Showing posts with label Rohan. Show all posts
Showing posts with label Rohan. Show all posts

Sunday, April 26, 2009

Rohan Guardian Knight Build

I’m using a dual-wield Guardian Knight with a sword as the main weapon and a dagger in place of the shield. Remember as well that if you want your Guardian Knight to wield 2 weapons, the dagger should be in place of the shield slot.

Anyway, my stat has been distributed to 3 STR: 1 VIT every level.

3 STR: 1 VIT build gives me enough strength to deal damage and the VIT, of course, gives me HP and defense.

Skill Point Distribution

As for the skills, here’s how I distributed them.

5 Frozen

1 Taunt

5 Rising Might

5 Sharpen Blade

1 Invoke

Only to those skills. Yes. I only distributed 17 points out of 50 in the Knight class. I saved the other 33 for the Guardian Skills which are the following. For the Frozen, I chose Frozen since it slows down monsters and other players.

5 Sword Mastery

1 Taunt Roar

5 Rush

5 Crazy Strength

1 Final Crash

5 Crazy Standing

1 Blue Drain

5 Order

5 Heavy Weapon

5 Crit Aura

1 Roha’s Blessing

5 Knight Symbol

5 Stone Skin

These skills gives me superb offensive power and at the same time defense to survive most of the PVE and PVP attacks.

Credits to chinoray.com

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Saturday, April 25, 2009

Half Elf Ranger Class Build (PvP/PvE)

IThe half elf ranger build in my opinion is the king of solo. This build is designed to bombard enemies from an insane attack range. The Ranger has a decent critical rate and some great rooting spells.

Stat Build: Your leveling points should be distributed as 1VIT - 3 DEX or This ranger build has no psyche so you are gonna rely on pots for your mana so you must be careful not to deplete it too soon.. You will have some decent HP with 130 points of VIT just in case someone might be lucky enough to get close to you.

This build has a large distribution of DEX to boost your ranged attack quite a bit. You will have great damage and a long range to do it in.

PvE: The easiest class to solo with by far and one of the fasted classes to level also. Most mobs won't even get close enough to you to do any damage since you have long attack range and have the ability to slow your target mobility speed. Only ranged mobs will have that chance to get a few shots off before they hit the ground bleeding. You only really need to cast one skill per mob before they die since you will be doing some nasty normal ranged attack damage. You will also have an easy time when in a high level mob grind party. You don't really have to move around much just let tankers tank and do a little pulling here and there.

PvP: The ranger class i one of the few classes that do well agains ranged and melee based classes in PvP. You take down magic type classes pretty easily and melee classes can be stunned and slowed down to a crawl before they can get to you. You can do some powerful critical damage at a long range using Critical Shot. The ranger has some great PvP skill at their disposal including Luxury Shot and Premium Shot leaving enemies with missed parts of their HP bar lol. A nice spell to initiate your PvP sequence is Speed Wind which boosts your attack speed to an insane rate that lasts 10 seconds. When a melee class finally does get to you, hit them with Brandish Kick which has a 70% chance to stun target for 9 seconds. You can kite away from enemies easily since you have increased mobility skills.

Conclusion: This ranger build is balanced and you will have extended use of your skills and will be able to solo and pvp well. You don't have a whole lot of mana so be careful. Remember that range is your advantage, don't let melee get to close or they will rip you up :)

Stat Point Build at Level 99

The recommended spell upgrades:
(Half Elf Archer Tree)

1. Darkness-Level 5: Increase dark dmg 100%, res50% 8% chance decrease target's 30% atk spd for 7 sec.
2. Psychic Pierce-Level 1: 160% of normal dmg.
3. Long Shot-Level 5: Increase 50% of attacking range for 9 min.
4. Enchanted Arrow-Level 5: Increase arrow damage by 30 for 30 min.
5. Fainting Pierce-Level 5: 35% chance decrease target movement speed by 50% for 10 sec, last 18 min.
6. Bleeding Shot-Level 1: Effect 'bleed' dealt 70% of normal dmg every 3 seconds, occur 5 times.
7. Nimble-Level 5: Increase dex by 30%, lasts 30 min.
8. Brandish Kick-Level 5: 70% chance stun the target that last 9 second.
9. Feeble Arrow-Level 1: Decrease target 3% of str last 30 seconds.
10. Fatal-Level 5: Critical dmg increases by dex * 3.0, last 15 min.
11. Sprint-Level 4: Increase movement speed by 80% in 27 seconds.
12. Evade-Level 1: Increase evasion rate by 10% last 18 min.
13. Piercing Root-Level 4: Normal attacks 130%, 50% chance hold the target in place for 5 second.
14. Double Strike-Level 1: Increase 20% of normal dmg, attack target twice.

The recommended spell upgrades:
(Half Elf RangerTree)

1. Crossbow Mastery-Level 5: Increase X-bow's atk by 25%, last 30 min.
2. Open Eyes-Level 1: Instantly removes root status.
3. Trick-Level 1: Wouldn't get attack by npc guard during gvg and during red-name period, last 5 min.
4. Detect-Level 1: Detect hidden target within the range of 10m, last 30 sec.
5. Dissapear-Level 1: 50% chance become hidden, last 30min. moving, atking or using item will expose.
6. Siege Shot-Level 5: Unable to move for 10 sec, mean while atk + 90%.
7. Murder Shot-Level 5: Increase atk dmg by murder count * 90.
8. Speed Wind-Level 5: Increase atk spd by 160%, last 10 sec.
9. Kael's Arrow-Level 2: Create 100 bolts with dmg of 120.
10. Alacrity Blow-Level 5: Increase dex by 15%, last 30 min.
11. Strip Shot-evel 5: Ignore defense, increase dmg by 70%
12. Rank Shot-Level 1: Total damage = weapon's rank * 50.
13. Critical Shot-Level 5: When hit the target, 90% chance occur critical hit.
14. Premium Shot-Level 1: Increases weapon's atk by 200%.
15. Magic Guard-Level 1: Do not affect by magics for 10 seconds.
16. Luxury Shot-Level 1: Increases weapon's atk by 200%.
17. Winged Foot-Level 5: 18 mp per sec, party member increase movement spd by 100%.


Build courtesy of freetoplaymmorpgs.com

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Friday, April 24, 2009

Guide: Rohan Elf Templar Class Build

This is an awesome build for the Elf Templar, great at PvE and great at PvP. Templars are in a sense battle priests. They are extremely difficult to kill in PvP and PvE making it easy to solo and great in parties.

Stat Build:

This builds points are mostly distributed in Psyche but has some points in intelligence too. The main reason I put points into intelligence is to get the most out of the Hammer based attacks and the DoT's (Poison). This also leaves room to add skill points to some of the intelligence/psyche based healing and attack spells. I suggest if you get enough skill stones from cash shop or finding them from mobs you shoudl put them in Mental Barrier or Party Absorb HP, and Absorb HP.



Stat Point Build at Level 99

The recommended spell upgrades:
(Elf Healer Tree)

1. Heal-Level 5: Heals the target by 600% of Intelligence and 600% of Wisdom.

2. MP Recovery-Level 5: Increases the MP recovery speed of the target by 60% for 15 minutes.

3. Root-Level 1: For 4 seconds the target is unable to move.

4. Cure Confusion-Level 1: Cures the target of confusion.

5. Divine Aura-Level 1: Party only skill. When monsters become hostile, instantly resets the aggro value of the caster.

6. Cure Silence-Level 1: Cures target of Silence.

7. Magic Buff-Level 5: Increases the magical attack power of the target by 25% for 30 minutes.

8. Group Heal-Level 5: Heals the entire party by 700% of Wisdom and 200% of Intelligence.

9. Reveal Hidden-Level 1: Hidden players and monsters in a radius of 12 will be revealed for 30 seconds.

10. Magic Barrier-Level 5: Absorbs physical damage 12 times the caster's Wisdom, lasts 60 seconds if not all damage is absorbed.

11. Teleport-Level 1: Instantly teleports 7 meters in the direction that the caster selects.

12. Resurrection-Level 1: Resurrects target of up to level 20 with 10% of HP.

13. Poison-Level 5: Deals 10 ticks of damage over time by 100% of Intelligence and 50% of Wisdom over 30 seconds.

14. Kill Time-Level 1: Causes the next skill cast to not have a recast time. Effective duration 15 minutes if unused.


The recommended spell upgrades:
(Elf Templar Tree)


1. Wisdom Buff-Level 5: Increases the Wisdom of the target by 15% for 30 minutes.

2. Reincarnation-Level 5: Resurrects target of up to level 100 with 75% HP and MP. Restores 70% of the experience lost.

3. Intelligence Buff-Level 5: Increases the Intelligence of the target by 15% for 30 minutes.

4. Rebirth-Level 1: If the caster dies within 30 seconds of using this skill, experience loss will not apply.

5. Absorb HP-Level 1: 3% of physical damage dealt is converted into HP.

6. Dispel-Level 5: Randomly removes 5 buffs from an enemy or 5 debuffs from a friendly target.

7. Holy Hammer-Level 5: Increases 1-handed hammer damage by 12% and attack speed by 60% for 30 minutes.

8. Party Absorb HP-Level 1: 2% of physical damage dealt is converted into HP for the entire party.

9. Reflection-Level 5: Harmful skill effects and debuffs are reflected back to the caster for 50 seconds.

10. Holy Crash-Level 5: 1-handed hammer attack skill with damage equal to 500% of Intelligence. Also stuns the target.

11. MP Barrier-Level 5: Each 10 HP damage taken is converted to 10 MP consumed.

12. Unravel-Level 1: Removes root status from the target.

13. Hammer Stun-Level 5: 1-handed hammer attack that damages 8 enemies in a radius of 14 meters and stuns for 6 seconds.

14. Final Crash-Level 5: Attack spell with damage equal to 800% of Wisdom.

15. AOE MP Drain-Level 5: Attack spell that damages the target and X enemies around it with 90% MP damage and does 14 times that amount as HP damage.

16. Cast Over-Level 1: The next skill used within 30 seconds can be cast instantly.

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Monday, April 20, 2009

Jemini's Strength Assassin-Predator Guide

Firstly I'd like to say I've seen quite a few guides on this forum. Some of them I have of agreed with others I've not been so happy with. This guide pretty much sums up 9X levels of experience as a Str based Dhan. Hopefully it'll help some of the unexperienced players and maybe impart some knowledge to you pros.

First I'll start with the stat builds:

Levels 1-51: 3:1 Str:Vit

Levels 51-71 :4:2 Str:Vit

Levels 71-99 6:2 Str:Vit
*Atm I have 2XX vit with General Talisman+Blazing Temple Talisman no almighty.3XX vit with almighty*. I would suggest pumpin Str each level once you are satisfied with your hp.

*Note* Theres not really too many viable variations of the Str Build simply because unlike the Agi build you can't get away with low hp because you won't evade anything except a closed door.

Weapons:
Some Str Dhans suggest going for a weapon with high HP leech. Personally I prefer a weapon with high Melee atk/Dmg Drop. Dmg Drop helps alot more in PvP then HP leech does and also helps in PvE. People aren't going to miss you alot so the less damage you take from them the better off you are.

Swords vs Katars: Swords have better base damage then Katars but high melee attack swords are in high demand since Guardians use them as well. Melee attack katars however are cheaper to find since theres not ton of Str Dhans. This decision is pure preference. Personally I went with Katars from 1-9X and plan on sticking with katars. Katar Mastery makes up imo for the damage Katar Str Dhans lose to Sword Str Dhans.

PvP Tips.
Melee classes:
Silence+Transform+Ruin+Sealing Square This combo stops anything they can do to you either they will run*which Sealing Square will stop them from doing* or they will stay fight and usually die. Transformation ends the danger of them actually dealing damage to you from reg hits. Silence kills thier ability to use skills. Works hand in hand with silence. Ruin Trap lowers Defense to a manageable level for your Psychic Phantom to start really...really hurting them. This works for other Str Dhans...Str Guardians...Str Defenders..Str Scouts and Str Dekans.

Ranged Classes:
Same Combo works with ranged classes other thing I would do different is start with Sprint*if they are a ranger* then Mana Burn* 12 m*. Then start combo in reverse.

Magic Class:
VS Templars.Key:ALWAYS WATCH FOR REFLECT.Atk as soon as you see it drop after they chrono it*10 second or so window I think* Transform them xD and their overpowered Melee becomes useless. If you can catch them unaware with silence and a stun *they will cure silence usually but theres always one dumbass who will forget and try running* Sealing Square+Transform+Ruin Trap*Silence is maybe if they dont cure it*.

Assassin Skills*All skills that say 7 are skills that IF you have the ABILITY to get the lvl 7 YOU SHOULD.
1 - Hide
5 - Invenom *though it doesnt help with PP or Demolition dmg its DoT stacks nice with demolition*
5 - Boost *helps with reg hit crits at 9X my reg hits crit 7XX+ invenom so not bad*
5-7 Phantom Crow
5-7 Mortal Rising*crit dmg boost at lvl 6-7*
5-7 Deadly Blow*20% str boost lvl 7*
5- Parry
5- Pyschic Phantom *Level 7 if you want
5- Mana Burn
5-7 Silence * I maxed this skill early. Some people don't suggest this I did it because personally I'm a rebel lol.
?-?- Confusion

*Note* I didnt bother with Quickness OR Avoid. After you have 50 dex you honestly dont need Quickness only thing its good for is buffing Archers and Dex Guardians. Hehe my Guildmates hate coz of my lvl 1 Quickness lol*

Predator skills
5-7- Katar Mastery
5-7- Ruin Trap
1-Tracking Treasure *I suggest getting this skill as its a pretty good crone/rp maker*
5-7- Heart Trap
5-7- Transformation
5-7- Premium Slash *damn nice for kill bosses*
5- Demolition
5-7- Sealing Square
?-?- Timer Trap * I dont really like this trap as mobs break it as soon as they recieve tick dmg from it. Combined with a Mage aoes and its awesome though.
2 - Royal Mask
?-?- Black Mantle * Nice very...very Nice pvp skill provided there is no D.E around and the people u are fighting are in your parties level range.

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Thursday, April 9, 2009

Rohan Half Elf Archer Build

Here a Rohan half elf archer build...

guide courtesy of rohangame.vault.ign.com

Half-Elf Archer Build by Landor
----------------------------------------------------------------------------------------------

Here is what i ve seen on KR and TW ROHAN forums about Half Elves archers :

Stats distribution.

4pts in DEX untill lvl10. Then 3DEX 1VIT.

Skills.

There are 2 builds for skills.

The KR one:

kr


The TW one:

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Wednesday, April 8, 2009

Rohan Dekan Build/Guide by Obli

here's a rohan Dekan Build/Guide by Obli

guide courtesy of rohangame.vault.ign.com

-----Skill Builds
(Level 7 skills may only last 30 days because it requires a CS item, This has not been confirmed.)

[]Seperated Zhen[]
Least requirements:
1 Darkness
1 Taunt
5 Dragon's Power
1 seperation
1 sepa slash
1 Nail Zhen
5 Health Funnel
Total: 15

The most you should be at.:
5 Darkness
1 taunt
7 Dragon's Power
1 seperation
5 Sepa slash
5 nail zhen
7 Health funnel
7 Forefoot swing
Total:38

[]Non-sepa[]
Least Requirements:
1 darkness
1 taunt
5 Dragon's Power
1 into the two non sepa moves
1 hp to mp
1 mp to hp
5 forefoot Swing
Total: 15 points


Highest you should go:
5 darkness
1 taunt
7 Dragon's power
5 into the non sepa moves
5 hp to mp
5 mp to hp
7 forefoot swing
Total: 40


-----Stat Builds
4 vit
Crap attack, excellent def.
1 str :3 vit
Decent attack with good def.
2 str: 2 vit
Good attack with good def for taking on a few monsters at a time
3 str: 1 vit
Awsome attack with a little bit extra def.
4 str
BOOM dead, but the damage back at you is also BOOM dead.

-----Friend's build suggestion:(Miyamato)
Full int till 10
then from there
2 int: 2 str
This way you can use breath VERY effectively and then use that hp drain skill in which will mean you dont need mp to hp just hp to mp and then if you cant kill the mob in those 2 int based attacks, finish the mob off with a couple hits which is where the 2 str comes in handy.
I didn't like this build.
It's mainly for if you want to get to 50 fast but i don't know what you're going to do with breath since it might be crap later.

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Tuesday, April 7, 2009

Rohan Dark Elf Guide

here's a Rohan Dark Elf Guide...

Dark Elf Build/Summary/Guide by Cecilia
----------------------------------------------------------------------------------------------

So, this is something of what I've gathered from snooping around. Please correct me if you find any mistakes, etc. no one's perfect, you get the drift :3

Anyway, as a Dark Elf, we'll all start off being a Mage.

Firstly, there are three main stats we Dark Elves will need to keep track of (now with additional info about the Stats and Equips, courtesy of Kirisu, many thanks):

1) Intelligence (INT): In Rohan, increasing Intelligence means increasing the attack power of your magical spells. INT also increases some carrying weight. Up INT=up ATTACK POWER!

Kirisu adds that every unit of INT you increase results in:

* +3 magic attack.
* +1 magic defense.
* +1~2 weight capacity.

2) Wisdom (WIS): Increasing Wisdom means that the amount of MP (i.e. the bar that goes down whenever you cast spells) you have is increased. Adding WIS will decrease your carrying weight. Up WIS=up MP!

Kirisu adds here that every unit of WIS you increase results in:

* +2 magic defense.
* -3 weight capacity.
* +10 MP.
* +1 MP recovery.
* Bonus to elemental resistances

3) Vitality (VIT): Usually an important factor of any build, adding to this stat will increase the amount of HP (i.e. the bar that is likely to disappear faster than a chocolate bar whenever you get mobbed by a bunch of aggros) you have. VIT also increases defense and some carrying weight. Up VIT=up HP!

Kirisu adds again that every unit of VIT you increase results in:

* +2 physical defense.
* +2~3 weight capacity.
* +20 HP.
* +1 HP recovery.

Mage Equipment: Note that spells (including wand/staff auto-attacks) can't miss, but they can Critical Attack... however, this means that Dark Elves don't need to increase Dexterity (hit rate).

The best thing for us Dark Elves to do is to "start with the end in mind", i.e. decide whether you want to be a Wizard or a Warlock and work towards those builds from the beginning (although you may want to tentatively try a hybrid build of WIS/INT/VIT as a Mage, because what's the point of attacking if you have no power? Likewise, what's the point of attacking if you can only attack once before running out of MP? And then, what's the point of attacking if you get one hit KO'd?). If you're interested, as a mage I'll be trying out the 3 INT 1 VIT and 1 WIS (instead of INT) every alternate level build... that is, until I get to level 35-ish when I plan to switch to 3WIS 1VIT... this is because I'm aiming to be a Wizard other than a Warlock. Warlocks have it easy and don't need to pump WIS, just INT and VIT all the way! Otherwise I'm sure there will be some kind of expensive restat-ing device (most likely to be sold in cash shop or bought off other players) you can use if you want to start off with full attack power (INT) and switch to being a Wizard at lvl50. More on that later. Now, back to decision making... also, remember to work out whether you'll mainly be a Solo player or a Party player.

Players focusing on Soloing should add more VIT as this stat adds Defense and HP, which means you get to survive longer out on your own- whoopeee! Party players, on the other hand, don't need as much VIT because when you're in a decent party there is usually someone to tank for you while you focus on honing your spell spamming skills... indeed, some people may even opt for the ultimate glass cannon build, where they don't add any points to the VIT stat at all, rather, spamming INT (it is fairly impossible to go full WIS build because WIS decreases your carrying capacity... that's goodbye storage if you want to try it...) XD This might not be too bad, because of the Dark Elf Mage ability to suck away opponents' HP/MP and add to their own... however, the skill takes time to cast (and cooldown) so opponents may not be affected fast enough to cover your ass lol. I'll take the liberty here to mention that casting time is the time it takes for the spell to take effect (including time used for animation etc.) and cooldown time is the time lapsed before you can use the same spell again.

Kiting may also become an important skill to learn if you decide to start with minimal VIT. For those of you who don't know, kiting is basically a hit and run method. Hit monster, run a few steps and try to gain just enough distance for you to be able to hit the monster again before it gets the chance to attack you... and then run away from it again, attack, run away... and so the cycle goes on. Perfecting this will take practice and you may die a couple of times trying. Okay, I lie. You may die many times while trying.

Back to the topic at hand- that being Mages. If memory serves me correctly, Dark Elf Mages will get two attack spells- a basic one you start off with and another one further along the line which is based on your INT level. Also, as a mage you will get two AOE's (Area of Effect spells- spells which affect all monsters/players within a certain area). One of these is based on the amount of INT you have, and the other is based on WIS level. Usually, you'll be using one heaps more than the other, lol. The neat thing about being a mage is that you also get a spell which allows you to teleport yourself and/or party members instantly by using a portal stone.

Once you reach lvl50, Dark Elf Mages will have a choice:

1) Wizard (can be either male or female):

Wizards are a better choice for people who intend to focus on PvE, rather than PvP as they have better AoE skills than Warlocks as well as some buffs/de-buffs. Wizards generally level faster than Warlocks due to AoE mass monster kill (and most importantly, AoE monster kill SPAM). Dark Elf Wizards will get a total of four AoE spells, one of which puts your opponents to sleep and one which is an attack spell based on the amount of WIS you possess. Strike Bash is another Wizard AoE spell which damages and stuns its targets depending on the amount of WIS you have. The last AoE for potential Wizards is called Magical Piercing. This WIS dependent spell damages your target and up to 8 enemies behind it. However, the potential for AoE is greatly increased by another buff you will get, which basically turns any normal attacks into AoE attacks.

Another neat thing I noticed is that Wizards also get a Revive buff which can be used on others (this was surprising because I thought Revive would only be limited to the Healers, but obviously not the case here). The de-buffing skill Wizards get will randomly remove buffs from opponents in a selected area.

In a nutshell, Wizards tend to stick to buffing and AoE. Mobs, here we come!

The recommended build for a Wizard is 3WIS, 1VIT... aiming to obtain at least 50INT as well (once you're max level... ahem, that is, lvl100). The main priority is on getting your WIS up first though, because- in case you haven't noticed, most of the Wizard's damage arsenal of spells/skills/buffs depend on the amount of WIS you have.

2) Warlock ( can be either male or female):

Warlocks, on the other hand, are usually chosen by people who have a thirst for PvP, because as a Warlock you get a bunch of de-buffs which would be especially useful when facing other players... especially when up against Dhans (score one for anti-concealment skill) or Dekans. An example of this would be the attack spell you will eventually get which removes the effect of your target's equipped equipment as well as doing damage over time. You will also get a skill which will prevent your targets from using de-buffs, meaning that if they're rooted, they will stay that way for the entire duration of the spell. Also, a neat thing I noticed about Warlocks is they have a skill which allows them to reset their job skills, but apparently this applies to Wizards as well.

On a side note, Warlocks also get four AoE spells, one prevents the usage of potions by other players, one is an attack over time which depends on the amount of INT you possess. Rise Root is another AoE spell which is dependent on INT... this one roots and damages its targets at the same time. The last of the AoE's for our budding Warlocks is called Magic Push. It's a spell which damages and pushes back its targets. This spell depends on your Magic Attack.

In a nutshell, Warlocks tend to stick to de-buffing/buffing and using attack spells. PvP heaven, anyone?

The recommended build for a Warlock is 3INT, 1VIT... aiming to get at least 50WIS as well. The priority here is on getting your INT up first, because the skills/spells/buffs/de-buffs Warlocks possess have damage amounts based on INT level.

Kirisu adds some useful general comments here:

- Wizards are also good at group PvP (Township Battles, especially).
- Both Warlocks and Wizards get the "Erase ability" skill, which allows them to reset their skills (including skill stone upgrades).

In the end, Warlocks do more damage but due to their low Mana Pool (MP) limiting their ability to spam skills forever, they are better at 1vs1 combat (both PvE and PvP) compared to mobbing.

Wizards, on the other hand, do less damage but get a huge Mana Pool (MP) which allows them to spam skills for longer periods of time, and thus they are more suitable for long encounters, group PvE and group PvP.

End note: The above is what I've learned (based on mmo's I've played before)/deduced from looking around sites with info on Rohan/gathered from other more knowledgable players (e.g. Kirisu) etc. and may not all apply in the actual eagerly awaited Closed (and eventually Open) Beta Version of Rohan. If you find mistakes or have something to add please feel free to reply and I will edit this post.

I hope this (sort of) guide will be of some use to people considering the path of the Dark Elf. Come to the Dark side, we have cookies ;3

Thank you for reading. Good luck and good gaming to all in the future!

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Monday, April 6, 2009

Rohan Dhan Assassin Strength build by Guano

Here's a Dhan Assassin Strength build by Guano

guide courtesy of rohangame.vault.ign.com

Hi Guys!

This is the STR build given to me by Shin. It is good for leveling.

Attributes:
3 STR : 1 VIT
Starting from Lvl 25 and every 5 levels after put 4 into DEX until you hit 50 DEX.

Skills:
(I don't know the names at the moment so just bear with me here... I will edit the post when I'm not trying to run off to work)

Going from the top down:

Row 1: Max all 3 skills
Row 2: Max the Leftmost Skill
Row 3: Max the Rightmost Skill
Row 4: None
Row 5: Max all 3 skills
Row 6: Max the Leftmost Skill

To get from Row 3 to Row 5 it looks like you will have to take the Row 3 middle skill and the Row 4 left most and right most skills. Depending on how useful you find these, you can put more points into it.

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Sunday, April 5, 2009

Rohan Elf Templar Build

Here's a Rohan Elf templar build...

guide courtesy of rohangame.vault.ign.com

Elf - Templar Build by Shin
----------------------------------------------------------------------------------------------

Attributes: 3 INT : 1 VIT

Skills:
Healer

Heal 5
Divine Aura 1
Intelligence Blow 5
Holy Light 5
Emergency Heal 1
Mental Barrier 5
Teleport 1
Revive 5
Kill Time 1

I will fill in the templar skills when I get there :P

You will probably want to max Holy Light first followed by Intelligence Blow and then Magic Barrier. While doing this, you might want to up heal as you need it until it gets maxed.

You will also want to use a staff due to your high int.

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Saturday, April 4, 2009

Rohan Elf Healer build

Here's a Rohan Elf healer build...

Guide courtesy of rohangame.vault.ign.com

credits to tonyboo

Well... as a 25 healer going priest. I've tried many different builds and variations.
The best for me is.
3 MAG / 1 VIT
Oh, and as a healer to priest... no monster should -ever- be able to hit you.
Ever.
We have a skill that is based off of MAG that does X7 damage.
It's real good...
Pros about leveling as a healer-priest is.
You don't die. Or.. you at least shouldn't. You can kill mobs higher level than you with no problem. You never need to use a mana potion. Caster monsters SUCK. Since you get 6 mag def per level.

Cons about leveling as a healer-priest is.
Your staff hits for crap. Since you have no points in INT your staff does a lot less damage. Leveling is way boring, and it takes longer to kill mobs than it does for healer-templars. It sucks healing the whole party >:(!. Ohhhh and the attack skill you get looks a lot less cooler than the ones healer-templars get. You don't get to use a +Physical defense buff because you're not INT. So you have to rely on good armor

As for templars... they're pretty much battle priests.
Nothing like an "elf mage" at all. It's practically a paladin...... a warrior+healer put together... almost.
They're -real- good in PvP. And a lot of fun.... and they look SO CUTE OMG!

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Friday, April 3, 2009

Rohan Human Defender Build by Golladan

Here's another Rohan Human Build, the defender..

Guide courtesy of rohangame.vault.ign.com

Human Defender Build by Golladan
----------------------------------------------------------------------------------------------

This is my first guide ever, so bear with me.
Also, I won't be telling you exactly how to build your character, but rather give you some tips and insight into skills.

The Class
The Defender road is for those that want to tank. While they can still solo effectively, they are better in parties, being able to make the monsters attack them while receiving little damage.

The Weapon
Humans are limited to Daggers, One-Handed Swords, 1-Handed Maces, and 1-Handed Axes. The weapon you use is entirely up to you, though I would recommend not using a Dagger. Also note that once you change to a Defender you will most likely use a Mace because of the Blunt Mastery skill. Weapons will be discussed further in the Skill section.

The Stats
The build you choose will also be up to you. As a defensive Knight your priority will be Vitality, with Strength and Dexterity(so you don't miss much) as secondary stats.
Some recommended builds(Str:Vit:Dex):
1:2:1 - Every level you put 2 points into Vit and 1 into each Dex and Str.
0.5:3:0.5 - Every level you put 3 points into Vit and then alternate the remaining point between Dex and Str.
1.5:2:0.5 - Every level you put 2 points into Vit, every level put 1 point into Str, and alternate the remaining point between Str and Dex.

The Skills

The Imbues

You are required to put at least 1 point into one of them to get the other skills. As a defensive Knight, maxing one of them is a good idea, as it will provide you with decent extra damage. You can only have one of them on, and they consume MP every 4 to 5 seconds to keep them on. You do not regenerate MP when you have one on, so it would be wise to only turn it on before you're going to fight something, and turn it off right after the fight.

Blazing Requires Level 2

Lv 1: Increases Fire Attribute Attack by 20% and Fire Attribute Defense by 10%. 4% chance of absorbing 5% of the damage dealt as HP.
Lv 2: Increases Fire Attribute Attack by 40% and Fire Attribute Defense by 20%. 5% chance of absorbing 6% of the damage dealt as HP.
Lv 3: Increases Fire Attribute Attack by 60% and Fire Attribute Defense by 30%. 6% chance of absorbing 7% of the damage dealt as HP.
Lv 4: Increases Fire Attribute Attack by 80% and Fire Attribute Defense by 40%. 7% chance of absorbing 8% of the damage dealt as HP.
Lv 5: Increases Fire Attribute Attack by 100% and Fire Attribute Defense by 50%. 8% chance of absorbing 10% of the damage dealt as HP.

With this you have a small chance of absorbing some of the damage you deal to the opponent as health. At lower levels you won't be regaining much HP from this, and even at high levels an HP potion might do a better job.


Frozen Requires Level 2
Lv 1: Increases Water Attribute Attack by 20% and Water Attribute Defense by 10%. 4% chance of decreasing the enemy's movement speed by 10% for 7 seconds.
Lv 2: Increases Water Attribute Attack by 40% and Water Attribute Defense by 20%. 5% chance of decreasing the enemy's movement speed by 15% for 7 seconds.
Lv 3: Increases Water Attribute Attack by 60% and Water Attribute Defense by 30%. 6% chance of decreasing the enemy's movement speed by 20% for 7 seconds.
Lv 4: Increases Water Attribute Attack by 80% and Water Attribute Defense by 40%. 7% chance of decreasing the enemy's movement speed by 25% for 7 seconds.
Lv 5: Increases Water Attribute Attack by 100% and Water Attribute Defense by 50%. 8% chance of decreasing the enemy's movement speed by 30% for 7 seconds.

With this you have a small chance of decreasing the movement speed of the opponent for 7 seconds. Since you are melee, the only real use for this would be if the opponent is trying to run away(or if you need to run away, but generally you can outrun things without them being debuff).


Darkness Requires Level 2
Lv 1: Increases Dark Attribute Attack by 20% and Dark Attribute Defense by 10%. 4% chance of decreasing the enemy's attack speed by 10% for 7 seconds.
Lv 2: Increases Dark Attribute Attack by 40% and Dark Attribute Defense by 20%. 5% chance of decreasing the enemy's attack speed by 15% for 7 seconds.
Lv 3: Increases Dark Attribute Attack by 60% and Dark Attribute Defense by 30%. 6% chance of decreasing the enemy's attack speed by 20% for 7 seconds.
Lv 4: Increases Dark Attribute Attack by 80% and Dark Attribute Defense by 40%. 7% chance of decreasing the enemy's attack speed by 25% for 7 seconds.
Lv 5: Increases Dark Attribute Attack by 100% and Dark Attribute Defense by 50%. 8% chance of decreasing the enemy's attack speed by 30% for 7 seconds.

This one is probably the most useful one out of the 4 imbues. You have a small chance of decreasing the opponent's attack speed for 7 seconds, meaning less damage dealt to you or whoever it is attacking.


Divine Requires Level 2
Lv 1: Increases Light Attribute Attack by 20% and Light Attribute Defense by 10%. 4% chance of absorbing 5% of the damage dealt as MP.
Lv 2: Increases Light Attribute Attack by 40% and Light Attribute Defense by 20%. 5% chance of absorbing 6% of the damage dealt as MP.
Lv 3: Increases Light Attribute Attack by 60% and Light Attribute Defense by 30%. 6% chance of absorbing 7% of the damage dealt as MP.
Lv 4: Increases Light Attribute Attack by 80% and Light Attribute Defense by 40%. 7% chance of absorbing 8% of the damage dealt as MP.
Lv 5: Increases Light Attribute Attack by 100% and Light Attribute Defense by 50%. 8% chance of absorbing 10% of the damage dealt as MP.

Similar to Blazing, except for MP. With this you have a small chance of absorbing some of the damage you deal to the opponent as MP. The usefulness of this skill is even more limited than Blazing, since you will probably end up using more MP to keep this on than what you will get back. An MP potion will probably be a better alternative.


That's it for the 4 Imbues. Now for the rest of the skills.


Taunt Requires Level 4; 1 of the Imbues
Cast Time: 0.5 seconds
Recast Time: 10 seconds
Lv 1: Forces the target monster to attack the player. Can only be used while in a Party.

This skill is mandatory and only has 1 level. It is one of your main skills as a tank in a Party, since it allows you to get aggro instantly.


Rising Might Requires Level 5; Taunt
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Target's Strength by 3% for 18 minutes.
Lv 2: Increases the Target's Strength by 6% for 21 minutes.
Lv 3: Increases the Target's Strength by 9% for 24 minutes.
Lv 4: Increases the Target's Strength by 12% for 27 minutes.
Lv 5: Increases the Target's Strength by 15% for 30 minutes.
Lv 6: Increases the Target's Strength by 18% for 30 minutes.
Lv 7: Increases the Target's Strength by 21% for 90 minutes.

An important buff, it increases the Strength of whoever you cast it on.


Protection Requires Level 5; Taunt
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Physical Defense of the Target's Armor by 3% for 18 minutes.
Lv 2: Increases the Physical Defense of the Target's Armor by 6% for 21 minutes.
Lv 3: Increases the Physical Defense of the Target's Armor by 9% for 24 minutes.
Lv 4: Increases the Physical Defense of the Target's Armor by 12% for 27 minutes.
Lv 5: Increases the Physical Defense of the Target's Armor by 15% for 30 minutes.
Lv 6: Increases the Physical Defense of the Target's Armor by 18% for 30 minutes.
Lv 7: Increases the Physical Defense of the Target's Armor by 21% for 90 minutes.

Another equally important buff. This one increases the Physical Defense that that target's armor gives. In other words, the base physical defense the player already has(from Vitality, etc) does not matter. The extra physical defense that armors give(the ones in green) isn't taken into account either. And, unfortunately, shields aren't either.


Psychic Crash Requires Level 5; Taunt
Cast Time: 1 second
Recast Time: 12 seconds
Lv 1: Deals 160% damage to the target.
Lv 2: Deals 170% damage to the target.
Lv 3: Deals 180% damage to the target.
Lv 4: Deals 190% damage to the target.
Lv 5: Deals 200% damage to the target.
Lv 6: Deals 210% damage to the target.
Lv 7: Deals 220% damage to the target. Recast Time is decreased by 2 seconds.

A simple attack skill that does damage. As with every other skill, the imbues don't affect it. If you do around 100 damage normally, with the first level of this skill you would do around 160 damage.


Crash Above Requires Level 7; Psychic Crash
Cast Time: 4 seconds
Recast Time: 4 seconds
Lv 1: For 18 minutes, Psychic Crash has a 5% chance of stunning the enemy for 3 seconds.
Lv 2: For 21 minutes, Psychic Crash has a 10% chance of stunning the enemy for 3 seconds.
Lv 3: For 24 minutes, Psychic Crash has a 15% chance of stunning the enemy for 3 seconds.
Lv 4: For 27 minutes, Psychic Crash has a 20% chance of stunning the enemy for 3 seconds.
Lv 5: For 30 minutes, Psychic Crash has a 25% chance of stunning the enemy for 3 seconds.
Lv 6: For 30 minutes, Psychic Crash has a 30% chance of stunning the enemy for 3 seconds.
Lv 7: For 90 minutes, Psychic Crash has a 35% chance of stunning the enemy for 3 seconds.

This is a self buff that gives your Psychic Crash a chance of a 3-seconds stun. The usefulness of this skill for a Defender-to-be is quite low considering that you already have a skill that gives a longer stun at a 100% chance.


Sharpen Blade Requires Level 5; Rising Might or Protection
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Damage of 1-Handed weapons(except Daggers) by 3% for 18 minutes.
Lv 2: Increases the Damage of 1-Handed weapons(except Daggers) by 6% for 21 minutes.
Lv 3: Increases the Damage of 1-Handed weapons(except Daggers) by 9% for 24 minutes.
Lv 4: Increases the Damage of 1-Handed weapons(except Daggers) by 12% for 27 minutes.
Lv 5: Increases the Damage of 1-Handed weapons(except Daggers) by 15% for 30 minutes.
Lv 6: Increases the Damage of 1-Handed weapons(except Daggers) by 18% for 30 minutes.
Lv 7: Increases the Damage of 1-Handed weapons(except Daggers) by 21% for 90 minutes.

This self buff basically increases your Physical Attack stat by a certain percent of the basic attack(the one in white) of your 1-Handed weapon, except Daggers. This is yet another important buff, and it is the reason why you wouldn't use a Dagger on a Defender-to-be(remember that you will be using a Shield, not Dual-Wielding). Since this is a percent buff, weapons with higher Physical Attacks get a bigger boost. In other words, an Axe would get the biggest boost, followed by a Mace, and then the Sword. Keep in mind though that Axes are slower than both Maces and Swords, and that Maces and Swords have the same attack speed.


Blessed Shield Requires Level 7; Protection or Sharpen Blade
Cast Time: 4 seconds
Recast Time: 4 seconds
Lv 1: The Shield's Block Rate is increased by 2% for 18 minutes.
Lv 2: The Shield's Block Rate is increased by 3% for 21 minutes.
Lv 3: The Shield's Block Rate is increased by 4% for 24 minutes.
Lv 4: The Shield's Block Rate is increased by 5% for 27 minutes.
Lv 5: The Shield's Block Rate is increased by 6% for 30 minutes.
Lv 6: The Shield's Block Rate is increased by 8% for 30 minutes.
Lv 7: The Shield's Block Rate is increased by 10% for 90 minutes.

This is yet another important self buff. It increases the block rate of your shield, and when you block, you take no damage at all. Of course, you need a shield to use this.


Invoke Requires Level 9; Sharpen Blade
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the user's Critical Damage by 235% for 18 minutes. Dexterity is increased by 20%.
Lv 2: Increases the user's Critical Damage by 295% for 21 minutes. Dexterity is increased by 20%.
Lv 3: Increases the user's Critical Damage by 350% for 24 minutes. Dexterity is increased by 20%.
Lv 4: Increases the user's Critical Damage by 410% for 27 minutes. Dexterity is increased by 20%.
Lv 5: Increases the user's Critical Damage by 470% for 30 minutes. Dexterity is increased by 20%.
Lv 6: Increases the user's Critical Damage by 520% for 30 minutes. Dexterity is increased by 20%.
Lv 7: Increases the user's Critical Damage by 530% for 90 minutes. Dexterity is increased by 25%.

This self buff makes your Critical Hits actually do damage, as well as giving an extra boost to your Dexterity. You might want to get at least level 1.


Shield Push Requires Level 9; Blessed Shield or Crash Above
Cast Time: 1 second
Recast Time: 15 seconds
Lv 1: Hits the target with your Shield to deal 230% damage, and pushes them back 2 meters.
Lv 2: Hits the target with your Shield to deal 250% damage, and pushes them back 3 meters.
Lv 3: Hits the target with your Shield to deal 270% damage, and pushes them back 4 meters.
Lv 4: Hits the target with your Shield to deal 280% damage, and pushes them back 5 meters.
Lv 5: Hits the target with your Shield to deal 300% damage, and pushes them back 6 meters.
Lv 6: Hits the target with your Shield to deal 320% damage, and pushes them back 7 meters.
Lv 7: Hits the target with your Shield to deal 340% damage, and pushes them back 8 meters. Recast Time is decreased by 3 seconds.

This skill hits the target with the shield and does very high damage. Knocks them back. If you normally do around 200 damage, level 1 of this skill would do around 460 damage. As always, the skill damage isn't affected the imbue. The knock-back effect this skill provides could be its disadvantage. However, you can use the environment to deal with it(the target won't knock back if its backed against a wall, tree, or anything the target can't move into). Also, if the target is stunned(see next skill) it won't knock back either.


Charge Requires Level 9; Blessed Shield or Shield Push
Cast Time: 0.5 second
Recast Time: 30 seconds
Lv 1: Hits the target with your Shield to deal 100% damage, and stuns them for 2 seconds.
Lv 2: Hits the target with your Shield to deal 130% damage, and stuns them for 3 seconds.
Lv 3: Hits the target with your Shield to deal 160% damage, and stuns them for 4 seconds.
Lv 4: Hits the target with your Shield to deal 180% damage, and stuns them for 5 seconds.
Lv 5: Hits the target with your Shield to deal 200% damage, and stuns them for 6 seconds.
Lv 6: Hits the target with your Shield to deal 220% damage, and stuns them for 7 seconds.
Lv 7: Hits the target with your Shield to deal 240% damage, and stuns them for 7 seconds. Recast Time is decreased by 5 seconds.

This is a very good skill with a guaranteed stun. Increasing the level will increase the stun duration as well as the damage it does. Level 1 will deal as much damage as your normal attacks. Using Shield Push right after this(while the target is still stunned) will prevent the target from being knocked back.


Bleeding Requires Level 11; Invoke or Charge
Cast Time: 1 second
Recast Time: 10 seconds
Lv 1: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 5 times.
Lv 2: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 6 times.
Lv 3: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 7 times.
Lv 4: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 8 times.
Lv 5: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 9 times.
Lv 6: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 10 times.
Lv 7: Deals 90% of the player's Physical Attack to the target as damage over time every 3 seconds 15 times.

This skill causes the target to get damage over time. Each "tick" will do 80% of your normal damage(if you do about 200 damage, the skill will do about 160 damage per tick), so the higher Physical Attack you have, the more damage it will do. If you get this skill you only really need to get level 1, since higher levels will only increase the duration, not the damage it does. Level 1 lasts for about 15 seconds. Normal mobs will generally die before the effect is over. Bosses or players will last longer, but you can just recast the skills when the effect is over.


Assault Crash Requires Level 9; Charge or Bleeding
Cast Time: 1 second
Recast Time: 7 seconds
Lv 1: Increases offensive ability by 100%, 50% of that is dealt to the target and 40% is dealt to the surrounding enemies within 2 meters.
Lv 2: Increases offensive ability by 100%, 60% of that is dealt to the target and 50% is dealt to the surrounding enemies within 3 meters.
Lv 3: Increases offensive ability by 100%, 70% of that is dealt to the target and 60% is dealt to the surrounding enemies within 4 meters.
Lv 4: Increases offensive ability by 100%, 80% of that is dealt to the target and 70% is dealt to the surrounding enemies within 5 meters.
Lv 5: Increases offensive ability by 100%, 90% of that is dealt to the target and 80% is dealt to the surrounding enemies within 6 meters.
Lv 6: Increases offensive ability by 100%, 100% of that is dealt to the target and 90% is dealt to the surrounding enemies within 7 meters.
Lv 7: Increases offensive ability by 100%, 110% of that is dealt to the target and 100% is dealt to the surrounding enemies within 7 meters.

This is your Area of Effect attack skill. Basically what this skill does is it doubles your normal attacks, and a certain percent of that is dealt to the target and surrounding enemies. If you do around 100 normal damage, this skill will increase that to 200, and then 50% of that(or 100) is dealt to the target, while 40%(or 90) is dealt the the surrounding enemies. A simpler way would be that, at level 1, the target receives 100% damage, and the surrounding enemies 90%. Increasing the level increases the area affected, and increases the damage dealt by 10%.


Mind Requires Level 11; Shield Push
Cast Time: 1 second
Recast Time: 300 seconds
Lv 1: Consumes all of the player's MP. 50% of the consumed MP is converted to HP.
Lv 2: Consumes all of the player's MP. 80% of the consumed MP is converted to HP.
Lv 3: Consumes all of the player's MP. 110% of the consumed MP is converted to HP.
Lv 4: Consumes all of the player's MP. 130% of the consumed MP is converted to HP.
Lv 5: Consumes all of the player's MP. 150% of the consumed MP is converted to HP.
Lv 6: Consumes all of the player's MP. 180% of the consumed MP is converted to HP.
Lv 7: Consumes all of the player's MP. 210% of the consumed MP is converted to HP. Recast time is decreased by 120 seconds.

Don't be fooled by this skill. It isn't that good. 300 seconds are 5 minutes. It is obviously an emergency skill, but the heal simply isn't that good, given the low MP pool that Knights have. 300 MP with this skill at level 5 is 450 HP, and by the time you have 300 MP you will have close to 2000 HP. If you're so desperate that you need to use this skill you will probably be almost out of MP already(remember that you don't regenerate MP when you have an imbue on), so the heal will be much lower. An HP potion will be much much much better. Waste of points if you ask me.

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Thursday, April 2, 2009

Rohan Knight Guide

Rohan is now in open beta here in the Philippines and I'll be putting my notes on guides for the game from different sites here for my easy access...

Rohan Knight guide courtesy of rohango.com

JM's Rohan Knight Guide


Rohan Knight Guide
Version 1.0

Navigation

Introduction
Stats
Skills
Leveling
Tips
Conclusion


INTRODUCTION


I would first like to thank you for taking the time to read my guide. I hope that this guide to becoming a Knight helps you out on your path to becoming a stronger more powerful player. I wrote this guide soley from personal experience and it may differ from other peoples opinions. This is not the "right" way to make a Knight, it is merely a guide to help you get a better idea of how to make your knight. Good luck, and have fun :]

STATS

Ok, so the stats are pretty straight forward for knights. You need strength (STR) vitality (VIT) and a little dexterity (DEX). The point of this build is to get your STR and VIT up as high as possible while having enough DEX to actually be able to hit things. Below is an example of the build.

Level 2: +3STR +1VIT
Level 3: +2STR +1VIT +1DEX
Level 4: +3STR +1VIT
Level 5: +2STR +1VIT +1DEX

Ending Stats

Strength - 153
Vitality - 85
Dexterity - 49
Intellegence - 9
Psychic - 14
Agility - 26

So really you just wanna add 3STR and 1VIT every even level, and on every odd level you add 2STR 1VIT and 1DEX until level 50.


SKILLS


The skills for the knight are pretty easy to follow. While being a knight you will have more buffs than attacks, but that is for a reason. The attack skills that you will get as a guardian are FAR better than the ones available as a knight. Below is my skill build for the knight, it is possible for you to tweak it by a few points here and there, but this build is generally good as is.

Darkness - 5/5

Level 5: Boosts Darkness Elemental Attack Rate by 100%, Defense by 50%. 8% chance of 30% drop in attack speed for 7 seconds.


Rising Might - 7/7

Level 7: 21% boost in your target's Strength. Lasts 30 mins.

Protection - 5/7

Level 5: 15% boost in Armor Defense Rate. Lasts 30mins.

Psychic Crash - 1/7

Level 1: Adds an additional 60% damage to regular attack on your target.


Crash Above - 7/7

Level 7: 35% chance of a 3second Stun when Psychic Crash Skill hits its target. Lasts 90mins.

Sharpen Blade - 5/7

Level 5: 15% boost in the user's One handed weapon (except daggers) damage. Lasts 30 mins.

Invoke - 5/7

Level 5: With a successful Critical Attack, 470% of your Dexterity is added to your attack. PLus a 20% boost in Dexterity. Lasts 30 mins.


Bleeding - 1/7

Level 1: Adds 5 additional atacks every 3 seconds at 80% of regular attack damage.
Assualt Crash - 5/7

Level 5: Adds a 100% boost to Attack Rate. Applicable to your enemy at 100% of last damage, and 90% of damage to surrounding enemies. 7M range.

So here is a quick rundown of what you should end up with by the time you are level 50.


Darkness-5 Rising Might-7 Protection-5 Psychic Crash-1 Crash Above-7
Sharpen Blade-5 Invoke-5 Bleeding-1 Assualt Crash-5


Now what you might not really need is Assualt Crash. But the way I see it is, there are 2 AoE type skills that you can get and this is one of them. The other AoE skill isn't really AoE because it attacks mobs in a straight line. I honestly believe that Assualt Crash is a good skill to have, but it is ultimately up to you.

LEVELING

Generally when it comes to leveling with a knight, warrior, etc. it is pretty self explanatory. I do not have exact locations as to where you should train (Although it would be helpful >>) but I can tell you that you can level effectively by killing monsters about one level above you. Really it is up to you, I wouldn't suggest training on something 3-4 levels ahead unless you have a healer with you.

TIPS
(I have very few tips and it would be greatly appreciated if you would send a few my way for the sake of the guide :])


CONCLUSION

I would again like to thank you for reading this guide. I hope that you found it helpful and enjoyed reading it as much as I enjoyed writing it. I hope to hear a lot of feedback from all of you so that I can improve this guide. Thank you and good luck


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Wednesday, January 14, 2009

Preparing for Rohan PH

LevelUP games has this new game currently in closed beta...Rohan.

Rohan Online is Level Up! Games’ latest adventure into the Philippine MMORPG scene. In essence, Rohan Online is a hardcore Player versus Player (PvP) MMORPG - it’s PvP anywhere, anytime, past level 30! This, in addition to Rohan’s many unique features such as the Revenge System, Township Battle System, and Exchange Market promise to create the best hardcore gaming experience available locally.

This blog would deliver constant updates concerning the game and its development. Insider news, special goodies and even contests will be posted here. In the future, we will be explaining more game features (such as the races and the customizable skill and stat builds)!

System Requirements
MINIMUM:
OS: Windows 2000 SP 4, Windows 98 SE
CPU: Intel Pentium 4 2.4 Ghz, AMD Sempron 2.0 Ghz
Memory: 512 MB
Graphics: GEForce FX, Radeon 9600; 128 MB
Sound: AC ’97 compatible
DirectX: DirectX 9.0c
Hard Disk: 6 GB

RECOMMENDED:
OS: Windows XP SP 2, Windows 2003 SP 2
CPU: Intel Pentium D 915 (2.8 Ghz), AMD Athlon64-X2 3800 (2.0 Ghz)
Memory: 2 GB
Graphics: GEForce 6×00, Radeon x600; 256 MB
Sound: AC ’97 compatible
DirectX: DirectX 9.0c
Hard Disk: 6 GB

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