flyff yoyo jester guide
This guide is my poor explanation of how to draw every ounce of power out of your Yoyo Jester, resulting in major damage-output over time (DOT). It does not focus on multiple builds for your Jester but only on one; Power Jesters. If you want to know how to become a Jester, what you need to do in your acro life and at what level you need to go [I Have a Potty Mouth] Carrierbombs, then don’t read this. Most of this guide is actually for lvl 90+, though most information can also be used for YJs 65+ and up.
Around the beginning of January of 2006, I introduced full STR to eFlyFF on my Knight, which caused a chain reaction of full STR builds across multiple classes. Of course, hundreds of people claim that they started it all, which is fine. Believe what you want. What I’m trying to say, is that since that day I’ve concentrated on builds for classes that draw out the most power and strength possible, even if that means sacrificing other aspects of your character. So yes, I do know what I’m talking about.
The Jester class has always interested me, and when I finally started my own after the long and pointless glaphan-grind to 107 on Silent, it quickly became my favorite- and now main character. Needless to say, the urge for more power and damage output was eminent, and my Jester fell subject to the same Power Build™.
1. What is a Power Jester?
2. STR: The epitome of power
3. DEX: Criticals, hitrates and speeds
4. Full STR: The Judgement Calling™
5. STA and survival
7. Giant Hunting
12. Thanks you list ~ <3
Finally took some time to start on version 2.1. I suppose I’ll divide this stuff in pages for easier browsing. The guide is starting to become quite large, and as I discover more things I will add more things. 8D
Started guide in notepad. Got drunk, bored and quit.
Started guide in notepad again. Got drunk, bored and quit.
Started writing guide in forum. Did not get drunk, bored but still made it.
Wrote Gianting and added more skill explanation.
Attempted to make guide into multiple pages for easier browsing. Got drunk, bored and quit.
Managed to actually do what v2.0 was supposed to do. Added more chapters, including Clockworks.
-Version 3.0- (Created by me Bind)- In construction.
"Success seems to be largely a matter of hanging on after others have let go."
Chapter 1: What is a Power Jester?
A Power Jester is a Jester who does not focus on evasion or blockrate too much. Who doesn’t know the meaning of the word ‘tanking’ and who is only out to do one thing: destroy. A Power Jester will tear through spawns like a freight train and kill giants up to 12 levels higher with ease. A Power Jester will completely tear clockworks limb from limb in a very short time, leaving your friends and foes speechless.
A Power Jester will also tear through your wallet like it’s nobody’s business. Be prepared to fork over the big bucks. Poor people need not apply, sorry.
So that should be enough of the George Lucas™ hype. On to the negative sides. A Power Jester build is a very poor choice in the following cases:
* When you don’t have friends. You need an RM at all times.
* When you don’t have considerable finances.
* When you can’t stand dying now and then.
* When you’re one of the fools that equip bows.
* When you’re used to click-hit-exp grinding. This requires concentration.
* When you want to AoE, though Jesters have no AoE, but people have done dumber things in this game…
Beyond everything, a Power Jester focusses on damage over time. Not necessarily damage per hit. I’ll get back with you on this later.
"If mankind minus one were of one opinion, then mankind is no more justified in silencing the one than the one – if he had the power – would be justified in silencing mankind."
John Stuart Mill (1806 – 1873)
2. STR: the way, the path, the key. The Jesus of the bible, the jelly on your peanutbutter and the electrolytes in your Gatorade™.
To achieve extreme damage on a Jester, one must free him- or herself from the confinements of Bows and pick up the single most lethal weapon in FlyFF: the Yoyo. Yoyos don’t have jack [I Have a Potty Mouth] to do with STA, DEX or INT. The weapon they draw power from is STR, and in this context STR is the most important stat you will ever encounter.
The power of a Jester lies in critical hits. Due to all the critical bonuses a Jester receives through equipment, critical hits are boosted beyond normal, causing extreme damage once it connects. A critical hit is a multiplication of your default hit. This can range between 1%-50+% more damage, or up to 200% damage if the level of the target is lower than yours. Needless to say, the exponential growth is tremendous. Add the critical damage bonuses I mentioned earlier, and you have yourself a crit [I Have a Potty Mouth]. (eg. my regular hit = 4500. my critical is 12000 – monster 6/7 levels higher) Note: It can be higher with Critical Damage Awakenings.
STR influences one thing: attack rating. The higher your attack rating, the more your default damage becomes. The higher your default damage is, the higher damage your critical hits will do. A small example again to emphasize the importance of default strength.
Normal hit: 1000 –> critical hit: 3500
Normal hit: 1100 –> critical hit: 4000
This is, of course, not an example straight out of the practical exam, but it does cover the same principal. When a butterfly flaps its wings, it causes a hurricane 1000 miles away. Exponential growth is the key that you must understand to become a successful YJ.
From Bind- Note: Because of the new implemented version You can get away with awakening your equipment so that possibly you wont have to add any dex at all but in order to do that you would need huge amounts of money and luck to get high stat equipment. Also you can gain crits from euipment also.
"Mathematics, rightly viewed, possesses not only truth, but supreme beauty – a beauty cold and austere, like that of sculpture."
Bertrand Russell (1872 – 1970)
3. DEX. lolmath
DEX is not entirely useless. In fact, it’s highly important up until a certain point. DEX adds only two things for a Power Jester:
* Critical Rating
LOL ASPD BREAKPOINT $#!%@@$. Your breakpoint lies in two skills: Haste and Gerburah Tiphreth (aka GT). [I Have a Potty Mouth] breakpoints and cookie cutter builds. A Jester with 15 base DEX has 47% aspd. Add Haste/GT to this and you have 97%. Add the Cannonball buff to this, and you’re at a nice 100%. Done deal.
"BUT WE ONLI SOLO". If all you want to do is solo, then make a battle RM or a BJ. Anti social people and kant-find-are-em people don’t need a Yoyo Jester, sorry. Make some friends, find some RMs, etc. I have friends from all servers that are YJs, and they were all able to find RMs, so you can too.
Your accuracy, however, won’t max out with 15 DEX. Depending on what you kill, your accuracy will suffer. Less accuracy means more misses, which in turn equals less damage over time. Needless to say, a Power Jester needs maximum accuracy to fully utilize its powerful attacks. The strongest hits are useless if they miss, and no amount of damage can compensate for one.
The Accuracy buff, Cannonball and a +’d set will greatly improve on your eye-sight. With a +10 set, you don’t even need to worry about accuracy at all combined with RM buffs, but a +8 set might need some extra DEX to add to the hitrate. Seeing as it greatly depends on what you fight, it’s difficult to tell just how much DEX you need in order to obtain maximum hitrate. Around 40-50 DEX buffed with a +8 set, however, should grant you immaculate hitrate. Once you obtain a +10 set, you can decrease your DEX pretty much as far as you want.
Critical rating comes in second when it comes to important DEX-related issues. Critical Swing already adds 40%, your 90 set will add 15% more. This means you won’t need much DEX to achieve a comfortable critical rating. I will personally never recommend any lower than 83% critical rating. It seems that anything less just doesn’t critical a lot, and thus you lose a tremendous amount of damage. I’ve tested 75%, 79%, 83%, 87%, 91%, 96% and 100%. 87% is my favorite, while 83% is in close second. Anything more sacrificed too much STR, and anything less sacrificed too many crits.
Remember: a Jester class quadruples the DEX:crit ratio. Every 10 DEX means 4% critical ratio, rather than just 1%. I’ll put up a small graphical of critical ratio.
As you can see, maximum crit rate at lvl 90+ is already obtained at 110 DEX buffed. This means that with 83 DEX, you can reach 110 and thus max critical output (99% = maxed). You may now ‘lol’ at all the people with 90/100+ DEX builds. Yes, DEX beyond 83 is now officially wasted. ASPD = 100% and so is hitrate. 83 DEX should be your DEX cap at all times, regardless of what you do. This was my old 83 DEX build, which I no longer follow though still recommend to people pre-90.
We go further up and see that at 80 DEX buffed, we already achieve 87% critical rating. In fact, at 70 DEX buffed we get 83%. Is this enough? Yes, it is. Some basic pre-school math: 70 – 20(cannonball) – 7(H.Yoyo) = 43 base DEX. Now that’s a LOT less than the cookie-cutter 92 base DEX builds, isn’t it? Same aspd, same hitrate, almost equal crit rate, yet every hit you do does twice as much damage cause of your higher STR value. Win!
43 DEX is based on a +4 or lower set, which should never happen. Power Jesters need at least a +8 set or higher. I warned you, it will be expensive (though +8 sets are not uncommon at all). +5 set adds 1 DEX, +8 adds 2 DEX and +10 adds 3 DEX. Masks can add 1 more DEX, capes can add more DEX and DEX stated or Awakening equipment can add up to 16 or more. With a +8 lvl 90 set, you only need 41 base DEX, which requires you to only place 26 points in DEX, leaving an immense amount of points for STR. The previously mentioned masks, capes, etc will only reduce the DEX value further. Your accuracy at this amount of DEX is still good and nothing to worry about.
Evasion and blockrate are still excellent at 43 DEX. Perfect Block already adds 20%, and your set will add more depending on how high you +’d it. I still block a lot of hits from monsters, so I’m not even worried about that. Besides, you have food – use it.
[BREAK=4. Full STR]
"Beauty of whatever kind, in its supreme development, invariably excites the sensitive soul to tears."
Edgar Allan Poe (1809 – 1849)
4. Full STR. The forbidden power. The sangreal. Judgment calling.
This is what it eventually boils down to. Full STR. Is full STR plausible? Yes. Is it actually effective? Maybe. Is it cheap? [I Have a Potty Mouth] NO.
Full STR leaves you with a default crit ratio of 4%. Add all your buffs and equipment to this, and you will end up at 43 DEX, which gives you 71% crit rate. Is this enough? No, it is not. For some reason, 71% feels like you miss out on a LOT of critical hits. You might critical most of the time, but all those critical hits don’t compensate for the many you’ve missed, and thus missed out on more potential damage over time. I highly recommend AGAINST a full STR build. Unless:
This is where decking out your Jester comes in place. What you must achieve, is getting 70 DEX buffed while having 15 DEX base. Full STR + 83% crit ratio = epic orgasm. Yes, this means you have to pull out the statted parts, the masks, capes and most of all, the Arek Rings.
Dexion vs Strente
To reach 70 DEX buffed while maintaining your 15 base DEX, amongst other things, you must obtain a Dexion+2 or higher. An Arek Ring+18 instantly boosts you up to 45 DEX base, which surpasses the 43 DEX build. An Arek Ring+15 will put you at 35 DEX, so it’s wise to somehow scrape the 8 remaining DEX from your equipment, or add DEX to 23 base to compensate. However, it wouldn’t be much of a full STR build then, would it? Try to obtain statted gear, masks, etc.
However, an Arek replaces another thing: a Vigor Ring. Wouldn’t it be better to make your DEX 43, then equip that extra Vigor Ring? Sometimes, yes. Multiple factors:
15 DEX+Arek Ring+15 vs 35 DEX+Vigor Ring+9: Strente loses. You gain more STR in the end by adding it yourself, then compensating for DEX with a ring. Easy math.
15 DEX+Arek Ring+15 vs 35 DEX+Vigor Ring+15: This is no difference. Either you add 21 DEX and gain 21 STR from your ring, or you add 21 STR and gain 21 DEX from your ring. Multiple ways lead to Rome, and these two are exactly equal.
15 DEX+Arek Ring +15 vs 35 DEX+Vigor Ring+18: This is a difference, seeing as you gain 10 STR if you choose the Strente.
A Arek Ring+18 is overkill on the DEX, though it boosts DEX to 40 instantly without the need for statted gear, masks or anything like that. However, the Historic Yoyo adds 7 DEX as well, meaning you end up at 52. Breakpoints are at values of 10, so you just wasted 3 DEX. Adding DEX to 43 and equipping a Vigor Ring+18 here would actually make you gain 2 STR over the Arek Ring method. VERY primitive difference here, but just thought I’d mention it. I would only recommend wearing a Arek Ring+18 over a +15 if you manage to maintain the 8 DEX bonus from other equipment, so you can reach 80 DEX buffed, which grants you an extra 4% critical. In short: always make sure that your total DEX (buffed, equipped, etc) can be divided by 10. Any DEX between the 0-10 value is wasted.
I personally wear an Arek Ring +15, and with the rest of my equipment I end up at an even 70 DEX buffed. I sometimes wear an Arek Ring+18, which is nice because it boosts me to 80, and thus 87% critical. The reason why I prefer Arek Rings over Vigor Rings is because at any time, I can add Vigor Rings when I spam skills (HoP records, PVP, etc) to obtain the absolute maximum STR value possible.
You can wear two Arek Rings+15, but then you lose out on a lot of STR seeing as you forfit another ring finger. If you can’t afford a Arek Ring+15, I would not recommend going full STR.
"Courage is resistance to fear, mastery of fear – not absence of fear."
Mark Twain (1835 – 1910)
5. STA – do what now?
STA, or Stamina, is your allergic reaction. Stamina in PVM is for those who whine at the sight of blinking HP, or panic when a monster does 80% of your total HP damage.
Ignore those people, and keep your STA at 15. HeapUp will take care of your STA, and your skills will take care of your life. The only attacks that can one-hit KO you are the rage criticals from D3 Desert monsters (aka v7 monsters), though they can do up to 9000+ damage, and that’s a LOT of STA. If you still get 1 hit KO’d by one with 50 STA, you might as well keep it at 15. Death is death.
I have never had more than 15 STA, and have survived just fine. I have been leveling in the desert already for a while now, and I am still fine. 15 STA is simply enough or the grind life.
Note: this is concerning PVM only. Any Jester without STA in PVP/PK will die and die some more.
If you’re unsure about survival, use the skill Backstab. It has a high probability of stunning the enemy (65%), and in 5 seconds a Power Jester can tear off a tremendous amount of damage, if not every single bit.
If an aggro spawns on you while you fight another, make use of your Counterattack skill. Attack the non-stunned opponent, then finish off the stunned one. You can re-cast counter to always stay ahead of the game. Stay in control of your fights.
If multiple aggros spawn on you, use the skill Dark Illusion. Then pick them off one by one.
Always go for the aggros first. Get them out of the way. If there is another aggro in the area of the first one, use the skill Pulling to seperate them. This is especially handy in the Dekane Mines.
"Force has no place where there is need of skill."
Herodotus (484 BC – 430 BC)
6. Skills. What to use, what not to use and what to use at your own risk.
There are multiple skills you can use to make your life easier. In fact, some skills are NEEDED to enable your life in the first place. A quick rundown through the skills you will need to grind effectively.
VERY handy skill indeed. Pulling at lvl 20 pulls enemies towards you from an impressive distance. Add ‘auto-attack’ to that (options menu) and watch the surprising effect. This is also handy to separate aggros or specific enemies. Pulling CW away from your fallen friends can also be a breath of fresh air for the Ringmasters that try to revive them.
I use this skill when my RM gets aggro’d by too many enemies. You can catch up to the monsters to stun them this way while your RM runs to maintain safe distance, while also outrunning- and increasing the distance between the one you were already fighting. Sometimes handy to walk long distances faster (south captain glaphans, for instance) though I wouldn’t use it for that.
If you fight monsters that barely hurt you, then I wouldn’t even bother with PB. Use the time it takes to cast to kill one more extra monster. Perfect Block is a life-saver at higher levels though. Always keep this on while giant hunting, clockworking or doing pretty much anything else. +20% blockrating has no negative sides.
Your other life saver skill. Just make sure your enemy has no DOT status on it (see below), and vanish into the darkness. ~ This is pretty much your escape route at all times. Be sure that your RM walks away from you before you DI, so the monsters won’t instantly re-target on your trusty partner.
No brainer. Adds power. Base attack increase means exponential growth in criticals, as I explained in the very beginning. Use it.
Very handy to have on your C-action slot. I’d place about 3 in there. Cross Line is handy when you have to stun a monster that is running after an RM (though Backstab always wins). I use Cross Line when I have to stun a monster that went for my RM after killing me (so still unbuffed). Cross Line is also handy to use while Backstab goes through cooldown.
Hello, Jesus! Counterattack is the best skill you have. This fancy skill enables you to giant hunt up to an insane level, and it will save your life MULTIPLE times a day. While unbuffed or damaged, your Counter stun (5 seconds) will grant your RM time to heal you or buff you. Best of all, Counter can be spammed seeing as the cooldown is shorter than the actual Counter stance time (5 seconds also). This means you can pretty much be in an endless counter stance. I’m not going to explain what Counter does, seeing as I think you should already know that if you’re this far into this guide already.
Supposedly, Enchant Blood has to add to crit damage. This seems to either be a false translation, or it’s just broken. Both are common things in FlyFF, so the jury is still undecided. For now, Poison adds more attack power, and thus is the better one of the two.
However, I would not use it if the area you fight in is still very high above your level. For instance, if you’re at lvl 100 leveling at bears in the D3 Desert, I would not use Poison or Blood at all. Why is that, you ask?
The main weakness of Poison and Blood is that it adds a DOT status on the enemy (damage over time). This completely sucks. The damage it does per couple seconds is garbage to begin with, but it also cancels out your DI! Yes, if an enemy is damaged by Poison or Bleeding, the game will think you hit it, resulting in your DI being turned off.
This is fun when you DI to escape 5 aggros, but instantly re-appear because one of the monsters you fought receives poison or bleeding damage. HURRAY.
40% critical ratio at lvl 10. Do I even have to explain this? Max it!
Perfect for stunning enemies. The 65% chance seems to be a favorable 65%, and it works almost every time. Stun timer is 5 seconds, which grants you a lot of time to damage the opponent. It’s also very handy to use when you chase after an aggro/giant that is in turn chasing your RM.
-Hit of Penya-
Booya. HoP is where the damage is, and you’d be surprised how often you use it. HoP can deliver the final blow if you died and want to kill the monster that killed you while in rage. Also very handy to fend off purples in s4, and it’s perfect show-off material. With Holycross, I one-hit KO glaphans with HoP, though this seems to be a VERY expensive method to level.
"O, it is excellent to have a giant’s strength; but it is tyrannous to use it like a giant."
William Shakespeare (1564 – 1616)
7. No giant too… giant?
Back in the "good" days, Giant Hunting was always the best thing to do. Nice drops, big money and a fat bank account. Version 6 came along and deprived us from this element of fun, killing drop rates and pretty much making giants drop useless crap. Gianting fails to float on the same river of time like the economy does.
In short, gianting is now a lot more useless. You can get some fun pocket change in a day, and it will definitely still give you enough money to do basic upgrading and make minimal purchases. However, for the real deal, gianting simply faded into time, rendering itself to nothing but a memory of the past.
Those [I Have a Potty Mouth] giants ALWAYS show up in front of you while you’re grinding. This is the largest nuisance in the world. Not only do the [I Have a Potty Mouth] things drop rares like aibatts (which is not very often), they also harrass your RM and throw rocks at your pet. Needless to say, giants must be exterminated from your spawn before they drive you insane.
Most of the time, the giants where you grind are way beyond your capability. However, in a lot of cases, the Yoyo Jester (until the Desert) is actually capable of terminating these beasts. With the help of your sexy Ringmaster partner, of course.
Prep work. The locker room. What to take into battle.
Fighting a giant might make you change your regular shortcut lineup. I have a seperate row for Giants, though this is up to your personal preference. What you need to be a succesful giant killer:
* Star Candy
* Red/Gold Pills
* Dark Illusion
* Critical Swing
* Perfect Block
I personally have Critical Swing and Perfect Block on my left-bar shortcuts, though your resolution of choice might make this difficult. If anything, trade Perfect Block for Link Attack. Link Attack = the sex, especially during rage mode. More on that later.
Your Ringmaster needs:
* Half a brain
* Red/Gold pills
*Note*: Silent says Gianting is useless but its partly true. It is true that the drop rate dropped down by a big percentage but if your lucky you can get a Rare weapon or piece of equipment which you can make some extra money off of, though they are Extremely hard to drop.
———————Bring it On—————————–
Gear yourself up, equip the elemental yoyo that you require, turn on some Devil May Cry music and get buffed up. However, instead of your regular Enchant Blood/Poison, use Enchant Absorb. You don’t want to run the risk of having to DI and Blood/Poison canceling that out. DI is your fail-proof escape when things become too hot, and you must not run the risk of it turning into a failure.
Once ready, run up to the giant and do a funny Backstep if you’re quick enough to bypass the aggro-turn-around. This is not needed but just an initial proof of "can’t touch this". It shows attitude and superiority. In any case, this paragraph is completely useless and I’ve had too much to drink already.
Start bashing into that giant while spamming Link attack. Have your Ringmaster spam you with heal and watch the damage escalate. By now, a crowd will gather wondering how the hell it’s possible that you’re destroying this giant so incredibly quick.
If your RM gets aggrod, cast counter and let the giant stun itself. Pull the aggro away from your RM or Backstep it, then kill it fast. Five seconds should be enough to take care of this, let alone the amount of time it will take the giant to catch back up with you. If needed, you can counter again to buy yourself more time. I have never had my RM die on me during this, and it’s a lot easier than it may sound. Master the usage of your skills and you master the art of Yoyos.
Back to the giant, your pushbacks will give you plenty of time to heal, your Perfect Block will help you block most of the hits and your extreme damage will cause the giant to hit Rage mode rather quick. This is where things become tricky.
Heaven has no rage like love to hatred turned, Nor hell a fury like a giant scorned.
The giant’s HP reaches about 30% remaining, and this is where your tactics alter themselves. Instantly go in counter stance and tell your RM to start HolyCrossing the giant like mad. The giant will stun itself and it is then where you unleash a Link attack+HC (dual clicking) for 5 seconds on it. This causes a chain of TREMENDOUS damage. Once the giant is unstunned, counter again, rinse and repeat.
This causes the Giant’s HP to sink like a Belgium submarine. Perhaps you only need to counterstance 3 or 4 times to actually kill it. If it doesn’t heal (Shuhamma, for instance) then it might only take 2 times.
The giant will be dead, you will be alive and the Rage mode hasn’t even touched you. Congratulations, you can now walk up to a BJ and say "this is how you own a giant".
For the record, at lvl 97 I killed the giant Glaphan (107) 3 seconds before my Perfect Block ran out. (that’s 3:27 minutes)
Now what if the Giant decides to take initiative tonight and spawn on YOU? You have no prep time, no nothing. Actually, you do!
Use Counter! I said it before, Counter is THE BEST SKILL you have. Counter is spammable, which means you can give yourself infinite amounts of time to prepare. Just keep Counter-ing every 5 seconds and you can get buffed, switch equips, etc. I can’t stress this enough; Counter needs to be on your shortcuts AT ALL TIMES.
"Challenge is a dragon with a gift in its mouth…Tame the dragon and the gift is yours."
8. Clockworks: Size doesn’t matter. It’s the way you pwn it.
Magic Defense: 140
These statistics should tell you right off the bat that CW is not your average giant. In fact, that’s not far from the truth. What makes him so powerful is the tremendous (and ridiculous) amount of HP and some of its attacks.
Also, I refer to CW as a male. He shoots from a cannon, he likes lasers and he stomps on things. Come on now.
First of all, let me concentrate a bit more on CW’s attacks. There’s not too many of them, really. However, you should know about them before you venture forth into battle.
This is the most basic attack, and also pretty much the only thing you need to worry about if you play it right. Stomp is the attack where he stands on his back legs and crashes down on you and your friends/enemies/pet/stepmom.
Non rage mode: ~2000-4000
Rage mode: ~5000+
Rage mode critical: ~6000-7200
Stomp is the 1st attack in line of the 3 attack order, so Stomp will be used all the time if you don’t meet the requirements for the other 2. It’s an AoE, as mentioned earlier, so everyone will be hit.
Looking from the front, the back left leg is the safe spot where you will not be hit, but then you can’t hit it either. Standing behind CW will make Stomp miss you, so tell your RM to be there. HC can be reached from here, while Stomp can’t.
If you have 7k+ HP, stomp will almost never kill you. Don’t say never completely, cause I once got one-hit KO’d by a 7200 damage stomp. o_0 Only happened once though, but I thought I should mention it.
Cannon is the attack CW will throw at you when you are out of Stomp and Laser range. It’s pretty much the long distance attack, and will hurt. Cannon does a bit more damage than stomp, yet not that much more. It’s a long-range Stomp if anything. Cannon is a local AoE, which means it’ll hit anything that’s close to the Cannon impact. Often, only long range characters get Cannon’ed, which means only one person will get hit.
Seeing as you are underneith CW as a YJ, Cannon should only be thrown at you when you warp into the CW arena. This attack is easily survived when you are buffed up, so I wouldn’t worry about it.
Also known as Lazer, Lasor, Laserrrrr, LASERRRR, LA— what, [I Have a Potty Mouth], RUN and HELP. Laser is the strongest monster attack in the game. It initially only does around 4000-5000 damage to you, but that’s if it only touches you once. Laser is the beam that moves around the arena and can hit you multiple times if you stay in the attack long enough.
This way, Laser can easily hit you 5-6 times in a split second, causing tremendous damage. All you need to know as a YJ, is that laser equals death. Don’t get hit by it.
Laser occurs when you are out of Stomp range, but too close for Cannon. CW’s head will start glowing yellow, and a few seconds later it’s running time. Laser reaches underneith CW too, so you’re not safe from it. When the head glows, just get the [I Have a Potty Mouth] out of dodge, asap.
Note: -Though all of CWs attacks are AoE-based, CW always targets one player. Make absolutely sure that this player is you, or someone else below CW. This way, it will never revert to Laser, but will stay with Stomp all the time.
When is it possible to CW as a YJ?
This all being said, as a YJ you can link-solo CW starting at lvl 90. This means you (YJ), the RM, and a couple linkers. Linkers are characters of all levels that just click CW to increase link attack damage. When I was lvl 90, I killed CW in 41 minutes with an RM and 4 linkers. The equipment?
* Rasra Set +5 / 28% attack pierced
* Vigor Ring+9/Mighteers+1
* Historic Yoyo+10
* Or Awakened Set
Of course, a cape, etc. The usual crap. You don’t need 28% attack. Just add a couple more minutes of fighting to it. Same goes for the +10 Yoyo. Just remember, you only have 60 minutes to kill it, so if you’re not quite sure bring a Knight to Pain Dealer, or bring some extra linkers. Better safe than sorry. More on killing CW at lvl 90 below.
Right now I solo CW with just an RM. Sneaker is no longer needed and I don’t need CS eels or nothing. This is with highly expensive equipment though.
Just for fun, I’ll make a lvl 90 CW solo small guide. This is pretty much the worst case scenario you can have. Just think that it can only get better while doing this, and trust me, it can’t get any worse. Prepare for the greatest fun you will ever have with your friends as you venture into that dark room as a lvl 90 Jester.
The prep work again~! What to bring, what to eat and what to swallow!
Here we go again, the locker room. This time, however, you have plenty of time to prepare and you should take that time.
For starters, you need equipment. I mentioned it earlier, but in worst case scenario style I’ll simply make a new list for all you lazy scroll-scared [I Have a Potty Mouth].
* Rasra/Restra Set+5 – 16% attack
* Stam rings+6
* Historic Yoyo+8
* Some cape that adds HP. Gaia or YMCA school cloak.
* Bucket of balls.
Now we require items to bring, of course. The list, once more~!
* Grilled Eel x1
* Upcut Stone x3
* Gold Pills x ASHITLOADYES
* Star Candy (3 stacks)
* Vital Drinks x 99
* Blessing Scrolls x lol
Later on after this small sub-guide, I’ll add the full STR one to it.
The DEX is used to gain 110 DEX buffed. 20 from cannonball, 7 from the H.Yoyo and 1 from the +5 set. Of course, go in with blinking HP and you got 100+% critical, and some more blockrate + accuracy you miss from only having +5.
Get a team of link attackers with you. Make them stand as far away as possible, just so they can click CW to add to your link damage. One of them should be a Mercenary class with lvl 19 Sneaker that runs in now and then to Sneaker it. This isn’t NEEDED, but highly recommended. I’d get it, if I were you.
As far as self buffs: I’d use Perfect Block and Critical Swing. I don’t even bother casting Poison or anything. In the time it takes to recast Blood/Poison/Absorb, you could’ve done tens of thousands damage, and the damage increase from said buffs will not compensate for this.
And we’re off! Take that upcut stone, rig the buffs and lock and load! Run underneith it and start hitting CW and Link attack alike. Your RM should be HolyCrossing AT ALL TIMES unless rebuffs are neseccary. Heal yourself. After every hit, use a Star Candy or two to stay at full HP. You need to be at full HP at all times during CW. If there is no Sneaker, time the Star Candy/Red Pill cooldown right to stay alive.
After about 30+ minutes, you should hit Rage mode. Trust me, you’ll know when this happens, lol. It’s when the CW healthbar is around the capitol C of Clockworks. At this time, changes are to be made.
This is where things start to become fun, and I mean seriously fun. Especially if you use speech-clients such as Ventrillo. When rage hits, swap your Virgor Ring with Stam+6 rings and eat a grilled eel.
At this time, you’ll probably have around 6000~6300 HP. This is NOT enough to tank the highest rage crits, which just adds to the fun. Be prepared to die now and then, but still nothing you can’t handle. Keep going and don’t give up! Refresh the Upcut stones when they run out, and make sure your Eel does NOT run out. 15 minutes should be enough to beat Rage, but you never know. Keep those linkers clicking and the Critical Swing/Perfect Block up. You’ll net a nice Vigor Ring+18 for killing it, which you should mail to my character for all the help I’ve given you. >:
Full STR CW solo?
At 101, full STR works the same as what I mentioned earlier. However, by the time you have full STR you’ll have enough HP to tank rage crits without eels. (My HP is 7300 buffed)
At this point in time, CW will take you anywhere from 20-30 minutes by yourself. This is an excellent time, and highly impressive.
Not that much can be said about Full STR Clockworking. It’s easy, in my opinion. Just got to stay underneath it so that you don’t get Laser’d. The most fun is still that lvl 90 moment where everything goes wrong, but you still make it.
Anything else I should know?
Yeah, when in the waiting room, suddenly cast DI and run away. You’ll get about 70 PMs asking if you got into the CW room, and if you could pass it to them afterwards, lol.
"Against logic there is no armor like ignorance."
Laurence J. Peter (1919 – 1988)
9. Equipment. Just made a Jester – Throw some D’s on that [I Have a Potty Mouth]!
Your equipment is by far the most important thing in this game when it comes to making a successfull character. Hence the decision of making a seperate chapter on equipment. Also, I’ve had many questions on what to wear and such, so I figured this wouldn’t be too inappropriate.
I’ll start with the armor sets, followed by weapons. From the equipment reviews you should be able to draw my opinion out of it, though I will sum it all up in the end just for the mentally impaired.
Armor Sets 45-105
Bonuses: A whole lot of crap that I can’t recall right now, Added Critical Damage+40%
The set you should use to grind with until you obtain Restra/Rasra. The 40% critical damage just begs to be exploited, and seeing as this is perfectly legal in all 48 continental states, do it.
Though the defense on the Hyper/Cruiser might be a tad bit low at some point, it’s still nothing to worry about. A 15 STA YJ can easily survive with the help of an assist all the way to level 90. It’s worth it to +8 this set, definitely. Atleast +5. Definitely the best grinding set apart from Rasra/Restra.
Bonuses: Defense+48, STR+10, Accuracy+15%
A nice set, most definitely. The 10 STR is a nice bonus for Yoyos of course, and the accuracy allows for lower DEX. However, seeing as you miss any critical rate bonusses at this time, you might not want to lower your DEX even more. Needless to say, this set fails to keep up with the Hyper/Cruiser.
Bonuses: Defense+47, FP consumption-15%, DEX+8
This set is worthless and looks like [I Have a Potty Mouth]. The FP consumption is garbage seeing as nobody at lvl 75 should still be skill spamming, and the 8 DEX can be added manually if needed that badly. Avoid this set like Galanet avoids answering e-mails.
Bonuses: Defense+49, Critical Rating+15%, Added Critical Damage+40%
Hello! This is the set you absolutely MUST have as a grinding YJ. I know, people are going to PM me again "I DUN NID IT I CAN DECIDE 4 MAHSELVE", and you know who you are, but here’s a random sentence describing my attention span for your ignorance: I like chicken.
The Restra/Rasra set is the supreme leveling set in all ways and then more. It adds 15% critical which is extremely nice, causing you to get away with less DEX. The critical damage bonus replaces the Hyper set as well. As far as grinding goes, you want no other set if you’re looking at maxing your performance. If there was ever a set you want to +10, make it this one without regrets.
Bonuses: Defense+48, STR+10, DEX+10
I don’t see why this set was introduced. I guess if you want to skill spam, then this set is ultimately better due to the +10 STR, but it’s not worth spending any money on it. I’d avoid this set and go with the alternate set at all times.
As far as grinding goes, however, Rasra/Restra takes the lead by far still, remaining to be the supreme leveling set.
Bonuses: Defense+15%, Melee Block+15%, LongRange Block+15%, HP+15%
The best PvP set, hands down. All the blockrate is perfect, and the HP bonus adds nice to your already higher HP if you PvP. As with all classes, you should have this set at +8 or higher if you want to excell in PvP. The Jenes set actually looks real nice too if combined with the right items.
-I’ll add the CW set once I find the bonuses for it.-
Bonuses:STR+10, DEX+10, Add Def+15%, Add HP+15%
An alternative to the Jesis/Jenes set. If you dont care about the block then this has extra damage(Str), decent amount of dex, and more defense. Basically a combination if the Jesis/Jenis set and Neis/Nation set. Dont know why you would pick this over the Jesis/Jenes set besides for extra defense.
There’s not too many weapons to choose from, and quite frankly it’s kind of obvious what to use. However, people still remain to ask questions about it, so oh well.
Note: Parentheses show the damage if upgraded to ultimate
Default attack: 207~209 (355-359)
Bonuses: Attack Speed+10%, Defense+30
I have no [I Have a Potty Mouth] clue why they decided to add 30 def to this weapon. o_0 Oh well. The aspd bonus is a very nice one, and will bring you closer to 100% aspd with max Haste on. This Yoyo is also much more powerful than any NPC Yoyo, and should without a doubt be used until level 75. I wouldn’t go much further than +5 on this one, to be honest. Maybe element some if you can get them cheap to +3 just to give yourself that extra damage boost.
Default attack: 223~225 (380-384)
Bonuses: DEX+7, Added Damage of Criticals+28%
The best grinding yoyo untilthe Ultimate Yoyos, hands down, no discussion, no PMs. The added critical damage is something you can never have enough of as a YJ, and no higher level weapon outclasses the damage boost gained from the 28% criticals. Without a doubt, the Yoyo to use until the very very end. If you can, +8-10 this one. If you really can, +10 with some +10 elements on it to cause major damage increase. You’ll use this for the rest of your YJ life, so don’t worry about wasting money on it. It’ll all be worth it. The DEX is also very nice to hit new crit breaks.
Default attack: 247~249 (417-420)
Bonuses: STR+10, DEX+5
Crap. Maybe good for skill spamming in PvP, though you should always use your critical hits in PvP as well, so the 75 Yoyo would still be preferred in my opinion. If you want to break a HoP record, this is the one you need to +10. Otherwise: garbage. I laugh at the people who exchange the H.yoyo with this one for grinding at 90+. Way to bottleneck your powerhouse.
Legendary Golden Yoyo
Default attack: 258~260 (434-437)
Bonuses: HP+15%, Attack Speed+10%
This is a very nice Yoyo for PvP, and should always be used in my opinion once in the ring/Seige. The HP adds to the survival rate, which is your number 1 concern anyway in PvP. The attack speed brings you to a nice percentage with maxed haste at very low DEX levels (up to 90+), so this is a definite recommendation for PvP. I would never give up the H.Yoyo for grinding though.
Default attack: 271 ~ 273 (455-457)
Bonuses: DEX+10 DEF+100 Add HP+15%
This weapon is not as good as it used to be but now it is better then the Legendary Golden yoyo since it adds the same amount of HP% with extra dex, damage, and a nice boost of Def+100.
Ulimate Vampire Yoyo
Default Attack: 478 ~ 481 (Already in its Ultimate Form)
Bonuses: Crit Rate+10%, Crit Damage+20%, Attack Speed+10%
Ultimate Ancient Yoyo
Level: 120 Master
Default Attack: 581 ~ 584 (Already in its Ultimate Form)
Bonuses: Crit Rate+22%, Crit Damage+36%, Attack Speed+22
Your final weapon without a doubt. It dwarfs the Historic Yoyos Crit Damage and adds an amazing Crait rate and aspd. Dex can be made up from awakening equipment/cloaks/further upgraded ring etc. In the end this is the hardest and final weapon to obtain.
Credits go to SilentXHill.