1. - Hybrids VS Pure
Spoiler!
For starters we'll take on Hybrids VS Pures. Bows have attacks that add critcal chances which doubles the physical attack power. Physical attack power is determined by the ammount of STR you have so no matter what you should be a STR based build. You're best shot at killing an opponent will be delivering criticals. Pure STR will hit higher on their criticals and will have more HP which helps them tank a bit easier. Hybrids will hit higher damages than pures without criticals, but will have less hp because of it. The key to finding a good hybrid is to find a good build that still puts out a bit of extra dmg without saccrificing a lot of hp to do it. Personally I've played two hybrids and I plan on playing a pure in the near future. First the 2:1 STR build, simply for every level you gain put in 1 INT and 2 STR giving a total of 3 STR and 2 INT. The 90% phys balance naked build is what I'm playing right now, this build requires much more attention when putting stat points in. Every time you gain a level you need to check your naked balances ither by taking all your gear/avatar items off or by checking a site like nivlam's or bobtheveg's SRO char builder aplets. I do the second because I always have a premium on that adds stat points. Once you've reached 90% phys the first time it ends up being about 1 point of INT every other level. The reason I took this build was, because my 2:1 STR was hacked, and starting over fresh I decided I wanted my build to have more HP. I also liked the idea of 90% physical balance naked because at the cap I should be able to get the balance up to 100% with some good blues on my gear. Honestly, it was a shot in the dark that has happened to work out damn well. For instance, check out the highest damage competition; you'll notice that as of the end of the 80 cap with a 72+7 bow I managed 2nd place with only about 200 damage seperating me from the top. You'll also notice that the guy in 1st has said he's using a Seal of Sun 64+6 bow. Needless to say a Seal of Sun 64+6 is much more powerful than a 72+7, so it can't just be the weapon that has to do with the high damage. Most likely the arrangement of INT and STR points has something to do with it as well. However you will also notice that in the highest damage competition that the overall highest damage was from someone using a Seal of Sun 64+7 that is a pure STR bow. Now his critical was much higher than the hybrid's but the hybrid's non-critical should be higher than the pure STR's non-critical because he gets more damage from his imbue than the pure.
2. - The Gear
A. - Defensive Gear
Spoiler!
Hybrids with any naked physical balance of 90% or less should wear protector. Any physical balance higher as well as pures should be wearing garment. Garment has the highest magical deffenses and lowest physical deffenses to offset the lack of INT points you'll have as a hybrid or INT, and Protector has more even magical and physical deffenses because hybrids have less STR and INT than pures.
Try to get as many stat points as possible on every piece to get the maximum deffenses and maximum damage output. mike2007's current set 72-77 set is only missing a total of 2 STR and 2 INT. The better the %s on each piece of gear the better as well. This will take a very, very long time and quite a bit of stones, but it is worth it in the long run. 6th degree and below I reccomend +2/3 (+3/4 if its SoX). 7th degree start using +3/4 and/or SoX with +4. For a farming or capped set at high levels go for +4/5. Everyone I fight seems to have all +5 as well, so I made my set all +6.
Blues:
STR - Max; adds to overall phys. attack & deffense. 9th deg you will be able to add up to 6 STR to each piece.
INT - Max; adds to overall mag. attack & deffense. 9th deg you will be able to add up to 6 INT to each piece.
HP - Max; my current set has 400HP increase (100%) on each piece for a total of 1200. 9th deg you will be able to add up to 600HP to each of those pieces.
MP - not as important, but can be quite useful as well. For those builds using even just a 20% snow shield it helps keep your MP higher when geting hit by several monsters or people. 9th deg you will be able to add up to 600MP to each of those pieces.
Parry Ratio - It takes a % of your existing gear's parry ratio and adds that to it. The white stat will then show the overall number. Not as important as HP/STR/INT, but it makes more likely for damage recieved to be on the lower end.
Durability - Math wise it works the same way as the parry ratio blue. It lets you grind or pvp longer without having to repair.
Try to get as many stat points as possible on every piece to get the maximum deffenses and maximum damage output. mike2007's current set 72-77 set is only missing a total of 2 STR and 2 INT. The better the %s on each piece of gear the better as well. This will take a very, very long time and quite a bit of stones, but it is worth it in the long run. 6th degree and below I reccomend +2/3 (+3/4 if its SoX). 7th degree start using +3/4 and/or SoX with +4. For a farming or capped set at high levels go for +4/5. Everyone I fight seems to have all +5 as well, so I made my set all +6.
Blues:
STR - Max; adds to overall phys. attack & deffense. 9th deg you will be able to add up to 6 STR to each piece.
INT - Max; adds to overall mag. attack & deffense. 9th deg you will be able to add up to 6 INT to each piece.
HP - Max; my current set has 400HP increase (100%) on each piece for a total of 1200. 9th deg you will be able to add up to 600HP to each of those pieces.
MP - not as important, but can be quite useful as well. For those builds using even just a 20% snow shield it helps keep your MP higher when geting hit by several monsters or people. 9th deg you will be able to add up to 600MP to each of those pieces.
Parry Ratio - It takes a % of your existing gear's parry ratio and adds that to it. The white stat will then show the overall number. Not as important as HP/STR/INT, but it makes more likely for damage recieved to be on the lower end.
Durability - Math wise it works the same way as the parry ratio blue. It lets you grind or pvp longer without having to repair.
B. - The Accessories
Spoiler!
You don't get a whole lot by upping their white stats per piece but as a set it can get about .5-1% dmg resistance by doing it.
Max all blues:
STR - adds to overall phys. attack & deffense
INT - adds to overall mag. attack & deffense
Burn/Frostbite/Shock/Poison/Zombie - All to help you use less pills for the given status. Try to get immune to burns, freezing, shock, and poison. Zombie is only good for when you're grinding on a monster that can hit you with that stat so its not always necessary. For your accessories the most important thing is to be ice immune. Nothing is worse than being frozen rock solid while your opponenet gets in close hitting you with their best attacks. AFAIK you cannot be completley immune to anything without fireshield or holyword. 8th degree gear had a max of 20% reducers, 9th could have more but I doubt it. (I will update this part when I find out about that.) With a maxed fireshield you need a total of 22% for each stat to be immune. Again mike2007 is immune to fire, ice, light and poison (pesky rogues) right now because of fire shield plus my accessories.
Max all blues:
STR - adds to overall phys. attack & deffense
INT - adds to overall mag. attack & deffense
Burn/Frostbite/Shock/Poison/Zombie - All to help you use less pills for the given status. Try to get immune to burns, freezing, shock, and poison. Zombie is only good for when you're grinding on a monster that can hit you with that stat so its not always necessary. For your accessories the most important thing is to be ice immune. Nothing is worse than being frozen rock solid while your opponenet gets in close hitting you with their best attacks. AFAIK you cannot be completley immune to anything without fireshield or holyword. 8th degree gear had a max of 20% reducers, 9th could have more but I doubt it. (I will update this part when I find out about that.) With a maxed fireshield you need a total of 22% for each stat to be immune. Again mike2007 is immune to fire, ice, light and poison (pesky rogues) right now because of fire shield plus my accessories.
C. - The Bow
Spoiler!
I. White Stats
Your bow will need really high stats as well:
6th degree and below I reccomend +3/4 (+5 if its SoX). 7th degree go for +5. 8th ive always used +7 but +5 should do okay, and 9th my 80 will be +5 and my 85 will be +7 or better. A good really good +5 with lots of high stats will be close to a clean +7 anyway.
Phys. attack power - the most important stat of all. I will not use a bow with a stat less than 40% on this.
Mag. attack power - if you decide to go hybrid you'll want this stat to be pretty high as well.
Durability (white stat) - unfortunatley you can't do anything about this stat itself so just try to find a bow with a high dropped stat on it.
Attack rating - having a really good white stat on this doesnt affect it a lot, but the higher the over all value the better, because it gives you a better chance at hitting harder.
Critical - This could also be the most important stat. Non-SoX bows have a critical stat of 2-12 with SoS at 4-14, SoM at 5-16 and, SoSun at 6-18. 8 and 9 are good for Non-SoX and anything at 10 or above is great; SoS go for 10+, SoM 12+ and, SoSun should go for 14+.
Phys. reinforce - takes a % of your total STR points and adds it into your overall phys. attack power. Again for me 40% or higher is a must.
Mag. reinforce - Same as the phys. stat except it uses your INT points and adds to mag. attack.
And again with hybrids you'll want it to be on the higher side again.
II. Blues
Max them all:
STR - adds to overall phys. attack & deffense
INT - adds to overall mag. attack & deffense
Attack Rating - Adds a percentage of the weapon's normal attack rating. When you have this the Attack Rating white stat will show the overall value.
Block Ratio - If your opponent has a shield he/she/it could block you from time to time. This blue decreases that chance.
Durability - Math wise it works the same way as the attack rating blue. It lets you grind or pvp longer without having to repair.
Your bow will need really high stats as well:
6th degree and below I reccomend +3/4 (+5 if its SoX). 7th degree go for +5. 8th ive always used +7 but +5 should do okay, and 9th my 80 will be +5 and my 85 will be +7 or better. A good really good +5 with lots of high stats will be close to a clean +7 anyway.
Phys. attack power - the most important stat of all. I will not use a bow with a stat less than 40% on this.
Mag. attack power - if you decide to go hybrid you'll want this stat to be pretty high as well.
Durability (white stat) - unfortunatley you can't do anything about this stat itself so just try to find a bow with a high dropped stat on it.
Attack rating - having a really good white stat on this doesnt affect it a lot, but the higher the over all value the better, because it gives you a better chance at hitting harder.
Critical - This could also be the most important stat. Non-SoX bows have a critical stat of 2-12 with SoS at 4-14, SoM at 5-16 and, SoSun at 6-18. 8 and 9 are good for Non-SoX and anything at 10 or above is great; SoS go for 10+, SoM 12+ and, SoSun should go for 14+.
Phys. reinforce - takes a % of your total STR points and adds it into your overall phys. attack power. Again for me 40% or higher is a must.
Mag. reinforce - Same as the phys. stat except it uses your INT points and adds to mag. attack.
And again with hybrids you'll want it to be on the higher side again.
II. Blues
Max them all:
STR - adds to overall phys. attack & deffense
INT - adds to overall mag. attack & deffense
Attack Rating - Adds a percentage of the weapon's normal attack rating. When you have this the Attack Rating white stat will show the overall value.
Block Ratio - If your opponent has a shield he/she/it could block you from time to time. This blue decreases that chance.
Durability - Math wise it works the same way as the attack rating blue. It lets you grind or pvp longer without having to repair.
3. Masteries & Skills
Spoiler!
You're going to need to max bow and fire to whatever the level cap is at the time. As for right now during 90 cap as chineese builds we have the option to add one more full mastery and one sub mastery to use up our 300 mastery limit. The two best options for the third main mastery are lightning and force. Lightning has magical damage increase, speed, phantom, and parry increase; most will choose to go with this for the speed and phantom. Force has debuffs, ressurection, healing skills, and a monster protection skill which I affectionately refer to as "the circle"; some of you will pick this mostly for the debuffs, but the heals especially ressurection can be extremely useful, and if you give taxis to make money the circle skill will protect your clients from regular agro monsters. The final 30 masteries goes to our sub-mastery. Most of you have already chosen light as your third main mastery, and so you won't need that. If you havent you can pick up a little bit of speed here, but moving scrolls/drugs do a better job and you won't even get the phantom unless you decide to keep 2 of your main masteries at 79 or one at 78. So that leaves us with 3 other options: force for extra MP and low level taxi benefits; ice for the extra physical defense, snow sheild, and freezing skills for harder mobs and other players who are not immune or; heuskal for a slight HP bonus and magical defense. General rule of thumb about any skills not mentioned: its entirely unnecessary, but you can get it to screw around with it.
A.
Pacheon (Bow)
Spoiler!
Secret Archery is so poweful it breaks even the sky. The skill is very graceful and militant.
Required SP: 320,858 minus 23,000- 25,000 if you decide to only get one type of hawk + 40,649 more if you decide to max the Autumn Wind Skil.
Anti Devil Bow Series: A skill that increases the chance of criticals. Max all books.
Anti Devil - Missle: 20 critical increase
Anti Devil - Wave: 25 critical increase
Anti Devil - Steel: 30 critical increase
Anti Devil - Strike: 35 critical increase
Anti Devil - Annihilate: 40 critical increase
Arrow Combo Attack Series: A quick multi-shot attack. Max all books.
2 Arrow Combo: Not that useful, but needed for higher books.
3 Arrow Combo: Not that useful, but needed for higher books.
4 Arrow Combo: Not that useful, but needed for higher books.
5 Arrow Combo: This is where this skill really starts getting useful, it has a 30% chance for knock back on each arrow.
Hawk Training Series: Lets you summon a hawk to ither increase your attack rating or directly damage your target, and supposedly the last book in the game will do both. Max all books or choose every other book.
White Hawk: Increases your attack rating.
Black Hawk: Directly damages your target.
Blue Hawk: Same as White Hawk.
Lightning Hawk: Same as Black Hawk.
Aumtum Wind Arrow Series: A skill that causes pennetration damage to surrounding targets. Damage is low until last book, but even then I'd rather use the next lowest book in anti devil for an increased critical chance. All books are purely optional.
Break Heaven Arrow Series: Temporarily increases bow's attack range. You're an archer, range is your advantage over others, therefore a range increase gives you an increased advantage. Max all books.
Demon Soul Arrow: Slight range increase.
Bloody Soul Arrow: Decent range increase.
Dragon Soul Arrow: Good range increase.
Phoenix Soul Arrow: Great range increase.
Explosion Arrow Series: Launches an explosive arrow with increased attack ratio. Explosion damages up to 4 nearby enemies. Great skill espcially for higher levels when the Devil Arrow book is compareable power of strongbow. Max all books.
Berserker Arrow: When you get the first skill you'll notice it's a little bit better than the first book Anti Devil Bow. Then the second book Anti Devil Bow will be close to the same dmg.
Demon Arrow: When you get the first skill you'll notice it's a little bit better than the second book Anti Devil Bow. Then the third book Anti Devil Bow will be close to the same dmg.
Devil Arrow: Now this skill, is of compareable damage to strongbow. The difference between the two is that this will usually hit harder while strongbow at later levels will crit more often.
Strong Bow Series: A very powerful attack. The third book has a range extender, stun, and critical increase.
Strong Bow - Spirit: High damaging attack.
Strong Bow - Vision: High damaging attack.
Strong Bow - Craft: High damaging attack with range extender, critical increase and a chance for a stun.
Mind Bow Series: This attack is very quick and most useful for grinding/lureing in party grinding. It will pick up to 3 random monsters aside from the one targeted and hit them, effectively lureing them towards you. Max all books.
Mind Bow - Flower: Target one monster and another chosen at random will get hit as well.
Mind Bow - Butterfly: Target one monster and another 2 chosen at random will get hit as well.
Mind Bow - Swift: Target one monster and another 3 chosen at random will get hit as well.
Mind Concentration Series: Max.
Mind Concentration: Passive skill - Increases character's Hit Ratio.
Required SP: 320,858 minus 23,000- 25,000 if you decide to only get one type of hawk + 40,649 more if you decide to max the Autumn Wind Skil.
Anti Devil Bow Series: A skill that increases the chance of criticals. Max all books.
Anti Devil - Missle: 20 critical increase
Anti Devil - Wave: 25 critical increase
Anti Devil - Steel: 30 critical increase
Anti Devil - Strike: 35 critical increase
Anti Devil - Annihilate: 40 critical increase
Arrow Combo Attack Series: A quick multi-shot attack. Max all books.
2 Arrow Combo: Not that useful, but needed for higher books.
3 Arrow Combo: Not that useful, but needed for higher books.
4 Arrow Combo: Not that useful, but needed for higher books.
5 Arrow Combo: This is where this skill really starts getting useful, it has a 30% chance for knock back on each arrow.
Hawk Training Series: Lets you summon a hawk to ither increase your attack rating or directly damage your target, and supposedly the last book in the game will do both. Max all books or choose every other book.
White Hawk: Increases your attack rating.
Black Hawk: Directly damages your target.
Blue Hawk: Same as White Hawk.
Lightning Hawk: Same as Black Hawk.
Aumtum Wind Arrow Series: A skill that causes pennetration damage to surrounding targets. Damage is low until last book, but even then I'd rather use the next lowest book in anti devil for an increased critical chance. All books are purely optional.
Break Heaven Arrow Series: Temporarily increases bow's attack range. You're an archer, range is your advantage over others, therefore a range increase gives you an increased advantage. Max all books.
Demon Soul Arrow: Slight range increase.
Bloody Soul Arrow: Decent range increase.
Dragon Soul Arrow: Good range increase.
Phoenix Soul Arrow: Great range increase.
Explosion Arrow Series: Launches an explosive arrow with increased attack ratio. Explosion damages up to 4 nearby enemies. Great skill espcially for higher levels when the Devil Arrow book is compareable power of strongbow. Max all books.
Berserker Arrow: When you get the first skill you'll notice it's a little bit better than the first book Anti Devil Bow. Then the second book Anti Devil Bow will be close to the same dmg.
Demon Arrow: When you get the first skill you'll notice it's a little bit better than the second book Anti Devil Bow. Then the third book Anti Devil Bow will be close to the same dmg.
Devil Arrow: Now this skill, is of compareable damage to strongbow. The difference between the two is that this will usually hit harder while strongbow at later levels will crit more often.
Strong Bow Series: A very powerful attack. The third book has a range extender, stun, and critical increase.
Strong Bow - Spirit: High damaging attack.
Strong Bow - Vision: High damaging attack.
Strong Bow - Craft: High damaging attack with range extender, critical increase and a chance for a stun.
Mind Bow Series: This attack is very quick and most useful for grinding/lureing in party grinding. It will pick up to 3 random monsters aside from the one targeted and hit them, effectively lureing them towards you. Max all books.
Mind Bow - Flower: Target one monster and another chosen at random will get hit as well.
Mind Bow - Butterfly: Target one monster and another 2 chosen at random will get hit as well.
Mind Bow - Swift: Target one monster and another 3 chosen at random will get hit as well.
Mind Concentration Series: Max.
Mind Concentration: Passive skill - Increases character's Hit Ratio.
B.
Hueskal (Glavie/Spear)
Spoiler!
Heuskalcahngbeop is the spearmanship of the hueskalmun. It is the result of the survey of various spearmanships.
Required SP: 1,830
I know, right now you're probably going "I'm using a bow; why in hell would I need spear skills?" This is an optional sub-mastery. At 90 cap we'll have room for 3 maxed masteries and 1 sub-mastery at lvl 30, and here is what you'd take if you had Hueskal lvl 30:
Fanning Spear Series:
Bloody Fan Storm: Spin the spear hard to generate a bloody storm. The bloody storm is spreading like a fan.
- Max it to level 30 Hueskal if you decide to take it as a sub-mastery. Note: Requires a spear to use.
Cheolsam Force Series:
Cheolsam Force: Passive skill, increases maximum Hit Points (HP)
Every build can always use more HP. This would be the main reason to take Hueskal as a sub-mastery; take it to level 3.
Required SP: 1,830
I know, right now you're probably going "I'm using a bow; why in hell would I need spear skills?" This is an optional sub-mastery. At 90 cap we'll have room for 3 maxed masteries and 1 sub-mastery at lvl 30, and here is what you'd take if you had Hueskal lvl 30:
Fanning Spear Series:
Bloody Fan Storm: Spin the spear hard to generate a bloody storm. The bloody storm is spreading like a fan.- Max it to level 30 Hueskal if you decide to take it as a sub-mastery. Note: Requires a spear to use.
Cheolsam Force Series:
Cheolsam Force: Passive skill, increases maximum Hit Points (HP)Every build can always use more HP. This would be the main reason to take Hueskal as a sub-mastery; take it to level 3.
C.
Fire
Spoiler!
Hwaryeongsingong is a Force skill which use the energy of fire so you can burn the enemy.
Required SP: 205,639 + 27,365 if you decide to max Fire Wall Series
Fire Force Series: Increases the attack power of Force by infusing the force of Fire into the weapon. Has a 25% chance of burning your target (unlesss immune). Its Your imbue. Use it whenever you attack something. Max all books.
River Fire force: Lasts 5 seconds.
Extreme Fire force: Lasts 6 seconds.
Poison Fire force: Lasts 7 seconds.
Soul Fire force: Lasts 8 seconds.
Fire Shield Series: Decreases the power of abnormal state by infusing the force into the shield. If you were to get burned or another similiar status it reduces the time it takes for the stat to remove itself. Combined with accessories you can get 0 seconds on them which will make you immune. Max all books.
Fire Shield - Phoenix: Will mostly be good for reducing statuses here. With maxed 20% blues on accessories you can actually become immune to statuses with just a level 2 version of this skill.
Fire Shield - Flower: Immunity becomes easier.
Fire Shield - King: Can easily be immune to everything with this book maxed.
Fire Shield - Emperor: Immunity only requires a total of 22% blues on accessories.
Flame Body Series: Increases physical damage by burning your own body. Max all books.
Flame Body - Wisdom: 3% physical damage increase.
Flame Body - Power: 5% physical damage increase.
Flame Body - Extreme: 7% physical damage increaes.
Flame Body - Trail: 9% physical damage increase.
Fire Protection Series: Excercises the Fire Force to increase the resistance to magical attacks. Max all books.
Basic Fire protection: Small magical damage resistance.
Divine Fire protection: Decent magical damage resistance.
Hard Fire protection: Good magical damage resistance.
Earth Fire protection: Great magical damage resistance.
Fire Wall Series: Absorbs the magical attack by creating the wall of fire. It can protect you against a hit or two from INT based opponents in PVP. While its up you're invincible to magical attacks. I reccomend getting at least the first level of the first book because its basically blocking an INT's first hit on you.
Fire Wall - Tower: Always blocks one nuke of even the strongest magical attack.
Fire Wall - Mountain: Decent ammount of HP and magical absorption rate.
Fire Wall - Castle: Good ammount of HP and magical absorption rate.
Fire Wall - Fortress: Great ammount of HP and magical absorption rate.
Fire Combustion Series: Detects enemies under stealth or invisible states. Max all books.
Fire Combustion - Firefly: Detects players under stealth status that are using stealth lower than your detect.
Vision Fire Combustion: Detects players under invisible status that are using stealth lower than your detect.
Fire Combustion - Light: Detects players under stealth status that are using stealth lower than your detect.
Flame Devil Force Series: Increases permanently the physical damage by the specified ammount. Max it.
Flame Devil Force: 1% extra physical damage per level of this skill.
Required SP: 205,639 + 27,365 if you decide to max Fire Wall Series
Fire Force Series: Increases the attack power of Force by infusing the force of Fire into the weapon. Has a 25% chance of burning your target (unlesss immune). Its Your imbue. Use it whenever you attack something. Max all books.
River Fire force: Lasts 5 seconds.
Extreme Fire force: Lasts 6 seconds.
Poison Fire force: Lasts 7 seconds.
Soul Fire force: Lasts 8 seconds.
Fire Shield Series: Decreases the power of abnormal state by infusing the force into the shield. If you were to get burned or another similiar status it reduces the time it takes for the stat to remove itself. Combined with accessories you can get 0 seconds on them which will make you immune. Max all books.
Fire Shield - Phoenix: Will mostly be good for reducing statuses here. With maxed 20% blues on accessories you can actually become immune to statuses with just a level 2 version of this skill.
Fire Shield - Flower: Immunity becomes easier.
Fire Shield - King: Can easily be immune to everything with this book maxed.
Fire Shield - Emperor: Immunity only requires a total of 22% blues on accessories.
Flame Body Series: Increases physical damage by burning your own body. Max all books.
Flame Body - Wisdom: 3% physical damage increase.
Flame Body - Power: 5% physical damage increase.
Flame Body - Extreme: 7% physical damage increaes.
Flame Body - Trail: 9% physical damage increase.
Fire Protection Series: Excercises the Fire Force to increase the resistance to magical attacks. Max all books.
Basic Fire protection: Small magical damage resistance.
Divine Fire protection: Decent magical damage resistance.
Hard Fire protection: Good magical damage resistance.
Earth Fire protection: Great magical damage resistance.
Fire Wall Series: Absorbs the magical attack by creating the wall of fire. It can protect you against a hit or two from INT based opponents in PVP. While its up you're invincible to magical attacks. I reccomend getting at least the first level of the first book because its basically blocking an INT's first hit on you.
Fire Wall - Tower: Always blocks one nuke of even the strongest magical attack.
Fire Wall - Mountain: Decent ammount of HP and magical absorption rate.
Fire Wall - Castle: Good ammount of HP and magical absorption rate.
Fire Wall - Fortress: Great ammount of HP and magical absorption rate.
Fire Combustion Series: Detects enemies under stealth or invisible states. Max all books.
Fire Combustion - Firefly: Detects players under stealth status that are using stealth lower than your detect.
Vision Fire Combustion: Detects players under invisible status that are using stealth lower than your detect.
Fire Combustion - Light: Detects players under stealth status that are using stealth lower than your detect.
Flame Devil Force Series: Increases permanently the physical damage by the specified ammount. Max it.
Flame Devil Force: 1% extra physical damage per level of this skill.
D.
Light
Spoiler!
Pungroibigong is a Force skill which uses the energy of lightning so you can give electric pain to the enemy.
Required SP for a main mastery at 90: 166,488
Required SP for a sub-mastery at 30: 1,712 + 176 for Force Piercing series + 628 for parry ratio buff/passive.
Piercing Force Series: Force class of magical damage increase. If you chose light as your sub-mastery don't bother with these skills, but if its one of your main masteries max all books.
Must - Piercing Force: Slight magical damage increase.
Flow - Piercing Force: Decent magical damage increase.
Speed - Piercing Force: Good magical damage increase.
Force - Piercing Force: Great magical damage increase.
Wind Walk Series: Increases moving speed temporarily and can teleport short distances in an instant.
Grass Walk - Flow: Temporarily increases running speed.
Ghost Walk - Phantom: Teleports the player a few meters towards the mouse pointer.
Grass Walk - Speed: Increases running speed by a higher % for a longer period of time.
Ghost Walk - Shadow: Teleports the player a longer distance towards the mouse pointer.
Concentration Series: Temporarily increases character's Parry ratio. If you have light as a main maserty add all books, if not don't bother.
Concentration - 1st: Slight parry ratio increase.
Concentration - 2nd: Decent parry ratio increase.
Concentration - 3rd: Good parry ratio increase.
Concentration - 4th: Great parry ratio increase.
Heaven's Force Series: Increases permanently the dodge ratio by the specified ammount. If you have light as a main maserty max it, if not don't bother as the ammount increased won't do much of anything.
Heaven's Force: Increases parry ratio by 4 each lvl at low levels and by 2 each lvl at high levels.
Required SP for a main mastery at 90: 166,488
Required SP for a sub-mastery at 30: 1,712 + 176 for Force Piercing series + 628 for parry ratio buff/passive.
Piercing Force Series: Force class of magical damage increase. If you chose light as your sub-mastery don't bother with these skills, but if its one of your main masteries max all books.
Must - Piercing Force: Slight magical damage increase.
Flow - Piercing Force: Decent magical damage increase.
Speed - Piercing Force: Good magical damage increase.
Force - Piercing Force: Great magical damage increase.
Wind Walk Series: Increases moving speed temporarily and can teleport short distances in an instant.
Grass Walk - Flow: Temporarily increases running speed.
Ghost Walk - Phantom: Teleports the player a few meters towards the mouse pointer.
Grass Walk - Speed: Increases running speed by a higher % for a longer period of time.
Ghost Walk - Shadow: Teleports the player a longer distance towards the mouse pointer.
Concentration Series: Temporarily increases character's Parry ratio. If you have light as a main maserty add all books, if not don't bother.
Concentration - 1st: Slight parry ratio increase.
Concentration - 2nd: Decent parry ratio increase.
Concentration - 3rd: Good parry ratio increase.
Concentration - 4th: Great parry ratio increase.
Heaven's Force Series: Increases permanently the dodge ratio by the specified ammount. If you have light as a main maserty max it, if not don't bother as the ammount increased won't do much of anything.
Heaven's Force: Increases parry ratio by 4 each lvl at low levels and by 2 each lvl at high levels.
E.
Force
Spoiler!
Gihyeoldaebeop is not a killing skill to harm people but a healing skill to save lives.
Required SP for main mastery at 90: 241,110 + 23,738 if you decide to max Force Cure Series.
Required SP for sub-mastery at 30: 2,858 + 333 if you decide to max Force Cure Series.
Force Cure Series: Randomly cures 2 bad statuses. Very useful subsitute for pills, and for healing friends not using them. It also works on people not in your party unlike the Cure Therapy Series. Optional, but I reccomend it.
Force Cure - Poison: Heals low level statuses.
Force Cure - Body: Heals lower medium level statuses.
Force Cure - Condition: Heals higher medium level statuses.
Force Cure - Vital: Heals high level statuses.
Force Cure - Meditation: Heals highest level statuses.
Cure Therapy Series: Randomly cures 2 bad statuses of party members in a fixed area. If you take this skill you dont really need the Force Cure Series cus it will work on yourself. Optional but I recomend it.
Cure Therapy - Pure: Heals lower medium level statuses.
Cure Therapy - Protection: Heals higher medium level statuses.
Cure Therapy - Clarity: Heals highest level statuses.
Heal Series: Recovers the selected targets HP. Useful for helping out friends that are getting hit hard, but still optional.
Heal - Medical Hand: Heals a low ammount of HP.
Heal - Ghost Hand: Heals a decent ammount of HP.
Heal - Taoist Hand: Heals a good ammount of HP.
Heal - Mysterious Hand: Heals a great ammount of HP.
Rebirth Art Series: Ressurects the dead character. Great for taxis, jobbing and other pvp. Optional, but I reccomend it.
Soul Rebirth Art: Low % of lost exp regained & 10% HP/MP recovery.
Ghost Rebirth Art: Decent % of lost exp regained & 20% HP/MP recovery.
Spirt Rebirth Art: Good % of lost exp regained & 30% HP/MP recovery.
Return Rebirth Art: Great % of lost exp regained & 40% HP/MP recovery.
Natrual Therapy Series: Increases the speed of recovery and excercises the blocking magic against a preemtive strike from the monsters. Lasts 3 minutes great for taxis and protecting clerics in shared parties, also good if you need to go afk for a couple mins. Optional, but I reccomend it.
Harmony Therapy: Protects against low level monsters with a small increased HP/MP regeneration rate.
Adaptation Therapy: Protects against medium level monsters with a decently increased HP/MP regeneration rate.
Whole Therapy: Protects against high level monsters with a good increased HP/MP regeneration rate.
Source Therapy: Protects against the highest level monsters with a large increased HP/MP regeneration rate.
Vital Spot Series: Decreases an enemy's stats depending upon which skill is used. This is the bread and butter of maxed force users. The debuffs can lower your opponent's attacks, defenses, attack rating and parry ratio. With it you'll hit them harder while getting hit for less. Max all books.
Vital Spot - Muscle: Decreases your opponents parry ratio. 2 second cooldown.
Vital Spot - Spirit: Decreases your opponents attack rating. 2 second cooldown.
Vital Spot - Body: Decreaess your opponents physical deffense power. 20 second cooldown.
Vital Spot - Mind: Decreases your opponents magical deffense power. 20 second cooldown.
Vital Spot - Zero: Decreases your opponents physical and magical attack power. 20 second cooldown.
Vital Spot - Brain: Decreases your opponents physical and magical deffenses. 20 second cooldown.
Force Increasing Series: Increases your MP by a set ammount. Max it.
Force Increasing: All STR build are going to have low MP compared to INT builds; with this passive yours will b a little higher, if you chose snow for a sub-mastery it'll help keep your MP up when using Snow Shield too.
Required SP for main mastery at 90: 241,110 + 23,738 if you decide to max Force Cure Series.
Required SP for sub-mastery at 30: 2,858 + 333 if you decide to max Force Cure Series.
Force Cure Series: Randomly cures 2 bad statuses. Very useful subsitute for pills, and for healing friends not using them. It also works on people not in your party unlike the Cure Therapy Series. Optional, but I reccomend it.
Force Cure - Poison: Heals low level statuses.
Force Cure - Body: Heals lower medium level statuses.
Force Cure - Condition: Heals higher medium level statuses.
Force Cure - Vital: Heals high level statuses.
Force Cure - Meditation: Heals highest level statuses.
Cure Therapy Series: Randomly cures 2 bad statuses of party members in a fixed area. If you take this skill you dont really need the Force Cure Series cus it will work on yourself. Optional but I recomend it.
Cure Therapy - Pure: Heals lower medium level statuses.
Cure Therapy - Protection: Heals higher medium level statuses.
Cure Therapy - Clarity: Heals highest level statuses.
Heal Series: Recovers the selected targets HP. Useful for helping out friends that are getting hit hard, but still optional.
Heal - Medical Hand: Heals a low ammount of HP.
Heal - Ghost Hand: Heals a decent ammount of HP.
Heal - Taoist Hand: Heals a good ammount of HP.
Heal - Mysterious Hand: Heals a great ammount of HP.
Rebirth Art Series: Ressurects the dead character. Great for taxis, jobbing and other pvp. Optional, but I reccomend it.
Soul Rebirth Art: Low % of lost exp regained & 10% HP/MP recovery.
Ghost Rebirth Art: Decent % of lost exp regained & 20% HP/MP recovery.
Spirt Rebirth Art: Good % of lost exp regained & 30% HP/MP recovery.
Return Rebirth Art: Great % of lost exp regained & 40% HP/MP recovery.
Natrual Therapy Series: Increases the speed of recovery and excercises the blocking magic against a preemtive strike from the monsters. Lasts 3 minutes great for taxis and protecting clerics in shared parties, also good if you need to go afk for a couple mins. Optional, but I reccomend it.
Harmony Therapy: Protects against low level monsters with a small increased HP/MP regeneration rate.
Adaptation Therapy: Protects against medium level monsters with a decently increased HP/MP regeneration rate.
Whole Therapy: Protects against high level monsters with a good increased HP/MP regeneration rate.
Source Therapy: Protects against the highest level monsters with a large increased HP/MP regeneration rate.
Vital Spot Series: Decreases an enemy's stats depending upon which skill is used. This is the bread and butter of maxed force users. The debuffs can lower your opponent's attacks, defenses, attack rating and parry ratio. With it you'll hit them harder while getting hit for less. Max all books.
Vital Spot - Muscle: Decreases your opponents parry ratio. 2 second cooldown.
Vital Spot - Spirit: Decreases your opponents attack rating. 2 second cooldown.
Vital Spot - Body: Decreaess your opponents physical deffense power. 20 second cooldown.
Vital Spot - Mind: Decreases your opponents magical deffense power. 20 second cooldown.
Vital Spot - Zero: Decreases your opponents physical and magical attack power. 20 second cooldown.
Vital Spot - Brain: Decreases your opponents physical and magical deffenses. 20 second cooldown.
Force Increasing Series: Increases your MP by a set ammount. Max it.
Force Increasing: All STR build are going to have low MP compared to INT builds; with this passive yours will b a little higher, if you chose snow for a sub-mastery it'll help keep your MP up when using Snow Shield too.
F.
Ice
Spoiler!
Hanbingmyeongong is a Force skill which uses the energy of ice so you can freeze the enemy instaneously and effectively.
Required SP for sub: 2,267 + 411 for Ice Wall Series + 811 for physical deffense buff/passive. Required SP for main: 244,890 or 272,775 for maxed Ice Wall.
Frost Guard Series: Excercises the Frost Protecting Force to increase the physical defense. You will only get a low increase with ice at 30 so its optional.
Weak Guard of Ice: Extremely low physical defense increase.
Soft Guard of Ice: Very low physical defense increase.
Power Guard of Ice: Low to decent physical defense increase.
Might Guard of Ice: Decent to high physical defense increase.
Cold Wave Series: Makes the enemy in the far ranged place be frostbitten by launching the force of Ice at them. Some people will not be immune to ice even with fire shield up, for those people this skill will slow down their attacks untill pilled away. Max it.
Cold Wave - Arrest: Effect doesn't last long, but can help freeze your opponent because it slows him/her/it down.
Cold Wave - Binding: Same concept as Arrest, but the effect is greater and lasts longer.
Cold Wave - Shackle: Same concept, greater effect and lasts longer.
Cold Wave - Freeze: Same concept, greater effect and lasts longer.
Frost Wall Series: Absorbs the physical attack by creating the wall of ice. You are a STR build so your physical damage intake won't suffer from not having this skill; completley optional.
Crystal Wall: It won't have much HP but it basically blocks the first physical damage you receive.
Snow Wall: Again, not a whole lot of HP but still blocks physical attacks until its HP is depleted.
Extreme Wall: Decent ammount of HP that blocks physical attacks until its HP is depleted.
Iceberg Wall: Good ammount of HP that blocks physical attacks until its HP is depleted.
Frost Nova Series: Makes the enemies get frozen or frostbitten by freezing the ground in front. If you manage to freeze an opponent they will not be able to attack. Max it.
Frost Nova - Wind: Three pennetrations and a 50% chance of freezing.
Frost Nova - Woods: Area attack where you don't need to select a target. Hits 5 people or monsters at once that are within 5 meters.
Frost Nova - Storm: Same as first book with higher effect that lasts longer.
Frost Nova - Ice Field: Same as second book with higher effect that lasts longer.
Snow Shield Series: Parts of damage will be reduced from MP, and more MP than recieved damage will be reduced. If you chose ice as ither a sub or main you need to get this skill.
Snow Shield - Novice: Lasts 2 mins with 20-25% damage absorption depending upon the level of the skill.
Snow Shield - Adept: 30-35% damage absorption.
Snow Shield - Freeze: 40-45% damage absorption.
Snow Shield - Intensify: 50-53% damage absorption.
Cold Armor Series: Increases permanently the physical resistance by a certain ammount. Doesn't give a big deffensive bonus with ice at 30, so its optional for a sub. Max for main tree.
Cold Armor: Only an 8 physical defense at level 30 ice, but 132 increase at 90.
Required SP for sub: 2,267 + 411 for Ice Wall Series + 811 for physical deffense buff/passive. Required SP for main: 244,890 or 272,775 for maxed Ice Wall.
Frost Guard Series: Excercises the Frost Protecting Force to increase the physical defense. You will only get a low increase with ice at 30 so its optional.
Weak Guard of Ice: Extremely low physical defense increase.
Soft Guard of Ice: Very low physical defense increase.
Power Guard of Ice: Low to decent physical defense increase.
Might Guard of Ice: Decent to high physical defense increase.
Cold Wave Series: Makes the enemy in the far ranged place be frostbitten by launching the force of Ice at them. Some people will not be immune to ice even with fire shield up, for those people this skill will slow down their attacks untill pilled away. Max it.
Cold Wave - Arrest: Effect doesn't last long, but can help freeze your opponent because it slows him/her/it down.
Cold Wave - Binding: Same concept as Arrest, but the effect is greater and lasts longer.
Cold Wave - Shackle: Same concept, greater effect and lasts longer.
Cold Wave - Freeze: Same concept, greater effect and lasts longer.
Frost Wall Series: Absorbs the physical attack by creating the wall of ice. You are a STR build so your physical damage intake won't suffer from not having this skill; completley optional.
Crystal Wall: It won't have much HP but it basically blocks the first physical damage you receive.
Snow Wall: Again, not a whole lot of HP but still blocks physical attacks until its HP is depleted.
Extreme Wall: Decent ammount of HP that blocks physical attacks until its HP is depleted.
Iceberg Wall: Good ammount of HP that blocks physical attacks until its HP is depleted.
Frost Nova Series: Makes the enemies get frozen or frostbitten by freezing the ground in front. If you manage to freeze an opponent they will not be able to attack. Max it.
Frost Nova - Wind: Three pennetrations and a 50% chance of freezing.
Frost Nova - Woods: Area attack where you don't need to select a target. Hits 5 people or monsters at once that are within 5 meters.
Frost Nova - Storm: Same as first book with higher effect that lasts longer.
Frost Nova - Ice Field: Same as second book with higher effect that lasts longer.
Snow Shield Series: Parts of damage will be reduced from MP, and more MP than recieved damage will be reduced. If you chose ice as ither a sub or main you need to get this skill.
Snow Shield - Novice: Lasts 2 mins with 20-25% damage absorption depending upon the level of the skill.
Snow Shield - Adept: 30-35% damage absorption.
Snow Shield - Freeze: 40-45% damage absorption.
Snow Shield - Intensify: 50-53% damage absorption.
Cold Armor Series: Increases permanently the physical resistance by a certain ammount. Doesn't give a big deffensive bonus with ice at 30, so its optional for a sub. Max for main tree.
Cold Armor: Only an 8 physical defense at level 30 ice, but 132 increase at 90.
4. The Builds
Spoiler!
For the most part people will choose pure STR bow with Fire/Light main masteris and an ice-sub for snow shield. There will be some hybrid bows with the same masteries. The least used build will probably be a hybrid bow with Fire and Force as main masteries and an ice-sub. The reason for this is it has no speed buffs. The way to get around this is to ither have a bard buff you speed, or to use moving scrolls/drugs for it. Personally I'm making a pure STR bow for level caps after 100 because then hybrids will be forced to sacrifice ither magical or physical damage buffs. I also love the Natural Therapy and Rebirth Art skills so I'm going to have Force as my third main mastery for 90 & 100 level caps. As for my last 30 masteries im going to be using ice for the 20% snow shield as low as it is it can still be a life saver. For jobbing I will most likely use 100% speed drugs though, because even on mike2007 I have a maxed grass walk up to level 80 right now, and I still used them for him when jobbing. Lastly the overall SP requirements for level 90 masteries are:
Bow/Fire/Light Mains: 720,250 __________________ Bow/Fire/Force Mains: 818,610 ___________________ Bow/Fire/Ice Mains: 826,537
Light Sub: 2,406 __________________ Heuskal Sub: 3,050 __________________ Ice Sub: 3,113 ___________________Force Sub: 3,335
Now you're probably going, "The least ammount of SP I need is 720K?!?!?!?" First off you can get 231,151 SP just by 0 gapping from level 1 to level 90, so you only have to farm the total # of SP minus that ammount. Plus for all of you using skill experience tickets and gold tickets/premiums you can multiply 231,151 by 3/2 to because you'll be gained 3x the ammount of sp as normal, but twice as much exp as normal. One can safely assume that you'll be farming at a level other than level 1, so you'll have gained (and most likely used) some SP already; you can subtract that out as well. Lastly if you're using gold premium or premium plus you can further decrease that ammount because of the premium and premium plus quests. So for instance my next project will be power farmed starting at level 50 in the cave by mike2007. As soon as his current premium is up im going to be using Silver Premium (mostly for the server access) and Gold Skill ticket. Multiply the SP rate from a site like http://www.nivlam.com by your exp rate divided by your SP exp rate. So we add the fact that he'll already be level 50 with 41 masteries and skills so he can farm, and my required farming goes from 821,083 to 782,744 to about 500k. I actually need closer to 570k but I figured it would probably take me at least 2 months to reach 90 0 gapping with premium plus which I'll get about 30k SP per month with its quest. You see I'll only end farming about 60% of the required SP by 9 gapping. I start farming at 50 and when I'm at 59 I'll be done farming.
Light Sub: 2,406 __________________ Heuskal Sub: 3,050 __________________ Ice Sub: 3,113 ___________________Force Sub: 3,335
5. Strategies
A. PVE
Spoiler!
Very simple here. You'll pretty much be only using your bow skills and imbue. The order is: Mindbow to lure, followed by 1 or 2 skills so that the mobs can get close to you. When they're grouped up use Explosion series to damage up to 4 monsters at once. Finish off the others useing arrow combo, strongbow and antidevil in any order. On the last monster use mindbow to lure others near you again. From here you just rinse, wash and repeat. If you're in a shared party use mindbow to lure for the party, and debuffs on Party Champs/Giants and regular Giants. If you're by yourself use debuffs on regular giants and party versions of anything. The freezing and frostbites skills can also be useful in reducing the damage coming in. If you're in really big trouble you can phantom away if you have it and/or put up snow shield.
B. PVP
Spoiler!
This is a pretty much a rinse, wash and repeat method as well. Start off with you're best debuffs to increase your damage and decrease your opponents. Your opponent should be on top of you now so back them off with ither phantom + combo or just combo. Follow up with strongbow and hope for a nice critical or stun. Next use explosion series and again hope for a critical lastly use anti devil series. If they're still alive restart at combo because they've probably gotten in close again. If at any time your debuffs on them fail reuse and restart the process again. If you ever get knocked down try to switch to a shield for a block and extra defense, the best way to do so is to put it on a hotkey.
6. Thanks
Spoiler!
Special Thanks to Lumpish for finally giving me enough motivation to make this thing, and to the people who made the char builder aplets/SP calculators at http://www.nivlam.com and http://www.bobtheveg.dyndns.com/SRO/Char_Build_Applet without whom I would have never been able to calculate the SP needed and the number of INT and STR needed for my 90% physical balance build.
Thanks to DragonTalon, who might never know that he helped, but provided me with a pic of all the icons for 120 skills through xfire months ago which I cut and pasted into the guide using ImageShack.
Thanks to stress and xmoshe for pointing out that you only need a low level fire shield to become immune at 80.
Thanks to [SW]UnDutchabeIe who pointed out that yellow colored fonts are hard to read.
Thanks to MrFudge who came up with the idea to use spoilers, to easily jump to the section you wanted.
Thanks to Grace who told me I had Strongbow spelled wrong somewhere.
Thanks to VeniVidiVici for pointing out the extremley long cooldowns of the later force debuffs.
Finally, thanks to everyone who reads this guide and uses it to help them make their bow build, you guys are the reason I took the time out of the past two days my life to make it.
Thanks to DragonTalon, who might never know that he helped, but provided me with a pic of all the icons for 120 skills through xfire months ago which I cut and pasted into the guide using ImageShack.
Thanks to stress and xmoshe for pointing out that you only need a low level fire shield to become immune at 80.
Thanks to [SW]UnDutchabeIe who pointed out that yellow colored fonts are hard to read.
Thanks to MrFudge who came up with the idea to use spoilers, to easily jump to the section you wanted.
Thanks to Grace who told me I had Strongbow spelled wrong somewhere.
Thanks to VeniVidiVici for pointing out the extremley long cooldowns of the later force debuffs.
Finally, thanks to everyone who reads this guide and uses it to help them make their bow build, you guys are the reason I took the time out of the past two days my life to make it.
7. Updates
Spoiler!
v1.1 (5/24/08) - Added an update section, updated information on fire shield, changed one yellow colored section to make it easier to read, changed format to include spoilers for easy section choosing, added more thanks for those whose made me make minor changes, and added a description for ice force tree (caught that one myself XD).
v1.2 (8/21/08) - Fixed a few grammatical and formatting errors, and uploaded pictures for a few that were not showing up.
v1.3 (8/22/08) - Brought up the possibility for ice at 90 instead of light or force. Added in all apropriate information reguarding skills, sp, and strategies that it would use. This was a major update.
v1.31 (9/1/08) - Fixed the spelling of strongbow in 2 locations.
v1.32 (12/29/08) - Added cooldowns for force debuffs.
v1.2 (8/21/08) - Fixed a few grammatical and formatting errors, and uploaded pictures for a few that were not showing up.
v1.3 (8/22/08) - Brought up the possibility for ice at 90 instead of light or force. Added in all apropriate information reguarding skills, sp, and strategies that it would use. This was a major update.
v1.31 (9/1/08) - Fixed the spelling of strongbow in 2 locations.
v1.32 (12/29/08) - Added cooldowns for force debuffs.
Final Note: If there are any questions, comments or concerns feel free to post them here or ask me via PM or even IM me on xfire (profile is mrosen18), and remember this guide will be updated when any new information arises about the bow build.








