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Guide to Exorcist Enlightenment
DISCLAIMER: This guide was written before the Priest patch and at the level cap of 50, so I will have to update this at a later date with the new skills we receive and after I've fully experimented with what works with the new SP allocation. Everything written in this guide is mostly an opinion of what I've experienced while playing Exorcists. This is also a work in progress and I will be making little changes here and there when I can. Right now the guide is pretty bare, so basically I'll work on making the guide prettier. :3
Previously posted on DFO Source. I removed it because that forum sucks and posted it here for reference
-Table of Contents-
I. Introduction
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II. Types of Exorcist
a. Physical Exorcist
b. Hybrid Exorcist
c. Magical Exorcist
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III. Skills
a. Physical Skills
b. Magical Skills
c. General
d. Other Jobs
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IV. Weapons
a. Battle Axes
b. Rosaries
c. Scythes
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V. Armor
a. Exorcist's Heavy Armor Mastery
b. Cloth Armor Mastery
c. Accessories
d. Titles
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VI. Builds
a. Physical
b. Hybrid
c. Magical
---
VII. Strategies
a. Dungeon
b. Arena
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VIII. Avatars
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IX. Exorcist's Future
~~~~~~~~~~~~~~~~~~~
I. -Introduction-
Hello, everyone and welcome to my guide to Exorcist Enlightenment. My goal of this guide is to hopefully help you out on the road to dungeon destruction. If you've never played an Exorcist then you are in for a treat. Exorcists have a unqiue style of gameplay that involve lots of brute force (physical side) and AOE zoning (magical side). In Dungeons, Exorcists are one of the few classes that can solo all the way to level 50 (Except for some quests which require parties.) without much trouble. Their powerful attacks, and magic allow for a lot of enemies and bosses to be dispatched quite easily. In the Arena they can be outright bastards when they want to, and while being on the receiving end of an Exorcist's attacks isn't fun, dishing out the pain is. I'll tell you one thing, there's nothing more satisfying than knocking some poor Slayer into the corner, laying down Suppression Amulet and a couple White Tigers and watch his HP drop as he panics from trying to escape your flurry of painful punishment. Feels good, man.
But with great power comes great responsibility. You may be a juggernaut of destruction but you're far from invincible, below is a list of the strengths and weaknesses of Exorcism.
Strengths of Exorcism
- Highest damage output of the three Priest subclasses.
- Exceptional at field control.
- You work well solo or in parties.
- Great Arena potential.
- You will be a mob machine.
- Plenty of super armor.
Weaknesses of Exorcism
- Mobility is low. You will end up tanking lots of damage in favor of dishing out damage.
- If you want to be a fast killer, you'll be burning through a lot of MP.
- You may not be a welcome opponent in the Arena. Reason being most people don't know how to deal with Exorcists and will get annoyed at you.
- Our equipment is the most expensive of the three Priest subclasses.
II. -Types of Exorcist-
There are three types of Exorcists you will find in DFO: Physical, Hybrid, and Magical.
Physical Exorcist - Your go to guy when you need to smash things in to dust. This Exorcist specializes in nothing but physical damage dealing skills and physical critical hit skills. He uses Battle Axes, and wears heavy armor for the massive defense to smash through anything that has the guts to get in his way. With skills like Crucifix Wind, Chaos Hammer, and Spinning Cross, you can pretty much guarantee whatever you were attacking will be smeared all over your weapon. However as appealing as this may sound, currently this Exorcist is the rarest of the three. Although he may sound quite powerful, for now he is outclassed by the Hybrid Exorcist.
Hybrid Exorcist - Currently the best Exorcist to roll with at this stage of DFO. He has all the strength, defense and brutality of the physical Exorcist, however he has taken a liking to the magical side of things. With skills like Suppression Amulet, Black Tortoise and White Tiger at his disposal, along with the physical skills, enemies and bosses alike are your play toys in the various dungeons you will venture through.
Magical Exorcist - Brutal melee attacks and Axes don't interest you? Does calling down the pain in a brilliant flash of lightning while you sit back and sip some of Siusha's wine sound more appealing? Then you should definitely roll a Magical Exorcist. This Exorcist may be a squishier version of his kind, but that doesn't mean he can't hold his own. Using a Rosary for it's high magical attack and cloth armor to increase his intelligence and casting speed, this Exorcist will deal some impressive damage without ever being in danger of counter attacks. Because of the high intelligence, and magic attack, your various magical skills will be much more powerful and this Exorcist is even capable of clearing some dungeon rooms and bosses faster than the other two. Definitely worth looking in to if you already have a Physical or a Hybrid.
III. -Skills-
Exorcistic Force - You acquire this upon advancing to Exorcist. It increases your attack power when attacking Undead, Demon, and Spirit type monsters with normal attacks.
Lurking Dragon - Available at level 20, this skill is the backbone of the Exorcist. It enables you to charge the last hit on your normal combos, Giant Weapon Launcher, and Crucifix Wind for a nice damage increase. Definitely pick this up.
Physical Skills:
Giant Weapon Launcher (GWL) + Cancel - This is the skill to use when you need to juggle monsters. You get this skill as soon as you start your Exorcist, and will be one of the most useful skills in your arsenal. The higher the level of this skill, the better your juggles will be. Using Lurking Dragon to charge this will add diagonal slash on your swing that can deal extra damage and knock back enemies as well as create a small shockwave behind you when the weapon lands. Of course you need it's cancel for this to be useful at all. Luckily for you, you will get it early on.
Phoenix Hammer + Cancel - This skill is lovely. When you use this skill, you will jump high into the air, and come crashing down weapon first to squash your hapless foes, while creating a shockwave to hit surrounding enemies. You can also press left or right to guide your landing, perfect for escaping from sticky situations.The higher the level of this skill, the bigger your shockwave will be. I don't really recommend getting the cancel for it though.
Passion Chakra - The perfect skill made for physical brutality. Casting this buff grants your weapon with fire attribute, strength, hit rate, and even reduces enemy hit recovery. What else needs to be said?
Star in the Sky + Cancel - Aw yeah, now we're playing with power. This skill is undoubtedly the best mob AND single target skill in your arsenal. When used you will swing your weapon down and launch a monster high into the air. During the monster's rise and fall you are completely INVINCIBLE. Press your attack + Star key rapidly to charge the hit. The higher the charge, the more damage you will deal, on top of knocking the monsters farther away. Best part is during this time, the other monsters usually crowd around you to try and hit you. So put on your best troll face and swing as hard as you can. As for the cancel, I don't use it, but it doesn't hurt to grab it either.
Crucifix Wind - Another welcome addition to mob control. When this skill is used it throws your weapon horizontally to knock back and hold enemies while dealing quick tick damage. If you use Lurking Dragon to charge your swing, your weapon will stay in the air twice as long in addition to adding an extra swing on your throw.
Chaos Hammer + Cancel - The first skill you will receive that can cause stun status. Using this skill will cause you to violently swing your weapon overhead to pound on the enemies infront of you. Repeatedly pressing the key will grant you more hammers and a faster pounding. The last strike has a slight charge and creates a shockwave that can stun. You can also change the direction you are facing while the skill is in effect by pressing left or right. Pumping points into this skill will increase your stun rate, stun length, and widen your shockwaves. The cancel for this skill is, again, personal preference.
Spinning Cross - The last physical skill you will gain, but certainly a good addition to your repertoire of punishment. Using this skill will allow you to swing your weapon in a large circle, granting huge X, Y, and Z axis range. The faster you press the key, the faster your swings will be. Pressing the key also grants you more swings to work with. You can also press any directional key to guide you in case your victim thinks it can escape.
Magical Skills:
Holy Amulet - This skill will be one of your most used skills should you decide to go down the magical path. It has a quick cool down time, and deals decent damage. Using this skill will toss an amulet in front of you to explode and inflict damage in a small area. Though, it looks like it has lightning attribute, it doesn't cause electrocution, instead it will snare enemies and drop their movement and attack speed. Very useful when used in conjunction with Suppression Amulet. It also heals your HP and MP slightly when used to kill Undead, Demon, of Spirit monsters.
Frigid Chakra - Frigid Chakra is a very good buff to invest it. It gives your weapon water attribute, increases your intelligence, and also grants more cast speed. Nothing else matters.
Suppression Amulet - This amulet is another great debuffing skill. Casting this skill will place a huge circle on the floor that will slow, reduce jumping height, and accuracy of any monster foolish enough to walk in it.
White Tiger - This is an interesting skill. When used once it creates a small aura that increases your movement speed and jump height. Sounds lame, yeah? Well, if you cast another, the two White Tigers will begin to play catch with a sphere of energy. This sphere deals magic damage to any monster it comes in contact with. Casting a third White Tiger will then add him to the "game" and so on. Using this in conjunction with Suppression Amulet can really rip through mobs before they know what happened. Strategic placement of the Tigers is key.
God of Knowledge: Black Tortoise - This doesn't look like a tortoise at all. In fact, it's a cute little doggie hell bent on immobilizing enemies. When you bring out this pup to play it will leap on to monsters and hold them for a set period of time. During this time the monster cannot move or attack and it's defenses are greatly reduced. When the "Tortoise" has no prey it creates an aura that helps restore MP to you and your party. Definitely useful to have around.
Lightning Amulet - The last magical skill you will learn, but it's one hell of a skill. Casting this will throw an amulet on the ground much like Suppression, but instead of slowing down enemies, it calls down three bolts of lightning to deal massive magic damage in quick succession. It only lasts ten seconds, but you shouldn't need more than that to dispatch whatever is in your way. Use it with Suppression Amulet for the best results.
General Skills:
Instead of going through all of the skills in the General tab I'll just be naming the ones that would be beneficial to you as an Exorcist.
Quick Rebound - This skill useful for when you get knocked down and need to avoid something that may be headed your way. When you get knocked down, press the button immediately to get up from your fall. Hold the button to be invincible for up to three seconds. It's only 10 SP, so might as well grab it.
Backstep + Cancel - Ever been in a melee situation where you completely miss the target and stand there looking like an ass during your attack? Of course you have. We've all been there. But with backstep + cancel that will no longer be an issue. During the middle of your normal combos, you can cancel out of it to jump back a short distance. Doing so will help you kill more efficiently, as you don't have to wait for the end of your attack animations to finish. If you're going down the magical path I don't really recommend this, as you shouldn't be in too many melee situations to begin with.
Ancient Memory - Strictly for Magic Exorcists. Using this skill will give you an Intelligence boost for 20 seconds. At max level that's 150 Intelligence for 20 seconds. Doesn't sound too useful, but it's nice to have around when entering a difficult dungeon room or boss.
Physical and Magic Critical Hit - These skills are either an all or nothing kind of thing. If you don't have the SP to max them, then don't bother putting points in to them. All they do is increase your critical hit rate by 10%. Useful for extra damage.
Physical and Magic Rear Attack - Same as above, but with less priority as these skills only kick in when you do Back Attacks. With that said, Magic Exorcists are more likely to cause Back Attacks, and actually have the SP for it.
Other Jobs:
Same as the General skills, I will only be listing ones worth putting points in to.
Crusader Tab:
Strike - Max this if you're going to be a Physical or Hybrid Exorcist. It grants you attack power and increases your hit rate by 5%. Incredibly useful for dungeons on higher difficulties.
Wisdom Blessing - This one is for Magic Exorcists. It increases your intelligence and magic attack power along with spirit and vitality. No increase in hit rate though, which is kind of a shame.
Cure - Free status removal? You betcha. One point of this makes sure you never have to clog your inventory with different types of status curing potions.
Monk Tab:
Smasher - Great skill for utility purposes. I personally call it my "Oh pomegranate!" button. One point in this is all you need to break the super armor off those smug little monsters and throw them across the room. Great as an escape as well since you are invincible during the animation.
Lucky Straight Punch - I'm not much of a fan of this skill, but it's worth a mention anyway. Using this will lunge your Exorcist fist first into a mob, dealing multiple hits and knocking them away on the final hit. You can be easily canceled out of this, as it gives you no super armor.
Second Upper - Like above, only one point does all. Second Upper is good for extending your juggles. It fits in quite well with Giant Weapon Launcher enabling you to juggle a monster infinitely, granted you don't miss of course.
Avenger Tab:
Furious Grab - Oh, the Avenger. The fourth Priest job that never came to be. What would he have been like? Even though he may not exist, you can still call forth his demonic hand to deal some decent damage and immobilization. I recommend maxing this if you're a magic Exorcist as it will be a nice addition to your rather small arsenal of magic attack skills. If you're physical or hybrid, one point is fine if you so desire.


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hit.) Dungeons (or better known as instances in most MMOs) are areas in the game where you fight monsters, complete quests, and gain items and gold. You can go in alone, or with up to four friends to really wreck some boss's fecal matter. Dungeons come in four difficulties: Normal, Expert, Masters, or Kings Road. Normal being the easiest, and Kings being the hardest. As dungeon difficulty goes up, so do monster AI, attack, HP and evasion.