Saturday, November 21, 2009

Aran 2nd job skill build

30 - Triple Swing (1)
31 - Triple Swing (3), Polearm Mastery (1)
32 - Polearm Mastery (4)
33 - Polearm Mastery (7)
34 - Polearm Mastery (10)
35 - Polearm Mastery (13)
36 - Polearm Mastery (16)
37 - Polearm Mastery (19)
38 - Triple Swing (6)
39 - Triple Swing (9)
40 - Triple Swing (12)
41 - Triple Swing (15)
42 - Triple Swing (18)
43 - Triple Swing (20 - MAXED), [1 SP remaining]


If you want to deal more damage, go for Combo Smash. If you want to conserve HP, pumping Combo Drain at this point would be a better option. Remember that you need at least 30 COMBO to use either Combo Smash or Combo Drain.

Build 1: Damage-dealing
43 - Save SP (1)
44 - Save SP (4)
45 - Combo Smash (7)
46 - Combo Smash (10)
47 - Combo Smash (13)
48 - Combo Smash (16)
49 - Combo Smash (19)
50 - Combo Smash (20 - MAXED), Save SP (2)
51 - Save SP (5)
52 - Save SP (8)
53 - Save SP (11)
54 - Final Charge (14)
55 - Final Charge (17)
56 - Final Charge (20)
57 - Combo Drain (3)
58 - Combo Drain (6)
59 - Combo Drain (9)
60 - Combo Drain (12)
61 - Combo Drain (15)
62 - Combo Drain (18)
63 - Combo Drain (20 - MAXED), Final Charge (21)
64 - Body Pressure (3)
65 - Body Pressure (6)
66 - Body Pressure (9)
67 - Body Pressure (12)
68 - Body Pressure (15)
69 - Body Pressure (18)
70 - Body Pressure (20 - MAXED), Polearm Mastery (20 - MAXED)

Build 2: Defensive/HP-conserving
43 - Combo Drain (1)
44 - Combo Drain (4)
45 - Combo Drain (7)
46 - Combo Drain (10)
47 - Combo Drain (13)
48 - Combo Drain (16)
49 - Combo Drain (19)
50 - Combo Drain(20 - MAXED), Save SP (2)
51 - Save SP (5)
52 - Save SP (8)
53 - Save SP (11)
54 - Final Charge (14)
55 - Final Charge (17)
56 - Final Charge (20)
57 - Combo Smash (3)
58 - Combo Smash (6)
59 - Combo Smash (9)
60 - Combo Smash (12)
61 - Combo Smash (15)
62 - Combo Smash (18)
63 - Combo Smash (20 - MAXED), Final Charge (21)
64 - Body Pressure (3)
65 - Body Pressure (6)
66 - Body Pressure (9)
67 - Body Pressure (12)
68 - Body Pressure (15)
69 - Body Pressure (18)
70 - Body Pressure (20 - MAXED), Polearm Mastery (20 - MAXED)

End Result:
Polearm Mastery - 20 (MAXED)
Triple Swing - 20 (MAXED)
Final Charge - 21
Combo Drain - 20 (MAXED)
Combo Smash - 20 (MAXED)
Body Pressure - 20 (MAXED)

Aran Third Job Advancement

Congratulations,you are now level 70!
There are some things you have to prepare before taking the Third Job Advancement Test.

You must have:
- Maker Skill
- 1 Dark Crystal
- 3 Diamond Ores
- 3 Garnet Ores
- Lots of potions

Aran 3rd job skill build

70 - Full Swing (1)
71 - Full Swing (4)
72 - Full Swing (7)
73 - Full Swing (10)
74 - Full Swing (13)
75 - Full Swing (16)
76 - Full Swing (19)
77 - Full Swing (20 - MAXED), Critical Combo (2)
78 - Critical Combo (5)
79 - Critical Combo (8)
80 - Critical Combo (11)
81 - Critical Combo (14)
82 - Critical Combo (17)
83 - Critical Combo (20 - MAXED)

The skill build beyond this point is pretty much up to your playing style. Since you're nearing Lv90 at this point, I would suggest adding Snow Charge so that you can take on Bains when you reach that level. But since Snow Charge doesn't freeze, it's up to you.

84 - Snow Charge (3)
85 - Snow Charge (6)
86 - Snow Charge (9)
87 - Snow Charge (12)
88 - Snow Charge (15)
89 - Snow Charge (18)
90 - Snow Charge (20 - MAXED), Final Toss (1)
91 - Final Toss (4)
92 - Final Toss (7)
93 - Final Toss (10)
94 - Final Toss (13)
95 - Final Toss (16)
96 - Final Toss (19)
97 - Final Toss (22)
98 - Final Toss (25)
99 - Final Toss (28)
100 - Final Toss (30 - MAXED), [1 SP remaining]

Again, there are two possible ways of continuing. One is based on Offense, and the other Defense.

Build 1: Offense

100 - Fenrir Phantom (1)
101 - Fenrir Phantom (4)
102 - Fenrir Phantom (7)
103 - Fenrir Phantom (10)
104 - Fenrir Phantom (13)
105 - Fenrir Phantom (16)
106 - Fenrir Phantom (19)
107 - Fenrir Phantom (22)
108 - Fenrir Phantom (25)
109 - Fenrir Phantom (28)
110 - Fenrir Phantom (30 - MAXED), Smart Knockback (1)
111 - Smart Knockback (4)
112 - Smart Knockback (7)
113 - Smart Knockback (10)
114 - Smart Knockback (13)
115 - Smart Knockback (16)
116 - Smart Knockback (19)
117 - Smart Knockback (20 - MAXED), Rolling Spin (2)
118 - Rolling Spin (5)
119 - Rolling Spin (8)
120 - Rolling Spin (11)

Build 2: Defense

100 - Rolling Spin (1)
101 - Rolling Spin (4)
102 - Rolling Spin (7)
103 - Rolling Spin (10)
104 - Fenrir Phantom (3)
105 - Fenrir Phantom (6)
106 - Fenrir Phantom (9)
107 - Fenrir Phantom (12)
108 - Fenrir Phantom (15)
109 - Fenrir Phantom (18)
110 - Fenrir Phantom (21)
111 - Fenrir Phantom (24)
112 - Fenrir Phantom (27)
113 - Fenrir Phantom (30 - MAXED)
114 - Smart Knockback (3)
115 - Smart Knockback (6)
116 - Smart Knockback (9)
117 - Smart Knockback (12)
118 - Smart Knockback (15)
119 - Smart Knockback (18)
120 - Smart Knockback (20 - MAXED), Rolling Spin (11)

End Result:
Full Swing - 20 (MAXED)
Critical Combo - 20 (MAXED)
Final Toss - 30 (MAXED)
Fenrir Phantom - 30 (MAXED)
Snow Charge - 20 (MAXED)
Smart Knockback - 20 (MAXED)
Rolling Spin - 11

Aran 1st job skills

Combo Ability (Max: Lv10) Passive - Received from Lv13 quest
After every 10 combo counts, your stats will increase. Increases up to 10 times. The buff disappears when you lose your combo count. Requires Double Swing Lv10.
Lv1: WA +1, WD + 5, MD + 5, stats increase 1 time
Lv10: WA + 1, WD + 5, MD + 5, stats increase 10 times
Notes - This is what makes the Arans unique. Your WA increases by 1 every 10 hits, for a maximum of +10 at Lv20. Awesome.

Double Swing (Max: Lv20)


Press the attack key twice to attack up to 12 monsters two times.
Input command: Attack + Attack
Lv1: MP -2, 102% Damage
Lv10: MP -3, 120% Damage
Lv20: MP -5, 140% Damage
Notes - Double Swing is your basic attack as an Aran. Which means two things: First, you will be burning lots of MP. Second, you'll be beating monsters senseless in no time at all. The damage multiplier listed represents the damage dealt by the second hit, with the first dealing 100%.

Combat Step (Max: Lv15)


Press the arrow keys twice to move quickly to another distance. Cannot be used while jumping. Requires Double Swing Lv5.
Input command: <<>>
Lv1: MP -1, Boost yourself 650 Distance
Lv15: MP -5, Boost yourself 1000 Distance

Note:Combat Step on ground is just pathetic. It's meant to use off a ledge.

Polearm Booster (Max: Lv20) - Received from Lv22 quest

By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped. Requires Lv5 Combat Step.
Lv1: HP -29, MP -29, increase attack speed by 1 for 10 seconds
Lv10: HP -20, MP -20, increase attack speed by 1 for 100 seconds
Lv20: HP -10, MP -10, increase attack speed by 3 for 200 seconds
Notes: This is the deciding factor when it comes to your training speed. This is what sets you apart from spearmen and DKs. When maxed, this increases your attack speed by 3. That's Slow(8) -> Fast(5). Take note that attack speed can't go beyond FASTER.

Aran 2nd job skills

Polearm Mastery (Max: Lv20) Passive - Received from Lv31 quest
Increases the mastery as well as accuracy. Only applied with a polearm equipped. Requires Lv3 Triple Attack.
Lv1: 15% Mastery, +1 ACC
Lv10: 35% Mastery, +10 ACC
Lv20: 60% Mastery, +20 ACC
Notes - Like all warriors, you have to max this. However, you have another reason to do so: High Mastery (see 4th Job Skills).

Triple Swing (Max: Lv20)


Press the attack key three times to attack up to 12 monsters three times. Requires Lv20 Double Swing.
Input command: Attack + Attack + Attack
Lv1: MP -2, 193% Damage
Lv10: MP -5, 220% Damage
Lv20: MP -7, 250% Damage
Notes - This upgrades Double Swing by adding an extra hit at the end. This last hit does the most damage out of all three when maxed. The damage multiplier listed is the damage of the third hit; the total damage dealt is this multiplier added on to Double Swing. Triple Swing will be your main attack combo for 2nd Job...

Final Charge (Max: Lv30) - Received from Lv54 quest


Push monsters in front of you. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + > + Attack
Lv1: MP -10, 50% Damage, hits up to 5 enemies
Lv15: MP -14, 64% Damage, hits up to 8 enemies
Lv30: MP -20, 90% Damage, hits up to 12 enemies
Notes -Once you get Final Charge, this becomes your main attack combo. Final Charge is the Arans' (nerfed) version of Rush, piling up enemies for you to slice and dice with your chopper-on-a-stick.

Combo Drain (Max: Lv20) - Received from Lv37 quest


If you are dealing damage to the monster, you recover HP as a part from the damage you deal. 30 COMBO is needed to use this skill. Requires Lv1 Combo Ability.
Input command: Down + Down + Attack
Lv1: 1% Damage as HP Recovery for 44 seconds
Lv10: 3% Damage as HP Recovery for 80 seconds
Lv20: 5% Damage as HP Recovery for 120 seconds
Notes: Combo Drain is a buff which you can cast on yourself when you have 30+ COMBO. This makes ALL your hits during its duration drain HP from the enemy.

Combo Smash (Max: Lv20) - Received from Lv45 quest


Throw a polearm towards your enemy. 30 COMBO is needed to use this skill. Requires Lv1 Combo Ability.
Input command: Down + < + Attack or Down + > + Attack
Lv1: 320% Damage, hits up to 4 enemies
Lv10: 500% Damage, hits up to 6 enemies
Lv20: 600% Damage, hits up to 10 enemies
Notes - Polearm Smash is your first ranged attack as an Aran.
Body Pressure (Max: Lv20)


For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to get stunned for 5 seconds.
Lv1: MP -40, 25 seconds, 21% chance to stun, 5% Damage
Lv10: MP -31, 70 seconds, 30% chance to stun, 50% Damage
Lv20: MP -20, 120 seconds, 40% chance to stun, 100% Damage
Notes: This buff allows you to deal touch damage on mobs.

Aran 3rd job skills

Full Swing (Max: Lv20) Passive - Received from Lv70 quest
Increases the damage of Double Swing and Triple Swing. Requires Lv20 Triple Swing.
Lv1: Double Swing MP -6, 144% Damage & Triple Swing MP -8, 274% Damage
Lv10: Double Swing MP -8, 180% Damage & Triple Swing MP -10, 310% Damage
Lv20: Double Swing MP - 12, 220% Damage & Triple Swing MP -14, 350% Damage
Notes - This skill improves the overall damage of your basic attacks. This is a must-have! Triple Swing's multiplier represents the damage dealt by the FINAL HIT only. Full Swing turns Double Swing into 2 stabs, making a full Triple Swing a 4-hit combo.

Critical Combo (Max: Lv20) Passive

Default critical damage is 100% and critical rate is 10%. For every 10 combos, your critical damage and critical rate goes up. Requires Lv10 Combo Ability.
Lv1: +1% Critical Damage with a 1% chance, increases 1 time.
Lv10: +5% Critical Damage with a 3% chance, increases 5 times.
Lv20: +10% Critical Damage with a 6% chance, increases 10 times.
Notes - A warrior hitting criticals is just awesome. If this is stacked with Sharp Eye, good ol' Zakum's in for a world of pain. I do not know whether the Critical Damage mentioned in the description means +100% Damage or 100% Damage.

Final Toss (Max: Lv30)


Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + Up + Attack
Lv1: MP -10, 52% Damage, +42% Damage on monsters in air
Lv15: MP -15, 80% Damage, +70% Damage on monsters in air
Lv30: MP -20, 110% Damage, +100% Damage on monsters in air
Notes - Simply brutal. Can you imagine hitting a critical on tossed monsters?

Fenrir Phantom (Max: Lv30)


The soul of the wolf is summoned and merged into the sword to attack monsters twice from a wide range. 100 COMBO is needed to use this skill. Requires Lv10 Combo Smash.
Input command: Down + < + Attack or Down + > + Attack
Lv1: 510% Damage, hits 4 enemies
Lv15: 650% Damage, hits 6 enemies
Lv30: 800% Damage, hits 10 enemies
Notes - In case you're wondering, the key input is the same as Combo Smash; just that if you input at 100+ COMBO, Fenrir Phantom will be casted instead.

Snow Charge (Max: Lv20)


Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked.
Lv1: MP -25, 100% Damage, lasts for 10 seconds, enemy's speed -21 for 5 seconds
Lv10: MP -29, 105% Damage, lasts for 100 seconds, enemy's speed -30 for 10 seconds
Lv20: MP -35, 110% Damage, lasts for 200 seconds, enemy's speed -40 for 20 seconds
Notes - Snow Charge is a nerfed version of Ice/Blizzard charge in that it does not freeze but instead slows. Be very careful when fighting mobs like Bain!

Smart Knockback (Max: Lv20)


Lower the damage required to knockback a monster.
Lv1: MP -60, monster's Knockback Damage -10% for 15 seconds
Lv10: MP -42, monster's Knockback Damage -40% for 60 seconds
Lv20: MP -30, monster's Knockback Damage -90% for 120 seconds
Notes - This is a self-buff that reduces the damage required to knockback the monster. This means that, at max level, if a mob normally requires 10k damage to KB, only 1k damage will be needed after casting.

Rolling Spin (Max: Lv20)

Push away monsters to the left and right side with a powerful wind.
Input command: Up + Up + Attack
Lv1: MP -16, 44% Damage, 38% chance to KB, hits 4 enemies, 1 second stun
Lv10: MP -20, 80% Damage, 65% chance to KB, hits 8 enemies, 1 second stun
Lv20: MP -24, 120% Damage, 95% chance to KB, hits 12 enemies, 1 second stun

Aran 4th job skills

Maple Warrior (Max: Lv30)
Increase all players' stats within a party by certain percentage.
Lv1: MP -10, +1% Base Stats for 30 seconds, 400% Range
Lv15: MP -30, +8% Base Stats for 450 seconds, 400% Range
Lv30: MP -60, +15% Base Stats for 900 seconds, 400% Range
Notes - Yep, it's the same old Maple Warrior everybody knows and loves. You're not going to be summoning any Hellslayers, though.

High Mastery (Max: Lv30) Passive

Increases the polearm mastery as well as weapon attack. Requires Lv20 Polearm Mastery.
Lv1: 65% Mastery
Lv15: 75% Mastery, WA +5
Lv30: 90% Mastery, WA +10
Notes - Ohhh, now we're talking! High Mastery is exactly the same as the 4th Job Archers' Expert Mastery. Training is never going to be the same again.

Over Swing (Max: Lv30) Passive

Increases the damage of Double Swing and Triple Swing to the extreme. Requires Lv20 Full Swing.
Lv1: Double Swing MP -14, 112%x2 Damage & Triple Swing MP -16, 186%x2 Damage
Lv15: Double Swing MP -16, 140%x2 Damage & Triple Swing MP -18, 210%x2 Damage
Lv30: Double Swing MP -18, 170%x2 Damage & Triple Swing MP -20, 240%x2 Damage
Notes - Extreme? This is WAY over extreme. Your two trusty old pals get yet ANOTHER boost in damage (and MP cost). Happy? You bet I am. Button-mashing happy? Hehehehe. Over Swing turns Double Swing into a 2-hit spin and Triple Swing a 2-hit slash, making a full Triple Swing a 5-hit combo.

High Defense (Max: Lv30) Passive

Permanently increases the weapon defense of one's armor.
Lv1: Damage taken -0.5%
Lv15: Damage taken -7.5%
Lv30: Damage taken -15%
Notes - Look familiar? It should. This is a carbon copy of Achilles.

Final Blow (Max: Lv30)

Swing your polearm widely to attack fiercely up to 12 monsters. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + Down + Attack
Lv1: MP -20, 410% Damage
Lv15: MP -25, 550% Damage
Lv30: MP -30, 700% Damage
Notes - Nice, now you have two options when it comes to main attack combos. You can rush mobs with Final Charge, or maul them with this. Final Blow extends your reach by approximately 20%. Here comes the Polar Bear!!!

Combo Tempest (Max: Lv30)

Turn surrounding monsters into ice that makes them die instantly. It deals four consecutive hits of powerful damage to boss monsters. 200+ COMBO is needed to use this skill. Requires Lv10 Fenrir Phantom.
Input command: Down + > + Attack
Lv1: 1210% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 10 seconds of freeze
Lv15: 1350% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 24 seconds of freeze
Lv30: 1500% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 40 seconds of freeze
Notes - The description's saved me some explaining, although I've read somewhere that it reduces mob HP to 1 and freezes them but does not kill. In other words, it's an Ice elemental version of the Paladin's Sanctuary. HT popsicle, anyone?

Combo Barrier (Max: Lv30)

Grants a buff that makes party members to receive less damage for a limited time. 200+ COMBO is needed to use this skill. Requires Lv10 Combo Drain.
Input command: Down + Down + Attack
Lv1: -8.4% Damage for 60 seconds
Lv15: -14% Damage for 144 seconds
Lv30: -20% Damage for 240 seconds
Notes - Don't you just love the combo system? Combo Barrier complements High Class Defense/Achilles perfectly.

Freeze Standing (Max: Lv30)

Just like a frozen glacier you cannot be pushed back by an attack of a monster due its massive weight.
Lv1: MP -30, For 10 seconds, prevent from getting knocked back with a probability of 42%
Lv15: MP -42, For 150 seconds, prevent from getting knocked back with a probability of 70%
Lv30: MP -50, For 300 seconds, prevent from getting knocked back with a probability of 90%
Notes - This is the Arans' version of Stance, and it makes you weigh a tonne. Seriously. Don't use it if you're on a diet.

Awakening (Max: Lv5)

Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Lv1: MP -30, Escape from any abnormal condition, Cooldown time: 10 minutes
Lv5: MP -30, Escape from any abnormal condition, Cooldown time: 6 minutes
Notes - Again, this is exactly the same as the one that Adventurer characters get during 4th Job.