Propeth guide
Contents |
Getting the class
- First class: Path to a Cleric
- Second class: Trial of the Pilgrim, Testimony of Trust and Test of the Reformer, or the alternative quest Good Work's Reward.
- Third class: Saga of the Hierophant
From level 1 to 85
- 1-19
We get our first useful skills (descriptions are for the max skill level):
Cure Poison - Cures poisoning.
Ice Bolt - Chills the surrounding air and freezes the enemy, instantly reducing its speed by 20%. Duration: 1 min. Power 13.
Heal - Restores HP. Power 301.
Might - Increases P. Atk. by 15%. Duration: 20 min.
Wind Strike - Attacks the enemy with wind magic with an additional power of 21.
Shield - Increases P. Def. by 15%. Duration: 20 min.
Battle Heal – Quickly restores HP. Power 301.
Group Heal - Restores HP of all party members. Power 241.
- 20-39
Concentration - Reduces the chance of spellcasting being interrupted when taking damage by 53. Duration: 20 min.
Wind Walk - Increases Speed by 33. Duration: 20 min.
Kiss of Eva - Increases lung capacity by 600%. Duration: 20 min.
Acumen - Increases Casting Spd. by 30%.
Disrupt Undead - Deals damage to undead. Power 36.
Dryad Root - Holds the target in place. Duration: 30 sec.
Mental Shield - Increases resistance to Hold, Sleep, Fear and Mental Attacks by 50. Duration: 20 m
Holy Weapon - Increases holy magic attack by 20. Affects party members. Duration: 20 min.
Focus - Increases Critical Rate by 30%. Duration: 20 min.
Berserker Spirit - Reduces a party member's P. Def. by 8%, M. Def. by 16% and Evasion by 4, and increases P. Atk. by 8%, M. Atk. by 16%, Atk. Spd. by 8%, Casting Spd. by 8% and Speed by 8. Duration: 20 min.
Regeneration - Increases the HP recovery rate by 20%. Duration 20 min.
Resurrection - Resurrects a corpse. It also restores about 20% of the lost experience.
Resist Poison - Increases poison resistance by 50%. Duration: 20 min.
Resist Wind - Increases defense against wind attacks by 20. Duration: 20 min.
Resist Fire - Increases defense against fire attacks by 20. Duration: 20 min.
Resist Aqua - Increases defense against water attacks by 20. Duration: 20 min.
- 40-51
Bless Shield - Increases the Shield Defense Rate by 15% for 20 minutes.
Return - Teleports the caster to the nearest town. This skill can't be used in some places with special properties.
Guidance - Increases Accuracy by 4 for 20 minutes.
Death Whisper - Increases Critical Damage by 35% for 20 minutes.
Invigor - Increases bleed resistance by 50%. Duration: 20 min.
Bless the Soul - Increases Max MP by 35%. Duration: 20 min
Bless the Body - Increases Max HP by 35%. Duration: 20 min.
Magic Barrier - Increases M. Def. by 30%. Duration: 20 min.
Haste - Increases Atk. Spd. by 33%. Duration: 20 min.
- 52-60
Mana Burn - Burns the enemy's MP Power 162.
Erase - Sends an enemy servitor to another dimension. Consumes 5 Spirit Ore.
Greater Shield - Increases P. Def. by 15%. Consumes 3 Spirit Ore. Duration: 20 min.
Greater Might - Increases P. Atk. by 10%. Consumes 3 Spirit Ore. Duration: 20 min.
Resist Holy - Increases resistance to holy attacks by 30. Duration: 20 min.
Resist Dark - Increases resistance to dark attacks by 30. Duration: 20 min.
- 61-75
- File:.jpgImprove Condition - The combined effects of increasing Max HP and Max MP give a significant advantage in battle. Increases Max HP and Max MP by 35%. Duration: 40 min. Book "Forgotten Scroll - Improve Condition" - Soldier of Ancient Times (73) Silent Valley
- File:.jpgImprove Combat - The combined effects of increasing P. Atk. and P. Def. give a significant advantage in battle. Increases P. Atk. and P. Def. by 15%. Duration: 40 min. Book "Forgotten Scroll - Improve Combat" - Graveyard Royal Guard (70) - Catacomb of the Witch
- 76-79
Elemental Protection - Increases resistance to fire/water/wind/earth magic by 20. Duration: 20 min.
Health - Increases resistance to Poison and Bleed by 20.
Sigil Mastery - Increases Max MP by 5% and restores 17% of MP when using a Sigil
Wisdom - Increases resistance to Hold, Sleep and Mental Attacks by 20.
Block Wind Walk - Removes Speed-increasing spells from the target. Reduces Speed by 10% and prevents the enemy from receiving Speed-increasing effects. Duration: 2 min.
Block Shield - Removes P. Def.-boosting spells from the target. Reduces P. Def. by 10% and prevents the enemy from receiving P. Def.-boosting effects. Duration: 2 min.
Skill Mastery - Gives a chance to use a skill with no cooldown or with doubled duration. Depends on INT.
Divine Lore - Reduces MP consumption of magic skills by 5%.
Prophecy of Fire - With the help of the Great Spirit, increases party members' Max MP by 20%, HP recovery by 20%, magic critical rate by 2, critical damage by 20%, P. Atk. by 10%, P. Def. by 20%, Atk. Spd. by 20%, M. Atk. by 20%, M. Def. by 20%, Casting Spd. by 20% and debuff resistance by 10%. Also reduces Speed by 20%. Consumes 10 Spirit Ore. Duration: 5 min.
Arcane Power - Increases magic effectiveness and reduces MP consumption by 30%; Casting Spd. is reduced by 10%. Consumes 50 HP every second.
Mystic Immunity - Makes the target immune to debuff spells for 30 sec. Can only be used on party members.
Spell Turning - Cancels the target's spellcasting.
- 80+
Magician's Will - Increases M. Atk. by 5%, Casting Spd. by 5% and magic Critical Rate by 5%. Reduces MP consumption by 5%.
Turn Stone - Turns into stone, protecting from damage for 8 sec.
Enlightenment - Increases M. Atk. by 10%, healing effectiveness by 40%, Casting Spd. by 50% and magic critical rate by 50%. Reduces MP consumption by 90%. Duration: 20 sec.
Protection of Alignment - Increases Elemental resistance by 20. When the character takes damage, M. Def. and elemental resistance increase further.
Protection of Rune - Increases M. Def. by 15%. When the character takes damage, M. Def. and elemental resistance increase further.
Protection of Elemental - Increases Elemental resistance by 20. When the character takes damage, M. Def. and elemental resistance increase further.
Counter Critical - Increases defense against Critical hits by 30% for 20 min. On taking a certain amount of damage, increases melee Critical Damage for 8 sec.
Augmentation
- Any active nuke 10 lvl 110 power is needed for the Olympiad in a S/S80/S84 weapon 150(300) of the matching attribute. To perform well at the Olympiad, it's best to have 2-3 weapons with different nukes. You can get them from 76+ LSs.
- Passive Skill Clarity lvl 3 gives 20% Clarity; a good augment for PvE.
- Active Spell Refresh reduces skill reuse by 15%; lasts 1 minute, reuse 10 minutes.
- Lesser Celestial Shield - similar to the Bishop's Celestial Shield skill; lasts 7 seconds, reuse 30 minutes, but disappears on any action. The special thing about this augment is that it doesn't replace other augment buffs, while all the others replace each other.
- Wild Magic - Temporarily increases magic critical rate. (the same "Wild Magic" buff, only it increases magic crit chance 2 times more than the original)
- Empower - Temporarily increases M. Atk.
- Refresh - Temporarily reduces reuse time for all skills. (-20% skill cooldown)
- Spell Refresh - Temporarily reduces reuse time for physical skills. (-30% magic skill cooldown)
Skills of secondary importance, useful in PvE and in everyday life.
- Party Recall - Teleports party members to the village. Not usable in special places such as the GM Consultation Room. (The same PR, from 76 LS, skill level 2)
- Recharge - Active: MP Regeneration.. Power 69
- Resurrection - Resurrects a corpse. Restores about 70% extra XP (dunno whether the % scales with WIT)
- Stealth - Temporarily blocks the enemy's preemptive attacks. Combat abilities are greatly reduced while the effect lasts. (Stealth like a TH's; a 1-min buff, 5-min reuse.)
Epic/Olympiad jewelry, TW, PvP and rare items
Olympiad jewelry
- For Olympiad Tokens y Grand the Olympiad Grand Manager sells A-grade shadow jewelry, which lasts 30 days and is a cut-down version of epic jewelry.
- Olympiad Hero's Ring (22k Olympiad Tokens, M Def 42) - increased Accuracy, increased Critical Damage, increased Hold resistance by 30%, increased Hold chance by 30%. (similar to Queen Ant, but with resists like Baium).
- Olympiad Hero's Earring (33k Olympiad Tokens, M Def 63) - increased Vampiric Rage, increased resistance to Stun and Debuffs by 20%, increased chance to Stun the target and apply Debuffs to it by 20%. (similar to Zaken).
- Olympiad Hero's Necklace (44k Olympiad Tokens, M Def 85) - increased resistance to Paralysis/Sleep/Stun by 15%, increased chance of Paralysis/Sleep/Stun on the target by 15%, reduced skill reuse time, reflects part of the damage. (similar to Frintezza).
Jewelry for taking part in Territory Wars
- Epilogue introduced new jewelry given as a reward for Territory War badges. It has M. Def. like Dynasty jewelry and is a good alternative or addition to epic jewelry. The rings give +15 resistance to various elements, the necklaces +30 resistance, and the earrings give several different bonuses.
- For Territory War badges you can also make a belt, into which you insert a pouch (increases inventory slots), a rivet (increases weight limit), an ornament (increases PvP defense against physical hits and skills) or a clip (increases HP or MP regen).
PvP Items
Starting from top A grade, you can add extra PvP bonuses to weapons and armor at Reputation Manager'a for Fame. In a PvP item you can't insert/remove an attribute, augment or shoulder pads (for s80 armor), you can only enchant it, so first make sure you've inserted everything you need.
- PvP weapon: increases damage in PvP; when taking damage, a chance to increase casting speed by 15% for 10 seconds.
PvP armor: reduces damage received in PvP by 5% and gives a chance to lower the frequency and power of critical hits.
Rare items
- Rare weapons
- Of all possible rare SAs, the interesting ones for us are: Wisdom (5% Clarity), Mana Up (max MP +289), Earth (increases max HP) and Holy Spirit:
- Rare armor
- To get the maximum bonus from a set with foundation items, the robe/tunic needs to be regular, and the helmet/gloves/boots/bottom - foundation. Usually the rare set parts give the same bonuses as the set itself in % terms (except int, wit, men stats and casting speed), and in total give a bonus almost like the set's. For example, the Tallum set gives 8% M. Def. A set with foundation parts will give ~7% more M. Def. This % is split between the parts; the bottom usually gives the largest share, and the gloves and boots the smallest. As an example, here's the description of the foundation parts of an s80 set (the parts have the bonuses of the robe set):
- Dynasty Stockings: 2% m atk, 133 mp, 3 dark resist
- Dynasty Circlet: 1.2% m atk, 80 mp, 2 dark resist
- Dynasty Gloves/Boots: 0.8% m atk, 53 mp, 1 dark resist
The "Gather a party" skill, or "Do it yourself"
Don't think that at level 70 you'll get 2 Destroyer 84+ with full charges into your party. They say "if you like to sled, you must like to pull the sled", but here it's different: "if you like to sled, make yourself a sled and ride". At 60+ people still have places to level solo, but over 60 levels it (solo leveling) really gets old; people start looking for company, making friends and like-minded people, and realize that one sword/dagger/axe after a couple (or ten or twenty) levels is no warrior alone in the field. This is where the first social division of melee players (and not only them) happens. One yells LFP in clan chat, and the other PLF. Lately you don't see shouts of PLF PP for exp, so don't try to make the mountain come to Muhammad - take the chance and gather a party yourself! Any formation, any structure, any organization of people is subject to staff turnover (so there will always be ups and downs in the party's online). Your goal is to always be looking for sensible people, and with the right classes too. Don't forget that, whatever you say, LA2 should remain a game, so when your party mates have their next exam session, wedding or "real-life problems" - meditate and think positive :) In this respect, the more flexibly you can think, the better your reputation and the higher your authority in the clan, alliance and server - the easier it is to find a replacement for a party mate who "dropped out". Don't forget about your friend list either.
Weed out conflict-prone and selfish people without regret, otherwise instead of doing things you'll be constantly sorting out internal party dramas.
The scarcest classes, which you need to protect, pamper and cherish like the apple of your eye: SWS, WC, EE. Not that other classes are less important; it's just that the other classes are less prone to "leave pofig chto, lish bi leave", and are also more numerous/easily replaced.
When forming a static, you have a great opportunity to significantly improve your people skills, not only on a professional level but also on a social one. You'll very much need the latter at 70+.
Like any self-respecting organization, your static could use a charter or rules. The main thing is that they match the party's reality, keep up with the times and help rather than hinder the party's development.
The blurrier the membership boundaries of your party, the more problems you'll have with organization and discipline.
People are drawn to whoever picks up on and responds to their requests and needs more sensitively and in a timely way. That's exactly what you should start from when setting common goals for the party. (I don't think I need to remind you that when recruiting new people into the party, you need to consider their attitude to the existing party's goals)
Look for new locations, do quests with the whole party, gank, hold arena fights - try to make your in-game life as varied as possible and keep people interested. The percent won't run away, but people easily will.
If your static's goal is to reach a level sufficient for war as quickly as possible, and all party members agree to pay the necessary price for it, then I see nothing shameful in splitting the party into small squads and forcing the %.
The main thing is not to forget your main goal: an accomplished Prophet is his static! How long it takes and by what paths you get there doesn't really matter. Long live AFK over tea!
Pet
If you level solo, the wolf will be a great helper. To get it, do the wolf quest at level 15, take it along and go into battle. Or better, attach it to a DD friend and wait until the wolf reaches 55+ (I think your friend will be simply delighted that the pup eats his XP). At level 55 put the wolf in top gear and use it. After that the doggy doesn't need much and earns its keep - food is cheap, soulshots are cheap. If you're going to level with nukes obtained from weapon augmentation, it's useful to get a Kookaburra bird, which pours mana and buffs Empower. The recharge penalty is 15 levels, and for the Kookaburra you need to take the level at which the skill is given, i.e. 55, 60, 65 etc. The maximum level difference is 24; if the difference is bigger, recharge won't work. At level 55 the Kookaburra pours 120 MP, at 60 - 128, 65 - 138, 70 - 144, 75 - 149, 80 - 153. It starts pouring mana if your MP is below 60% and you're in combat mode. You can also buff the bird itself. It's also handy to load it with Spirit Ore for leveling and GCP for PvP.
Updates
High Five update
Resist Earth
- Level: 60
- Skill reuse: 2 sec
- Description: Strengthens defense against earth attack by 20 for 20 minutes
- Enchanting:
- Time - Increases the skill's duration
- Cost- Reduces MP consumption
- Power - Increases effectiveness
High Five part 3 update
Attack of Migration:
- Learn level: 80
- type: passive
- Reuse: none
- Description: a passive skill that, when hitting a player target, gives a chance to lower the target's P. Def. by 23%.
The debuff lasts 5 seconds, which makes it worth using only at the Olympiad. The Koreans say it's complete garbage - the developers don't get it and nobody will need it at the Olympiad. The land chance is around 20%. (I may be wrong; my Korean isn't great) Works only with melee weapons. Doesn't replace Hex and other P. Def. reduction debuffs.
Class gameplay videos
http://www.youtube.com/watch?v=3utn8vagxEo
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