nice guide for WoE(a little long, read the basic)

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phyxius
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nice guide for WoE(a little long, read the basic)

Post by phyxius »

this is a nice guide for WoE, defend and attack...read the basically and ur class, so this will help us a little more

------------------------------------------------------------------------

------------
Disable mode
------------
Do take note that some things and effects are useless in WOE as their effects
are disabled.

1: Attack power is not shown.
2: All skills are simplifed.
3: Guild logo is shown on top of the character.
4: Some of the skills cannot be used.
5: When character is dead, he will be teleported to the save point.
6: Although skills have knock back effect like magnum break, it will just be a
normal attack.
7: Using of wing of fly and teleportation skills are not allowed, you are only
allowed wing of butterfly.
8: Effect of phem card is cancel. so those with casting can forget about
casting sucessful spells.

---------------
Defend strategy
---------------
The castle defense is very important, here is what you can do

1: Kill whatever champtions and casting character first, but I don't realy
recomand this because it is a waste of time.
2: Spawn whatever skills like firewall, stom gust, lord of vermilion, meteor
stom and heaven drive at the entrance.
3: Heal the emperium with sanctuary or gospel(gospel is comfirm usefull agasint
emperium).
4: Snipers must stand very very far away from the metee fighters and set traps
on the entrance and at the back of the metee fighters.
5: Tryu to kill whatever enermy you see along your way.
6: Place your metee fighters at the front, assasin cross and champions behind
at the emperium.
7: On your runwatch and sight at all times.
8: Always jam up the emperium room entrance with many people as possible

Each castle has a gate(entrance) and a core(mainly the castle itself) but some
don't have, but each castle defend strategy is still the same.

-----------------
The guild dungens
-----------------
The members of the guild of the castle can go to the guild dungens by finding
the switch. It is somewhere around the castle, the dungen monsters are hard to
kill and have alot of HP but tons of EXP.

Prontera guild dungen monsters:

Maya
Maya purple
gullinburshi
creamy fear
leib oimai

Geffen guild dungen monsters:

Dark lord
Dark illlusion
Mini demon
Warth dead
Zombie prisoner

Payon guild dungen monsters:

Eddya
Cat o nine tails
Amnut
Skeliton genaral
gajomat

Aldebaran guild dungen monsters:

Doppleganger
Anicent worm
Owl baron
Giant spider
Giant hornet

==============================
The castles(with defense tips)
==============================
------
Geffen
------
Geffen castles are the furtest castles and you can only get there by a warp.
Their maze are very easy to broken so don worry.

Geffen 12:
This castle is the same as all the other geffen castles, they all have a gate
which lead to a maze directly and after you broke through it, you will reach
the core. Simple after this just find the emperium room.

Defend tips: Put your high wizards at the entrance with a clown and gyspy as
well as scholars. Do put some metee fighters too, champions and priest are
compusary while the other stay in the emperium room. The high wizards MUST
spawn the entrance or else the enermy will get through.

Geffen 9:
This castle has many gates, hard to break through but all lead to the same
route to the core. This is also the hardest to defend so all the members are
advise to stay inside the emperium room unless you have alliance to help.

Defend tips: As mention earlier, this castle is definaly hard to defend but
stay at the emperium room at all times. Put all metee fighters and as many
people as possible. High wizards and scholars stand at the back and snipers
stand at the back for surport.

Geffen 2:
Same as other geffen castles, I don have to explan much.

Defend tips: Same as above, but this time spawn only at the entrance while the
rest at the emperium room.

Geffen 7:
The maze is also very easy to broke through, once you reach the core, just find
the emperium room.

Defend tips: To defend this castle is very very easy, just spawn the gate and
some at the entrance, I don have to explan much ether right?

Geffen 5:
The maze is also very easy to broke through, insisdde the core has two ways to
the emperium room and ether way will lead you to there.

Defend tips:
The gate of this castle is very small, so your little spawning can mean big
spawning, same as the above, just follow the intructions above. The emperium
room has water pits for water ball.

Other tips: Other than the above defending ways, there is another way by
spawning dead brunches outside the castle. Since the field is gef_fild 13, you
can spawn monsters but I don't realy recomand you to do this as it cause unfair
to the enermies. The motive of this plan is to slow down the enermies and
wasting their time and potions(best use for geffen 9) but the spawnmer itself
will ahve to sacrifice itself so he/she is advise to wear a teleport clip or
whatever but he/she must be level 99.

-----
Payon
-----
Payon castles all have a big gate, but the maze inside the gate is very easy to
break so this makes the defend very easy to broke. Even the emperium rooms of
the payon castles itself is a maze.

Payon 11:
Just go inside and you can broke through the maze ad reach the core easily. But
do take note that some archer guardians are standing on the floor.

Defend tips: you will need two guilds in work in order to get the best defense,
guild one will stand at the gate while guild two at the emperium room.

Payon 12:
Same thing, but don't lost your way inside the core as it has steps to confuse
you.

Defend tips: Since the gate is quite small and the whole castle itself is a
maze, just put a little bit of spawn at the gate and some at the emperium room
or you can follow the instructions above. One guild should be able to do it.

Payon 2:
Same as above, the maze is just a push over, just don lost yourself in the core
thats all.

Defend tips: to defend it is just a push over, just follow the instructions
above but you will need two guilds in order to do it.

Payon 6:
The gate is like a big door, it is realy realy hard to get pass the defenders
if it is heavily defended. But the core itself is quite easy to break through.

Defend tips: You may need more than two guilds in order to do it, the gate
itself is too big and a total amount of 2 guilds are used on the gate. One
guild is also needed for the emperium room.

Payon 5:
It is almost the same as the other castles eccept payon 6, I myself have walk
through this castle once so I cannot realy remember the maze inside but the
gate itself is just nice and enough for one guild to defend while the others in
the emperium room.

Defend tips: As mention above, this castle is quite easy to defend but two
guilds is needed.

Other tips: This is one of the fiercest battles in WOE as payon castles is just
located beside the city itself, so many guilds will definaly attack the castles
here. You will need your alliance help in order to defend well.

--------
Prontera
--------
The prontera castles are rumored to give good tresures, many guilds attack it
for this, but the weekness is all their gates are too big.

Prontera 11:
This castle's maze is easy to broke through but the core itself is very hard.
By appearence it has many warp portals but sill it is very easy to broke
through.

Defend tips: The gate is very big and it is very hard to defend, a total of 3
guilds will be needed to defend it. two guilds at the gate and one inside the
emperium room. The two guilds at the gate is enough to stop enermies from
coming in so those in the emperium room can rest unless you see those cloakers.

Prontera 1:
This is almost same as other prontera castles, the maze is also quite easy to
broke through but do take note that the core inside is also a maze.

Defend tips: Almost same as the other castles, just jam and spawn whatever you
can. Follow the instructions above.

Prontera center:
This castle is located at the center of the prontera castles. The gate is also
very big, same as the other castles, the core itself is also a maze.

Defend tips: Same as the other prontera castles, but the gate may be very big
so I will suggest put two and half guilds to defend while the rest in the
emperium room.

Prontera 7:
The gate is very small and is also a maze. The core itself is also a maze so
this makes the whole castle a complete maze. Still for emperium breakers, if
you can go pass the defend just reach for the emperium room I believe the maze
is very easy to break.

Defend tips: Since the gate is very small, one and half guilds is enough, your
alliance and some of your guild memebers should be enough for the gate while
the rest in the emperium room.

Prontera 5:
Same as prontera 7, their structure is almost the same outside and the gate
also, so just focus on the core's maze.

Defend tips: Same as prontera 5, just spwan with one and half guilds at the
gate and the rest in the emperium room.

---------
Aldebaran
---------
Aldebaran castle's gates are too big that it looks like it has no core, as a
matter of fact, the whole castle itself is the core. The castles also have the
hardest maze to break compair to the prontera castles as it has too many warp
potrals here and there to confuse emperium breakers.

Aldebaran 11:
Completely very hard to break even the maze itself, I only walk in this castle
once when I try to break it, I was killed by the defenders, so the best way is
to walk in this castle befeore the WOE starts to memerise the emperium room. If
not you will have a hard time finding it. Do take note of the floor structure.

Defend tips: If I am right, the emperium room has water for water ball so
scholars can save some deluge skill. Those in the emperium room can spread out
around the room. High wizards try to stand at a part with water. Do remember to
spawn area spells too. As for the entrance of the castle, just put whatever you
can, so two guilds in total you will need for the defend of this castle.

Aldebaran 7:
The gate may be jamed with alot of defenders, it is also hard to break the
maze, so same as above, figure out the maze before WOE starts.

Defend tips: Since the gate itself is the castle and it has steps to the second
floor, snipers can stand at the second floor where the archer guardians are
standing and shoot the enermies. Jam the metee fighters at the gate to block
the entrace and it should be enough to block everything unless a gang bang*
happen. So for the best defense, two guilds are needed. The emperium room
should have water for water ball skill.

*Gang bang: A gang bang happens when the enermy guild rush in together as a
team and it may be able to break the defense at the gate even the strongest
defense.

Aldebaran 6:
Just beside aldebaran 7, The gate is far too big, so emperium breakers have the
chance to broke through the maze very quicky but the best way is the memerize
the while maze before WOE starts.

Defend tips: The best is to use three guilds together, one at the emperium room
while two jam up the gate to prevent any gang bang or anything to slip pass.
Snipers can stand with the archer gurdians at the second floor. The emperium
room structure is also very small so try to put high wizards at water sports if
there are any and metee fighters at the entrance of the room.

Aldebaran 5:
I think this castle is also very hard to break as it has many warp potrals,
same as above memerize before breaking. If i am right, the emperium also have
warp potrals.

Defend tips: The gate itself is not too big but still you must jam up the
entrance with one guild and one in the emperium room so two guilds is needed.
The emperium also has water for water ball.

Aldebaran 1:
It is the same as any aldebaran castles, just follow the instructions above.

Defend tips: almost the same, two guilds are needed, emperium room should have
water pits for water ball while jaming up the entrance.

=========================
The Advance class in work
=========================
The update of the advance reborn class has make WOE a more fun event to play
especialy the champions, they can cast asura strike with just a few skills.
Stalkers also can strip enermy's equipment with one skill. Here is the list of
the advance class and what they should do.

------------
Lord knights
------------
Amount needed: More than 10, max 20.

Types: Spear lancer(any amount), AGI two hand(1 is enough), Dual(1 is enough),
VIT tankers(5-8), Bersek emperium breakers(1-5), AGI ctrical(1 is enough)

Postion standing: At the front of the gate if you are defending at the gate and
at the entrance of the emperium if you are defending at the room. AGI types
stand beside the emperium, tankers can stand at the front. The emperium
breakers can solo castles but when defending, you have to on your bersek while
standing beside the emperium.

--------
Paladins
--------
Amount needed: Max amount 15 is enough.

Types: Devotion(amount is needed when slotting your members into party, make
sure each party has at least one devotion paladin), Sheld(5-8), Tankers(5-8),
AGI spear(1, also can break emperium)

Position standing: The devotion paladins must stand together with their party
members at all times and on your sacrifice skill when enermy gets closer. Sheld
types and tankers can stand at the front with the metee fighters. AGI spear
types beside the emperium, you can go and break castles if you want but be very
careful. Those who have gospel can on gospel near the emperium or with your
party members, do not spawn gospel anywhere.

Note:
Gospel: On gospel when you are striped or when you are near your party, for
those AGI paladins who have gospel, spawn it whenever the emperium is heavily
attacked.

-------
Snipers
-------
Amount needed: Max amount 10

Types: Any types, just not more than 10.

Postion standing: At the back of the metee fighters at the emperium room, whole
defending at the gate, also stand at the back. Remember to spawn traps too, and
on your detect whenever you see assasin cross hiding.

Note:
Traps: Set traps at the back of the metee fighters incase any tankers or
emperium breakers escape. Spawn alot of ankle snares follow by any traps you
want, it is comfirmed that the traps do work.

-------------
Clowns/Gyspys
-------------
Extra note: when you need them, always keep a pair and always slot them into
party.

Amount needed: Any amount as long as they are in a pair.

Types: Any types as long as they are in a pair.

Postion standing: Those with poem stand with the high wizards, those with
arrows stand with the snipers, those with apple stand near the emperium while
those with arrow vulcans with the snipers.

Note:
Apple of idun: Use this skill when the emperium is under attack to heal the
emperium together with sanctuary and gospel.

Loki's well: Use this combo skill only when there are enermies.

Scream and froze joker: Use this skills when there are enermies, you may even
stun your own guild mates but at low chance.
------------
High wizards
------------
Amount needed: Not more than 10 as lonf as they can cast different area spells.

Types: Any types as long as have area spells(not more than 10)

Postion standing: Some at water pits if the castle has water pits at the
emperium room. Those with no water pits can stand at anywhere as long as you
can spawn spells at the entrance. Always on sight at all times, those with
safty wall can cast around your party members and yourself.

Note:
Spawning of spells: Don't care whatever stom gust, meteor stom, lord of
vermilion or heaven drive, just spawn whatever you got. Heaven drive may be
small but it can also be deadly. All four area spells muct combine so that the
enermies will recieve different element status.

--------
Scholars
--------
Amount needed: Not more than 5

Types: Element type with no deluge and land protect(1), Element type with
duluge and land protect(as many as you want), Battle types(1 or optional),
other types(any amount)

Postion standing: Near the high wizards or beside your party, spawn deluge
whenever you can so that water can be used. Those with heaven drives must also
help to spawn with the wizards, tunder stoms can also be used. Spawn land
protect whenever there are enermy high wizards. In your sight at all times. Use
froze driver, fire wall and spiderweb when danger rise.

Note:
Froze driver: You ae the only one who can use froze driver as the high wizards
are busy with their spawing jobs, use this skill whenever there are enermies
who escape from the defense of the metee fighters.

Fire wall: A total of three fire walls can be cast, so just spawn it at the
entrance or at the gate when there is no enermy or there is enermy, block them
from coming in.

Spiderweb: Spawn this webs with the traps, it is best to trap the enermies who
escape so that the snipers can handle them.

-------------
Assasin cross
-------------
Amount needed: Max amount 8

Types: Emperium breaker(any amount), Soul breakers(not more than 5), Others(any
amount)

Postion standing: Near the emperium, spawn venon dust around the emperium. Soul
breakers can stand at the front with the metee fighters and spawn venon dust to
posion the enermies. Emperium breakers must cloak into enermy castle to break
the emperium.

Note to emperium breakers: When you the time, it is best to go to any castle
you want to memerize the structrue and the maze in order to break the castle.

Note:
Venon dust: Spawn venon dust at the entrance or at the emperium to posion the
enermy emperium breakers.

--------
Stalkers
--------
Amount needed: Not more than 5

Types: Stripers(max amount 5), AGI dagger(1), Bow(1-2)

Postion standing: Stripers stand at the front to strip the enermies equipments
off, the bow types with the snipers and the AGI dagger at near the emperium.

Note:
Copied skills: If you have copy a stom gust or any area skill, cast it
whereever you are at the entrance.

Full strip: Use only full strip, you don't have the time for so many strips.

Sword reject: Don't use this skill, it is useless, since only for sword and
dagger types, how many class are using it. It is not worth it. Those with
sacrifice still can kill you.

Note to bow types: If you have full strip skill, use it whenever there are
escaped enermies and take off their equipments, you may have to switch weapons.

------------
High priests
------------
Amount needed: Amount is decided when you slot your members into party.

Types: Turn undead and magnus(1 as long as they have surport skills and safty
wall), VIT tankers(any amount), party surport(acording to party), Battle
types(1 or optional)

Postion standing: Always stand at the emperium or near your party members,
Those battle types can spawn magun break. Those turn undead and magnus types
must stand near the emperium to spawn safty wall. Tankers can stand infront or
near party members. On runwatch all the time.

Note to tankers: Always use a ghostring amour, use your asumption skill and AGI
up with bless, use your kyrle skill also. You can survife asura with the above
skill and equipment used.

Note:
Safty wall: Those turn undead and magnus types should have this skill, this
skil can be cast around the emperium to prevent from touching the emperium even
one single damage.

Santuary: Use this skill whenever the emperium is undead attack, leave the
emperium breakers to the champions so don't worry about the heal amount the
breaker recieve.

Warp portal: Always use warp portals to go to castles, it is the most fastest
way even when your castle is beside the city. Before the WOE starts, go to
every castle and save the warp point but you can use teleport to return to save
point

Asperio: When an emperium breaker attacks the emperium, use asperio to the
breaker so that the weapon becomes holy and he cannot hit anymore.

---------
Champions
---------
Note to champions: All champions must have the skill asura strike even for the
AGI combo monk.

Amount needed: Any amount not more than 15

Types: DEX asura(any amount the more the better), AGI combo(1), VIT tankers(1-5)

Postion standing: Near the emperium, tankers infront or near the emperium, AGI
combo monks must use the chain crush combo to lunch asura strike. Kill any
emperium breakers with asura strike and on your runwatch.

Note to AGI combo champions: Triple blows>>>quadraple blows>>>the way of
dragon>>>chain crush combo>>>asura strike. Always use the combo above to lunch
asura strike, it is the best combo skill agasint the emperium breakers.


Note to all champions: No matter you are what types, always bring alot of blue
potions or royal jellys.

------------
Mastersmiths
------------
Note to mastersmiths: All mastersmith must have the skill meltdown and
hammerfall.

Amount needed: Max amount 10, the more the better.

Types: Tankers(1-5), AGI battle(1), other types(any amount)

Postion standing: Stand at the front with the metee fighters, AGI types stand
near the emperium with your meltdown ready to melt any emperium breaker's
weapons and amour. Tankers at the front.

Note:
Melting of equipments: You must always use this skill, some enermies may be
wearing ghostring card amour or golden bug sheld, sometimes orc lord amour or
maya sheld.

Repair weapons: Help your members to repair the broken weapons whenever you can.

Hammerfall: Spawn hammerfalls whenever there are enermies.
-----------
Biochemists
-----------
Note to biochemists: You must have the skill demonstration, and other potion
skills. Potion pitcher are excluded, most important is the full chemical
protection.

Amount needed: AGI battle(1), VIT tankers(max amount 5), others(any amount),
potion makers(Optional you will need it if the biochemist in your guild needs
the potions)

Potion standing: At the front with the metee fighters same for the tankers, AGI types near the emperium while spawning potion skill like demonstration and acid
terror. Summon a few floras and marine sphere too, it helps alot.

Note:
Demonstration: This skill breaks the enermy's equipment by chance, this is a
add on skill to the mastersmith's meltdown. Spawn as many as you can at the
entrance.


so analizae and post ur conclutions please, so we can talk about the strategies to follow

KillerSmo
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nice guide for WoE(a little long, read the basic)

Post by KillerSmo »

This is probably one of the best posts on this message board. I think the "Amount needed" number is completely off... I think you just need enough people to take over a castle (and defend it).

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Slayer
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nice guide for WoE(a little long, read the basic)

Post by Slayer »

Great Work Phy
That is the best formur on Woe
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Dark Falco
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nice guide for WoE(a little long, read the basic)

Post by Dark Falco »

The thing is phy, everyone use's their chars differently
haveing 2 proff's can be a problem, they both will contridict the other one the whole WoE(i have seen it first hand in AA they both left the guild)
I think there is a bit to many LK's and not many HW's
HW: Get MANY if you cant keep them all in the emp room, have them precast in another room as a first def.
LK: Dont not want large quantity's, Emp Breaker's and zerk protector's are all you baciclly needed
all so you might want some more Sinx's for agi tanks, emp defing/ breakering, and emp breaking

of corse this is my opinion not a fact so im not trying to over throgh ppl @_@
Dark Falco: 150 shadow chaser : TF Guild Leader
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nice guide for WoE(a little long, read the basic)

Post by Jaegar »

Parts of the guide are outdated, but I like this tip
Note:
Traps: Set traps at the back of the metee fighters
It's irritating when there's a trap wall the length of the screen in front of the melees so we can't touch people wo come in.
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krnmunky11
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nice guide for WoE(a little long, read the basic)

Post by krnmunky11 »

i would like 2 learn about how 2 get into guild dungeons and get uber experience ^.^ TEACH ME this is the first time i even heard about them lol
Deity
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nice guide for WoE(a little long, read the basic)

Post by Deity »

rofl. just go to the castle and find a switch on one of the stuff in the castle. the exp isn't uber really....cept for GGD which is famous for HP lvling :P

other than that..the others are ok =/ the mvps r nice but they dont spawn often (8 hrs?)

meh, you shouldn't really care that much for it
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