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Apocalypse builds

Alithea Apocalypse build: Arcanist for MVP, raid and PvP

AlitheaAs of 13 October 2026 (SEA, Lv.90, Apocalypse Season 1)

The Alithea plan for Lv.90 and Apocalypse Season 1: stay Arcanist, put Swift Incantation on the weapon, cap cast time with DEX, wear the Angel Set II and keep the Lv.55 Scepter until a Lv.90 hammer is refined high. Three full builds for MVP hunting, Calamity Zone raids and PvP.

Our take

The RO New World team's own view

  • This page is for Alithea players who cast Wrath of Nature, which is most Alitheas at Lv.90. If you play Werewolf or Wereraptor, use the armor part and the raid rules here, but your weapon trait is Frenzy or Benediction Bird Feather, and nobody has shown a tested Lv.90 build for those forms yet.
  • Do this first: raise DEX until variable cast time is -100%, put Swift Incantation on your weapon Starcore, and activate Apocalypse on weapon and accessories before armor. Keep your Lv.55 Scepter of Repentance; in a SEA test it still beat the Lv.90 hammers.
  • The biggest trap is paying for a Lv.90 orange hammer for damage. At refine +12 it did 3.68 million damage per second, against 3.8 million for the Lv.55 Scepter. The second trap is red special skills at Lv.1: red Primordial Dread Lv.1 (480%) is weaker than orange Lv.3 (500%).
  • Verdict: the Arcanist is the strongest and cheapest Alithea for this season, and one weapon with Swift Incantation covers MVP, raid and PvP. Spend on the 7-point Gale resonance, Starcores and refining, not on a second form.

Key findings

Arcanist is the Alithea for Apocalypse

On Taiwan's server, players call the magic Druid the first choice for free players and the Werewolf a form for big spenders. In SEA training-dummy tests, Lv.90 Arcanists reach about 4 to 5 million damage per second, while a Lv.88 Wereraptor just passed 1 million. The gear was different, but the gap is too big to ignore. So all three builds here are Arcanist, with Swift Incantation on the weapon.

The Lv.55 Scepter still wins

In a SEA test at Lv.90 (orange weapons, refine +12, 2 minutes on a dummy), the Lv.55 Scepter of Repentance did 449 million damage (3.8 million per second). The Lv.90 Life Faith Hammer did 437 million and the Heretic Faith Hammer 434 million (3.68 million per second). The Scepter makes Glacier Monolith fire Glacier Burst twice, and that extra burst beats the higher M.ATK of the new hammers.

Swift Incantation cuts the cast you spam

Wrath of Nature has 0.5 s fixed cast time. A red Swift Incantation removes 0.3 s of it, orange 0.24 s, purple 0.18 s. Even a green one (0.06 s) is worth a slot. Gale resonance at 7 points cuts fixed cast time by another 25%. Taiwan and SEA players both put the 7-point Gale resonance first, because this build lives on how often you can press one button.

Armor

Wear the Angel Set II

Armor, cape and shoes come as 3-piece sets, and the set bonus needs all 3. Angel gives the most magic damage. The shoes are Lv.92, so the full set waits for Base Lv.92; until then keep your Lv.80 Angel set. Sprint is the backup when you are short on DEX for the cast-time cap. Goibne is for PvP players who stand in front.

Angel Set II

Best

Best for MVP, raid and PvP

Royal Angel's Dress IIRoyal Musika IIRoyal Renewal Boots II
  • Set: INT +5, DEX +5, MDMG +2.5%
  • Each piece: M.DMG +2.2%, plus 0.4% per refine level
  • At +10 on all 3 pieces: M.DMG +21.1% in total
  • Full set needs Lv.92 (the Renewal Boots II are Lv.92)

Sprint Set IV

Option

When DEX is short

Royal Sprint Mail IVRoyal Rider Insignia IVRoyal Runner's Shoes IV
  • Set: SP cap +5%, M.DMG +2%
  • Each piece: variable cast time -3% and M.ATK +26, plus M.DMG +0.38% per refine level
  • At +10 on all 3 pieces: M.DMG +13.4% and variable cast time -9%, so you need less DEX

Goibne Set III

Option

PvP front line

Royal Goibne Armor IIIRoyal Goibne's Spaulders IIIRoyal Goibne's Greaves III
  • Set: Wind, Earth, Water and Fire skill damage taken -5%, VIT +6, Max HP +800, P.DEF +20
  • Armor piece: VIT +6, Max HP +850, plus VIT +1 and Max HP +0.6% per refine level
  • No damage at all, so only for players who get focused first in guild fights

Odin Set III

Skip

Skip: half of it is physical

Royal Odin's Blessing IIIRoyal Falcon Muffler IIIRoyal Fricco's Shoes III
  • Set: STR +6, INT +6, ATK +2%, M.ATK +2%
  • STR and ATK do nothing for Wrath of Nature, so Angel is better in every mode

Royal pieces have the same bonuses plus more HP (Sif's Protection). Accessories: wear the Orleans Set III (Glove and Necklace) in every mode. Set: INT +6, MATK +2%, Magic DMG +2%; the Necklace ignores M.DEF, up to +7% at refine +15.

II · MVP hunting

MVP build: Wrath of Nature with a converter

Wind · Swift Incantation

Plant Glacier Monolith under the MVP and spam Wrath of Nature. Wrath of Nature takes the element of your converter, so pick the element that beats each MVP; Wind is the default because Nature's Truth adds +10% to Wind, Water and Earth damage.

Stats

DEX to cast-time cap

Raise DEX only until variable cast time is -100%. Natural Harmony already gives -35%, so you need less DEX than other mages.

INT: everything else

INT is your M.ATK and magic damage. Wrath of Nature does 2 hits of 1200% MDMG at Lv.10.

VIT: leftover points

Put spare points into VIT. MVPs hit hard, and a dead caster does no damage.

Apocalypse weapon trait

Swift Incantation

Reduces Wrath of Nature's fixed cast time by 0.06~0.3 sec.Wrath of Nature fixed cast time -0.3 s (red), -0.24 s (orange), -0.18 s (purple). Wrath of Nature has 0.5 s fixed cast, so a red one leaves 0.2 s. Your whole damage is this one skill, so faster casts are more damage on every MVP.

Gear

Royal Scepter of RepentanceLv.55 · M.ATK +162Release Frost Skill, Glacier Monument additionally triggers Glacier Burst
Refine +5, M.DMG multiplier +4%
Keep this as your weapon. It makes Glacier Monolith fire Glacier Burst a second time, and it beat the Lv.90 hammers in a SEA test at refine +12 (3.8 against 3.68 million per second). M.DMG multiplier +8% at refine +10, +12% at +15.
Royal Heretic Faith Hammer IIILv.90 · M.ATK +250Wrath of Nature DMG multiplier +14%
Refine +5, Wrath of Nature DMG multiplier +7%
The upgrade for later: Wrath of Nature multiplier +14%, and refine adds +14% at +10 or +21% at +15, plus Ranged M.DMG +5% at +18. Only switch once you can refine it high; nobody has tested where it overtakes the Scepter.
Royal Angel's Dress IILv.91 · HP +12493M.DMG Bonus +2.2%
For every Refine Lv. +1, M.DMG Bonus +0.4%
Angel Set II: MDMG +2.5% for the set and M.DMG +2.2% per piece, plus 0.4% per refine level.
Royal Orleans's Glove IIILv.90 · HP +2677 · M.ATK +75 · INT +8M.DMG Bonus +2.8%
For every Refine Lv. +1, M.DMG Bonus +0.4%
Orleans's Glove III: INT +8, M.DMG +2.8% plus 0.4% per refine level. Wear it with the Necklace for the set (INT +6, MATK +2%, Magic DMG +2%).
Royal Orleans's Necklace IIILv.90 · HP +2677 · M.ATK +75Ignore M.DEF +21
Refine +5, Ignore M.DEF +1.4%
Orleans's Necklace III: ignore M.DEF +21, up to +7% at refine +15. MVPs have high M.DEF, so this matters more here than on a dummy.
Royal Element Resistance Shield IVLv.92 · HP +2677 · M.DEF +10DMG taken from Wind/Earth/Water/Fire -3.6%, HP +3.6%
For every Refine Lv. +1, VIT +1, HP +0.6%
Element Resistance Shield IV: damage taken from Wind, Earth, Water and Fire -3.6% and HP +3.6%. Most MVP attacks are one of those elements.

Special skills

Nature's TruthWeaponUpon entering Natural Truth state, increase damage multiplier of all Frost, Storm, and Earth skills by 1~55%Nature's Truth: Frost, Storm and Earth skill damage multiplier +40% (orange Lv.3), +55% at red Lv.3. Wrath of Nature counts as all three, so it is always on.
Primordial DreadAccessoryGlacier Burst damage attribute matches weapon attribute. Glacier Burst applies a special debuff, dealing damage equal to 20~700% of Glacier Burst damage per second for 6s, non-stackable.Primordial Dread: Glacier Burst takes your weapon's element and leaves a 6 s damage debuff of 500% of Glacier Burst per second (orange Lv.3), 700% at red Lv.3. Red Lv.1 (480%) is weaker than orange Lv.3.
Earth MasteryAccessoryEarth skill has a 1~55% chance to leave Resonance on target, dealing damage equal to 100% of the original skill damage.Earth Mastery: Earth skills have a 40% chance (orange Lv.3), 55% at red Lv.3, to hit again for 100% of the damage. Wrath of Nature is an Earth skill.
Skyward SoarAlternativeDamage +1~55% of current movement speedSkyward Soar: damage +40% of your movement speed (orange Lv.3). Only take it over Earth Mastery when a Bard in your party gives a movement-speed song; the speed medal stops working in combat.
Elite GuardArmorDMG taken from MVP, Mini, and Boss -0.5~27.5%.Elite Guard: damage taken from MVP, Mini and Boss monsters -20% (orange Lv.3), -27.5% at red Lv.3.

Cards

Weapon ×2

Minorous (DMG vs Large +18%) plus a race card for the MVP, for example Strouf vs Demon. With no matching card, Fire Ghost (Ranged MDMG +10%). Use Skeleton Worker (Medium) or Desert Wolf (Small) for smaller MVPs.

Off-hand ×2

Frozen Gargoyle (damage taken from Large -20%) or Thara Frog (from Demi-Human -20%), to match the MVP.

Armor ×2

Pecopeco Card

Pecopeco Card

Max HP% +3%~5%
Pecopeco: Max HP +5% each.

Cape ×2

Nine Tail: INT +6 each.

Shoes ×2

Sohee (INT +10), or Merman (INT +5) if Sohee is too expensive.

Accessory ×4

Rybio (Ranged MDMG +6%), or Mimic (+5%) until you have four Rybio. Wrath of Nature is cast from 9 m, so ranged magic damage counts.

Headwear ×2

Cramp Card

Cramp Card

ATK +9~15
Cramp: M.ATK +15 each.

Mouthwear ×2

Elder Willow: INT +5 each.

Backwear ×2

Mirage: Angeling Card

Mirage: Angeling Card

DMG vs Large% +3.60%~6%
Mirage: Angeling: DMG vs Large +6%, for the many Large MVPs.

Starcore traits, in priority order

Weapon

  1. Swift Incantation
  2. Ranged MDMG%
  3. M.ATK%
  4. Wind DMG%

Accessory

  1. Ranged MDMG%
  2. Wind DMG%
  3. M.ATK%
  4. M.ATK

Armor

  1. Max HP%
  2. DMG Reduction vs Large%
  3. HP
  4. Ranged MDMG Reduction%

Off-hand

  1. Max HP%
  2. HP
  3. DMG Reduction vs Demi-Human%
  4. Wind DMG Reduction%

Rune Engine

Gale Crystal 7

All Stats +15ASPD +8%, Fixed Chanting Time -25%Enter Haste every 15 sec, reducing Global Cooldown of all skills by 0.5 sec, lasting 6 sec

Aqua Crystal 4

Increases P.DMG and M.DMG by 4%. When dealing damage, ignores 5% of the target's P.DEF and M.DEF.
AoE AmplificationIncreases AoE skill DMG multiplier by 2~12%AoE Amplification: AoE skill damage multiplier +8% at Lv.4. Wrath of Nature is an AoE skill, so this works even on one boss.
Desperate StrikeIncreases P.ATK and M.ATK by 2~12%. Reduces P.DEF and M.DEF by 2~12%Desperate Strike: P.ATK and M.ATK +8%, P.DEF and M.DEF -8% at Lv.4.
Balanced DefenseWhen HP is above 50%, DMG multiplier increases by 12%. When below 50%, DMG taken is reduced by 12%Balanced Defense: damage dealt +8% while HP is above 50% (Lv.4).
Layered BladeStacks when dealing DMG. Each stack increases DMG by 0.8%, up to 20 stacks, lasting 10s. After acquiring , gain 5 stacks each time DMG is dealt.Layered Blade: +0.4% damage per stack, up to 20 stacks (Lv.4). Wrath of Nature hits twice per cast, so it stacks fast.
Healing AssaultHealed targets gain 2~12% P.ATK and M.ATK. You gain an additional 1~3%. Lasts 10sHealing Assault: a healed target gets P.ATK and M.ATK +8%, and you get 2% more (Lv.4). Put First Aid in your auto skills to trigger it.

Reroll affixes last, toward M.ATK%, M.ATK and Max HP%.

How to play

  • Wrath of Nature counts as a Frost, Storm and Earth skill at the same time. Each cast near Glacier Monolith fires Glacier Burst (600% Water MDMG), fills Overload and grows Earthen Sprout toward Earthen Bloom (6000% Earth MDMG).
  • Put Nature's Truth, Nature's Shield and Wrath of Nature on auto. Glacier Monolith cannot go on auto, so place it by hand under the MVP every time it moves.
  • Before each MVP, swap the two weapon cards and the converter: one size card, one race card, and the element that beats the MVP.
  • Wrath of Nature reaches 9 m. Stand at the edge of that range, out of most melee attacks.

III · Calamity Zone raid

Raid build: Guard first, then Break

Holy · Swift Incantation

The same Arcanist, built for the Calamity Zone. Four of the five bosses are Shadow or Undead, so ask your Priest for Aspersio (Holy weapon element), and use a Fire converter for Amon Ra (Earth). Guard comes before Break, because a dead caster does no damage.

Stats

DEX to cast-time cap

Same as MVP: DEX until variable cast time is -100%. With a full-support Priest in the party you need less.

VIT and INT

Taiwan players put more points into VIT than INT for the raid. Boss hits remove most of a caster's HP.

Apocalypse weapon trait

Swift Incantation

Reduces Wrath of Nature's fixed cast time by 0.06~0.3 sec.Wrath of Nature fixed cast time -0.3 s at red. In the raid your weapon also needs Aggressive and three more traits of the same quality for Stellar Power, so a purple Swift Incantation (-0.18 s) from the Stellar Shop is a fine start.

Gear

Special skills

Nature's TruthWeaponUpon entering Natural Truth state, increase damage multiplier of all Frost, Storm, and Earth skills by 1~55%Nature's Truth: Frost, Storm and Earth skill damage multiplier +40% (orange Lv.3). It works with any converter element.
Primordial DreadAccessoryGlacier Burst damage attribute matches weapon attribute. Glacier Burst applies a special debuff, dealing damage equal to 20~700% of Glacier Burst damage per second for 6s, non-stackable.Primordial Dread: 6 s damage debuff of 500% of Glacier Burst per second (orange Lv.3). It keeps hitting while you dodge boss attacks.
Earth MasteryAccessoryEarth skill has a 1~55% chance to leave Resonance on target, dealing damage equal to 100% of the original skill damage.Earth Mastery: 40% chance (orange Lv.3) for Earth skills to hit again for 100%.
Elite GuardArmorDMG taken from MVP, Mini, and Boss -0.5~27.5%.Elite Guard: damage taken from MVP, Mini and Boss -20% (orange Lv.3), -27.5% at red Lv.3.
Large Monster GuardCapeDMG taken from large units -0.5~27.5%.Large Monster Guard: damage taken from Large units -20% (orange Lv.3). Every Season 1 boss is Large.

Cards

Weapon ×2

Minorous (DMG vs Large +18%) in every fight. Second card: Santa Poring (vs Shadow +20%) for Pharaoh and Bloody Knight, Strouf (vs Demon) for Dark Lord, Injustice (vs Earth) for Amon Ra.

Off-hand ×2

Frozen Gargoyle (from Large -20%) always. Second: Thara Frog (Demi-Human -20%) for Amon Ra, Pharaoh and Anubis, Khalitzburg for Dark Lord, Penomena for Bloody Knight.

Armor ×2

Pecopeco Card

Pecopeco Card

Max HP% +3%~5%
Pecopeco: Max HP +5% each.

Cape ×2

Raydric (Shadow damage -10%) for Pharaoh and Bloody Knight; Nine Tail (INT +6) for the others.

Accessory ×4

Rybio Card

Rybio Card

Ranged MDMG% +3.60%~6%
Rybio: Ranged MDMG +6% each.

Headwear ×2

Mirage: Orc Lord Card

Mirage: Orc Lord Card

DMG Reduction vs Large% +3.60%~6%
Mirage: Orc Lord: damage taken from Large -6% each.

Backwear ×2

Mirage: Angeling Card

Mirage: Angeling Card

DMG vs Large% +3.60%~6%
Mirage: Angeling: DMG vs Large +6% each.

Starcore traits, in priority order

Weapon

  1. Swift Incantation
  2. Aggressive
  3. Ranged MDMG%
  4. M.ATK%

Accessory

  1. Aggressive
  2. Ranged MDMG%
  3. M.ATK%
  4. Elemental DMG%

Armor

  1. Defensive
  2. Max HP%
  3. DMG Reduction vs Large%
  4. DMG Reduction vs Demi-Human%

Off-hand

  1. Defensive
  2. Max HP%
  3. DMG Reduction vs Demi-Human%
  4. Undead DMG Reduction%

Cape

  1. Defensive
  2. M.DEF%
  3. Shadow DMG Reduction%
  4. Undead DMG Reduction%

Shoes

  1. Defensive
  2. DEF%
  3. Elemental DMG Reduction%
  4. DMG Reduction vs Demi-Human%

Rune Engine

Gale Crystal 7

All Stats +15ASPD +8%, Fixed Chanting Time -25%Enter Haste every 15 sec, reducing Global Cooldown of all skills by 0.5 sec, lasting 6 sec

Lumina Crystal 4

Increases healing effects and healing received by 9%. Reduces DMG taken by 8% when in abnormal status. Increases DMG dealt to targets in abnormal status by 8%
AoE AmplificationIncreases AoE skill DMG multiplier by 2~12%AoE Amplification: AoE skill damage multiplier +8% (Lv.4). It also covers the adds in Amon Ra and Pharaoh.
Balanced DefenseWhen HP is above 50%, DMG multiplier increases by 12%. When below 50%, DMG taken is reduced by 12%Balanced Defense: damage dealt +8% above 50% HP, damage taken -8% below 50% (Lv.4).
Layered BladeStacks when dealing DMG. Each stack increases DMG by 0.8%, up to 20 stacks, lasting 10s. After acquiring , gain 5 stacks each time DMG is dealt.Layered Blade: up to 20 stacks of +0.4% damage (Lv.4).
Mighty GuardWhen taking single DMG exceeding 10% of max HP, reduces DMG by 4~24%. 15s cooldownMighty Guard: a single hit above 10% of your max HP is cut by 16% (Lv.4, 15 s cooldown). Boss hits are exactly that.
Agile DefenseIncreases DMG by 1~6% when stationary. Reduces DMG taken by 1~6% when movingAgile Defense: damage +4% while standing, damage taken -4% while moving (Lv.4). Both happen in every boss fight.

Reroll affixes last, toward M.ATK%, Max HP% and damage reduction.

How to play

  • Guard before Break. On Taiwan's Normal mode, Amon Ra needs none, Pharaoh needs Break 80 and Guard 80, Anubis Break 240 and Guard 160. Start with Amon Ra and Dark Lord while your numbers grow.
  • Stellar Power needs all 4 traits on a slot to share one quality. A full set of purple traits beats one red trait mixed with greens.
  • Earth's Bounty at Lv.10: each Earthen Bloom heals you 6% of Max HP, and each enemy it hits gives +12% Max HP for 3 s. Do not drop it for damage skills.
  • Nature's Sanctuary, your ultimate, makes you invincible and heals everyone within 10 m every second. Save it for a party-wide hit; moving ends it early.

IV · PvP

PvP build: control and damage over time

Wind · Swift Incantation

Arcanists are common in SEA guild fights because Wrath of Nature reaches 9 m and Primordial Dread keeps hurting players after they leave Glacier Monolith. Pull with Gravity Well, freeze with Glacial Stomp, and use a Wind converter.

Stats

DEX: solo only

In 1v1 modes, keep DEX at the cast-time cap. With a full-support Priest in a guild fight, their buff caps it, so move the DEX into INT and VIT.

VIT before INT

Taiwan players put more into VIT than INT. In guild fights you are a target for every assassin.

Apocalypse weapon trait

Swift Incantation

Reduces Wrath of Nature's fixed cast time by 0.06~0.3 sec.Wrath of Nature fixed cast time -0.3 s at red. A shorter cast means fewer interrupted casts and less time standing still in front of a melee class.

Gear

Special skills

Primordial DreadWeaponGlacier Burst damage attribute matches weapon attribute. Glacier Burst applies a special debuff, dealing damage equal to 20~700% of Glacier Burst damage per second for 6s, non-stackable.Primordial Dread: 6 s damage debuff of 500% of Glacier Burst per second (orange Lv.3). This is the main reason Arcanists are strong in guild fights.
Majestic GlacierAccessoryGlacier Monolith grows larger. Glacier Eruption radius increases from 6m to 9m. Within Glacier Eruption range, gain Chill effect, Frost Skill damage multiplier increases 1~55%, lasting 3s.Majestic Glacier: Glacier Burst radius from 6 m to 9 m, and Frost skill damage +40% inside it (orange Lv.3). The bigger area catches more players.
Nature's TruthAccessoryUpon entering Natural Truth state, increase damage multiplier of all Frost, Storm, and Earth skills by 1~55%Nature's Truth: Frost, Storm and Earth skill damage multiplier +40% (orange Lv.3).
Duelist GuardArmorDMG taken from players -0.5~27.5%.Duelist Guard: damage taken from players -20% (orange Lv.3), -27.5% at red Lv.3.
PDMG ReductionCapeWhen taking damage, PDMG taken -0.7~35.8% for 5s.PDMG Reduction: after you take damage, physical damage taken -26% for 5 s (orange Lv.3). Swap to MDMG Reduction against magic-heavy guilds.

Cards

Weapon ×2

Hydra (DMG vs Human +20%) plus Fire Ghost (Ranged MDMG +10%).

Off-hand ×2

Horn (ranged physical damage taken -20%) and Thara Frog (Demi-Human -20%).

Armor ×2

Pecopeco Card

Pecopeco Card

Max HP% +3%~5%
Pecopeco: Max HP +5% each.

Cape ×2

Nine Tail: INT +6 each.

Accessory ×4

Rybio (Ranged MDMG +6%) in three slots. Phen (casting cannot be interrupted) in the fourth if players keep breaking your casts.

Headwear ×2

Cramp (M.ATK +15) plus Deviruchi (immune to Blind) for large guild fights.

Facewear ×2

Mirage: Dracula Card

Mirage: Dracula Card

DMG vs Human% +3.60%~6%
Mirage: Dracula: DMG vs Human +6% each.

Backwear ×2

Mirage: Mistress (Demi-Human damage taken -6%), or Giant Hornet (Wind damage -5%) against other Druids.

Starcore traits, in priority order

Weapon

  1. Swift Incantation
  2. DMG vs Human%
  3. Ranged MDMG%
  4. M.ATK%

Accessory

  1. DMG vs Human%
  2. Ranged MDMG%
  3. Wind DMG%
  4. M.ATK%

Armor

  1. Max HP%
  2. Ranged MDMG Reduction%
  3. DMG Reduction vs Demi-Human%
  4. Ranged PDMG Reduction%

Cape

  1. Ranged MDMG Reduction%
  2. Ranged PDMG Reduction%
  3. M.DEF%
  4. Elemental DMG Reduction%

Shoes

  1. Ranged PDMG Reduction%
  2. Melee PDMG Reduction%
  3. DEF%
  4. Elemental DMG Reduction%

Rune Engine

Gale Crystal 7

All Stats +15ASPD +8%, Fixed Chanting Time -25%Enter Haste every 15 sec, reducing Global Cooldown of all skills by 0.5 sec, lasting 6 sec

Pyro Crystal 4

DMG to all Classes +4%. Increases target's DMG taken by 3% and reduces healing received by 10% for 3 sec upon dealing DMG. This effect has a 15 sec cooldown

Geo Crystal 4

Reduces DMG received from all Classes by 3%Upon entering combat, gain a shield of 10% max HP every 15s, lasting 15s. Enemies attacking the shield have their P.ATK and M.ATK reduced by 3% for 5s
AoE AmplificationIncreases AoE skill DMG multiplier by 2~12%AoE Amplification: AoE skill damage multiplier +8% (Lv.4). Guild fights are all AoE.
Balanced DefenseWhen HP is above 50%, DMG multiplier increases by 12%. When below 50%, DMG taken is reduced by 12%Balanced Defense: +8% damage above 50% HP, -8% damage taken below 50% (Lv.4).
Layered BladeStacks when dealing DMG. Each stack increases DMG by 0.8%, up to 20 stacks, lasting 10s. After acquiring , gain 5 stacks each time DMG is dealt.Layered Blade: up to 20 stacks of +0.4% damage (Lv.4).
Body AmplificationWhen HP is above 80%, reduces DMG taken by 3~18%Body Amplification: damage taken -12% while HP is above 80% (Lv.4). It blunts the first burst from an assassin.
Mighty GuardWhen taking single DMG exceeding 10% of max HP, reduces DMG by 4~24%. 15s cooldownMighty Guard: a single hit above 10% of your max HP is cut by 16% (Lv.4, 15 s cooldown).

Reroll affixes last, toward M.ATK%, Max HP% and damage reduction vs players.

How to play

  • Dive combo: buff, drop Glacier Monolith, cast Thunder Charge, then Glacial Stomp (teleports you next to the Monolith, 2400% Water MDMG and Freeze), Gravity Well (pulls up to 10 enemies within 9 m and stuns 1 s), then Wrath of Nature. Escape with Vile Claw Strike and Swift Tornado.
  • Glacier Monolith lowers Freeze, Stun, Petrify and Root resistance of enemies within 15 m by up to 300, so your party's control lands more often.
  • Gravity Well has a 30 s cooldown. Keep it for a group of players, not for one target.

Still unknown

  • Where a Lv.90 hammer overtakes the Lv.55 Scepter. The only test used orange weapons at refine +12; nobody has tested Royal weapons at +15 or +18.
  • How much damage Swift Incantation really adds. Wrath of Nature also has a 0.5 s cooldown, and nobody has measured the difference.
  • Whether Apocalypse traits stay on the weapon item or on the weapon slot when you switch between the Scepter and a hammer. Check before you move Starcores.
  • Whether 'DMG vs Human' cards and traits hit the Demi-Human raid bosses or only players. The PvP picks assume they work on players.
  • Thunder Envoy (Thunder Charge cooldown to 1 s, Overload +75%) could make most casts Overloaded. Nobody runs it yet, so it is not in these builds.
  • Lv.90 builds for Werewolf (Frenzy) and Wereraptor (Benediction Bird Feather). We found no tested build after Lv.88.
  • Whether the Sage's Land Protector removes Glacier Monolith in PvP. Players expect it, but the Sage is not yet in SEA.

Sources

Other classes