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#76 Sewasan

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Posted 04 March 2017 - 06:31 AM

lol yes


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#77 LordYggdrasill

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Posted 10 March 2017 - 07:02 AM

+7 VIP Buffs, Blessing, +20 Int Food, +20 Luk Food, Takoyaki, Mystical Amplification, Recognized Spell.

Still no reliable oneshot.

 

(Edit: Totally forgot to say that this is still with my +12 Crimson Rod. So yeah. :v ))

 

xvrJBZ3.jpg

 

Well its worth noting that you are at lv.172, only 3 lvs below the maximum level. For comparison-wise, Big Bell itself is only at lv.163. If your crimson rod is upgraded to 15, yes I believe you can OHKO Big Bell reliably at your current level. Realistically though, most people will be grinding in NCT starting at as low as lv.150. Since DMG from Crimson Rock is scaled by level, I am not sure a lv.150 or even lv.160 warlock can OHKO Big Bell even with +15 Crimson Rod plus your gears/cards/stats food. He/she may need god-tier cards such as Fenrir Card and Celine Kimi Card to nail it.

 

Also if its not a secret, would you mind sharing information on what gears/cards you used to OHKO Big Bell? It seems that I cannot get this information from ropd, I understand it might be private but I thought it wouldnt hurt to ask.


Edited by LordYggdrasill, 10 March 2017 - 07:05 AM.

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#78 Kusanagisama

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Posted 10 March 2017 - 08:51 AM

Just look at the buffs bar. She ate +20 INT and LUK foods, and a Takoyaki, plus Blessing and Eden buffs. IIRC, it was done with a +12 Crimson Rod with Big Ben + Cobalt Mineral cards, +12 Flame FAW and probably a +9 or so Temp Int with Nightmare Verit.

It's no ordinary thing for a Warlock to OHKO a Big Bell, normally you two-shot it (most classes multi-shot them). You have to be pretty buffed to do so. I remember dealing ~100K per Crimson Rock last time my 170 WL went there with Eden Buffs only.


Edited by Kusanagisama, 10 March 2017 - 09:02 AM.

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#79 kubikyuu

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Posted 10 March 2017 - 09:12 AM

Well its worth noting that you are at lv.172, only 3 lvs below the maximum level. For comparison-wise, Big Bell itself is only at lv.163. If your crimson rod is upgraded to 15, yes I believe you can OHKO Big Bell reliably at your current level. Realistically though, most people will be grinding in NCT starting at as low as lv.150. Since DMG from Crimson Rock is scaled by level, I am not sure a lv.150 or even lv.160 warlock can OHKO Big Bell even with +15 Crimson Rod plus your gears/cards/stats food. He/she may need god-tier cards such as Fenrir Card and Celine Kimi Card to nail it.

 

Also if its not a secret, would you mind sharing information on what gears/cards you used to OHKO Big Bell? It seems that I cannot get this information from ropd, I understand it might be private but I thought it wouldnt hurt to ask.

 

Gears should have been:

normal gears:

+9 or +11 Ordinary Black Magician Hat - Red Lichtern (not too sure which of the 2 the upgrade was anymore, but it was either +9 or +11)

Hexagon Spectacles - Red Lichtern

Ninja Scroll

Hero Magic Coat - Agav

+12 Crimson Rod - Big Ben and Cobalt Mineral

+12 Mad Bunny Special - Neo Punk

+12 Fallen Angel Wing - Spell 667 and Nightmare Ancient Mummy

+9 Temporal Int Boots - Nightmare Verit

2x Alchemy Glove - Creamy and Scaraba

 

shadow gears:

MAtk +1% middle headgear costume

+9 Magical Weapon

+7 Magical Earring

+9 Magical Pendant

+10 Basis Shadow Armor

+9 Flameguard Shield

+9 Beholder Shoes

 

Quick dirty list of how this could be improved:

+15 on the weapon

2nd Scaraba Card in an Alchemy Glove

+10 on my whole Magical Shadow Set

an MATK upper costume

more upgrades on my FAW

(more buff foods xD)

(MVP cards :v)

 

 

Just look at the buffs bar. She ate +20 INT and LUK foods, and a Takoyaki, i I'm not mistaken. To OHKO a Big Bell is nothing normal for warlocks, you have to be pretty buffed to do so. I remember dealing ~100K per Crimson Rock last time my 170 WL went there with Eden Buffs only.

 

I listed which buffs I used. :P

Don't forget Mystical Amplification!

100k non-amped is what I did at 170, too. I also have a video about that to keep track of how much better my WL's damage became. xD

 

 

Edit:

found and fixed a derp D:


Edited by kubikyuu, 10 March 2017 - 02:16 PM.

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#80 Kusanagisama

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Posted 10 March 2017 - 09:48 AM

BTW, did you upgrade your Crimson Rod to +15?


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#81 kubikyuu

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Posted 10 March 2017 - 09:57 AM

It refused to +15. For now it's stuck at +13. :c


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#82 Kusanagisama

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Posted 10 March 2017 - 12:23 PM

Yeah, Ash's been very lazy focused in helping his friend during this event.


Edited by Kusanagisama, 10 March 2017 - 12:24 PM.

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#83 Ashuckel

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Posted 10 March 2017 - 02:14 PM

Well i kinda have to log in for it to work, and that's something rather rare for me to do these days
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#84 LordYggdrasill

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Posted 13 March 2017 - 07:28 AM

Gears should have been:

normal gears:

+9 or +11 Ordinary Black Magician Hat - Red Lichtern (not too sure which of the 2 the upgrade was anymore, but it was either +9 or +11)

Hexagon Spectacles - Red Lichtern

Ninja Scroll

Hero Magic Coat - Agav

+12 Crimson Rod - Big Ben and Cobalt Mineral

+12 Mad Bunny Special - Neo Punk

+12 Fallen Angel Wing - Spell 667 and Nightmare Ancient Mummy

+9 Temporal Int Boots - Nightmare Verit

2x Alchemy Glove - Creamy and Scaraba

 

shadow gears:

MAtk +1% middle headgear costume

+9 Magical Weapon

+7 Magical Earring

+9 Magical Pendant

+10 Basis Shadow Armor

+9 Flameguard Shield

+9 Beholder Shoes

 

Quick dirty list of how this could be improved:

+15 on the weapon

2nd Scaraba Card in an Alchemy Glove

+10 on my whole Magical Shadow Set

an MATK upper costume

more upgrades on my FAW

(more buff foods xD)

(MVP cards :v)

 

 

 

I listed which buffs I used. :P

Don't forget Mystical Amplification!

100k non-amped is what I did at 170, too. I also have a video about that to keep track of how much better my WL's damage became. xD

 

 

Edit:

found and fixed a derp D:

 

I see, thats very helpful, thanks for sharing the info. Seems that its necessary to do everything possible to increase the power of fire magic, I guess the +12 FAW with Nightmare Ancient Mummy Card is the key here. Its hard to find a +12 FAW on the market though, let alone with Spell 6/6/7...

 

Edit: Oops, didnt see you already edited your last post.
 


Edited by LordYggdrasill, 13 March 2017 - 08:06 AM.

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#85 Ashuckel

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Posted 13 March 2017 - 07:40 AM

The boots doesnt have spell5, just the slot.

And no you cant change enchants
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#86 kubikyuu

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Posted 13 March 2017 - 07:44 AM

+9 Temporal Int Boots - Nightmare Verit

 

I also wonder, how can you have a Temporal Int Boots with both Spell 5 and a slot?

 

Read again. xD

The enchant + slot on Temporal Boots is something we do not have yet.

I derped but fixed it long before your post. :P

 

 

I purchased +12 Temporal Int Boots with Spell 5 and Runaway Magic, but honestly Runaway Magic annoys me a lot. It activates randomly and usually at inappropriate times, it drains SP way too quickly leaving me depleted, and it only lasts 10 seconds that I can do very little with the effect anyway.
 

 

This is why I prefer Nightmare Verit card.

The boost from it is smaller than from Runaway Magic, but there are no downsides to it.

Runaway Magic is more something I'd use vs MVPs, as you have an easier time proccing it against those.

 

 

 

I see, thats very helpful, thanks for sharing the info. Seems that its necessary to do everything possible to increase the power of fire magic, I guess the +12 FAW with Nightmare Ancient Mummy Card is the key here. Its hard to find a +12 FAW on the market though, let alone with Spell 6/6/7...

 

Yes, the +12 FAW is the key piece.

I bought a +9 one and upgraded it myself.


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#87 LordYggdrasill

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Posted 13 March 2017 - 08:06 AM

Read again. xD

The enchant + slot on Temporal Boots is something we do not have yet.

I derped but fixed it long before your post. :P

 

 

 

This is why I prefer Nightmare Verit card.

The boost from it is smaller than from Runaway Magic, but there are no downsides to it.

Runaway Magic is more something I'd use vs MVPs, as you have an easier time proccing it against those.

 

 

 

 

Yes, the +12 FAW is the key piece.

I bought a +9 one and upgraded it myself.

 

I see, just as I thought. I saw your post a few days ago, just didnt make a reply until now. I was wondering how it was possible to have both spell 5 and a slot, did a lot of research on that during the weekend and couldnt find an answer, lol. I guess I just didnt read your post again after you edited it, so my memory was stuck your original post. Sorry about that.

 

Yeah Nightmare Verit is better, especially at higher level as variable casting time is less of concern with higher INT/DEX. For me though, the choice is limited by what are available on the market, since I do not have the luck/patience to refine gears myself. I hope a +12 FAW 6/6/7 will be available at the time when I am ready to enter the nightmare clock tower(lv.150+).

 

btw your Crimson Rod is at +13(used to be +12 when you made the screenshot). Will you be able to consistently OHKO Big Bell now? Or have to wait till its +15?


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#88 Ashuckel

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Posted 13 March 2017 - 08:08 AM

Maybe at +20, with a +15 faw as well, she would be able to. Not the case here.
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#89 Kusanagisama

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Posted 13 March 2017 - 08:27 AM

Don't wait for a +12 FAW, just get a +10 with whatever enchants you find on the market, reset it to Spell 567/666, which is way easier than 667 if you're not Ash, +11 it and wait for the refine event to upgrade it. If you want a +12 with Spell 667 ready, you may never find it.


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#90 Ashuckel

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Posted 13 March 2017 - 08:42 AM

Eyy i didnt got my 667 flame faw on 1st try k?..... coz 1st time i went for special agi and got spell6/6/spec agi. On my 2nd try it went 6/6/7 :v
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#91 Kusanagisama

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Posted 13 March 2017 - 10:32 AM

lol


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#92 Sewasan

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Posted 14 March 2017 - 03:08 AM

Runaway magic increase your dmg by a lot tho, but using those to leveling is not a good idea lol
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#93 Kusanagisama

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Posted 30 March 2017 - 07:03 PM

Looks like my birdy warlock just got birdier...

 

CelineRibbonAD4.jpg

 

Should I keep it? Should I sell it?


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#94 Sewasan

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Posted 31 March 2017 - 04:35 AM

Upgrade it and keep it, i hate how Zaha procs anyway xD, also more aspd :v
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#95 Kusanagisama

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Posted 31 March 2017 - 04:47 AM

I asked for a P/C on my vending topic to think about it. It seems that only Chasers (and Zaayan, lol) might make a proper use of it. This +10% ASPD would require me to have a party with strings to make good use. It's nice to make a perfect enchant on first try, but it could've been Spell 6... XD


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#96 Sewasan

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Posted 31 March 2017 - 05:36 AM

Lol keep it man, you never know when se are going to get more cast delay reduction gear and aspd will come in handy, im kind of addicted to aspd un my chars anyway xD
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#97 Sewasan

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Posted 31 March 2017 - 05:38 AM

Btw we need to test waterball on The fire dog, seeing waterball tearing apart reaper yanku was fun tho xD
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#98 Kusanagisama

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Posted 31 March 2017 - 06:32 AM

Btw we need to test waterball on The fire dog, seeing waterball tearing apart reaper yanku was fun tho xD

 

Indeed... need a party for it, though. XD

 

Lol keep it man [...] im kind of addicted to aspd un my chars anyway xD

 

Not as addicted as Zayaan, though. :heh:

 

I'd trade it for a Spell 5~6 Ribbon. XD


Edited by Kusanagisama, 31 March 2017 - 08:52 AM.

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#99 Zayaan

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Posted 31 March 2017 - 07:19 AM

Looks like my birdy warlock just got birdier...

 

Spoiler

 

Should I keep it? Should I sell it?

 

Congrats, RNGod. I think it was less than a 1% chance to get perfect enchant. 

 

Btw we need to test waterball on The fire dog, seeing waterball tearing apart reaper yanku was fun tho xD

 

I'd attempt it, but my party doesn't have a proper tank for it. The tank we do have is a 100% Demon reduction Arch Bishop, but his fire elemental pseudo Dark Claw tears through that.


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#100 Sewasan

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Posted 31 March 2017 - 08:32 AM

i thought he inflict coma, because even a mental strenght sura cant tank it when he does a particular attack


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