WoE Guide for Warlock
Disclaimer: The opinions stated in this guide are of my own. Feel free to post additions/comments to this! Formulas for warlock skills are taken from Balance Patch Notes - https://docs.google....bZrdM7IcbfcVR9U
Last Updated: December 2013
Table of Contents
1.1 Introduction
1.2 High Wizard and Wizard Skills
1.3 Warlock Skills
1.4 Stats
1.5 Gears
1.6 Items
1.7 Playstyle
1.1 - Introduction
I prefer playing as a WoE supporter rather than a killer. Here's my take on the support warlock. 1.2 - High Wizard and Wizard Skills Fire Wall (Level 1 ~ 10) – Fire Wall is a spell that I normally use to get rid of Thorn Wall. You can put to what level you'd like it to be, I personally use level 10 for a faster cast. http://irowiki.org/wiki/Fire_Wall Sight – Detect any hidden people. Use this skill also to cancel Shadow Formation. However, take note, the SF will only cancel if the sight actually is around the caster of the SF. Mystical Amplification – Makes your skill do (0.05 x Mystical Amplification Level)% more damage. Very useful obviously for damage output, since it increases the damage of your magic. Note that this skill doesn’t work with release, but using a Mystical Amplification Scroll after using release will give this damage effect on the released spell. Since my main goal isn't a DPS, I tend to not use this skill, but I do get it anyways. Ganbantein – Think of it as a mini ME; clears away ground hazards. Extreme Vacuum, Pneuma, Safety Wall, Blinding Mist, Fiber Lock, Quagmire, Killing Cloud are some of the things it clears. Stave Crasher – I hotkey it to interrupt casts; napalm beat also works. Heaven's Drive – I hotkey it to interrupt casts as well, but most of the time I use this to reveal anyone that is hidden. Use level 1 for the faster cast time. http://irowiki.org/w.../Heaven's_Drive Sight Blaster – Disabled in WoE, use it outside a WoE map before entering - it deals damage to anyone who gets close and disappears. Quest Skill, so there's no real deteriment to using it. Water Ball – Personally, I've never used this skill due to needing water to cast this. Pick it up if wanted, and use with Mental Destroyer. Increase SP Recovery – Self-explanatory, get it if lacking in SP supplies, as this increases the amount of SP restored by them too. So your high wizard skill build can look like this: http://irowiki.org/~...BeBbx1fNan95db1 It only has the required skills, fill in the rest to your liking.
Safety Wall – It's my safety catch. Blocks any melee attack at least for one hit. Put one up to block Guillotine Fist, Crushing Strike, etc.
http://irowiki.org/wiki/Safety_Wall
http://irowiki.org/wiki/Sight
http://irowiki.org/w...l_Amplification
Soul Drain – Useless. Just gives more SP, it's completely optional.
http://irowiki.org/wiki/Soul_Drain
Frost Nova – Should be maxed, allows people around to be frozen if they are not wearing an Unfrozen or Evil Druid Armor or have a total of 100 MDEF. Note the cast times for Frost Nova on the wiki are wrong.
http://irowiki.org/wiki/Frost_Nova
Quagmire – Lowers your enemies’ AGI and DEX as well as ASPD and movement speed. Also cancels various ASPD buffs such as Spear Quicken, Increase AGI, Twohand Quicken, Wind Walk, Adrenaline Rush
http://irowiki.org/wiki/Quagmire
Storm Gust – Useful in conjunction with Reading Spellbook + Release. Or just manually casted as level 1 SG. This spell is primarily to either freeze or drain SP with a Mental Destroyer.
http://irowiki.org/wiki/Storm_Gust
http://irowiki.org/wiki/Ganbantein
http://irowiki.org/wiki/Stave_Crasher
http://irowiki.org/wiki/Sight_Blaster
http://irowiki.org/wiki/Water_Ball
http://irowiki.org/w...ase_SP_Recovery
1.3 - Warlock Skills
1.4 - Stats
Stats are to a player's preferences. Here are some things to consider though:
STR = Increases Weight Limit, Resist White Imprison, Decrease Duration of Extreme Vacuum, Increase Masquerade Resistance (depends on Weight)
AGI = Increase ASPD, Increase Masquerade Resistance. Total of 100 AGI means sleep immunity.
VIT = Increase Max HP. Total of 100 VIT means stun immunity.
INT = Increase Max SP, SP Recovery, MATK. Total of 100 INT means silence immunity.
DEX = Decrease Variable Casting Time.
LUK = Increase Critical Resistance, Increase MATK, Reduce chance of Howling success. Total of 100 LUK means curse immunity.
1.5 - Gears
Listing of possible and recommended gears. Not including MvP cards. This is an option if the goal is not to get 100 MDEF. If 100 MDEF is wanted, just get the right cards for it and the gears.
Headgear
Abysmal Knight Helm/Beret - 10% Demi-Human Resistance.
Feather Beret - 10% Demi-Human Resistance, +1 MDEF.
Recommended: +12 Red Pom Band [1] - ?% Demi-Human Resistance, +5 MDEF, % is based on upgrade level (2% per upgrade level beyond +5, up to +12). Card choice is usually KK, for the cast reduction and MATK. Another option is Gemini-S58 Card in combination with another one of these in mid headgear, if 100 total MDEF/stone curse immunity is not possible. As a support warlock, the primary aim should be to disable as many as possible while staying alive.
Mid-Headgear
3D Glasses - 4% magic damage on Formless, reduce neutral damage by 5%. Useful for breaking barricades, reduce incoming neutral damage.
Black Devil Mask - +2 all stats.
Black Frame Glasses [1] - +2 MDEF, +1 INT, card slot is used for whatever.
Glasses [1]/Mini Glasses [1]/Sunglasses [1] - Use the card slot for whatever wanted, as above. Maya Purple, Isilla are some examples.
Lower Headgear
Ninja Scroll - 1% MATK
Umbala Spirit - 1% Max HP
Well-Chewed Pencil - +2 DEX, +3 HIT
Recommended: Handkerchief In Mouth - 3% Demi-Human Resistance. Description says all.
Armor/Garment/Shoes
Recommended: +9 WoE Robe, WoE Shoes, WoE Muffler - +50 MDEF, +5 INT, 19% Demi-Human Resistance, 15% Ranged Attack Resistance, +1000 HP, +100 SP. One of the best sets to wear in WoE as a support warlock, due to the amount of resistance it gives. Also, another option for reduced cast time is to have a +9 Fallen Angel Wing (Spell 12 minimum) to switch to.
Recommended Cards:
Armor
-Marc Card: Unfrozen, to resist getting frozen.
-Ifrit Card: Fire Armor, to take less damage from Dragon Breath.
-Evil Druid Card: Undead Armor, to not get Stone Cursed.
-Pest Card (Optional): Stone Curses anyone by chance who attacks with a melee attack.
-Ghostring (If affordable): Ghost Armor, to take less damage from neutral attacks.
-Pecopeco: +10% Max HP.
Garment
-Raydric/Noxious - Take a pick, one gives 20% neutral resistance, the other gives 10% neutral resistance and 10% ranged damage resistance.
-Deviling (If affordable) - Reduce neutral damage by 50%, take more damage from everything not neutral by 50%. Only use as a quick switch garment to something neutral that does a lot of damage.
Shoes
-Matyr/Green Ferus - +10% Max HP, gives either +1 AGI or VIT depending on the card.
-Firelock Soldier - If WoE Shoes are at +9 or higher, +10% Max HP and SP, +2 STR.
Marc/Evil Druid can be ignored if 100 total hard MDEF is reached.
Accessories
Rosary [1] - Gives +3 MDEF, Cheap accessory that has a slot.
Medal Of Honor - Adds a 1% chance of inflicting Stone Curse on the attacker when physically attacked, +6 MDEF, +600 HP.
Glorious Ring - Reduces damage received from Fire, Earth, Wind and Water element attacks by 10%, Reduces variable cast time by 3%.
Orleans's Gloves - +2 DEX, +3% magic damage, primarily used with Orlean's Server, which gives 10% reduced variable cast time.
Recommended: Black Rosary [1] - Gives +15 MDEF, has a slot.
Recommended: RWC Pendant [1] - Gives +1% MATK, other things depending on the enchants, has a slot.
Recommended Cards:
-Smokie - Hide from attacks if seen coming.
-Alligator (if nothing else can be afforded) - 5% ranged damage resistance.
-Kafra Blossom - Reduces damage received from Fire, Wind, Water, Earth, Holy, Shadow elements by 10%.
-Zerom - +3 DEX
-Errande Ebecee (not recommended) - 5% chance to cast Pneuma, can be useful or not, but I don't like leaving things to chance so I don't personally use it.
Weapon
Recommended: Combat Knife (Spell 3, Spell 3), +9 Vellum Arc Wand, +6 Mental Destroyer - Switch between these three weapons when needed. The Combat Knife gives faster cast time with the enchants, the Vellum Arc Wand is for even faster casting, the Mental Destroyer is to drain SP with spells.
Shield
Should be carded with Thara Frog Card.
Bradium Shield [1] - Gives +500 HP, -1 AGI
Orleans's Server [1] - 5% to reflect magic, +2 MDEF
Recommended: Valkyrja's Shield [1] - +5 MDEF, Reduces damage received from Fire, Water, Shadow and Undead elements by 20%. OR
Recommended: +12 Immune Shield [1] - Gives % neutral damage reduction per upgrade past +5, up to +12.
In the end, here is an example set that could be worn in WoE.
Headgear - +12 Red Pom Band of Caster, 3D Glasses, Handkerchief In Mouth
Armor - +9 WoE Robe of Ifrit, +9 Superior WoE Shoes, Anti-Sniping WoE Muffler/+9 Fallen Angel Wing (Spell 12 minimum)
Weapon - +12 Vellum Arc Wand, +12 Mental Destroyer, Combat Knife (Spell 4 Spell 4)
Shield - +12 Cranial Immune Shield
Accessories - Carefree Black Rosary, Hiding Black Rosary
1.6 - Items
These are items that are recommended to use.
+10 Foods - if affordable
+20 Foods - again, if affordable
HP Increase Potion - Increase Max HP.
SP Increase Potion - Increase Max SP.
Berserk Potion - Increase ASPD.
Enriched Celermine Juice - Increase ASPD.
Guarana Candy - Gives Increase AGI.
Authoritative Badge - Increase Movement Speed.
Condensed White Potion - The average potion to use, should be ranked.
WoE Blue Potion - For SP.
WoE Violet Potion - For SP.
WoE White Potion - For HP.
Green Potion - Get rid of Confusion/Blind/Poison/Silence.
Holy Water - Get rid of Curse.
Box of Sunlight - Reveal hidden people.
Speed Potion - Go away from people that pose a threat, or to get somewhere very quickly.
Kafra Card - Allows you to use Kafra Storage, allowing you to maintain the < 50% weight for the masq resistance.
1.7 - Playstyle
Skill Abbreviations
MoA = Marsh of Abyss
Quag = Quagmire
WI = White Imprison
SE = Sienna Execrete
SW = Safety Wall
FM = Frosty Misty
SG = Storm Gust
Ganb = Ganbantein
Basic Guidelines
Always have Energy Coat up. Your SP should be hovering around 80% most of the time to make the best use of EC's reduction effect.
You should always be doing something. Frost Misty as much as you can when it's not on cooldown, Heaven's Drive on places you think enemies are hidden, Frost Nova, SG with Mental Destroyer, Fire Wall, SE, SW, MoA as much when they are not on cooldown timers. Keep as many spells as you can stored.
Matchups
Rune Knight
Builds usually seen: Pure Dragon Breath, ASPD, Hybrid, Dragon Breath + Hundred Spears/Ignition Break
Things to watch out for: Crushing Strike, Dragon Breath.
First thing to note - are they using 2H Quicken? If yes, they are ASPD. Proceed to use MoA and quag them. Change to Pest Armor, use Frost Nova or Safety Wall if getting clicked. The vellum katzbalger will be no problem, since warlocks don't have much of a HP pool anyways, very easily potted.
Do you see them using DB? Switch to fire armor and debuff them. If constantly getting DBed, WI them or yourself, remember to use WI 1 on yourself and maxed WI on them. Another option is using released SG with Mental Destroyer.
Hundred Spears/Ignition Break? Laugh at their faces, these skills will do a pitiful amount of damage. Switch to Pest Armor.
Crushing Strike? SW or WI yourself.
Don't forget that your debuffs are rendered gone on them with the Refresh Rune. Gladly, it has a cooldown. Just redebuff them after they cast it.
Also, RKs can reach 100 MDEF (Stone Curse/Frozen Immunity), so it's usually not worth a bother if they are not ASPD to use SE/SG.
Difficulty: 5/10.
Royal Guard
Builds usually seen: Support (Sacrifice + Battle Chant), Hybrid, Offense.
Things to watch out for: Nothing.
You should always have FCP. If a RG is attacking you, their only goal is to break your stuff. And sadly, they will be completely useless if you have FCP on. Their main damage skill, Vanishing Point, is a ranged attack and is dependent on ASPD. It's great, because quag will get rid of Spear Quicken, which is their main ASPD booster, and MoA will lower their AGI by a small bit. Hence, as they are best at being support, the easiest thing to do is MoA, then quag (if spear quicken is on), and proceed to use WI/SE. If in a crowd, just use FM.
Overbrand is a melee skill, just use safety wall or white imprison yourself if having trouble outpotting damage from it or Vanishing Point.
Don't even try to kill a RG, they are a pain to kill. Slow them down, and walk away. If you see that the RG is using Inspiration, switch to your Mental Destroyer and release a SG on them. Inspiration is gone when they have 0 SP.
Difficulty: 1/10.
Warlock
Builds usually seen: Support, Offense.
Things to watch out for: Your own skills, Comet, Tetra Vortex.
Warlock vs Warlock. If it's an offense warlock, your life becomes easier. If not, it's relatively the same. In the end, what matters is:
Who can WI first?
This will decide the outcome. Basically, if you can WI them before they WI you, you are guaranteed a free debuff. Just use MoA, quag and walk away.
If they are Tetra Vortex, just hide the hits. Wait for all the hits, and WI them afterwards. It shouldn't do that much anyways since you have stacked a lot of MDEF.
If they are Comet, again, hide and WI ASAP. Some comets, if properly stacked like any skill, can kill you. However, on most cases, you want to avoid Comet because of its annoying burn effect.
Difficulty: Can you click faster than them? 1/10. You can't? 10/10.
Sorcerer
Builds usually seen: Support, Offense.
Things to watch out for: Diamond Dust, Dispel, Blinding Mist, Fiber Lock, Arrullo, Extreme Vacuum, Earth Grave, Killing Cloud
It's practically your worst matchup. A good sorcerer will utterly destroy you, the only chances you have is either getting off a successful WI or SE. Since they have access to the same equips that you have, they could easily have 100 MDEF to gain Stone Curse/Frozen Immunity. The best thing to do is WI from a distance.
Against a support sorcerer, WI yourself will not be the course of action, since they can dispel you. Dispelling you will leave you energy coat less, and probably dead. Diamond Dust can inflict crystalization, which will leave you unable to pot, move, or use skills for a while. Extreme Vacuum/Fiber Lock, you can get rid of with Ganb. Earth Grave can reveal you from hidden, and Killing Cloud will constantly hitlock you, unable to get off any non instant casting spells. Arrullo leaves you asleep, Blinding Mist on themselves will make it harder for you to WI them.
In the end, just use MoA/WI from a distance and run.
Difficulty: 10/10.
Ranger
Builds usually seen: Trapper, Arrow Storm, ASPD.
Things to watch out for: Do they have MvP cards?
Relatively easy, all you have to do is MoA and quag as usual. Just use your Pest Armor, since they will probably be not immune to Stone Curse. Frost Nova is also an useful skill to use if they are near you. WI them if needed, or yourself, and hide their AS. I haven't seen trappers in WoE, so I don't personally know how to play against them. Arrow Storm - this will kill you in a single hit if they are using one of the specific MvP cards in their weapon slots - Memory of Thanatos/Samurai Specter. Otherwise, it's a pretty easy matchup.
Difficulty: 1/10 without MvP Cards, 10/10 with MvP cards since you'll be dead in one hit.
Maestro
Builds usually seen: Support.
Things to watch out for: The people that they are supporting, Song of Despair, Harmonize, Siren's Voice, Tarot Card of Fate, Unbarring Octave.
These are not as often seen in WoE, but when played well, they can be deadly. They will usually be using a hiding accessory, and be accompanied with others, usually those that can make use of Magic Strings and Song of Lutie. Just keep them in WI or SE before anything else. Harmonize reduces your stats to a fixed value, Siren's Voice may stop you from targetting them, Tarot Card of Fate causes many unwanted effects, Song of Despair keeps you immobilized, Unbarring Octave can get you in the Frozen status. Wear an unfrozen when tackling them. Their support capabilities cause them to become a target.
Difficulty: 5/10.
Wanderer
Builds usually seen: Support
Things to watch out for: Everything of a Maestro minus Harmonize, Unbarring Octave, and adding in Slow Grace.
Never really seen in WoE, most commonly an alt used for duets of a Maestro. If played, just really, they can almost be ignored. They are really that weak, in fact, without Harmonize/Unbarring Octave, they are an annoyance than anything. Since they serve the same functions as a Maestro with a link, disable them too.
Difficulty: 3/10.
Mechanic
Builds usually seen: I go boom! (Mado), ASPD
Things to watch out for: Ice Launcher, Suicidal Destruction
The Suicidal Destruction really, is what makes a Mechanic dangerous. If they have their Mado Suit on, watch out for the occasional Ice Launcher which gives the Freezing status. Keep them Stone Cursed or White Imprisoned; their Slide skills make MoA and movement debuffs quite useless. Safety Wall will save you and your allies from Suicidal Destruction - take note of that.
An ASPD Mechanic is easily dealt with - the usual MoA and quag will handle it.
Just a note, they are apparently difficult to WI.
Difficulty: 6/10.
Geneticist
Builds usually seen: Support, Offense.
Things to watch out for: Item Sling, Blood Sucker, Thorn Wall, Hell Plant, Mandragora Howling
If they get off a successful Howl on you, you are almost rendered useless - target geneticists as one of the primary targets. MoA before anything else; their Cart Boost is what gives them the movement speed that allows them to evade the primary killers and with MoA, that becomes null. Blood Sucker is a somewhat dangerous skill, as it can affect you in WI, and annoying prevent your casts if you cannot cast fast enough. Thorn Wall hinders movement; Fire Wall's chance to shine comes in play here. Cast it to get rid of the overgrown bush. Item Sling has a variety of effects, the most hindering being the sit effect - you are forced to sit for a while.
The offensive geneticist is best left avoided; their usual lineup is a Thorn Wall followed by Hell Plant spam which can potentially kill you if they have instant cast. MoA and hide are your friends - Hell Plant spam will do nothing to you since you are hidden, and their only revealing skill (Crazy Vines) gets rid of any Thorn Walls or Hell Plants they put around you.
Difficulty: 10/10 if they can get off Howling. Otherwise, 4/10.
Arch Bishop
Builds usually seen: Support.
Things to watch out for: Clearance, Decrease AGI, Oratio, Ruwach
A classic supporter, these should be one of your primary targets. Their ability to clear off status effects (such as White Imprison, Stone Curse, Frozen, Freezing, MoA) makes them annoying. Usually, the best solution is to keep them under WI, or SE them if you believe they do not have Stone Curse Immunity. Oratio will mark you with a symbol, which is troublesome if you hide often, Clearance will get rid of all buffs and debuffs you have, and Decrease AGI reduces your movement speed, in which case, you have to gain Increase AGI by an item or by an Acolyte class. Ruwach will reveal you if you are hidden.
Difficulty: 1/10.
Sura
Builds usually seen: Knuckle Arrow, Tiger Cannon, ez mode with GoH and Fist
Things to watch out for: Snap, Guillotine Fist, Gates of Hell, Knuckle Arrow, Tiger Cannon, Cursed Circle, Windmill
The definition of power - in WoE, these people can really wreck you up if you are not prepared for it. With all your buffs and equips completed, it's quite hard to die to Gates of Hell in one shot unless they have low amounts of HP. Hide is your friend - without Ruwach, their attacks will simply miss. Self-preservation should come first if you fail to WI/SE them - use SW/WI on yourself until they go away, and make sure you do not get caught in the middle of WI/SE by Cursed Circle, which guarantees that you'll get hit. If they come to use Guillotine Fist, don't forget about your ability to lower their SP and their damage by SG if you cannot avoid their attacks. Also, they always use 30% of their SP with GoH, so if you lower their SP enough, it could be possible that you can prevent their usage of GoH (provided they don't use SP items in the heat of the moment).
Knuckle Arrow is simply a death sentence if you are not aware of it - under Magic Strings with Megs on, they will wreck since they can cast KA 5 times a second (theoretically, based on ASPD) which is too much to outpot. Quag, hide, WI are your friends.
Tiger Cannon with a Tao Gunka Card could mean death to you and the people surrounding you - keep up a SW to save yourself.
Difficulty: 8/10.
Guillotine Cross
Builds usually seen: Cowardly Support, Offense, ASPD
Things to watch out for: Leech End, Cross Impact, Cross Ripper Slasher, Rolling Cutter, Poisonous Smoke, Hallucination Walk
The assassin; without seeing them, they will be very deadly. From my own experiences, GX (Guillotine Cross) do not have Stone Curse Immunity - use this to your advantage by wearing a Pest Carded Armor, and keeping Frost Nova on hand. If they come to attack you, use Frost Nova a couple of times, and as expected, they will switch to an unfrozen armor. This leaves them vulnerable to Stone Curse, which you can inflict by SE. Also, SW is your friend. Cross Ripper Slasher is a burst amount of damage that can kill if you are not prepared. Leech End is the worst of the poisons, as it can keep on interrupting your cast if you cannot cast fast enough. Poisonous Smoke is one way of inflicting the poison (clearable with Ganb), other methods involve getting close to you and manually inflicting it. Rolling Cutter can be dealt with the same way as ASPD. Hallucination Walk causes them to dodge magic on chance, which is troublesome.
As a general guideline, cast MoA before anything else, as their movement speed in Cloaking Exceed is what allows them to sneak up on people and gank them. WI on yourself, SE on them, hide, the general stuff and SW always on hand will make fights with GX quite easy.
Difficulty: 6/10.
Shadow Chaser
Builds usually seen: I'm going to screw you up !
Things to watch out for: Masquerade Ignorance, Masquerade Weakness, Shadow Formation, Chaos Panic, Bloody Lust, Manhole, Any skill that is not transcendent or deals no damage
This is the bane of your existence. They will make you into a piece of useless novice stuff in the matter of seconds. Their common skills that they copy are Flying Kick, Frost Nova, Diamond Dust, Frost Misty, and others. Point is, their Masquerades leave you useless, and vulnerable. If they do not have Stone Curse Immunity, use SE. Otherwise, spam WI on them. Take note of Shadow Formation, which leaves the target to take the damage they would have taken. Skills that do a small amount of damage like SG is useful for getting rid of this, if you cannot use Sight near them. Masquerade Ignorance - no skills. Masquerade Weakness reduces your HP, gets rid of your Weapon and Shield at the same time. Great.
Chaos Panic will leave you confused, unable to move straight - fix is Green Potion. Bloody Lust leaves you with no SP - pot back to full SP. Manhole leaves you useless underground for a while, so avoid that. All the ground spells can be destroyed with Ganb.
Nero89 suggested that to deal with SC, make use of Hide and WI; try not to get masqed/flying kicked while you try to contain the SC in WI.
Difficulty: 10/10.
Add any suggestions/comments if I missed anything.
Edited by raining, 01 December 2013 - 09:26 PM.