to juggle him, then you should be able to take a large amount of his HP with your skills.

    Floor 39: Here you'll be fighting an Franger who mainly uses kick skills. LoD does help, but LoD can break pretty fast against her kicks, just as a little note. She is juggle-able, so once again use that to your advantage. Also another pretty easy floor.

    Floor 41: So this floor isn't hard, but it's somewhat annoying because you're fighting a mech, otherwise known as the gunner from Slap Up Party. LoD can still be helpful in case he tries to slide away. And since his AI is actually set to run away from you, you do have to try to catch him. He can also use his awakening skill, but Gaebolg Punch is pretty easy to dodge so that's not a problem.

    Floor 42: This floor has a necro that has clones at the start of the battle, but they'll disappear somewhat quickly. LoD will help against some of her attacks, but of course, she'll have magic attacks that goes through your LoD. She's juggle-able, so she also won't be able to do much. You should be able to clear this floor easily and quickly.

    Floor 43: This floor has another necro that's somewhat annoying. LoD helps slightly cause she still uses some physical attacks, but it's mostly magic attacks you'll be facing. She also likes to run away from you, trying to attack from a distance, so that's annoying. She also is too heavy to juggle, so that's also annoying. She can also turn into a panther that jumps from one side to another, disappearing when she lands. At least killing the panther form will make her lose some HP. The floor is still easy, it's just a little bit more annoying.

    Floor 44: So this floor will be actually a litle harder. The one thing you have to pay attention to is whether or not you're on his x-axis. His sword waves travel far and they also take a bit of the y-axis. You'll have to take advantage of your AoE skills, and you can also time it so that you can spear him between wave slash sets, or maybe after a wall/hammer. Also, if he's knocked down or speared, never stay on his x-axis when he recovers, because he will most likely attack again with more wave slashes.

    Floor 45: Easy, but can be somewhat annoying. You'll be fighting two fmechs here, and the main annoying thing is their rolling thunder, since it can interrupt you. You can juggle them, so it's even better if you can catch both of them to juggle. As long as they're high enough, their rolling thunders shouldn't be able to hit and interrupt you while they're being juggled. Their bots have pretty low HP so they'll die quickly from something like your walls.

    Floor 46: Easy floor. You should be able to keep the Fstriker away from you and you have LoD to keep you safe for a few hits. She appears to be a tiny bit more durable than other APCs but you can still clear this floor pretty fast.

    Floor 47: Easy floor, but you do have to stay a certain distance away. You'll want LoD buffed up right away, because the Mbrawler will definitely try to use his needle spin. Once he's open to your attacks while he's doing needle spin, you can keep him a certain distance away by using your walls and spears and such. You definitely don't want to stand right next to him when he gets up, because he'll definitely try to needle spin again. He should die pretty quickly.

    Floor 48: So you'll be fighting AradSenki!Priest here, who I also call PogoPriest. So he likes to use Phoenix Hammer a lot. That will make trying to hit him a little annoying, but nothing you can't handle with LoD (and LoD will help against his GWL). I don't recommend being on his x-axis, especially when he gets back up, because despite him Pogo jumping so much, he will also use spear. Since all saders get the revamped skill, this means his spear will also explode once it runs out, aka more damage done to you. He's juggle-able though, you just gotta watch out for the random lightning bolts that come down around him from time to time. You should still easily clear this floor.

    Floor 49: So you'll be fighting a witch here who may or may not use a bunch of ice drills. RoL is one you want to buff up right away, and LoD will be useless. So if you're lucky, she'll do one ice drill (it might fail), and then never do anything else besides run away. Or, she can attack from time to time with ice drills. You don't want to see more than 1 ice drill, ever. But at least RoL will help destroy the ice drill so it's not too bad, especially with your tankiness. You do want to keep close to her to keep an eye on her, but watch out for the ice car's failure, as that leads to an explosion attack. Other than that, she just runs around, allowing you to attack her just fine.

    Floor 51: You will want to go a support build for this one. You want all the defense and HP you can get and as much movement speed as possible from FoL. What you'll be trying to do is outrunning the meteor that Ixia summons. It's actually not that bad since you can run in like a triangle or diamond shape and can avoid the meteor that way. The black hole is easy to avoid so don't even worry about that. Oh and since support builds also have maxed hammer, try to go for a hammer about half a second after Ixia summons the meteor. The meteor can't actually hit you just yet so you can get some extra damage in, which you'll probably want because for some reason Ixia is the only APC that has over 30 bars of HP. And just simply heal yourself if you find you're running low on HP.

    Floor 52: She's not that hard. Just LoD and kill her. There seriously isn't much to worry about.

    Floor 53: Get your WB and RoL on (or don't), and RUSH to the summoner. Do NOT let the summoner have any breathing room. Realistically this isn't too bad and I actually buffed my usual buffs before heading in, but ideally you want to make sure the summoner can't do anything. You at least have the luxury of possibly making the summons repent with hammer, though, and you also have good enough damage to probably kill the summons anyway.

    Floor 54: Easy floor. Can't really fail it.


    Floor 55: This has two rooms, both with monks. The first one is pretty easy and doesn't do that much damage. though allowing him to catch you will start to add up. But the first room isn't too bad. It's the second room you have to worry about. The second monk does a TON of damage. After you beat the first monk, I suggest waiting until you have your skills up to make the room easier (There's no shame in waiting for Apoc!). Waiting for Apoc actually is a pretty good idea mainly because of the damage portion of the skill. The monk is basically a glass cannon, so his health goes down quite fast, and Apoc helps immensely due to the large AoE it has. Just make sure you buff yourself up before going into the second room and don't forget LoD.

    Floor 56: You'll be fighting a tiny rogue here. LoD will be good since she's so fast and small it's pretty annoying to try and catch her. If you can get her with a GWL, you can actually continue juggling her with just xxx->GWL cancel. This will most likely be your main way of damaging her, adding in cube skills once they're off cooldown. It's not too hard, though annoying if you have to get her back in the air again. Also her awakening can do a decent amount of damage to you.

    Floor 57: A shadow weapon can help you here, but you don't have to use one. It's a giant male fighter that likes to cast super armor. He's somewhat slow, only really able to get close because of his dash skill, but he can do a decent amount of damage for other classes, but it's nothing to worry about on a sader. As long as you have LoD, you don't have to worry about getting interrupted. Since he does have a dash, he won't be pushed back much with a wall, but I still recommend you put walls out. Not just because of the damage, but if you can interrupt his super armor cast with something like flash sphere, then he's pretty much vulnerable to the usual walls->flash sphere/shrapnel->RJ burst. And of course you can smasher him without much trouble.

    Floor 58: Starting out, if you see her cast Florae Collider, CAST ROL. If you do get caught in Collider with full HP, you'll most likely survive, but not without being left with less than half hp, probably more like 1/3. It's important to note what she's doing in the beginning, because she also can disenchant, removing any buffs you put on yourself. So, if you see her start Collider or if she already used disenchant, CAST ROL. You can also juggle her with xxx->GWL cancel, so you can make sure she doesn't get to do anything funny. She does have phase shift, so you do need to run to her again to juggle her and use your other battle skills. This floor is just a little bit harder than the previous floors, but it's nothing you can't handle.

    Floor 59: Buff yourself and start hitting the APC. The first Belzyntae she summons will heal her every time you do damage to her, but if you damage her enough, that genie will be gone and you pretty much got it in the bag. There's supposed to be a total of three Belzyntaes, but you should only at most see the second one, which can possibly freeze you if you're facing his direction when the screen turns blue but it's not likely you'll be frozen. This will be a pretty short floor.

    Floor 61: You can go with either BS or FS build here. The first thing you want to do is buff up LoD, as it'll help you as you run away from Silent J. You can't use deflection wall to cheese him because his movement speed is so fast that he'll only be stopped slightly by the wall and then he'll run right past it. If he's a decent distance away, try to use a hammer on him. If he repents, you're free to attack him of course, and going with a battle build will make this fight a lot faster if he repents (it took me about 40 seconds to kill him with him repenting twice). However, if you want to take it slower but safer, go with a FS build where you can get more defense and HP. Just always be on the move and make sure LoD is up.

    Floor 62: Besides the obvious running away from him when he's pulling you in, make sure you stay away from his x-axis until he's thrown out the roar. Afterwards, you can try to hit him as much as you can with your skills. And of course, have LoD up so you don't get hit by any of his physical moves. He does not have high resist to light damage despite being a nen master.

    Floor 63: You'll definitely want LoD in here. The sword and daggers floating around are a bit annoying, but not as annoying as the long as hell chainsaw the APC can do. She's not particularly hard, it's just that you can't just combo and juggle her that well because of the floating weapons. Not to mention that long chainsaw can almost kill you since it lasts for a long time and you're hitstunned the entire time.

    Floor 64: This one isn't too bad either. You don't want to be on her x-axis for too long because she has Vallacre to smack you around as well as his grab. The dark spirits can heal you and then give you a status ailment (or a speed boost) but I didn't really seem to get any, most likely due to our passive that increases Abnormal Status Resist. The necro can be juggled so use that to your advantage. Once again, not particularly hard.

    Floor 65: Cast RoL right away. Don't bother with LoD for this floor. If you get caught by a flurry of frosty hearts, then hopefully RoL can interrupt the mages so you can escape. While you're waiting for your cooldowns, you can sort of run in a U shape, forward and back, to dodge the frosty hearts, but this is only true if they're not close to you to knock you down with sunburst. You just want to do hit-and-run strats and timing your skills to get the most bang. It's not an entirely hard floor, and any mage that dies won't come back if you die and have to use a token, but it can definitely be annoying if you're bombarded with frosty hearts.

    Floor 66: I highly recommend getting a shadow weapon, but if you can't get one, then that's alright, it'll just take a little longer. This floor has a male brawler who is extremely resistant to light damage and has high resistance to fire and water damage. Therefore, neutral and dark damage are your best bets. Also, because most of your skills do light damage, you'll want to change your build around. You can keep BoP and Hammer maxed, but you'll want some lower level skills to help you out, such as Furious Grab, Phoenix Hammer, smasher, etc. If you get caught by his net and you're a good distance away from him, you can simply cure to free yourself. Be careful not to get interrupted because some of his skills are considered magic attacks, so they will go through your LoD.

    Floor 67: This is a pretty easy floor. Just buff up LoD and just continuously attack her. You can win in like 20 seconds.

    Floor 68: Okay, so this floor can be really easy but it can also take you a while. The APC will always follow you but she won't do anything else. To make sure she stays that way, DO NOT HIT THE MONSTERS! The moment you hit the monsters is when she starts being aggressive, and she will use her awakening sooner or later. You'll want to avoid using skills that have large AoE or that linger around for a while, which unfortunately means pretty much most of your skills. However, the monsters do also move around (and can still try to attack you), so there's a possibility that they move themselves into a favorable location so that you can use some skills on the battlemage. After a while, you can try to burst her down if you feel your skills can take the rest of her HP down. Otherwise, take it nice and slow.


    Floor 69: Pretty easy floor with a ranger. The fairies can either heal you or damage you, but they're not really important. Just LoD and kill the guy.

    Floor 71: You're fighting a soul bender so he should take a ton of damage from your attacks. However, because he likes to lay down ghosts, you can't really be too close to him. Just avoid his circles and hit him with your skills and it's a relatively easy floor. LoD is still somewhat helpful because he sometimes uses drive slash. Luckily he doesn't seem to have phantasmal slayer.

    Floor 72: You'll want to cast LoD right away because the launcher will buff and then use quantum and satellite beam. Not really that hard of a floor, and if you're constantly attacking him he shouldn't be able to do many attacks. Do be careful when he's knocked down because he can use windmill to interrupt you.

    Floor 73: The fastest way to finish this would be to have the APC shoot 6 times. You can go in as either FS or BS. The main thing is to simply have LoD up and walk up/down while staying slightly stationary to have her try to shoot you. If she misses, that's great. If she hits you, well at least you have LoD up. The shots do have a chance to either slow you down or kill you, but I haven't been killed during both the times I've been there so you shouldn't have much trouble either. There's always FoL as well.

    Floor 74: A female nen master with a high amount of light resist. You will want a shadow weapon, but it's not necessary, it'll just speed up the fight. The main thing you want to do is take points out of your skills like Wall, RJ, Flash Sphere because they can only inflict light damage, which will not help you out. You can keep Hammer because the swing part of it is neutral, so it will be affected by a shadow weapon. You will want things like Furious Grab, Phoenix Hammer, Smasher, etc since they deal neutral damage. This way, you'll get more skills with relatively low cooldowns to fight the fnen. Be careful not to hit the EX nen guard, try not to stick too close to her because she can use energy shield and raging light dragon. You could interrupt her casting energy shield and staying a decent distance away should allow you to avoid raging light dragon and nen shots easily.

    Floor 75: As long as you have LoD up, you should have little trouble. He shouldn't be able to do much, though you'll want to be careful of his skills since they can interrupt you or they have super armor, like raging fury, mountainous wheel, and bloody twister. Nonetheless, it's a relatively easy floor and one you should be able to clear just fine.

    Floor 76: Not really that hard, you just have to make sure you're not close on his x-axis often since he likes to grab you with Ripper. So as long as you keep your distance, you won't get hit, and you'll kill him easily.

    Floor 77: The rogue has a fortune coin mechanic that we're not really going to care about because she's really easy to kill. Just LoD and kill her. The monsters she can summon shouldn't really be an issue either.

    Floor 78: Just as how male spitfires learn how to best position themselves for their Black Rose Squad, it'll help you to learn how to best position yourself so they don't hit you. LoD should be able to help you out, though because the squad can stun you, you might find your shield breaking faster than you think. Once the squad starts their final attack, as long as you don't get caught by the bullet hell, that is the best time to attack the APC. The squad can't move during that time but the APC will always follow you, so just move to where the squad can't hit you and kill you. However, this final attack doesn't come for a relatively long while, and the APC just loves summoning his Black Roses, so you really want to burst him down when possible.

    Floor 79: You should have enough time to buff yourself at the start, but you can also spear him when he comes in to bring some more time. Since you're fighting an asura, you'll be doing more damage with your light damage, so he should die faster. The asura is able to be juggled, so you can take advantage of that so you don't get interrupted by his wave attacks. And apparently he can repent so enjoy if that happens. Shouldn't be too hard of a floor, you can clear it in like 30 seconds or something.

    Floor 81: You'll be fighting an Fmech that likes to stay away from you instead of charging at you. So you'll definitely want to buff up RoL, and make sure you can get close to her so she can't summon much. You do have to watch out for her g-series, but if she switches over to the g-3 raptors, you should be able to destroy them with wall/hammer. It didn't seem like she sends out the raptors at you right away but if they do attack you, that's why you have RoL to destroy them. Besides that, since she likes to run away, she'll also very likely corner herself into a wall, so you should be able to kill her relatively quickly.

    Floor 82: Not a hard floor. Just simply use your skills and destroy that cross. Although if you're using a cube skill you'll want to be a decent distance away since you could possibly get interrupted due to stun/confusion.

    Floor 83: This is going to be more difficult than the last floor due to the fact that there are like 90% magic attacks here. You will still want LoD up, in case the APC decides to do a full swing or something. The APC likes to position herself so that you barely can hit her on the y-axis and she has a low cd phase shift too that's very annoying. The most dangerous skill to watch out for is shining ice fence because you're pretty much going to die or be at very low HP if you get caught in it. The two foxes around are annoying too since they can interrupt you. You basically want to attack her as much as you can before she can phase shift again while also moving around to avoid fire pillars, black holes, shining ice fence, and those blind projectiles from the foxes.

    Floor 84: I recommend a shadow weapon for this floor. You will want to change your build to include maxed Phoenix Hammer, Furious Grab, and Smasher along with your maxed hammers and BoP. So with this you should be able to fight her just fine. If she does happen to summon the sand doll, the sand doll should be able to be defeated pretty quickly, just don't stand close to the APC when she's close to the sand doll because then the APC can use junk spin.

    Floor 85: For this floor, you're gonna have to try not to get interrupted because there's only magic attacks here. RoL will be good because there's going to be constant lightning every where. Main thing you have to watch out for the is the vacuum rift that appears (same one as Chaos Agares's) because the stun+hits+dead man's grudge is going to take off a decent chunk of your HP after a while. Other than that, shouldn't be too difficult to beat.

    Floor 86: A pretty fast battlemage, but shouldn't be anything you can't handle. LoD will help but her enchanted swing can destroy it pretty fast. Nonetheless, she didn't seem to use phase shift as much and I was able to kill her pretty fast.

    Floor 87: A light-resistant floor. You will want to change your build to have PH, FG, and Smasher maxed at least. A shadow weapon is highly recommended. The APC doesn't really hit that hard so it's not really a bad floor so long as you have plenty of neutral damage (or shadow damage).

    Floor 88: This floor is annoying because the guy is fast and gets faster while you get slower when the generator lights come up. He's also annoying because he likes to use magic skills like wave wheel slash, so even LoD only protects you from half of his moves. Using smasher when the light is at its most intense is a decent way to wait it out since you'll be in the animation longer and also prevent the APC from attacking you, although it's not surprising for him to just wws first. You basically want to burst him down as quickly as possible, though surviving through the first intense light should be enough to let you have all the burst you need to kill him.

    Floor 89: This floor isn't too hard. Your LoD doesn't break as easily and the APC doesn't really do anything until he's like down to 8 bars. Even then, he can only really kill you if he got his gimmick off which, honestly, you'll burst him down before he even gets the chance to do so.

    Floor 91: This floor is pretty annoying because the majority of attacks are magic. You'll have to mvoe around a lot to avoid the impostor's lightning attacks, though they should die frequently with your AoEs. The APC is able to be juggled so use that to your advantage because otherwise she's very annoying with her soul lure and dark nail. She also can use hurricane, so LoD still has somewhat of a use.

    Floor 92: This is also somewhat annoying because once again it's magic damage everywhere. Baron's ghost slash has a large range in the x-axis and definitely has a range increase in the y-axis. If you want to avoid his ghost slash, you'll have to move in the y-axis, because you'll pretty much get hit if you try the x-axis with Baron's high speed, range, and medium-sized room. But since he's a slayer and you're a sader, light damage just melts his HP. So you should be able to burst him down quickly, and especially so once your cubes come off cooldown.

    Floor 93: It's another floor where it's all magic damage. This time it's an ele that has pretty much no cooldown on her halloween busters, so you're relegated to hit-and-run strats. She also can cast flame void volcano. Her phase shift has a relatively short cooldown. unfortunately there's not much you can do to speed this up since halloween busters fall even if she's not doing anything. If you're gonna try your luck and chaining skills, then of course you'll want to get a spear down if possible, and maybe you'll get a lucky repentance. I wouldn't really recommend trying out RJ unless you know for sure there are any busters falling down and she's not gonna teleport away. Obviously it's a little safer to use if you have 9 set rev.

    Floor 94: This is really easy. The robots the mech throws out die in like one wall and you can pretty much get him trapped in a corner. You can't juggle him but he dies easily anyway.

    Floor 95: So you can't use any buffs at all, and this includes LoD and crashing cross. You'll lose a lot of HP if you do buff, and the APC can also do a bit of damage to you, so how the heck are you going to do this floor? Very simple, by abusing the APC's dumb AI with walls. Literally all you have to do is use a wall while being a decent distance away, and continue spamming walls, flash spheres, spears, and hammers. The walls will always push her away and they last long enough for you to send out your next wall and she doesn't do anything but run straight at you, aka running straight at the walls. You just gotta take it nice and easy and the floor is done.

    Floor 96: So you can go at this two ways: FS or BS. Obviously with the FS route you just want to make yourself extremely tanky to last the 3 minutes, and then you'll win. For BS, it's gonna be faster but also more challenging. Since he's a slayer, your light damage will do a lot. However, he's also very fast and he can do a lot of damage to you if he catches you in his cube skills. You'll have to use your invincibiliy frames/grabs wisely and try to damage him as much as you can before he can counterattack. Getting RJ off can help do a TON of damage. You can also use the Goblin Pad glitch where you open up the Goblin Pad which basically removes your character from the field, but the timer continues to count down so you can cheese it that way. You may or may not have to pull it up again as it may close, and you might not be able to bring up the Goblin Dad again unless you revive. I'm not entirely sure since I never done it myself and I only heard from my guildies. Nonetheless you have some options to go for with this floor.

    Floor 97: For this floor, even though you'll be fighting a summoner, LoD still helps out against the giant sandor. So this floor isn't really that hard, since you can just continuously attack the APC. She does have phase shift, but you can catch up to her just fine and, even though you do get interrupted by her attacks, there's enough of a downtime between them that you can send out walls and stuff that she'll die once you're able to send your cube skills out. You could try to attack her from a distance but she also summons very large frosty heads and lantern firebombs so I would recommend just staying close to her. Also, sandor and big sis louise are immediately resummoned if they die, so just focus on killing the APC.

    Floor 98: This floor is pretty easy. You're fighting an exo/monk, so LoD is going to help you out, and the only exo moves he has is black tortoise and red phoenix amulet. The black tortoises he summons are very weak so they'll die very quickly to walls, spears, bops, etc.

    Floor 99: This floor is pretty easy, but only when you can get a hit off on the APC. First off, a shadow weapon is recommended. Besides that, all you really need on this floor is your regular x attack, BoP, and FG. So the APC hits really really hard, but here's the great thing about her: she has a crappy amount of hit recovery. In other words, when you hit her, she's in the hit-stunned animation for a very long time. Essentially, you want to get her hit-stunned and then repeatedly use only your first x-attack (well you could include your second hit, just make sure you don't do the third as that will juggle her) while mixing in some BoP and FG. AS soon as you have her hit-stunned you've basically won the floor. You just have to be a little patient, especially so if you don't have a shadow weapon.

    Floor 100: This is somewhat challenging, somewhat not. His attacks are strong enough that they'll break your LoD in, maybe 6-8 hits? Which might not seem to be bad, but he can move pretty fast and attack fast too, and it won't help once he starts teleporting. However, he's still a slayer so your light damage will still do a lot. Definitely use smasher on him since he'll be close to you a lot and follow up with OTG skills. He also likes to autoguard your attacks if he's standing and you can actually kind of use that to your advantage, interrupting him and then grabbing him to use your OTG skills. Before you know it, he should be dead.
    Useful Links [G7000]
    http://dnf.exrpg.com/avatar/priest.html - Useful for trying out Avatars/Weapon Sprites to see how your character would look. Make sure you click on a different database such as KOR and not USA, since you won't be able to find anything for USA.
     
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  4. BuckToothBob Let's Play: Kingdom Hearts

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    -Reserved post just in case-
     
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  5. Running Wild Rock You Like A Hurricane

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    I find it odd you didn't mention Blades Of Purity as a poke or combo starter at all in PvP. It opens up alot of combo's for Crusader and can be followed up with a variety of things from Lucky Straight, to Furious Grab or Crashing Cross with fast enough casting.

    One of the strategies with Crusader in PvP is to make your opponent think they are baiting out a GWL, then punish whatever they attempt to do with Blades. It will beat alot of stuff out and if it trades, your opponent will be stuck in hitstun and unable to capitalize on the trade.

    Also I'll just say if you're going for a Battle build, ALWAYS MAX WALL. That shit hurts.

    Also old combo vidya's -


     
  6. Orbus

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    I agree, but I always see things saying that one "doesn't need" to max both deflection wall and pressure wall, that it's "unnecessary".

    Apparently more damage is unnecessary, because its like your hardest hitting non cube, on top of it having tons of fun utility.
     
  7. BuckToothBob Let's Play: Kingdom Hearts

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    Yeah I forgot to note BoP, even though I use that a lot myself. As for wall, I agree with maxing it for BS PVE. But as this guide is technically about a year old, I put 5-to-max only because I saw some others say it's not necessary to max it, even though I myself would prefer to max it. If there's a general consensus to max wall, then I'd be happy to change it to just say max.
    I'll also be sure to add those videos to the combo section.
     
  8. KShrike

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    I'm getting the impression from your guide that Battle Sader is the best leveling build.
    If someone were to, say, max crashing cross AND furious grab, what's a skill that would be ok to take away SP from (or is it a bad idea?)
     
  9. Hervey Administrator

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    Are you talking about just for leveling? For leveling it's definitely an okay idea, especially before you have any skills to get (seriously, level 24 here sitting on 600 SP. I forgot how much Crusaders sucked pre30/40). End game? I'd have to say bad idea. There's a lot of skills we can't afford to drop and we have much better things to spend the SP on.

    And Battle Sader would be the best way to level unless you plan on doing every single dungeon in the game with a party. And even then, it'd probably be faster if you were Battle Crusader anyways.
     
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  10. BuckToothBob Let's Play: Kingdom Hearts

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    Pretty much what Hervey said, depending on whether you mean for leveling before awakening or all the way through. As we all know, anything before awakening is whatever since you can always reset your skills. I've been going through the dungeons fine with maxing out just crashing cross (and maxing some other sader skills, but not all). After awakening, I recommend just sticking with crashing cross. The damage bonus to sader attack skills, in my opinion, far outweigh furious grab's damage.

    And Battle Sader is definitely the way to go if you want faster leveling at any point. I went FS build when Nexon was still hosting DFO and I tell ya, leveling was one of the slowest things ever. I had a guildmate who I sometimes partied with, but not all the time. The other times, I relied on random parties. Now in Alpha, I just go in, kill stuff, complete dungeons, pray to the RNG Gods, and then go on with my righteous day. Heck, the day I got a dual build in Nexon's DFO was the beginning of faster leveling. Just do some quests on my own, then do dailies as FS with guildmates, then back to soloing if I wanted to.
     
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  11. KShrike

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    Thanks for the advice, guys. For the crusade! (wrong game battlecry?)
     
  12. Cynical Tiger On A Bike

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    This is our town, Scrub
     
  13. KShrike

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    Justice demands retribution!
    [​IMG]
     
  14. SeraSky

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    Would a +12 weap make much of a difference at all BS PVE wise? It seems that sader is primarily fixed.
     
  15. Jetstream ( ≖‿≖)

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    Unless your weapon has cursed int it's not really going to make a difference. Your biggest priority is getting level 7 refine.
     
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  16. What is the formula for how much VIT and SPR affect crusader buffs?

    I need to know to figure out how much int wisdom blessing gives my battle sader as it will decide whether I drop it or not when 2nd awakening comes. If it's less than 400, I can drop it to make room for other skills.
     
  17. Hervey Administrator

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    http://www.dfonexus.com/posts/12891/
    That's not the formula but that's what I know. But as you can see the Spirit:Int ratio is fairly low.

    I don't really see the need in planning so far ahead though; 2nd Priest awakening is planned for September of this year in kDnF. It'll probably be well over a year before we get it.
     
  18. I just plan because I'm bored and have OCD.
    So in 85 cap (maybe after new balance) the sader awakening passive gives a truckload of stats. Over 400 int/str max with over 200 minimum. Also giving a pretty decent amount of vit and spirit as well. I feel with the 500 from courage passive, whatever amount invocations over 200 int/str scales to, and the 400 str/int from awakening passive, wisdom blessing looks rather underwhelming with all of that intelligence we already have. Spiritual sacrifice looks more ideal if scaling is that low since it also gives cast speed and hit rate. It gives just over 100 str/int but takes away the same amount.

    Does awakening passive and spiritual sacrifice scale with vit/spr?
     
  19. Dubin carried by fmage

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    Nah, don't do this. Five points of weapon attack was actually enough to make it so that Tainted Dimensional Sub-Equip was better than lv60 pink sub but worse than lv65 pink sub for percent classes. Five points! The seven from Agram to Floo was monumental in comparison, especially considering any stat differences on enchants and emblems gets multiplied by the number of slots you slot them to.

    300ish int is enough to make Ancient Library fucking borked for Witch in 85cap, and fmages already start with enough int that 300ish looks small in comparison. Wisdom Blessing starts at nearly 2/3 that amount and multiplies many, many times over with sader's mountainous spirit + vitality.

    When theorycrafting, you always want to compare apples to apples and oranges to oranges. In the course of theorycraft you will always come to a point where you need to make a leap from apples to oranges. This is where you stop. This is where you say, "Oh well, I have a good map of what to try, time to jump into live testing."

    Comparing apples to apples:
    • JDnF wiki lists Divine Invocation at +274 strint * sprvit factor. DI is already fucking borked all by its lonesome, so this is a good reference point.
    • Wisdom Blessing lists a +183 int * sprvit factor. This is roughly 2/3 of DI's value. This is as big an increase as a chron set bonus or a 6pc bonus. Hells yeah I'll drop like 720 sp to effectively chron up my DI before I chron.
    • Spiritual Sacrifice lists +122 strint.
    In the first place, this is about 44.5% of DI's base to Wisdom Blessing's 66.7% of DI's base. That is a huge and noticeable drop, even past the point of "diminishing returns".

    In the second place,
    Of course, they are extra nice if you have the sp to dump anyway.

    In the third place:
    No, don't listen to that lie. Your range of flight is far wider than that! The scaling isn't bad, it's just out of favor for spending sp directly on spirit/vitality:
    It's still necessary to stack spirit and vitality as much as you can on any slot that doesn't conflict with better options. And if the same scaling applies to all the same stats, the same ratios and relative worth applies to the same skills. Wisdom Blessing vs Spiritual Sacrifice is exactly the same outcome whether spr/vit scaling is good or bad.

    If A>B, then 10A > 10B and 5000A > 5000B. Since Wisdom Blessing's 183 > Spiritual Sacrifice's 122, that means WB > SS always and forever, no matter what the scaling, for the exact same reasons, if it applies to Spiritual Sacrifice as it applies to Wisdom Blessing.

    The only way WB vs SS changes at all is if spr/vit scaling applies to the one but not to the other. And in that instance, WB wins unequivocally every time anyway, since scaling > non-scaling.

    Of course, this shouldn't be an "all or nothing" competition to begin with, but a "which one to sp dump".
    If you look at what the actual pre-reqs and total sp are by the time the stats on the awakening passive are this high, it's fucking ridiculous. It's harder to be unable to afford something than to be able to afford WB and SS and awakening passive.

    http://dnf.exrpg.com/skill/EE7572EA6EDBD29BCA90603EA25AF18C.html

    There! I just did exactly that, plus all cubes except Flash Sphere maxed, and I still have 3810 sp to pick and choose cubeless moves to max! at 720ish per, tops. So again, dropping Wisdom Blessing to make room for Spiritual Sacrifice is making apple judgements with orange information.
    I don't even know if this is a good build, and I don't care--this is just an excursion to measure sp distribution.
    -----
    And then on the other hand, I seem to recall that the scaling factor is something like (spr + vit)/500. At that ratio, you'd need, at most, 683 each of spirit and vitality at most to make Wisdom Blessing scale up to +500 int, or spitting distance of the strongest non-sader buff in the game (Elemental Burn). Your town spirit + vitality are going to stack high enough just from being a crusader and equipping level-capped equipment, that Wisdom Blessing becomes fucking borked. I don't think 500 is the right number, though. Hervey, do you have more numbers from your spirit/vitality testing at level 70? Relevant ones are probably just vitality too + base +int value for the buffs you used.
     
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  20. Hervey Administrator

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    Yeah, you worded this better than I did. My point was Intellect > Spirit, in any scenario you're given the choice, Intellect will always be dominant (unless it's like 3x the amount of spirit but that will never happen). But Spirit isn't a stat you should just neglect.

    Also let's not forget, Spiritual Sacrifice reduces your Spirit and is not affected by your stats; whereas Wisdom Blessing does not lower Spirit and is affected by your Spirit.

    Well, you missed RJ, but still.
    (idk how to link builds) http://puu.sh/9BNA6.png
    But I was able to max every single battle sader move except RoL. And honestly I'd take BoP > RoL, it does about half the damage of a charged spear but is on a super low cd and finally gives us some filler damage. Unless RoL was buffed, the damage is pretty low to be honest.


    I don't have my exact Vitality but every Sader move buffs (or reduces) Spirit and Vitality equally, so. My Vitality was roughly 100 or so below my Spirit, but I did have the Spirit QP so that's mostly why. I might be able to get the int value of the buffs, hold on.

    DI at max (lvl 70 rank 21) +194 to str/int
    WB at max (lvl 69, rank 28) +106 int and +56 magic attack

    So that's exactly 322 total at max (my DI was two levels higher I, which would be +216)
    671 was the int I got fully buffed without spirit stacking (933 spirit)

    And this was done without burning so there's definitely no skewing of stats.
     
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