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| Aran guide (: | |
| | Author | Message |
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Scotty
IGN : IslesAndIce Job : Aran Level : 15x Number of posts : 106 Registration date : 2010-02-10 Mood : Always happy c:
| Subject: Aran guide (: Wed Feb 10, 2010 7:29 am | |
| Scott's Ultimate Aran Guide, Page 1! So, due to the amount of time and energy I put into the Aran class so far, both before and after release, I have decided to make a guide to the class, simply due to the fact the class gives you A LOT to talk about. This guide will outline things that I, and other maplers have learned about the class, as well as tips to help you. Refer to the table of contents below, and use the codes in brackets in a search (by hitting ctrl f) to skip to that section. Table O' contents1st page= 1) About the Aran class (ABAR) 2) Equiptment/stat building (EQMT) 3) Aran's 1st-3rd job skills (ARSK) 4) 1st-3rd job skill builds (SKBI) 2nd page= 4b) Aran's 4th job skills+build (Frth) 5) Techniques (TEQU) 6) Training Locations (TRLO) 7) Skill Quests/Job advancements (SKQU) 8 )Book locations (BOLO) 9)Protips (1337) 10) Updates (UPDT) About the Aran class (ABAR)I would describe the Aran class as kind of the stereotypical "berserker" class of other games. They have low hp, are only strong so long as they keep killing, and do emense damage, they are just fragile as ****. Pros: -Tons of damage reducing and healing skills -Burn less pots than most/all classes in the game because of drain. -One of the strongest non-ranged class in the game. -Tons of buffs that benefit both your damage and how little/how much you get hit. -Some of the farthest reaching melee moves in the game. -Great bossing ability (ranked right under NL's and sairs, but with SE, they are on par if not better) Cons:
-Very combo oriented, losing combo can put you behind (the diff between the two gets HUGE as you get higher leveled) -Difficult to play, perhaps takes the most skill of every class thus far (though i see this as a pro) -Pay more money for their mounts -You have to do quests for most of your skills -Can be repedative -Arguably requires nx, as pet loots/auto pot are HIGHLY reccommended -Extremely low hp for a warrior class (this is a biggie in later levels) -Lack skills to assist with their low hp. No (good) stuns, freeze, range, etc like other low health classes have. (also a biggy later) Summary: They are pro if you know how to use them right. They take a lot of practise and experience to be good with, kinda like a shad or a bucc, but even moreso. Aran's are a Pole arm using class, that run on a combo system. Every time you hit a monster or deal damage in any way whatsoever, you get a hit towards your combo, which is displayed on your screen. A variety of passive skills run off this combo, from attack boosters for every 10 hits, to critical hit rates increasing. Also, particular skills require a certain combo count, then reset your count. These skills typically involve a great deal of damage or a nice buff, but then reset your combo, losing the benefits mentioned before. Failing to hit a monster for anything more than a second or two will lose your combo as well, this makes the player have to plan ahead and use some skill! (see the techniques section!) Equiptment/stat building (EQMT)Stat buildingTHE EXTREMELY USEFUL ACCURACY CALCULATOR: http://www.screamingstatue.com/accuracy/The first question you should ask yourself when making an Aran is where to cap your dex. There are 3 primary ways to do your stats: Dexless, LowDex, and Regular dex. Dexless is like the name implies, no dex is used. Alot of time people think dexless is 100% the way to go, because of the extra strength you'll get, and its easy for warriors because none of the Polearms thus far require dex to hold, but without dex, you have no accuracy, and without any accuracy, you can't kill things, and if you cant kill things, you fail. If you can get your hands on enough dex equiptment to still hit what you need to hit, and when you want to hit it, by all means go dexless, but for most people, thats pricey. It just takes a bit of research and foresight.(see the accuracy calculator at the beginning of this section) Lowdex is basically putting your dex as low as possible, while still maintaining some accuracy. Most lowdex people have their dex between 10 and 30. This, like dexless, takes some research to decide where is best to cap your dex, and in all honesty, you wont really notice a difference between lowdex and a pure dexless, and many times you'll spend less. I'dd reccommend this build. See the equiptment section to see how. Normal dex is for people who don't really wanna spend any money, or are lazy to figure out where their dex should be. Your damage won't be on par with the other stat builds, but the nice thing about arans is low damage isnt always bad. Low damage with a fast weapon makes for faster combos, so you can sue your finishing moves more often, arguably putting your damage on par. Another point about this stat build, is the money dexless and lowdex people have to spend on dex gear, you can put in str gear, making your str still be as high as theirs while nto having to fuss around with needing equipts to hit. Just know str gears is almost always more expensive than dex gear. Strless. Lol, i swear to god im going to try this some day. Strless is going with no str whatsoever on your aran, and useing PA's that use no str, such as the roses, snowboards, and surfboards. The idea is that these weapons are faster, and between that and your lower damage, you'll use finishing moves more often. The additional dex also makes for high avoid and accuracy, which can allow you to train at stronger monsters, sooner. The biggest thing about this build is the novelty, really. EquiptmentIn this section, i will describe how to use your equiptment to asist in your chosen stat build. Helmets As far as helmets go, the two most noticable are the Zakum helmet at 50, and the scarlion helmet at 80. Untill 50, try using a bamboo hat. Either blue for str, or green for dex will work, depending on if you believe you need the extra dex, or the extra attack. Getting a zhelm is fairly easy 9especially since we are a zrunning guild) and surprisingly cheap for how good they are. They also add 15 str and 15 dex if you get an average one, as well as 30 accuracy. This makes for a huge accuracy boost total, and the str is always a nice bonus. You can upgrade to a scarlion helmet at 80 if you want. Truth be told they arent THAT much better than a zak helm, but still, not bad. OverallsOveralls are nice because thay have 10 slots. Seeing as most people gof or a lowdex build, and 100% overall dex scrolls can be bought from the scroll seller in kerning swamp, thats an easy 10 dex robe right there. Get a bathrobe from showa, or a sauna robe and 100% scroll it for an easy 10 dex, or if you can get your hands on a better dex robe, go for it! Also, it's worth pointing out that at level 35 you can get an overall with 3 dex on it clean at the perion armor store. Using the same logic, you can make that into a free 13 dex. These robes can last you untill whenever you want to upgrade, which is often times done around 70 or 80, mroe or less for the defense boost. Gloves Gloves are the easiest thing to get w.atk on other than weapons, so go for an attack glove. You coudl get an accuracy glove, btu in all honesty, you'dd be better just increasing your dex if you needed that. The dex points you'dd be saving by instead using an acc glove wont do near as much as the attack boost from an att glove would do PendantsAt level 50 you can get a deputy star, thats about it. This gives +5 to all stats, which adds to your dex/str count. We arans cant CWKPQ, so we can't get that sexy pendant at the moment ): ShoesShoes don't matter too too much, and you can almost sue the same kind of shoe all game if need be. Buy gomushins from kerning city or whtiebottom boots in lith harbour, and either scroll them for speed or for dex/acc. I personally scrolled one of both types, and i just use the speed shoes untill i find i need some accuracy, then put on my accuracy boots. Quick tip: dont use snowshoes as an Aran. The grabbyness of the snowsheos reduces your combat step distance. If this wasnt intended nexon may fix it, but at this point in time, thats how it goes. Charlie- "a pair of lvl 50 emarald hildon boots is a great shoe for dexless if you use an advanced garnet on em, which are pretty cheap, and doesnt have the snowshoe effect. 3 dex and 5 acc clean" CapesTreat the cape the same way you treated the hats before a zhelm. Get a str one if you need damage and are doing fine for accuracy, or get a dex one if you need the boost. Any cape will work, but if you can get your hands on a Pink adventurer cape or even better, a taru spirit cape, you can get some bonus attack in there! EarringsIt's possible to make dex earrings, but the scrolls are pricey. Probably the last method you want to take, but still worth noting. *also note you can get sniper pills in the ludi pot shot if need be, or theif elixers in NLC! They are always good to have on you for if and when you see that dreaded word: "miss" in training. Aran's skills (ARSK)Open to spoilers to view skill information. Note the descriptions would still be the poorly translated KMS->GMS descriptions, so i briefly described it myself, better in the description fields. Use those as a reference for if you dont understand how a skill works. First job:Combo Ability- The cornerstone of the Aran class - Spoiler:
Master Level: 10 Type: Passive Pre-requisite: Double Swing Lv. 10 Description: Enables the visibility of combo counts. After every 10 hits, your stats will increase by a certain amount up to a maximum based on the level of the skill (see where it says increases _ times, say yours was level 3. it increases ever 10 htis to a maximum of 3 increases, so 30 hits, then the buff stop sbuilding.) This buff disappears when you lose your combo count. Also note this skill basically what makes your aran an aran... lol. Remarks: You can obtain this skill after completing a special quest at Lv 13. Level 1: W.ATK 1; W.DEF 5; M.DEF 5; Increases 1 time Level 2: W.ATK 1; W.DEF 5; M.DEF 5; Increases 2 times Level 3: W.ATK 1; W.DEF 5; M.DEF 5; Increases 3 times Level 4: W.ATK 1; W.DEF 5; M.DEF 5; Increases 4 times Level 5: W.ATK 1; W.DEF 5; M.DEF 5; Increases 5 times Level 6: W.ATK 1; W.DEF 5; M.DEF 5; Increases 6 times Level 7: W.ATK 1; W.DEF 5; M.DEF 5; Increases 7 times Level 8: W.ATK 1; W.DEF 5; M.DEF 5; Increases 8 times Level 9: W.ATK 1; W.DEF 5; M.DEF 5; Increases 9 times Level 10: W.ATK 1; W.DEF 5; M.DEF 5; Increases 10 times Double Swing- The starting skill that evolves to so much more - Spoiler:
Master Level: 20 Type: Active Description: Press the attack key twice to attack up to 12 surrounding monsters two times. Level 1: MP -2; 102% Damage Level 2: MP -2; 104% Damage Level 3: MP -2; 106% Damage Level 4: MP -2; 108% Damage Level 5: MP -2; 110% Damage Level 6: MP -3; 112% Damage Level 7: MP -3; 114% Damage Level 8: MP -3; 116% Damage Level 9: MP -3; 118% Damage Level 10: MP -3; 120% Damage Level 11: MP -4; 122% Damage Level 12: MP -4; 124% Damage Level 13: MP -4; 126% Damage Level 14: MP -4; 128% Damage Level 15: MP -4; 130% Damage Level 16: MP -5; 132% Damage Level 17: MP -5; 134% Damage Level 18: MP -5; 136% Damage Level 19: MP -5; 138% Damage Level 20: MP -5; 140% Damage Combat Step- a helpful spring in your step - Spoiler:
Master Level: 15 Type: Supportive Pre-requisite: Double Swing Lv. 5 Description: Press the arrow keys twice to move to a far distance at fast speed. Note that the distance increases substantially with every level. Remarks: Command: → → Level 1: MP -1; Cover small distance Level 2: MP -1; Cover small distance Level 3: MP -1; Cover small distance Level 4: MP -2; Cover small distance Level 5: MP -2; Cover small distance Level 6: MP -2; Cover small distance Level 7: MP -3; Cover small distance Level 8: MP -3; Cover small distance Level 9: MP -3; Cover small distance Level 10: MP -4; Cover small distance Level 11: MP -4; Cover small distance Level 12: MP -4; Cover small distance Level 13: MP -5; Cover small distance Level 14: MP -5; Cover small distance Level 15: MP -5; Cover small distance Polearm Booster- Booster in 1st job? And its better than normal! - Spoiler:
Master Level: 20 Type: Supportive Pre-requisite: Combat Step Lv. 5 Description: Uses HP and MP to temporarily boost up the attacking speed of the equipped polearm. It only applies when either a one-handed or two-handed polearm is in hand. Remarks: You can obtain this skill after completing a special quest at Lv 22. Level 1: MP -29; HP - 29; Increase in Pole Arm +1; Lasts 10 seconds Level 2: MP -28; HP - 28; Increase in Pole Arm +1; Lasts 20 seconds Level 3: MP -27; HP - 27; Increase in Pole Arm +1; Lasts 30 seconds Level 4: MP -26; HP - 26; Increase in Pole Arm +1; Lasts 40 seconds Level 5: MP -25; HP - 25; Increase in Pole Arm +1; Lasts 50 seconds Level 6: MP -24; HP - 24; Increase in Pole Arm +1; Lasts 60 seconds Level 7: MP -23; HP - 23; Increase in Pole Arm +1; Lasts 70 seconds Level 8: MP -22; HP - 22; Increase in Pole Arm +1; Lasts 80 seconds Level 9: MP -21; HP - 21; Increase in Pole Arm +1; Lasts 90 seconds Level 10: MP -20; HP - 20; Increase in Pole Arm +2; Lasts 100 seconds Level 11: MP -19; HP - 19; Increase in Pole Arm +2; Lasts 110 seconds Level 12: MP -18; HP - 18; Increase in Pole Arm +2; Lasts 120 seconds Level 13: MP -17; HP - 17; Increase in Pole Arm +2; Lasts 130 seconds Level 14: MP -16; HP - 16; Increase in Pole Arm +2; Lasts 140 seconds Level 15: MP -15; HP - 15; Increase in Pole Arm +3; Lasts 150 seconds Level 16: MP -14; HP - 14; Increase in Pole Arm +3; Lasts 160 seconds Level 17: MP -13; HP - 13; Increase in Pole Arm +3; Lasts 170 seconds Level 18: MP -12; HP - 12; Increase in Pole Arm +3; Lasts 180 seconds Level 19: MP -11; HP - 11; Increase in Pole Arm +3; Lasts 190 seconds Level 20: MP -10; HP - 10; Increase in Pole Arm +3; Lasts 200 seconds Second job:Polearm Mastery - Stabilizes damage, and adds accuracy - Spoiler:
Master Level: 20 Type: Passive Pre-requisite: Triple Swing Lv. 3 Description: Increases the mastery of pole arms and accuracy. It only applies when a pole arm is in hand.
Level 1: 15% Mastery; +1 Accuracy Level 2: 15% Mastery; +2 Accuracy Level 3: 20% Mastery; +3 Accuracy Level 4: 20% Mastery; +4 Accuracy Level 5: 25% Mastery; +5 Accuracy Level 6: 25% Mastery; +6 Accuracy Level 7: 30% Mastery; +7 Accuracy Level 8: 30% Mastery; +8 Accuracy Level 9: 35% Mastery; +9 Accuracy Level 10: 35% Mastery; +10 Accuracy Level 11: 40% Mastery; +11 Accuracy Level 12: 40% Mastery; +12 Accuracy Level 13: 45% Mastery; +13 Accuracy Level 14: 45% Mastery; +14 Accuracy Level 15: 50% Mastery; +15 Accuracy Level 16: 50% Mastery; +16 Accuracy Level 17: 55% Mastery; +17 Accuracy Level 18: 55% Mastery; +18 Accuracy Level 19: 60% Mastery; +19 Accuracy Level 20: 60% Mastery; +20 Accuracy Triple Swing - Adds a third powerful swing to your double swing - Spoiler:
Master Level: 20 Type: Active Pre-requisite: Double Swing Lv. 20 Description: Press the attack key three times to attack up to 12 surrounding monsters thrice. This skill is a passive, as soon as you get it, you now can attack 3 times in a row with your attack. The third swing does alot of damage when maxed.
Level 1: MP -5; 193% Damage Level 2: MP -5; 196% Damage Level 3: MP -5; 199% Damage Level 4: MP -5; 202% Damage Level 5: MP -5; 205% Damage Level 6: MP -5; 208% Damage Level 7: MP -5; 211% Damage Level 8: MP -5; 214% Damage Level 9: MP -5; 217% Damage Level 10: MP -6; 220% Damage Level 11: MP -6; 223% Damage Level 12: MP -6; 226% Damage Level 13: MP -6; 229% Damage Level 14: MP -6; 232% Damage Level 15: MP -6; 235% Damage Level 16: MP -6; 238% Damage Level 17: MP -6; 241% Damage Level 18: MP -6; 244% Damage Level 19: MP -6; 247% Damage Level 20: MP -7; 250% Damage Final Charge- A slightly harder to execute rush. Use it to make mobs! - Spoiler:
Master Level: 30 Type: Active Pre-requisite: Triple Swing Lv. 20 Description: Push monsters in front of you. You have to use Triple Swing first before using this skill.
Remarks: Command : Triple Swing + → + attack key
Level 1: MP -10; 50% Damage; Attack up to 5 monsters. Level 2: MP -10; 51% Damage; Attack up to 5 monsters. Level 3: MP -10; 52% Damage; Attack up to 5 monsters. Level 4: MP -10; 53% Damage; Attack up to 5 monsters. Level 5: MP -10; 54% Damage; Attack up to 6 monsters. Level 6: MP -12; 55% Damage; Attack up to 6 monsters. Level 7: MP -12; 56% Damage; Attack up to 6 monsters. Level 8: MP -12; 57% Damage; Attack up to 6 monsters. Level 9: MP -12; 58% Damage; Attack up to 7 monsters. Level 10: MP -12; 59% Damage; Attack up to 7 monsters. Level 11: MP -14; 60% Damage; Attack up to 7 monsters. Level 12: MP -14; 61% Damage; Attack up to 7 monsters. Level 13: MP -14; 62% Damage; Attack up to 8 monsters. Level 14: MP -14; 63% Damage; Attack up to 8 monsters. Level 15: MP -14; 64% Damage; Attack up to 8 monsters. Level 16: MP -16; 65% Damage; Attack up to 8 monsters. Level 17: MP -16; 66% Damage; Attack up to 9 monsters. Level 18: MP -16; 67% Damage; Attack up to 9 monsters. Level 19: MP -16; 68% Damage; Attack up to 9 monsters. Level 20: MP -16; 70% Damage; Attack up to 9 monsters. Level 21: MP -18; 72% Damage; Attack up to 10 monsters. Level 22: MP -18; 74% Damage; Attack up to 10 monsters. Level 23: MP -18; 76% Damage; Attack up to 10 monsters. Level 24: MP -18; 78% Damage; Attack up to 10 monsters. Level 25: MP -18; 80% Damage; Attack up to 11 monsters. Level 26: MP -20; 82% Damage; Attack up to 11 monsters. Level 27: MP -20; 84% Damage; Attack up to 11 monsters. Level 28: MP -20; 86% Damage; Attack up to 11 monsters. Level 29: MP -20; 88% Damage; Attack up to 12 monsters. Level 30: MP -20; 90% Damage; Attack up to 12 monsters. Combo Drain - When used correctly, you'll never use an hp pot again! - Spoiler:
Master Level: 20 Type: Supportive Pre-requisite: Combo Ability Lv. 1 Description: A buff that allows one to recover a portion of damage dished out by attacking back as HP. Combo Count must reach 30 and can only be used then. [Command : Arrow Key : Down + Down + attack] Note this ends your combo.
Remarks: You can obtain this skill after completing a special quest at Lv 37. Command : ↓ ↓ + attack key
Level 1: For 44 sec, will recover 1% of HP Damage dished out as HP Level 2: For 48 sec, will recover 1% of HP Damage dished out as HP Level 3: For 52 sec, will recover 1% of HP Damage dished out as HP Level 4: For 56 sec, will recover 1% of HP Damage dished out as HP Level 5: For 60 sec, will recover 2% of HP Damage dished out as HP Level 6: For 64 sec, will recover 2% of HP Damage dished out as HP Level 7: For 68 sec, will recover 2% of HP Damage dished out as HP Level 8: For 72 sec, will recover 2% of HP Damage dished out as HP Level 9: For 76 sec, will recover 2% of HP Damage dished out as HP Level 10: For 80 sec, will recover 3% of HP Damage dished out as HP Level 11: For 84 sec, will recover 3% of HP Damage dished out as HP Level 12: For 88 sec, will recover 3% of HP Damage dished out as HP Level 13: For 92 sec, will recover 3% of HP Damage dished out as HP Level 14: For 96 sec, will recover 3% of HP Damage dished out as HP Level 15: For 100 sec, will recover 4% of HP Damage dished out as HP Level 16: For 104 sec, will recover 4% of HP Damage dished out as HP Level 17: For 108 sec, will recover 4% of HP Damage dished out as HP Level 18: For 112 sec, will recover 4% of HP Damage dished out as HP Level 19: For 116 sec, will recover 4% of HP Damage dished out as HP Level 20: For 120 sec, will recover 5% of HP Damage dished out as HP Combo Smash - a straight up godly skill to reward your 30 hit combo - Spoiler:
Master Level: 20 Type: Active Pre-requisite: Combo Ability Lv. 1 Description: Achieves excellent amound of danger at the booth (this is exctly the translation we got from nexon, and im not edditing it out because luls ensued when i read it. Don't ask me wtf thats supposed to mean). Only available when the Combo Count reaches 30 or above. [Command : Arrow Key : Down + Right + attack key] Basically this skill is just a high damage far reaching attack. you'll love it at first, but it gets replaced pretty darn quick.
Remarks: You can obtain this skill after completing a special quest at Lv 45. Command : ↓ → + attack key
Level 1: 320% Damage; Attacks 4 monsters. Level 2: 340% Damage; Attacks 4 monsters. Level 3: 360% Damage; Attacks 4 monsters. Level 4: 380% Damage; Attacks 4 monsters. Level 5: 400% Damage; Attacks 5 monsters. Level 6: 420% Damage; Attacks 5 monsters. Level 7: 440% Damage; Attacks 5 monsters. Level 8: 460% Damage; Attacks 6 monsters. Level 9: 480% Damage; Attacks 6 monsters. Level 10: 500% Damage; Attacks 6 monsters. Level 11: 520% Damage; Attacks 7 monsters. Level 12: 540% Damage; Attacks 7 monsters. Level 13: 560% Damage; Attacks 7 monsters. Level 14: 580% Damage; Attacks 8 monsters. Level 15: 600% Damage; Attacks 8 monsters. Level 16: 620% Damage; Attacks 8 monsters. Level 17: 640% Damage; Attacks 9 monsters. Level 18: 660% Damage; Attacks 9 monsters. Level 19: 680% Damage; Attacks 9 monsters. Level 20: 700% Damage; Attacks 10 monsters. Body Pressure - Power guard with the added effect to stop touch damage! - Spoiler:
Master Level: 20 Type: Active Description: Allows one to feel very powerful for a small period of time, by being able to body-check monsters, and completely render the monster useless. This skill works like a nerfed powerguard, in that it doesnt reduce damage, rather just hurts the monster that touches you. Where it says it "neutralizes" them, it casts a debuff on them that makes them not able to deal touch damage, which is wierd because then you're not then returning damage with the power guard effect so the skill kinda overlaps itsself. Also, its not your touch damage that neutralizs them, its any damage, so when this buff is on, any attack will have the chance to neutralize them.
Level 1: MP -40; 25 seconds; 20% Probability of neutralizing for 5 sec; 5% Body Attack Damage. Level 2: MP -39; 30 seconds; 20% Probability of neutralizing for 6 sec; 10% Body Attack Damage. Level 3: MP -38; 35 seconds; 20% Probability of neutralizing for 7 sec; 15% Body Attack Damage. Level 4: MP -37; 40 seconds; 20% Probability of neutralizing for 8 sec; 20% Body Attack Damage. Level 5: MP -36; 45 seconds; 30% Probability of neutralizing for 9 sec; 25% Body Attack Damage. Level 6: MP -35; 50 seconds; 30% Probability of neutralizing for 10 sec; 30% Body Attack Damage. Level 7: MP -34; 55 seconds; 30% Probability of neutralizing for 11 sec; 35% Body Attack Damage. Level 8: MP -33; 60 seconds; 30% Probability of neutralizing for 12 sec; 40% Body Attack Damage. Level 9: MP -32; 65 seconds; 40% Probability of neutralizing for 13 sec; 45% Body Attack Damage. Level 10: MP -31; 70 seconds; 40% Probability of neutralizing for 14 sec; 50% Body Attack Damage. Level 11: MP -30; 75 seconds; 40% Probability of neutralizing for 15 sec; 55% Body Attack Damage. Level 12: MP -29; 80 seconds; 40% Probability of neutralizing for 16 sec; 60% Body Attack Damage. Level 13: MP -28; 85 seconds; 50% Probability of neutralizing for 17 sec; 65% Body Attack Damage. Level 14: MP -27; 90 seconds; 50% Probability of neutralizing for 18 sec; 70% Body Attack Damage. Level 15: MP -26; 95 seconds; 50% Probability of neutralizing for 19 sec; 75% Body Attack Damage. Level 16: MP -25; 100 seconds; 50% Probability of neutralizing for 20 sec; 80% Body Attack Damage. Level 17: MP -24; 105 seconds; 60% Probability of neutralizing for 21 sec; 85% Body Attack Damage. Level 18: MP -23; 110 seconds; 60% Probability of neutralizing for 22 sec; 90% Body Attack Damage. Level 19: MP -22; 115 seconds; 60% Probability of neutralizing for 23 sec; 95% Body Attack Damage. Level 20: MP -20; 120 seconds; 60% Probability of neutralizing for 24 sec; 100% Body Attack Damage. Third job:Full Swing- Increases the strength of your triple swing. - Spoiler:
Master Level: 20 Type: Passive Pre-requisite: Triple Swing Lv. 20 Description: Increases the damage of Double Swing and Triple Swing. I found this skill very confusing based off the description untill i tried it. Basically what it does is make your second attack (the elbow thing) change completely: it becomes two quick pokes, where the 1st poke is technically your double swing, and the damage from the 2nd poke comes from the level of your full swing (see below where it says "damage on 2nd attack." Full swing also increases the damage of your third swing (which is more like 4th swing if you count the two pokes as two attacks. Again, see below. Basically 2nd swing gets a 2nd poke in there, and the 3rd swing gets better, and yes, this now makes your triple swing now 4 hits when it comes to comboing.
Remarks: You can obtain this skill after completing a special quest at Lv 70.
Level 1: Double Swing: MP -6; 72% Damage on 2nd attack; Triple Swing: MP -14; 184% Damage. Level 2: Double Swing: MP -6; 74% Damage on 2nd attack; Triple Swing: MP -14; 188% Damage. Level 3: Double Swing: MP -6; 76% Damage on 2nd attack; Triple Swing: MP -14; 192% Damage. Level 4: Double Swing: MP -6; 78% Damage on 2nd attack; Triple Swing: MP -14; 196% Damage. Level 5: Double Swing: MP -6; 80% Damage on 2nd attack; Triple Swing: MP -16; 200% Damage. Level 6: Double Swing: MP -8; 82% Damage on 2nd attack; Triple Swing: MP -16; 204% Damage. Level 7: Double Swing: MP -8; 84% Damage on 2nd attack; Triple Swing: MP -16; 208% Damage. Level 8: Double Swing: MP -8; 86% Damage on 2nd attack; Triple Swing: MP -16; 212% Damage. Level 9: Double Swing: MP -8; 88% Damage on 2nd attack; Triple Swing: MP -18; 216% Damage. Level 10: Double Swing: MP -8; 90% Damage on 2nd attack; Triple Swing: MP -18; 220% Damage. Level 11: Double Swing: MP -10; 92% Damage on 2nd attack; Triple Swing: MP -18; 224% Damage. Level 12: Double Swing: MP -10; 94% Damage on 2nd attack; Triple Swing: MP -18; 228% Damage. Level 13: Double Swing: MP -10; 96% Damage on 2nd attack; Triple Swing: MP -20; 232% Damage. Level 14: Double Swing: MP -10; 98% Damage on 2nd attack; Triple Swing: MP -20; 236% Damage. Level 15: Double Swing: MP -10; 100% Damage on 2nd attack; Triple Swing: MP -20; 240% Damage. Level 16: Double Swing: MP -12; 102% Damage on 2nd attack; Triple Swing: MP -20; 244% Damage. Level 17: Double Swing: MP -12; 104% Damage on 2nd attack; Triple Swing: MP -20; 248% Damage. Level 18: Double Swing: MP -12; 106% Damage on 2nd attack; Triple Swing: MP -20; 252% Damage. Level 19: Double Swing: MP -12; 108% Damage on 2nd attack; Triple Swing: MP -20; 256% Damage. Level 20: Double Swing: MP -12; 110% Damage on 2nd attack; Triple Swing: MP -20; 260% Damage. Combo Critical - Adds critical damage to your attacks. - Spoiler:
Master Level: 20 Type: Passive Pre-requisite: Combo Ability Lv. 10 Description: This skill works much like combo ability in your 1st job. Every 10 hits your critical abilities increase, based on the level of the skill, and it increases up to a maximum of 10 times at max level. Say you had levl 1 crit, it says drit damage is 1%, sucess is 1% and you can get ti to increase once, therefore at a 10 hit combo where it caps you have a 1% chance to deal 1% bonus damage, a.k.a. crap. But, maxed level is critical damage 10% rate of 6% up to 10 times. Thi means that every 10 hits, your critting chance goes up by 6, and when you DO crit, its 10%. if you do the math, with max crit on a 100 hti combo (where it caps, thats 10 increases) you do +100% dmg (200%) at a 60% rate, which is friggen beastly.
Level 1: Critical Damage 1%, success rate 1%, max 1 additional combo Level 2: Critical Damage 1%, success rate 1%, max 1 additional combo Level 3: Critical Damage 2%, success rate 1%, max 2 additional combos Level 4: Critical Damage 2%, success rate 1%, max 2 additional combos Level 5: Critical Damage 3%, success rate 2%, max 3 additional combos Level 6: Critical Damage 3%, success rate 2%, max 3 additional combos Level 7: Critical Damage 4%, success rate 2%, max 4 additional combos Level 8: Critical Damage 4%, success rate 2%, max 4 additional combos Level 9: Critical Damage 5%, success rate 3%, max 5 additional combos Level 10: Critical Damage 5%, success rate 3%, max 5 additional combos Level 11: Critical Damage 6%, success rate 3%, max 6 additional combos Level 12: Critical Damage 6%, success rate 3%, max 6 additional combos Level 13: Critical Damage 7%, success rate 4%, max 7 additional combos Level 14: Critical Damage 7%, success rate 4%, max 7 additional combos Level 15: Critical Damage 8%, success rate 4%, max 8 additional combos Level 16: Critical Damage 8%, success rate 4%, max 8 additional combos Level 17: Critical Damage 9%, success rate 5%, max 9 additional combos Level 18: Critical Damage 9%, success rate 5%, max 9 additional combos Level 19: Critical Damage 10%, success rate 5%, max 10 additional combos Level 20: Critical Damage 10%, success rate 6%, max 10 additional combos Final Toss -fun, fancy, and effective - Spoiler:
Master Level: 30 Type: Passive Pre-requisite: Triple Swing Lv. 20 Description: Tosses up 6 monsters in the air. The monsters that are in the air will be vulnerable to attacks, therefore receiving more damage than on the ground. Can only triggered right after Triple Swing. This skill is tricky to time, but if you hit them in midair, and they take that bonus damage, they continue to be flung up in the air, so you can juggle them. Problem is they fly up and down realllly fast, so its MUCH harder than it sounds. Also, alot of times you'll only hit them airborne on your 1st attack, which is your weak basic attack that is your raw damage, not helped by full swing or anything, so your bonus damage winds up being wasted on you weakest part of your combo, provided you dont juggle them.
Remarks: Command : Triple Swing + ↑ + attack key
Level 1: MP -10; 70% Damage; 20% Additional damage on monsters in the air Level 2: MP -10; 70% Damage; 22% Additional damage on monsters in the air Level 3: MP -10; 70% Damage; 24% Additional damage on monsters in the air Level 4: MP -10; 70% Damage; 26% Additional damage on monsters in the air Level 5: MP -10; 70% Damage; 28% Additional damage on monsters in the air Level 6: MP -10; 70% Damage; 30% Additional damage on monsters in the air Level 7: MP -10; 80% Damage; 32% Additional damage on monsters in the air Level 8: MP -10; 80% Damage; 34% Additional damage on monsters in the air Level 9: MP -10; 80% Damage; 36% Additional damage on monsters in the air Level 10: MP -10; 80% Damage; 38% Additional damage on monsters in the air Level 11: MP -15; 80% Damage; 40% Additional damage on monsters in the air Level 12: MP -15; 80% Damage; 41% Additional damage on monsters in the air Level 13: MP -15; 90% Damage; 42% Additional damage on monsters in the air Level 14: MP -15; 90% Damage; 43% Additional damage on monsters in the air Level 15: MP -15; 90% Damage; 44% Additional damage on monsters in the air Level 16: MP -15; 90% Damage; 45% Additional damage on monsters in the air Level 17: MP -15; 90% Damage; 46% Additional damage on monsters in the air Level 18: MP -15; 90% Damage; 47% Additional damage on monsters in the air Level 19: MP -15; 100% Damage; 48% Additional damage on monsters in the air Level 20: MP -20; 100% Damage; 49% Additional damage on monsters in the air Level 21: MP -20; 100% Damage; 50% Additional damage on monsters in the air Level 22: MP -20; 100% Damage; 51% Additional damage on monsters in the air Level 23: MP -20; 100% Damage; 52% Additional damage on monsters in the air Level 24: MP -20; 100% Damage; 53% Additional damage on monsters in the air Level 25: MP -20; 110% Damage; 54% Additional damage on monsters in the air Level 26: MP -20; 110% Damage; 55% Additional damage on monsters in the air Level 27: MP -20; 110% Damage; 56% Additional damage on monsters in the air Level 28: MP -20; 110% Damage; 57% Additional damage on monsters in the air Level 29: MP -20; 110% Damage; 58% Additional damage on monsters in the air Level 30: MP -20; 110% Damage; 60% Additional damage on monsters in the air Combo Penril (aka fenrir aka panic) - Spoiler:
Master Level: 30 Type: Active Pre-requisite: Combo Smash Lv. 10 Description: Shoots a wave of concentrated energy, mixing with the spirit of wolves. Can only be used when the Combo Count reaches at least 100. [Command : Arrow Key : Down + Right + attack key] Basically a better version of combo smash. Level 1 fenrir does more damage than maxed smash provided its under 4 targets (because it only hits that many at level 1) because this attack actually hits each monster twice.
Remarks: Command : ↓ → + attack key
Level 1: Damage 510%, attacks up to 4 monsters at once Level 2: Damage 520%, attacks up to 4 monsters at once Level 3: Damage 530%, attacks up to 4 monsters at once Level 4: Damage 540%, attacks up to 4 monsters at once Level 5: Damage 550%, attacks up to 4 monsters at once Level 6: Damage 560%, attacks up to 5 monsters at once Level 7: Damage 570%, attacks up to 5 monsters at once Level 8: Damage 580%, attacks up to 5 monsters at once Level 9: Damage 590%, attacks up to 5 monsters at once Level 10: Damage 600%, attacks up to 5 monsters at once Level 11: Damage 610%, attacks up to 6 monsters at once Level 12: Damage 620%, attacks up to 6 monsters at once Level 13: Damage 630%, attacks up to 6 monsters at once Level 14: Damage 640%, attacks up to 6 monsters at once Level 15: Damage 650%, attacks up to 6 monsters at once Level 16: Damage 660%, attacks up to 7 monsters at once Level 17: Damage 670%, attacks up to 7 monsters at once Level 18: Damage 680%, attacks up to 7 monsters at once Level 19: Damage 690%, attacks up to 7 monsters at once Level 20: Damage 700%, attacks up to 7 monsters at once Level 21: Damage 710%, attacks up to 8 monsters at once Level 22: Damage 720%, attacks up to 8 monsters at once Level 23: Damage 730%, attacks up to 8 monsters at once Level 24: Damage 740%, attacks up to 8 monsters at once Level 25: Damage 750%, attacks up to 8 monsters at once Level 26: Damage 760%, attacks up to 9 monsters at once Level 27: Damage 770%, attacks up to 9 monsters at once Level 28: Damage 780%, attacks up to 9 monsters at once Level 29: Damage 790%, attacks up to 9 monsters at once Level 30: Damage 800%, attacks up to 10 monsters at once Snow Charge - elemental attacks! - Spoiler:
Master Level: 20 Type: Passive Description: Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked. Also increases the damage of your attacks.
Level 1: MP -25; 100% Damage; 10 seconds; monster's speed -21 for 5 seconds Level 2: MP -25; 101% Damage; 20 seconds; monster's speed -22 for 5 seconds Level 3: MP -25; 101% Damage; 30 seconds; monster's speed -23 for 5 seconds Level 4: MP -25; 102% Damage; 40 seconds; monster's speed -24 for 5 seconds Level 5: MP -25; 102% Damage; 50 seconds; monster's speed -25 for 5 seconds Level 6: MP -29; 103% Damage; 60 seconds; monster's speed -26 for 10 seconds Level 7: MP -29; 103% Damage; 70 seconds; monster's speed -27 for 10 seconds Level 8: MP -29; 104% Damage; 80 seconds; monster's speed -28 for 10 seconds Level 9: MP -29; 104% Damage; 90 seconds; monster's speed -29 for 10 seconds Level 10: MP -29; 105% Damage; 100 seconds; monster's speed -30 for 10 seconds Level 11: MP -32; 105% Damage; 110 seconds; monster's speed -31 for 15 seconds Level 12: MP -32; 106% Damage; 120 seconds; monster's speed -32 for 15 seconds Level 13: MP -32; 106% Damage; 130 seconds; monster's speed -33 for 15 seconds Level 14: MP -32; 107% Damage; 140 seconds; monster's speed -34 for 15 seconds Level 15: MP -32; 107% Damage; 150 seconds; monster's speed -35 for 15 seconds Level 16: MP -35; 108% Damage; 160 seconds; monster's speed -36 for 20 seconds Level 17: MP -35; 108% Damage; 170 seconds; monster's speed -37 for 20 seconds Level 18: MP -35; 109% Damage; 180 seconds; monster's speed -38 for 20 seconds Level 19: MP -35; 109% Damage; 190 seconds; monster's speed -39 for 20 seconds Level 20: MP -35; 110% Damage; 200 seconds; monster's speed -40 for 20 seconds Smart Knockback -makes it easier to knock back monsters! - Spoiler:
Master Level: 20 Type: Supportive Description: Utilizes efficiency over power, in that it dishes out less damage than a regular knockback, yet still manages to knock back an enemy. The damage it takes to KB a monster is basically dropped. Say it took 10k damage to kb something, and you had maxed SKB on. Maxed makes it only take 10% as much, which would be 1k damage. Pretty nice, really.
Level 1: MP -60; Available for 15 sec, applies only 90% of Monster Knock-Back Damage. Level 2: MP -58; Available for 20 sec, applies only 90% of Monster Knock-Back damage. Level 3: MP -56; Available for 25 sec, applies only 90% of Monster Knock-Back damage. Level 4: MP -54; Available for 30 sec, applies only 90% of Monster Knock-Back damage. Level 5: MP -52; Available for 35 sec, applies only 85% of Monster Knock-Back damage. Level 6: MP -50; Available for 40 sec, applies only 80% of Monster Knock-Back damage. Level 7: MP -48; Available for 45 sec, applies only 75% of Monster Knock-Back damage. Level 8: MP -46; Available for 50 sec, applies only 70% of Monster Knock-Back damage. Level 9: MP -44; Available for 55 sec, applies only 65% of Monster Knock-Back damage. Level 10: MP -42; Available for 60 sec, applies only 60% of Monster Knock-Back damage. Level 11: MP -40; Available for 65 sec, applies only 55% of Monster Knock-Back damage. Level 12: MP -38; Available for 70 sec, applies only 50% of Monster Knock-Back damage. Level 13: MP -37; Available for 75 sec, applies only 45% of Monster Knock-Back damage. Level 14: MP -36; Available for 80 sec, applies only 40% of Monster Knock-Back damage. Level 15: MP -35; Available for 85 sec, applies only 35% of Monster Knock-Back damage. Level 16: MP -34; Available for 90 sec, applies only 30% of Monster Knock-Back damage. Level 17: MP -33; Available for 95 sec, applies only 25% of Monster Knock-Back damage. Level 18: MP -32; Available for 100 sec, applies only 20% of Monster Knock-Back damage. Level 19: MP -31; Available for 110 sec, applies only 15% of Monster Knock-Back damage. Level 20: MP -30; Available for 120 sec, applies only 10% of Monster Knock-Back damage. Rolling Spin - Make room between you and your enemies - Spoiler:
Master Level: 20 Type: Active Description: Push monsters away to the left and right side with a powerful wind. Basically stuns for a short time and damages to both sides. Really isnt used unless maybe to free up some room for you to rebuff or something? Sometimes handy for keeping a combo going as a kind of second rush.
Remarks: Command : ↑ ↑ + attack key
Level 1: MP -16; 44% Damage; 38% Probability; Attacks 4 monsters; 1 second stun Level 2: MP -16; 48% Damage; 41% Probability; Attacks 4 monsters; 1 second stun Level 3: MP -16; 52% Damage; 44% Probability; Attacks 4 monsters; 1 second stun Level 4: MP -16; 56% Damage; 47% Probability; Attacks 4 monsters; 1 second stun Level 5: MP -18; 60% Damage; 50% Probability; Attacks 6 monsters; 1 second stun Level 6: MP -18; 64% Damage; 53% Probability; Attacks 6 monsters; 1 second stun Level 7: MP -18; 68% Damage; 56% Probability; Attacks 6 monsters; 1 second stun Level 8: MP -18; 72% Damage; 59% Probability; Attacks 6 monsters; 1 second stun Level 9: MP -20; 76% Damage; 62% Probability; Attacks 8 monsters; 1 second stun Level 10: MP -20; 80% Damage; 65% Probability; Attacks 8 monsters; 1 second stun Level 11: MP -20; 84% Damage; 68% Probability; Attacks 8 monsters; 1 second stun Level 12: MP -20; 88% Damage; 71% Probability; Attacks 8 monsters; 1 second stun Level 13: MP -22; 92% Damage; 74% Probability; Attacks 10 monsters; 1 second stun Level 14: MP -22; 96% Damage; 77% Probability; Attacks 10 monsters; 1 second stun Level 15: MP -22; 100% Damage; 80% Probability; Attacks 10 monsters; 1 second stun Level 16: MP -22; 104% Damage; 83% Probability; Attacks 10 monsters; 1 second stun Level 17: MP -24; 108% Damage; 86% Probability; Attacks 12 monsters; 1 second stun Level 18: MP -24; 112% Damage; 89% Probability; Attacks 12 monsters; 1 second stun Level 19: MP -24; 116% Damage; 92% Probability; Attacks 12 monsters; 1 second stun Level 20: MP -24; 120% Damage; 95% Probability; Attacks 12 monsters; 1 second stun Skill Builds (SKBI)1st JobIn this guide, I will only outline the skill builds i would reccommend. If theres any sort of FEASABLE alternative i'll include it, but as for crazy obscure builds, I'm not going to include them. If you had a different build, feel free to post it and i'll edit it in here, with all credit given. Lv.10: +1 Double Swing(1) Lv.11: +3 Double Swing(4) Lv.12: +2 Double Swing (6) +1 Combat Step (1) Lv.13: +3 Double Swing (9) Lv.14: +2 Double Swing (11) +1 Combo Ability(1) Lv.15: +3 Double Swing (14) Lv.16: +2 Double Swing (16) +1 Combat Step (2) Lv.17: +3 Combat Step (5) Lv.18-21: Save Points[12] Lv.22: +15 Booster (15) Lv.23: +3 Double Swing (19) Lv.24: +1 Double Swing (20)[MAX] +2 Combo Ability (3) Lv.25: +3 Combo Ability (6) Lv.26: +3 Combo Ability (9) Lv.27: +1 Combo Ability (10)[MAX] +2 Combat Step (7) Lv.28: +3 Combat Step (10) Lv.29: +3 Combat Step (13) Lv.30:Combat Step[+2][MAX] Booster[+1] Why? - Spoiler:
Double swing is a give in, it's your main attack man! The +1 combat step is thrown in there just for fun and mobility purposes, feel free to do what you want with it, and then combo ability is thrown in at 14 because thats when you get it, and then your combos are actually doing something. The next portion of the build is meant to accomidate for booster. Honestly, booster is amazing at level 15, its DEFINATELY worth saving points so you can dump into it. The reason double swing is left at 16 is beacause you need 5 combat step for booster, and that's the level you need to stop it so you can have 5 step to unlock booster and 15 points to dump into it for when you unlock booster. After booster is at 15, it's just a matter of rounding off all your skills in terms of priority. I figured double swing, combo, and then step was the best order, but feel free to muck around with it. The +1 in booster at the end is simply because you have the extra point. Maxed booster isn't required ass it just adds how long it lasts, and your other skills are FAR more important than a few extra secons of the buff (also you have spare points later you can dump in it) 2nd JobLv.30: +1 Triple Swing (+1) Lv.31: +2 Triple Swing (3) +1 Pole Arm Mastery (1) Lv.32: +3 Pole Arm Mastery (4) Lv.33: +3 Pole Arm Mastery (7) Lv.34: +3 Pole Arm Mastery (10) Lv.35: +3 Pole Arm Mastery (13) Lv.36: +3 Pole Arm Mastery (16) Lv.37: +3 Pole Arm Mastery (19) Lv.38: +3 Triple Swing (6) Lv.39: +1 Triple Swing (7) Save Points[2] Lv.40-44: Save Points[17] Lv.45: +20 Combo Smash (20)[MAX] Lv.46: +3 Combo Drain (3) Lv.47: +3 Combo Drain (6) Lv.48: +3 Combo Drain (9) Lv.49: +3 Combo Drain (12) Lv.50: +3 Combo Drain (15) * When i consider drain effective* Lv.51: +3 Combo Drain (18) Lv.52: +2 Combo Drain (20) [MAX] +1 Triple swing ( Lv.53: +3 Triple Swing (11) Lv.54: +3 Triple Swing (14) Lv.55: +3 Triple Swing (17) Lv.56: +3 Triple Swing [MAX] Lv.57: +1 Final Charge(1), +2 Body Pressure (2) Lv.58: +3 Body Pressure (5) Lv.59: +3 Body Pressure ( Lv.60: +3 Body pressure (11) Lv.61: +3 Body Pressure (14) Lv.62: +3 Body Pressure (17) Lv.63: +3 Body pressure (20) [MAX] Lv.64: +3 Final Charge (4) Lv.65: +3 Final Charge (7) Lv.66: +3 Final Charge (10) Lv.67: +3 Final Charge (13) Lv.68: +3 Final Charge (16) Lv.69: +3 Final Charge (19) Lv.70: +2 Final Charge (21) +1 Mastery (20) [MAX] Why? - Spoiler:
The 1 point in triple swing will do wonders to your damage output. It's not like some skills where when its in the early levels its worse than if you had just not had it at all, the damage you hit with your third swing is totally bonus damage that you wouldn't have had. Some may argue "well scott, the cast time of the third swing means you could be attacking faster with your developed skills." My answer: No. Just no. The cast time is nothing for the free almost 200% damage. On your next level up mastery becomes available, which as we all know is extremely ncie to have, especially as an Aran, so DUMP IT IN THURR! Triple swing stops being added to so that you can save poitns for smash, something you won't really understand just how incredible it is 'till you use it. Save up so as soon as you unlock it you can have it maxed. 700% dmg to 10 targets anyone? Its after this point i tweaked the conventional build a bit. Most people would now pump triple swing, but not me! Seeing as the training maps in the near future are MP3 And trucks, known for their big big mobs, i figured "hey why not get drain so that i don't burn pots? I've got smash to do my damage for me." And i REALLY reccommend you do what i did. Through my whole 2nd job up untill i went to wr's i burned less than 100 hp pots. I kid you not. Drain is INCREDIBLE at the levels where the monsters dont take out massive chunks of your HP. Just run around using your 1st swing to hit monsters, lure them to the end of a platform, an you will most likely gain a 30 hit combo in the process so you can let a smash rip. Your triple swing just becomes a combo generator for smash essentially. (see the techniques section to help link your combos) After drain is maxed, start adding to triple swing so you don't have to rely too heavily on smash. After that, throw 1 point in rush so that you can mob a bit better (5 targets is pretty decent, you wont need more than very often, and the damage sucks at every level) then dump in body pressure. Again, this was my design to do body pressure before maxing rush, because i figured I wouldn't have mobs of +5 very often, and if i did, moving 5 of them would be enough to bring 'em together anyways. After that get rush to 21 so it hits 10 targets and put the other point in mastery (you need 20 mastery for high mastery in 4th job) The reason rush is left at 21 instead of leaving pressure at 11 is that 1. Pressure is awesome, and 2. the extra 9 points in rush would make it hit 12 targets (when would you ever need that?) and adds a tiny bti of damage to an already weak not-meant-for-damage skill. 3rd JobLv.70: +1 Full Swing(1) Lv.71: +1 Final Toss(1) +1 Combo Peril (1) +1 Combo Critical(1) Lv.72: +3 Full Swing/Combo critical (4) Lv.73: +3 Full Swing/Combo critical (7) Lv.74: +3 Full Swing/Combo critical (10) Lv.75: +3 Full Swing/Combo critical (13) Lv.76: +3 Full Swing/Combo critical (16) Lv.77: +3 Full Swing/Combo critical (19) Lv.78: +1 Full Swing/Combo critical (20)[MAX] +2 Combo Critical/Full swing (3) Lv.79: +3 Combo Critical/Full swing (6) Lv.80: +3 Combo Critical/Full swing (9) Lv.81: +3 Combo Critical/Full swing (12) Lv.82: +3 Combo Critical/Full swing (15) Lv.83: +3 Combo Critical/Full swing (18) Lv.84: +2 Combo Critical/Full swing (20)[MAX] +1 Snow charge(1) Lv.85: +3 Snow charge (4) Lv.86: +3 Snow charge(7) Lv.87: +3 Snow charge (10) Lv.88: +3 Snow charge(13) Lv.89: +3 Snow charge(16) Lv.90: +3 Snow charge(19) Lv.91: +1 Snow charge (20)[MAX] +2 Smart Knockback(2) Lv.92: +3 Smart Knockback (5) Lv.93: +3 Smart Knockback( Lv.94: +3 Smart Knockback(11) Lv.95: +3 Smart Knockback(14) Lv.96: +3 Smart Knockback(17) Lv.97: +3 Smart Knockback(20)[MAX] Lv.98: +3 Final Charge (24) Lv.99: +3 Final Charge (27) Lv.100: +3 Final Charge (30)[MAX] Lv.101: +3 Combo Peril (4) Lv.102: +3 Combo Peril (7) Lv.103: +3 Combo Peril (10) Lv.104: +3 Combo Peril (13) Lv.105: +3 Combo Peril (16) Lv.106: +3 Combo Peril (19) Lv.107: +3 Combo Peril (22) Lv.108: +3 Combo Peril (25) Lv.109: +3 Combo Peril (28) Lv.110: +2 Combo Peril (30)MAX +1 Final Toss (2) *Could also begin rollign spin here, see the debate below* Lv.111: +3 Final Toss (5) Lv.112: +3 Final Toss ( Lv.113: +3 Final Toss (11) Lv.114: +3 Final Toss (14) Lv.115: +3 Final Toss (17) Lv.116: +3 Final Toss (20) Lv.117: +3 Final Toss (23) Lv.118: +3 Final Toss (26) Lv.119: +3 Final Toss (29) Lv.120: +1 Final Toss (30)[MAX] +2 Rolling Spin (2) or +2 Booster (18) Why? - Spoiler:
Full swing first is a give-in. Completely re-vamps your main attack and it gets WAY better. After that, its a toss up between critical and full swing. Basically having a better crit will have you dishing out a lot more damage in the high combos, and full swing will just have it a bit better regardless of combo count. I chose to do mostly crit with a bit of full swing worked in, because i figured i'dd be training at himes/typhs/gallos, all maps that generate a combo very quickly. Really though, it doesnt matter a ton. It also helps i just wanted to see big pink numbers xD After that, pump snow charge. Also, at level 71, fenrir/toss/crit are added just because all 3 skills are useful at even level 1. Fenrir automatically outdamages smash at lecel 1 so long as the mob is under 4 monsters, and as you'll soon learn in 3rd job, smash/fenrir arent things you WANNA be using, as they break your combo, and having a combo is MUCH better than the quick dmg of fenrir/smash. Those skills are only meant for situations where your gonna use it anyways. Sometimes i'dd use it when i has to recast drain quick, as it counts towards your next combo, so you can use it and automaticcaly get like, a 10 hti combo, and then its almost back at a drain-level soon. Toss is added for fun/disabling targets, by which i mean jugglign them to keep them from attacking you. After that, its snow charge. Snow charge's slowing effect is nice, and the passive damage increase is a beauty. After this, add smart KB. You wont really need this except for if you gallo early, or when your at skele level, but its more effective than anything else you could be getting. You could pump fenrir here and then do SKB after if you plan on himing, as fenrir destroys himes if your with a priest, but its kinda lame having to depend around a priest. After that, points get added into charge just because, and then fenrir and toss are pumped towards the end, as neither are particulaly useful (no matter how fun they are) as toss kinda sucks in general, and as i explained before, fenrir is only for some situations. Some arans choose to max rolling spin here instead of toss, arguing that the toss effect is the only real thing you need from the skill, as the damage boost is all it gains from leveling, and its not that good anyways. Also, it gets replaces by final blow eventually, so yeah. rolling spin stuns and KB's them away, btu i chose to go with toss still, as i didnt see mmyself needed rolling spin much. I threw a point in it for looks, but the fact that even when maxed it can fail kinda turned me off of it. Your call though.
Last edited by Scotty on Thu Feb 25, 2010 11:05 pm; edited 1 time in total | |
| | | Scotty
IGN : IslesAndIce Job : Aran Level : 15x Number of posts : 106 Registration date : 2010-02-10 Mood : Always happy c:
| Subject: Aran guide page 2 :D Wed Feb 10, 2010 7:33 am | |
| Scott's Ultimate Aran Guide, Page 2! *if a mod could lock this asap that'dd be cool, no need to reply to this, just an extention of my guide as i went over the character limit in the first page. Table O' contentsJust a reminder, you can use cntrl+f and then type in the part in brackets form the table below to quick-navigate to that section. 1st page 1) About the Aran class (ABAR) 2) Equiptment/stat building (EQMT) 3) Aran's 1st-3rd job skills (ARSK) 4) 1st-3rd job skill builds (SKBI) 2nd page= 4b) Aran's 4th job skills+build (Frth) 5) Techniques (TEQU) 6) Training Locations (TRLO) 7) Skill Quests/Job advancements (SKQU) 8 ) Book locations (BOLO) 9)Protips (1337) 10) Updates (UPDT) Aran's 4th job skills+build (Frth)Skills:Maple Warrior - Spoiler:
Master Level: 30 Type: Supportive Description: Increase all players' stats within a party by certain percentage.
Level 1: MP -10; +1% Base Stats; 30 seconds; 400% range Level 2: MP -10; +1% Base Stats; 60 seconds; 400% Range Level 3: MP -10; +2% Base Stats; 90 seconds; 400% Range Level 4: MP -10; +2% Base Stats; 120 seconds; 400% Range Level 5: MP -10; +3% Base Stats; 150 seconds; 400% Range Level 6: MP -20; +3% Base Stats; 180 seconds; 400% Range Level 7: MP -20; +4% Base Stats; 210 seconds; 400% Range Level 8: MP -20; +4% Base Stats; 240 seconds; 400% Range Level 9: MP -20; +5% Base Stats; 270 seconds; 400% Range Level 10: MP -20; +5% Base Stats; 300 seconds; 400% Range Level 11: MP -30; +6% Base Stats; 330 seconds; 400% Range Level 12: MP -30; +6% Base Stats; 360 seconds; 400% Range Level 13: MP -30; +7% Base Stats; 390 seconds; 400% Range Level 14: MP -30; +7% Base Stats; 420 seconds; 400% Range Level 15: MP -30; +8% Base Stats; 450 seconds; 400% Range Level 16: MP -40; +8% Base Stat; 480 seconds; 400% Range Level 17: MP -40; +9% Base Stats; 510 seconds; 400% Range Level 18: MP -40; +9% Base Stats; 540 seconds; 400% Range Level 19: MP -40; +10% Base Stats; 570 seconds; 400% Range Level 20: MP -40; +10% Base Stats; 600 seconds; 400% Range Level 21: MP -50; +11% Base Stats; 630 seconds; 400% Range Level 22: MP -50; +11% Base Stats; 660 seconds; 400% Range Level 23: MP -50; +12% Base Stats; 690 seconds; 400% Range Level 24: MP -50; +12% Base Stats; 720 seconds; 400% Range Level 25: MP -50; +12% Base Stats; 720 seconds; 400% Range Level 26: MP -60; +13% Base Stats; 780 seconds; 400% Range Level 27: MP -60; +14% Base Stats; 810 seconds; 400% Range Level 28: MP -60; +14% Base Stats; 840 seconds; 400% Range Level 29: MP -60; +15% Base Stats; 870 seconds; 400% Range Level 30: MP -60; +15% Base Stats; 900 seconds; 400% Range High Mastery - Spoiler:
Master Level: 30 Type: Passive Pre-requisite: Polearm Mastery Level 20 Description: Improves the overall mastery of Polearm-related weapons and attack.
Level 1: Mastery of Polearm-related weapons +65% Level 2: Mastery of Polearm-related weapons +65% Level 3: Mastery of Polearm-related weapons +65%, Weapon Att + 1 Level 4: Mastery of Polearm-related weapons +65%, Weapon Att + 1 Level 5: Mastery of Polearm-related weapons +65%, Weapon Att + 1 Level 6: Mastery of Polearm-related weapons +70%, Weapon Att + 2 Level 7: Mastery of Polearm-related weapons +70%, Weapon Att + 2 Level 8: Mastery of Polearm-related weapons +70%, Weapon Att + 2 Level 9: Mastery of Polearm-related weapons +70%, Weapon Att + 3 Level 10: Mastery of Polearm-related weapons +70%, Weapon Att + 3 Level 11: Mastery of Polearm-related weapons +75%, Weapon Att + 3 Level 12: Mastery of Polearm-related weapons +75%, Weapon Att + 4 Level 13: Mastery of Polearm-related weapons +75%, Weapon Att + 4 Level 14: Mastery of Polearm-related weapons +75%, Weapon Att + 4 Level 15: Mastery of Polearm-related weapons +75%, Weapon Att + 5 Level 16: Mastery of Polearm-related weapons +80%, Weapon Att + 5 Level 17: Mastery of Polearm-related weapons +80%, Weapon Att + 5 Level 18: Mastery of Polearm-related weapons +80%, Weapon Att + 6 Level 19: Mastery of Polearm-related weapons +80%, Weapon Att + 6 Level 20: Mastery of Polearm-related weapons +80%, Weapon Att + 6 Level 21: Mastery of Polearm-related weapons +85%, Weapon Att + 7 Level 22: Mastery of Polearm-related weapons +85%, Weapon Att + 7 Level 23: Mastery of Polearm-related weapons +85%, Weapon Att + 7 Level 24: Mastery of Polearm-related weapons +85%, Weapon Att + 8 Level 25: Mastery of Polearm-related weapons +85%, Weapon Att + 8 Level 26: Mastery of Polearm-related weapons +90%, Weapon Att + 8 Level 27: Mastery of Polearm-related weapons +90%, Weapon Att + 9 Level 28: Mastery of Polearm-related weapons +90%, Weapon Att + 9 Level 29: Mastery of Polearm-related weapons +90%, Weapon Att + 9 Level 30: Mastery of Polearm-related weapons +90%, Weapon Att + 10 Over Swing - Spoiler:
Master Level: 30 Type: Passive Pre-requisite: Full Swing Lv. 20 Description: Further increases the damage of your main attacks, and add a 2nd hit to your 3rd swing. Also adds some range behind you on the 2nd swing o:
Level 1: Double Swing MP -14; 112% Damage; Attacks twice; Triple Swing MP -22; 132% Damage; Attacks twice Level 2: Double Swing MP -14; 114% Damage; Attacks twice; Triple Swing MP -22; 134% Damage; Attacks twice Level 3: Double Swing MP -14; 116% Damage; Attacks twice; Triple Swing MP -22; 136% Damage; Attacks twice Level 4: Double Swing MP -14; 118% Damage; Attacks twice; Triple Swing MP -22; 138% Damage; Attacks twice Level 5: Double Swing MP -14; 120% Damage; Attacks twice; Triple Swing MP -22; 140% Damage; Attacks twice Level 6: Double Swing MP -14; 122% Damage; Attacks twice; Triple Swing MP -22; 142% Damage; Attacks twice Level 7: Double Swing MP -14; 124% Damage; Attacks twice; Triple Swing MP -22; 144% Damage; Attacks twice Level 8: Double Swing MP -14; 126% Damage; Attacks twice; Triple Swing MP -22; 146% Damage; Attacks twice Level 9: Double Swing MP -14; 128% Damage; Attacks twice; Triple Swing MP -22; 148% Damage; Attacks twice Level 10: Double Swing MP -14; 130% Damage; Attacks twice; Triple Swing MP -22; 150% Damage; Attacks twice Level 11: Double Swing MP -16; 132% Damage; Attacks twice; Triple Swing MP -24 152% Damage; Attacks twice Level 12: Double Swing MP -16; 134% Damage; Attacks twice; Triple Swing MP -24 154% Damage; Attacks twice Level 13: Double Swing MP -16; 136% Damage; Attacks twice; Triple Swing MP -24 156% Damage; Attacks twice Level 14: Double Swing MP -16; 138% Damage; Attacks twice; Triple Swing MP -24 158% Damage; Attacks twice Level 15: Double Swing MP -16; 140% Damage; Attacks twice; Triple Swing MP -24 160% Damage; Attacks twice Level 16: Double Swing MP -16; 142% Damage; Attacks twice; Triple Swing MP -24; 162% Damage; Attacks twice Level 17: Double Swing MP -16; 144% Damage; Attacks twice; Triple Swing MP -24; 164% Damage; Attacks twice Level 18: Double Swing MP -16; 146% Damage; Attacks twice; Triple Swing MP -24; 166% Damage; Attacks twice Level 19: Double Swing MP -16; 148% Damage; Attacks twice; Triple Swing MP -24; 168% Damage; Attacks twice Level 20: Double Swing MP -16; 150% Damage; Attacks twice; Triple Swing MP -24; 170% Damage; Attacks twice Level 21: Double Swing MP -18; 152% Damage; Attacks twice; Triple Swing MP -26; 172% Damage; Attacks twice Level 22: Double Swing MP -18; 154% Damage; Attacks twice; Triple Swing MP -26; 174% Damage; Attacks twice Level 23: Double Swing MP -18; 156% Damage; Attacks twice; Triple Swing MP -26; 176% Damage; Attacks twice Level 24: Double Swing MP -18; 158% Damage; Attacks twice; Triple Swing MP -26; 178% Damage; Attacks twice Level 25: Double Swing MP -18; 160% Damage; Attacks twice; Triple Swing MP -26; 180% Damage; Attacks twice Level 26: Double Swing MP -18; 162% Damage; Attacks twice; Triple Swing MP -26; 182% Damage; Attacks twice Level 27: Double Swing MP -18; 164% Damage; Attacks twice; Triple Swing MP -26; 184% Damage; Attacks twice Level 28: Double Swing MP -18; 166% Damage; Attacks twice; Triple Swing MP -26; 186% Damage; Attacks twice Level 29: Double Swing MP -18; 168% Damage; Attacks twice; Triple Swing MP -26; 188% Damage; Attacks twice Level 30: Double Swing MP -18; 170% Damage; Attacks twice; Triple Swing MP -26; 190% Damage; Attacks twice High Defense - Spoiler:
Master Level: 30 Type: Passive Description: A new level of defense, in that it permanently decreases the damage suffering from the same attacks.
Level 1: Damage taken from enemy - 0.5% Level 2: Damage taken from enemy - 1% Level 3: Damage taken from enemy - 1.5% Level 4: Damage taken from enemy - 2% Level 5: Damage taken from enemy - 2.5% Level 6: Damage taken from enemy - 3% Level 7: Damage taken from enemy - 3.5% Level 8: Damage taken from enemy - 4% Level 9: Damage taken from enemy - 4.5% Level 10: Damage taken from enemy - 5% Level 11: Damage taken from enemy - 5.5% Level 12: Damage taken from enemy - 6% Level 13: Damage taken from enemy - 6.5% Level 14: Damage taken from enemy - 7% Level 15: Damage taken from enemy - 7.5% Level 16: Damage taken from enemy - 8% Level 17: Damage taken from enemy - 8.5% Level 18: Damage taken from enemy - 9% Level 19: Damage taken from enemy - 9.5% Level 20: Damage taken from enemy - 10% Level 21: Damage taken from enemy - 10.5% Level 22: Damage taken from enemy - 11% Level 23: Damage taken from enemy - 11.5% Level 24: Damage taken from enemy - 12% Level 25: Damage taken from enemy - 12.5% Level 26: Damage taken from enemy - 13% Level 27: Damage taken from enemy - 13.5% Level 28: Damage taken from enemy - 14% Level 29: Damage taken from enemy - 14.5% Level 30: Damage taken from enemy - 15% Final Blow - Spoiler:
Master Level: 30 Type: Active Pre-requisite: Triple Swing Lv. 20 Description: Swing your polearm widely to deliver a fierce attack to a maximum of 12 monsters. You have to use Triple Swing first before using this skill.
Remarks: Triple Swing + ↓ + attack key
Level 1: MP -20; 310% Damage Level 2: MP -20; 320% Damage Level 3: MP -20; 330% Damage Level 4: MP -20; 340% Damage Level 5: MP -20; 350% Damage Level 6: MP -20; 360% Damage Level 7: MP -20; 370% Damage Level 8: MP -20; 380% Damage Level 9: MP -20; 390% Damage Level 10: MP -20; 400% Damage Level 11: MP -25; 410% Damage Level 12: MP -25; 420% Damage Level 13: MP -25; 430% Damage Level 14: MP -25; 440% Damage Level 15: MP -25; 450% Damage Level 16: MP -25; 460% Damage Level 17: MP -25; 470% Damage Level 18: MP -25; 480% Damage Level 19: MP -25; 490% Damage Level 20: MP -25; 500% Damage Level 21: MP -30; 510% Damage Level 22: MP -30; 520% Damage Level 23: MP -30; 530% Damage Level 24: MP -30; 540% Damage Level 25: MP -30; 550% Damage Level 26: MP -30; 560% Damage Level 27: MP -30; 570% Damage Level 28: MP -30; 580% Damage Level 29: MP -30; 590% Damage Level 30: MP -30; 600% Damage Combo Tempest - Spoiler:
Master Level: 30 Type: Active Pre-requisite: Combo Penril Lv. 10 Description: Freezes the surrounding monsters. If a monster is frozen using this skill it will die instantly upon attack. If used against a boss monster, it deals four consecutive hits of powerful damage.
Remarks: Command : ↓ → + attack key This skill can only be used if your combo count is 200 or higher.
Level 1: 1210% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 10 seconds of freeze Level 2: 1220% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 11 seconds of freeze Level 3: 1230% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 12 seconds of freeze Level 4: 1240% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 13 seconds of freeze Level 5: 1250% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 14 seconds of freeze Level 6: 1260% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 15 seconds of freeze Level 7: 1270% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 16 seconds of freeze Level 8: 1280% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 17 seconds of freeze Level 9: 1290% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 18 seconds of freeze Level 10: 1300% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 19 seconds of freeze Level 11: 1310% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 20 seconds of freeze Level 12: 1320% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 21 seconds of freeze Level 13: 1330% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 22 seconds of freeze Level 14: 1340% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 23 seconds of freeze Level 15: 1350% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 24 seconds of freeze Level 16: 1360% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 25 seconds of freeze Level 17: 1370% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 26 seconds of freeze Level 18: 1380% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 27 seconds of freeze Level 19: 1390% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 28 seconds of freeze Level 20: 1400% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 29 seconds of freeze Level 21: 1410% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 30 seconds of freeze Level 22: 1420% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 31 seconds of freeze Level 23: 1430% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 32 seconds of freeze Level 24: 1440% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 33 seconds of freeze Level 25: 1450% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 34 seconds of freeze Level 26: 1460% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 35 seconds of freeze Level 27: 1470% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 36 seconds of freeze Level 28: 1480% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 37 seconds of freeze Level 29: 1490% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 38 seconds of freeze Level 30: 1500% Damage to boss monsters; Attacks 4 times; Attacks 15 monsters; 40 seconds of freeze
Combo Barrier - Spoiler:
Master Level: 30 Type: Supportive Pre-requisite: Combo Drain Lv. 10 Description: Grants a buff that makes party members to receive less damage for a limited time.
Remarks: Command : ↓ ↓ + attack key This skill can only be used if your combo count is 200 or higher.
Level 1: 60 seconds; 8.4% damage taken Level 2: 66 seconds; 8.8% damage taken Level 3: 72 seconds; 9.2% damage taken Level 4: 78 seconds; 9.6% damage taken Level 5: 84 seconds; 10% damage taken Level 6: 90 seconds; 10.4% damage taken Level 7: 96 seconds; 10.8% damage taken Level 8: 102 seconds; 11.2% damage taken Level 9: 108 seconds; 11.6% damage taken Level 10: 114 seconds; 12% damage taken Level 11: 120 seconds; 12.4% damage taken Level 12: 126 seconds; 12.8% damage taken Level 13: 132 seconds; 13.2% damage taken Level 14: 138 seconds; 13.6% damage taken Level 15: 144 seconds; 14% damage taken Level 16: 150 seconds; 14.4% damage taken Level 17: 156 seconds; 14.8% damage taken Level 18: 162 seconds; 15.2% damage taken Level 19: 168 seconds; 15.6% damage taken Level 20: 174 seconds; 16% damage taken Level 21: 180 seconds; 16.4% damage taken Level 22: 186 seconds; 16.8% damage taken Level 23: 192 seconds; 17.2% damage taken Level 24: 198 seconds; 17.6% damage taken Level 25: 204 seconds; 18% damage taken Level 26: 210 seconds; 18.4% damage taken Level 27: 216 seconds; 18.8% damage taken Level 28: 222 seconds; 19.2% damage taken Level 29: 228 seconds; 19.6% damage taken Level 30: 240 seconds; 20% damage taken
Freeze Standing - Spoiler:
Master Level: 30 Type: Supportive Description: Stand heavy like a frozen block of ice and back down from no one.
Level 1: MP -30; For 10 seconds, prevent from getting knock backed with a probability of 42% Level 2: MP -30; For 20 seconds, prevent from getting knock backed with a probability of 44% Level 3: MP -30; For 30 seconds, prevent from getting knock backed with a probability of 46% Level 4: MP -30; For 40 seconds, prevent from getting knock backed with a probability of 48% Level 5: MP -30; For 50 seconds, prevent from getting knock backed with a probability of 50% Level 6: MP -36; For 60 seconds, prevent from getting knock backed with a probability of 52% Level 7: MP -36; For 70 seconds, prevent from getting knock backed with a probability of 54% Level 8: MP -36; For 80 seconds, prevent from getting knock backed with a probability of 56% Level 9: MP -36; For 90 seconds, prevent from getting knock backed with a probability of 58% Level 10: MP -36; For 100 seconds, prevent from getting knock backed with a probability of 60% Level 11: MP -42; For 110 seconds, prevent from getting knock backed with a probability of 62% Level 12: MP -42; For 120 seconds, prevent from getting knock backed with a probability of 64% Level 13: MP -42; For 130 seconds, prevent from getting knock backed with a probability of 66% Level 14: MP -42; For 140 seconds, prevent from getting knock backed with a probability of 68% Level 15: MP -42; For 150 seconds, prevent from getting knock backed with a probability of 70% Level 16: MP -48; For 160 seconds, prevent from getting knock backed with a probability of 72% Level 17: MP -48; For 170 seconds, prevent from getting knock backed with a probability of 74% Level 18: MP -48; For 180 seconds, prevent from getting knock backed with a probability of 76% Level 19: MP -48; For 190 seconds, prevent from getting knock backed with a probability of 78% Level 20: MP -48; For 200 seconds, prevent from getting knock backed with a probability of 80% Level 21: MP -54; For 210 seconds, prevent from getting knock backed with a probability of 81% Level 22: MP -54; For 220 seconds, prevent from getting knock backed with a probability of 82% Level 23: MP -54; For 230 seconds, prevent from getting knock backed with a probability of 83% Level 24: MP -54; For 240 seconds, prevent from getting knock backed with a probability of 84% Level 25: MP -54; For 250 seconds, prevent from getting knock backed with a probability of 85% Level 26: MP -53; For 260 seconds, prevent from getting knock backed with a probability of 86% Level 27: MP -52; For 270 seconds, prevent from getting knock backed with a probability of 87% Level 28: MP -51; For 280 seconds, prevent from getting knock backed with a probability of 88% Level 29: MP -50; For 290 seconds, prevent from getting knock backed with a probability of 89% Level 30: MP -50; For 300 seconds, prevent from getting knock backed with a probability of 90% Hero's Will - Spoiler:
Master Level: 5 Type: Supportive Description: Enables one to escape from abnormal conditions. The higher the skill level, the less the character has to wait.
Level 1: MP - 30 escape from abnormal condition, terms between skills 600secs Level 2: MP - 30 escape from abnormal condition, terms between skills 540secs Level 3: MP - 30 escape from abnormal condition, terms between skills 480secs Level 4: MP - 30 escape from abnormal condition, terms between skills 420secs Level 5: MP - 30 escape from abnormal condition, terms between skills 360secs BuildBahaha, you all were expecting a 4th job skill build! Such a thing does not exist! You see, the problem is too manyt hings govern how you skill build in 4th. Seeing as not many people make it late, you cant really put skills off till later. You need to decide for youself what skills to get. Will you be doing a training build? Bossing build? What mastery books do you have? Do you have the money to buy the expensive books? All these things make it tough to have a set-in-stone 4th job build, so rather im just going to take every skill and break it down, so you can make an educated decision for yourself. Overswing: - Spoiler:
Rating: 4.5/5 Overswing is funny. Its an AMAZING skill, even at level one, and will do wonders to your damage, but as you level it, it really doesnt get better by heaps and bounds. You could do well with OS between 10-20 for a very long while, as 2% per swing per point in OS, really isnt spectacular? Overall theres not much more to say than the fact its your main attack, but that doesnt mean its top priority. OS 30 books are also quite expensive, so yeah, another reason to not max it ASAP.
Final Blow: - Spoiler:
Rating: 4/5 Final blow is kinda like a 4th job, wayyy buffed version of a warriors final attack, except you have to activate it. It does AWESOMe damage, hits alot of targets, etc. All around, its a good skill to have. The only downside to it is its speed. Its a bit slow to cast. Also, the 10 and 20 boks are kinda hard to come by in my experience. Its speed stops your ability to keep things Kb'ed constantly. If you throw a final blow into your OS mashing, it will usually give the monster a chance to attack back, and really thats losing the arans only edge- keeping them KB'ed. This skill is better used as a finisher, which requires you to know if it will in fact kill them or not, and you only have a split second to decide.
High Mastery: - Spoiler:
Rating: 4.5/5 An awesome all around skill. Remember when you were a noob and just COULD NOT WAIT to get mastery as it helped your damage SO much? Yeah, well we love it so much we get it again in 4th job <3. It also comes with a passive w.atk boost. Its kind of a pain to level due to the fact that it only increases with every 3 poitns added, but meh, its well worth it. Also, consider its max level to be 26. After that your mastery doesnt go any higher, all your missing out on is 2 w.atk which really, the 4 points can be better allocated somewhere else.
Combo Tempest: - Spoiler:
Rating:3/5 Ahh tempest. This skill's bark is much worse than its bite. It takes a 200 hit combo to usem first of all, and then when you do it does 1 of 2 things depending on the monster. On bosses it hits for huge damage, 4 times. On regular monsters its like a pally's heaven hammer, except instead of putting their hp to 1, it freezes them in some special kinda magic ice that if you hit them they die, but if you dont get to them before the freeze wears off the effect goes out the door. That said, here's your problems: In bossing, you almost NEVER get a 200 hit combo. Between stuns, lag, confuse, etc, its really hard to get a 200 hit combo on only 1 target. Only bosses ive ben able to do it on is scarlion (thanks to no stuns) and ergoth (thanks to all the statues and summons and no stuns) and even if you do land it, the combo your losing makes it not worth the damage you'dd deal with tempest. When it comes to monsters, the cast time is so long and leaves you vulnerable, you'dd almost always have killed them faster had you just done it the only fashioned way, and half the time you cant even get to them before they unfreeze. Granted, both these flaws would be worked out when the dmg/duration increases at higher levels, but, thats like 20 points down the drain just to OCCASIONALLY use it. Lets also not forget if and when you get a 200 hti combo, you and your party are gona want barrier usually. Put 1 point in it for fun, thats about all its worth for a LOOOOONG while.
Combo Barrier: - Spoiler:
Rating: 3.5/5 The skill ittself deserves a higher rating, but again, due to the fact it takes a huge combo to use, youdd be better off keepign that extra damage and crit rate usually, and you often cant get a combo. For the benfits of this skill though, look at high defense. This is basically the same thing, just a pt skill thats a bit better and lasts longer.
Freeze Standing: - Spoiler:
Rating: 5/5 Omg, i love this skill. Not getting KBed helps EMENSELY on bosses, and in training it keeps your combo going and you killing faster, as that time youdd normally have to walk back into the monster really adds up. Seriously get this skill, even if its just 1 point for awhile. In trainng 1 point in this skill still makes you nto get kbed quite often. It doesnt last long, but usually long enough to help you get to an 100 hit combo.
Maple Warrior: - Spoiler:
Rating: 4/5 This skill is good, but not spectacular for arans. I mean, increasing all your sktats is great. More damage, more acc, hell, even more int when you level, but really, you cant get it higher than level 10 without buying hella expensive mastery books, and the points put in here are better put somewhere else. Also, alot of times you'll have a bish or some other job with it, as other classes max it like 2nd or 3rd, so you can mooch it off them on boss runs :3 tl;dr: its good but theres better ways around it
High Defence: - Spoiler:
Rating: 4/5 Ok so high defense doesnt sound spectacular does it? Woo, less damage per hit! Well, given aran's low hp, its a good thing. Its a good alternative to HP washing. Max level it reduces damage by 15%, which in essense is like adding 15% hp, which really aint bad. Its kinda like having a permanent HB that is a bit worse, but also it stacks with hb/barrier, so you have the potential to actually have a pretty good tanking ability. If its worth the poitns over your damage output though is where its up to you.
Hero’s Will: - Spoiler:
Rating: 100 shurgs out of 100 Uhm... max it if your gonna PB/HT otherwise you dont need it. It just knocks you out of abnomral statuses, which is the only way out of charm, which is why those high level bossers get it. Techniques (TEQU)In this section, im going to talk about a few techniques i've figured out to sring combos together, as well as effective ways to use your skills. If anyone else has interesting tips, post and i'll include with credit! I gave 'em corny names to help you remember xD Basic attacksPokingOk, so not the most advanced technique, but no less effective. Situation: youre at mp3, bottom platform, and your drain is running low. Theres only like 1 or 2 monsters and you'll kill them fast, so you're going to lose your combo. Lay down and poke them or just use the 1st swing of your triple/double/full/overswing do this till a better spawn appears for you to slay. BridgingThis requires a certain amount of knowledge about the map, and some forsight as to where a monster will be, and how much hp it has. Bridging is simply connecting between two mobs to keep your combo going. An example of this could be jump hitting a platform above on your way across, or jumping down before you use that final killer swing on a mob so that you just hit their feet on your way through the platform. This way when you kill them, you're already on your way down to the next mob with your combo still fresh (effective from going from top plat of mp3 down to the bottom!) RushMob buildingThis is the simplist use of rush, where you take a group of spaced out targets and rush them into one clump, so your mobbing attacks are hitting the full 12, or close to it, rather than 1-3 at a time. Side steppingThis, like many techniques, takes some foresight. Say you're in a position where you have a mob of monsters clumped together on the left of a platform, the next mob is on another platform far to the right. You know you'dd lose your combo if you finished the mob where it was and then ran right. Simply get on the left side of the mob and continuously rush them over towards where you're headed! PushbackIf you are on the edge of a platfom and there are monsters beside you, but they arent on the same platform, your rush will still push them back the same distance but you wont move in on them. Use this to get into an attacking position safely to finish them off. A good example of this would be stormbreakers at wr's. If you jump in, your gonna get kbed off and fall, if you use pushback, you can get in on their platform and take them out. Combo SmashShankingThis is a good technique when you have high leveled smash, and drain often helps in this. Shanking is when you are at a map you would normally have a hard time killing monsters at, but you can use smash's sexy damage to help! I did this to accomplish some pretty cool stuff, such as training at wr's at level 54. All you have to do is be attacking a monster that doesnt hit too hard with drain on, so you dont lose hp. Even if you dont do alot of damage to the mob, its ok, you want the mob to take awhile. When you finally finish the mob, combat step/drop down/jump to a high spawn and let a smash rip. This way you dont waste it on the mob youre weakening and instead kill a fresh mob in a split second. When done at high exp mobs, this can level you quite quickly. Body PressureBody checkingThis refers to combat stepping into monsters when you have pressure on. The power guard effect counts towards a combo streak, so this can be used to tie combos together. It sometimes is alot faster to just step into a monster than turn around and hit it when you desperately need to keep a combo going. Moreso, on maps like wr's and so forth with alot of ledges you can fly off of, this can make you keep a combo going across the entire map. Just learn where step will launch you to, and when you clear a platform and its a long ways to another mob, cstep off the ledge into where you know a spawn is, and you typically will hit at least 1 monster, thus keeping your combo alive. This is much easier than jumping over and swingin your PA around, seeing as you dont even need to rely on your reaction time ********Standing*********This refers to gettin all up in the monsters mug where you can hit them. This involves the combination of pressure, stance, and sometimes rush/combat step to avoid taking damage for monsters with AVOIDABLE magic attacks, being magic attacks that dont just hti you regardless of were you are, this tip is absolutely vital and awesome. For example, a skele lazor beam. Its a magic attack that inhibits you from attacking without getting hit, right? WRONG. Use body pressure and stand on the goddam skele mob! The lzor range doesnt hit you if your so on top of the mob that your actually like, in front of the skeles mouth. your completely invinicble there thanks to body pressure, and skeles cant do jack crap. Use rush to stack them, then combat step into that sweet spot. The nice part is if one walks by you, OS htis behing you a bit on the 2nd swing, thus passively KBing them back into that sweet spot. Combat stepQuicksteppingDid you know when you're inputting a combo you can use combat step as part of the chain? Say you have a 30 hit combo going, and you have toss. You can actually let out the elaborate combo: att, att, att, (triple swing) up, att (toss) down, left, att (smash) left+left (combat step) all at once, and the moment the combo ends, your character will step in the direction you combat stepped. Try tacking on a quick double tap to your combos to increase movement efficiency! Final TossJugglingThis refers to tossing a mob, then bombarding them with full swings/overswings to keep them airborne, mixing in more tosses when nessissary. This puts the monsters where they cant hurt you, plus dealing bonus damage. Monsters seem to stay more airborne when you are close. Like, not so close they are on top of you, but close enough that had they been on the groud, they'dd be doing touch damage (body pressure makes this not happen.) Try inputting a quickstep (last tecnique mentioned) after your intial toss to close into that sweet spot. Training locations (TRLO)First off, i'dd like to say take the level requirements with a grain of salt. Basically its your accuracy that inhibits when you can go to most maps, not level, or even damage output. Try things for yourself (: Also, im going to put my personal ratings on these places. a star (*) indicates a good training spot, one i would reccommend. ($) is a training spot you can make decent money at, and (P) is a map you wont burn many pots on (typically thanks to drain). Level 10-20-Cynical Orange Mushrooms -Rainforest East of Henesys(Pig and Orange Mushies) -Pig Beach * -Caution Falling Down * -*PQ*Henesys PQ -Orbis Exchange Quest -Aran quest chain * (gotta do em anyways, you wont even need to train really, they are awesome) Level 20-30-Cynical Orange Mushrooms -Ant Tunnel 1 -Ant Tunnel 2 Mini dungeon[Zombie Mushrooms/Horned Mushrooms] * -Hunting Ground In the Deep Forest 1[Curse/Evil Eyes] -Sahel 1 & 2[Scorpios/Sand Rats] * -*PQ*Ariant PQ -*PQ*Kerning Party Quest -Aran quest chain * Level 30-40-*PQ*Monster Carnival PQ * $ P -*PQ*Ludibrium PQ -Scorpions at Sahel 1 -Iron Mutaes * -Fire Boars -roids at C-1 Level 40-50-*PQ*Monster Carnival PQ $ P -*PQ*Ludibrium PQ -Truckers * -STDs * -Roids at C-1* $ P Level 50-60-Mysterious Path 3[Selkie Jr. & Slimy] * $ P -Truckers -*PQ*Ludibrium Maze PQ $ P -*PQ*Monster Carnival PQ 2 -Forest Of Golem[Mixed Golem & Dark Golem] -Roids and Neo Huroids @ C-2 -Sleepy Dungeon 5 Level 60-80-Lower Ascent[Windraiders & Stormbreakers] * $ -Mysterious Path 3[Selkie Jr. & Slimy] $ P -Forest Of Dead Trees[Coolie Zombies] -Fantasy Theme Park 2[Yabber Doo & Booper Scarlion] -*PQ*Orbis PQ -*PQ*Magatia PQ Level 80-120-Area of ANY Kentaurus -Fantasy Theme Park 3[Vikerola] -Spirit Vikings -Entrance to the Spooky World[Gallopera] * $ P -Dual Ghost Pirates -Windraiders @ Lower Ascent $ P -Himes * -Squids -Memory Lane 1,2,3,4 -Road of Regrets 1,2,3,4 Level 120+-Himes * -Road of Regrets 3,4 -Road to Oblivion 1 2 3 4 * -Skelegons& Skelesaurus’ -Crimson Guardians Skill Quests/Job advancements (SKQU)*copy-pasted from basil :3 Tutorial(1-10) Quests: - Spoiler:
1.You'll find yourself inside a tent, go through the lolobstacle course and leave the tent, then head to the right, talk to Helena(Athena Pierce) Inside the Ship, she'll tell you one boy is missing, and you have to go and find him. Head to the left(following the arrows) and pass through the maps with seriously beefed up versions of Leafre monsters. In each of the three rooms, you'll gain a new skill. In the first room, you just get a regular swing, in the second, you get Overswing, and in the last room, you get Final Blow. The boy is in the last room. Pick him up and go back to the Ship 2. When you wake up inside the cave, talk to Lilin, and she'll tour you around Rien. Basically this is the average tutorial, with potion using, chair using, monster killing and etc. 3. From here, head to the right and you'll be in Rien. Talk to Lilin, who's in the middle of the town, and she'll tell you to kill a bunch of monsters, kill each set, then return to kill more. And now you're level 10!
First Job Quests *Skill* Combo Ability - Spoiler:
Quests: After this, head to the left side of town, and go to the shrine with a Penguin holding a pole-arm in front of it, talk to him, go inside the shrine and kill the monsters, after you finish all of his quests, he'll give you a new skill, Combo Ability!
Prerequisite Quests to Pole-Arm Booster Quests: Level 13-18 - Spoiler:
1. Head to the Penguin Port, and go to Lith Harbor, now go to the very top of Lith Harbor on the right side, (the place where the armor and weapon shops are) and go all the way to the right to see a new house, go inside it and talk to Tru, who tells you to go talk to Theo (guy beside the ship from Maple Island to Victoria.)he'll tell you to get 10 of each type of Snail Shell, when you get them, go to Theo And then head back to the house and takl to Tru to finish. 2. Now you'll get a new quest that involves you to deliver a letter to Bruce in Henesys(the doctor guy beside cassandra) He'll tell you to kill Cynical Mushrooms and get their drops. Go to the map they're located in and beat them to death with your PA. 3. Now he'll tell you to kill Pigs and Ribbon Pigs, and collect 50 tails. And then kill 50 Cynical Mushrooms and get a doll from them.
Level 18-22 - Spoiler:
1. Go find Tru, who'll tell you to go to ellinia and talk to Rowen the Fairy. You'll have to kill some mushrooms and get a doll from them, but only in a specific map, go to the area with the tree dungeons, and enter the one next to the new NPC. Do that, and go back to Rowen. 2. From here, go find a freaky Leaf-like NPC near the mushroom trees, talk to it then go back to Tru. 3. Now you must be level 19 Go back to Rowen and kill 200 green mushies to get a green mushie doll. Now you have to repeat the quest again.
*Skill* Pole-Arm Booster* - Spoiler:
Quests: Now you must be level 22 Click the lightbulb on your head, and you'll warp to a special map. Talk to the Puppeteer and then you're done with the quest. Now go talk to Tru, who will tell you to go to Rien and talk to Lilin, after you do so, you'll be awarded with Polearm Booster!
Prerequisite to Job Advance Quests Quests: Level 23-29 - Spoiler:
1. Talk to Tru and go to Perion, Talk to the Cygnus NPC there and you'll have to kill these special form of stumps that look like they're blushing and to get a doll from them, they are located in the Excavation Site. 2. Must be level 24 to continue Now get another quest that requires you to break pots in the Excavation Site and get 5 items. Return when you do so. 3. Must be level 28 to continue Go to Tru who will tell you to talk to a new NPC to the far right of Sleepywood. Now go kill 300 zombie mushies and get a doll from them 4. Now talk to the dude and go to the Puppeteer's lair in the cave of evil eye III. When you get the message from the door, you're done, now go back to sleepy. 5. Talk to the Mysterious Statue and get 100 evil eye tails, and then head to Tru. 6. must be level 29 to continue Talk to Tru and he'll give you an untradable version of the level 30 Pole Arm and it's level 29 for whatever reason. Anyway, go back to the Puppeteer's lair, type in the code that you got(should be "Francis is a genius Puppeteer!") and you'll be inside! Now beat him and talk to Tru to finish.
Second job advance: - Spoiler:
Congratz! You’ve made it to 30! Now head back to Rien. Remember that HUGE POLE-ARM NPC that was your job instructor? Well he isn’t anymore, there’s now some gold dude there instead of him, named Maha, he's apparently the soul of the HUGE POLE-ARM NPC, talk to Lilin and then Him to start your job advancement, go to the map with the huge cave at the end of it(it’s obvious on your world map) and enter it. You’ll be in Mu Lung, and also dreaming. Talk to the panda guy, and head to the far left map, get 30 drops from the bears, and head back to the panda guy, he’ll take the items, and tell you to go back to Maha, talk to him and BOOM you’re 2nd job! GRATZZZZZ
Second Job Quests Second Job Skill Quests Quests: Level 31 POLEARM MASTERY: - Spoiler:
Talk to Lilin, ho will tell you to go meet Tru in Lith, when you get there, he's tied up, talk to him and then the Puppeteer. Now you'll have to defeat him, After you beat him, talk to Tru and he'll give you polearm mastery!
Level 37 COMBO DRAIN: - Spoiler:
Go find Tru in Lith and head to 'Hunting Ground in the Deep Forest II' (The portal right below the one that leads to Sleepywood, and then climbing the rope in the top right) Go inside the hole in the tree trunk by the entrance to this map. Now go to the other door inside the house and you'll be in a maze-type area. Head down, and right before you reach the last set of ropes, go to the far right wall and go through it, if you go to the bottom, the arrows will tell you to go back. Just go through the wall directly above the dead end at the bottom. Now in the new room, you'll see a freaky messed up version of the Mysterious Statue in Sleepywood, talk to it and type in "Francis is a genius Puppeteer!" to be warped into a room to kill the Puppeteer....again After beating him, go talk to Tru and then to Lilin to get Combo Drain!
Level 45 COMBO SMASH: - Spoiler:
Talk to Tru in Lith Harbor and he'll tell you to talk to Lisa, the fairy in Orbis beside the Entrance to the potion shop. After talking to her, go to Strolling Path 2(The map with Dark Nependeaths all over it) And go inside the portal at the top of this map. In this new room, Kill the Giant Nependeaths until you get the correct amount of drops from them (not the huge seeds, another drop) Return to Lisa, who'll tell you to talk to Spiruna in Cloud Park. (The cranky old woman inside the house about halfway through the series of maps) Go back to the Giant Nependeath map after talking to her, and climb the beanstalk to reach the top portal. Go through it and talk to the golem guy, and defeat him. Afterwards, head to Spiruna, and then Tru, and then Lilin to get Combo Smash!
Level 54 FINAL CHARGE: - Spoiler:
You'll get a lightbulb over your head once you level up, it'll tell you to go to Mu Lung and talk to Mr. Do. He'll ask you to go talk to the panda in the blue robe that's writing on a big scroll around the top left of the map. He'll give you a scroll, and tell you that to create the special ink, he'll need 50 Straw Dolls from Straw Target dummies, 50 Wooden Dolls from Wooden Target Dummies, 100 Broken Jar Pieces from Jars in Herb Town, and 500 000 Mesos. After doing so, he'll give you eight bottles of ink. Double Click the scroll to make it appear on your screen, and drag the ink bottles to it one by one. After it's complete, go back to Mr. Do who'll tell you to go to the Mu Lung Dojo and talk to the Panda NPC inside it. He'll tell you to get 100 Bellflowers from Bellflower Roots in Herb Town. After doing so, go talk to him, and then go to the entrance to the Mu Lung Dojo, and head to the Far Right set of flags, press up on the Middle (green) one to be warped high to up the Dojo. Continue pressing up until you reach Mu Gong, the old Panda at the top. He'll warp you inside the Dojo and you'll have to beat him. After doing so, go back to him and he'll give you a new quest. Head to the final Training map(straw/wooden target dummies map) And find a pole with the word "Entrance" Etched into it with gold lettering. Double Click this pole, and type in "Actions speak louder than words" to be warped into a room with a Samurai NPC. Talk to him and fight him, after you win, head back to Mu Gong, once you're done talking to him,head back to Tru, and then Lilin to get Final Charge!
Prerequisite to level 70 Skill Quests (Level 63 and 68) Quests: Level 63 - Spoiler:
You'll get a Lightbulb from Tru, it'll tell you to go to Ellin Forest, at the top of Helios Tower (way up and through that time machine thingy). Do so, and then the second you enter, you'll get a popup from an NPC, telling you to go talk to Helena...or Athena Pierce, or whatever the hell they're going to change her name to next...maybe Steve. Anyway, talk to her, and she'll spazz out and tell you to go to the map with the Wild Boars on steroids and talk to the wannabe warrior there. He'll tell you to kill Primitive Boars until you get 10 Keys. Once you do, talk to the warrior dude again to get one Key, go back to Athena Pierce and go inside the portal at the top of her room. Move your mouse around the bookshelf until you find an area you can click. Do so and that freaky dude that seems to get to EVERYWHERE before you do will say something cheesy as always and vanish. Head back to Athena Pierce, then go find Tru, then to the Bowman Instructor's House, talk to the evil dude there, kick his ass, talk to Athena Pierce who'll spazz again, then go to Tru, and then Lilin, and you're done.
Level 68 - Spoiler:
You'll get a lightbulb from Tru, he'll tell you to go to Rien and talk to Lilin, do so, and you'll get a note, take it to Neinheart in Ereve who will totally ignore you and kick you out, and you're done!
Third job advance - Spoiler:
Gratz on 3rd job! I started this guide only being level 59 in KMS, let’s hope I get to 70 too For the job advance, go back to Rien and talk to Lilin and Maha. Go to the dock of Rien to Lith Harbor, and you’ll see a freaky cool Ninja Crow Bandit. Kill it and go back to Maha. Go back to the icy cave you went to for the 2nd Job advancement, except this time, you’ll be in El Nath. Go down and talk to the extremely hyper(or possibly lonely) Yeti and he’ll tell you to go to the portal next to him. Go through and you’ll have to kill the Ninja Crow again. This time it’ll drop a red crystal. Take it to the Yeti, who will then EAT the crystal(The Hell?) And you’ll have to make a new one. So open up the Maker Skill, go to the ETC. Section, put in a Refined Dark Crystal and three of both Garnet and Diamond ores to create the crystal. Take it back to Maha and CONGRATZ, You’re 3rd Job!
Third Job Quest Full Swing (The only one...) Quest: Yea, go to Ereve, talk to Neinheart, and he'll give you Full Swing! K you're done. Fourth job advance Go to rein, fight maha, advance! It's that easy, and maha is a pushover. Book Locations (BOLO)Final Blow 10: Zakum3 20: Pianus, Bone Fish 30: Horntail, Chief Qualm Guardian Combo Tempest 10: Zakum3 20: Qualm Guardian, Lilynouch 30: Horntail, Oblivion Guardian Overswing 20: Blue Dragon Turtle, Papulatus 30: Red Wyvern, Dodo Combo Barrier 10: Zakum3 20: Qualm Monk Trainee, Lyka 30: Horntail, Chief Oblivion Guardian High Defense 10: Zakum3 20: Chief Memory Guardian, Dodo 30: Green Cornian, Lyka High Mastery 20: Dark Wyvern, Griffy 30: Papulatus, Memory Monk Freeze Standing 20: Manon, Skelosaurus 30: Memory Monk Trainee, Lilynouch Pro Tips (1337)-Snowshoes inhibit the distance of your combat steps -"Slow" speed PA's have been proven to be best for juggling with final toss -Combos don't really need to be timed too much. If, say, you wanted to triple swing then combat step, you can smash attack 3 times then -> -> pretty fast (but not so fast that its like, stupid) and then just sit back and watch the combo go. -Macro-ing buffs Isn't really reccommended, unless you are training on a map such as skelegons where you have to lose your combo to climb back up anyways. Typically a macro with 3 skills on it will be too long to keep a combo going, unless you use it IN the mob and body pressure strings it together. -Pets are an aran's best friend. While not NEEDED, loots and auto pot are INCREDIBLY handy -Making your cstep an actual keystroke rather than a double tap of the arrow key is nice so you can ensure it works. Just note when doing it this way you cant string it into the combo, you'dd have to wait for whatever moves you sued to finish their casting animations then hit the key. -Furthermore, at the moment if you MACRO the cstep key and use that, you can jump at the end of your combat step, then land and combat step again. This is a good way to get around! (feel free to contribute your own!)
Last edited by Scotty on Thu Feb 25, 2010 11:05 pm; edited 1 time in total | |
| | | Scotty
IGN : IslesAndIce Job : Aran Level : 15x Number of posts : 106 Registration date : 2010-02-10 Mood : Always happy c:
| Subject: Re: Aran guide (: Wed Feb 10, 2010 8:01 am | |
| Just a quick copy paste from my guild's forum. Input always appreciated :D | |
| | | fro5tfire
Name : Frost IGN : Fro5tfire Job : Shadower Level : 142 Number of posts : 127 Registration date : 2009-06-05 Mood : Proud.... OF BEING A CANADIAN!!!!
| Subject: Re: Aran guide (: Wed Feb 10, 2010 12:40 pm | |
| Wow Scott. Nice write up.
Thanks for the input here.
-Fro5tfire | |
| | | Daniel
Name : Daniel IGN : Samus11849-??????? Job : Night Lord-Future Dual Blader! Level : 13x Number of posts : 88 Registration date : 2010-03-22
| Subject: Re: Aran guide (: Mon Mar 22, 2010 4:39 pm | |
| Scooter can you steal the multisourced CWK guide off Mutiny, since I posted that. Quote it to get all the coding | |
| | | DexlesILLBIS
Name : TypicalBrian IGN : DexlesILLBIS Job : Night Lord Level : 160 Number of posts : 197 Registration date : 2009-07-12 Mood : Hungry
| Subject: Re: Aran guide (: Mon Mar 22, 2010 4:40 pm | |
| Nice guide even tho im never going to use it xD | |
| | | Daniel
Name : Daniel IGN : Samus11849-??????? Job : Night Lord-Future Dual Blader! Level : 13x Number of posts : 88 Registration date : 2010-03-22
| Subject: Re: Aran guide (: Mon Mar 22, 2010 4:47 pm | |
| YOU CANT HANDLE THE GUIDE! | |
| | | cursed95
Name : Mikey (Fancy) IGN : cursed95 // /ThatYeloDude Job : Hermit // i/L Level : 9x // 6x Number of posts : 103 Registration date : 2010-02-06 Mood : Lactose entolerancy sucks >:D
| Subject: Re: Aran guide (: Mon Mar 22, 2010 5:55 pm | |
| Looks pretty dam in depth, GJ Scott. | |
| | | CosmoWizards
Name : Jon IGN : TakinMyTime, CosmoWizards[quit] Job : ????, Bishop Level : 10, 154 Number of posts : 216 Registration date : 2009-10-02 Mood : Wants Spring Break to last forever
| Subject: Re: Aran guide (: Mon Mar 22, 2010 7:22 pm | |
| I thought I had already stolen this frmo you and posted in the guide section
I guess I forgot, silly me :< | |
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