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Sura

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Sura
Sura.png
Job Base(s): Monk
Champion
Job Type: 3-2
Changes At: Veins
Number of Skills: 22
Total Skill Points: 117
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+8 +8 +6 +6 +8 +1


Overview

Sura.jpg

When Satan Morocc re-emerged, some Monks abandoned their duty as loyal servants of God and chose to seclude themselves to further develop their physical prowess. They were looked down upon as "Power Mongers," but these Monks offered no excuses for their actions. In order to control their newfound power, they lost their humanity in the process. But they never forgot their roots and continue to use their power for righteous deeds calling themselves Suras - also known as Gods of War.

Sura is the third job for Monks and Champions. Suras gain skills that Monks and Champions have been lacking: Area of Effect attacks. Suras also gain a number of new skills and perks, including the ability to begin a combo at will; unique HP/ATK buffs and recovery skills; a maximum Spirit Sphere limit of 15 and two powerful skills based on HP: Tiger Cannon and Gates of Hell.

Job Change Guide

The Sura Job Change quest is fairly simple and very short. Applicants must:

  • Kill 100 Desert Wolves
  • Survive a room filled with Monsters for 5 minutes.

See Sura Job Change Guide for detailed information.

Builds

It is recommended to use a leveling skill/stat build first, and resetting after maxing out your level or when intending to build the Sura differently at a higher level. Sura skill trees are somewhat different from other classes in that certain AoE skills are most effective at just certain level ranges, due to HP / SP, Base Level, and number of spheres available from Rising Dragon, which requires many job levels. Suras are very effective single target killers, so many of their end-game builds are specialized for killing single targets. This is also why Suras opt for a leveling build that is more AoE killing oriented, and reset for an endgame single target oriented build once they are 150/50.

Sky Blow Build (Leveling Build)

Sky Blow is usually best used for leveling around the levels 100-120 range. However, some players may opt for getting other leveling skills while still having Sky Blow, but this means five skill points from Sky Blow and two extra skill points from Dragon Combo would be used up.

This build focuses on using Sky Blow as your main leveling skill, accompanied by Rampage Blaster and Gentle Touch Convert/Revitalize at later levels. After acquiring Sky Blow Level 5, it is recommended to max out Rising Dragon, Rampage Blaster, and the Gentle Touch skill branch in that order. However, it is also plausible to max out the Gentle Touch skill branch instead of the Rising Dragon skill branch first, allowing for cheaper leveling with Revitalize.

Rampage Blaster Build (Leveling Build)

Rampage Blaster is a powerful AoE skill that has a long cooldown, which is best used for leveling around levels 115-135.

This skill is most effectively used to level when it is able to one-shot the targeted monsters. It is also possible to use a weaker spammable AoE to finish off monsters if Rampage Blaster is just a few thousand damage away from one-shotting the monsters. Because of its long cooldown, it is best to group up many monsters during the cooldown, one-shot them, and repeat, while using Zen and Power Absorb to regenerate SP in the meantime. Rampage Blaster absolutely requires a high level of Rising Dragon (maxed preferably) because the number of spheres multiplies directly into the final damage. Rising Dragon in conjunction with Power Absorb is also great for recovering SP, as Rampage Blaster does have quite a high SP cost. This is also the reason why newer Suras would not be able to use this skill to level with, because getting a high level of both Rising Dragon and Rampage Blaster requires many job levels.

Lightning Ride Build (Leveling Build)

Note: This build is rather outdated and not recommended for leveling. Sky Blow is far more effective and requires less investment.

Lightning Ride was nerfed during the balance patch and has a long cast time now. However, this cast time is all variable, and can be completely reduced by newer cast reduction equipment such as Spell Enchanted Fallen Angel Wings, RWC Pendants, and weapons that are Malangdo Enchant-able. DEX and INT (at half the effectiveness of DEX) also reduce variable cast time. This skill is most effective around levels 105-125.

Tiger Cannon Build (Leveling Build)

Tiger Cannon is a powerful AoE that can attain even higher damage when used in a combo. This is generally the most powerful AoE skill a Sura has, and is best for leveling from 130-150. Some players who are more experienced or have more funds for supplies and equipment may even opt for this build when starting off as Sura, and can use it to level up all the way to 150.

Tiger Cannon also consumes the Sura's HP and SP so it can get quite costly. It is usually recommended to have a high level of Rising Dragon to quickly regenerate SP back by using Power Absorb with it. Also, the combo can be tricky to pull off and requires some practice. High VIT and INT help damage output quite a bit because HP and SP are within the damage formulas, and Base Level also makes the Sura's HP / SP pools higher.

Tank Build (Leveling / End-game Build)

A Sura is the best class for tanking in the game in terms of pure reductions, as a Sura has the Monk skill, Mental Strength. A Sura is often used for tanking in end-game for MVPing, and can also act as a tank for parties during the PVM phase (while having the sacrifice of slower movement speed). Gentle Touch-Energy Gain is helpful for regaining spheres while tanking. Suras can even cast Gentle Touch-Revitalize onto themselves, for more DEF and for more HP, and this does stack with Mental Strength. Rising Dragon also increases the Sura's HP and is also helpful for regaining SP with Power Absorb.

Because of how good a Sura is at tanking, some players make their Sura purely for the purpose of tanking. However, increasing VIT beyond 100 is somewhat a waste, as the extra HP is not very significant. 100 VIT is already adequate for all tanking purposes, and already grants stun immunity. Tanking becomes more related to gear rather than purely stats at that point, and stacking more % reduction gear on the Sura is what will help tanking efficiency even more. Healing Items is also key to staying alive when tanking very hard hitting MVPs. Note that MVPs or monsters that use Dispel are usually a tanking Sura's worst enemy as it will remove Mental Strength.

Because a Tank build only has the stat requirement of 95 VIT (5 from job bonuses), often even a Sura that mostly tanks will opt for skills from other builds, with at least one AoE skill for some situations they may want to kill a group of monsters in. Thus it is almost pointless to make a "pure tank" build and it is completely fine to use any regular Sura build for tanking, provided they have 100 total VIT for stun immunity.

Please see the Sura Tactics (Tanking Tips) section for more strategies related to tanking.

Support Build (Leveling / End-game Build)

This build, despite the term support, is still able to kill using the skill Guillotine Fist. Maxing out Gentle Touch-Convert, Gentle Touch-Revitalize, and Cursed Circle is a must. From there, players have a wide choice of skills to choose from. Earth Shaker at max level reveals all enemies in a 11x11 area centered around the caster. Crescent Elbow is a self-buff that acts like Death Bound, and Lightning Walk allows the Sura to dodge one ranged physical or magic attack. Requires a minimum of 95 VIT for Stun immunity at max level. For the leveling phase, this build is more focused on support so it does usually require the Sura to be in a party for other party members to do the killing to gain experience.

Gates of Hell Build (End-game Build)

This stat build is for dealing maximum damage with Gates of Hell. Damage from Gates of Hell is based on four factors: Amount of HP remaining, Max SP, Base Level, and ATK. Some players choose to invest in more STR, while others choose to invest in more VIT for HP. Choosing to invest in STR helps Gates of Hell do more reliable damage at Max HP, while investing in more VIT or HP equipment requires players to take the risk of being at low HP to deal amazing damage. Guillotine Fist is still the most reliable killing skill for a Sura. Requires a minimum of 95 VIT for stun immunity at max level with the job bonus.

Pure Guillotine Fist Build (End-game Build)

Guillotine Fist, although a Monk skill, is still a very powerful single target skill, or perhaps even the single most powerful burst damage skill in the game. A high level Sura benefits this skill even further due to the higher SP pool, more stats available for STR and INT, and more weapons and equipment available. 120 STR is recommended for more ATK and also if the player has access to Megingjard accessories.

Knuckle Arrow Build (End-game Build)

Note: This build is not recommended as Gates of Hell provides much higher DPS now.

This build is based on abusing Knuckle Arrow's most defining qualities: Range, Damage, and DPS. By itself, Knuckle Arrow deals decent burst damage. When accompanied by Magic Strings, Knuckle Arrow becomes spammable based on the Sura's ASPD, so high AGI is recommended for this purpose. Its 12 cell range makes it a great skill for interrupting skills with long cast times in WoE, such as Urgent Call. ATK increasing equipment is recommended for more damage. Despite this, Guillotine Fist is still the most reliable killing skill for a Sura.

Tactics

Tanking Tips:

Reflect

High level monsters tend to change target after they are hit for the first time. Because of this, a tanker Sura is not effective if the killer is not one-shotting the mob. The mob will change targets and will target the killer. Note that this is based on the first hit on the monster. To counter this, a Sura can wear equipment that will reflect damage back to the attacker (the monster). Some examples include High Orc Card, Bison Horn + Thorny Buckler combo, and Sheep Hat. With reflect equipment on, once any monster hits the Sura, the Sura will reflect a small amount of damage back to the monster, which does register as the "first hit". Therefore, the monster will not change target to anybody attacking it afterwards, and is "latched" onto the Sura. Boss protocol monsters however do not change target, unless the Sura is moving. This includes MVPs, and also non-MVP monsters that are still boss protocol such as Salamanders.

Knockback

When tanking an MVP with knockback abilities in Mental Strength without a 2383.png Brynhild (or any other means of knockback prevention), to avoid the risk of being knocked around and having the monster change focus to the rest of the party it is recommended to stand against a wall.

Equipment

Headgear

Upper Headgear

The HP/SP boost per refine on this headgear makes it very useful for both MVP/Guillotine Fist builds as well as Tiger Cannon and Gates of Hell builds. The two most popular card options for this headgear are a 4288.png Carat card and a 4582.png Bungnisngis card.

Typically used at +9 for maximum HP and SP leech while leveling. Good for any physical damage based leveling build to save spending on consumables.

The best headgear to use when fighting Demi Human monsters or other players in PVP and WoE. Card options include 4288.png Carat card for Guillotine Fist damage, 4582.png Bungnisngis card for Tiger Cannon/Gates of Hell damage and a 4366.png Kathryne Keyron card for TC/GoH cast time reduction.

Middle Headgear

Although expensive, this midgear is useful for the INT+1 and 2 Mdef it provides. Usually slotted with an 4269.png Incubus card for Guillotine Fist damage or 4198.png Maya Purple card to detect hidden characters primarily during PVP/WoE.

A cheaper slotted midgear than the option above.

Another popular midgear option, useful for its bonus +1 to all stats.

Lower Headgear

Useful for the +5 ATK.

3% reduction against Demi-human monsters.

+30 SP boost.

Armour

Excellent for Tiger Cannon and Gates of Hell damage due to the +20% HP. Obtained via the Battlegrounds.

Set bonus with 2729.png Diabolus Ring for ATK and SP boosts for Guillotine Fist. Useful cards for this purpose include 4337.png Porcellio card and 4585.png Mangkukulam card.

One part of the WoE set along with 2485.png WoE Shoes [1] and 2587.png WoE Muffler [1] for maximum Demi-human reductions during PVP/WoE. Carded with an 4054.png Angeling card or 4047.png Ghostring card for further damage reduction, or 4105.png Marc card for Freeze immunity.

Weapons

High ATK, two slots, level 3 weapon. Good for melee skills like Sky Blow, Tiger Cannon, and Guillotine Fist. Carded with 4115.png Hunter Fly cards for leveling or 4140.png Abysmal Knight cards for MVPing.

Lower ATK than Carga Mace, but can be enchanted at Malangdo for Expert Archer enchants. With Expert Archer enchants, it is generally stronger than a Carga Mace for ranged skills like Rampage Blaster and Lightning Ride. Alternatively, the player can choose to enchant with Spell Enchants for reducing variable cast time for certain skills.

The weapon of choice against Demi-human targets for highest damage. Obtained via the Battlegrounds.

Mostly used for its Sacrament-like effect. Obtained via the Battlegrounds.

A purely defensive weapon for its 10% ranged damage reduction, can also be enchanted at Malangdo for Mdef enchants.

Shields

Most useful all round shield for its 20% reduction from Fire, Water, Shadow, and Undead element attacks. To be carded with an appropriate racial reduction card.

A cheaper option for some races where a Valkyrja's Shield is not necessary.

Good for neutral reduction and some minor elemental reduction, although its effects require the item to be at +12 to utilise its full potential.

Garments

Usually used with high VIT enchants and combined with 22007.png Temporal Vit Boots [1] at 120 VIT to boost maximum HP. Can be carded with a 4303.png Giant Whisper card for more damage, 4589.png Jejeling card for more HP or 4133.png Raydric card/4334.png Noxious card for reductions. Wealthier players may use a 4174.png Deviling card for higher neutral reduction at the expense of elemental vulnerability.

An affordable all round PVM garment, with some elemental resistance, SP increase and SP leech for leveling purposes.

Can be enchanted for a total of 250 SP and carded with an 4402.png Aliot card to become the best garment for Guillotine Fist damage.

With an even stat spread this garment provides a number of useful bonuses, and at +9 provides more neutral reduction than any other garment. 4133.png Raydric card is a popular card choice, or 4174.png Deviling card to stack further neutral resistances.

One part of the WoE set along with 15048.png WoE Robe [1] and 2485.png WoE Shoes [1] for maximum Demi-human reductions during PVP/WoE. Recommended cards include either a 4133.png Raydric card or 4334.png Noxious card.

Footgear

When at +9 and carded with a 4160.png Firelock Soldier card yields the highest max HP and SP value of any footgear. May also be carded with a 4100.png Sohee card for more SP for Guillotine Fist.

These boots are used in conjunction with a VIT enchanted 20718.png Giant Faceworm Snake Skin [1] at 120 VIT for highest maximum HP possible. They may be carded with either a 4160.png Firelock Soldier card for a more general use or 4382.png Green Ferus card for highly VIT focused builds.

One part of the WoE set along with 15048.png WoE Robe [1] and 2587.png WoE Muffler [1] for maximum Demi-human reductions during PVP/WoE. Usually slotted with a 4160.png Firelock Soldier card.

Accessories

Cheap accessory option for carding lower valued cards in. May also be carded with a 4077.png Phen card for uninterruptible cast.

Set bonus with a 2374.png Diabolus Robe [1] for ATK and SP for Guillotine Fist.

Useful for its 10% reduction from Fire, Earth, Wind, and Water element attacks. Obtained via the Battlegrounds.

Provides max HP and ATK, with a further physical damage bonus when used with the 2772.png Glorious Ring. Obtained via the Battlegrounds.

Both may be enchanted with useful attributes such as Fighting Spirit and Spell. For WoE and PVP purposes, these are typically carded with a 4044.png Smokie card or 4991.png Kafra Blossom card for elemental reduction.


Class Data

Skills

Skill Description Levels Type
Gentle Touch-Cure.png Gentle Touch-Cure
Cures abnormal status effects and heals target 5 Supportive
Gentle Touch-Convert.png Gentle Touch-Convert
Increases the atk and aspd of target at the cost of defense 5 Supportive
Gentle Touch-Revitalize.png Gentle Touch-Revitalize
Increases movement speed, aspd, HP, HP regen, and Vit of target 5 Supportive
Gentle Touch-Silence.png Gentle Touch-Silence
Deal damage with a high chance of inflicting Silence. 5 Supportive
Gentle Touch-Energy Gain.png Gentle Touch-Energy Gain
Gain a sprit sphere when attacking or when being attacked 5 Supportive
Power Absorb.png Power Absorb
Absorb all spirit spheres in a 5x5 area and recover SP accordingly. 1 Supportive
Power Implantation.png Power Implantation
Transfer all spirit spheres owned to a target. 1 Supportive
Lightning Walk.png Lightning Walk
When targeted by a ranged or magic attack, blocks the damage and move instantly to the opponent's position by chance. Buff lasts 10~30 seconds or until activated once. 5 Supportive
Cursed Circle.png Cursed Circle
Create an area where opponents cannot attack or move until the caster uses another skill, or after a certain duration. 5 Active
Crescent Elbow.png Crescent Elbow
Automatically attempt to deal damage to an opponent when they use a melee attack for 30 seconds. 5 Offensive
Dragon Combo.png Dragon Combo
Deal damage to the target, allowing Fallen Empire to be chained afterward. 10 Offensive
Earth Shaker.png Earth Shaker
Deal damage to a 11x11 area, revealing and dealing additional damage to any hidden opponents. 5 Offensive
Fallen Empire.png Fallen Empire
Deal large damage to an opponent, only usable after Dragon Combo. The target cannot move for 0.5~2.5 seconds. 5 Offensive
Hell Gate.png Hell Gate
Consume up to 20% SP and 5 spirit spheres to deal large damage. Damage increases when used with lower HP. 10 Offensive
Lightning Ride.png Lightning Ride
Use 1~5 spirit spheres to deal damage in an area. Damage increases with higher DEX or a Wind element weapon. 5 Offensive
Lion Howling.png Lion Howling
Inflict Fear status to targets in a 7~15 cell radius, and remove buffs from Maestro or Wanderer songs. 5 Offensive
Knuckle Arrow.png Knuckle Arrow
Consume 1 spirit sphere to attack a target from long distance, moving instantly to the target and knocking them back. Additional damage is dealt if the target hits an obstacle in the knockback. 5 Offensive
Rampage Blaster.png Rampage Blaster
Consume all spirit spheres to deal damage in a 7x7 area, proportional to the amount of spheres used. 5 Offensive
Rising Dragon.png Rising Dragon
Increases maximum spirit spheres, instantly summoning the maximum amount and entering Fury status. Also increases Max HP and SP. Lasts 30~165 seconds. 10 Offensive
Sky Blow.png Sky Blow
Deal damage in an area, knocking back targets by 3 cells. AGI increases the damage. 5 Offensive
Tiger Cannon.png Tiger Cannon
In Fury state, consume 2 spirit spheres and a percentage of own HP and SP, dealing damage and reducing SP of all targets in an area. Can be used after Fallen Empire, dealing additional damage. 10 Offensive
Windmill.png Windmill
Deal damage in a 5x5 area around the caster, forcing players to sit or stun monsters for 1~4 seconds. 1 Offensive

Job Bonuses

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8
STR 4 5 9 16 20 30 51 59
AGI 1 10 23 24 35 43 44 53
VIT 14 15 19 31 42 56
INT 28 29 41 48 54 60
DEX 2 11 25 36 37 49 50 58
LUK 55

External Links