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Builds/Hyper Novice

From WeeklyRO Wiki

Hyper Novice is the 4th job of the Expanded Super Novice (Super Novice → Expanded Super Novice → Hyper Novice). It has two complete skill sets: physical skills borrowed from swordsmen and assassins, and magic spells in five elements. Pick one side; the passives and buffs for each side are separate, so a hybrid spreads you too thin.

These builds are advice, based on how skills are calculated on WeeklyRO. They are a good starting point, not the only way to play. Skill formulas can change with server updates. Stat and skill resets are cheap at the Reset Girl, so feel free to experiment.

At a glance

Role Physical area damage or elemental area magic, solo leveling
Weapons Dagger, one-handed sword, mace, one-handed axe or staff/rod. A shield for Shield Chain Rush
Main stats (3rd job) INT, DEX, VIT (magic) or STR, DEX, VIT (physical)
Main traits (4th job) SPL or POW, then STA
Difficulty Hard

Key 4th-job skills

All damage skills scale with your base level (×base level/100). Numbers are at max skill level with the matching Self Study passive at 10.

Skill Type What it's for Scales with
Self Study Tactics / Self Study Sorcery Passives +1 P.ATK (Tactics) or +1 S.MATK (Sorcery) per level, and they add ratio to every skill on their side –
Double Bowling Bash Melee, weapon element Hits a 9×9 area. 3 hits, +1 hit for each extra enemy caught (up to 7) 4,550% + 5 per POW per hit, base level
Mega Sonic Blow Melee, weapon element Single target, 0.35 s cooldown. Double damage on targets below 50% HP. Can crit and stun 8,900% + 5 per POW, base level
Shield Chain Rush Long range, weapon element, shield Hits a 9×9 area around the target. 1.2 s cast 13,900% + 5 per POW, base level
Spiral Pierce Max Long range, weapon element Single target, 1 s cast. +50% / +30% / +20% vs small / medium / large 16,300% + 5 per POW, base level
Napalm Vulcan Strike Magic, Ghost 7×7 area, 11-cell range, 0.3 s cooldown. Your best spam spell 7,250% + 3 per SPL, then +20%, base level
Jupitel Thunderstorm Magic, Wind 9×9 area, 1.8 s cooldown 18,300% + 3 per SPL, then +10%, base level
Hell's Drive Magic, Earth 9×9 area around you, 0.7 s cooldown 11,100% + 3 per SPL, then +10%, base level
Meteor Storm Buster / Jack Frost Nova / Ground Gravitation Magic, Fire / Water / Neutral Ground spells with a first hit and a lingering second part 2–5 per SPL, base level
Breaking Limit Self buff (physical) 5 minutes: Double Bowling Bash and Shield Chain Rush +120%, Spiral Pierce Max +130%, Mega Sonic Blow ×2. 120 AP –
Rule Break Self buff (magic) 5 minutes: Jupitel, Hell's Drive and Jack Frost Nova +70%, Meteor Storm Buster and Ground Gravitation +50%, Napalm Vulcan Strike +40%. 120 AP –
Overcoming Crisis Self buff 5 minutes: +15 P.ATK, +15 S.MATK and +75,000 Max HP at Lv 5. 50 AP –

Prerequisites: the physical skills need Self Study Tactics 5, the spells need Self Study Sorcery 5. Mega Sonic Blow needs Double Bowling Bash 7, Spiral Pierce Max needs Shield Chain Rush 7. Breaking Limit needs Double Bowling Bash, Mega Sonic Blow, Shield Chain Rush and Spiral Pierce Max at 7. Rule Break needs all six spells at 5. Overcoming Crisis needs both Self Study skills at 5. You get about 59 skill points by job 60.

Build: Magic (leveling)

The easier way to level, because you can pick the element that fits each map.

Stats
INT 130, DEX 120, VIT 120, rest AGI or LUK. DEX and INT shorten casts. Use a staff or rod.
Traits
First 60 points: SPL (+1% magic damage per 3 SPL, and every spell gets 2–5% ratio per SPL). Then STA or WIS so you don't get one-shot. Later, SPL up to 110, then CON. Your job bonus gives +10 SPL, +10 POW, +8 CON and +5 STA at job 60.
Skills to max first
Self Study Sorcery 10, Napalm Vulcan Strike 10, Hell's Drive 10, Jupitel Thunderstorm 10, then Meteor Storm Buster 5, Jack Frost Nova 5, Ground Gravitation 5 and Rule Break 1. Put the last points in Jack Frost Nova or Meteor Storm Buster.
Playing it
Keep Rule Break on. Spam Napalm Vulcan Strike on groups, and switch to the spell that hits the map's weakness: Hell's Drive on Wind monsters, Jupitel Thunderstorm on Water, Jack Frost Nova on Fire, Meteor Storm Buster on Earth.

Build: Physical (Bowling Bash)

For players who prefer melee. Breaking Limit makes this side very strong.

Stats
STR 130, DEX 120, VIT 120, rest AGI or LUK (Mega Sonic Blow can crit).
Traits
First 60 points: POW (+5% ratio per POW on all four skills). Then about 30 STA. Later, POW up to 110, then CON.
Skills to max first
Self Study Tactics 10, Double Bowling Bash 10, Mega Sonic Blow 10, Shield Chain Rush 8, Spiral Pierce Max 10, Breaking Limit 1, then Self Study Sorcery 5 and Overcoming Crisis 5.
Playing it
Keep Breaking Limit on. Pull a group and use Double Bowling Bash (more enemies = more hits). Finish single targets with Mega Sonic Blow: once they drop under 50% HP it deals double, and Breaking Limit doubles it again. Spiral Pierce Max is your ranged option and is best against small monsters.

Before 4th job (base 99–200)

As an Expanded Super Novice you can learn most 1st-job skills plus many Wizard spells. Most players level with magic: Lord of Vermilion (1,400% per hit at Lv 10) and Storm Gust for groups, Jupitel Thunder and Meteor Storm for variety. These Wizard spells don't scale with base level, so they fall behind late; good INT and gear matter. Max Break Through (+2,000 HP, +200 SP and +100 ATK at Lv 5) and Transcendence (+2,000 HP, +200 SP, +100 MATK and +15% healing at Lv 5). If you go physical as a Hyper Novice, plan a stat reset at base 200.

Tips

  • Resets are cheap at the Reset Girl (stats 5,000z, skills 5,000z, both 9,000z).
  • Napalm Vulcan Strike is Ghost: it does 175% to Ghost 3 monsters (Powerful Spell in the 2nd Power Plant) but only 70% to Neutral 2 and 50% to Neutral 3 monsters (Big Bell and Mutant Venenum are Neutral 3). Use another element there.
  • Lost Farm Valley has Fire, Wind and Water Pitayas; the magic build can hit each with its weak element. Pitayas are small, so Spiral Pierce Max gets +50% on them. See the Leveling Guide.
  • Breaking Limit and Rule Break each cost 120 of your 200 AP. Ground Gravitation gives 5 AP per cast; most other skills give 2–3.
  • Overcoming Crisis is also a good emergency button: +75,000 Max HP for 5 minutes.

See also