Guide: Post Big Bang Skill Builds for Warriors
basilmarket.com forums :
Big Bang
| 13 posts archived
thread starter SilverFoxR Sep 24 2010
+ PM | QUOTE | PERMALINK | REPORT
 | Hi, everyone! With Big Bang coming up soon, a lot of people are beginning to wonder how their builds are going to be effected. What skills should be maxed and what skills should be skipped... and when should certain skills be maxed. Well, I've been looking through the skills, crunching numbers and working on scenarios and I have some decent results for all us Warriors (Sorry, Arans... your skills don't really change, so no need to worry about new builds =p). This guide will cover Fighters, Knights and Spearmen directly, looking at skills and explaining the simple builds. First Job - Level 10 to 30 (61 points available) This one is very easy... in order: -Max Slash Blast (requires lv 1 Power Strike) -Max Power Strike -Max HP Increase -11 Iron Body Reason: Since you can max HP Increase at any time now without it effecting your max HP one way or another, focus on your attack skills. Mobbing will net you more exp/hr than single-hits, so max Slash Blast first. Now, with nothing better to max, pump up Improving Max HP. There are 11 points remaining, so put them into Iron Body. The only alternative for the above build is if you want to max Power Strike before Slash Blast... in which case, go ahead. Second Job - Level 30 to 70 (121 points available) This is where the paths diverge... and where we have a bit of an issue. There's two build alternatives for Fighters and Pages, while Spearmen get lucky on this one... Fighter -Max Mastery -6 Booster -Max Improved Fundementals -Max Rage or Final Attack -Max Final Attack or Rage (whichever you didn't max) -Max Booster or Power Guard -Max Power Guard or Booster (whichever you didn't max) -11 Ground Smash Reason: As a Fighter, the only skills that are not crucial to max are Ground Smash or Improving Fundementals. Both will be replaced in 3rd job immediately. However, the one you want to max is really a debatable subject. This build opts for Fundementals, because it's faster to max, gives you two attack options and opens up some variety. The 11 points into Ground Smash at the end are essentially dump points. Now, when it comes to Rage vs Final Attack as which skill to max first, this is again up to you. Rage will give you an attack boost as well as a boost to your party, while Final Attack will give you a free hit on enemies (and after Big Bang, the attack appears automaticly without an attack animation). You'll be maxing both in the end either way, so again, it's your call. There is an alternate build, of course... and, to put it simply, it's the Ground Smash build. This is where you choose Ground Smash and have 1 point leftover for Fundementals or even just Iron Body. This is if you prefer Ground Smash's over using Power Strike and Slash Blast. To be honest, your mobbing potential and 1 vs 1 potential both go down with this build, but there is a range advantage as Ground Smash is a semi-projectile attack. Page -Max Mastery -6 Booster -Max Improved Fundementals -Max Final Attack -Max Booster or Power Guard -Max P |
My Characters: SilverFoxR - 143 Bera Hero
ApplShinR 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
| [quote] SilverFoxR : What skills should you max and what skills should you avoid... and when should you max certain skills. [/quote] Change the "you's" to "they's." [quote] SilverFoxR : -Max HP Increase -Max Slash Blast (requires lv 1 Power Strike) -Max Power Strike -11 Iron Body [/quote] Definitely HP Increase after the attacking skills. The mechanics are now just +20% of your health, not +x more health per level. -After reading your edit, I'd still suggest SlashBlast and PowerStrike first. Mainly because it sucks to go around normal attacking... However, your build is still fine, but I'd suggest adding the alternative. [quote] SilverFoxR : Additionally, since there will be many quests to do to speed up yor levelling and the fact that you only need 20% or so of the exp needed to level currently to max post Big Bang [/quote] yor->your Don't spread the misconception that leveling will be a breeze, it's basically +25% of the rate at which we currently level. Too lazy to keep quoting... Fighter build: Power Guard before maxing Booster... I'd suggest Rage first if they're CPQing, and FA first if they're solo training (lolwut?). ------------------------------ I'll get to the rest later, I need to finish editing a paper (which is why I'm in Grammar Popo mood). Also, sorry about crappy sentence structure, it's pretty late. |
My Characters: ApplShinR - 72 Broa Crusader
AdroxNight
+ PM | QUOTE | PERMALINK | REPORT
| ...Sorry if I sound rude. 1st job: There is no reason to max Max HP increase first. Unless there is a level 10 monster that does several hundred damage per hit, you dont need it at all at that level. It would be far more effective to go for slash blast first so that you have your mobbing skill. Then PS as your secondary attack, then 11 points into iron body, as lower pot costs are more important than 20% HP in first job. Then finally max HP increase is maxed, as it is the only skill usefull at later levels. Fighter: Not bad. There are a few variations people will make. After the first few skills, it is all about preference. I should also mention that some people will prefer GS over EB. Crusader: I hate how you worded the entire describtion of your build. Why did you say "though Brandish is a bit more useful as a bossing tool" in reference to panic. Do you know what the new damage formula for Panic and Coma is? Did you account for the fact that FA allows you to charge orbs far faster now? If you know enough about finishers to even make the claims you do, then I really want to hear what information and calculations your have on the crusader. Untill I see those numbers, I have to say any proposed crusader build should be trashed. Hero: At least you mention that it may be a good idea to max either ACA or BS first. Either may be optimal because we dont know whether finishers are worthwhile yet. (I've done some research, but I havent gotten far enough due to lack of time combined with the fact that the calculations are time consuming and on top of that I have had a lack of material to work with.). But with the Hero, I'd suggest ignoring most builds. You will want ACA, and maybe BS maxed asap, but after that I think people should just max whatever they feel is better for them. For example, someone that likes to kill bosses will want Enrage first, but someone that will want to train more often will go for MM. |
My Characters: AdroxNight - 136 Bellocan Hero
SilverFoxR 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
 | Alright... going to edit some info based on criticism made so far... ...and sorry about typos. =p |
My Characters: SilverFoxR - 143 Bera Hero
AdroxNight 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
| I also forgot to mention that if you obtain SD (we will have to wait a few patches after the big bang) a Hero would easily be able to ignore BS and go for ACA first, assuming we are only going to spam skills and going based on %PM calculations. Although, its pretty hard to say with the lack of knowledge we have on the Hero class and the fact that they are the hardest class to determine their optimal attack patterns. |
My Characters: AdroxNight - 136 Bellocan Hero
SilverFoxR 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
 | [quote] AdroxNight : I also forgot to mention that if you obtain SD (we will have to wait a few patches after the big bang) a Hero would easily be able to ignore BS and go for ACA first, assuming we are only going to spam skills and going based on %PM calculations. Although, its pretty hard to say with the lack of knowledge we have on the Hero class and the fact that they are the hardest class to determine their optimal attack patterns. [/quote] Indeed a good point... but let's focus on what we do know for the time being and not get into the Cygnus skills for the moment. Besides, might as well just play it straight for now, eh? ^_~ |
My Characters: SilverFoxR - 143 Bera Hero
taleko 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
| Me likey much of this! Only a few things i have noted, • Mastery, the old 19 mastery way of doing things has changed, mastery now adds +2% to your minimum damage each level so stopping at 19 like we used to isnt as effective. so mastery is as follows (20% base iirc) 0 20% Mastery 1 32% Mastery +3 accuracy 2 34% Mastery +6 accuracy 3 36% Mastery +9 accuracy 4 38% Mastery +12 accuracy 5 40% Mastery +15 accuracy 6 42% Mastery +18 accuracy 7 44% Mastery +21 accuracy 8 46% Mastery +24 accuracy 9 48% Mastery +27 accuracy 10 50% Mastery +30 accuracy 11 52% Mastery +33 accuracy 12 54% Mastery +36 accuracy 13 56% Mastery +39 accuracy 14 58% Mastery +42 accuracy 15 60% Mastery +45 accuracy 16 62% Mastery +48 accuracy 17 64% Mastery +51 accuracy 18 66% Mastery +54 accuracy 19 68% Mastery +57 accuracy 20 70% Mastery +60 accuracy so we need to work out a point where 6 points in booster (for 1 min duration) is better than 6 points equivalent in mastery which means it changes for different speed types. i've got a feeling that for most speeds attacking with PS and SB that it will become better to get 6 booster at like 14-15 or so due to diminishing returns in mastery. I can work on this more if you want or work with you and adro (even though he has alot on his plate, but is always looking for more) • AC, i'd mention why the later BS theory came into light, after maxed brandish it takes quite a few levels for BS to actually catch up, whereas AC boosts your damage from the outset, this may even be an issue with Combo and Brandish if you have maxed SB and PS with improved fundamentals. Not too sure on this latest thought, but i'll look into it later. |
My Characters: Talekah - 109 Scania Crusader
AdroxNight 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
| [quote] taleko : so we need to work out a point where 6 points in booster (for 1 min duration) is better than 6 points equivalent in mastery which means it changes for different speed types. i've got a feeling that for most speeds attacking with PS and SB that it will become better to get 6 booster at like 14-15 or so due to diminishing returns in mastery. I can work on this more if you want or work with you and adro (even though he has alot on his plate, but is always looking for more) [/quote] I disagree with sticking booster in before or while maxing mastery. In my opinion, Consistancy is more important than DPM untill you reach the point where you want to do serious bossing. Anyway, here are my tables for EB, Booster and mastery: Booster Weapon Speed 4 5 6 7 8 AnyLV 20.00% 13.64% 12.50% 16.00% 11.11% per 6 sp 3.33% 2.27% 2.08% 2.67% 1.85% EB - Slash Blast LV Damage DPM Increase per SP 0 180% 0.00% 1 187% 3.89% 2 194% 3.74% 3 201% 3.61% 4 208% 3.48% 5 215% 3.37% 6 222% 3.26% 7 229% 3.15% 8 236% 3.06% 9 243% 2.97% 10 250% 2.88% EB - Power Strike 0 260% 0.00% 1 272% 4.62% 2 284% 4.41% 3 296% 4.23% 4 308% 4.05% 5 320% 3.90% 6 332% 3.75% 7 344% 3.61% 8 356% 3.49% 9 368% 3.37% 10 380% 3.26% Mastery LV Mastery DPM Increase per SP 0 20% 0.00% 1 32% 10.00% 2 34% 1.52% 3 36% 1.49% 4 38% 1.47% 5 40% 1.45% 6 42% 1.43% 7 44% 1.41% 8 46% 1.39% 9 48% 1.37% 10 50% 1.35% 11 52% 1.33% 12 54% 1.32% 13 56% 1.30% 14 58% 1.28% 15 60% 1.27% 16 62% 1.25% 17 64% 1.23% 18 66% 1.22% 19 68% 1.20% 20 70% 1.19% The most efficient point, DPM wise, is the first point in mastery. After that, EB up to 5 for fast4 (which you should be using unless you have a godly watt shield), or max out EB if you have a weapon that is not fast 4. Then add 6 points into booster, and if you didnt earlier, max EB. After that, finish mastery. This would be for the most optimal DPM build. |
My Characters: AdroxNight - 136 Bellocan Hero
taleko 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
| AdroxNight oh well, looks like you had it all worked out anyway, still its good to see this for myself, still perhaps we could work on this more to get a more balanced build?. UGH sleepy time now. |
My Characters: Talekah - 109 Scania Crusader
SilverFoxR 09/24/10
+ PM | QUOTE | PERMALINK | REPORT
 | I'd like to see more discussions and results. If we can find improvements to builds and viable alternatives, I'd be happy to add/edit more of the guide. As for 19/20 mastery, again, it's really up to the player. I think the 2% mastery and 3 accuracy can be saved for later (Mastery WILL be maxed either way), but like I said in the build, you can just outright max it if you prefer as well or 19 it for now and put the last point into it later if you want like oldschool warriors =p |
My Characters: SilverFoxR - 143 Bera Hero
ElderTree
+ PM | QUOTE | PERMALINK | REPORT
| First of all, Max HP Increase should be raised LAST in first job. There is no need for the extra HP (monsters hit very low damage), and even the 11 Iron Body would help you save some money / potions. (Keep in mind, it is +210 defense now, not +22 defense like it used to be!) [quote] SilverFoxR : I'd like to see more discussions and results. If we can find improvements to builds and viable alternatives, I'd be happy to add/edit more of the guide. As for 19/20 mastery, again, it's really up to the player. I think the 2% mastery and 3 accuracy can be saved for later (Mastery WILL be maxed either way), but like I said in the build, you can just outright max it if you prefer as well or 19 it for now and put the last point into it later if you want like oldschool warriors =p [/quote] The only reason why the last point was ever delayed was because it only added accuracy, and no more mastery. It's just dumb to leave it at 19 for a long time now as the last point after BB will also give the +2% mastery. Would you leave Brandish at level 19 for 30-40 levels before putting in the 20th point at level 120? No. Why? Because that's just dumb. It's not "old school", it's just "dumb school". I'm not sure why you even consider maxing Booster before Power Guard in the Fighter or Page builds. All maxing booster does (compared to level 6) is save your finger a few extra taps. On the other hand, Power Guard saves you mesos. Since monsters at those levels don't really have too many magic attacks, Power Guard should reduce your potion usage by 50%. The reflected damage may even let you kill sliiiightly faster... At the end of the Page build, you add 11 into Ground Smash. Ground Smash is only useful if it is maxed or near maxed. Also, Ground Smash's usefulness deteriorates the closer you get to 3rd job as it gets replaced by Brandish, Charged Blow, and Crusher/Fury. So if you are adding points to it this late, a much better use for the points would be to finish maxing Iron Body, and put the remaining 2 into Ground Smash. You're not going to use the extra attack skill that late in 2nd job, and the extra +90 defense from Iron Body is nice (or +180 defense if you also have Shield Mastery, but we'll get into that later!). Upon advancing as a WK, 1 point into Ice Charge would be very nice. This is mainly due to the fact that Post-BB, all charges are 100% elemental (meaning, even with level 1 charge, you will still get the full +50% damage when attacking an elementally weak monster). Ice is also by far the most useful charge to just have a single point in (as it freezes the monsters). [quote] SilverFoxR : Now, we have a decision to make... increase your defence (not sure if you need a shield for this to work) or a skill that eliminates buffs done on enemies. Really, out of the two, Magic Crash is more useful... so max it and put 11 points into Shield Mastery. [/quote] First of all, this doesn't even match the skill build you had posted right above it. In the skill build, you h |
My Characters: DarkElm - 107 Yellonde Marauder
spencerAF
+ PM | QUOTE | PERMALINK | REPORT
| IMO, another build for 1st job can be this: 20 Power Strike 11 Slash Blast 20 Iron Body 20 Max HP Increase The reason Slash Blast is 11 is because i can be replaced by Ground Smash at 2nd job. This build is so you can almost never die because of the defense of Iron Body. |
My Characters: SpencerEX - 50 Bera Evan 5th Growth
SilverFoxR
+ PM | QUOTE | PERMALINK | REPORT
 | [quote] ElderTree : First of all, Max HP Increase should be raised LAST in first job. There is no need for the extra HP (monsters hit very low damage), and even the 11 Iron Body would help you save some money / potions. (Keep in mind, it is +210 defense now, not +22 defense like it used to be!) The only reason why the last point was ever delayed was because it only added accuracy, and no more mastery. It's just dumb to leave it at 19 for a long time now as the last point after BB will also give the +2% mastery. Would you leave Brandish at level 19 for 30-40 levels before putting in the 20th point at level 120? No. Why? Because that's just dumb. It's not "old school", it's just "dumb school". I'm not sure why you even consider maxing Booster before Power Guard in the Fighter or Page builds. All maxing booster does (compared to level 6) is save your finger a few extra taps. On the other hand, Power Guard saves you mesos. Since monsters at those levels don't really have too many magic attacks, Power Guard should reduce your potion usage by 50%. The reflected damage may even let you kill sliiiightly faster... At the end of the Page build, you add 11 into Ground Smash. Ground Smash is only useful if it is maxed or near maxed. Also, Ground Smash's usefulness deteriorates the closer you get to 3rd job as it gets replaced by Brandish, Charged Blow, and Crusher/Fury. So if you are adding points to it this late, a much better use for the points would be to finish maxing Iron Body, and put the remaining 2 into Ground Smash. You're not going to use the extra attack skill that late in 2nd job, and the extra +90 defense from Iron Body is nice (or +180 defense if you also have Shield Mastery, but we'll get into that later!). Upon advancing as a WK, 1 point into Ice Charge would be very nice. This is mainly due to the fact that Post-BB, all charges are 100% elemental (meaning, even with level 1 charge, you will still get the full +50% damage when attacking an elementally weak monster). Ice is also by far the most useful charge to just have a single point in (as it freezes the monsters). First of all, this doesn't even match the skill build you had posted right above it. In the skill build, you have it maxing Shield Mastery, then putting 11 into Magic Crash. Secondly, Shield Mastery DOES require a shield to use (so does the Paladin's Guardian skill), and it is MUCH better than current Pre-BB Shield Mastery. Currently, Shield Mastery only doubles the defense of the SHIELD, but Post-BB, Shield Mastery doubles the defense of the PLAYER. So all those thousands of defense points from having high STR as a warrior will get doubled with Shield Mastery! Most paladins will end up 1-handed due to the usefulness of Guardian, followed by Shield Mastery. Speaking of which, Guardian and Bossing Armor are both completely absent from your Paladin build. This is quite odd as these are two of the best defensive skills in the game! Bossing Armor should probably come right after Divi |
My Characters: SilverFoxR - 143 Bera Hero
BasilMarket is Copyright 2004-2008 BasilMarket.com (archive reconstruction). Data recovered from the Internet Archive Wayback Machine for the Classic MapleStory community.