Ultra Good Clown Guide.

Guides, FAQs, and information about gameplay.
Phaiyte
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Ultra Good Clown Guide.

Post by Phaiyte »

So you want to be a Clown, hmm?
I'd assume so if you're looking at this.
Sit back, I'll definitely teach you how to be an awesome Clown.
For the most part, at least~
The Novice:
Of course, the novice comes first.
You will begin your journey at the training grounds.
At level 1, if for some reason you didn't use the npcs to up you to level 8,
hit a few porings and fabres here and there until you reach level 5 or so.
Then get brave and take on a few lunatics, rockers, willows until 10.
Do make sure that you kill at least like 4 willows, though.
Then try using those novice potions and kill a spore or two.
Rinse and repeat until finally Job Level 10.
The Archer Quest:
Go to the area outside of Payon Dungeon and
walk towards the top right of map.
You'll find a building with the archer quest npc there.
The only thing you need, are the trunks that the willows
dropped while you were in those training grounds.
If you have them, just keep talking to the npc and bam you're an archer now.
If not, you'll have to go west of payon a bit to kill a willow or two and bring those.
The Archer:
Well, you're an archer now, and estimated to be about level 14-15 by now.
Now it's time for some Payon Dungeon.
Walk in there and beat up a few Familiars for now.
You should be able to take them down with a knife for now without a problem.
This is until about level 17-18.
Now you should have some range and a few double strafe skill points by now.
Grab a bow, and try to get some wind arrows.
Head back to Payon Dungeon for a little longer and Double Strafe the Poporings in there,
and the zombies if they happen to get in the way, but watch out for your sp. You'll run out soon enough.
After you hit level 33, go get you a Gakkung Bow.
Once succeeded, go to the map right outside of Ice Dungeon.
You see those Muscipulars, Droseras, and Geographers?
You have the range so that they can't hit you,
and they give great experience for now.
Keep going there until you finally hit Job Level 50.
If you get bored, you can always grab some fly wings
and warp to the Turtle Dungeon entrance
and warp around beating up Spring Rabbits.
The Bard Quest:
First of all, if you have 60 Trunks you will
receive a free musical instrument upon changing.
Regardless, you'll have to go to Comodo to start the job change
process. Once you're Job Level 50, grab a Witherless Rose.
You can either kill 1-2 Wild Roses or buy one in Morroc.
Either way, head to Comodo with it, and head slightly south-east.
You'll find a "wandering bard" npc, talk to him, hand him the rose,
and he tells you to go make friends with Jack Frost in Lutie.
So of course, warp to Lutie. This is the weird part of the quest, so read carefully.
First off, you'll want to talk to Jack Frost located slightly southwest of the warp point.
Then go to the building in the north/northeast and talk to the NPC there. Exit
the building, and do the same to the NPC in the north/northwest. Return to the
talking Snow Man. Go BACK to the north/northeast, though a little south of
where you went earlier. Talk to the NPC in there. Move to the center of town
and enter the building to the west, and talk to the NPC. Remember this place,
you'll return shortly. Exit and talk to the Snow Man, and then return to the building west
of the center of town. Then leave and go back to the center, and talk to the Clown.
Finally talk to the 2 little kids to the east, who should give you an item.
FINALLY return to the NPC in Comodo. Type whatever is highlighted in blue.
After long last, you'll become a Bard. If you have 60 of those non-labeled trunks,
have them prepared before the change. You'll get an instrument that's only obtainable by
having these trunks while you're changing to bard.
The Bard:
Pick up that Gakkung bow again, and head back to Ice Dungeon.
Beat up a few Siromas and you should be job level 25ish in no time.

Solo leveling:
You can either party up or go solo.
For solo, bring along a bow and have plenty of dex/agi.
You've got twice as much sp as a sniper,
and you can eventually Double Strafe just as well, also.
Estimating that you are around level 77ish by now,
don't hesitate to use the attack speed and power of Double Strafe.
Hell, you've even got Arrow Repel.
If you can make it there, my suggestion for leveling now is Stings.
See if you can't get yourself a slotted glove or two, at least.
They're great for whenever you hit level 90.
Anyways, do that until about 92ish.

Party leveling:
Dude... You've got Poem of Bragi for obvious reasons.
You've got Dissonance to get hidden enemies out of hiding.
You've got Assassin Cross of Sunset for those offensive Knights/Sins.
Everyone wants you in their party.
You shouldn't have a single problem finding a group of at least 6-7.
My suggestions for the 80ish area are Juperos and Geffenia runs.
No matter what you do, whenever you're in support/song mode,
be sure to use Musical Strike at least once on every enemy
so that you get a part of the party bonus for just hitting the enemy.
With Musical Lesson all the way up, you should be doing about 1,000 damage
with it and up to a whopping 15k if carded correctly with a lex.

And now, for the moment you've been waiting for.
By the time you hit 92ish, you should be able to do high-level partying.
You've got the choices of Nameless Abbey, Thor's Volcano,
and Geffenia is still nice if you're needing your violins still.
Transcending:
So now you're 99. Congrats, man.
Now you have to go transcend.
Have EXACTLY 1,285,000 zenny on you,
remove all of your equipment and items, toss 'em in storage for now.
You have to make your weight literally 0.
Now go to Juno, and head towards the top leftish of the map.
Walk into the building that's there, and keep going straight.
I do believe it's also the building used for the sage quest.
Don't quote me on that if I'm wrong, but that gives a general idea.
Find the npc located right next to a hallway with a book at the end.
Talk to him, give him the zenny, and he'll tell you to go somewhere.
Go to the end of the stated hall, and click on that book.
It should warp you to a mazey looking hallway.
Find your way past that hallway, and you'll be in a
big room with a machine looking thing.
Look at the bottom of that machine,
you'll see a yellow circle under it.
If you pan your cursor on it, it'll show up as "Heart of Ymir".
Click it and go back out the portal you came in from.
You'll be warped back to the hallway in front of the book.
Talk to the bookkeeper again, and talk to the book again.
This time you'll be warped to Valhalla.
Go straight forward, talk to the Valkyrie, and that's it.
Now you're a level 1 high novice.

Now what you're going to do, is pretty much the same as before.
Only this time, you don't have to do the quests.
Keep going to job level 50 as a High Archer,
then go back to Valhalla and speak to the Valkyrie again.
Congrats, you are now a Clown.
One last time, head back to Ice Dungeon just to gain a few job levels.
Now you're ready have asstons of fun.
The Clown:
You can still do the whole solo double strafe dex/agi build as normal.
In fact, even more effectively due to the extra 100 stat points.
And you can also 1-hit just about every leveling enemy
including Stings and Peach Trees by using Arrow Vulcan.
But the party leveling is where the real fun comes from.
Your first skill targets are Musical Lesson and Poem of Bragi.
That automatically gives you Musical Strike just by having those.
And by having all of those skills, Arrow Vulcan will be available as well.
Your next target is Assassin Cross of Sunset, and if you have a Gyspsy with you,
go ahead and get Mr. Kim a Rich Man, for the leveling process.
Now that you've got all of these, let's take a look at your party.
Since everyone else is dependent upon you for some support,
you must be ready to do so. Besides being more damage capable,
it's going to be pretty much the same leveling process.
Only you don't really have to use a bow anymore.
Just get yourself a good instrument and shield.

One main technique that is urged to use
in ANY party situation, get a dagger of some kind.
Probably just a Mes since they're light.
Stick it on one of your hot keys.
One that you use often because you will be.
Then put the main instrument you'll be wearing in a key right next to it.
Then position Arrow Vulcan on another key,
and finally place 2 of your solo songs on two other keys, with encore close to one of them.
What you will be doing here, is throw one of your songs out there,
and use your hot keys to do this process:
song > dagger > instrument > Arrow Vulcan(or another song)
If it was a song just repeat the process when needed.
If the above "other song" happens to be the same one, use Encore instead.
Thus, using up a lot less sp, and letting you have much more capability later on.

This is better than using Amp due to
the fact that whenever you switch to the dagger,
it automatically closes down the song you were using,
and without any type of cool-down delay.
This is much faster than using Amp, and all you have to do
is roll your hand to the right on your hot keys, or however you decide to change it.
Thus, allowing you to immediately use another skill with no delay.
One neat thing about songs. Whenever you close down a song manually,
whether it be from Amp or the dagger-switch method I just proposed,
The song stays in effect for a full 20 seconds.
This gives you plenty of time to buff with another song, Arrow Vulcan, do whatever.
If you let the song just take itself down by timing out,
by NOT switching weapons or using Amp or anything of the like,
the effect will end as well.
PvP time:
Ok, you don't have much defense. But it's totally ok.
You've got 2 options. You can use an instrument/shield, or bow.
You're just like a sniper with a bow, minus the traps and falcon.
With an inst/shield, you get more defense capability, more attack power,
and possibly more attack speed, but you do have to get up just a tad closer.

inst/shield:
You've got Arrow Vulcan, the highest damaging skill your class provides.
One problem, cool down and animation.
You can, however, do more damage than Soul Breaker, Falcon Assault, etc...
all those kinds of skills. But you'll want to either one-hit them,
or not die trying to pop off another one.
If you don't want to do that, use your relatively high attack speed and melee them.
If you believe they are not wearing a Marc or Evil Druid Card, try your luck at Frost Joker.
Freezing them and then using Arrow Vulcan with a Wind Aarrow is pretty deadly.
Freezing someone makes their element Water lvl 1, therefore, +25%(?) damage.
For more options, Tarot Card of Fate is effin' hilarious.
Able to destroy the opponents sp, break their equipment,
cause status effects INCLUDING COMA etc...
One of those cards can also cause Stone Curse.
If you see this happen, whip out some fire arrows.
There will be some times when Arrow Vulcan just won't cut it because of it's cool down.
If you feel a tad bit afraid of the cool down and still want some damage in,
start using Musical Strike. Believe it or not, it can dish some damage is used properly.

bow:
Again, you're just like a sniper.
Double Strafe and Arrow Repel, pretty simple.

Now what I do:
I use a combination of both of those.
Try starting off with a bow Double Strafing and Arrow Repelling your enemy.
Once you think they have not so much hp left, use those hot keys to switch to your inst/shield.
That way, you can Arrow Vulcan without worrying about getting hit back afterwards.
Or, just Arrow Repel, Frost Joker when they're
far enough away, hope they freeze, if so, switch to the instrument and Arrow Vulcan.
If you're up against an Assassin Cross, just try using Frost Joker.
If you manage to freeze him, walk up to his frozen death-bed
and use Attention Concentrate. This reveals him allowing you to Arrow Vulcan effectively.
If you don't freeze him the first time, then just move and try again.
They can't move very fast when hidden, obviously trying to Sonic Blow.
Sadly that doesn't work on Stalkers using Chase Walk, though. -_-
In that case you would want to use Dissonance and walk around.
You'll hit him eventually, and when you do, QUICKLY dagger switch and do something to him.
There are also times when you may be up against someone with just plain too much defense.
Bring a bow, fill it with strip cards, have lots of agi, keep using Arrow Repel when they get close,
and once they're stripped, proceed with the Freeze/Arrow Vulcan combo.
Usually a lot of their HP comes from their equipment, yet again making it easier once stripped.
If that's not available, try out your Tarot cards. That skill can bring out some of the nastiest effects available. *coughcough*COMA*coughcough*... If you do choose this Tarot route,
bring some authoritative badges so you can run away from them while still using Tarot.
You will eventually get the card you want, and destroy them effectively.
Tarot is an EXTREMELY useful skill in all PvP settings.
Do it whenever you see the opportunity.
That pretty much covers most aspects of PvP with a Clown.

Note: For god's sake, please do NOT AV while someone is under a Pneuma.
It won't end right for you. In this situation, just immediately throw down a Tarot.
Now let's check out equipment:
Of course if you're not smart on how you equip yourself, you will not get very far.
So let's look at a few things you'll be aiming for here.
A VERY important aspect is that you can use a shield.
Utilize this to your advantage, and realize what kind of shield you're using.
Know what kind of shield you will need before going too far.
For basics, the Buckler: 4 defense and can have a slot.
Valkyrie Shield: 3 defense, 5mdef, and +20% resist to water, fire, dark, and undead.
Stone Buckler: 3 defense, 5 more if combined with a Magni's Cap and Odin's Blessing,
5% less damage taken from large enemies. This includes MvPs and Swordsman classes on Pecos.
There are many different cards to resist against enemy races and sizes for shields,
and other cards for a few intense situational uses such as long range.
EXTREMELY effective if used appropriately.

Headgears are important to your arsenal as well.
As a Clown, you can do almost anything.
You can deal damage, tank, support, etc...
Just find a headgear that suits your needs.
If you're going in for the tanky-style in WoE,
grab yourself a Feather Beret or an Angeling Hat.
If it's damage you're looking at, an Apple of Archer is not very hard to get.
If it's support, I'd probably grab a Ulle's Cap for the cardability + dexterity bonus.
The Ulle's Cap is awesome if combined with an Odin's Blessing for the -10% sp cost.
Great for the Jack-of-all-Trades you should be.
With how I play personally, I switch between them all the time.
My one build can do it all, so I carry them all and use whichever one best suits the situation.

Armor:
Favorite choice of mine is the Odin's Blessing.
I love having -10% sp cost of everything I do.
6 defense and slotted. That is a great choice anytime.
When first starting off you may also be looking at Tights [1] as well.
6 defense, light, slotted, and +1 dexterity.
Really, out of all the armors available,
probably the only other applicable one would be, well, Valkyrie armor.
It's heavy, but it's also +1 to all stats, 6 defense, slotted,
and gives to 50% resistance to silence.

Garment Choices:
When starting out, you'll probably have a Muffler [1].
Another good choice for awhile is a Falcon Muffler or an Ancient Cape for a better flee rate.
If you're going for some kind of agility build, you could go for the pantie/undershirt combo(+5 agi).
And later on, I'd definitely suggest using a Wool Scarf.
Super Light, slotted, and it's combo gives you plenty more HP.
If you want strictly defense you can eventually go for a
Heavenly Maiden's Robe or one day a Valkyrie Manteau.

Footgears:
Another cool thing, you can wear Boots instead of Shoes and Sandals.
If it's Agi you're looking for, Freya's Shoes have your name on it.
Later on they can be replaced with Black Leather Boots, however.
Be sure to keep that in mind when you've transcended.
If it's tanky hp you want, Tidal Shoes give +10% hp when combined with the Wool Scarf.
The shoe themselves also gives +5% resist to water-based attacks.

The best weapons you'll be searching for are Oriental Lutes, Violins, and Cellos.
The Oriental Lute is for all purposes.
You can slot it for a price of 2 Oridecon and 500,000 zeny, giving you 2 card slots.
Although, it IS just a 20% chance of working.
Even without the cards, you can one-hit most enemies that
most would normally level off of such as Stings or Peach Trees.
Violins are for cardability for SUPER high-end gameplay.
When I say that, I'm talking only if you have over 200 dex, 1700 atk, things like that.
Until then you'll be smooth sailing with the Cellos.
They give 3 dex and 2 agi, have 3 slots and pretty good atk.
With all 3 cards in place and used properly,
they can do more damage then the Oriental Lute.
You'll be aiming for these kinds of weapons:
Double Bloody Boned Cello: 2 Hydra / 1 Skeleton Worker
xxxxxxxxxxxxx Cello for anything else that is planned on killing including boss mobs.
2x Skeleton Archer Oriental Lute for that all purpose feel.
Triple Liberation Titan Violin for when extremely buffed beyond belief.
It happens more often than you think.
3x Abysmal Knight / 1x Minorous

[All of these are subject to personal preference and gears.]


Now it's time for the WoE aspect:
Of course, your main job will be the middle notch of the party.
You will mainly be doing things to help the defensive precast, of course.
Personally, this where my fun in being a Clown first came from.
Poem of Bragi helps out Creators, Professors, Champs, Assassin Crosses,
High Wizards, Ninjas, FA snipers, just about everything.
I love having a Ninja down there using Falling Ice Pillar at instacast
Just think about it, you just standing there makes the precast approximately 60% better total.
Sure, that's not a massive amount or anything, but that's multiple people we're talking about. =O
Everyone can cast whatever at a faster cast rate, and all of their cool-downs take way less time.
But, on top of all that buffing crap, you're still able to attack as well.
Highly suggested to have high dex no matter what. While buffing you should be able
to dish out an Arrow Vulcan and keep buffing. Also, my favorite part

While on the defensive:
If you just happen to have a Gypsy laying around,
get in there with the precast on the warp point with Eternal Chaos going on.
It also helps for both people to use Longing for Freedom and move to either end of the song.
This reduces the chances of both characters getting hit, making it more effective.
This song reduces enemy defense to 0, so they take more damage from
the non-magic-based characters, and REALLY messes up Paladins and unberserked Lord Knights.
You can also use Loki's Veil while you're down there.
This stops ALL skill use coming from all enemies in the other guilds.
Wizards? Professors? BAH, HUMBUG! They don't exist anymore
We can also say your precast has a crap-ton of professors.
Don't have gems? NO PROBLEM!
The "Into the Abyss" Duet makes it to where they don't need gems to do anything.
If ALL of them have a Mistress card somehow, then don't bother.
But then again, what's the chances of that happening?
Plus, if there's another Bard/Clown using Poem of Bragi, they can do it faster, as well.
All of these songs listed remain for 20 seconds even after they step out of the song
unless the song was stopped because it ran out of time.
You can use Lullaby, putting all of your enemies to sleep,
or you could use Dissonance to unhide those
Stalkers/Sinx's if they somehow get past your precast.
This uses much less sp than Attention Concentrate.

While on the offensive:
You've got Drum on the Battlefield available.
This raises the atk and def of everyone in range,
and yet again remains active even after they walk out for 20 seconds.
If you have a Bragi from another clown,
or if you're soul linked and able to Bragi yourself,
this would be the time to start spamming Tarot Card.
Other people get pretty messed up if they have their sp taken away,
buffs removed, equipment broken, stats reduced, or even get Coma'd by your cards.
And again, feel free to use Dissonance here and there.
Use Frost Joker as a last resort. Although it's at a lowered chance,
it can cause your own guild-mates to freeze if they're in your party...
Just have them all wearing a Marc or Evil Druid Card when you do it.

WoE Equipment:
It helps a lot if you have the Ulle's Cap/Odin's Blessing combo.
You won't be using nearly as much sp, making sp healing items last way longer.
No matter what, try to get 150 dex with Attention Conentrate being your only buff.
try to get your hands on a Valkyrie Shield.
This will keep you resistant to those Storm Gusts
and Meteor Storms going off everywhere.
If you have the feeling you'll be running into Peco riding swordsman classes,
a good choice then, is a Stone Buckler. (-5% damage from large)
The best set of equipment in RO's current state to this day is:
Upper Head: Ulle's Cap, Apple of Archer, and Feather Beret
Middle Head: Binoculars or Masquerade
Lower Head: whatever you want :/
Body: Odin's Blessing, Tights, Valkyrie Armor
Shield: Valkyrie Shield, Stone Buckler
Garment: Wool Scarf
Feet: Tidal Shoes
Weapon: Oriental Lute [2].
As for cards, that's your own choice.
Everyone has their own card set-up for WoE,
so I won't even touch that topic.
Stat Builds:
(These are merely general, and do not count the
added bonuses from equipment/food/skills/etc...
Just adjust with whatever equipment you may be wearing at the time.)
*These are also based off of a 99 stat/level cap*

Solo Build: for solo leveling~
99 Dex/Agi
25 Int.

PvM party support and damage:
Pump Dex as high as you can and adjust it to hit exactly a 10th digit.
Examples would be 140, 150, 160, etc...
This will give you max damage capability,
and pump the power of Bragi at the same time.
Grab about 70 total agi so you can flee at least somewhat effectively.
Sometimes it's just better to not be hit~
About 22 base Str so you can hold items such as pots, extra gears, etc...
Just pump the rest in Int for max sp cap and regen.
Then the rest you can just shove in luck.

Suggested WoE build stat totals.
22 Str
1 base Agi
90-100 Vit
40ish Int
150 Dex
Luck is depending on what you set your Vit to.
Grab yourself 20 total if you chose anywhere below 100 total vit.
This will keep you in the range of status immunity for the most part,
without spending TOO much in luck.
Too much can be very bad. :P
Whatever is left after all of that, just shove the rest in int.
And if you have an extra 2-4 stat points,
just go ahead and put those in agi just to spend them.

All of these are subject to personal preference and gears.
That does it for most of the builds out there.
And now we're ready to do some skill and stat studying.
Effects of Stats:
Before I actually get into the skills, I would love for you
to know that your stats DO effect ALL of your skills.

Str:
* Every 10 points is 1 extra atk no matter what weapon you're using.
This is plenty if you're using Arrow Vulcan.
I'm not saying condense yourself with Str,(horrible idea)
but at the same time it DOES allow you to carry more
stuff such as pots or random drops from enemies.
(+30 weight limit for every base point)

Agi:
- +1 Flee per point, bonus every 10th Agi with some weird formula I can't figure out
- Increases ASPD by some complicated formula
* For A Whistle, +1 flee per 10 points
* For Assassin Cross of Sunset, +1% ASPD per 20 points

Dex:
- +1 Hit per point
- +1 base damage for bow, instrument, and whip
- Bonus of (DEX/10)^2 damage. The number in brackets is always rounded down
(This is commonly known as the DEX bonus; it comes in 10s)
- Reduces casting time for skills Charge Arrow, Arrow Shower, Melody Strike /
Slinging Arrow and Arrow Vulcan by (DEX/1.5)%. At 75 DEX your casting time
is halved. At 150 DEX you have no casting time.
- Increases ASPD by some complicated formula.
The effect of 1 DEX is about one
quarter that of 1 AGI
* For A Poem of Bragi, -1% cast time per 10 points

Vit:
- +1% maximum HP per point
- +0.8 weapon damage reduction per point
- +2% healing item effect per point
- +1 HP regen per 5 points
- +1 spell damage reduction per 2 points
- Increases stun, silence and poison resistance
* For Bard skill Apple of Idun, +5 HP recovery per 10 points and +10% max HP
per 10 points

Int:
- +1% maximum SP per point
- +2% SP recovery item effects per point
- +1 SP regen per 6 points
- +1 spell damage reduction per point
- Increases stone curse, sleep, and blind resistance
* For Bard skill A Poem of Bragi, -1% after-cast delay per 10 points
* For duet skill Lullaby, improves sleep chance

Luck:
- +0.3 crit per point
- +1 perfect dodge per 10 points
- Increases resistance against enemy crits
- Every 10th Luck also gives an additional 1 atk, same as str
* For A Whistle, +1% perfect dodge per 10 points
Skills:
Assassin Cross of Sunset:
When level 10, increases atkspd by 20%.
Stacks with Speed Potions but not with Adrenaline Rush or Weapon Quicken.
Not affected by stats, and sadly, does not effect bow-type weapons.

Poem of Bragi:
When level 10, reduces cast time of spells by 30%, and cool-down by 50%.
The amount of casting time reduced by this skill is affected
by Dex and Musical Lesson skill level of the caster.
The amount of cool-down delay after skill use is affected
by Int and Musical Lesson skill level of the caster.
Suffragium does not affect this skill at all.
Also hilarious when you're linked. Arrow Vulcan spam, much?

Apple of Idun:
When level 10, increases max hp of everyone in range by 25%
and heals an amount according to Vit.
Base healing rate is 80 every 6 seconds.

A Whistle:
Skill level 10 gives +10 Flee Rate and 5 extra Perfect Dodge.
Flee is further increased by the user's Agi,
and the Perfect Dodge is further affected by user's Luk.

Pang Voice:
Not affected by stats, causes confusion at a certain chance.
Chance is unknown to my knowledge.

Frost Joker:
At level 5, causes freeze by 40% chance.
Not affected by stats.

Dissonance:
Hits all enemies in range for a set amount of atk not affected by stats or cards.
This also automatically occurs when two songs/dances are within the same range.
For example, there's two Clowns, and both are using any song.
The area where the two songs overlap have the Dissonance effect.
Reveals hidden enemies as well. <3

Encore:
Performs the last used song, but with half the sp cost of the song itself.
Of course, not affected by stats. SP consumption reduction, however, does work.
(Odin's Blessing + Ulle's Cap)

Musical Lesson:
Raises atk of instrument weapons,
increases effects of some songs,
and increases movement rate while using the songs.
At level 10, gives atk of instruments +30 and atkspd +5%.

Musical Strike:
An offense you can take while in the midst of a song.
Fires an arrow at increased atk by 125% +25%*Skill level.
At level 5, gives atk +250%. Damage is affected by Dex
and speed of "spammability" is affected by atkspd and cool-down delay reductions.

Clown only skills:
Arrow Vulcan:(gypsys have it, too)
Damages an enemy with 9 hits.
Damage is based on Dex and at level 10 has 1200% atk.
Agi effects animation length to an extent.

Marionette Control:(gypsys have it, too)
Shift click to target a PARTY MEMBER ONLY,
and is also not another Clown or Gypsy,
to give them half of all of your stat points.
If target already has base 99 of one stat,
it will not exceed 99 base stat points.
Multiple Marionette Controls do not stack,
and both players must remain within a range of 7x7 cells.
A must for potting alchemists, forging smiths, etc...

Wand of Hermode:
All allies within the skills AoE will have their buffs removed (except Frenzy),
but they will become invulnerable to magic as long as they stay in the AoE.
No other skills can be used within the AoE.
Requires a map warp point within the AoE and only works in WoE.
The Caster is not affected by the song. Can not be canceled by Dispell.

Longing for Freedom:
Used only while in the midst of a duet.
When used, allows movement of the caster.
If the other person involved in the duet wants to move around,
they must also cast it on their own.
The songs effect will remain in the position it was casted,
and if one person moves out, the song stops.
Can't be used in Moonlit Water Mill and is not effected by Dispel.
And when used, takes an extra 2 sp per 3 seconds to use.
So your new sp consumption during a song will be this formula:
3sp / 3 seconds, instead of 1sp / 3 seconds.



Tarot Card of Fate:
This skill has a massive delay, but generally has excellent effects.
At level 5, it has a 40% chance of working,
and when it does work, one of fourteen Tarot Cards will appear.
The effect of the skill depends on the card you get.
Is not effected by stats, but is effected by
cool-down reduction skills and equipment
And really, no matter what card you get, you won't be disappointed.

The list of cards and effects are as follows:

The Fool: - Renders enemy's SP to 0.

The Magician: - Reduces enemy's MATK by half for 30 seconds.

The High Priestess - Removes all buffs.

The Chariot - Deals DEF-ignoring 1000 damage.
Randomly destroys one armor equipment.

Strength - Reduces enemy's ATK by half for 30 seconds.

The Lovers - Randomly teleports you to somewhere and give a 2000 HP Heal.
Teleport will not work in places that disable teleportation.

Wheel of Fortune - Randomly causes effect of 2 other Tarot cards.

The Hanged Man - Either Stop, Freeze, or Stone Curse will happen regardless of any reasons.

Death - Will receive Curse, Coma, and Poison all in single set. Right Side.

Temperance - Causes Chaos ailment for next 30 seconds.

The Devil - Deals DEF-ignoring 6666 damage,
30 seconds of halved ATK and MATK, and Curse status ailment.

The Tower - Deals DEF-ignoring 4444 damage.

The Star - Causes 5 second Stun.

The Sun - For 30 seconds, ATK, MATK, HIT, FLEE, and DEF will be reduced by 20%.

Now that we have Tarots skill out of the way, let's move to Ensembles...
Ensembles are skill that require two party members.
A bard/clown and dancer/gypsy.
Both players must have these ensembles at the same level when casting,
and if one is transcended and the other is not,
must be within 10 levels of each other.
These skills are as follows.

Lullaby:
Effected by Int of the caster, and causes sleep to all enemies in range.
Chance occurs every 6 seconds for 60 seconds.
If effected by resistance, and can't be dispelled.

Mr. Kim A Rich Man:
Increases gained exp for all players within the
area of effect by 125%+11*SkillLV%.
Can not be canceled by Dispell,
and not effected by stats.

Eternal Chaos:
Reduces the Def of enemies to 0 within the area of effect.
Can not be canceled by Dispell.

Drum on the Battlefield:
Increase ATK by 25+25*SkillLV and DEF by 2+2*SkillLV of all party members
within area of effect. Can not be canceled by Dispell.

Ring of Nibulengen:
Increases damage of all Level 4 Weapons within area of effect
by Def-ignoring +50+25*SkillLV. Can not be canceled by Dispell.

Loki's Veil:
Blocks all skill use for everything within area of effect.
Doesn't work on Bosses. Can not be canceled by Dispell.

Into the Abyss:
All party members within the area of effect are able to cast spells without
gemstones and lay traps without using an item. Can not be canceled by Dispell.

Invulnerable Siegfried:
Increases resistance against elemental attacks and status ailments for
all players in area of effect. Can not be canceled by Dispell.

Moonlilt Watermill:
creates a 9x9 cell around the users that no one can enter.
It just prevents entry pushing enemies back,
so you can still be hit by ranged attacks or magic.
Does not work during Woe, and can not be canceled by Dispell.
Clowns are more than what they are thought up to be.
To be a real, successful Clown is challenging,
and a lot more fun than some believe.
They're more than just a "whore",
so just hear me out when I say go out there and put
a few more extra active Clowns in the world.
And so, ends my guide at last.
Last edited by Phaiyte on Sat Apr 03, 2010 2:28 pm, edited 1 time in total.
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Re: Ultra Good Clown Guide.

Post by Muffin »

copypasta

tl;dr

Stop posting this everywhere.
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Re: Ultra Good Clown Guide.

Post by Phaiyte »

It's mine.
I can do what I want. <3
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Re: Ultra Good Clown Guide.

Post by Haelstrom »

Yo maen,

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Your guide is very out-dated, very out-dated, very out-dated! (Raises his hands in the air, see,) Need to be tweaked for Amistr, tweaked for Amistr, tweaked for Amistr I'm sayin' need tweaked for Amistr, tweaked for Amistr, tweaked for Amistr!

Cold as ice!


Yeah. Yeah, Stings for leveling, lole-lole-lole-lole! (OOOH!) NPCs up to level 8? What in the hell - I'm 26 before I get out of 'dere easy, you be nubbin' it! (OOOH!) Archer Quest? My Archer Quest was walkin' my little happy azz over to Prontera and talking to an NPC fo' a few seconds! (OOOH!) A Knife? A KNIFE? We got free stat reset NPC north'o'Pront son, you trippin' trying to shank bats maen! All 'dis Bard Quest, all 'dis money to transcend, sound like a dayum broken record maen!

Image

'DIS GUIDE IS ON VERY THIN ICE, VERY THIN ICE, VERY THIN ICE

Man, you talkin' 'bout Clown but you ain't even discussing da grounds of battle? Event headgear? Hidden Enchant, and what kinda moron Clown thinks he gonna go MVP'ing?!! Plan on acing a Belze with a Clown son, plan on smashing an Elder Snake Lord wit' a clown son?! Gonna Arrow Vulcan Thanatos you silly (OOOH)?! You be representin' COMMUNISM, RED CLOWN MUTHA (OOOH) - and what you saying "bow - you jus' like a Snipuh?" This ain't Team Fortress 2, giving a Scout and an Engineer a pistol don't make 'dem the same!

I'm'a tell you right now, to me, a Clown is always one'a my hos, unless it's KEFKA - and I'm through. [Tosses microphone on the ground with an uproar crowd.]

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==========================================

Good guide overall. Just needs a little updating for this server's environment and it'll be truly just.
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Re: Ultra Good Clown Guide.

Post by Phaiyte »

The guide is completely based on iRO.
I do not modify it for any reason besides updates.

Also, towards the equipment section it's noted that all gears are based on personal preference.
I gave a few examples to give something to work with.
With that said, armor enchants should already be known without the use of a character specific guide.
That will play into the "personal preference" field after everything's said and done anyway.

In short, anything ghost-type is a clown's job rofl.
Dropping Thanatos in 3-4 hits.
600k AV's to Beelzebub if you for some reason have a Thanatos Card.
Evil Snake Lord.... just lol.
Couple well placed AVs and down for the count.
Bio 3 parties almost require a Clown for doing ANYTHING because
they're the ones that destroy the mini-wizards and even the wizard mvp.

And yeah, Stings for leveling so you can get yo' gloves, son.
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Re: Ultra Good Clown Guide.

Post by Arrow »

Your WoE guide for clown is welll... Wrong is many many ways. Almost every way actually. In FE you will use loki or bragi defending. Flash apples bragi and sinx songs before a rush. In SE you will be flashing those three songs to the guild. Frost joke spam a lot. Maybe even some slow grace if you are low on gypsies, and not *IF* you are linked, clowns should ALWAYS be linked. I don't even wanna get into the build. Not enough int, too much dex. Use BG set, with that range reduc you can probably cut out at least one alligator for orleans glove or something. Raydric(archer BG set gives enough ranged reduc to use this in SE), Gferus, ED/Marc, Cranial Valk.
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Re: Ultra Good Clown Guide.

Post by Phaiyte »

"Cards and equipment are up to user's taste and knowledge of the game"
As far as everything else, I've definitely stated besides the links,
but that's because people should know what buffs do what already.

On top of which, is a Green Ferus better than a Firelock in a +9 Tidal?
I don't think so.
Ferus would fuck you out of needed sp.

Valk Shields are definitely good because of the resistances,
but it is definitely not the best.
There is no "best" shield.
In fact, I tear it up with multiple shields.
Every bit you can get out of hot keying armors, you should.
Horn and Noxious cards are always good to have on hand.
I refuse to EVER wear an ED on a Clown.
It's also a good idea to carry around a combat knife or fortune sword if you have one.
In fact, should be part of the dagger/insturment switch method.

You did not read the entire thing, sir.
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Re: Ultra Good Clown Guide.

Post by Arrow »

First off yes Gferus on a clown is better than firelock. For SP you have blue pots, there is no stun resist pots so that 1 vit is essential.
Second , I don't dagger switch on a clown. I just have two double vital solid Chellos. Which is also crucial to my status resist.
Valk shield isn't the best, but since a clown doensn't need aspd or cast time it is the most useful option.
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Re: Ultra Good Clown Guide.

Post by Phaiyte »

The extra sp far outweighs the 1 vit.
It won't kill you to have exactly 90 vit and 10 luck rofl.
That's immunity right there.
If you do catch anything it's over before you even realize it was there.

Blue pots are too damn heavy to have a good amount.

Next ngr plz
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Re: Ultra Good Clown Guide.

Post by Arrow »

Uhm. 90 vit and 10 luk giving status resist? Luk only effects resistance to curse nab.
You need 100 vit to be immune to stun and silence. You NEED to be immune to stun. And since you need to have 120 int and 100 vit without huge job buffs and bonuses anything giving VIT or INT is 20x more important then anything giving something other then that.



Also if you think blues are too heavy try some strawberries or Yggs
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