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Must Haves For Genetic


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#1 Hiban

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Posted 31 May 2012 - 02:40 PM

Okay! So I started a new Alchemist/Vani two weeks ago, and they are now 99/99. However, I do understand (Since I have 4 third class already) that you have to plan out your third class' job stats and skills along with your transcendence class. I am about pretty well informed on the topic of biochemist. Nevertheless, I have no idea whatsoever about stat builds/skill builds for a genetic, so my question is: What are the "Must haves" or ideal skills to get as a genetic (WoE build). I took the time to look over genetic skills and they all seem to differentiate between Str and Int. Concerning stat builds, does this mean I will have to invest some stat points into str? About how much int/str is ideal if true. How important is Dex to a Genetic? As much as a AB Biochem or much more regarding cast times?

Finally, is there anything else in addition or for fun I should know about genetics? Thank you so much for the help!
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#2 Chigikogou

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Posted 31 May 2012 - 02:50 PM

I'll just spew out the basics for you since I am no expert with my Geneticist as well but..

As for skills, the most essential for the Geneticist would be the Crazy Vines for its Ganbantein effect.
For stats, Geneticists use STR for carrying (citation needed) and also used for Leveling due to the fact that Cart Cannon benefits from ATK as well as multiplied by INT.
Dex is mainly to reduce the cast time of Cart Cannon (which is a leveling tool) and partly does for every skill as well.
Int would give you your favourite multipliers and damage (which is pretty basic)

For additional info: I follow the backpack add-ons so I have 90 str for bonus ATK 90 dex for bonus ranged damage and all to int.

Oh well, everything I've told you is just something to hold on, until someone more expert gives his'/her advice or until you can get yourself to 150.
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#3 Astraeos

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Posted 31 May 2012 - 03:35 PM

for your final base stats you want it to look something like...

STR: 80~100
AGI: optional
VIT: 96
INT: 100~105
DEX: 90~105
LUK: optional

Only get AGI and/or LUK for added resistance. AGI will help you more then LUK for masq and bleed, otherwise not really advisable to get those stats.

Skills: http://irowiki.org/~...qsrdaWafqBaeIn1

If you have any other questions, my guide might answer those questions... otherwise feel free to message me on forums to answer anything else you might wanna find out.

Edited by Astraeos, 31 May 2012 - 03:37 PM.

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#4 ExDarkrb

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Posted 31 May 2012 - 05:05 PM

The main bulk of genetics have the same core skills which are useful everywhere.

Hell plant is a 100% yes ad cart xannon is needless to say. Cart boost is your permanant speed pot, dont sacrifice it. However, the crux lies in the few remaining ones and your limited slill points.

You have to decide firmly whether you wanna be a mvp strictly or woe/pvp gen
Of course, both can switch over roles but certain skills are more tuned to the pvp side or monster side

For example, crazy weed is good but expensive, sice the gambantein effect is more helpful in woe, it is a woe skill, yes some mvps do cast irritating pneuma/magnetic earth but no point cancelling as they recast it almost immediately. Dont bother it to kill ghosts too unless you have too much zeny to waste

Furthermore, the pre requisite skill, mandragora howling, is a player only skill, sadly. Thus proving this path more for player killing

However on the other hand, the other branch is the fire expansion branch which is very monster orientated. No sensible person, even a drunk man can dodge your fire expansion, let alone a group of alert woe-ers

But since monsters are AI, they can just stupidly move into your fire and go boom.

There, mini skill guide
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#5 Rafa07

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Posted 01 June 2012 - 08:08 AM

ExDarkrb explain it well, in the end you end up with 2 possible branches.
Thorn Wall+Crazy Weed are PVP/WoE skills but also usefull for some mvp(bee, fallen, khiel,amon ra) to remove ground skills but are expensive skills if you gonna only use them for woe no problem because most of guilds will provide you with supplies for that, thorn wall is awesome for some classes(GX, RG, AB, Mech) to trap them when they are running away or rushing to you.
Fire Expansion+Demonic Fire are more oriented for PvM and leveling, as much as expensive as Acid Bomb but with more pontential, take note that AS card dont work with AoE Acid Bomb, for woe it can only be usefull on precast(like SG,DB and MS) or in Recall situation(but in this case you have mandragora howling, that is far more usefull) or Crazy Weeds that remove grounds skills, deals damage over 5sec while you cast mandragora or thorn wall

Mandragora its a must have for Woe, the pots are cheap and gives slow cast in a 15x15 area
Cart Boost its obvious

Hell plant its a very good skill, deals a good damage and stun/bleeds but need to have a fast cast to be eficent

bloodsucker its a cool dot skill, after mandragora someone you use blood suck on them and they will not cast anything
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