The debate about MP management revolves around 3MP sources: Sphera Training, Mana Drain, and Spellbound Heart. (W/A/S/D+LMB)- This is our bread and butter for starting a combo. Don’t worry about these until you have over 1600 SP. Archer is toptier in PvE with fast clear speed since he can easily blow up entire packs with a single ability at high range. However, if you swap Bheg’s for the 2nd Rocaba piece, you will be losing accuracy from the Bheg’s. Likely the better choice, but preference can steer you away. In PvP you can use this as additional damage during a combo, fish for CC, reposition before a combo while applying damage and possibly CC, or to create distance while protected from CC. (Shift+E)- A skill that features decent damage in quick succession, mana recovery on hit, a knockdown (PvE ONLY), a knockback (PvP ONLY), and a down smash. It doesn’t change if you’re a boss alt, or PvE, the skills will remain the same.You get free skill resets before 56, and one more right after awakening. Allows for you attacks to deal critical damage. -Breath: Recover is pretty straightforward as it regens MP and HP for you and your allies within range. While the damage may seem good on paper the amount of time it takes to apply all of it your opponent will be healing through most of it and would have avoided the KD proc. Regarding cobelinus (if you don’t have garmoth); BON for wizards and JIN for witches. If you have the option to either absorb 100% BSR for our Z buff or fire off two BSR Smites (assuming you have enough time to wait for the CD in between) you would dish out more damage over the minute long Z buff with your other skills active than you would with two BSR Smites. It can also be used as a means of a risky sneak attack to try and CC the target behind their FG or in their gaps; use caution if you intend to use the skill in this manner. As you can see above each skill is color coded to show what you should invest your skill points into based on how important each skill is. Not useless but not the worst kick in our kit. You lock Evasion, Ra'ghon's Spirit, Earth Kick, Volant Kick, Ascending Spirit, Vine Cutter, Shadow Hack, Purging Shot, Covering Fire, Storm of Light, Earth Shatter, and Watcher (put it on your hotbar after locking to use it). If you’re having trouble finding something use CRTL+F to search the page for a specific term. Witch and Wizard weapons are: Staff, Aad Sphera (Witch) / Godr Sphera (Wizard), Dagger, Az’s 0-200 AP Gearing Guide Infographic: (Found on /r/BlackDesertOnline). (S+F)- This skill features average damage along with a knockdown CC on hit without any protection. for self. Here's how to find the ninja master. If you’re looking for survivability, we kind of lack that. Ranger is a bow wielding class that specializes in long range attacks … It adds free damage to many of our core skills in the form of 732% x1 extra hits (PvP & PvE) and 100 dmg per 3 sec for 9 sec (PvE ONLY) as well as applying a 10% movement speed slow (PvP ONLY). All Critical Hit Rate +10% for 9 sec. (hotbar skill only)- This skill on its own doesn’t actually do anything but instead acts as a selector for which effect you want Exhale to apply (effects covered below). However, AP is your main offensive stat. In the end, the mages are what you make them. It does not have protection so do be careful as to how you use it. I only care about PvE grinding, so the class doesnt have to be good at PvP in the slightest, I will avoid PvP at all costs. Its primary use is within our buffing rotation (covered later in the guide) as the innate damage buff it provides doesn’t need to hit a target to activate. < > Showing 1-8 of 8 comments . A total of 5 levels of casting speed is available. In large scale it has a modifier that states: “During pvp, if more than two targets are hit, the damage will decrease by 5% per hit. They require that you completely max out the unawakened skill before taking the absolute skill. Arguably the best end game spot for both witch and wizard, Money wise. Like with the earlier mentioned Glissade and Radiant Explosion you can regenerate stamina while using this skill but be wary when using it this way as it has a long animation unless you cancel out of it leaving you vulnerable to grabs. (Shift+Z)- This skill offers decent damage that comes in two parts, a tiny accuracy boost, ranged AP buff, FG, floating on the first hit, and an Air Smash + Down Smash. There shouldn’t be a reason to use this as our kit allows us to freely move between stances while using other skills that provide movement or damage. Wizard: Sage’s + Fireball – situationally used, can be taken on preference, Witch: Sage’s + Lightning – situationally used, can be taken on preference, Swift Earthquake: Does slightly more damage, slightly faster, Trembling Thunder: Super armor slow, SA lasts longer because it’s slower. Up to level 60, your priority is to maximize all awakening skills (wizard excludes chilling wave + Flow, witch excludes Equilibrium break + Flow). for target. All Movement Speed +4% for 10 sec. The forward guard on its own would be difficult to use as it requires Ascending Spirit to be cast which is unprotected. They’re very easy to pick up, and quite simplistic in nature. About 50% of people go 2x AP earrings, and the other 50% go 1 RCE + 1 AP earring. A 1,700 SP (skill points) skill build can be found here. The skills used for PvE and PvP are different, so take a look at the recommended skills for Ranger bot for PvE and PvP. While it’s true that this skill has an extremely long charge time the initial animation of drawing the bow back can be skipped by using other skills into it (Ex. It is actually very similar to Red Nose vs Dim Tree Armor, with testing differences showing similar numbers to the 200 HP difference between the two armors. I personally feel that Witch and Wizards, are low skill floor, yet high skill ceiling class. Ninja. Highest AP offhand, and the 2 slots are very useful for more AP and HP, or 2x +1 crit. This skill on its own is dangerous to use but can be very effective to apply additional cc to a downed target after damaging them and further chained with Vine Cutter into another damaging skill. Generally, having a Bheg’s Gloves, Kzarka Staff, and a TRI: Red Coral Earring, will be enough to land an adequate amount of hits.