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Hello I’m Pastry of mushpoie. I’m currently level 115-M and was an FSRM for quite some time. I’ve enjoyed my time as an FS so much, and think I may have at least something to offer new assists wanting to become an FS, that I’ve decided to make a guide on being full support. 

What is a full support ringmaster?

An FS, or full support, is an assist that lives to serve. You’ll spend most of you’re life following your partner, healing and buffing so they’re able to kill. If fighting is more your thing, this may be where you decide to stop reading. Simply put it’s called full support for a reason.

First off, why choose to become and FS RM?
Just because you are not fighting, doesn’t mean it’s not fun. I’m one of the people who really enjoy supporting; it can be relaxing and highly enjoyable. FS’s don’t necessarily leave excitement free lives however. As an FS you will be a highly desirable partner and will almost constantly be levelling in places where the monsters are a good 25-29 levels above yourself., and until you can get into nice comfy Azria, you will need to be on guard. Aggroes are in every spawn outside of Azria and, depending on your build, can kill you in 1-2 hits.

Full support is a very sociable life as well. Many of my longer partners have become friends I still talk to today and I’m very glad to have met them. You meet many people, because you are a desirable partner. Some people with an FS can fight up to 10 or 11 levels above themselves on a 1v1 build and some AOE’rs can match that with good equips or two FS’s. I know my Psy was able to take mushpoies at level 70 and they are 9 levels above it. At the risk of sounding highly corny, full supports are key to unlocking the power of the other classes.

So let us begin on how to build one.

Oh and first off I strongly suggest you follow these links if you are very new to the game, they will help you get to level 15 at which you can become an assist.

1-15 as a vagrant viewtopic.php?f=2&t=2655738
assist job change http://flyff-wiki.gpotato.com/index.php … _Job_Quest

The major stat for an FS is Intelligence or INT as I will now abbreviate it. INT affects your buff timers and for standard buffs like heap up and cannon ball, adds about 20 seconds per 10 INT. This said then the most common build for a beginning FS is to go full INT although it’s not completely advantageous.

FULL INT
STR:15
STA:15
INT: XXX
DEX: 15

Exactly as the name suggests, you put your stat points in nothing but Intelligence. Paradoxically this is the least Intelligent build to use, other than ones with STR or DEX. In the past this was popular but with the piercing system, awakenings and buff pets, you can get your INT from someplace else.

Pros: You’ll have the highest possible timers and heal power.

Cons: You’ll likely die alot and the experience/money lost in blessings isn’t worth an extra minute on your timers.

SURVIVALIST

STR:15
STA: 30-50
INT: XXX
DEX: 15

Not much different from the clockworks RM build stat wise, you’ll just have that much less STA. It’s a better build than full INT and you can just change the amount of STA you add depending on how good your equips are.

Pros: More survivability than the full INT build.

Cons: So close to the clockworks build you might as well add a little more STA and widen your source of income.

CLOCKWORKS RINGMASTER

STR:15
STA: 40-70 
INT: XXX
DEX: 15

Probably the best build for a new ringmaster. A nice balance between timers and survivability and it means you’ll be able to find a partner and go kill clockworks to earn extra cash. Add the Sta gradually though, maybe pump your STA to 30 after the job change and then start adding more at around 50.

Pros: Wider earning potential and survivability

Cons: No obvious cons.

DEVIZZLFS BUILD

STR:15
STA: XXX
INT: 160
DEX:15

A friend’s ringmasters build. It’ll give you a nice amount of HP in the later levels and once your gear is pierced for hp and the set is plussed up. Basically by capping your INT you can retain nice timers and heal power with the appropriate equipment and in the much higher levels better survivability then most of the other builds.

Pros: Good mix of INT and STA

Cons: Requires a reasonable amount of funding to really excell.

WRONG BUILD

STR: Anything above 15
STA: See listed values.
INT: XXX
DEX: Anything above 15

Do not put any points into STR or DEX if you’re going to be a full support ringmaster. Not worth it in the slightest.

Your set is a big asset to you, It’s the easiest source of DCT for you and when properly upgraded will add to your overall survivability.

Up until level 45 i reccomend using the NPC blues. The reason being is that as an FS you’ll be levelling so quickly that you won’t have the armor very long before you switch and upgrade to the next one.


Get this set as soon as you hit 45. It’ll be your greatest asset as an FS for many, many levels.

Pros: Huge amount of DCT means faster buffing and faster healing,reduced mp consumption compliments faster casing very nicely

Cons: Low survivability in the higher level spawns and in dungeons


The first set that gives both DCT and HP. If you think you’ll need that extra boost in the tower this would be a good set to use.

Pros: A good mix of HP and DCT

Cons: Not as much DCT as the wedge/flury or the Revenio


A great set if you’re going to go clockworks or the red meteo since the block will really help your survivability. Best coupled with a bloody stick though as the lack of DCT will get pretty irritating.

Pros: Highest survivability of all sets

Cons: Lack of DCT really cuts into your supporting power


A great set and the end game set for most ringmasters. The highest HP, DCT and Defence bonus of all the sets.

Pros: Amazing bonuses and survivability.

Cons: Lack of block will really hurt low STA builds trying to take the red meteonykers flamethrower.


Not a bad set by any means but it falls short when compared to the Revenio and is far harder to obtain.

Pros: A nice mix of HP, Defence and DCT

Cons: An inferiority complex to the Revenio


A nice stick in the lower levels but is outclassed by higher level sticks. Historic stick and a wedge/flury set is more MP efficient.

Pros: Less MP used per cast

Cons: Not worth using past 60 or 75 depending on where you level


This stick has the highest HP modifier of all the ringmaster’s sticks and so naturally is the best choice for survivability although that becomes less important once you get access to sets that offer HP and support boosts.

Pros: High HP modifier means great survivability

Cons: Lacks any real supporting bonuses


The Historic stick is pretty forgettable. When paired with the wedge/flury set it outclasses the wedge/flury + rori combo in MP efficiency, but that’s all this stick really has to offer.

Pros: Very MP efficient when paired with a -MP consumption set

Cons: Doesn’t offer much else


This is a nice stick for an AOE ringmaster but for a support it’s not worth getting. +10 INT is nothing to write home about and the +100 def isn’t much use since the masquerpets your partner kills will be so much higher than you defense won’t make a difference; If you want to survive better, use a Gstick

Pros: Already ulti and the largest INT bonus of a stick until 105

Cons: Outclass by other sticks in most areas.


I mentioned inferiority complexes when comparing the revenio with the Riene/Rayne. Well the Angels stick falls rather short when compared with the guardian stick. It gives +1 extra INT but at the cost of 5% HP. Not really worth it.

Pros: Offers extra HP and survivability

Cons: Not as good as the Gstick


The Legendary golden stick is not a bad stick, It’s just not a great stick. A large bonus to your INT but nothing else, and when you compare it’s bonuses to those of It’s legendary golden bretheren It’s obvious it got the short end of well, the stick. If you plan to use the Navil/Neclus or are one of the higher STA builds it may be worth getting, although I’d personally wait 5 levels and reduct the next stick.

Pros: Largest INT bonus of the sticks so far

Cons: INT is all it really has to offer


This is a very good stick and the first of the sticks to offer DCT. It opens up alot of options including supporting in the Rimyth/Remingster set should you want that extra bit of bulkiness. All in all, It’s a great weapon.

Pros: Brilliant bonuses for FS’ing

Cons: Not available until 120 (110 with reducts)


The Vampire stick is just a step up from the bloody. +5 extra INT isn’t really worth the trouble of running the aminus to get one but like the Bloody, It’s a great stick. However it wil bind to you upon equipping.

Pros: Even better support bonuses than the Bloody stick

Cons: Soul linked upon equipping


Identical to the bonuses to the Vampire stick. It offers extra attack rate, (which is no use to a support RM) at the cost of needing to go master to use it. It’s much easier to obtain than the Vampire stick though.

Pros: Brilliant supporting bonuses

Cons: Soul linked and require master


Finally, the best supporting stick of them all, the Ancient stick. It’s a great weapon but it Isn’t available until 120-master which limits it’s usefulness significantly. If you get one you’ll likely be using it for dungeons or tower siege and I guess if you’d like to FS from 110-master to 129 HERO

Pros: The best supporting stick

Cons: Soul linked, and unavailable for the majority of your levelling time

JEWELLERY


The staple support ring. At +20 they’ll give a huge +40 INT. Most builds will be using them but on the higher STA builds they’re even more useful.


Stam rings aren’t bad for a support ringmasters, but before the forsaken tower or the instanced dungeons they’re not neccessary. The only place before then I’d reccomend them would be the Dekane mines.


Defence is kinda questionable for a support. It will be useful in the higher levels when the level difference between you and the monsters your partner is fighting is much smaller, but until then the damage increase of monsters 15 levels up from you will be so great the defense won’t matter a great deal. The good thing is that plug+9′s are generally very cheap and are better than demols for you at least.


Block is much more useful to a support ringmaster than defence, particularly for supergiants like clockworks and the red meteonyker. Speedo’s are typically quite expensive, however with the introduction of the Champions set their prices have dropped significantly. If you’re serious about FS’ing way into the high levels, four parts of the adept set and a speedo 3 would be a winning combination.


The better or the necklaces for a support ringmaster. The HP from this adds a decent amount when comibined with the HP+% bonuses of the sets and sticks and will usually give you a reasonable amount extra.


Not a bad necklace, but not great. You’ll usually have enough INT for mp not to be much of an issue and even when holycrossing or healraining 227 is just an extra couple refreshers and not really worth it.

JEWELLERY SETS

The adepts set, which can be acquired in pieces from the savage wilds is a great set for a support ringmaster. You also only need 4 out of 5 parts for the DCT bonus so you can pair it with another piece of jewellery for best effect, prefferably a speedo+3. Additonally the rings have a secondary bonus starting from +5 in that they add DCT. This starts at +1% and maxes at +5% per ring at +20.


It’s the best Jewellery set but not really for a support ringmaster. The block rate is great and the hp is nice but for lower STA ringmasters, STA rings and Speedo+3s would probably give more HP and the same block. For higher STA ones though It’s a brilliant survival set but will likely be expensive since alot of other classes will want this. The good thing about this set for a support char though is that the only thing you’d need to upgrade would be the gore since the rings and demols are no use.

GENERAL UPGRADING

Set +’ing isn’t vitally important but at the higher level spawns it’ll help. +8 is the best mix of benefits and practicality and I wouldn’t reccomend +10′ing a set before the Revenio.

AWAKENINGS

All armor pieces and sticks can be awakened for additional stats and bonuses with some pieces being limited to certain bonuses.

Sticks and suits: Can be awakened with all stats. I’d Reccomend INT, STA or DCT. Obviously a positive of any of those is good but if you’re in a position where you can afford to buy awakenings be smart and choose which would be most beneficial. eg If you have alot of INT but only the DCT from your set and sticks raw bonuses DCT might be good.

Helms: Can be awakened for Stats and then things like MP and FP. Go for INT or STA on your helm.

Gauntlets: DCT is by far the best thing for gauntlets.

Boots: Speed is the best, followed by HP and arguably defence.

Remember awakenings can also be negative, so don’t go awakening essential pieces of equipment if you can’t afford to fix it.

PIERCINGS

Suits and sticks can be pierced, albeit with different cards. All suit piercings are percentage increases whilst weapon piercing cards and generally stat boosts supported by additonal bonuses.

SUITS

Volcano cards

2%,3%,4%,7% HP

The best cards for a support ringmaster. 4/4 will give you +28%HP and will also increase the HP given by gore necklaces and unicorns.

Earthquake cards

2%,3%,4%,7% Defence

The next best cards. As a support ringmaster however you probably won’t have enough defense to make the boost from the cards worthwhile.

STICKS

Sticks can be pierced with up to 10 slots.

Water Cards add

A 7 Int 2% DoMM
B 4Int 1% Domm
C 3 Int 1% DoMM
D 2Int

Great cards. They give two of the most useful bonuses for a support ringmaster and are relatively cheap

Wind Cards add

A 7% run speed 2% attack speed
B 4% run speed 1% attack speed
C 3% run speed 1% attack speed
D 2% run speed.

Also a great choice. The extra speed will mean you can get away from aggroes quicker, you’ll get more heals in while your partner gathers, you’ll be able to HC the next mob quicker etc. My personal favourite.

Land cards add

A 7 sta
B 4 sta
C 3 Sta
D 2 Sta

They’ll just make you a bit bulkier and aren’t bad choices in the higher level spawns but aren’t as good as wind or water cards from a suppport perspective.

BLESSINGS

Cash shop clothes and cloaks can be blessed for additional stats. You can get any of the bonuses on any cape or piece of clothing so the only things to consider are the bonuses on some cloaks.

A speed cloak is the best choice for most. The cloak of the rabbit gives +10% speed and +4 INT but the best cloak would be the Str Patricks day cloak with +15% speed +5% DCT.

Blessing of the Goddesses cannot give negative bonuses however their positive bonuses aren’t anywhere near as powerful as awakenings and should be the last part of your gear that you focus on.

ELEMENTING

Lastly you can use elemental upgrading cards on your suit to reduce damage taken from monsters of the opposing element. Here’s a diagram of which element beats what.

The damage reduction isn’t great until much higher element plusses so It’s not really worth going past +3 until the high level sets and the hard hitting monsters.

Elementing your stick has no benefit whatsoever and is a disadvantage to AOE ringmasters too.

SKILLS 


The skills you’ll be putting points in are shown here highlighted. the black and white skills don’t need points alocated to them ever if you plan to stay as a support ringmaster.

ASSIST SKILLS

Heal Restores 550 hp + 3hp x your INT to the target.

Patience +210 Hp 

Quickstep30% run speed 

Mental Sign+20 INT

 Heap Up +40 STA

Haste +25% Attack speed

Resurrection. Brings the target back to life.

Beef up +20 STR

Cannonball +20 DEX

 Cats Reflex +12% melee block

Accuracy20% Hit Rate

Circle healing Restores a small amount of HP to nearby party members.

 Prevention Restores the users hp to full if they are damaged to within 10% of their max hp

RINGMASTER SKILLS

Protect +50 defense

Holycross The target takes double damage the next hit.

Gvur Tialla. Removes bleeding, stun, Darkness/Blind and poison from target. It also removes the DoT of the mages fire geyser spell, the Red meteonykers fire DoT and the stun glitch that prevents someone using skills.

Holyguard +55 magic resistance

Spirit Fortune +140 damage

 Heal Rain Restores 550hp + 6hp x your INT to all party members in range.

Geburah Tipreth. +25% attack speed +150 damage to all party members in area of effect.

Merkaba Hanzelrusha Area of effect skill that hits 5 times. Damage based on INT

MASTER RINGMASTER SKILLS

 Blessing of the Wide man: Chance to remove all debuffs from party members in range. You do not need to be in a party for this to affect you.

HERO RINGMASTER SKILLS
 Return: Teleports you to the nearest town. In the arena this will teleport you to the lode. Requires 100% of your mp and fp.

WHICH BUFFS FOR WHICH CLASS?

Here’s a set of links for each of the classes buff requirements for the most commonly seen variations of them.

Blades
Billposters
Elementors
Jesters
Knights
Psykeepers
Rangers
Ringmasters

With protect and Patience, although It’s reccomended for some It still might be better to ask to avoid annoying your partner. Holyguard is useless PvM. Don’t buff anyone with it.

TIPS & INFORMATION

BUFF YOURSELF FIRST AND KEEP TRACK OF YOUR TIMERS That way you’ll know how long is left on your partners buff timers even when not targetting them, for instance whilst holycrossing.

CHANGE YOUR STANCE DEPENDING ON WHAT YOU’RE DOING
Different skills have different motions, and the finishing pose of these motions is either close to the combat or non-combat stance for ringmasters. Switching stance will allow faster casting especially when coupled with the action slot.

[Heal gifs go here]
The is heal being cast in the combat and non-combat stances. The end pose after casting heal and all assist buffs is pretty much exactly the ringmaster combat stance.

 

There is heal rain being cast in non combat and combat stances. Notice where the back of the stick ends after casting and where it is in the non combat and combat stances. The non combat stance is far closer to the ending pose of heal rain and holycross so it is more efficient to use this stance for those.

So to recap, if you are using your regular buffs or spam healing, Stick to the combat pose.

If you are using Heal Rain or Holycross. Use the non combat pose.

Also now we’ve looked at that i’d like to make a quick not about the left keys that aren’t hotkeys. 
On there you should have the Combat stance trigger from the O menu now as well as some food and refreshers and thats where mental sign should be for when you buff yourself.

USE THE PARTY WINDOW TO TARGET YOURSELF OR YOUR PARTNER
This is to show the fastest way to rebuff yourself without losing follow. Reason being is if you lose QS mid gather when your partner starts to kill you will be far behind so you won’t have enough time to gt/sf and switch to combat pose for Heal rain. Also its really annoying to re auto follow while they’re trying to gather and this can lead to you attacking something by accident.

This is how i do it. Obviously me and sarah arn’t levelling however i needed to be in party to show how its done. It’s very simple just keep that one of the party windows open at all times when levelling. Then you can just click your name on the menu, it will target you but you’ll still be following. Then when you’ve buffed yourself reclick your partners name and now you’re following them again.

SELF PRESERVATION
When you get attacked there several common ways to get out of danger.

Run away: Coupled with either getting on your board/leaving the tower it will mean you lose the aggro and escape unharmed. If your partner is AOE however this isn’t really an option mid gather.

Heal Rain: Heal rain can be used if your partner is AOEing or even for a 1v1′r. Just have it handy on your bar and switch to it when you’re in trouble.

Azria/coral tickets: Something or a novelty but if you have one active but you’re levelling somewhere with aggroes or gianting and everything goes to hell you can double click and pick a channel and then you’ll be safe.

INT INCREASES HEAL POWER TOO

Heal and Heal rain both have a base Heal value of 550hp

For ever 1 int you have heal adds an additional 3hp

For every 1 int you have heal rain adds an additional 6hp

MAKE YOUR PARTNER GO FIRST
When entering a dungeon like the forbidden tower or the volkane it should be noted that there may be Aggroes immediatly where you enter. One way around this is obviously for your partner to go in first. Or if you are meeting them further in the G or Astick can help prevent you being killed if you run once you notice the aggro is on you.

WHAT IF MY PARTNER ALREADY HAS AN RM?

Fairly often people with higher level RM’s will have them logged in on another computer when training lower characters or sometimes their higher characters. The best thing to do is to see what they’ll be using them for. Some may have them for the maxed buffs in which case your responsibility is heal and sometimes SF/GT and to top up in case a buff runs out at that they don’t notice. Some have them for Healing, these are usually aoers. In this case i’d advise you to level just as you would a normal partner, buff them yourself as they’ll usually have a weight on their heal key and having to buff on the other computer disrupts levelling. Also heal them as an AOE’r with 2 RM’s healing can take significantly more mobs so that may also be why they have the RM there.

The last of the most likely reasons is that they want you to HC. This is actually very considerate of them as balancing HC, buffing and healing can be very tricky. In this case just HC and GT them as thats all their RM won’t be able to do.

Once again this is flexible as some with their own RM may still want you to do other stuff. And its best to ask what they would like you to do that their RM will not be doing.

SUPER GIANTS AND DUNGEONS

There are several Super giants and various Instanced dungeons in flyff that ringmasters serve a support role in. So here are some tips for when/if you decide to take on those challenges.

CLOCKWORKS
[clockworks pic goes here]
The most basic of the super giants. He has 60million health and all his attacks are AOE. It’s a guild based giant and can only be done once per guild, but that does mean anyone and everyone in the guild can join all at once. The main thing you’ll be doing as a support here is holycrossing, rebuffing and heal raining if neccessary. It’s important you stand underneath him or you’ll trigger his laser which can be devastating. 

Clockworks has rage so you’ll need about 9k to survive his maximum hits during that, possibly slightly less and obviously slightly more won’t hurt. Some of his attacks will knock you into the air so don’t just rely on your heal to survive, bring some sort of food/pills. Lastly remember It’s a guild boss not a party boss, so if lots of you go your party based skills will be limited only to the members of your party.
[Video of CW goes here]

RED METEONYKER
[Meteo pic goes here]
In the Volkane dungeon is the red meteonyker with 100million health. Unlike clockworks, the red meteo has a world spawn so is very farmable and you can do it as many times a day as you can manage.

The main problems with the Red meteo are the flamethrower (which hits multiple times and will kill low STA builds with ease) and his OHKO attacks which are unblockable and will kill you not matter how much HP you have. The OHKO’s always come at around certain points shown below.
[OHKO points pic goes here]
When the meteo’s HP gets to those points you should be standing well clear. Once he kills your partner you’ll go rebuff and he’ll start working the meteo down to the next OHKO point.

Depending on how much HP you have, and more importantly how much block you have, you can stand reasonably close the meteo and gvur tialla whenever your partner gets stunned or set alight. Eitherway I strongly reccomend you use ressurection scrolls just in case.

[Video of meteo goes here]

AMINUS & CURSED AMINUS
[Aminus pictures here]
The Aminus dungeons are fundamentally the same no matter which one you do and the support principles are the same for both with the two most common strategies.

Standard killing: Basically blades or other damage dealers run through and kill. You’ll be rebuffing them and holycrossing the monsters. When you get to the various giants as well as Lykanos and drakup you’ll be holycrossing those too. When you’re killing Drakul however keep watch of the tanks buffs. Drakul can use disenchant and will remove the tankers buffs so you need to be quick to recast those. He also uses a lot of debuffs and if you have holy scrolls you could use those then blessing of the wise man but it isn’t really worth the time.

Kiting: Kiting is when you have a running tank who gathers the monsters and then ranged damage dealers kill them. In this situation you’ll likely be spam healing the tank and rebuffing when neccessary for the regular mobs and then holycrossing for the giants and drakul.
[Drakul being kited picture here]
When you get to Drakul’s room the tank will be running in a circle the entire time so if you need to rebuff them, don’t chase them like an idiot because they’ll likely have speed gear and be much, much faster. Simply wait at one corner of the room and rebuff a couple of the buffs each time they run past.

WILDS & SAVAGE WILDS
[Wilds picture here]
The strategies for this are the same as the aminus support wise. For Beast king khan however if you have stationary tank it might be better to heal them then holycrossing since it doesn’t have alot of HP but neither will your tank in comparison to higher level dungeon tanks.

The monsters in the wilds use rooting so if you have a kiting tank they should have holy scrools and if you’re in the savage wilds you should be ready to use Blessing of the wise man.


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