4th Job Skills?
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Aran
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thread starter Sakuraba Feb 15 2010
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| What are the fourth job skills Arans should get? Honestly, I don't find the guide really reliable in that sense. I would think the order would be: 1 High Mastery (for easy 5% bonus) 1 Final Blow 30 Overswing 30 Final Blow 26 High Mastery --- 9-12 Freeze Standing OR 30 Combo Barrier --- 30 Freeze Standing etc etc.. I think having Freeze Standing at 12 is enough, especially since you can just rebuff it with Body Pressure when you need to (lv 12 lasts 120 seconds like maxed BP). It should help ease training, since 58-64% knockback prevention does pretty well. Other 4th job Warrior guides say something similar with Stance, though Freeze Standing may not be needed altogether because of Final Blow's range, a polearm's natural range, Triple Swing's slight movement, and Final Charge's movement; Combat Step also makes it a bit easier. Maxing Final Blow would get more DPM than just High Mastery. Getting lv 1 Final Blow in the beginning would probably lower DPM, since both Double and Triple Swing do more damage at that level. High Mastery is at lv 26 because that's when the mastery level stops increasing... but you could max it just for the extra W.ATT if you don't boss much. Combo Barrier would probably make Arans a bit useful in bossing parties. Any comments or suggestions? |
My Characters: Etherlite - 81 Bellocan Aran in Misery
iguy
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| OK, look. High Mastery is basically like regular mastery, if you don't max it, you're screwed, regardless of whatever other skill you think is going to be useful. You get it to 26 (90% mastery) RIGHT away, I'm not saying that if you feel you need some Freeze Standing in there, you shouldn't get it, but by the rate the levels go by and everything, it's more of a waste to add too many points to it, don't go over 6 until you get 26 Mastery. AFTER Mastery, you should get it to about 20 or even max it if you please. After that, it's your choice between Final Blow and Barrier. Barrier is a must if you plan to boss. (Which means you're going to need it if you plan on touching Freeze Standing, considering it doesn't affect your training as much as it affects Zakum) And it's also a nice boost to have. Also remember that a lot of Aran Skill books are outrageously expensive right now, so you'd be lucky to max any one of your skills. [quote] Sakuraba : I think having Freeze Standing at 12 is enough, especially since you can just rebuff it with Body Pressure when you need to (lv 12 lasts 120 seconds like maxed BP). It should help ease training, since 58-64% knockback prevention does pretty well. [/quote] Yet if you think about it, you can't really get KB'd if you're skilled enough to keep the monsters KB'd, it's more for bossing. Which is also negated by Smart Knockback, letting you knock back nearly any monster you face. [quote] Sakuraba : Other 4th job Warrior guides say something similar with Stance, though Freeze Standing may not be needed altogether because of Final Blow's range, a polearm's natural range, Triple Swing's slight movement, and Final Charge's movement; Combat Step also makes it a bit easier. Maxing Final Blow would get more DPM than just High Mastery. [/quote] No it wouldn't. Tell me, is constantly hitting, lets say, 10k-20k, with then a random 20-30k every now and then better, or always hitting 20-22k? Over time, with a 10k here and there? Mastery is better. [quote] Sakuraba : Getting lv 1 Final Blow in the beginning would probably lower DPM, since both Double and Triple Swing do more damage at that level. [/quote] Who said it replaces either? It's a finisher, you use it to FINISH off mobs. [quote] Sakuraba : High Mastery is at lv 26 because that's when the mastery level stops increasing... but you could max it just for the extra W.ATT if you don't boss much. [/quote] Except the damage percentages of other skills that fill in that gap would be much greater than just a few W.Att [quote] Sakuraba : Combo Barrier would probably make Arans a bit useful in bossing parties. [/quote] Then why max it so late? |
My Characters: TehPiratePoo - 121 Bera Corsair
gillis8swe
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| This is the build im going to use. At 120 1 OS,1FB and 1 HM. After that 30-OS, 26-HM, 20-FS, 30-FB And 30-CB First the 2 skills that improve the dmg most. Then when you got OS30 and 26HM can you start doing some bossing thats why im going for FS after since it helps alot while bossing.(you can stand on the boss with BP and not get KBed of it so you wont lose combo if the boss stuns you) After that im I going for FB to help mob/training And im going for CB "kinda" late since im going to HPwash my aran quite alot so I wont need CB myself and at 15x is when you start killing serious bosses as HT etc etc thats when ppl really starts to want/need CB from you. |
My Characters: OggieWoggie - 143 Scania Buccaneer
yuncius 02/15/10
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| How useful would level 1 tempest be for Zakum arms? I know you probably don't use tempest much for training... but 4800% on arms seems pretty good to me for 1 sp. Might throw in a point at level 121. |
My Characters: EmYooEllEee - 100 Galicia Aran in Misery
dragonice1 02/15/10
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| I'm not sure what skills you get at 120. but I'm pretty sure you get high mastery and overswing, and final blow is from zakum. So, I'd get overswing level 1 at 120, and mastery, for the easy 5%. Then, maybe final blow, depending if I get it at 120. Just for looks Then, I'd start maxing overswing to as much as I could, and then some high mastery to help, depending if I can find skill books. 26 max, of course. Then, I'd put a few in freeze standing and maybe combo barrier. Then I would put as many as I could in final blow, maybe tempest, combo barrier, standing, and whatever else is left. |
My Characters: dragonice0 - 100 Windia Chief Bandit
Sakuraba
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| [quote] iguy : OK, look. High Mastery is basically like regular mastery, if you don't max it, you're screwed, regardless of whatever other skill you think is going to be useful. You get it to 26 (90% mastery) RIGHT away, I'm not saying that if you feel you need some Freeze Standing in there, you shouldn't get it, but by the rate the levels go by and everything, it's more of a waste to add too many points to it, don't go over 6 until you get 26 Mastery. AFTER Mastery, you should get it to about 20 or even max it if you please. Yet if you think about it, you can't really get KB'd if you're skilled enough to keep the monsters KB'd, it's more for bossing. Which is also negated by Smart Knockback, letting you knock back nearly any monster you face. [/quote] I forgot to consider Smart Knockback. I was comparing the usefulness of not getting KBed for Arans to the usefulness to Warriors, so I guess Freeze Standing could wait. [quote] iguy : No it wouldn't. Tell me, is constantly hitting, lets say, 10k-20k, with then a random 20-30k every now and then better, or always hitting 20-22k? Over time, with a 10k here and there? Mastery is better. [/quote] Let's use actual numbers instead of guessing. I'll use a hypothetical situation of lv 150 with 750 STR, 0 DEX, and 172 W.ATT (160 from random equips and Warrior Elixir). I'll say that Final Blow is just as fast as every other hit (which it's probably as fast as other combo hits, thus being faster than the first 100% hit and making Final Blow actually probably fit a Double Swing in, but I'll exlude that), and use 3 Final Blow combos (12 attacks total, excluding individual hits in Double/Triple Swing) with 4 regular Triple Swing combos (12 attacks total). The difference of total hits is Final Blow's 18 to four TS' 20, making the affect on Combos negligible. The number of hits does not affect Combo Critical, since more hits just increase the accuracy of probability; more damage percentage would get a greater benefit by the CC damage multiplier (so Final Blow would benefit more on average), but I'll exlude that calculation in this. Final Blow: Minimum damage: (750*5*0.9*0.6+0)*172/100 = 3483 Maximum damage: (750*5+0)*172/100 = 6450 Average damage: 4966.5 Skill Multiplier: Hit [(100%)+Double Swing (170%*2)+Triple Swing (190%*2)+Final Bow (700%)]*Number of hits (3) = 45.6 multiplier (not entirely sure these numbers are accurate since they always seem to be wrong on skill sites) 4966.5*45.6 = 226,472.4 damage in 3 combos with Final Blow Mastery: Minimum damage: (750*5*0.9*0.9+0)*172/100 = 5224.5 Maximum damage: (750*5+0)*172/100 = 6450 Average damage: 5837.25 Skill Multiplier: Hit [(100%)+Double Swing (170%*2)+Triple Swing (190%*2)]*Number of hits (4) = 32.8 multiplier 5837.25*32.8 = 191,461.8 damage in 4 combos Any questions? By the way, since the multiplier difference is 1300%, the damage range would need to be either 24% or 34% higher in High Mastery compared to without it (32/13 or 45/13 respectively), which woul |
My Characters: Etherlite - 81 Bellocan Aran in Misery
gillis8swe
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| I would go 30-OS, 26-HM, 20-FS and then max combo barrier if i were you. First thing first, get ot 130 and max OS. Your basilID says your only 6x, its a long way to go still. |
My Characters: OggieWoggie - 143 Scania Buccaneer
icewr 02/21/10
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| [quote] Sakuraba : I forgot to consider Smart Knockback. I was comparing the usefulness of not getting KBed for Arans to the usefulness to Warriors, so I guess Freeze Standing could wait. Let's use actual numbers instead of guessing. I'll use a hypothetical situation of lv 150 with 750 STR, 0 DEX, and 172 W.ATT (160 from random equips and Warrior Elixir). I'll say that Final Blow is just as fast as every other hit (which it's probably as fast as other combo hits, thus being faster than the first 100% hit and making Final Blow actually probably fit a Double Swing in, but I'll exlude that), and use 3 Final Blow combos (12 attacks total, excluding individual hits in Double/Triple Swing) with 4 regular Triple Swing combos (12 attacks total). The difference of total hits is Final Blow's 18 to four TS' 20, making the affect on Combos negligible. The number of hits does not affect Combo Critical, since more hits just increase the accuracy of probability; more damage percentage would get a greater benefit by the CC damage multiplier (so Final Blow would benefit more on average), but I'll exlude that calculation in this. Final Blow: Minimum damage: (750*5*0.9*0.6+0)*172/100 = 3483 Maximum damage: (750*5+0)*172/100 = 6450 Average damage: 4966.5 Skill Multiplier: Hit [(100%)+Double Swing (170%*2)+Triple Swing (190%*2)+Final Bow (700%)]*Number of hits (3) = 45.6 multiplier (not entirely sure these numbers are accurate since they always seem to be wrong on skill sites) 4966.5*45.6 = 226,472.4 damage in 3 combos with Final Blow Mastery: Minimum damage: (750*5*0.9*0.9+0)*172/100 = 5224.5 Maximum damage: (750*5+0)*172/100 = 6450 Average damage: 5837.25 Skill Multiplier: Hit [(100%)+Double Swing (170%*2)+Triple Swing (190%*2)]*Number of hits (4) = 32.8 multiplier 5837.25*32.8 = 191,461.8 damage in 4 combos Any questions? By the way, since the multiplier difference is 1300%, the damage range would need to be either 24% or 34% higher in High Mastery compared to without it (32/13 or 45/13 respectively), which would be quite difficult if you're not increasing the total damage. No, damage for more hits would not increase overtime since both numbers take the same amount of time to execute, thus having that consistent damage for any number of combos. Good point. It would have to be somewhat situational, but very worth 1 skill point. Exactly why I considered 26-30 High Mastery. However, High Mastery would be the skill that increases damage, so it could just be a preference for those who don't boss. Because Overswing is unquestionably first, Final Blow highly increases DPM or even DPS or DPC (damage per combo), High Mastery is necessary, and Final Stance is needed for bossing. Final Stance could be changed in priority though. You should understand, since Combo Barrier is almost just as late on your build. [/quote] change the final blow % to 410%...because that's what it is at lvl 1 lol 700% is max final blow that's why the DPM is such a big difference re-calculate that pl |
My Characters: WolfBitex - 103 Scania Aran in Misery
Sakuraba
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| It's supposed to be maxed. I was comparing getting Final Blow first to getting High Mastery at around level 140 or something, thus Final Blow being maxed and High Mastery as well. I did forget to calculate the 8 WATT and lv 26 Final Blow percentage, though that won't make up for 30,000's worth of damage in one combo. Final Blow at level 1 in the beginning is so it's used as a finisher, advice courtesy of the guy who posted earlier (forgot his name). |
My Characters: Etherlite - 81 Bellocan Aran in Misery
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