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A Soul to Sew and A Soul to Make~~~; Originally posted by himichan
Topic Started: Fri May 2, 2008 4:46 am (212 Views)
Corzair
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Retired

himichan
 
Soul Linker - You can be either Saint or Devil

Soul linker is one of the most unique classes that gravity has implimented. At a glance, people will brush them off as an endow slave class only, but they're selling themselves considerably short.

The true power of the soul linker is when you look beyond the links and plan a build around Ka and Es magic. Properly built, soul linkers can be powerful hunters as well as strong woe/pvp characters.

How its done - TK Days

The most challenging thing about building a Soul Linker is actually making it to a soul linker. Think of it as building a mage to wizard without using any skills, and being unarmed. Unless you get leached the whole way, you're gonna have to compensate for this.

With that in mind, you probably won't be able to escape building soul linker without any strength. I estimate that you can probably get away with 30-40 strength and still make it to soul linker with a reasonable amount of time.

As for skill build, while kick skills will let you hit soul linker faster, they won't proc as a soul linker, so they'll be pretty useless once you make it. Running, Jump, and Warm Wind should be your main priorities for soul linker. Running and High Jump are not only really cool, they can be quite practical for moving between area's quickly, jumping walls, and being a terrible pain in the ass in woe. Warm Wind is useful for an Esma bolt linker. Enjoyable Rest and Pleasant rest, prereqs for warm wind might be kinda useful too. I'm not sure on this, but break fall MIGHT proc as a soul linker, which you could use to give yourself some perfect dodge against range attacks and if you use it with running bonus, close ranged attacks too.

Lets review some of those TK skills. I'm going to leave out the kick skills since they won't be of use for soul linker. See the skill chart here.

Quote:
* Running (LV 10)
Active

Description: When you use this skill, your character starts running straight forward. You cannot change direction of where he is running while running. You can stop using Running skill by simply using it again (using it again to stop no longer consumes SP), or use another skill, or run into the wall.

When you use this skill then immediately stop, then there will be STR + 10 buff for 150 seconds. However, the skill level of Running used must be level 7 or greater for this buff to take place, and that you have nothing equipped on your hands when you do it.

LV / Casting Time / SP Taken
1 - 6 Sec. - 100
2 - 5 Sec. - 90
3 - 4 Sec. - 80
4 - 3 Sec. - 70
5 - 2 Sec. - 60
6 - 1 Sec. - 50
7 - 0 Sec. - 40
8 - 0 Sec. - 30
9 - 0 Sec. - 20
10 - 0 Sec. - 10


This skill isn't too bad, since you can cover long distances pretty quickly. Also, the +10 str buff will certainly help you through TK hood. Since you get the STR bonus at lvl 7, and it has 0 cast time at that level, you probably don't need more than 7 unless you want to reduce the SP cost.

Quote:
* Flying Side Kick (LV 7)
Active

Description: Attack an enemy who is away from you by jumping toward the enemy at once. Normally, you give the target manually to attack, but if this skill is used while doing Break Fall, you will automatically attack that specific target. The power of this skill, if used right after using Break Fall, becomes stronger as your BLV goes up.

Also, this skill has an unique property, when you hit the target player, any TK Boy/Star Knight/Soul Linker-based buffs - such as all Spirit buffs, new skills bestowed by Spirit buffs, or Berserk Potion acquired through Berserk Pitcher - they may have, are all dispelled. However, if the target player has Preserve skill used on them, then they are invulnerable to this dispel effect.

This skill can be Plagiarised by a Rogue.

There is no casting time associated with this skill.

LV / Damage / SP Taken
1 - 40% - 70
2 - 50% - 60
3 - 60% - 50
4 - 70% - 40
5 - 80% - 30
6 - 90% - 20
7 - 100% - 10


This skill isn't too shabby, to be honest. Despite the fact that its a melee attack skill, it allows you to close the gap quickly to a monster, and you can use it as a soul linker since its a targeted skill. Primarially though, you'll want to use it as a prereq for break fall.

Quote:
* Break Fall (LV 1)
Active

Requires Flying Side Kick LV 7

Description: This is same in principle as Prepare Whirlwind skill. However, this does not prepare any specific stance. Instead, when this is turned on, you have 20% chance of dodging enemy ranged physical attacks.

If you had that STR bonus by doing Running skill, Break Fall now works against melee physical attacks as well as ranged physical attacks.

There is no casting time associated with this skill.

LV / SP Taken
1 - 1


This one is up in the air, since I dunno if it'll work for soul linker. If it does, it'll give you 20% perfect dodge on ranged attacks, and if you feel like taking the time to take off you weapon and cast the running buff, 20% to physical attacks. It it procs, it'll be pretty sexy for tank linkers. Otherwise, its pretty useless.

Quote:
* Peaceful Rest (LV 10)
Passive

Description: If there is another TK Boy sitting next to you while sitting, this skill kicks in, allowing you to regenerate HP. When you do /doridori emote, you recover +30 additional bonus HP. The HP recovered listed just below is base value, and it increases if you have higher VIT.

This skill no longer works if your weight is over 50%.

LV / HP Recovered
1 - 30
2 - 60
3 - 90
4 - 120
5 - 160
6 - 180
7 - 210
8 - 240
9 - 270
10 - 300


Well, this one is kinda pointless for soul linker, especially if you decide to use Kahai. Still, lvl 5 is a prereq for warm wind, a must have for Esma linkers.

Quote:
* Enjoyable Rest (LV 10)
Passive

Description: Same in principle as Peaceful Rest. However, this recovers SP, as you can see. Doing /doridori emote gives you bonus +3 SP, and its base recovery rate is increased if you have higher INT.

This skill no longer works if your weight is over 50%.

LV / SP Recovered
1 - 3
2 - 6
3 - 9
4 - 12
5 - 16
6 - 18
7 - 21
8 - 24
9 - 27
10 - 30


Well, this one is quite a bit better than peaceful rest, since we could all use the SP. Again, lvl 5 is a prereq for warm wind.

Quote:
* Fighting Chant (LV 5)
Passive

Description: It increases your ATK power depending on current number of party members in the same map. For example, if there are 10 party members, and you have LV 5 of this skill, your ATK is increased by 100%. The increase is based upon your BASE ATK rate, not counting in any other buffs that may have increased your ATK rate, and for skills that go 500% in terms of damage, the calculation is fixed to (100 * Bonus%) + 500%.

LV / ATK Bonus
1 - 2% per person in party
2 - 4% per person in party
3 - 6% per person in party
4 - 8% per person in party
5 - 10% per person in party


I wouldn't bother with this if it wern't also prereq for warm wind. On the plus side, this skill will help you survive as TK if you party with other TK's or other players, even if you don't share.

Quote:
* Warm Wind (LV 7)
Active

Requires Peaceful Rest LV 5, Enjoyable Rest LV 5, and Fighting Chant LV 5

Description: This skill changes your attack to appropriate elemental depending on skill level of this skill used.

There is no casting time associated with this skill.
Lasting time of this skill is fixed to 5 minutes once imbued.

LV / Elemental / SP Taken
1 - Earth - 20
2 - Wind - 20
3 - Water - 20
4 - Fire - 20
5 - Shadow - 50
6 - Dark - 50
7 - Holy - 50


This is it, the must have skill for Esma linkers. This skill will greatly help your time as a TK boy, and you can use it to change the element of your Esma bolts. This skill is great if you plan on using Esma or continue to melee as a soul linker. Otherwise, its not so great.

Quote:
* High Jump (LV 5)
Active

Description: You jump over skill's specified amount of cells as indicated from where you are facing. If the cell where you will be landing is a red cell, you will just jump on the spot you are standing on and do not move. Take that literally. For clarification, skill doesn't work ONLY if the cell you are going to land when using this skill is a red cell. Otherwise, it always works.

SP taken is fixed to 50.

LV / Casting Time / Cells Jumped Over
1 - 5 Sec. - 2
2 - 4 Sec. - 4
3 - 3 Sec. - 6
4 - 2 Sec. - 8
5 - 1 Sec. - 10


This is a pretty spiffy skill, especially if you plan on playing woe. The ability to jump walls and gaps can make it so you could bypass precasts entirely in certain castles. You'll probably want alot of dex for that to be useful though.

Sample TK Stat Build (lvl 54)

Here's what I would recommend as a stat build for your soul linker to be. You can drop the str a bit if you think you can level TK without it.

STR 34 (+6 from job in the first 6 job levels as TK)
AGI 9 (Gotta have either agi or luck, and this will probably help more.)
Vit 1 (You might find use for this later, especially for woe builds)
Int 65 (You definately need the regen as soul linker, and increases Esma bolt power)
Dex 20 (so you can hit things, and cast fast)
Luk 1 (of course)

You life as a Soul Linker

Stats will start to diverge here, although for the most part it will remain like that of a wizard. You could theoretically make a battle build, but thats not a very good idea.

There's three primary types of spells for Soul linker. Links, Ka magic, and Es magic.

Links allow you to endow a particular class with additional skills or bonus'. You will need to know the right link to work on a particular class though.

Ka magic is magic that you can only cast on yourself, or if you're endowed with spirit of the soul linker, you may cast it on other players.

Es magic is magic you cast on others. Its unclear wether you can cast Es magic on players in pvp or woe. Lots of thier usefulness in woe will hinge on wether it works or not.

The skills

Take a moment to review the skill chart here. You'll see that the majority of Spirit Links are available right off the bat. Only by investing in some of these links can you unlock the various Ka and Es magic.

Because of the large amount of skills available to soul linkers, you're probably going to have to specialize in either Soul Links, Ka magic or Es magic. For this document, I won't go into details about how to build a Link specific linker, simply because of how basic it is. Please review lune's post HERE to read about the specific bonus's granted by the links.

Actually, I lied, there should be one link that soul linkers for sure get, and that would be Spirit of the Soul Linker.

Quote:
* Spirit of the Soul Linker (LV 5)
Active

Requires Spirit of the Star Knight LV 1

Description: Imbues the Soul Linker with the Spirit of the Soul Linker, giving them special powerful buffs that lasts until the Spirit buff runs out.

1) With this buff, this allows "Ka" type magic to be used on other classes. Do note, since 'Spirit' type buffs cannot be done on yourself, you must ask another Soul Linker to use this skill on you.


This is a skill I think no soul linker should be without, simply because your support abilities skyrocket when you can cast Ka magic on players. While you can't cast it on yourself, I think all soul linkers should pat each other on the back and endow each other when they can.


Alright, onto the real magic!

KA MAGIC

Quote:

* Kaizel (LV 7)
Active

Requires Spirit of the Priest LV 1

Description: As long as this skill lasts (30 minutes), when you die, you are immediately ressurected. After being ressurected, you have 2 seconds of Kyrie Eleison buff, and Kaizel buff disappears. This skill has no effect in guild siege / WoE. The casting time is not affected by DEX.

LV / Casting Time / SP Taken / HP Recovered at Rez
1 - 4.5 Sec. - 120 - 10%
2 - 4 Sec. - 110 - 20%
3 - 3.5 Sec. - 100 - 30%
4 - 3 Sec. - 90 - 40%
5 - 2.5 Sec. - 80 - 50%
6 - 2.5 Sec. - 70 - 60%
7 - 2.5 Sec. - 60 - 70%



This is the soul linker skill that makes them indestructable in normal leveling situations. Anyone planning on spending alot of time leveling should make use of this skill. Keep in mind that you still actually die, so you do lose 1%.

Quote:
* Kahai (LV 7)
Active

Requires Spirit of the Priest LV 1, Spirit of the Monk LV 1, Spirit of the Crusader LV 1

Description: While this buff lasts, every time you get attacked (skill attacks are not affected), it takes your SP and heals your HP.

There is no casting time associated with this skill.

LV / SP Taken / HP Healed
1 - 5 - 200
2 - 10 - 400
3 - 15 - 600
4 - 20 - 800
5 - 25 - 1000
6 - 30 - 1200
7 - 35 - 1400



This is another amazing skill. As long as you have enough sp, you're nearly guarenteed not to die. This skill can drain an incredible amount of sp if you're mobbed though, so its probably best not to mob train with this skill, otherwise you might be falling back on Kaizel way sooner than you want.

Quote:
* Kauf (LV 3)
Active

Requires Spirit of the Assassin LV 1, Spirit of the Rogue LV 1

Description: Allows you to absolutely dodge an enemy attack randomly. When you dodge even once, the effect disappears.

Lasting time is fixed to 10 minutes.
Casting time is fixed to 0.5 seconds.

LV / Flee Chance / SP Taken
1 - 33% - 20
2 - 66% - 30
3 - 100% - 40


Well, its like the old KE, but only blocks 1 hit. I don't personally think its worth the skill points, but its not terrible, and only 3 points. Not bad if you already plan on getting sin and rogue links.

Quote:
* Kaite (LV 7)
Active

Requires Spirit of the Wizard LV 1, Spirit of the Sage LV 1

Description: It will reflect most of the offensive magic and heal back to the caster. When it has reflected certain amount, it will disappear. If the heal skill used on you gets reflected, the amount of healing done to the caster will be decreased.

Note that magic spells done by monsters that are above LV 80 can no longer be reflected, and it no longer stacks with Assumptio. The skill also does not reflect spells done by Boss-type monsters.

SP taken is fixed to 70.

LV / Casting Time / Reflect # / Lasting Time
1 - 6 Sec. - 1 - 1 Min.
2 - 5.5 Sec. - 1 - 2 Min.
3 - 5 Sec. - 1 - 3 Min.
4 - 4.5 Sec. - 1 - 4 Min.
5 - 4 Sec. - 2 - 5 Min.
6 - 3.5 Sec. - 2 - 6 Min.
7 - 3 Sec. - 2 - 10 Min.


Pretty useless for leveling, but it might prove useful in woe for reflecting targeted spells. Nothing would be more fun than seeing a wiz try to stone curse you and then he gets locked himself. Otherwise, its not that useful.

Quote:
* Kaina (LV 7)
Passive

Requires Enjoyable Rest LV 1

Description: Increases the power of Enjoyable Rest and increase your Max SP.

Also, if LV is above 70, Kaina reduce Estin, Estern, Esma's SP taken by 3% (Master = 21%). If LV is above 80, 5% each for max of 35%. If LV is above 90, 7% each for max of 49%.

LV / Enjoyable Rest Bonus / Max SP Bonus
1 - 40% - +30
2 - 50% - +60
3 - 60% - +90
4 - 70% - +120
5 - 80% - +150
6 - 90% - +180
7 - 100% - +210


This skill isn't a bad idea really if you plan on going all out on the Esma build. Those Es skills use alot of sp, so getting extra max sp and reducing sp costs is pretty sexy. Otherwise, its still a good skill to have just for the max sp, but you don't need to max it for it to be effective.

ES MAGIC

Quote:
* Estin (LV 7)
Active

Requires Spirit of the Wizard LV 1

Description: This is a magical skill that attacks only Small monsters. The affected monster is pushed back by 2 cells. When this is used on monsters that are not Small, it will do nearly no damage, but it will push them back. When LV 7 version of this skill is used, you can use Esma for next 3 seconds.

This skill is affected by Warm Wind.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 0.1 seconds.

LV / Damage / SP Taken
1 - 10% - 18
2 - 20% - 20
3 - 30% - 22
4 - 40% - 24
5 - 50% - 26
6 - 60% - 28
7 - 70% - 30


One of the three 'root' skills for Esma. Esma can't be cast directly, but instead can only be cast within 3 seconds after firing off an offensive Es skill, either Estin Estern or Esk. Since this is a prereq for Esma, you may as well get it.

Quote:
* Estern (LV 7)
Active

Requires Spirit of the Wizard LV 1.

Description: This one deals damage to Medium-sized monsters, and cause 2 second of stun. While this deals full damage to both Small and Large monsters, but it will not stun them. When LV 7 version of this skill is used, you can use Esma for next 3 seconds.

This skill is affected by Warm Wind.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 0.1 seconds.

LV / Damage / SP Taken
1 - 5% - 18
2 - 10% - 20
3 - 15% - 22
4 - 20% - 24
5 - 25% - 26
6 - 30% - 28
7 - 35% - 30


The second of the three Esma 'root' skills. Since this one is also a prereq for Esma, there's no reason not to take it. The damage sucks, but stun might be nice in certain situations.

Quote:
* Esma (LV 10)
Active

Requires Estin LV 7, Estern LV 7

Description: This is a very strong magic that changes element of its attack depending on Warm Wind. This skill can also be used (within 3 seconds) after casting any of "Spirit"-type buffs.

This skill is affected by Warm Wind.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 2 seconds.

LV / Damage / SP Taken
1 - (40 + BLV)% x 1 Missile - 10
2 - (40 + BLV)% x 2 Missiles - 20
3 - (40 + BLV)% x 3 Missiles - 30
4 - (40 + BLV)% x 4 Missiles - 40
5 - (40 + BLV)% x 5 Missiles - 50
6 - (40 + BLV)% x 6 Missiles - 60
7 - (40 + BLV)% x 7 Missiles - 70
8 - (40 + BLV)% x 8 Missiles - 80
9 - (40 + BLV)% x 9 Missiles - 90
10 - (40 + BLV)% x 10 Missiles - 80


There it is, the one true attack skill of soul linkers. The power of the skill goes up with your base level, and at high base level, these bolts can be devastating. Soul linkers can reach attack power similar to that of wizards, so these bolts are much stronger than the elemental bolts fired by mages, with much shorter cast time and delay. You can even swap the element of Esma with warm wind.

The main downside is you can't cast this skill unless you combo it Estin, Estern, Esk, or any of the link skills. Its use may be even more limited if it turns out Es magic cannot be used on players.

Quote:
* Esu (LV 7)
Active

Requires Spirit of the Priest LV 1

Description: Makes the monster small, making their MoveSpeed very slow. If this is used on a Boss-type monster, this skill only lasts 1/5 of normal time.

If you use Esu on a monster that is already under the effect of this skill, Esu will be canceled much faster on the enemy, as well as causing you to be stunned.

There is after-cast delay of 0.5 seconds.
Casting time is fixed to 1 second.

LV / Lasting Time / SP Taken
1 - 1 Sec. - 75
2 - 2 Sec. - 65
3 - 3 Sec. - 55
4 - 4 Sec. - 45
5 - 5 Sec. - 35
6 - 6 Sec. - 25
7 - 7 Sec. - 15


As far as I'm concerned, this skill is kinda useless unless you solo as a pure Esma build. Otherwise, I'd pass on it.

Quote:
* Esk (LV 3)
Active

Requires Spirit of the Knight LV 1

Description: Increases monster's ATK by 4x, but decreases their DEF by half. After this skill is used at whatever skill level, you can do Esma as long as you cast Esma withint 3 seconds after using Esk.

There is after-cast delay of 0.5 seconds.

LV / Lasting Time / Casting Time / SP Taken
1 - 10 Sec. - 3 Sec. - 55
2 - 20 Sec. - 2 Sec. - 35
3 - 30 Sec. - 1 Sec. - 15


While this is one of the three root skills to combo into Esma, the 4x attack power makes it less than desirable. The cut in def is nice, but there's not many enemies I want to reduce the def of that I would like much with 4x attack. I can smell the skill abuse with this skill from a mile away though.

Quote:
* Eska (LV 3)
Active

Requires Spirit of the Monk LV 1

Description: Forces the monster to have a state similar to Monk's Mental Strength.

There is after-cast delay of 0.5 seconds.

LV / Lasting Time / Casting Time / SP Taken
1 - 10 Sec. - 3 Sec. - 100
2 - 20 Sec. - 2 Sec. - 80
3 - 30 Sec. - 1 Sec. - 60


I *REALLY* hope skills like this are usable in woe, to be honest. Even so, this is likely to be quite an under-rated skill. Got problems with any monsters using skills? BAM! Slower attack speed, no skills. Got an OI monk or icepick sin in your party? You've got a new best friend. With monsters getting scarier with skills (for example - Elder), I can see this still actually becoming very practical.

The Builds

Soul Linkers arn't quite as varied as other classes, but there is still certainly quite a destinction between the different character builds. Soul linkers can equip pretty well anything that a wizard can, meaning that not only can you use some decent gears, you can also wield daggers. Here's some examples to get started.

The Slave Linker (Pure Link build)

Invariably people are going to build soul linkers solely to support someone, or thier own characters. This kind of build is quite simple, and generally aims at being complete at a lower level. Skill builds are pretty well as many links as you can muster, and are generally slaved to high level. Here's what a pure linker might look like (no stat bonus's showing).

(lvl 80)
STR 40
VIT 10
INT 90
DEX 50

The Esma Bolter

This build specializes in the powerful attack magic of Esma. Everything about this character revolves around firepower, and hence will not have much room left at all for links.

Esma is an incredibly powerful skill, but its definately challenging to build around it. Esma has quite a few prereqs (Estin lvl 7, Estern lvl 7, Spirit of the Wizard lvl 1, Spirit of the Sage lvl 1), which makes it tough, and you need to cast a lead-in or root skill to combo into esma, you cannot cast it on its own. And last but not least, Esma and its root skills use a heck of alot of sp, so investing in Kaina might be a worthwhile cause.

Thinking of these requirements, I made a skill build that has high magic attack, and moderate casting speed. The stats are provided without bonus's.

(lvl 95)
STR 30
VIT 25
INT 99
DEX 76

For gears, you would try to put use as much wizard matk gear as you can muster, thereby boosting your bolting potential. If ES skills work on players, this build could be easily tweaked as well to be effective in woe with a bit more vit.

The Battle Linker

The battle linker unlike regular soul linkers continues to sharpen his combat skills. Instead of kicks, you use daggers, but you retain the ability to link to other players, support yourself with Ka magic, and endow your weapons elementally. For the most part, this plays almost exactly like a battle sage, except without the autobolts and better defensive skills. Since there arn't many important soul linker skills for combat, you can use the remaining points on links to support the players you party with. I whipped up a quick build (no stat bonus's showing) for battle linkers.

(lvl 95)
STR 70
AGI 75
INT 60
DEX 46

For equipments, I would recommend mocking muffler, carded daggers of your own preference, and as much agi and str bonus's as you can muster. Def isn't going to be an issue unless monsters are hitting you for huge. When your hp starts to get low, you can activate Kahai on yourself ot recover your hp. Skills like Kauf and Kaite might be worthwhile in this build. Some points in Kaina might also be useful for the additional sp. Otherwise, you can stock up on some links and make yourself useful in a party situation.

credit goes to doddler of ragnainfo^^


Also discuss the soul linker job here
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Webfox
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Power of Sound
I have a Soul Linker po, Esma build. Alam ko po eh sa Es-type of skills lang pwede magamit in conjunction ang Esma, hindi po pwede kasama mga spirit skills. Correction ko lang po sa contents sa taas na naka-indicate na pwede mo i-connect ang Esma with the said skills. ^^
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Athalia
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WHERE'S YOUR BRAIN?
Konti lang ba SLs na nandito? /heh

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¤ -Sherwin- ¤
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= (
ako may SL /heh pure vit /heh
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