4: Equip Yourself
The best Bio3 players never die. This is not because they have better equips, it is because they know when a situation is out of control. Your best defense is always a precasted Teleport, a fly wing, or a bwing. While white pots have their place, there are only a few situations in which you should use them instead of a fly wing. With that said, with the right equipments and a smart party you need to teleport less often.
Equipments
-Cranial shield, a must (Thara Frog Card).
-Poopoo hat, a must. 10% reduction is better than almost any def/mdef headgear. I hotkey drooping cat too.
-Unfrozen armor, a must (Marc Card). FD/JT is death for most characters. When you hear FD, hide from JT.
-Hide clip, a must (Smoky Card). Be mindful of the 30second limit on lvl 1 Hide and be ready to Teleport when the limit expires.
-Zephyrus armor, very useful (Dokebi Card). Switch back and forth between Unfrozen and this. Some people just wear Zephyrus all the time, others wear Unfrozen all the time.
-Warmth muffler, very useful (Dustiness Card). Reduces JT / thunderstorm damage. Switch to it when encountering a HW.
-Immune muffler, very useful (Raydric Card). Wear it when dealing not wearing Dustiness or Cloaking.
-Cloaking muffler, very useful (Frilldora Card). Remember to switch out of it when not using it. Practice cloaking in PvP or elsewhere. Learn the nuances of the walls on the map so you don't come uncloaked by accident.
-Crystal pumps, very useful. Some people prefer firelock/verit/green shoes.
-Alligator clip / Long mace, useful. Good reduction of longrange attacks from Sniper/LK
Items
-Fly wings, a must. Carry at least 50, and use except for precasted Teleport.
-Butterfly wing, a must. When you are running out of fly wings use it to get home safely. You may also replace flywing with butterfly wing entirely if you want to be totally safe, but you will have a long walk back to Bio3 each time.
-White pots, very useful. Carry slims or mastelas if possible, so that you can bring more with the same total weight.
-Green pots, a must (if silence on you lasts more than a half second).
-SP items, very useful. You should never see "Not Enough SP." Many players use Blue Pots or even Ygg Seeds.
5. Survive the Monsters:
The monsters follow their AI programming. They are predicable, which is why leveling in Bio3 can be as easy as any other map. Know how to survive them and how to kill them.
For details on the monsters themselves I suggest:
http://www.roempire.com/database/?page=map...t=view&mapid=20This section is divided by the monster types.
5a. Sniper (Cecil Damon)
5b. High Wizard (Kathryne Keyron)
5c. High Priest (Margaretha Sorin)
5d. Assassin Cross (Eremes Guile)
5e. Mastersmith (Howard Alt-Eisen)
5f. Lord Knight (Seyren Windsor)
5g. Level 99 Versions
5h. MVP
5a. SNIPER (Wind property)
Danger:
*This monster uses a ranged attack. He uses Arrow Repel, Arrow Shower, and Double Strafe. They will Agi Up and Fury - if you can avoid dealing with him while he's in Fury, do wait until he returns to normal. Arrow Shower will knock people out of Pneuma by moving them (usually 3 cells to the west, so some priests set an extra Pneuma there ahead of time).
*Sniper sets 3 kinds of traps:
Freezing Traps will do a small amount of damage - this will interrupt non-phen'd Gfist or knock you out of Cloaking status (they will also freeze you if aren't wearing Unfrozen, of course).
Skid Traps will throw you several squares in a certain direction, often into the sight range of other monsters.
Flash Traps will blind you, but will do no damage. You can cloak thru them but you may be blinded, which will temporarily make you more vulnerable to running into 99s or the Sight of a HW.
Weak points:
*Sniper doesn't use skills when his target is at the edge of his range. When you are tanking a Sniper and the Sniper is NOT using skills, you should NOT move. Moving away from the Sniper will cause it to change targets. Moving toward it will initiate it's use of skills - it will shower you out of Pneuma and kill you or it will eventually repel you out of range and switch targets. When the sniper IS using skills, DO move away from it until it is still attacking you but not using skills anymore.
*Sniper is easy to silence and it lasts for a moderate time. Once silenced the tank can move closer to the Sniper without fear of being showered or repelled. If it takes too long to kill, however, be mindful that silence status will wear off.
5b. HIGH WIZARD (Ghost property)
Danger:
*High Wizard (HW) has extraordinary damage output. She casts the following spells in the following order: Frost Driver, Jupitel Thunder, Thunder Storm, Coldbolt, Sight, Sightrasher, Fireball, Quagmire, Safety Wall. If you become frozen by FD, you will probably die to the JT unless you have other special gears on. Some people wear Unfrozen and switch to Zephyrus for the JT/Thunder Storm and then switch back, others stay in Unfrozen the whole time.
*HW can reveal you from Hiding or Cloak status from across a wall by using Sight, making you visible to other monsters.
*HW takes a long time to become frozen in Storm Gust, and she remains frozen for a very short time making her hard to Gfist.
*HW is Ghost property. She takes no damage from Gfist (unless frozen or stoned). Use an Immaterial Sword or Immaterial Arrows if possible, or Cursed Water (for shadow property).
*HW is a Cast Detector - if you cast a spell on her she will switch to you even if she is following someone else.
Weak points:
*HW has low HP and low DEF. She is easy to silence and it lasts for a long time.
*If you are standing in safety wall directly next to a HW its magic will have no effect on you. Cast safety wall on yourself and hide/unhide to avoid the casts until the HW is clearly standing next to you swinging at you with her staff (and missing). Also, you can steal your way into the safety wall that the HW casts if your footwork is good enough.
*Divest Helm will reduce the HW matk by 40%
*Shield of Def (Golden Thief Bug Card) will negate all damage from HW magic. FD will still freeze you if you don't wear Unfrozen. Remember to take off this shield when you want to receive buffs or heals.
5c. HIGH PRIEST (Holy property)
Danger:
*High Priest (HP) can kill most players with Lex Aeterna followed by Holy Light. When mobbing a HP you might consider letting it hit you once with its rod after being Lex'd, rather than have it keep chasing and eventually Holy Light for 2x damage. Relogging will also remove the Lex Aeterna status.
*Apart from the HP's powerful Holy Light cast, she is more pesky than dangerous. Be ready to counteract the Lex Divina with Cure, the Agi Down with Agi Up, the stun skill with Stat Recovery. She also uses Safety Wall and Pneuma.
*HP is a Cast Detectors - if you cast a spell on her she will switch to you even if she is following someone else.
Weak points:
*HP is easy to silence, and does low damage so she is easy to tank. Drag her out of the Pneuma or Safety Wall so that the killers can deal with her properly.
5d. ASSASSIN CROSS (Poison property)
Danger:
*The SinX attacks very fast and has a good Sonic Blow. He can agi up and be hard to escape without Endure.
Weak points:
*The SinX is fairly easy to silence. Also, his damage is the lower than Howard or LK, making him easy to tank or out-pot in a no-Assumptio-emergency.
*NOTE: A future patch will make this monster's race Demon. It will be able to detect hidden/cloaked players.
5e. MASTERSMITH (Earth property)
Danger:
*Howard cannot be silenced due to his high vit. He can break armor, Cart Revo, and Mammonite. He can also Fury. Don't try to tank him.
Weak points:
*Howard has no ranged attacks so he can be Ankle Snared safely, or even Firewalled to death.
5f. LORD KNIGHT (Fire property)
Danger:
*LK crits often and uses Bash, Magnum Break, and Spear Boomerang. LK can use Fury. His damage output is ridiculous.
*When trapped or beyond a snipe-able barrier (Ice Wall or a map-native snipe spot) a LK will use Spear Boom repeatedly. Pneuma is only a partial solution, as LK will switch targets with his Spear Boom.
*Silence lasts a short time on LK.
*NOTE: A future patch will make this monster's race Demon. It will be able to detect hidden/cloaked players.
Weak points:
*LK takes high damage from SG (and Waterball, for certain party setups).
5g. LVL 99 MONSTERS
Danger:
*99s can see hidden/cloaked characters.
*99s cannot be silenced or frozen or otherwise statused
*99s move faster.
*99s have higher hp and higher stats.
*99s have more skills.
*All 99s can Snatch, some use Self Destruct.
?*99s give less exp and fewer drops?
Weak points:
*99s are easy to recognize because they have a bubbly halo and their names are different:
-Sniper Cecil
-High Wizard Kathryne
-High Priestess Margaretha
-Assassin Cross Eremes
-Mastersmith Howard
-Lord Knight Seyren
5h. MVP
Danger:
*The mvp summons a mob of 99s. Sometimes you will not be able to tell that a 99 is actually the MVP until it summons its mob. Try to be aware of what class the MVP is after each maintenance, to avoid bringing the MVP into your party thinking it is just a 99. Maybe you can tank the MVP high priest but when it summons its mob your party will perish.
*The mvp has 1.4mil hp and higher stats.
Weak points:
*The MVP High Priest and MVP Sniper are the easiest to kill, followed by the MVP SinX. The MVP Sniper, much like the Sniper and 99 Sniper, will not use skill if its target is at the edge of its range. The MVP High Priest has little damage output apart from a stream of Holy Light, which can be avoided by standing in Safety Wall.