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Clockworks Guide
Clockworks Guide
Published by Pirre
11-05-2006
Default Clockworks Guide



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First of all, as good as everything written here is from my personal experience. Feel free to correct me, but don’t flame me if you don’t agree with one of my opinions. Also, please don’t ‘steal’ stuff.

Pirre's Clockworks Guide

So, you think you're ready to take it on? Prepare to be smashed into tiny pixels then
Up until now Clockworks (I'll call it CW from now on) is the most powerful ("official") enemy in the game, and every guild's goal is to take it down.
Why? Because you're supposed to, I guess, it's kind of an end-game boss. And it is lots of fun, and he gives phat lootz too ;p
I haven't seen a CW guide so far, I myself had many questions about it that not many people could answer, so I decided to put all I know about it together.


What is CW
CW is also known as the Gigantic Death Machine of Doom to most people, though some guilds refer to it as their "milk cow", as they have no problems in killing it, and just do it for some quick money. I don't know the details of CW story wise, but he is some sort of evil creature that terrorizes the world of flyff, and it should be killed to restore peace.
It is a huge robotic-like monster, about the size of a Flaris town square.
To give you an idea of how big it is: note its size compared to the lamppost on the left, next to its leg.


How to get a CW
You can either do the quest, or make an appointment with a Gamemaster (GM), who will then spawn it for you. CW will be spawned inside the so-called CW arena. It is quite large, so there is plenty of ‘safe ground’ for ringmasters to stand :3
CW Arena overview, so you can see its size :3

Quest: Go to server 1, and talk to the npc in front of the CW arena to start the quest (click here for a quest guide). Each guild can do the quest CW only once, and there is a 1 hour time limit. If you fail to do it within that time, you will be teleported back out. You can retry untill you killed it.
Watch out with ranged attackers, I’ve heard of a guild fighting it with only ranged attackers for awhile, and for some reason CW didn’t react to them. A little time later they were teleported out, probably because CW ‘thought’ everyone was dead. So it might be safer to always have a melee whacking at it

Gamemaster: send a mail to the gamemasters to schedule a CW (flyff@gala-net.com). Guild must be level 20. You can do 1 GM-spawned CW per week (between maintenances). If you fail to kill it, you can try it again within the same week. There is no time limit.

Notes
  • GM’s are usually very busy, so it might be quite troublesome to get one to spawn CW for you.
  • If you disconnect during CW, you cannot get back in, and a GM won’t get you back in either
    *EDIT* It seems that if you disconnect during a quest CW (on server 1), you remain in the CW arena if you log back in.
  • Changing guild leader won’t allow you to redo the quest. You must remake a guild to do CW with the quest again.
  • If you are going to do CW with the quest, your guild members just need to stand around the npc to get teleported in
  • The 1-hour timer starts the moment you get inside, not on the first hit or something
  • Only guild members can get inside the CW arena.


CW Info
  • Level: 80
  • HP: 62,582,890
  • Attack: 2,800~3,000
  • Defense: 115

Before rage mode it hits for ~2,000 damage, in rage mode ~4,000 damage. Normal critical hits are about 3,000 damage, but rage crits can go up to 7,000 damage (on level ~80 and onward players, higher levels don’t seem to get less damage from it).
Rage starts when its HP reaches this point:
It doesn’t heal, but hits twice as hard in rage, and I believe its defense goes up a bit too.
When it is near death, it seems to crit and laser more often too.

CW has 4 attacks, which are all AOE (hits everyone in a specific range):
Stomp: it raises on its hind legs, and then stomps it's front legs down on whoever might be there. Stomp is its main attack. Pretty large area of effect.


Sword: usually used on ranged attackers that are on it's side. Medium range and area of effect. Used very rarely.
No screen yet

Cannon: people running away should be aware of this. It often happens that someone runs away for rebuffs, and gets cannoned, killing both the runner and rebuffer. Big range, medium area of effect. Used rarely too.

Click here for animated GIF (2.8mb)

Laser: the most feared attack. CW uses it quite at random, but mostly on 'runners' too. It shoots a laser from its head at a certain point, and it runs from that point to its base. People directly under CW won't be hit, but everyone in the laser's path will die, unless they manage to block it. If CW is slowed by a skill, laser is quite easy to dodge though (unlike cannon, which is a direct impact).

Click here for animated GIF (3mb)

What classes and how to fight
(assuming they all have a decent build, and high-level buffs)
How fast/well you kill it depends all on how well you know eachother. Our guild has good teamplay, and we know eachother IRL too, I think that helps.
Just remember that the main goal of CW is to have fun. It aint the end of the world if you don’t kill it on the first attempt(s)

Blade: they hit hard, and fast. Blades are considered the main damage dealers, because they can dualwield. A problem might be their low(er) HP, so gorenecklaces or stamrings are a good thing to have. You might consider buying grilled eel (+50% hp for 15 minutes) from the cash shop, for rage mode. Historic axes are very useful too (+20% HP each). Blades should have priority on rebuffs, and upcut stones (+20% attack for 30 minutes).
I’m a blade myself, and because our guild doesn’t have many RM’s (to ress), I added a bit more sta then most blades would do. I have 60 base sta, on our first CW I used a gore+6, stam+6, dual historic axes, and eel in rage mode. I had 11,587 HP with all that xD I don’t use eels anymore now, since with historics I have 8,500HP, which is enough to survive (I didn’t die once during our last CW).

Knight: they shouldn’t have trouble surviving CW hits if they are of high enough level. I think their most important job is to keep paindealer active.
We did our first 2 CW without a knight. The second one went down in 1 hour. Then we got a “guild knight” (shared char), and my crit damage went up from 4k~6k, to 8k~16k o_O This time CW died in 35 minutes, almost twice as fast…
In between they just spam skills I guess, ours was only level 62, so he didn’t do anything else. VitalX (infinite fp for 20 minutes) and activation scrolls (10 minutes no cooldown on action slot) might be a good idea.

Ringmaster: Vital. As far as I know, noone can do CW without at least 1 ringmaster. I believe there should be at least 1 ringmaster with high enough sta to survive CW rage hits, so he can stand right underneath it, and spam healrain/GT. Refresher holds (20 minutes infinite mp) and activation scrolls will make a healrainers' job much easier :3
Have the RM with the best buffs pre-buff everyone, and the one with the highest int to re-buff. The rebuffer best stands at a fixed place (e.g. near the npc), so everyone knows where to go for rebuffs.
Rebuffers should keep an eye on CW all the time, as it likes to fire a cannonshot at people running away for rebuffs. Also, hotkey something like “/g LASER”, since they have a good overview, and people fighting underneath CW probably won’t see it coming until they are dead. They just need to bring lots of refreshers and posters, no need for mp holds, since they don’t need to recast constantly.
Our guilds healrain RM has 60 sta, a (currently) +7 flury set, and uses a guardian stick for HP bonus. On our last CW he didn’t use eel, and only died once.

Billposter: 1vs1 builds are also good damage dealers, and should just whack away at it, and use Baraqijal Esna when possible (it stacks with paindealer). We don’t have an aoe build BP, so I don’t know how they do vs CW, but I guess they should fight like knights, keeping Baraqijal Esna active, and spamming skills in between. Upcuts for 1vs1, vitalX and activation for aoe builds.

Ranger: supportive damage dealer like dex BP. Just keep pumping arrows in CW :3 They might want to try to keep Silent Arrow active, I’ve heard it disables the laser, but this is unconfirmed so far.

Jester: with a good build (ask Uberdeimos) they deal lots of damage (almost as much as a blade), but will have a hard time surviving. Help fighting it until rage, and then back off, or use a grilled eel.
Bow jesters just have to keep shooting it, I guess. They can’t really do anything else.

Elementor: most of em have high enough sta to survive CW, so that isn’t really a problem. Best for them is to spam electric shock, since it lowers defense too. I don’t know yet if it also stacks with paindealer and baraqijal, I’ll update this as soon as I know more. They don’t deal much damage compared to dex builds, but the lower defense helps alót. Holds/activations might be a good idea.

Psykeeper: no idea about these, we didn’t have one in our CW-party yet. Also supportive damage dealer I think, spamming their mp-based skill. Holds/activations can be usefull.

Slow skills
Sneaker, ice arrow, ice missile all slow down attack speed. Choose ONE of them, and keep it active as much as possible. Why just one? Because they don’t stack, and if e.g. both sneaker and ice arrow are active, and ice arrow wears off, the –whole- slow effect disappears. Recasting sneaker in this case wont make it slow again, recasting ice arrow will, but if then sneaker wears off, the slow effect will be gone again. If it accidentally does happen, wait for both effects to wear off, and then recast one of them, and keep that one active.
Since sneaker lasts the longest and has the best succes rate, this is the best option. If possible, have someone with a lvl20 sneaker cast it first (best effect), and someone with level 19 sneaker recast it (best succes rate).
*edit*
On our last CW, ice missile and sneaker seemed to stack. We will test it a few more times, if someone else can test this out, please do so, and let me know the result
FYI, our ele's ice missile is level 17, my sneaker is 18.

Notes
  • Do not use windfield. It is bugged, if someone dies in the windfield effect area, he will be slowed too.
  • Stun does not work. The icon appears, but it has no effect
  • I don’t know if darkness works. I’ve never seen a CW attack miss before, so I don’t think darkness will make it miss more.
  • CW can not be knocked back with either critical hits, or by the yoyo pushback effect. Crit damage appears normally though.
  • Pulling does work Not really usefull, but fun at public CW :3
  • Don't use blinkpool, it will glitch you out of the room (though you can glitch back in with blinkpool, but I don't know how :3)
Party skills
One of the melee fighters should hotkey both linkattack and sphere circle, and press both buttons each time linkattack is about to wear off. There is no timer on sphere circle (it lasts about 3 linkattacks), but this way it’ll be as good as constantly active.


The drops
Don’t forget to activate Fortune Circle and Giftbox
Since strente+1 and mighteer+1 both have a 100% droprate, Giftbox will make em drop twice. The rest of the drops depends on luck
Ow yeah, it also drops meat salad/icecream cake/8th refresher, lol.
The double droprate event gives double rate only for rares like dexions; mighteer+1 and strente+1 are not considered rare.
A full droplist can be found here.
The effect of each item can be found at this site.

When we do it, the players that want/need an item for one of their 2 main chars get it, the rest is sold and shared equally among everyone present, with 1% for the guildbank (to buy upcuts, holds, …).


Well, this is it. I’ll update if I think of more stuff to add
I hope this will be of any help ^_^
Good luck, and have fun CW’ing




/Pirre

P.S. thanks to everyone who helped me to fix this guide up:3
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Yes No
  #1  
By Triplets KGB on 11-05-2006, 12:11 PM
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You need a L20 guild now to do the GM CW :0
Last edited by Triplets KGB; 11-05-2006 at 12:13 PM..
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  #2  
By Pirre on 11-05-2006, 12:20 PM
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Fixed :3
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  #3  
By Tenko on 11-05-2006, 12:40 PM
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I like it, especially that gif lol.

Quote:
Originally Posted by Pirre
Quest: Talk to the npc in front of the CW arena to start the quest (click here for a quest guide). Each guild can do the quest CW only once, and there is a 1 hour time limit. If you fail to do it within that time, you will be teleported back out. No retry option.
What's wrong with the CW quest guide on FlyFF World? lol
http://www.flyffworld.com/monsters_clockworks.php

If a guild fails to kill a quest-spawned CW, they can retry as many times as they want. A guild can kill a quest-spawned CW only once though.

Quote:
I think rage starts when its HP goes down a bit farther than that.

You should mention that Stomp is the main attack.

Quote:
Healrainers need refresher hold (20 minutes infinite mp) and activation scrolls.
No they don't lol.

Quote:
They just need to bring lots of refreshers, no need for mp holds, since they don’t need to recast constantly.
And posters.

Quote:
Psykeeper: no idea about these, we didn’t have one in our CW-party yet. Also supportive damage dealer I think, spamming their mp-based skill. Holds/activations required.
Again, no cash shop items are ever required. Psys just stand back with the Bow users and Eles and bomb it.

Sneaker is the most preferred slow skill since it has the highest success chance, the best effect, and the longest duration. Besides, there aren't too many Rangers around compared to Knights and Blades. Have someone with level 20 Sneaker cast it, then have someone with level 19 Sneaker refresh it.

Quote:
A full droplist can be found here.
The effect of each item can be found at this site. Go to Items  accessories, or Items  equipment  rare equipment (the CW acro set hasn’t been added yet, and the effect of a speedo is block, not flee).
Or you can go to FlyFF World for that info. http://www.flyffworld.com/accessories.php
And Flee=Block, so it's right lol. Some people just misinterpret that as movement speed.
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  #4  
By Pirre on 11-05-2006, 12:44 PM
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Fixed, but I stick with it that healrainers need at least activations, the cast motion is way to slow imho.
And I'm 100% sure rage starts at that moment, because I took that screeny as soon as it normal-hitted me for 4k
Last edited by Pirre; 11-05-2006 at 12:51 PM..
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  #5  
By Tenko on 11-05-2006, 12:55 PM
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Quote:
Originally Posted by Pirre
Fixed, but I stick with it that healrainers need at least activations, the cast motion is way to slow imho.
And I'm 100% sure rage starts at that moment, because I took that screeny as soon as it normal-hitted me for 4k
I don't know about you guys, but Heal Rain in my guild heals us about all the way after a rage stomp, so one or two casts is all it takes. Maybe you guys don't have as good a Sneaker.
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  #6  
By Pirre on 11-05-2006, 01:07 PM
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Level 18 sneaker...
I'll just say it makes it easier then :x

*edit*
I don't know what level your rm is, Tenko, but ours is level 85 with 58 sta. If you have a level 105 rm with that +20 int stick, you'll probably won't need more then 2 healrains yes ;p
Last edited by Pirre; 11-05-2006 at 01:12 PM..
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  #7  
By Blackie on 11-05-2006, 01:25 PM
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beautiful guide i love it! extremely helpful in all ways
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  #8  
By Tenko on 11-05-2006, 01:26 PM
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Hmm...well, we have many RMs...usually only a handful that are on at a given time, so when we CW, there's usually only one under CW casting Heal Rain and SF/GT. Sometimes it's a certain 88 RM that has a decent amount of STA, others it's a level 92 full INT RM, and other times, other RMs.

However, none of our fighters depend on Heal Rain. We all bring plenty of pots and pills.



Edit: As for STA Knights, using VitalX and Activations seems to be a waste of money. They're not doing all that much damage anyway. By far, their biggest contribution is PDing, and maybe Sneakering.
Last edited by Tenko; 11-05-2006 at 01:28 PM..
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  #9  
By Pirre on 11-05-2006, 01:40 PM
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Well, as I stated, this is based on my experiences, and we currently only have 1 rm that can survive CW, to healrain, and his current int isn't high enough to fully heal with 2 casts, that's why I said holds/activations are quite necessairy
Lol @ screeny btw :3

And thanks, Blackie, I'm glad you like it ^^
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  #10  
By Shinzo on 11-05-2006, 01:53 PM
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Why only put dex bps in there 0_o?

STR BPs deal ALOT more damage than dex BP, and hitsj ust as fast with haste/GT. STR bps are good damage dealers, with a few asals in there too, they can do quiet alot of damage. Plus being a sexy BP, they make awesome ressers for RMs dead in the middle of CW.
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  #11  
By Pirre on 11-05-2006, 02:02 PM
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I was just sticking to the standard builds/build's that we have in our guild :X
Any new info is always welcome
*adds*
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  #12  
By Tenko on 11-05-2006, 06:09 PM
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When you said DEX BP, I thought you meant 1v1 BPs. Not like the strategy is any different though. Double click, cast Esna+attack skill, Res.
Last edited by Tenko; 11-05-2006 at 06:10 PM..
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  #13  
By Pirre on 11-06-2006, 12:27 AM
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Yes, 1vs1 BP, that's the word I was looking for xD
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  #14  
By deimos on 11-06-2006, 01:56 AM
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Quote:
Originally Posted by Tenko
However, none of our fighters depend on Heal Rain. We all bring plenty of pots and pills.
My healrain only heals about 2.7k because of my 186 int, fully equiped and buffed. I've been critted 7.9k in rage, 2 healrains won't cure that.

And comparing your guild's 10x fighters to our 7x to 90 ones isn't really fair.
Besides onyone reading this guide for information is probably more around 8x then 10x and the 'extra's' of cs items is allowed to prevent yourself from failing your first cw.
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