Genetic (guide)


The Genetic Skills


The Biochemist with a Wizard's Heart had a quite short portion of the skill descriptions and explanations because Biochemists are given with four skills. The Genetic however is provided with nineteen [19] skills in which twelve [12] are offense based. The skills do not simply inflict damage, they are infused with status ailments and some skills even decrease attributes for a period of time. Because of the variety of skills given to the class it should also be taken into consideration what to prioritize.
Sword Training Passive Skill No Prerequisites Mastered at Lv5 Why should you get it? Sword Training will be the foundation of your offensive capability, particularly if you decide to maintain a variety of dagger and sword-type weapons. Of course this enhances the manual attacks you inflict, considering that Genetics are not well-endowed with physical capability.  Compatible Builds: The Fortress, Cartmeister, Dual Power.
Cart Remodelling Passive Skill No Prerequisites Mastered at Lv5 Why should you get it? Cart Remodelling expands your weight capacity, and improves the quality of cart-based skills.   Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower   Cart Tornado Active Skill Prerequisites: Lv1 Cart Remodelling  Mastered at Lv5 Why should you get it? A good skill that can be combined with Cart Revolution, Cart Tornado is an effective mob clearing skill despite a slight delay on the animation sequence.   Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
 Cart Cannon Active Skill Prerequisites: Lv2 Cart Remodelling Mastered at Lv5 Consumes: 1 Cannon Ball Why should you get it? Cart Cannon is one of the ranged skills in the Genetic skill tree. It does carry the weapon element but it needs a Cannon Ball to use. Intelligence is the main damage factor for this skill, as well as the level of Cart Remodelling.  Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Cart Boost Active Skill Prerequisites: Lv3 Cart Remodelling Mastered at Lv5 Why should you get it? While you can get other walkspeed enhancements readily available, you might consider this skill for the attack bonus it can provide to your cart-related skills. Otherwise, if you are a Lif owner or well-buffed with other sources of speed and attack enhancers, you might skip this skill instead.  Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder
Thorn Trap Active Skill Prerequisites: Lv2 Special Pharmacy Mastered at Lv5 Consumes: 1 Thorny Seed Why should you get it? This is very effective in the field considering that it can lock opponents for quite some time. In siege or pvp however, it has a large weakpoint that needs a little micromanagement. The attacks inflicted by the traps can activate auto-cast skills which adds more bolts and gusts to your arsenal.   Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Blood Sucker Active Skill Prerequisites: Lv3 Special Pharmacy Mastered at Lv5 Consumes: 1 Blood Sucker Seed Why should you get it? Considered to be a �€Ĺ“taunt�€� skill, Blood Sucker can be implanted to three different targets and leech a percentage of the damage inflicted as a recovered health point. The main disadvantage of this skill is the allowed distance between the caster and the target, which gives you the idea to kill it instead of slow death.
Spore Explosion Active Skill Prerequisites: Lv4 Special Pharmacy Mastered at Lv5 Consumes: 1 Explosive Mushroom Spore Why should you get it? The physical damage this skill can inflict in a 11x11 [at Lv5] is quite promising despite a quite long casting time. The detonation delay makes the skill less predictable for the opponent and makes it more flexible to reach more, especially for panicky targets who retreat to his team members.  Compatible Builds: Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Wall of Thorns Active Skill Prerequisites: Lv4 Special Pharmacy Mastered at Lv5 Consumes: 1 Thorny Seed Why should you get it? A skill that is defensive in nature yet is strong enough to be included in the offensive skill list; Wall of Thorns easily adjusts to the needs of its owner. It can become a munching barricade, or set it ablaze for a massive firewall, this skill can become a chokepoint saver in siege as well.   Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
The Genetic Builds-
Classifications and Rationalizations While Biochemists can be distinguished easily through skill setup, Genetics can be classified and created through these prototypes that harness different facets of the character’s strength. There will be a sample equipped weapon on some of the builds to secure a particular target value, but everyone is given the autonomy to change them (remember this article is for guidance and not for absolute definition).

•    The Dual Power
A dual power Genetic utilizes the power of being a ranged bomber and a melee fighter. It was placed in balance that the defensive capabilities are not compromised to ensure prolonged resilience and survival.
example stat build:
1.)
STR 105+5
AGI 85+5
VIT 82+3
INT 95+15 [Aria Glaris Doll + Black Frame Glasses]
DEX 69+6
LUK 2+1

2.)
STR 95+5
AGI 95+5
VIT 82+3
INT 99+11
DEX 69+6
LUK 9+1

The Dual Power Genetic is formed to be offensively and defensively capable in the field. This enables the player to be resilient and adaptive on whatever the circumstance needs. Both sources of offense are fortified in values, and as you can see defense and evasion have been well-provided with balance.
Physical Attack Power:
Magical Attack Power:
Defense:
Evasion:
Brewing Capacity:

   •    The Triple B [Brewer-Bomber-Breeder]
A Triple B Genetic gives a critical attempt to gather all the good stuff by squeezing the important skills with the available skill points. This classification utilizes the use of homunculus, the bottle skills and the production of materials all rolled into one. example stats:
1.)
STR 65+5
AGI 85+5
VIT 47+3
INT 109+11
DEX 99+6
LUK 52+1

The Triple B Genetic is created in such a way that it can effectively manufacture potions and still be worthy enough to participate in the field. Physical defense is quite compromised to give way to brewing capabilities, and evasion will be the primary defense factor for this build. Attack power is fairly maintained to establish a good throw for Acid Bomb, and of course to be somehow physically adept in the battlefield.
Physical Attack Power:
Magical Attack Power:
Defense:
Evasion:
Brewing Capacity:

•    The Fortress
The Fortress changes the routine INT-flooded build and focuses on the melee abilities of the class. It utilizes bottle skills and engages with close range battle tagged with combination of skills that will amplify its ability and survivability. example stats:
1.)
STR 115+5
AGI 85+5
VIT 87+3
INT 19+11
DEX 94+6
LUK 23+1

The Fortress is like a more beefed-up build that deals effective close-range damage, a trait that is quite rare for those who ascended further from being a Biochemist because most of the skills are ranged and intelligence-based. This frame has one of the most resilient setups, which can be infused with potion skills turning them into melee warriors that can support other members.
Physical Attack Power: ∆∆∆∆
Magical Attack Power: ∆∆
Defense: ∆∆∆∆
Evasion: ∆∆∆∆
Brewing Capacity: ∆∆∆

  •    The Pyroclastic Chemist

The Pyroclastic Chemist is recommended for those who love to throw and fire at will. Its build was balanced enough to averse incoming damages; inflict reasonable damage to opposing force through close and long range, and sturdy enough to battle in out it in the field.example stats:
1.)
STR 75+5
AGI 85+5
VIT 67+3
INT 103+17 [Crown of Deceit]
DEX 104+6
LUK 12+1

This frame can deliver effective throws in the field by combining a good amount of physical and magical abilities. Both defensive factors are within acceptable limits, and it has a fair proficiency in brewing.
Physical Attack Power:
Magical Attack Power:
Defense:
Evasion:
Brewing Capacity:

•    The Flamethrower
What makes this classification different from the Pyroclastic Chemist is that it does not harness strength in the build. This is the closest to the conventional biochemist build despite adjustments to the defensive portion of the stats. While others may get this a bit stingy considering that the classification focuses on Acid Bomb and yet we compromised STR which equates to less effective throws, the focus of this classification is to utilize skills afar with two words- destroy and disable. example stat:
1.)
STR 5+5
AGI 115+5
VIT 77+3
INT 105+15 [Maestro Ribbon + Erudite Glasses]
DEX 84+6
LUK 22+1

The Flamethrower is the closest to the classic Biochemist build, it was only infused with a chunk of aversive capabilities to establish better survival rate in the field. A build that can harness better magical capabilities, this path moves further with one offensive tier.
Physical Attack Power:
Magical Attack Power:
Defense:
Evasion:
Brewing Capacity:

•    The Cartmeister
While most of the classifications also utilize cart skills, the Cartmeister is a modified Fortress that can engage with mid-range battles and bottle skills. This classification is a good option for Alchemists who will bypass transcendence.  example stats:
STR 115+5
AGI 95+5
VIT 87+3
INT 39+11
DEX 74+6
LUK 8+1

Cartmeister and The Fortress share similar frames, the main difference is that this particular build is recommended only for those who will bypass transcendence [Alchemist Genetic] providing them with limited skills that can be acquired if they transcended as a Biochemist. The build was created in such a way that being a bypass does not mean less resilient or half-effective.
Physical Attack Power:
Magical Attack Power:
Defense:
Evasion:
Brewing Capacity:

In forming the right build for your Genetic, let no one stand in your way especially if you know what you are doing. Don’t go with a build that they think is good; remember this is your character in the first place. Go with a build that you will enjoy, I only gave you prototypes that work but I will never impose someone to do “cookie-cutters”.   Also please, do not try to get all in one build or else you’ll end up being mediocre. If you are planning to be effective in the field or pvp, create a build for this particular goal and don’t go split ways and give an attempt to be also good at brewing. If you want something that is good in the field and also has an itch to brew like there’s no tomorrow- create two Genetics. That way you won’t end up mastering nothing, but rather fulfilling both goals with high colors.

The Genetic Wardrobe:

Choosing the Right Size I will not give exact outfit setup in this guide. I will be leaving the options to you. For the meantime I will give a short list of what is recommended for you to have, and the list includes general merchandise to rare pieces infused with recommended set of cards.

Generally Compatible Weapons
Twin Edge of Naght Sieger Red
Twin Edge of Naght Sieger Blue
Elemental Sword
Hurricane Fury
Valorous Gladiator Blade

Generally Compatible Armory
Valkryjan Shield
Tidal Shoes
Wool Scarf
Alice Doll
Gemmed Sallet
Sunglasses
Valkyrian Armor
Meteor Plate
Naga Armor
Naga Shield
Orlean’s Server
Orlean’s Gown
Orlean’s Gloves

Generally Recommended Cards

Racial Cards
Anti-Race Cards
Raydric
Dark Illusion
Dark Lord
White Lady
Doppleganger
Baphomet

As you can see I have not included much of the newly released equipment because based on observation, old-school is, in general, still very effective despite the changes in gameplay. You can also notice that the Dark Lord- Dark Illusion combo is still on my preferred card set because it outweighs its own drawback. Meteor Storm auto-cast will always work, unless you are going to level in Thor’s Dungeon for life.   The Naght Sieger series proves its worth for several episodes already. It is also compatible with the current Genetic skill set, plus it has plenty of slots that can be inserted with different card combinations depending on your preferences. The Elemental Sword has an uncanny ability to dish out random bolts, only if you know how to tag them into several hits. Hurricane Fury and Valorous Gladiator Blade are general damage dealers for melee prototypes, maximizing inflicting damage delivered every hit.   The set list of armours is mostly combinations to give better combo effects. Tidal Shoes and Wool Scarf will always be on the list because of the much needed health point increment, as well as the Orlean’s complete set for management of incoming magical attacks and the delivery of spells.   Cards are divided into two categories - supportive and offensive. White Lady is in the list only if you have a priest class in your account so that you can maximize its purpose. Baphomet Card, the ever so underrated yet so compatible with auto-cast builds can inflict more attacks per slash which means more chances of auto-casting.

No comments:

Post a Comment