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 Guide : High Wizard

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CyaCika
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Join date : 2015-09-02

PostSubject: Guide : High Wizard    Thu Sep 17, 2015 11:49 am

Sections :

Section 1.0 - Introduction

   1.10 - Introduction
   1.20 - Advantages
   1.30 - Disadvantages

Section 2.0 - Stats

   2.10 - Grimtooth Type
   2.20 - Side Hat Type
   2.30 - Magic Crasher Type
   2.40 - Hybrid Type
   2.50 - Flee Type

Section 3.0 - Gears

   3.10 - Upper Headgear
   3.20 - Middle Headgear
   3.30 - Lower Headgear
   3.40 - Armour
   3.50 - Weapon
   3.60 - Shield
   3.70 - Garment
   3.80 - Shoes
   3.90 - Accessories

Section 4.0 - Cards

   4.10 - Upper Headgear
   4.20 - Middle Headgear
   4.30 - Lower Headgear
   4.40 - Armour
   4.50 - Weapon
   4.60 - Shield
   4.70 - Garment
   4.80 - Shoes
   4.90 - Accessories


Section 5.0 - Consumables & Skills

   5.10 - Consumables
   5.21 - First Job Skills
   5.22 - Second Job/Transcendent Skills
   5.30 - Magic Crasher

Section 6.0 - Strategies - PvP

   6.10 - Why does everyone want to kill me?
   6.20 - PvP Strategies



Section 1.0 - Introduction

1.10 - Introduction:

Because of a lack of updated High Wizard guides, I decided to write one myself. Wizards are fairly common on most servers. What makes them popular to play? Because they have an advantage of high damage with little effort. They have become known as "randomers" in PvP and even if you are neutral, people seem to target you.

1.20 - Advantages

   High SP pool.
   High DPS (Damage Per Second) rate.
   Ability to have high reduction.
   Cost-effective.

1.30 - Disadvantages

   Low HP pool.
   Mobility.
   Most targeted class in PvP.

Section 2.0 - Stats

2.10 - Grimtooth Type

   Strength: 100 - For carrying items
   Agility: --- - Leftover Stats.
   Vitality: 150-200 - For health.
   Intelligence: 450 - For Magical Attack power.
   Dexterity: 195 - For instant cast in quagmire.
   Luck: 300 - For Status Immunity.

2.20 - Side Hat Type

   Strength: 100 - For carrying items.
   Agility: --- - Enough for 197 Attack Speed.
   Vitality: 350 - For health and Side Hat requirements.
   Intelligence: ??? - For Magical Attack power. Do this last.
   Dexterity: 195 - For instant cast in quagmire.
   Luck: 300 - For Status Immunity.

2.30 - Magic Crasher Type

   Strength: 100 - For carrying items.
   Agility: --- - Enough for 197 Attack Speed.
   Vitality: 60-80 - For health.
   Intelligence: 450 - For Magical Attack power.
   Dexterity: 350-400 - For instant cast in quagmire and hit rate.
   Luck: 300 - For status immunity.

2.40 - Hybrid Type

   Strength: 100 - For carrying items.
   Agility: 300 - Enough for 197 Attack Speed
   Vitality: 60-80 - For health.
   Intelligence: 400-430 - For Magical Attack Power. Not maxed because stat points are needed for other areas.
   Dexterity: 300 - For hit rate and instant cast in quagmire.
   Luck: 300 - For Status Immunity.

2.50 - Flee Type

   Strength: 100 - For carrying items.
   Agility: --- - For 197 ASPD and flee rate. Leftover stats here.
   Vitality: 60-80 - For health.
   Intelligence: 450 - For Magical Attack Power.
   Dexterity: 250 - For instant cast in quagmire and hit rate.
   Luck: 300 - For Status Immunity.

Section 3.0 - Gears

Legend:

   Blue = High Priority
   Neutral color = Medium Priority
   Red = Low Priority

3.10 - Upper Headgear

   Ex Band Aid [Reduces Demi-Human damage by 10%]
   Ex Black-Dark Helmet [Enables use of level 1 Wall of Fog]
   Ex Rabbit in the Hat [+15% matk, int + 3, dex +2]
   Ex/Nx Angel Ripper [Str >370 = +20% Atk, Dex >370 = +75 Hit, Int >370 = +15% MATK, Str + 2/Str >350 = +20% Atk, Dex >350 = +75 Hit, Int >350 = +15% MATK, str+ 3]
   Ex Split Ice Cream [Enables use of level 3 Falling Ice Pillar]

3.20 - Middle Headgear

   Ex Medical Eyepatch [Enables use of level 5 Heal, +10 MDEF]
   Ex 3D Glasses [Enables vision of invisible enemies, +3 Attack]

3.30 - Lower Headgear

   Ex Retribution Wings [Reduce Demi-Human damage by 15%, -10% ATK & MATK]
   Ex Deviling Wings [-20% Neutral Damage]
   Ex Sage Ring [+10% Matk, +5 MDEF]

3.40 - Armour

   Valkyrie's Armour [All Stats +1, Indestructible]
   Silk Robe [+10 MDEF]

3.50 - Weapon

   Combat Knife[Reduce Demi-Human Damage by 10%]
   Staff of Piercing [Pierces magical defense. High refinement rate, higher piercing percent]
   Lich's Bone Wand [Click to view full effect]
   Rod [Four Slots, MATK +15%]
   Ice Pick [Deals damage depending on the target's defense]
   Main Gauche [Four Slots]

3.60 - Shield

   Valkyrie's Shield [20% Resistance to Water, Fire, Shadow and Undead properties, +5 MDEF]
   Stone Buckler [5% less damage from Large Sized monsters]
   Strong Shield [Receive 20% more physical and magical damage, prevent knock back effect]

3.70 - Garment

   Wool Scarf [+10% HP when paired with Tidal Shoes, +4 MDEF]

3.80 - Shoes

   Tidal Shoes [+10% HP when paired with Wool Scarf, +5% Resistance to Water property]

3.90 - Accessories

   Orlean's Glove [One slot, +2 DEX, +3% MATK]
   Cursed Hand [Chance of casting Critical Wounds]
   Clip [2] [Two slots, Maximum SP +10]
   Vendor's Ring [2] [Two Slots, use of a cart, Skills - Vending and Pushcart]

Section 4.0 - Cards

4.10 - Upper Headgear

   Bacsojin Card [Increases effectiveness of your Heal, Sanctuary and Potion Pitcher by 30%, increases SP taken by all skills by 15%]
   Giearth Card [Increase Resistance to Earth Property Attacks by 15%]
   Permeter Card [Increase resistance against Shadow and Undead Property attacks by 15%]
   Leib Olmai Card [Increase resistance against Fire Property Attacks by 10%]
   Leaf Cat Card [Increase resistance against Water Property Attacks by 10%]

4.20 - Middle Headgear

   Maya Purple Card [Enables vision of invisible enemies]
   Bacsojin Card [Increases effectiveness of your Heal, Sanctuary and Potion Pitcher by 30%, increases SP taken by all skills by 15%]

4.30 - Lower Headgear

   Bacsojin Card [Increases effectiveness of your Heal, Sanctuary and Potion Pitcher by 30%, increases SP taken by all skills by 15%]
   High Wizard Card [Ignores MDEF of normal monsters. Slows your casting time by 2x. Reduces SP regeneration rate by 100%]
   Giearth Card [Increase Resistance to Earth Property Attacks by 15%]
   Permeter Card [Increase resistance against Shadow and Undead Property attacks by 15%]
   Leib Olmai Card [Increase resistance against Fire Property Attacks by 10%]
   Leaf Cat Card [Increase resistance against Water Property Attacks by 10%]

4.40 - Armour

   Ghostring Card [Grant an armour Ghost Property, -25% HP Regeneration]
   Tao Gunka Card [Maximum HP + 100% DEF - 50, MDEF - 50]
   RSX 0806 Card [Prevents knock back effect]
   Angeling Card [Grant an armour Holy Property]
   Sandman Card [Grants an armour Earth Property]
   Pasana Card [Grants an armour Fire Property]
   Bathory Card [Grants an armour Shadow Property]
   Evil Druid Card [Grants an armour Undead Property]
   Swordfish Card [Grants an armour Water property]

4.50 - Weapon

   Hydra Card [+20% Attack on Demi-humans]
   Turtle General Card [+20% Attack on every type of monster]
   Incantation Samurai Card [Ignores defense when dealing physical attacks]
   Phreeoni Card [+100 hit]
   Thanatos Card [Deals damage dependent on defense]
   Red Ferus Card [Inflict 5% more damage with Fire Pillar and Meteor Storm]
   Valkyrie Randgris Card [1% Chance of Casting level 10 Dispell, Attack Power +10%]

4.60 - Shield

   Thara Frog Card [30% Reduction From Demi-Human Attacks]
   Golden Thief Bug Card [Nerfed to 90% Reduction of Magic]
   Maya Card [50% Chance to reflect target magic back to the user]
   Horn Card [35% Reduction or long-range attacks]

4.70 - Garment

   Noxious Card [10% Reduction of Long Range Attacks]
   Assassin Cross Card [Enables use of level 3 Cloaking]
   Hode Card [Increase resistance to Earth Property attacks by 30%]
   Jakk Card [Increase resistance to Fire Property attacks by 30%]
   Marse Card [Increase resistance to Water Property attacks by 30%]
   Dustiness Card [Increase resistance to Wind Property attacks by 30%]
   Salamander Card [Increase effectiveness of Fire Pillar and Meteor Storm by 40%]
   Deviling Card [50% Reduction of Neutral Property]

4.80 - Shoes

   Firelock Soldier Card [+2 Strength, +10% HP/SP when shoes refined +9~10]
   Amon Ra Card [2% Chance of casting Kyrie Eleison on self, 10% if int is above 99. All stats +1]
   Green Ferus Card [+10% HP]
   Martyr Card [+10% HP]

4.90 - Accessories

   Alligator Card [5% Reduction from long-range attacks]

5.10 - Consumables

   Level 10 Increase Agility Scroll.
   - Increase movement speed and agility by 10.
   Level 10 Blessing Scroll.
   - Increases dexterity, strength and intelligence by 10.
   Level 5 Assumptio Scroll.
   - Heavily reduces physical damage.
   Box of Panting.
   - Restores 9% of total SP.
   Ice Stone.
   - Required for casting Falling Ice Pillar.
   Aloevera.
   - Reduces vit def.
   Lightning Elemental Converter.
   - Enchants weapon with wind element.
   Earth Elemental Converter.
   - Enchants weapon with earth element.
   Level 5 Aspersio Scroll.
   - Enchants weapon with holy element.
   Holy Water.
   - Required for using Aspersio Scrolls.
   Cursed Water.
   - Enchants weapon with shadow element.
   Cold, Earth, Fire and Thunder resist potions - Grants resistance to the respected element. Makes you slightly more vulnerable to the opposite element, i.e. Cold makes you weaker against Wind, Earth makes you weaker against fire, Fire makes you weaker against Water and Thunder makes you weaker against Earth.

5.21 - First Job Skills
The skills listed below are the most important skills you should learn.

   Sight - Uncloaks hidden enemies. Learn to the max level, Prerequisite: None.
   Safety Wall - Create a safety wall in one cell protecting you from physical attacks for 1+SkillLv amount of attacks. Learn to the max level, Prerequisite: Level 7 Soul Strike, Level 7 Napalm Beat.
   Lightning Bolt - Hits the target with 1 wind element bolt per skill level. Learn to the max level, Prerequisite: None.
   Thunder Storm - Hits every enemy in the targeted 5x5 area for wind property damage. Learn to the max level, Prerequisite: Level 4 Lightning Bolt.
   Energy Coat - Click to view full description. Learn to max level, Prerequisite: Visit Platinum Skill NPC.

In addition to those skills you should also learn:

   Cold Bolt level 5.
   Frost Diver level 1.
   Increase SP Recovery level 5.
   Fire Bolt level 4.
   Fire Ball level 5.
   Fire Wall level 1.
   Napalm Beat level 7.
   Soul Strike level 7.

The leftover skill points can be spent as you please. I recommend spending them in Increase SP Recovery, Fire Wall, Cold Bolt and Fire Bolt.

5.22 - Second Job/Transcendent Skills

The skills listed below are the most important skills you should learn.

   Soul Drain - When you kill a monster using a target spell, you will receive SP. Learn to max level, Prerequisite: Increase Spiritual Power Level 5, Soul Strike Level 7.
   Magic Crasher - An attack that uses MATK to deal physical damage. I.e. It is reduced by defense. It can be increased my Damage modifier cards (Hydra, Turtle General, etc.). Learn to max level, Prerequisite: Increase SP Recovery level 1.
   Amplify Magic Power - Amplifies the spell that follows this one by 5 x Skill level. Learn to max level, Prerequisite: None.
   Ganbantein - Removes all area effects in the targeted area. Learn to max level, Prerequisite: Monster Property level 1, Ice Wall level 1.
   Meteor Storm - Click to view full description. Learn to max level, Prerequisite: Thunder Storm level 1, Sightrasher level 2.
   Jupitel Thunder - Deals wind elemental damage and hits for 2+Skill level amount of times, also knocks back to a maximum of 8 cells. Learn to max level, Prerequisite: Napalm Beat Level 1, Lightning Bolt Level 1.
   Lord of Vermillion - Deals 4 sets of 10 hits, wind elemental. Learn to max level, Prerequisite: Thunder Storm Level 1, Jupitel Thunder Level 5.
   Storm Gust - Deals strong area damage, water elemental. Learn to max level, Prerequisite: Frost Diver Level 1, Jupitel Thunder Level 3.

In addition to those skills you should also learn:

   Earth Spike level 10.
   Heavens Drive level 5.
   Quagmire level 5.
   Sight Blaster level 1 (obtained from platinum skill NPC).

The leftover skill points can be spent as you please. I recommend spending them in Ice Wall and any other First Job skills you wish to master.

5.30 - Magic Crasher

After reading comments, I decided to dedicate a section to the skill, Magic Crasher. Magic Crasher is a very important skill to a wizard. It can be incredibly powerful and useful. Below are some things you need to know.

   Damage is increased by Matk NOT Atk. So that means skills like Mind Breaker will affect its damage.
   Damage is decreased by armor defense, not magical defense.
   Magic Crasher's element can be changed. It is the same as your weapon's element.
   Magic Crasher relies on hit to hit, i.e., if your enemy has more flee than hit you will miss often.
   Damage modifier cards affect it, i.e., Hydra, Turtle General, Incantation Samurai, Thanatos, etc.


Now that that's out of the way I will talk about ways to increase damage.

   Full matk set - Ex Rabbit in the Hat[Evil Snake Lord Card]/Ex/Nx Ripper (For +Hit) [Evil Snake Lord Card], Ex 3D Glasses [Evil Snake Lord Card], Ex Sage Ring [HW Card], Valkyrie's Armor, +10 Rod [Cards explained soon], Orlean's Glove 2x.
   Good Element, e.g., wind and earth.


Below I will list possible card combinations for your Rod.
Legend: HY = Hydra
TG = Turtle General
PH = Phreeoni
TH = Thanatos
IN - Incantation Samurai

   Against Tao Gunka - TG TG HY HY
   Against high defense - TG TG HY IN
   Against high vit - TG TG HY TH
   Against high flee - TG TG HY PH
   Against extremely high flee - TG HY PH PH

Remember that while wearing Angel Ripper you get a hit bonus (assuming you're using the full magic crasher build).
Will update soon

Section 6.0 - Strategies - PvP and WoE

6.10 - Why does everyone want to kill me?



6.20 - PvP Strategies

Lord Knight - A lord knight is one of the toughest classes to face with a wizard. Unless you are a certain person who owns a cranial clip, there is pretty much no chance you can tank their damage.

   Try your best to keep them stunlocked.
   Do not let them corner you. A couple of seconds of a Bowling Bash barrage will kill you.
   Keep as much distance from them.
   Magic Crasher should deal a high amount of damage.

Try your best. Don't be discouraged if you lose.

Paladin - Paladins can be tough if they play it right. With good strategy you should be able to overcome most paladins.

   Start off with magic crasher to force them into defender. If they take defender off go back to using magic crasher.
   An Amon Ra card isn't a bad idea because most paladins like to strip. Thanks to Kyrie Eleison your chances of being stripped are a little less.
   Never be ashamed to spam, cloak and run. It will keep distance between you.
   As soon as they take GTB off try and switch to a full matk set. Immediately start casting Meteor Storm and other area skills. Chances are they are using Maya card. Do not let them heal enough to re-equip their Golden Thief Bug card. If you get a paladin to this stage it is your chance to strike.

Paladins are one of the stronger classes in the game. Keep on your toes.

High Wizard - A high wizard is your equal and the only way to beat him is to out-think him. There are a few styles of playing a High Wizard. There's a GTB style and a Shield switching style. The GTB style is more basic and requires less thinking. The shield switching style is a full-on style which requires you to be on your toes all the time. Wall of Fog will come in play quite often. Resist potions and garment elemental resist cards will also play a good role in battling too.

   If they are standing in a Wall of Fog stand in it too.
   If they are using an RSX/Strong Shield, i.e. they can't be knocked back, keep Storm Gust going just in case they take it off.
   Lesser ping will enhance play. Someone with 8k damage using magic crasher, but has 250 ping will deal the same amount of damage over time as someone dealing 5k damage, but has 50 ping. Just an estimation.
   If they result to only using Meteor Storm, equip a Wool Scarf carded with Jakk Card and use a resist potion. Adjust accordingly to the element they are using.
   Good uses of resist potions/elemental resist garments/elemental armor cards will make your life a lot easier.. Some good combinations are: Ifrit Card + Hode Card + Thunder Resist Potion, Sandman Card + Jakk Card + Cold Resist Potion, Angeling + Hode Card + Resist potion of choice. Those are just some of the combinations I use.
   Remember that Magic Crasher is reduced by Armor defense, not magical defense. So if you notice your damage has suddenly dropped dramatically, try using a rod with Incantation Samurai in it.
   Ganbantein removes Wall of Fog effect.

Try your best. Just because you lose doesn't necessarily mean you're bad, it just means they have more knowledge.

Professor - Professors will pretty much only have magical based attacks. So feel free to add a little more vitality if you are dueling one. I know that there are some battle professors out there, but you don't really need to know about that for the use of this guide.

   Start off using Tao Gunka to have a little extra health to start off the duel.
   If you notice they are only using one elemental property during duels, adjust accordingly. Be subtle about it.
   A lot of professors like to use Wind and Earth spells. 2 + 2 = ?
   If they convert your armor put on elemental resistance against it via garments and potions.
   Good uses of resist potions/elemental resist garments/elemental armor cards will make your life a lot easier.. Some good combinations are: Ifrit Card + Hode Card + Thunder Resist Potion, Sandman Card + Jakk Card + Cold Resist Potion, Angeling + Hode Card + Resist potion of choice. Those are just some of the combinations I use. (Copy Paste from High Wizard strategy).
   If they use wall of fog either use ganbantein or meteor storm.
   Ganbantein works wonders on Land Protector. Pre-cast meteor storm on the Land Protector and then Ganbantein their cell. This also works when they are trying to heal.

You should be able to win a battle like this. On lower rate servers Professors are suppose to be superior to wizards, but here, it is very much an equal battle.

Sniper - Snipers are a class that shouldn't be a great deal of trouble. If they persist in fighting you with a bow, you've pretty much won. If they fight sensibly using a combination of Bow and shields, it should be a little more difficult.

   If the sniper you're fighting is using a bow, just spam the hell out of them with magic.
   Use a ghostring card. Because their falcon assault attack can be very strong if not properly reduced.
   Don't let yourself get stripped, espically your armor. If that happens avoid fighting at close range.

If you lose, either the sniper is very good, or you are a complete idiot.

Clown/Gypsy - A good clown or gypsy can be very hard to defeat. A mixture of status effects, flee and brute power make them a force to be reckoned with.

   Stay cloaked. You want to avoid them as much as possible.
   If they start to use tarot of fate put a GTB card on.
   A lot of Clowns and Gypsies have a high flee rate. An Angel Ripper isn't a bad idea because it can give a hit rate bonus.

Not too much advice I can give you, since I also find them difficult. Don't let them intimidate you, keep trying.

High Priest - A priest vs a high wizard is pretty much a priest tanking the wizard. If you are able to boost your matk enough no priest should be able to out-tank you.

   Use Angeling + GTB. Angeling will prevent their holy light from damaging you, GTB will protect you from coma and it will also reduce any other magic they try to the point where it is useless.
   Use as much gear that will increase you matk as possible.
   Storm Gust + Heavens Drive - Flinch Heal does not seem to be as effective when the user is being knocked around by storm gust. Heavens Drive will add that extra knock.

Not too much to say about these guys. For those of you who want to complain about how I made priests look, complain here.

Champion - Champions are one of the most over powered classes on the server. Which their insane DPS rate, they are by far the strongest class in the game. Not only do they have a skill which can instantly kill you, they also have various skills that do insane amounts of damage and a skill that lets them move anywhere they want. Here I will explain to you my best some things that can help you.

   Always be fully buffed, mainly assumptio and energy coat.
   Stand in Wall of Fog with RSX card or Strong Shield equip. This will keep you somewhat safe from skills.
   If they decide to melee you, use AoE skills at the same time as healing.
   Magic Crasher will likely deal a huge amount of damage. If they pneuma, try and push them out of it.
   A champion not using a full attack set should not be able to deal a huge amount of damage to you.
   Ganbantein removes the pneuma effect.
   When they run to heal, if you are not at full health also take the time to heal.
   Once they are healing, put the pressure on. Try and kill them once they unequip their GTB card.
   If they asura you, tell them to go **** themselves.

Next to Lord Knight, champions are the toughest class to fight on a high wizard.

Whitesmith - Whitesmith can be a pain. They have fast movement speed and a strong attack called Cart Termination. Luckily, they have no long range attacks.

   Stay away from them. Like I said, they have no long range attacks.
   Speed Potions - I didn't mention them earlier, but they are very useful against stalkers. They will make you move incredibly quick (as fast as a lord knight on a pecopeco) which will make it hard for them to strip you.
   Try and keep them stun locked. This will slow down their approach.
   Verg's Pro-tip - Quagmire disables the cart boost effect. They cannot re-activate it until they leave the quagmire.

There isn't much you need to know about Whitesmith. Just get it right and it should work out.

Biochemist - Biochemists are easier for wizards than other classes. A lot of Biochemists will use a Homonculus that uses magic, making it hard for you to fight back. But wizard can have area skills going all the time. So no more worrying about that annoying homonculus. Wizards also have a good amount of reduction to suit fighting Biochemists.

   There is not much to say about Biochemists. Bottle --> Bolt --> Coma. How to counter it? GTB and Wall of Fog should be effective.
   Always have an AoE spell going during a fight. This will stop them from using their homonculus.
   Obviously you should be using Ghostring Card to reduce Acid Demonstration's damage. As mentioned above, if you have GTB equipped you should not need to worry about Bolt or Coma.
   If you need to heal, quickly get away from them and heal up.

A biochemist's strategy is usually very basic. Few on this server have good strategies.

Assassin Cross - Assassin Crosses are harder than they seem. They have a big HP pool and a high damage output. This makes them a deadly unit.

   Wall of Fog can be useful, but it can be used against you. Just watch out for that.
   Keep fully buffed. If you are dispelled, rebuff regardless. Don't say "But that's a waste of scrolls" because if you do, you're most likely dead.
   Magic Crasher should deal a lot of damage. Use it as your main weapon.

Good luck with these guys. They are not easy, but are definitely beatable.

Stalker - Stalkers can ranged from easy to hard. Some will be ridiculously easy because they have no clue how to play and others will be ridiculously hard because they are so skilled at using back slide.

   Use any skill to stun lock them. This includes Lord of Vermillion, Storm Gust and target spells.
   Speed Potions - I didn't mention them earlier, but they are very useful against stalkers. They will make you move incredibly quick (as fast as a lord knight on a pecopeco) which will make it hard for them to strip you (Copy/pasted from above).
   If you get stripped put on elemental resist in an attempt to tank their damage. Good luck with this though.
   Stay cloaked unless you are confident. Remember, strip = virtually dead.
   If all else fails, get an FCP (Full Chemical Protection).

Stalkers are very annoying. Personally, I don't like fighting them.

Soul Linker - What can I say? They will nullify your magic attacks, but won't be very strong fighting back. I don't want to down on this class too much since I love playing it. Biased, aye?

   Use magic crasher as your main weapon. When they aren't paying attention remove their Kaite by using heal on them twice.
   Watch out for strip.

That's it. There's nothing else to say.

Star Gladiator - Star Gladiators can deal a high amount of damage because of a skill called "Hatred". Most of you should know what it does, so I won't bother explaining it.

   Use wall of fog to protect yourself from high damage from Flying Side Kick. Use AoE skills inside your Wall of Fog to damage them if they come inside.

Overall Star Gladiators are pathetic. They should be nothing to worry about, seriously.


Thanks for reading. Please leave anything you think I should add, or any comments.
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