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Posted: Sun Feb 17, 2013 7:39 am
This shall be a layout of all that's needed to know for anyone who wishes to play Gaia's MMORPG but doesn't quite know how to get started. I shall explain ideal rings one should have, among other need to know information. I ask that no one post until I've completed everything. Thanks.
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Posted: Sun Feb 17, 2013 7:51 am
Getting Started When you first proceed to play the game you'll be given a ring(s) that when later in the game comes shouldn't be used. If recalled correctly, Guns Guns Guns and Diagnose are the two starting rings automatically given. These two are fine for Village Greens so do no fret about having the best off the bat.
You should know that the enemies within this game have a percentage of dropping four things: 1) Orbs which are used to level your rings and overall increase your level or CL. 2). Loot which is mostly used for junk items so collecting them isn't really of importance (there are Animated that drop good loot but they're at the end of the game [I'll cover that later on].) 3) Rings which are the rarest thing they drop and what ultimately you're trying to collect for the purpose of having all rings available. 4) Gold. Pretty self explanatory. Please note that the Fortunes Favor, Sugar Rush and Sweet Heart rings can all be bought from the Market Place only. It isn't mandatory to have these three so don't try investing in any if you're going to play the basic role while being within a crew. The ring Integrity was a one time event opportunity so obtaining it if starting out is impossible. Lastly, there is another ring called Abuse which is a very rare drop from zOMG!'s final boss.
When starting your quest it's important to follow the story plot because the NPC will reward you with a ring upon completing their prior objectives which ultimately is helpful for obtaining the rings you want.
Lastly, be sure to explore within your level's capability and farm or kill many enemies for their orbs and potential rings.
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Posted: Sun Feb 17, 2013 7:56 am
Need to Knows Here I shall explain all the small things anyone needs to know. Some things mentioned may be a common sense thing; however, you'd be surprised on how many forget these things.
1) Rings can only be leveled up or swapped out at the Null Chamber which can be reach with the Null Crystals in every part of zOMG!. There you may also exchange two ring levels which is very helpful while going through the story. Do note a ring CL swap may only be done once every twenty-four hours so choose wisely which rings you're going to do this for. Do know that if you have an open ring slot a ring from your inventory may be placed there; however, you cannot swap out rings as you may be able to within the Null.
2) Once a ring is salvaged it's gone for good! That said be sure to keep a collection of rings you wish to keep but are not using currently. I always recommend obtaining all the rings available and even leveling them up to 10.0. Do know that you can have duplicates of the same ring; however, only one of the kind may be equipped at one time.
3) Be careful where you kneel! Kneeling in the game will help you regenerate stamina and even hit points much faster but in exchange monsters that attack you will do staggering more damage upon your character! That said be sure to always be in a safe place where kneeling won't get you killed or even during combat when enemies are not attacking you.
4) There are four things you ultimately need to be attentive of at all times: your HP, Stamina, Ghi, and Rage bar. Your HP is obvious if you've ever played any RP game. When it hits 0 you daze which by then you either need to use an item to revive, be revived by a special ring or proceed to press the Awaken button which will port you within the Null Chamber. Do note that when you recover from being dazed your first two ring slots will only be available to you; the rest shall be locked but will gradually unlock with passing time. Furthermore, all buffs you may have had (except for ghi amps) will be lost. Stamina is what allows you to use your buff, heal and attack rings. Each ring has a different stamina requirement in order for it to be used; however, R+ (or raging) that said ring will not cost additional stamina. It gradually recovers while standing but does so much faster when knelt; although, do mind that kneeling will cause staggeringly more damage (as said before). Your ghi reflects on your entire character's status as well helps promote special stat boosters to increase. When alone you'll notice it drop until zero (which is fine, you can manage without it in most places). Being in a crew of numerous people will help slow its decreasing or even increase it if in a crew of five or six. The only other means of regaining ghi is by spending time within zOMG!'s Barton Town. Lastly your rage. It accumulates from healing yourself or another, attacking, and even using a R1 buff. The higher it is, the more beneficial whatever ring you're charging will have. This is especially important to remember when using buffs because while in crews that are experienced players, they will demand that you maintain your buffs at the R4 level. If you plan on using it for attacking purposes, it's suggested to think which one will be the best used for the situation you're in. An example would be let's say I'm facing a strong monster and have hack and fire rain on my person. I'd choose hack over fire rain because it deals the highest amount of damage to one person. Though, let's say I was surrounded by three or four different monsters -- I'd then use fire rain since it has an AoE affect to hit them all (will explain ring types soon).
5. Many space on this but remember you can lower your CL anywhere but only raise it again within the Null Chamber,
6. It's important to remember the drop rate of enemies. If your CL is lower than theirs expect higher chances for loot, gold or rings. Being slightly higher leveled than the opposition will still get you drops though with lower probability. Lastly, if you're CL is .5+ chances are you won't get any drops whatsoever. Do note that all monsters can drop all obtainable rings through in game play.
7. Your overall CL is determined by two thing: One, how many rings you have. You can have a single 12.0 ring on but if that's your only one expect your CL to be low. Your best off having all eight slots filled if able but do so with rings you'll actually use. Second, the level of each ring equipped. It's vital to have each ring being used at the same level or hair splitting close (+1/-1). You can have most of your rings at 10.0 but even one 4.0 may drop your top CL.
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Posted: Tue Feb 19, 2013 2:19 pm
Rings Below I shall have all rings listed by type, name, function and an overview of if it's something you should consider keeping on you while furthering your adventures through zOMG!.Melee Bump: A strong close range ring which moves monster farther from your location. Higher raged attacks further the distance the target will move back. This is a personal favorite where I mainly play. I suggest having this as one of your attacks when obtained. Due note that its knock back feature may take some skill handling since it can be a nuisance to other players since their target may become out of range for their attacking purposes. That said, keep it in mind if you have the skill but there are still other rings that can take its place.
Dervish: A ring that will attack any enemies within its proximity; meaning it has a three-sixty coverage range. Like bump, this ring has a knock back feature though isn't as strong. Higher raged attacks will further how far the enemies are pushed back as well the attack itself will have a wider attacking radius. This is one of those rings you're best avoiding altogether while progressing through the game. It's damage isn't worth the slot and when misused can cause more issues than anything. Having it early one is fine but once you pass the Doll Shrine you're best swapping its CL for a newer attack ring.
Fire Rain: Just as Dervish this ring is an AoE ring (area of effect). When used it deals numerous points of damage rather than one hit; do note the different hit markers will be smaller but accumulate. Higher raged usage will increase its AoE in addition to hindering the enemies willpower. This ring is recommended for anywhere that has a lot of enemies (Saw Mill as a perfect example). It's a good ring for most places (DMS the only shunned place) and will help you out significantly. My only qualms with it is that its cool down time is higher than other rings and it takes a good amount of stamina as well. Overall, it's a solid ring for almost any predicament and should be leveled accordingly.
Hack: Indisputably the one ring you should have on at all times (unless using special ring sets). It deals bleeding damage in addition to its normal hit and when raged increases the bleed out time. I cannot stress this ring's important enough. When you obtain it, level it and keep it on your person at all times. It deals the most damage and really helps out with taking down persistent enemies.
Mantis: The quickest melee attack ring, its function is repeatedly dealing damage rather than pounding damage onto the enemy like Hack or Bump. Higher raged attacks will drain an enemies willpower. It's plenty useful with other rings and makes a solid addition to any arsenal. Personally I'd have other rings for its place though using it throughout your story play isn't a bad idea whatsoever. Just remember if you have it one be sure other sturdier attacking rings are also being used.
Slash: The medium of Hack and Mantis, Slash delivers solid damage with a nice AoE affect; hitting all enemies within its striking range. Further raged usage will increase the attack's parameters. This is another potential must have ring. Not only does it do decent damage every hit but the AoE affect does wonders against large amounts of enemies. Furthermore, it may be a nice alternative to Fire Rain. This is one of the rings you should most definitely level up and use throughout your adventures. Mind you, this is one of the rings shunned in DMS so if you ever reach that point be sure to have alternatives to go in its steed.
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Posted: Sun Feb 24, 2013 6:34 pm
Rings This is a continuation. I've decided to break apart the different categories of rings for easier reading.Ranged Guns, Guns, Guns: If I recall correctly this may be your initial attack ring when starting off your adventure. It offers normal range. Not much can be said about this ring other than that. It does the job early in the game but later on should be exchanged for something better. In short, use it up until a point but when you get better rings you should seriously consider choosing other options.
Heavy Water Balloon: A medium ranged ring offering an AoE affect with a larger effect range in addition to a taunt affect when raged. Taunt makes enemies choose you over allies which can be costly to your survival. Though it deals solid damage, this ring is another one best unused later on in the game because of its nasty side effect in addition to having a larger stamina toll than other rings with more potential.
Hornet's Nest: Although it offers farther range than other counterparts, this ring is another one best unused altogether. It has an AoE affect with belittled damage compared to other rings and at higher raged usage has a Fear bonus. Fear as the name suggests makes animated run away from you for a short period of time. Though this sounds beneficial it's more of a nuisance than anything else. As said before, I strongly suggest you just let this ring collect dust the instant you obtain one.
Hot Foot: Medium range with a DoT (Damage over Time) nature like Fire Rain, it offers average damage. Higher charged attacks make this another AoE ring with a nice dodge penalty effect. This ring is one with promise when use correctly. Like other rings sturdier attacking rings should be used alongside this one. It is another DMS shunned ring but otherwise consider this ring in mind while going through your adventures. <- This is another personal favorite.
Hunters Bow: Offering the fasted cool down time from other ranged rings, having the farthest range, and with higher raged attack slowing enemies foot speed seems like a sweet ring right? Wrong. It has the lowest damage per hit out of all the rings and overall is a waste of a slot. Just another ring that when obtained you're better off just leaving it to collect dust.
Shark Attack: The shortest ranged ring of them all, it does however offer the most powerful punch. With a slight knock back feature, bleed out bonus and even potential rooting (rooting is when a monster is stuck to that location) this ring does have promise. Despite these neat features the stamina cost and cool down time are a tad high so using this ring should be planned in accordance with quicker attacking rings such as Mantis and Hot Foot for example. Overall, it's a good ring when used properly so be sure you have complimentary rings before full using this one.
Shuriken: With decent damage and with higher rage will impair accuracy -- this ring is something worth considering; not to mention is low stamina cost and quick cool down time. Its only true draw back is the range the attack has which falls short from normal but is still longer than Shark Attack. This is a solid ring when stronger rings are used in addition to this one
Solar Rays: Perhaps the most commonly used ranged ring, this overall is a solid addition to any ring set. At higher range it'll temporarily puts enemies to sleep for a small period of time. Do know if that sleeping enemy is hit the effect will dissipate. That said, this debuff feature isn't something to rely on. This is another recommended ring though by no means should be used as a primary source of attack.
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Posted: Mon Feb 25, 2013 5:44 pm
Rings Debuffs A special note about these rings: unless asked to use outside of DMS, each of these rings are better off not being leveled even if suggested for use.
Adrenaline Rush: This debuff impairs the dodge of you foes momentarily wile inflicting a faint amount of damage. The damage inflicting part often times confuses some to believe it is in fact an attacking ring however this isn't the case; the damage is just a bonus perk to what it does. Higher raged usage will keep the dodge loss longer and even inflict more damage. This is one of the debuffs you should use and will in fact be asked to bring it from time to time. That said, it's a wise investment to level it up once you have your more important rings leveled first.
Gumshoe: Mainly this ring when used decreases the monster's speed drastically; higher raged usage will increase it parameters getting enemies around the one chosen and slow down the ones affected even more. This is another ring that's best completely discarded once acquired. Most enemies will have ranged attack which makes this debuff pointless. Furthermore, its overall just a pointless ring to have on your person at any given moment.
Knife Sharpen: The only other debuff worth considering to be used whatsoever. It'll decrease enemies accuracy while dealing a faint amount of damage. Again, this is another ring some may mistaken for being an actual attack ring. Like Adrenaline Rush, it may be asked of you to bring so leveling it should you proceed into DMS would be wise but only after getting the more important rings fully leveled first.
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Posted: Mon Feb 25, 2013 5:56 pm
Rings Crowd Control Like debuffs, crowd control rings should be best off not used unless in DMS and even then only specific roles will be asked to bring these types of rings. This said, each of them are better of not being used and because of this brief explanations shall be given.
Duct Tape: In short this ring puts enemies to sleep and when used at a higher rage may also affect those around the initial target. It's a useless CC since it last a brief amount of time and more likely than not someone in your crew will accidentally hit the inflicted target. That said, this ring can be completely discarded.
Quicksand: The only CC I'll suggest using it inflicts a rooting effect on the target and even a small radius around it. Higher raged usage increases the odds of it working and has a wider AoE. This ring has potential in the Doll Shrine for those pesky exploding fluffs but otherwise the only time it should be used is when being a kite for a GR crew (I'll explain more later on.) The kite role is a tough one and one that will take a long time to even be able to attempt so this is another ring you can have set aside.
Scaredy Cat: Bluntly put this ring will make the enemies run away from you and with higher rage increases the chances of success and how many will be affected by this. It's more of a nuisance than anything else so like the other CCs and debuffs, just let this ring collect dust.
Taunt: The name speaks for itself. Taunt when used will agitate the enemies giving you their aggravation (aggro more commonly said). Higher raged usage will increase the AoE. Unless you're a specific role in a DMS crew gaining that kind of attention can quickly lead to your death. That said, this is another ring you should avoid at all costs.
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Posted: Mon Feb 25, 2013 6:30 pm
Rings Heals Every kind of this ring has an importance but also has a different means of recovering. It's vital to have at least one self healing ring in your set at all times!
Bandage: The number one all around healing buff. When used it heals over a small period of time in small amounts. Higher raged usage will increase recovered health. So in other words a R1 use may heal 50 HP x 4 whereas and R4 use will heal 120 x 4. Additionally it can be used on yourself or others and is an easy way to gain self rage (will explain with my tips and tricks section). Overall, try your best to get this ring sooner than later and when obtained be sure to keep it on at all times.
Defibrillate: The only ring that will undaze allies when used. Mind you it cannot be used on yourself. It will unlock ring slots and give some amount of HP. Higher rates will unlock more slots and give more HP to the used. It's a good ring to have but shouldn't be carried unless you know there are people within your crew who may daze (for example if you're helping a less experienced crew). While it is beneficial I would say having a buff in its steed and healing those in need is a better option.
Diagnose: If I'm not mistaken you start off with this healing ring. It heals a smaller amount of HP as a whole than bandage but offers healing to others who are within its radius. Higher rage will increase the AoE and grant more health restoration. It's a sturdy ring but is better off being replaced with bandage when obtained. It is essential for some roles in DMS so be sure to level it fully when your more important buffs are finished.
Wish: A very long ranged, most high recovery health ring that has only one draw back -- you cannot use it on yourself. This ring should be used for those with more experience leading crews of lesser comprehension. Higher rage will give it an AoE effect and superb healing. Another ring for special roles in DMS and now used within Shallow Seas, it should be a primary ring to be leveled when your other must haves are complete. I don't suggest carrying this ring on your person unless attempting an area challenge such as the Doll Shrine in Zen Gardens.
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Posted: Mon Feb 25, 2013 6:43 pm
Rings Buffs Each one of these rings are vital though some more so than others. Still, it's mandate to have each of these leveled completely before attempting the two final places of zOMG! (Shallow Seas and Dead Man's Shadow). Additionally, all buffs have a time time limit which is fifteen minutes (excluding Fleet Feet). Furthermore and I cannot stress this enough: ALWAYS R4 YOUR BUFFS WHEN ABLE!!! <- Don't spam buff though; wait it out for the buff to expire before using it again. It's fine to use it R1 but be sure to R4 later on.
Coyote Spirit: A buff that increases your foot speed (makes you faster in other words). Higher raged usage will also grant luck which helps with loot droppings. This is one of the buffs that isn't as important as the others; however, it is a must have when doing the Doll Shrine challenge (will explain further on). Other buffs should have your focuses first but be sure to level this up also (like every buff).
Divinity: A buff that helps increase stamina recovery and at higher rage usage increases the amount of stamina recovered (whether standing or kneeling). Additionally it offers a luck boost bonus like Coyote Spirit. This ring in an absolute must have throughout your play-through. Without this you're facing a much harder time accomplishing anything since without it stamina recovery is quite poor. Make sure someone has this in your crew or if you're flying solo to have it equipped.
Fleet Feet: Like Coyote Spirit this buff will drastically increase your foot speed; more so than Coyote will. Higher raged usage will also increase willpower quite a hefty amount. Mind you this buff last for a whopping thirty seconds! Ultimately this buff only has one function and that's for Shallow Seas. Other than that you shouldn't have it on your person and is probably the last buff you ought to level up.
Ghost: A nifty ring that emphasizes dodge increasing. Higher raged ranks increase the amount of dodge bonus' and also helps prevent enemies from landing critical hits. The buff is important to have but is one of those ones that can be set aside for more important ones when going solo. If your crew has the more important buffs covered bringing this one may not be a bad idea.
Healing Halo: Divinity's counterpart essentially, this ring will increase your health regeneration. Further ranked buffs will also give you a weight boost which prevents being knocked back. Though it is the counterpart its importance isn't as ideal. This is one of the buffs you can have set aside for later leveling while playing through the game but should be a more considered one if other more important buffs are being brought.
Iron Will: The buff will help prevent you from receiving debuffs such as sleep, root, bleeding out and fear (yes enemies have these capabilities also). Higher raged usage will also grant you a small percentage of deflecting enemy attack so the damage is done unto them instead of you. This buff becomes more important throughout your play-through so leveling it will become vital when drawing near the end. That said it's one of the must haves whether going solo or being with a crew. It should be on your top to level list when considering what rings should be prioritized.
Keen Eye: As the name may suggest this buff increases your accuracy against the opposition. Higher raged usage increases accuracy and having that heightened accuracy increases critical hit chances. While this buff is important this one can be put aside until nearing the end of your quest since being at a relatively similar CL as your opponents should be sufficient.
My Density: This buff will help you gain weight which prevents you from being knocked back and with higher rage will grant you a small amount of persistent armor (<- decreases the amount of damage enemies can deal to you). One of the lesser important buffs, it's another one that may be set aside though may be helpful while doing a Saw Mill run in Basken Lake since at times you may get knocked onto the wall (a glitch that sometimes occurs).
Meat: Another absolute must have ring, Meat increases your total HP and does so more with higher raged usage. Additionally lost HP may be replenished upon using this buff. As said, this is another must have buff that when obtained should be worn at all times. Mind you it can only be used on yourself.
Sweetheart: Somewhat like Meat, the buff grants HP boosts; however, unlike meat it can be used on yourself and others! Keep in mind it offers a much smaller amount of HP mind you. Lastly, this ring isn't obtainable through play-through. It can now only be obtained from the Market Place for a staggering amount of gold. Truth be told this ring isn't really important so unless you have a well of gold and are a collection nut -- don't fret about getting this ring.
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Posted: Mon Feb 25, 2013 7:49 pm
Rings Armor Buffs These are buffs too but a different sort. Each of these listed emphasize your damage thresh hold. Like the other buffs, you should have these R4'd when used and there are more important ones than others.
Improbability Sphere: Offers a small amount of damage thresh hold in addition to reflecting attacks unto the attacker. Higher raged usage increases the thresh hold and increases the chances of attacks being reflected. Because of its low thresh hold improvement in addition to minor reflecting chances the buff is helpful but shouldn't be considered a primary buff choice. Its importance will gained later on when having more buffs becomes beneficial. That said it's one of the buffs you may want to keep on the back burner of importance.
Pot Lid: Offering moderate damage thresh hold and a faint chance of deflecting attacks, this buff is a wise buff to have on your person until Rock Armour can be obtained. Again, higher raged usage increases its benefits. Like other buffs it isn't one of the most important buffs but should be leveled up like every other buff and isn't a bad option to bring along when other important buffs are being covered.
Rock Armour: Just as important as Divinity, this buff is a must have wherever you go! This buff offers a sturdy armor pool that greatly diminishes enemies damage dealt onto you and become stronger when used at higher ranks. As said and this is one of the most important buffs to have on your person (especially if going solo).
Teflon Spray: Another useful buff that repels enemy attacks from you and when used at a higher rage may even deflect oncoming attacks as well offers a solid dodge boost. Another always helpful buff but one more important later on. It should be a more prioritized buff over other less helpful buffs.
Turtle: The only buff I can say you shouldn't use or even level up. What Turtle does is offer extraordinary damage thresh hold that pretty much makes you immortal; however, it last for a very short time and takes three whole minutes for it to cool down! That's the longest cool down time by a land slide. This should only be used by certain roles in DMS but other than that just leave the buff alone.
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Posted: Mon Feb 25, 2013 7:56 pm
Rings Passive Buffs These buffs are passive which means you don't need to charge them; they work continuously just by having them equipped. Unfortunately not all of them are obtainable throughout the zOMG! story; the rest must be purchased within the Market Place or cannot be acquired at all.
Fitness: The easiest passive to obtain, this buff like the others will increase your stats. This one increases each one to a minor degree (except speed). It's helpful all around to have on especially when an open slot is available. It should be leveled up but not being a most important one unless you become fond of using it (I myself love having more than one buff on).
Sugar Rush: An event ring that can now only be purchased in the MP for a good chunk of gold, this ring boosts your speed, dodge and willpower. It's helpful having since its dodge boost is higher than Fitness'. This buff isn't a must have but should be obtained if you attempt playing certain roles in DMS. Otherwise you can do without this buff.
Fortunes Favor: Another event ring (I may be mistaken but this one may be obtainable during Easter still) that as of now can only be purchased from the Market Place. It is cheaper than Sugar Rush and Sweetheart so if you have the little extra funds purchasing this buff may not be a bad idea. The function for this buff is to increase accuracy, dodge and luck. The luck part is what many people want the ring for in the first place since luck increases the amount of loot dropped. Again, not needed for a good ring set but if you want a faster orb harvest and have the little extra funds getting this buff would be a nice addition.
Integrity: The best overall passive buff in zOMG! Unfortunately this ring is a one time ordeal so acquiring it isn't plausible unless you own an account that has reached Shallow Seas awhile back during the time a glitch people abused transpired. If you have the ring it should be a must have on your person. If you don't own it Fitness can do as an alternative.
Kamila's Ring: Formerly known as the Abuse ring given to those with accounts having reached Shallow Seas like Integrity but used the glitch to their own purposes. It was unavailable like Integrity but for whatever reason Gaia decided have this an obtainable ring. Only Kamila will drop this ring mind you and reaching her may take quite a bit of time. Lastly, instead of increasing your stats it actually decreases them! That said, it's more of a joke buff than anything else so wanting it shouldn't be that excessive.
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Posted: Mon Feb 25, 2013 8:20 pm
Miscellaneous Should Knows To sort of condense numerous needed tidbits of detail important information shall be lifted below in categories.^--- Taking a break. @A@
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