General

Wildhunter

Wild Hunter Guide for Rise Against

[header]Guide Information[/header]
[header2]Revision 2 (Hyper Skills) - December 19, 2012[/header2]
[*] Added a section about hyper skills.

[header2]Revision 1 (Tempest) - November 28-29, 2012[/header2]
[*] Revised the AP allocation section.
[*] Revised second job build.
[*] Totally rewrote third job build.
[*] Revised fourth job build.
[*] Added a miscellaneous section on jumpcasting.
[*] Fixed some grammatical errors.

There may be some errors in the third job section since it was so dramatically overhauled. Please leave a comment if you find any.

[header2]Initial Release - November 16, 2012[/header2]
First version of the guide. Expect some inaccuracies.

[header]Class Information[/header]
[header2]Why make a Wild Hunter?[/header2]
[b]Pros:[/b]
[*] Great party buffs (Call of the Wild, Sharp Eyes).
[*] Rare class.
[*] Weapons are fairly cheap.
[*] Mastery books are extremely cheap.
[*] Great 1v1 potential.
[*] Mounted combat! Jaguars look cool.
[*] Unique playstyle. (see Miscellaneous section titled [i]Wild Hunter Gameplay Mechanics[/i])
[*] Great mobility.
[*] Great survivability: damage taken -20%, max HP +120%, enemy accuracy -20%, boosted evasion rate
[*] Many damage boosting skills.

[b]Cons:[/b]
[*] Mobbing isn't so great compared to other classes.
[*] A lot of people still think that Wild Hunters are all hackers.
[*] The damage cap hurts this class, so extremely funded players can get better damage output from another class.

[header2]AP Allocation[/header2]
As of the Tempest patch, you no longer need to worry about STR requirements on equipment. Just dump every available point into DEX. Clicking the Auto-Assign button does this automatically.

[header]Skill Guides[/header]
[header2]First Job[/header2]
[b]Mobility Build (Funded)[/b]
10: +1 Triple Shot (1), +1 Jaguar Rider (1), +3 Booster (3)
11: +3 Booster (6)
12: +3 Jaguar Jump (3)
13: +3 Jaguar Jump (6)
14: +3 Jaguar Jump (9)
15: +1 Jaguar Jump (10, MAX), +2 Jaguar Rider (3)
16: +3 Jaguar Rider (6)
17: +3 Jaguar Rider (9)
18: +3 Jaguar Rider (12)
19: +3 Jaguar Rider (15, MAX)
20: +3 Triple Shot (4)
21: +3 Triple Shot (7)
22: +3 Triple Shot (10)
23: +3 Triple Shot (13)
24: +3 Triple Shot (16)
25: +3 Triple Shot (19)
26: +1 Triple Shot (20, MAX), +2 Booster (8)
27: +3 Booster (11)
28: +3 Booster (14)
29: +3 Booster (17)
30: +3 Booster (20, MAX)

[b]Results:[/b]
[*] MAX Triple Shot
[*] MAX Jaguar Rider
[*] MAX Jaguar Jump
[*] MAX Booster

[b]Explanation:[/b]
This build is more fun at earlier levels in my opinion. If you're well funded, you shouldn't have a problem one-hitting everything with level 1 TS anyways, so adding more points to it isn't going to increase your training speed. Mobility, on the other hand, will.

[b]Damage Build (Unfunded)[/b]
10: +1 Triple Shot (1), +1 Jaguar Rider (1), +3 Booster (3)
11: +3 Booster (6)
12: +3 Triple Shot (4)
13: +3 Triple Shot (7)
14: +3 Triple Shot (10)
15: +3 Triple Shot (13)
16: +3 Triple Shot (16)
17: +3 Triple Shot (19)
18: +1 Triple Shot (20, MAX), +2 Jaguar Rider (3)
19: +3 Jaguar Rider (6)
20: +3 Jaguar Rider (9)
21: +3 Jaguar Rider (12)
22: +3 Jaguar Rider (15, MAX)
23: +3 Jaguar Jump (3)
24: +3 Jaguar Jump (6)
25: +3 Jaguar Jump (9)
26: +1 Jaguar Jump (10, MAX), +2 Booster (8)
27: +3 Booster (11)
28: +3 Booster (14)
29: +3 Booster (17)
30: +3 Booster (20, MAX)

[b]Results:[/b]
[*] MAX Triple Shot
[*] MAX Jaguar Rider
[*] MAX Jaguar Jump
[*] MAX Booster

[b]Explanation:[/b]
If you have trouble one-hitting monsters then you should probably use this build. Not a whole lot to say about first job; you end up maxing everything.

[header2]Second Job[/header2]
30: +1 Ricochet (1), +1 Jaguar Rawr (1), +1 Mastery (1), +1 Soul Arrow (1)
31: +3 Mastery (4)
32: +3 Mastery (7)
33: +3 Mastery (10, MAX)
34: +3 Ricochet (4)
35: +3 Ricochet (7)
36: +3 Ricochet (10)
37: +3 Ricochet (13)
38: +3 Ricochet (16)
39: +3 Ricochet (19)
40: +1 Ricochet (20, MAX), +2 Call of the Wild (2)
41: +3 Call of the Wild (5)
42: +3 Call of the Wild (8)
43: +2 Call of the Wild (10, MAX), +1 Physical Training (1)
44: +3 Physical Training (4)
45: +1 Physical Training (5, MAX), +2 Final Attack (2)
46: +3 Final Attack (5)
47: +3 Final Attack (8)
48: +3 Final Attack (11)
49: +3 Final Attack (14)
50: +3 Final Attack (17)
51: +3 Final Attack (20, MAX)
52: +3 Silver Hawk (3)
53: +3 Silver Hawk (6)
54: +3 Silver Hawk (9)
55: +3 Silver Hawk (12)
56: +3 Silver Hawk (15, MAX)
57: +3 Soul Arrow (4)
58: +1 Soul Arrow (5, MAX), +2 Jaguar Rawr (3)
59: +2 Jaguar Rawr (5, MAX), +1 It's Raining Mines (1)
60: +3 It's Raining Mines (4)

[b]Results:[/b]
[*] MAX Mastery
[*] MAX Ricochet
[*] MAX Call of the Wild
[*] MAX Physical Training
[*] MAX Final Attack
[*] MAX Silver Hawk
[*] MAX Jaguar Rawr
[*] 4 It's Raining Mines

[b]Explanation:[/b]
We first put a single point into our main attacking skill; our knockback/utility skill, Jaguar Rawr; and Mastery, which provides a great return with a single point. Two points go in Soul Arrow, which eliminates our reliance on crossbow bolts; we then max Mastery to stabilize our damage, then max our attacking skill Ricochet. From here we max Call of the Wild, which is a great party buff that gives us a little bit of everything (reduces damage taken, raises our evasion, raises our max MP, gives us some crit rate, and boosts the party's attack). Physical Training gives a moderate damage boost in addition to fulfilling strength requirements for equipment. Following that, we max Final Attack to boost our overall damage. Silver Hawk comes late in the build because it's honestly not a very great skill... more often than not, it attracts unwanted aggro and its rate of attack is not very impressive. Finally we max Jaguar Rawr because the alternative, It's Raining Mines, is a terrible skill.

Last three points go into IRM because there's no where else to put them.

Feel free to add Physical Training as needed to use weapons without raising your base STR.

[header2]Third Job[/header2]
[b]Core Build[/b]
60: +1 Swipe (1), +1 Dash'n'Slash (1), +1 Evasion Boost (1), +1 Concentration (1)
61: +3 Jaguar Boost (3)
62: +3 Jaguar Boost (6)
63: +3 Jaguar Boost (9)
64: +3 Jaguar Boost (12)
65: +3 Jaguar Boost (15, MAX)
66: +3 Dash'n'Slash (4)
67: +3 Dash'n'Slash (7)
68: +3 Dash'n'Slash (10)
69: +3 Dash'n'Slash (13)
70: +1 Dash'n'Slash (14, STOP)

[i]Decide which build variance you would like to use in the next section[/i] [b]below this build[/b].

[i]For Wild Trap, stop adding Dash'n'Slash and add +2 Feline Berserk (2).[/i]
[i]For Dash'n'Slash, finish maxing Dash'n'Slash off at 20.[/i]
[i]For Empress-reliant, add points into Dash'n'Slash until it is level 18.[/i]

[*] Max Feline Berserk
[*] Max Concentration
[*] Max Swipe

90: [i]Continue, using a build variance below.[/i]

[b]Explanation:[/b]
First of all, we add a point into our new attacking skills. Then, we add a point into EB and Concentration, both of which have great returns with only a single point invested. Jaguar Boost is maxed next to improve your mobility and the damage of Swipe and DnS. Swipe is a great skill and it only takes a few points to max now, so finish that over the next few levels and get used to using it for a long time. Feline Berserk is a great skill that boosts your damage, HP, speed, and attack speed all in one. Concentration comes next for a boost in attack and reduced MP consumption. Dash'n'Slash is your main training skill throughout 3rd job, but it is only raised to 14 here since that's the minimum you'll need for any build variance. For information on how to finish your build, continue to the next section.

[b]Build Variances[/b]
With the Tempest patch, we're left with an awkward amount of SP in our third job. Because of this, there are not enough points to max every skill. Most jobs end up with a single unmaxed skill, but we typically end up with two.

First off, here are our core skills that we will use throughout third and fourth job:
[*] Jaguar Boost
[*] Swipe
[*] Feline Berserk
[*] Concentration
[*] Evasion Boost
[*] Blind

That leaves the following semi-useful skills:
[*] Dash'n'Slash
[*] Wild Trap

And our most useless skill:
[*] Enduring Fire

Let's get to the point. Altogether, you have 150 SP worth of skills in third job, but you only have 124 to distribute. If we drop our most useless skill altogether, we end up with 130 SP worth of skills. The problem is that once you max all of your core skills (95 SP), you then need to determine which of the remaining skills to put your final 29 SP in. There are many possible ways to go about doing this, and I will list what I believe are the best here.

[b]Wild Trap Build[/b]
For players who live at LHC or SH, you won't be using Dash'n'Slash for damage. In fact, Wild Trap will contribute more damage and possibly take hits for you. Wild Trap is a very non-intrusive summon - like a lot of your skills, it can be used while in motion. However, unlike Silver Hawk, Wild Trap doesn't lock your character into the buffing animation, meaning that as soon as you press the summon button, you're free to continue using other skills. In theory, this is the better build for bossing and for taking down larger enemies. In practice, Wild Trap does add [i]some[/i] damage; just not a whole lot. The resulting build looks like this:

[*] 15 Jaguar Boost (MAX)
[*] 10 Swipe (MAX)
[*] 30 Feline Berserk (MAX)
[*] 20 Concentration (MAX)
[*] 10 Evasion Boost (MAX)
[*] 10 Blind (MAX)
[*] 15 Wild Trap (MAX)
[*] 14 Dash'n'Slash (14)
[*] 0 Enduring Fire (NONE)

[b]Dash'n'Slash Build[/b]
If you train on normal monsters a lot at flat areas such as ToT, this build may be more your style. You trade away the meager benefits of Wild Trap and instead max Dash'n'Slash to maximize your mobile damage. While this skill isn't so great at places like LHC or SH, DnS really shines at places where you can one-hit the monster you're training on, and that is exactly the capability that this build is meant to maximize. Do not feel like you are ruining your LHC potential - Wild Trap is only minimally useful in mitigating a small portion of damage taken that you would otherwise recover using Swipe. This is the result:

[*] 15 Jaguar Boost (MAX)
[*] 10 Swipe (MAX)
[*] 30 Feline Berserk (MAX)
[*] 20 Concentration (MAX)
[*] 10 Evasion Boost (MAX)
[*] 10 Blind (MAX)
[*] 20 Dash'n'Slash (MAX)
[*] 9 Wild Trap (9)
[*] 0 Enduring Fire (NONE)

[b]Empress-reliant Build[/b]
For players who [i]know[/i] that they will use at least 5 pieces of Empress equipment, this is the best possible route. You leave every skill two points from max level and then use the 5-piece Empress set effect to max each of them out. The set effect gives you an additional 18 SP, bringing your total effective SP up to 142. These are the results:

[*] 13 (+2) Jaguar Boost (MAX)
[*] 8 (+2) Swipe (MAX)
[*] 28 (+2) Feline Berserk (MAX)
[*] 18 (+2) Concentration (MAX)
[*] 8 (+2) Evasion Boost (MAX)
[*] 18 (+2) Dash'n'Slash (MAX)
[*] 8 (+2) Blind (MAX)
[*] 13 (+2) Wild Trap (MAX)
[*] 10 (+2) Enduring Fire (12)

[i]Other variations on this build include using the Leafre Codex Set or Decent CO to leave every skill 3 points from max level, allowing you to max every third job skill.[/i]

[header2]Fourth Job[/header2]
120: +1 WAB (1), +1 Crossbow Expertise (1), +1 Advanced Final Attack (1), +1 Wild Instinct (1)
121: +1 Exploding Arrows (1), +1 Sonic Roar (1), +1 Crossbow Expertise (2)
[*] Max CE
[*] Max SE
[*] Max WI
[*] Max WAB or AFA
[*] Max the other
[*] Get 19+ MW if you can afford it
[*] Max SR or EA
[*] Max the other
[*] Get 29/30 MW if you didn't already have it. If you can't afford it at this point, save 29/30 points and continue.
[*] Max Stink Bomb Shot

[b]Explanation:[/b]
The combination of 1 CE and 1 AFA at 120 give the best return on single points invested. WAB is your ultimate 1v1 skill, so we add a point here too. Following this, we add 1 to your other "attack" skills but you probably won't use them often. WI is another good skill at only one point.

From here on out, we max CE for the best skill points : damage ratio. Then we max SE for LHC parties and damage. In my opinion, SE is much more effective at increasing your damage than AFA. WI comes next for bosses/LHC. Next you have a choice between WAB or AFA. If you have a large amount of weapon attack already, WAB will probably deal more 1v1 damage; otherwise, AFA will increase your AoE damage (Swipe). Max the other one afterwards. If you can afford it, MW19 or higher will raise your damage more than anything else. If you cannot afford it, then rely on LHC parties to pick up the slack. You can then pick between SR and EA (whichever one you like more; they're about equally use(less/ful)). Max the other, and then you're done! Your final priority is MW, so save up points for it or something.

Make sure you add Hero's Will whenever you think you'll need it. Stink Bomb Shot is pretty useless (doesn't work at bosses or LHC) so I wouldn't put any points into it until you've maxed everything useful.

If you're at this point, then grats; you're now a master WH.

[header]Hyper Skills[/header]
There are three hyper skill tabs: S, P, and A.

[*] [b]S[/b] - Stat enhancing passive skills. These provide a passive boost to various stats in your stat window.
[*] [b]P[/b] - Skill enhancing passive skills. These provide a passive enhancement to certain third and fourth job skills.
[*] [b]A[/b] - Attack/buff active skills.

Every ten levels, starting at level 140, you will gain some of these points:

140: +1 S, +1 P
150: +1 S, +1 A
160: +1 S, +1 P
170: +1 S, +1 A
180: +1 P
190: +1 S, +1 P
200: +1 S, +1 P, +1 A

Total you will receive 3 A points, 6 S points, and 5 P points.

[header2]S Hyper Skills[/header2]
[b]Hyper Physical Guard[/b]: Passively increases your physical defense by 500. Requires level 165.
[b]Hyper Magical Guard[/b]: Passively increases your magical defense by 500. Requires level 174.
[b]Hyper Movement[/b]: Passively increases your speed stat by 10. Requires level 152.
[b]Hyper Jump[/b]: Passively increases your jump stat by 10. Requires level 146.
[b]Hyper Accuracy[/b]: Passively increases your accuracy by 20%. Requires level 158.
[b]Hyper Critical Rate[/b]: Passively increases your critical rate by 10%. Requires level 198.
[b]Hyper Dexterity[/b]: Passively increases your DEX by 50. Requires level 140.
[b]Hyper Intelligence[/b]: Passively increases your INT by 50. Requires level 140.
[b]Hyper Luck[/b]: Passively increases your LUK by 50. Requires level 140.
[b]Hyper Strength[/b]: Passively increases your STR by 50. Requires level 140.
[b]Hyper Max HP[/b]: Passively increases your HP by 15%. Requires level 192.
[b]Hyper Max MP[/b]: Passively increases your MP by 15%. Requires level 186.
[b]Hyper Max Demon Force[/b]: Passively increases your DF by 50. Requires level 180.

[header2]P Hyper Skills[/header2]
[b]Feline Berserk: Reinforcement[/b]: Beast Form's damage boost is increased by 10%. Requires level 143.
[b]Feline Berserk: Extra Life[/b]: Beast Form's HP boost is increased by 20%. Requires level 162.
[b]Feline Berserk: Rapid Attack[/b]: Attack speed is increased by one level while in Beast Form. Requires level 183.
[b]Sonic Roar: Reinforcement[/b]: Sonic Roar's damage is increased by 20%. Requires level 149.
[b]Sonic Roar: Additional Targets[/b]: Sonic Roar can hit two more monsters. Requires level 168.
[b]Sonic Roar: Bonus Attack[/b]: Sonic Roar hits an additional time. Requires level 189.
[b]Wild Arrow Blast: Reinforcement[/b]: Wild Arrow Blast deals 20% more damage. Requires level 155.
[b]Wild Arrow Blast: Additional Range[/b]: Wild Arrow Blast's range is increased by 50 pixels. Requires level 177.
[b]Wild Arrow Blast: Ignore Defense[/b]: Wild Arrow Blast ignores 20% of the target's defense. Requires level 195.

[header2]A Hyper Skills[/header2]
[b]Silent Rampage[/b]: Damage increases by 20% and Final Attack's activation rate is boosted to 100% for 90 seconds. Cooldown: 180 seconds. Passive effect: 20% resistance to status effects and elemental damage. Requires level 150.
[b]Drill Container[/b]: Deals 300% damage 10 times with 600% damage over time every 2 seconds for 10 seconds. Hits 10 monsters. Cooldown: 15 seconds. Maximum damage: 9,999,999. Requires level 170.
[b]Will of Liberty[/b]: The damage of all Resistance members in your party is increased by 10%, and the damage cap is raised by 50,000 for 60 seconds. Cooldown: 120 seconds. Requires level 200.

You have enough points to max all three of these, so put a point in each as soon as possible.

[header2]Training Build[/header2]
This build focuses on increasing damage as much as possible while focusing on training efficiency.

[*] [b]S:[/b]
[**] Hyper Dexterity
[**] Hyper Strength
[**] Hyper Physical Guard / Hyper Magical Guard
[**] Hyper Max MP
[**] Hyper Max HP
[**] Hyper Critical Rate

[*] [b]P:[/b]
[**] Feline Berserk: Reinforcement
[**] Feline Berserk: Rapid Attack
[**] Sonic Roar: Reinforcement
[**] Sonic Roar: Additional Targets
[**] Sonic Roar: Bonus Attack

[header2]Bossing Build[/header2]
This build focuses on increasing your bossing potential through survivability and 1v1 damage.

[*] [b]S:[/b]
[**] Hyper Dexterity
[**] Hyper Strength
[**] Hyper Physical Guard / Hyper Magical Guard
[**] Hyper Max MP
[**] Hyper Max HP
[**] Hyper Critical Rate

[*] [b]P:[/b]
[**] Feline Berserk: Reinforcement
[**] Feline Berserk: Extra Life
[**] Wild Arrow Blast: Reinforcement
[**] Wild Arrow Blast: Additional Range
[**] Wild Arrow Blast: Ignore Defense

[header2]Capping Build[/header2]
If you already hit the damage cap, then additional damage won't help you at all. This build focuses on increasing survivability and training efficiency instead.

[*] [b]S:[/b]
[**] Hyper Dexterity
[**] Hyper Physical Guard
[**] Hyper Magical Guard
[**] Hyper Max MP
[**] Hyper Max HP
[**] Hyper Critical Rate

[*] [b]P:[/b]
[**] Feline Berserk: Extra Life
[**] Feline Berserk: Rapid Attack
[**] Sonic Roar: Additional Targets
[**] Sonic Roar: Bonus Attack
[**] Wild Arrow Blast: Additional Range

[header=tloc_main]Training Locations[/header]
[header2]Unfunded[/header2]
30-35: Mushroom Kingdom Theme Dungeon
35-45: Kerning City Shopping Mall
45-60: Chryse Theme Dungeon
50-60: Scarecrows
60-80: Jesters
80-95: Slimies, Selkie Jrs (Mysterious Path 3)
90-120: Aliens
120+: LHC
160+: Future Henesys/Stronghold

[header2]Funded[/header2]
HS mule is recommended to protect against kill stealers and provide extremely fast leveling. You will need a Priest with Mystic Door to get into Aliens before level 90.

30-50: Scarecrows
50-70: Jesters
65-120: Aliens [i](Priest with Mystic Door required before 90)[/i]
110+: LHC
160+: Future Henesys/Stronghold

[header2]Esoteric Spots for Funded Players[/header2]
These spots are for players who have funds to kill more powerful monsters but don't want to put up with troublesome people at mainstream training locations. HS mule is recommended.

30-45: Cellions, Grupins, Lioners (Orbis : Stairway to the Sky)
45-50: Triple Rumo
50-65: Iron Mutae, Mithril Mutae, Roid, Neo Huroid
65-120: Aliens [i](Priest with Mystic Door required before 90)[/i]
120+: LHC
160+: Future Henesys/Stronghold

[header]Miscellaneous[/header]
[header2]Types of Jaguar[/header2]
There are three types of jaguar that you can obtain from the jaguar habitat.

[b]Normal[/b] jaguar are the most common. They come in five colors (black, blue, red, purple, and orange) and offer no additional advantage.
[b]Jaira[/b] is a rare jaguar that spawns once every 12 hours. It is black with glowing eyes. Jaira gives +20 speed and jump.
[b]Snow White[/b] is the rarest jaguar. It spawns once every 60 hours. It is white and has glowing eyes and markings. Snow White gives 50% passive stance for a total of 100% when Jaguar Boost is maxed in third job.

[header2]Wild Hunter Gameplay Mechanics[/header2]
Wild Hunters differ from other classes in a few ways. The most noticeable difference is that Wild Hunters can attack while moving, meaning their overall mobility is quite high.

It is also worth noting that their attacks work a bit differently from other classes. Specifically, Wild Hunter attacks are not locked to a specific target as soon as you press the skill key. This means that you can do cool things like press the skill button while facing one direction, turn around, and then launch projectiles in the other direction. This also means you can press a skill key, jump, and launch the projectiles mid-air to hit monsters on a higher platform, something other bowmen cannot do. Note that this only applies to projectile attacks, not attacks that use your jaguar to attack, like Swipe. It also does not work for attacks that only launch projectiles while standing on the ground only (Wild Arrow Blast).

Finally, one mechanic that new WHs seem to struggle with is that projectile attacks originate from [i]atop[/i] your jaguar. This means that your line AoE skills like Ricochet and Stink Bomb Shot will not hit very short monsters unless you crouch by pressing the down arrow. Unfortunately, this means that you cannot move and attack simultaneously. A notable example of this is CDs at Kerning City Shopping Mall. The good news is that you won't use Ricochet that often past level 70, and the monsters from level 70 onward are much taller.

[header2]Jumpcasting[/header2]
A number of Wild Hunter skills may be casted freely in midair. This section does not pertain to those skills.

Jumpcasting is a mechanic that has been around ever since the beginning of MapleStory. It's simple: for skills that require you to be on the ground, you can press the jump key and the skill key at the exact same moment and your character will jump while using the skill. Normally, you wouldn't be able to do this. If you don't press the keys simultaneously, you'll either do one or the other; not both. This means that you can stay in motion even while using skills that would otherwise pause movement for a second! If you have enough jump stat, you can finish a skill before you land. Following is a list of skills that jumpcasting works with and what it means for you.

[b]Jaguar Rider[/b]
Jumpcasted Jaguar Rider is interesting. Normally, when you use Jaguar Rider, your character pauses and a rather long animation of you mounting a jaguar begins. During the time of this animation, you are locked in place and you are unable to use any skills. This is annoying. The good news is that if you jumpcast Jaguar Rider, your character will jump into the air, and an instant feather animation will play with your jaguar appearing beneath you. It even works if you're already mounted. No more long mount/unmount sequences!

[b]Jaguar Rawr[/b]
You stay in motion while jumpcasting this skill.

[b]Call of the Wild[/b]
Normally, Call of the Wild would lock you in place. With enough jump stat, you can jumpcast CotW and completely negate the lockdown time, meaning you can jump+cast and then land without pausing.

[b]Dash'n'Slash[/b]
Jumpcasting Dash'n'Slash lets you avoid the "dash" effect of the skill. Instead of moving towards, you will stay in place (the velocity of your jump).

[b]Feline Berserk[/b]
The effects of jumpcasting Feline Berserk are the same as jumpcasting Call of the Wild.

[b]Swipe[/b]
You stay in motion while jumpcasting this skill.

[b]Exploding Arrows[/b]
While you [i]can[/i] jumpcast with EA, it locks you into the same position horizontally, so you can't move around. There's no advantage to jumpcasting with this skill.

[b]Sonic Roar[/b]
You stay in motion while jumpcasting this skill.

[b]Wild Arrow Blast[/b]
You are allowed to freely move using this skill anyways, but jumpcasting won't work with it at all - arrows will not be fired unless you are firmly mounted on the ground.

November 17, 2012

49 Comments • Newest first

Kuraitou

[quote=Wolfeyz]this should be stickied cause the stickied one is not updated (not offence to the owner of that he did a great job on that guide) but yea awesome guide thank you [/quote]
[quote=Glory]Excellent guide. I dont know why it hasnt been stickied yet.[/quote]
I filed a ticket requesting guide status a couple days ago, but I don't know if it hasn't been seen yet or if it was ignored. In any case, thanks for keeping the thread from dying.

Reply December 30, 2012 - edited
Glory

Excellent guide. I dont know why it hasnt been stickied yet.

Reply December 29, 2012 - edited
loli

@Kuraitou: Yayyyy hyper skills thanks for the heads up ma,lady

Reply December 20, 2012 - edited
Kuraitou

[quote=loli]Nice guide, for new comers of our class. although i try both 3rd job paths and i must say Dash n Slash one i really don't recommend it,

your gonna need wild trap max to keep stuff off you. but that just me, but i use both a lot. but then again as i am 200 i guess Dash n Slash has become more useless other then taking out weak foes.

i just think the wild trap path is more recommend.

Anyways Great guide~[/quote]
I agree. DnS loses its usefulness as you become more powerful. It's also probably the easiest skill to hit cap with. For this reason, the Wild Trap build is placed before the DnS one in the guide.

On an unrelated note, I have updated the guide to include information about hyper skills.

Reply December 19, 2012 - edited
loli

Nice guide, for new comers of our class. although i try both 3rd job paths and i must say Dash n Slash one i really don't recommend it,

your gonna need wild trap max to keep stuff off you. but that just me, but i use both a lot. but then again as i am 200 i guess Dash n Slash has become more useless other then taking out weak foes.

i just think the wild trap path is more recommend.

Anyways Great guide~

Reply December 12, 2012 - edited
Kuraitou

[quote=Uppbeat]How should my items be for a level 102?
I have a Green Ades and a Dark Neschere but I still have a Resistance Hat and starting shoes, hahah.[/quote]
You sound like you don't have a lot of funding, so I'd suggest you hunt for Senior equipment and hope for 4-6% dex on each piece. Brown Teddies in Ludibrium drop the gloves and hat. Panda teddies a few maps to the right drop the suit. You can obtain the shoes from Lucida in Orbis. All of the pieces that drop are automatically for your job and they all come Epic on reveal. They are not affected by the drop rate penalty for being a much higher level than the monster you are hunting. Good luck.

Reply December 10, 2012 - edited
Kuraitou

[quote=DColdhearts]Okey dokes, what about PQ alternatives? I was thinking about doing Pyramid or Azwan. (I actually trained at Corridor 5 until Lv. 110.)[/quote]
Any PQ for your level range that you can get people for is fine.

Reply December 6, 2012 - edited
DColdhearts

[quote=Kuraitou]I like to train in Corridor 5 when 6 is packed. There's nothing quite as good as aliens, but if you don't mind training slower (a lot slower), some of the oldies include:
[*] [b]Gallopera[/b]: 85 - 105
[*] [b]Selkie Jr., Slimy[/b]: 85 - 105
[*] [b]Captain, Kru[/b]: 95 - 110
[*] [b]Ghost Pirate[/b]: 105 - 115
[*] [b]Dual Ghost Pirate[/b]: 110 - 120
[*] [b]Spirit Viking[/b]: 115 - 125[/quote]

Okey dokes, what about PQ alternatives? I was thinking about doing Pyramid or Azwan. (I actually trained at Corridor 5 until Lv. 110.)

Reply December 3, 2012 - edited
Kuraitou

[quote=DColdhearts]Is there a training alternative to Aliens? I can never find a good map, and one with little monsters in it isn't really easy to train in.[/quote]
I like to train in Corridor 5 when 6 is packed. There's nothing quite as good as aliens, but if you don't mind training slower (a lot slower), some of the oldies include:
[*] [b]Gallopera[/b]: 85 - 105
[*] [b]Selkie Jr., Slimy[/b]: 85 - 105
[*] [b]Captain, Kru[/b]: 95 - 110
[*] [b]Ghost Pirate[/b]: 105 - 115
[*] [b]Dual Ghost Pirate[/b]: 110 - 120
[*] [b]Spirit Viking[/b]: 115 - 125

Reply December 1, 2012 - edited
tsubasa128

[quote=Kuraitou][url=http://en.wikipedia.org/wiki/Rollover_%28key%29]This is dependent on your keyboard.[/url] Space + C works fine on mine.[/quote]

Oh I see. Looks like some my keys can't rollover.

Reply December 1, 2012 - edited
DColdhearts

Is there a training alternative to Aliens? I can never find a good map, and one with little monsters in it isn't really easy to train in.

Reply November 30, 2012 - edited
Kuraitou

[quote=tsubasa128]One thing about jump casting, if your jump is on a letter key( for instance mine is c), you cannot jump cast if the skill you try to jumpcast is on a non letter key. So for me, if I put dash n slash on space, I cannot jump cast it.[/quote]
[url=http://en.wikipedia.org/wiki/Rollover_%28key%29]This is dependent on your keyboard.[/url] Space + C works fine on mine.

Reply November 30, 2012 - edited
tsubasa128

One thing about jump casting, if your jump is on a letter key( for instance mine is c), you cannot jump cast if the skill you try to jumpcast is on a non letter key. So for me, if I put dash n slash on space, I cannot jump cast it.

Reply November 30, 2012 - edited
fire0dude

Afcourse!
And thanks for all the info about the sp we'll get now

Reply November 29, 2012 - edited
Kuraitou

The new version of the guide is live. Hope you guys like it!

Reply November 29, 2012 - edited
guerratrades

[quote=Kuraitou]In terms of hits per projectile, Mercedes (2 or 4) > Bowmaster (2 or 3 [hyper skills]) > Bowmaster (1 or 2) = Wild Hunter (1 or 2)

The damage potential for WH is a lot lower with a theoretical infinite amount of funding. Of course, in practice, Wild Hunter is a little better than the other two for more realistic funding situations. It's just that a highly funded player is more likely to choose a different class.

Wild Arrow Blast is 270% vs IR's 110%*2, so they definitely have an advantage up front until the damage cap comes into play.[/quote]

Well you're comparing archers here. I was thinking more about wh compared to all the jobs that don't have hurricane-like skills, and damage is not what matters the most for everybody. I made my wh because of their rarity and 100% stance which is just boss on an archer. Plus now we got quite a bit of avoid and high HP compared to other archers.

Reply November 29, 2012 - edited
Kuraitou

[quote=guerratrades]Damage cap a downside for wh? Might as well say that doing caps with mercedes' ishar's ring is very easy. Other than that good job [/quote]
In terms of hits per projectile, Mercedes (2 or 4) > Bowmaster (2 or 3 [hyper skills]) > Bowmaster (1 or 2) = Wild Hunter (1 or 2)

The damage potential for WH is a lot lower with a theoretical infinite amount of funding. Of course, in practice, Wild Hunter is a little better than the other two for more realistic funding situations. It's just that a highly funded player is more likely to choose a different class.

Wild Arrow Blast is 270% vs IR's 110%*2, so they definitely have an advantage up front until the damage cap comes into play.

Reply November 29, 2012 - edited
guerratrades

Damage cap a downside for wh? Might as well say that doing caps with mercedes' ishar's ring is very easy. Other than that good job

Reply November 28, 2012 - edited
Kuraitou

[quote=fire0dude]But do we get more sp ea lvl now or not?[/quote]
5 SP for making your first job advancement, then 3 SP per level.
4 SP for making your second, third, and forth job advancements, then 3 SP per level.

Reply November 28, 2012 - edited
fire0dude

But do we get more sp ea lvl now or not?

Reply November 28, 2012 - edited
sacklaca123

i think u should make a quest-based training guide too
a few of my guildies/allies and me prefer doing quests to avoid ksers and boredom, not sure if basilers like doing quests as well

Reply November 28, 2012 - edited
Kuraitou

[quote=roflsaur]Since i love using both trap & blind, it might be worth mentioning in the guide a build that takes advantage of the +2 skill levels from empress equips. Training to 140 will be even less of a difficulty, and empress will obviously be easier to equip.[/quote]
I'd love to hear how you use trap. I have yet to figure out how to use it effectively.

Reply November 27, 2012 - edited
thesolemnone

[quote=Kuraitou]Hmm, you're right. So we have 121 SP to distribute and 150 SP worth of skills. Dropping Enduring Fire completely reduces that to 130. I'd say it's a toss up between Wild Trap and Blind. Personally I'd keep Blind since it works on bosses now, whereas Wild Trap doesn't really get a ton of use. After the previous patch I remade a WH and I didn't use Wild Trap at all from 70-120.

EDIT: I'm thinking max everything else, 5 Wild Trap, 1 Enduring Fire.[/quote]

Ah, not maxing Wild Trap makes sense. Thanks for the input.

Reply November 27, 2012 - edited
Kuraitou

[quote=thesolemnone]@Kuraitou: You must have mistaken we get 4 SP per lvl, but it's 4 SP per 2nd/3rd/4th job advance. We still get 3 SP per lvl normally.[/quote]
Hmm, you're right. So we have 124 SP to distribute and 150 SP worth of skills. Dropping Enduring Fire completely reduces that to 130. I'd say it's a toss up between Wild Trap and Blind. Personally I'd keep Blind since it works on bosses now, whereas Wild Trap doesn't really get a ton of use. After the previous patch I remade a WH and I didn't use Wild Trap at all from 70-120.

EDIT: I'm thinking max everything else, 8 Wild Trap, 1 Enduring Fire.

EDIT2: Wow I've messed up with these numbers a lot. In the progress of rewriting the third job skill build I realized we have 124 SP to distribute, not 121. To me, the most viable choices are 8 Wild Trap / 1 Enduring Fire, 9 Wild Trap, or 14 Dash'n'Slash. I highly recommend the second one, but each has their own merits. This information will be in the updated version of the guide.

Reply November 27, 2012 - edited
thesolemnone

@Kuraitou: You must have mistaken we get 4 SP per lvl, but it's 4 SP per 2nd/3rd/4th job advance. We still get 3 SP per lvl normally.

Reply November 26, 2012 - edited
Kuraitou

[quote=thesolemnone]After prelude hits, the build should be modified. 1st and 2nd job are the same. For 3rd however, we run into a little problem. In the end, we max everything, but 1 Enduring Fire and 3 Blind. Is Blind really important?[/quote]
I already have a skill build ready to go for when Tempest is released.

In third job, we will have 160 points to allocate (40 levels between 60 and 100, 4 SP per level). [b]EDIT:[/b] This information is incorrect; see below posts.
* Enduring Fire's max level has been decreased from 30 to 20.
* Dash'n'Slash's max level has been decreased from 30 to 20.
* Swipe's max level has been decreased from 20 to 10.

So here are our new max levels:
Jaguar Boost - 15
Swipe - 10
Feline Berserk - 30
Concentration - 20
Wild Trap - 15
Evasion Boost - 10
Dash'n'Slash - 20
Blind - 10
Enduring Fire - 20
[b]Total:[/b] 150

I will update the guide the night of the patch.

Reply November 26, 2012 - edited
thesolemnone

After prelude hits, the build should be modified. 1st and 2nd job are the same. For 3rd however, we run into a little problem. In the end, we max everything, but 1 Enduring Fire and 3 Blind. Is Blind really important?

Reply November 26, 2012 - edited
fire0dude

Thanks guys and since were getting more sp anyways i think i will put 1 sp into it ( al is it for te look of it ) and it could also became handy in bossfights. Not sure wenn to boss in 2nd job but still btw i did'nt knew about the fact that it wasn't a mobbing skill.
Lvl 36 now, but i am str less and i've still got a lvl 10 crossbow so training is quite slower because of that

Anyways thanks a lot guys

Reply November 26, 2012 - edited
Kuraitou

[quote=fire0dude]Hey,

Could i put 1 sp into silver hawk early, becaus it lasts pritty long with only 1 sp and it does some dmg [/quote]
Sure. The guide isn't meant to be ~THE~ way to build your character. You can do whatever you want.

There are a couple of reasons why I didn't put it earlier in the build:
* It attacks only a single target, and very slowly.
* It usually attracts unwanted aggro.
* It messes up knockback. (i.e. hawk knocks the monster back as you rawr - since the monster was just KB'd, he'll stay in place instead of being pushed by rawr)

But it's up to you.

Reply November 25, 2012 - edited
fire0dude

Hey,

Could i put 1 sp into silver hawk early, becaus it lasts pritty long with only 1 sp and it does some dmg

Reply November 25, 2012 - edited
airforce1

@Kuraitou: Woops. I had to delete my WH so a quick google led me to think Wild Instinct is 20% dodge... obviously wrong. My bad there.

The formula is correct, but %avoid boosts are massively dependent on your current avoid which is linked to you %dex funding. Just trying to point out that it's rather misleading especially when preparing for bosses with max accuracy when you will have much lower miss rate. That said, it's a judgement call.

Reply November 23, 2012 - edited
Kuraitou

[quote=vincevo]Wait... by dodge do you mean evasion boost? And yes i know it's that skill just want to clear this for anyone else[/quote]
Yes. I was using the KMS translations when I wrote this guide.

[quote=PoopiN4Lyfe]on the 3rd job at lv104 dodge should be +2 not +3, because you already added +1 to concentration[/quote]
Thanks, I will fix this.

[quote=airforce1]@xbeasttamer: Evasion boost does not give 30% dodge. It gives an invisible 30% avoid (stat). Any veteran BM/MM can tell you this because it's been that way forever. The skill description is incorrect. You can confirm this yourself by taking a WH/BM/MM with low dex and checking the *miss* rate.

Regardless, you cannot "combine" avoid with dodge because they mean two entirely different things and that is extremely misleading. WH do NOT have a 60% chance to dodge. It's wrong.[/quote]
If this is true and the previously posted formula is correct, then the amortized total evasion rate is closer to around 45% (vs monsters your level) by the time you've maxed Wild Instict. I will do some research on the matter and change it once I confirm what the proper formula is.

[quote=airforce1]And 30+20+20 still isn't 60.[/quote]
I claimed it was 30 (Dodge) + 20 (Call of the Wild) + 10 (Wild Instinct). Not sure where you came up with the second 20.

Reply November 23, 2012 - edited
xbeasttamer

@airforce1 I don't know if it is a typo for evasion boost and I know avoid and dodge are different, but you can still calculate a probability that either your dodge or avoid will activate.

Reply November 23, 2012 - edited
airforce1

@xbeasttamer: Evasion boost does not give 30% dodge. It gives an invisible 30% avoid (stat). Any veteran BM/MM can tell you this because it's been that way forever. The skill description is incorrect. You can confirm this yourself by taking a WH/BM/MM with low dex and checking the *miss* rate.

Regardless, you cannot "combine" avoid with dodge because they mean two entirely different things and that is extremely misleading. WH do NOT have a 60% chance to dodge. It's wrong. And 30+20+20 still isn't 60.

Reply November 23, 2012 - edited
xbeasttamer

[quote=airforce1]There is a [b]significant[/b] difference. The 60% avoid rate the @Kuraitou quotes is inaccurate and misleading.
Evasion Boost (same as BM/MM) actually gives 30% avoid stat (which is not visible in the stat menu)
Call of the Wild gives 20% avoid stat
Wild Instinct, however, gives 20% dodge rate

Basically you get a 50% boost to your avoid stat and a flat 20% dodge rate. It doesn't even add to 60%...

I explained all of this a while back in another thread, but I can't seem to find it...[/quote]

Evasion boost give 30% dodge rate and wild instinct gives 10% dodge rate. So wh get a flat out avoid of 40% and your overall avoid for wh can be represented as (1-(0.6 x (100 - (sqrt(avoid stat)(1.2) - sqrt((mob accuracy stat)(0.8)))/100 ) for wh taking in account their skills for their overall probability for a monster to miss. @shanlan helped me, but i combined them all so you only need to input your avoid stat and mob accuracy.

Reply November 22, 2012 - edited
vincevo

[quote=Kuraitou]You're right. Fixed. I've been going to aliens at 60 with a HS mule and it's pretty amazing. Takes something like 10 minutes to get to 70.[/quote]
Wait... by dodge do you mean evasion boost? And yes i know it's that skill just want to clear this for anyone else

Reply November 22, 2012 - edited
airforce1

[quote=Imaginal]Isn't there a difference to Flat Dodge Rate and Avoid?
Dodge and Wild Instict give Dodge
but Call of the Wild gives 20%+ Avoid Stat?[/quote]

There is a [b]significant[/b] difference. The 60% avoid rate the @Kuraitou quotes is inaccurate and misleading.
Evasion Boost (same as BM/MM) actually gives 30% avoid stat (which is not visible in the stat menu)
Call of the Wild gives 20% avoid stat
Wild Instinct, however, gives 20% dodge rate

Basically you get a 50% boost to your avoid stat and a flat 20% dodge rate. It doesn't even add to 60%...

I explained all of this a while back in another thread, but I can't seem to find it...

Reply November 21, 2012 - edited
sacklaca123

this guide should be stickied

Reply November 21, 2012 - edited
Kazzooey

Sonic Roar is pretty good in SH now that we can avoid like a boss =) Just stand in the center stairs and spam away

Reply November 19, 2012 - edited
Imaginal

Isn't there a difference to Flat Dodge Rate and Avoid?
Dodge and Wild Instict give Dodge
but Call of the Wild gives 20%+ Avoid Stat?

Reply November 19, 2012 - edited
Kuraitou

[quote=sacklaca123]actually, jaguar boost only increases damage on jaguar skills (rawr, swipe, dns, sr, not sure about irm)[/quote]
Fixed. Thanks.

Reply November 18, 2012 - edited
ultxliger

why isn't this part of the guide section, it is way more up to date than the other WH guides

Reply November 18, 2012 - edited
sacklaca123

actually, jaguar boost only increases damage on jaguar skills (rawr, swipe, dns, sr, not sure about irm)

Reply November 18, 2012 - edited
Kuraitou

[quote=DColdhearts]Random question: For AP Assignment, do I use Auto-Assign, or put it in manually? (Auto-Assign assigns it to Bowman AP, I think.)[/quote]
STR requirement disappears in 11 days. Don't add any! I should probably add this to the guide.

Reply November 18, 2012 - edited
DColdhearts

Random question: For AP Assignment, do I use Auto-Assign, or put it in manually? (Auto-Assign assigns it to Bowman AP, I think.)

Reply November 18, 2012 - edited
lovesupport

Thanks for this guide!

Reply November 17, 2012 - edited
xbeasttamer

I should do that then :o

Reply November 17, 2012 - edited
Kuraitou

[quote=xbeasttamer]I thought lvl 90 was required for aliens prequests? and i think lvl 80 aliens is good, idk about lvl 65.[/quote]
You're right. Fixed. I've been going to aliens at 60 with a HS mule and it's pretty amazing. Takes something like 10 minutes to get to 70.

Reply November 17, 2012 - edited
xbeasttamer

I thought lvl 90 was required for aliens prequests? and i think lvl 80 aliens is good, idk about lvl 65.

Reply November 17, 2012 - edited