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Reload this Page AoE RMs (please read here before making new threads about aoe rms)
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Ali
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Default AoE RMs (please read here before making new threads about aoe rms) - 06-07-2008, 12:53 PM


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Since I see many threads about AoE rms, asking all similar questions, I’m going to just make a huge thread about them. If you read this thread and your question is still unanswered, feel free to make a new thread about your question OR use the search button.

Some terminology you need to know before you start reading:

RM – Stands for Ringmaster. It’s the class you are reading about now.

AoE – Stands for Area of effect. Skills that affect more than one mob in a certain area.

Merkaba / merk – An int-based AoE skill that a RM gets at lvl 80. Full name is Merkaba Hanzelrusha. For a period of 10 seconds, it does damage onto multiple targets 5 times.

Burst crack / BC – A str-based AoE skill that an assist gets at lvl 28.

Prevention / prev – Your lifesaver and your best friend. Do not aoe without this selfbuff! You get prevention at lvl 30. When maxed, if your HP is hit down to 1HP - 10% of your HP, prevention will activate. If your HP is hit down to 0, prevention will not work.
e.g. You have 20k HP. Your prevention line is 2k (10% of 20k = 2k). Monsters hit you down to 1.5k of your HP, so your HP heals back up to 20k. However if you had 2.1k HP and you are hit for 2.1k HP or more, prevention won’t work.

I’m sorry for this poor explanation of prevention but I hope you understand a little bit. If someone has a better and more clearer explanation please post.

V7 set – All classes have a set at level 105, known as V7 sets. They are called V7 sets because, surprisingly, they were released in V7. The effects of all these sets are the same:
1/4: No effect
2/4: Defense +10%
3/4: Defense +10%, Melee blocks +10%, Ranged blocks +10%
4/4: Defense +15%, Melee blocks +15%, Ranged blocks +15%, HP +15%
The RM V7 sets are called Rimyth for males and Remingster for females.

Azria – A CS island where all the monsters there give 20% more exp than normal monsters. You will need an Azria Ticket to enter this island. To see the monsters in Azria, please click here. Warning: you may get hooked on Azria.

Volcane - A dungeon where monsters level 118-120 are. It is like a Mas Dungeon and Dekane Mine for higher levels.


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Why should I restat to AoE?


Because your exp starts to suck as FS the higher you get. Unless you’re quite content with FSing till high levels, with the sucky exp and all then good on you! However if you are like me who gets kinda bored and annoyed at exp when all you’re seeing is 0.01% per 2 monsters and would prefer to see 0.5% per aoe, then AoE RM is the perfect way of levelling for you o:



What’s the ideal level to start AoEing?


The ideal level to start aoeing as a RM was around lvl 105. Why? Because of the V7 sets and the desert spawns. However since the introduction of Azria and reduction scrolls, RMs can start aoeing at lvl 95 in Azria. I do not recommend aoeing at lvl 95 without going to azria because the spawns suck. I also do not recommend aoeing without a V7 set.



Builds


Builds are THE most important factor when it comes to aoeing. It’s best not to waste a restat... so please read carefully.


Before you decide on your build, you must first decide on how you aoe. There are 2 methods of aoeing.

Method no1 (Merkaba-only):

This is the lazy way of aoeing. It’s simple and with this method of aoeing you have a higher chance of living and you are able to solo aoe efficiently. BUT~ this method is an extremely slow way of aoeing. Unfortunately, int does not affect merkaba as much as other aoes. For every 1 int, you get about 5 damage with merkaba. The average damage of merkaba is about 3k.

I recommend to have at least 150ish stamina base if you have average equips (I will talk about equips later on). It is possible to go full sta if you are aoeing with this method because adding int for merkaba damage is not really worth it. With full sta you are basically guaranteed to not die unless your net goes emo, you went afk, you refused to cast prevention, you’re aoeing monsters 10 levels higher for the lulz, you have 28% MP in your suit, you’re wearing vagrant clothes… etc.. you get my idea.
The only decent reasons to add int would be:
-You want to FS sometimes as well as AoE
-When you are solo-aoeing you would like longer buff times so theres less rebuffing time.
-You don’t like 1 stat builds
-You think full sta is an over-kill.

With this method you can also dual aoe with another aoe partner. It works like this:
You gather some monsters (and your aoe partner can gather monsters too if he/she can without dying), bring your aoes together to form a big aoe and then merkaba. While you wait for merkaba to cool down, you can heal rain or use regular heal on yourself if you are the only one tanking and recast prevention when needed. These aoes are fast and effective, perfect if you have an aoe friend whos up for being your perm.

So in conclusion:

Possible builds:

Full sta – good for soloing

200+ sta rest int – for people who are paranoid that they are going to die or people who can’t afford decent equips. Possible to solo.

150+ sta rest int – decent buff times, good HP, possible to solo, more merkaba damage.

You can dual aoe with all the builds mentioned above.


Method no2 (Merkaba/BC):

I would say that this way of aoeing is one of or THE most effective aoe combination in flyff. To aoe with both merkaba and BC, you would cast merkaba and then switch to a knuckle and shield and cast BC (2-3 in actionslot). When merkabas cooldown finishes you switch back to stick and cast merkaba. This is then repeated until the mob dies.

This method of aoeing is much trickier than method 1. It requires attention and concentration. With this build you can solo and dual aoe but with a higher chance of dying unless you do not use BC. The advantage of this method is that your aoes will be 3-4 times faster than method 1 and there is also a chance to stun monsters with BC if you cast stonehand on yourself. The disadvantage of this build is that it is highly recommended to have a RM FSing you instead of soloing/dual aoeing. This is because you will be equipped with a knuckle most of the time you are aoeing, and it is harder to re-cast prevention.

These builds are basically the same as merkaba-only builds but instead of adding int you add str because you get more dmg per str with BC than dmg per int with merkaba. Unless you would like to solo most of the time you are lvling (not recommended) do not go full sta. Your damage will suck and there will be no point in you even being a merkaba/BC RM.

In conclusion:

150-170 sta rest str – possible to solo but high chance of dying, not recommended to be a full time soloer with this build. Good damage and good tanking. It is best to have RM with you for lvling.




Equips


Now the 2nd most important factor of aoeing. What you are WEARING.

The ideal equips for a merkaba-only RM would be:
  • Remingster/Rimyth set +8 with defense or attack pierced.
  • Angels stick / legendary golden stick with a good + (or +3 if you can’t afford. Your set is your first priority)
  • Plugs – the regular cheap plugs are the plug +9s now. Before they changed the jewel system they were plug +4s
  • Demols – demol +12s (mighteer +1s) should be cheap in every server now. I will explain in more detail further on in this post when you should use plugs and when you should use mighteers.
  • Gore +6
  • Sta or int rings – personal preference really. If you prefer to have more HP when aoeing then go for sta ring +6s. If you don’t really need the HP and would prefer more dmg on merkaba (but not that much damage, mind you) then int rings.

The ideal equips for a merkaba/BC-RM would be (basically same as merkaba-only RMs):
  • Remingster/Rimyth set +8 with defense or attack pierced.
  • Angels stick / legendary golden stick - you can + this stick to +3 if you really wish but you do not have to. This is because Merkaba damage depends on the weapon you're equiping, and with merk/BC-style aoe you'll be equipping a knuckle most of your time aoeing.
  • Angels knuckle / Bloody knuckle with a good + (or once again, +3 if you cannot afford. Set = first priority). Pleaseeee do not use a LG knuckle unless you seriously have no other knuckle to use. Both angels and bloody are the perfect aoe knuckles which give HP – vital for survival during aoes. The bloody knuckle is even better and gives +100 defense as well as +20% HP and +250 additional attack.
  • Plugs – the regular cheap plugs are the plug +9s now. Before they changed the jewel system they were plug +4s
  • Demols – demol +12s (mighteer +1s) should be cheap in every server now. I will explain in more detail further on in this post when you should use plugs and when you should use mighteers.
  • Gore +6
  • Str rings – vigor ring +9s (strente +1s)


Of course, if you can get better equips then please do. I’m only saying the ideal equips because not every RM is that rich, in fact most RMs I have come across can barely afford a +5 set, let alone a +8 set. So please a word of warning, don’t restat to aoe unless you are fully prepared for it. Ask your friends or guilds to help you out with equips. I cannot help you with your funding because this is just a guide for aoe rms, not how to make money.



Why defense > attack > HP for levelling.


Defense is the most important stat for an aoe rm. If you don’t have enough defense you can’t aoe efficiently and will most likely end up dying. Without attack your damage will be low and it will make you emo.
Defense comes before attack and HP because if your defense is too low, you will take more damage per hit and your RM will not be able to heal you fast enough no matter how much HP you have. Without defense monsters can hit past your prevention faster and much easier so you will end up dying.
Never put HP in your aoe set. No matter how much HP you have monsters can hit for more and your HP will go down faster than if you had defense in your suit.

HOWEVERRRRR

Even though I am saying defense is extremely important, HP is also important as well, but you can easily gain HP through set bonuses and your sta. Around 20k HP is perfect for aoeing.



What do I put in my suit? Defense or attack?!


There is a way to work out what is best to pierce in your suit without having to test it on mobs. Something to do with the monsters attack and your defense and… something like that... but since most of us reading aren’t that technical I’ll teach you the nice practical way of figuring out what is best for you.

First make 4 slots in your suit so that you are ready to place cards in them but DO NOT place anything in them just yet. Then get 4 earthquake cards and 4 thunder cards (if you are extremely out of moneys you can use mountain cards, however I do not think you will be able to use thunder cards as well) and fly to the monsters suitable for you to aoe. Add one earthquake card in your suit and hit one monster and test out how much it hits you. Make sure it does not hit past your prevention and remember to test in rage. If the monsters hit too much for your liking add another earthquake card and test again. Repeat this until you’re satisfied with how much the monsters hit on you and then add the rest of the slots with thunder cards. Remember that you can always take cards out so always remember what card you slotted last in your suit. It is best to put the most expensive card first in the suit so the last card is always a cheap card that can be replaced. (i.e if you have 14% defense and 8% attack in your suit, and would like to put 28% defense later on in your suit, add earthquakes FIRST and then attack last, so when you take your cards out they will be thunder cards which are easily replacable).



Demols or plugs?!


This has the same concept as defense or attack in your suit.

If the monsters hit you for too much without plugs then use them. If you can tank easily with just 1 plug or no plug then you can use mighteers instead.



Azria


Now I’m not a pro at azria, I have only levelled there at cannibal mammoths as an aoe RM.

But if you are an aoe rm and you plan to level in azria AT ALL TIMES then your builds would be different. It is possible for you to have less sta in your build if you are in azria because all azria monsters have no rage (aoe azria rms have it easy). Feel free to play around with different builds. Click here (note: does not work on mozilla firefox. Only on IE.. apparently) for calculators which may be useful. Please note that the highest monster in Azria is lvl 115, and you can aoe these till lvl 118. After 118 you will have to go to volcane monsters which hit extremely hard even if you are full sta. Unless you don’t mind restating to higher sta when you start levelling in volcane, I would not suggest altering the builds too much.



Why is Azria so good?


Azria is good because the spawns are very good compared to other spawns. There are no aggros and you do not have to fly far to get there. The drop rates of the monsters are also extremely nice... and if you level there enough you will gain over double the amount of money you paid for your azria ticket. I levelled at Azria with my partner at low level monsters (augus and princes) and we got around 300m in 15 days if I remember correctly. Another obvious reason to level at azria is because the exp is nice. At level 115 I was getting around 0.4-0.5% per aoe, around double what I got at popcranks. You can take more monsters due to the no rage and they are closer together so gathering is faster and easier.



Which monsters to aoe at what level?



Now this depends on what equip you have. In this section I’ll be talking about an average aoe rm, so that will be a RM with a +8 set and regular jewels.

*Note* It is not recommended to level from 95-105 unless you can go to Azria


In Azria-


Note: the ghost of forgotten kings and ghost of forgotten princes are labelled the wrong way round. Thanks to Serph for pointing this out.
  • Level 95-97 – Ghost of Forgotten Princes
    -Use V7 set with reduction scrolls if possible, if not use the lvl 90 set (remember that its not worth upgrading that much)
    -Angel Knuckle
    -Angel Stick



  • Level 98-103 – Ghost of Forgotten Kings



  • Level 104-111 – Mammoths
    -At level 105 you can finally equip V7 set without reductions.
    -Legendary Golden Stick
    -Angel Knuckle
    -At lvl 110 you can equip Bloody stick with reduction
    -Bloody knuckle with reduction



  • Level 112-117 – Cannibal Mammoths

Once you are level 118 you go to volcane.


At regular monsters –
  • Level 95-98 – Kerns
    -Use V7 set with reduction scrolls if possible, if not use the lvl 90 set (remember that its not worth upgrading that much)
    -Angel Knuckle
    -Angel Stick



  • Level 99-102 – Glaphans



  • Level 103-106 – Chimeradons (raged)
    -At level 105 you can finally equip V7 set without reductions.
    -Legendary Golden Stick
    -Angel Knuckle


    Note: Since glaphans really suck for aoe, you can stay at Kerns till lvl 100 and then start aoeing chimeradons. It will be a lot harder but may be more rewarding.


  • Level 107-109 – Bears (raged)



  • Level 110-113 – Muffrins (raged)
    -Bloody stick with reduction
    -Bloody knuckle with reduction



  • Level 114-116 – Popcranks (raged)


In Volcane –
  • Level 117/118-120 – Meteonkyers & Cyclops X

Here are the spawns in volcane:

Regular Meteonkyers spawn (first spawn you come across) –



No. of mobs: 10 meteonkyers
Safe spot: yes

Only aoe here if you are lvl 117 and have difficulties tanking.


Top Right Cyclops spawn –



This spawn is similar to the top left spawn however the Cyclops are much more closer together.

No. of mobs: 10 Cyclops
Safe spot: no and yes - if you jump on top of the rocks above to meteo portal you are 'safe-ish' there. Not 100% safe though, as the monsters can still hit you if you already lured monsters while jumping on top. If you have lured monsters, the monsters will either get stuck under you and not hit you or they will hit you with ranged attack D: Be careful not to jump DIRECTLY above the portal because you'll get teleported into meteo room, and if you're unlucky red meteo will go on you.

‘Dual aoe’ spawn (before top left) –



I see a lot of dual aoers levelling here, so I call it that dual aoe spawn.

No. of mobs – 8 Meteonkyers and 8 Cyclops
Safe spot: yes

Top left spawn –



No. of mobs: 10 Cyclops
Safe spot: yes

Bottom left spawn -



No. of mobs: 7 Meteonkyers and 8 Cyclops
Safe spot: yes

GOOD LUCK WITH YOUR RM :D~


----------------------------------------------------------------------------------------

I will add anymore information later. Thank you for reading this guide/FAQ and I hope it helped. If there is any more information that you think I should add or if there is anything I can do to make my post more pretty or I have made a mistake, then feel free to post.
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Default 06-07-2008, 01:14 PM
o___o


That's one nice guide, the last part's very useful for other AoE classes to.
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I ate a lava lamp once...
 
Default 06-07-2008, 01:17 PM
Wow, that's awesome help for anyone with a RM, only one thing i would change would be the map if you can, (the princes and kings are labelled around the wrong way).
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Ali
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Default 06-07-2008, 01:20 PM
Oh that I can't change ;x It's from flyffworld site.

Thank you for telling me though, I'll add that in.
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Default 06-07-2008, 01:26 PM
nice1
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Avatar done by Nielli =3
 
Default 06-07-2008, 02:52 PM
I could be wrong but for prevention doesn't it work this way.

If you are being hit by non-critical hits/Skills then prevention will work only when your HP falls between 0% and -10% HP

Example. You have 30k hp, a psy is hitting you. You are low hp I.E 2k hp, now if that psy hits between 5-2.1k hp your prevention will kick in. But if psy hit over 5k your prevention wouldn't kick in.

Now if you are hit with a critical hit prevention works a diffeerent way, it will work in the ranges of +10% hp and -10% hp

Example. You have 30k hp, a blade is hitting you. You have 5k hp left. Now if that blade makes a critical hit of between 8k-2k hp then prevention will kick in. Any higher than 8k and it won't.
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Default 06-07-2008, 02:59 PM
Quote:
Originally Posted by jonno2k5 View Post
I could be wrong but for prevention doesn't it work this way.

If you are being hit by non-critical hits/Skills then prevention will work only when your HP falls between 0% and -10% HP

Example. You have 30k hp, a psy is hitting you. You are low hp I.E 2k hp, now if that psy hits between 5-2.1k hp your prevention will kick in. But if psy hit over 5k your prevention wouldn't kick in.

Now if you are hit with a critical hit prevention works a diffeerent way, it will work in the ranges of +10% hp and -10% hp

Example. You have 30k hp, a blade is hitting you. You have 5k hp left. Now if that blade makes a critical hit of between 8k-2k hp then prevention will kick in. Any higher than 8k and it won't.
In much less words. If your HP reaches any value between 1HP and 10%HP, it will heal you. If it hits 0, you're dead.

Crit won't change a thing.
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Default 06-07-2008, 03:04 PM
Very nice guide... I wish my RM could get as high as that and a restat X)
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Default 06-07-2008, 03:07 PM
Nice guide. @@
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Avatar done by Nielli =3
 
Default 06-07-2008, 03:21 PM
Quote:
Originally Posted by woxxy View Post
In much less words. If your HP reaches any value between 1HP and 10%HP, it will heal you. If it hits 0, you're dead.

Crit won't change a thing.
Yes a crit makes prevention kick in between -10% and 10% of your HP, non crit/skill hit is -10% and 0% hp
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Default 06-07-2008, 03:37 PM
Quote:
Originally Posted by jonno2k5 View Post
Yes a crit makes prevention kick in between -10% and 10% of your HP, non crit/skill hit is -10% and 0% hp
It just doesn't work that way. Let's wait for further confirmation anyway. I can fail.

Even after two years of use of prevention.
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School again. :[
 
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Default 06-07-2008, 03:45 PM
I'm pretty sure prevention works based on the damage being dealt, not on the kind of damage being dealt.
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Ali
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Default 06-07-2008, 04:23 PM
Quote:
Originally Posted by jonno2k5 View Post
I could be wrong but for prevention doesn't it work this way.

If you are being hit by non-critical hits/Skills then prevention will work only when your HP falls between 0% and -10% HP

Example. You have 30k hp, a psy is hitting you. You are low hp I.E 2k hp, now if that psy hits between 5-2.1k hp your prevention will kick in. But if psy hit over 5k your prevention wouldn't kick in.

Now if you are hit with a critical hit prevention works a diffeerent way, it will work in the ranges of +10% hp and -10% hp

Example. You have 30k hp, a blade is hitting you. You have 5k hp left. Now if that blade makes a critical hit of between 8k-2k hp then prevention will kick in. Any higher than 8k and it won't.
I've never ever heard of that explanation of prevention.

I don't think you're right though...

edit: woxxy i'll use that explanation for prev
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Default 06-07-2008, 04:25 PM
Quote:
Originally Posted by woxxy View Post
It just doesn't work that way. Let's wait for further confirmation anyway. I can fail.

Even after two years of use of prevention.
Quote:
Originally Posted by Ali View Post
I've never ever heard of that explanation of prevention.

I don't think you're right though...

edit: woxxy i'll use that explanation for prev
I has it right
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Default 06-07-2008, 04:25 PM
i don't see how it can work that way. i got critted for 2k by cyclops in volcano and i had around 16k hp. means that if what you're saying is true then cyclops could have never reached over my prevention, but it did. i never heard of prevention kicking in differently based on what type of damage. it is 100% true that within 10% of the hp prevention will kick in. thats confirmed.
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