Archive for September, 2011

Hybrid guide for silkroad online

Thursday, September 29th, 2011

You want to be a hybrid? Nice, you will tank and deal damage but not as much as a nuker of course. An INT hybrid is one of the complicated builds beside the Warlock/Cleric.

There are many forms of a hybrid because there is no popular (Recommend build of a hybrid). Those forms include:

1)       9:1(every 9 INT one STR) (Light recommended) (56% PHY balance/89% MAG balance)

2)       8:1(every 8 INT one STR) (Light recommended) (57% PHY balance/88% MAG balance)

3)       7:1(every 7 INT one STR) (Fire recommended) (58% PHY balance/87% MAG balance)

4)       5:1(every 5 INT one STR) (Fire recommended) (60% PHY balance/85% MAG balance)

5)       2:1(so stupid, and it only appeared in the level 60, 70 and early 80 cap)

9:1 Hybrid spear

Somehow it’s the most popular (Typical) hybrid build with light100/Heuksal100/cold100. Again that build can be an easy target to freeze by any cold user unless you pimp your acc. That build is perfect with the level 80 snow shield can do a lot, but not too much to live without snow shield. Protector is recommended for that build. It will not help with some Turk kids…300vs1, or massive, massive job wars which only happen in Csro: S.

8:1 Hybrid spear

Just like the 9:1, there is no big difference.

7:1/5:1 Hybrid spear

From now on you got many choices, as you can build your own build on your own way.

The Known options include:

1)       light100/cold100/heuksal100

Why Light? Light got the awesomeness in the MAG attack buff. Parry ratio so if some one’s hit ranges between 10k~15k the damage will stick to 10K. Ghost phantom and speed skill, helpful in job wars, pantomime to safe zone from 100vs1 people.

Cold: snow shield and phy buff.

Heuksal: Stun/dull/spins…fast spear moves.

Equipment: for that build GARMENT!

Why garment? You will not die without snow shield from 1 nuke of a full int spearman nuker. You really need more magical defense. Glaviers, bowers phy hit is 3/4 based on the imbue, so that count as a magical attack. Reduce your Mp consumption; skills wouldn’t consume much, so you give snow shield a chance not to kill your mp if a bower crit.

2)       Light100/Cold80 (7x)/heuksal100/Fire2x (for immunity with pimped acc)

3)       Fire100/cold100/heuksal100 (not the best)

That build can tank without snow shield, as you see it got both max mag defence and phy defense.

Why fire? Firstly, best imbue. Secondly, 2 uptodates nukes. Thirdly Phy damage increase buff/passive as you is a 7:1 more str higher phy balance. Fourthly, max Immunity. Fifthly, most important the Magical defense buff. You can always put light on level 20 to help you grind faster with a speed skill, and then you can level it later. If you are not farming, MAKE SURE YOU FIRE IMBUE IS UPTODATE! It’s your hope. Always keep your level 43 nuke up to date. Jobbing with a 100% speed scroll will not hurt your economy.

4)       Fire100/Heuksal100/Light32/cold 68 (high Magical/PHY. damage) (low PHY defense)

5)       Fire100/Heuksal100/light40/cold60 (higher Magical/PHY. damage) (lower PHY. defense)

6)       Fire100/Heuksal00/Light60/Cold40 (Highest Magical/PHY. damage) (lowest PHY. defense)

4,5 and 6 are some newer builds, based on the Fire mastery. People made these build not to lose the mag attack buff. So if you will choose one of these builds, you can go with Garment or protector, with the help of the 42% snow shield.

7)       Fire 100/Heuksal100/any combination between Light and cold. (Not the best)

In general, 7:1 hybrid is a good one; don’t ever think that kind of hybrid got a high M.DEF from the 7 INT each some levels. No, you are totally wrong, because actually it needs more and more MAG def so you can tank some hard nukes of the full INT spear men. In pvp a 7:1 will mainly use 1 or 2 nukes EVERY ATTACK CYCLE plus stun/spin/dull the enemy allot, so your basic skills are heuksal in pvp, nukes in training. Hybrids in general are INT based, don’t ever forget that, don’t whine about your low Hp or something, it’s still a type of a nuker.

INT/HIB Guide for Chinese Silkroad online

Thursday, September 29th, 2011

Do you want to start a full INT sword and shield? Cool, a sword and shield full int man is a good character, with some defense of the shield you can tank, and deal a good damage to kill an enemy.

Masteries and options include Light, Fire, Bicheon, Heuksal and Cold.

First, Light100/Cold100/Bicheon100 is recommended. Your Imbue will basically be the “Thunder Force Series”. Your basic damage dealing skills are the nukes of light. You got only 1 nuke up-to-date so basically you may Nuke>KD>Combo or what ever. Basic builds got nothing to discuss since that’s the popular (Typical) build of a nuker. Armor/protector is your way. Just to point out some stuff: you mainly will have no immunity toward any burn/light shock but who cares about these, u will be an easy freeze target by some 70:70 cold bowers.

The second is Ligh100/Cold100/Fire100. Lots of people going for that build these days, its mainly working as a “Chinese wizard”. That build is more to a power leveler than a normal pvper build, you got no disablers, and u can be disabled super fast (Kd, stun, kb…etc). Armor/protector is your way.

The third is Fire100/Bicheon100/cold100. That build is not the best, and is not the worst…its the own choice….its not a bad build actually as you got 2 fire nukes up to date level 83, 96..not only a level 90 one. You will have a great immune of freeze of the bowers or any cold user, but on the other hand you will not have the MAG attack increase buff or the speed/ghost phantom skills.

You can always put light on level 20 to help you grind faster with a speed skill, and then you can de-level it later. If you are not farming, MAKE SURE YOU FIRE IMBUE IS UPTODATE! It’s your hope.Always keep your level 43 nuke up to date. Jobbing with a 100% speed scroll will not hurt your economy. Armor/protector is your way.

Warlock/ Cleric Scenarios and Strategies in Silkroad Online

Thursday, September 29th, 2011

Once you get the skills & equipment, there are lots of different techniques & combinations you can use to fight other players. Below is a list of a few useful techniques when fighting other Euro players.

Rogue

Rogue stealths and you are alone standing. If it’s a dagger rogue, there is a 99% chance that he/she will attack first with Prick. The skill is so slow that you have time to stun them in the middle of the animation. If you don’t kill them before stun wears off, you probably won’t win. If the rogue is using crossbow, just hope that they are dumb enough to appear close enough to you so you can stun them during their strongest attack. Luckily, most rogues are cocky so they will most likely be in range for a stun.

Wizard

Against a wizard who is invisible, the strategy is pretty much the same. Wait until they appear and stun them. 2 DoTs and a nuke should bring them down. The only way you can lose is if you get affected by fear. Luckily, most wizards only care about big damage numbers and won’t bother to level up fear much. Holy Ward will resist and you will win.

Warriors

Against warriors, there is a 99% chance they will cast their buffs and rush you with Sprint Assault. While they are buffing, that is your chance to activate Reflect. If Sprint Assault stuns you, there is a 90% chance they will use their attack that consumes their HP(They will use regardless if stuns you or not). There isn’t much you can do besides hope you block the hit(s) and survive. Hopefully you managed to inflict some damage unto them with Reflect. If Sprint Assault didn’t stun you, stun them. Debuff them, cast 2 DoTs, and nuke. Be sure to use Vampire Touch during the fight in anticipation of a critical.

Bards

Against bards, stun and kill them.

Warlocks

Against other warlocks, play smart and fast. Be sure to stun them first or you may never have the chance to attack again..

Clerics

Against clerics, they will most likely have Holy Word/Holy Spell maxed at their level so debuffs will be useless. Stun them and cast your DoTs so they will never be able to cast Offering. Nuke them until they are dead.

Even though they will most likely be immune to your de-buffs, they can still be cursed and nuked. Wheel Bind is still functional and will make your opponent die quicker. Use your stuns carefully because they’ll be your only method of interrupting attacks. Strategies to fight Chinese characters is all the same- stun, debuff, curse, nuke, repeat. Interrupt their attacks with your stuns and sleep.

The Equipment and Stat Distribution You Need For Warlock/ Cleric in Silkroad Online

Wednesday, September 28th, 2011

In last parts, the Warlock skills and The Cleric Skills are given. Then what about the equipment and stat distribution you need. It is Gear. Well, why not Light Armor? Basically put, nukes will destroy you over physical assaults will, and by increasing your magical defense through robes, you will last more in combat when fighting a nuker. Keep in mind, you have a 15 second potion use delay, so you are trying to get hit as least you can and as low as feasible. Warlock skills are and a large MP drain and wearing robes will aid you by not consuming as much MP while using your skills.

Euro defense is different than Chinese. A Chinese nuker can wear Light Armor (or Protector) because they don’t have a pot delay, so while nukes may hit them hard their quick potting will replenish their health in about 1-3 seconds. A Euro Int, however, does have a pot delay and although an Int character already has magical defense (because of INT stat distribution) a nuke will destroy you slightly more in Light Armor making it difficult to regain full HP after getting nuked, while with Robes you will get hit for slightly less therefore be able to get full health faster from a single HP potion.

Weapons

The weapons you need are Warlock Rod and Cleric Rod. They are pretty self- explanatory. Shield can be used with both, so it gives you extra protection.

Make sure both Warlock Rod and Cleric Rod have a high magical attack percent, preferable one above 50%. A higher percent means more damage and more HP healed with Cleric healing spells which heal extra amounts of HP depending on the magical % of the Cleric Rod.

Stat Distribution

The recommended stat point distribution for this build is being PURE INT. While a hybrid build may have more survivability, it sacrifices the extra power that could be used for faster killing. This is definitely not a STR build, unless Warlock or Cleric are used as sub-masteries for a STR-based build.

Fire wall and ice wall

There is a bug in the Fire Wall and Ice Wall skills that prevent any de-buffs from going through and affecting the opponent. It isn’t a very high danger but it can be annoying at times when the opponent is aware of the bug.

To destroy Fire Wall: Simply use your Warlock nukes and curses to destroy the wall. It is used to absorb magical damage so you will not encounter any troubles destroying it.

To destroy Ice Wall: Since you have no physical attacks, it will be close to impossible to try destroying it- so don’t. If the opponent with Ice Wall has ranged attacks, simply leave their range so that they are forced to destroy the Ice Wall in order to hit you. Your curses and nukes are still 100% fully functional but you will not be able to de-buff the opponent.

The Cleric Skills You Need In Silkroad Online

Wednesday, September 28th, 2011

Since they won’t be making Cleric our main build, they won’t level lots of skills that a Cleric normally would (assaults, buffs, all passives, etc.). The only buffs that would stay on other players on switching to Warlock Rod are physical & magical defense buffs. STR & INT buffs disappear as soon as a Cleric Rod is unequipped. Because of this, it is best to save time & not get the additional SP.

1)       Divine Creed- Passive

Increases magical damage done by attacks in the Cardinal Praise Series and the Sacrifice Series. We will need this to boost damage on our Offering skill.

- Heavenly Rage: Increases damage done by attacks in the Cardinal Praise Series and the Sacrifice Series.

2)       Mental Culture- Passive

- Faith: increases amount of HP healed through healing spells.

3)       Mortal Recovery- Active

Absolute Damage attacks that will aid in killing a target with high defense.

- Over Healing: Hits one target with an Absolute Damage attack. *Absolute Damage*

- Glut Healing: Hits up to 3 targets with an Absolute Damage attack. *Absolute Damage*

4)       Recovery Series- Active

These skills will help in both PvP and PvE combat by restoring your HP.

- Healing Cycle: Heals certain amount of HP every second for 16 seconds.

- Healing Orbit: Heals greater amount of HP every second for 16 seconds.

5)       Blessed Recovery Series- Active

It is a very important set of skills for this build. Will help protect and replenish health when in battle.

- Bless Spell: Gives you and your party a huge increase in physical and magical defense.

- Recovery: Heals large amount of HP. Can be used on self and other targets.

- Recovery Division: Auto-pot in disguise! This skill will replenish your HP at random intervals.

- Group Recovery: Heals large amount of HP to you and your party.

- Holy Recovery: Heals great amount of HP. Can be used on self and other targets.

6)       Glory Series- Passive

This series is not very important for this build, but it would be if you were making a Cleric. We will only max one passive in order to unlock other skills.

- Charity: A Cleric passive that increases stats when using stat increase buffs, and while using Light Armor + Cleric Rod.

7)       Sacrifice Series- Active

The big daddy attacks. Use with caution!

- Offering: HUGE damage, at the expense of 95% of your HP. Cannot be used if HP is lower than 95%.

- Pure Offering: Makes an even bigger mess while using the same 95% of your HP.

8)       Saint Prayer Series- Active

They are very important cleric buffs. They can help in obtaining status immunity.

- Holy Word: Helps build immunity by reducing status effect of various statuses.

- Holy Spell: Reduces status effects at greater values at a time. Everyone in your party also receives this buff.

The Warlock Skills You Need in Silkroad Online

Tuesday, September 27th, 2011

A Warlock can already heal itself. Why do you need Cleric skills? Although Warlocks do have the ability to leech HP from other opponents, the HP gained is sometimes not to survive. Also, there’s a selection of other Cleric skills that will play a very important role in both PvE and PvP. Warlocks not very do any destroy, except for that daft kid nuke! It is true. Warlocks do not have plenty of skills that cause plenty of destroy. This is where curses and de-buffers [/bcolor] come in to play. These suckers can hurt a lot! This post is the basic things you need to know about generating and using a Warlock with Cleric sub-mastery.

The Skills you need

The skills required for this build will be listed below.

1)       Mind Control Series- Passive

These passives highly increase damage done by curses, or the Dark Mentalist Series.

- Dark Seed: Increases Mag damage of Dark Mentalist attacks.

- Strap: Increases amount of time curses stay on enemy.

2)       Dark Mentalist Series- Active

A Warlock’s bread n’ butter- curses! These skills cause Damage Over Time(or DoT), meaning that as long as these curses stay on your enemy, their HP will be reduces in small amounts over time until the curse leaves the victim. (Only 2 direct curses per enemy are allowed.)

- Blaze: DoT + burn.

- Toxin: DoT + Poisoned status.

- Decayed: DoT + Bleed status.

- Curse Breath: DoT + Dull Status.

- Dark Blaze: DoT + Burn Status up to 3 targets simultaneously.

- Toxin Invasion: DoT + Poison Status up to 3 targets simultaneously.

- Dark Decayed: Gives damage + Bleed status to 3 targets simultaneously.

- Dark Breath: Gives damage + Dull status to 3 targets simultaneously.

3)       Raze Series- Active

De-buffers! Make your life a little easier by weakening your opponent’s attacks and decreasing your opponent’s defense. It is very important to have.

- Physical Raze: it gives Decayed statue and reduces physical defense.

- Magical Raze: it gives weaken status and reduces magical defense.

- Combat Raze: it gives impotent status and reduces damage made by enemy.

- Courage Raze: it gives division status and increases physical and magical damage done to opponent.

- Physical Ravage: it gives decayed status to 3 targets simultaneously and decreases physical defense.

- Magical Ravage: it gives weaken status to 3 targets simultaneously and decreases magical defense.

4)       Bloody Swarm Series- Passive

Increases damage done by the Blood Series.

- Red Flower: Increases magical damage done by Blood Series attacks.

- Trap Booster: Increases damage done by traps in the Blood Series.

5)       Blood Series- Active

These are your baby nukes and traps. Deals the most damage out of all your skills and should not be used carelessly.

- Blood Flower: First nuke. It damages a single target.

- Bloody Trap: Gives Hidden Status- a skull which explodes at a random time.

- Death Flower: Second nuke. It damages up to 3 targets simultaneously.

6)       Soul Pressure Series- Active

This series contains your most important skill yet- stun! And more stun! Plus other skills too =)

- Daze: Stun! Cast this on enemies for 80% probability of stun. (It might as well be 95% because it hardly fails ;D )

- Illusion: Makes everyone have a different image of you, so you don’t look the same to anyone.

- Wrath Daze: More stun! It stuns 3 targets simultaneously.

- Shade Illusion: Same as Illusion, but allows higher level transformations.

7)       Evil Swell- Passive

Increase attack damage for Cruel Spells Series.

- Bloody Aim: Increases amount of HP drained from opponent and damage caused when leeching HP.

8)       Cruel Spell Series- Active

This series contains two very important Warlock skills: HP leeching and Warlock buffs.

- Vampire Touch: Leeches HP from a single target. Gives target Disease status.

- Shadow Armor: Creates a small floating dot around you that causes absolute damage to 3 targets around you simultaneously. *Absolute Damage*

- Scream Mask: Gives target a buff that will give Stun status (35% prob.) to anything that hits the target.

- Reflect: Warlock Buff. It reflects certain amount of damage back to opponent. (35% probability)

- Vampire Kiss: Leeches HP from up to 5 surrounding targets. It gives Disease Status.

- Dusk Armor: Advanced version of Shadow Armor. It causes more absolute damage. *Absolute Damage*

- Advanced Reflect: Warlock Buff. Reflects back 90% of damage back to opponent. (35% probability)

9)       Dim Haze Series- Active

Contain skills useful for disrupting an opponent’s attacks or reducing their healing capabilities.

- Slumber: Puts an opponent to sleep. It gives Sleep status to one target.

- Wheel Bind: Gives target an HP potion delay. Causes 5 second HP potion delay.

- Mirage: Reduces your agro from up to 4 monsters around you. (Does not require a weapon)

- Deep Slumber: Puts 3 targets to sleep simultaneously.

The various pets in Silkroad online

Tuesday, September 27th, 2011

There are various pets in Silkroad online, including gathering pets, skill pets, hunting pets, and transport pets. Now let’s have a look at what each kind of pet is and what they can do.

The Gathering pets are Monkey and squirrel. Their only job is to pick up drops for the person, so they can just keep on killing. They are only available through the item mall. They must also be paid for once a month.

Skill pets belong in pacheon skill tree (bows). They are all birds. There’s a white, black, and blue (in order of first-third book). The white and blue birds up attack rating. The black one attacks along with you. The black bird is the only one that falls under 2 categories of pets.

Hunting pets will attack monsters along with the owner. There are the wolf, and the black bird. Black bird is in pacheon skill tree. The wolves are available from two places, item mall and stable keeper. It costs 1million gold to get from stable keeper.

The wolf, you have to keep alive, it has 2 meters, one for hp, because it can get hit by mobs just as you do, and one for hunger points. As the wolf goes along, it gets hungry. If it nearly dies, remedy the problem with hgp pots from stable keeper. They say they heal 10 hgp, but that’s misleading, they heal 10% of the hgp. To heal the hp, you use regular stable pots like you use for horses and transports. If your wolf dies, you can resurrect it with a grass of life from the stable. Be careful though, those cost 50,000 gold and can get expensive if it keeps dying.

There are horses for transporting you from place to place at a faster speed. Then there are horses and camels you use for transporting goods from one town to another as a trader, or to thief town if you’re a thief. As you level, your transport options get more health. In order to use the horse/camel transports, you must be wearing the thief or trader job suit. The travel transports can be used at any time starting from level 10. If any of your transports get hit by monsters or people, you can use the pots found at the stable to heal them back up.

The benefits of a bard/cleric in Silkroad onlineⅡ

Friday, September 23rd, 2011

If you have read the first part, you may have gotten ready for a bard/cleric. In this part, the details about Bard skills and Cleric Skills will be explained.

Bard Skills

1)       Bards Dream

These are the passives that make a good bard buffer. The first increases damage done by bard nukes, the second passive increases the range for which your tambours and moving march are effective, the third lowers the mana consumption of your tambours, and the fourth increases your resistance. Resistance is useful so if you do get attacked while using a tambour, it is most likely to stay up. They play the key role in parties with multiple bards buffing with dances.

2)       Battle Chord

These are your nukes. If you want to call yourself a battle bard, you need these. The first horror chord hits a single target, the second, booming chord, hits multiple targets without the need to target a specific one, skip the third skill, the fourth is the second version of horror chord but hits multiple targets, and the fifth is the higher version of booming wave.

3)       Music Pleasure

This line contains all of the bard’s core buffs. They consist of tambours, movement buffs, and also tambours that increase the party’s hit rating. You must get all of these. Skipping the Melody Series for now only max patter clamor: It gives bind status!

4)       Sound

This series contains mainly your mana restoration skills. Tuning noise and Tuning sound are both absolute damage skills. These are great if your opponent has blessed and screens on because they will always deliver the same damage no matter what. The infamous Noise skill, which prevents normal and party mobs from attacking you, is a must for an int bard. Mana Cycle restores MP to a single target while Mana Orbit restores mana to up to 8 players within range in a party. Skip Mana wind/breeze because it aggros, and discordant wave can also end up bringing mobs onto you.

5)       Beautiful Life

These are your passives for your dances. They increase the range your dance is effective and also increase your resistance so the dances can stay up even under attack.

6)       Dancing Concert

How bards are beautiful! These skills are useable when there are 2+ bards in the party. The initial bard must do a tambour and then the second bard can then do one of the above dances. In order, they increase phys damage, mag damage, effect of healing, reduce of mana consumption, and then the higher books of phys damage, mag damage, effect of healing, reduce of mana consumption. Take all that apply to what you would like to do in the party! Dancing of Wizardry is by far the most used, so take that for sure!

Cleric Skills

1)       Divine Creed

Max this if you have the skill points it increases your clerical attack damage. You may think why do I need to max this if the only cleric attacks I will be using are the absolute damage ones? Well, you can’t pull off an offering without this skill. For those of you who don’t know, a cleric offering is the hardest hitting skill in the game and without that 100% damage increase at the cap, you will do petty damage.

2)       Cardinal Praise

If you plan on attacking as cleric, be sure to max trial cross and justice cross. Also be sure to max the last book, Integrity, of this skill line as well. It does not have any prerequisite skill either, yay! When used, it clears 2 bad statuses from the whole party in range. That’s great if someone in the party is burned or has zombie effect.

3)       Mental Culture

This passive requires the use of robes and a cleric rod and gives HP recovery 20% increase and MP 10% reduce.

4)       Mortal Recovery

These are our main attacks as a cleric. We will use these on the target between heals in order to take him down faster. The great thing is that no matter if the target is fully buffed with bless or screens these always do the same damage. At the max level, these puppies hit about 10k or so and can really pack a punch against int builds. Max them!

5)       Recovery

This skill line contains most of your heals. The first book, group healing, heals a decent amount of HP but takes some time to cast while the second book, healing division, casts almost instantly but only shares healing power with the 3 members with the lowest HP in the party. Both of these skills agro, and so do their 2nd tier books as well, group healing breath and healing favor, respectively. Max these skills if you plan to be healing large amounts of HP stuff that healing orbit can’t handle. The third and sixth books of this series are a must to max. They are like mana cycle and mana orbit, except they heal a specific amount of HP every 2 seconds for 16 seconds. Healing cycle only applies to one target while orbit works on the whole party in range.

6)       Blessed Recovery

This is your second line of healing skills. The first book is bless spell and must be maxed. This increases the party’s physical and magical defense greatly for 45 sec. I personally have not found a use for books 2 and 5 yet, so they are not required. They heal the HP of a specific party member greatly. Books 3 and 6 are recovery division! This is the whole reason many people take cleric as a sub. This little skill heals HP every few seconds, and really helps make up for that nasty Euro pot delay. MAXEM! Lastly, you have group recovery and holy group recovery. These healing skills are an instant cast and heal This is great in dire situations when the party is dying and needs a quick boost! Max it!

7)       Resurrection

At least the first 2 books of this series must be maxed for the 100 cap. These skills can revive targets up to 20 levels higher than you. Group reverse resurrects all party members within a range and reverse oblation revives a single target and for a time gives the target a 65% HP increase and 65% damage absorption. Even if you don’t want to give the target this buff, he can easily dismiss it by right clicking it on the top of his screen.

8)       Glory

These passives are the reason we are wearing light armor. The first book is as follows at level 90: When a target is blessed, Str 13 increase, Int 13 increase, Physical defense 62 increase, Magical defense 100 increases. That extra defense or Str/Int could be the difference between a win or loss! The second book gives you around 150 extra physical defenses when in light armor and using a cleric rod, and the third gives you around 200 magical defenses when in LA and using a cleric rod. Max them all!!

9)       Sacrifice

The highest hitting skill in the game at a whopping 967%! This skill combined with the clerical attack increase skill will be sure to drop some jaws over the damage output. Max this only if you have enough SP to max the attack increase skill.

10)   Saint Prayer

Max the third book, Holy Word only. This will prevent you and the party from getting bad statuses from mobs as well as players. It does not require the first book to max it. We don’t need heaven flash because we already have the bard skill that gives bind status.

11)   Blessing

Max all of these! They give extra STR, INT, physical defense, and magical defense to the target. At max they give around 40 extra Str/Int, which adds quite an advantage to whomever is being buffed.

The benefits of a bard/cleric in Silkroad onlineⅠ

Friday, September 23rd, 2011

A bard cleric is one of the most wanted things, if not the most wanted build in a party. Why? It is because you are a versatile buffer. In parties, you can restore mana, absorb damage, nuke monster, and increase damage as a bard or heal HP, resurrect party members, buff party members with Int and Str as well as physical and magical defense, and protect against harmful statuses. No wonder a bard cleric is wanted in so many parties. You will shine as a bard in group pvp with your lightning fast nukes and players will always want you on their team.

What are the downsides? Unfortunately there is no good without bad. Although they may shine while jobbing in groups, bard clerics are not much of 1vs1 pvpers. They may stand a chance against wizards, but against other builds it will be tough to win! Also, during the lower levels, not many players realize the benefit of having a bard in their party and many would rather another wizard or attacker. This build is also not much of a solo leveling build. Sure, you won’t need any MP and only a few HP pots, but bards must 2-3 hit mobs their level.

So what to choose, pure Int or Hybrid? Going pure int is recommended. Mana orbit at level 90 requires around 15K MP to cast and that extra mana will sure come in handy when healing as a cleric when you are unable to switch back to bard. Pure int will also increase your damage from your nukes, which is vital if you plan to be a battle bard!

Although a Hybrid is not bad, this will severely limit to your ability to heal and you won’t be able to buff to your full potential. A little bit of Str won’t harm you that much, though. It will increase your survivability by a tiny bit, but it will decrease your damage. Every INT counts!

When it comes to armors, Light Armor is better. Wearing Light Armor will give you a good balance between physical and magical defense as well as give you a 10% moving speed boost and 10% mana reduction! Also, the cleric passives for Light Armor give around 150 phys defense and 200 mag defense boost. They also increase the defense and and str and int on a buffed target!

As for weapons, of course Harp and Cleric Rod! You may think that since you are a buffer build, the magical damage on your weapon does not matter, but that is not true! The amount of health and mana you can heal depends on your magical attack and reinforce on your weapon! So it is important to always have at least a +3 harps and Cleric rod with decent magical attack percents.

Introduction to Armors in Silkroad onlineⅡ

Thursday, September 22nd, 2011

If you read the first part you might be wondering what the article is talking about. In this part, an example will be given to explain the use of the two opponents, an Attacker and a Defender.

An Attacker is using a weapon with a physical damage range of 100-150. If the defender was wearing no armor at all & this was static surroundings, the damage dealt would fall somewhere in-between 100 & 150 for each assault made. The average damage would be 125 in an ideal world. If the defender is wearing armor that gives a physical resistance of say 50, then the damage received would be reduced by 50 points. This makes the damage range of the attacker now 50 to 100 with an average hit of 75. Still so far, this is basic.

If you read the first part you might be wondering what the editorial is speaking about. In this part, an example will be given to explain the use of the opponents, an Attacker & a Defender.

Now SRO throws us a curve ball by implementing its own special brand of Attacking Rating & Parry Ratio. These numbers are compared for each assault made by the attacker & the defender. Based on the comparison, the average destroy is “shifted” in direction or another. Still using the above example, we’ll add Assault Rating & Parry Ratio in to the mix. If the Attacker has a rating of 100 & the defender has a parry of 100 then the average destroy would stay 75. Now, if the defender had aparry skill of 150 compared to an assault rating of 100 then the average destroy would slide down to 50 destroy. This is not getting rid of the destroy range of the attacker. It is still 100 to 150 minus 50 armor so 50 to 100. Hits for 100 are still feasible. However, when a hit is made, a random roll occurs. The roll is the “weight” of the difference between assault rating & parry ratio. If the roll is in favor of the defender, the destroy that would normally occur is in lieu reduced but seldom exceeds the maximum. If the roll is in favor of the attacker the destroy is increased but does not exceed the max destroy. If the Parry Ratio is higher than that random roll is going to occur more often favorably for the defender. If the assault rating is higher, then it is going to occur more favorably for the attacker. think of a shifted bell curve from statistics.

All stats on items have a variance to them when you find off a monster. So while the basic Little Linen Gloves that are level 8 as sold by the shop might have a physical resistance of two.5 & a parry ratio of 5; those self same gloves as dropped by a monster could have more or the same for either stat on that armor piece. More parries is a nice thing

The effect of having a higher parry ratio is amazing in the low levels when the physical resistance between Clothes & Armor sets are minimal. A full set of Little Linen Clothes will have a physical resistance of around 24.7 if bought directly from the store. A full set of Infantry Bronz Armor of the same level will have a resistance of 30.1ish. Those five.4 points of destroy reduction is not that much of a difference to outweigh the benefits of Garment armor at lower levels. At higher levels, the difference becomes great that for melee users, going with protector or armor will severely cut down on the destroy received by physical sources.

Now there’s also other factors involved in the destroy done in the work of an assault. Stuff like physical balance versus magical balance based on the stats you chose will select your weakness to either magical or physical destroys. The physical reinforcement & magical reinforcement numbers on armor pieces I still have zero clues about. They don’t appear to do anything so I have been largely ignoring those numbers up to now. You can check & see the effect of the other numbers readily. I am sure those numbers do something, & the higher the number the better I suppose but I cannot tell you for sure what those percentages listed there mean.