General

Aran

Hyper skill build

Sorry the last post was posted incomplete (Ignore it)

Hello my dear arans. I want to share this hyper skill build to guide others arans and also to discuss it and how it can be improved. The next info is taken from orange mushroom page:

[i]There are three types of Hyper Skills. The first is stat enhancing passives (S), there are 13 of these and are common for all jobs. The second is skill enhancing passives (P), there are 9 of these, separated into 3 enhancing skills for 3 skills. Finally, there are the attack/buff actives (A), of which there are 3. One attacking skill and two buffs.[/i]

[i]To get SP for your Hyper Skills, all you have to do is level up! Every 10 levels from 140 to 200, you'll get specific SP for each of your tabs. They total to 6 S SP, 5 P SP, and 3 A SP. (This is at lv 200)[/i]

The avaible hyper skill list: [url=http://orangemushroom.wordpress.com/2012/08/22/kms-ver-1-2-171-beginning-of-evolution-hyper-skills/]Here[/url]

- [b]Remember that you can reset the hyper skills points used on your skills, but it will cost mesos, 100k the first time and 10m for the fifth or more times you do it.[/b]

So this is what i was thinking for a nice boost for arans:

- [b]lv 140[/b]: +1 SSP to [b]hyper STR[/b] and + 1 PSP saved (since at 140 you cant have any skill for it, until 143 you can put it on [b]Combo Recharge - Release[/b] and then move it to [b]Final Blow - Reinforce[/b] at 149, which is way better)

- [b]lv 150[/b]: +1 SSP to [b]hyper DEX[/b] and +1 ASP for [b]Combo Unlimited[/b]

- [b]lv 160[/b]: +1 SSP saved for [b]hyper physical guard[/b] at lv 165 and +1 PSP to [b]Combo Tempest - Bonus Attack[/b] and move it to [b]Final Blow - Bonus Attack[/b] at lv 168 (Better)

- [b]lv 170[/b]: +1 SSP saved for [b]hyper magical guard[/b] at lv 174 and +1 ASP for [b]Beyonder[/b] (yay finally!)

- [b]lv 180[/b]: +1 PSP for [b]Combo Tempest - Linked Reinforce[/b] and move it to [b]Final Blow - Ignore Guard[/b] at lv 189 (This skill can be replaced if you already have a good amount of % igonore def for any other pasive hyper skill)

- [b]lv 190[/b]: +1 SSP saved for [b]hyper heart point[/b] at lv 192 and +1 PSP for [b]Combo Tempest - Bonus attack[/b] (Now that we have the 3 final blow skills maxed we can max the tempest skills)

- [b]lv 200 (Gratz)[/b]: +1 SSP to [b]Hyper Critical Rate[/b], + 1 PSP to [b]Combo Tempest- Relase[/b] (you can also add it to [b]Combo Tempest - Reinforce[/b], its up to you) and +1 ASP to [b]Heroes' Oath[/b].

Hope it helps and remember that is open for constructive comments to improve it.

December 11, 2012

8 Comments • Newest first

forcysitus

@Kmagic14: dont bother with the increase guard ignore. Get yourself a leafre set for your codex, which will take you up to 70% and with 20% on final blow already you will be at 90%. Then when ever you want just link your luminous to your aran and that is 100%. The hyperskill is just a waste, so go with the extra line and reinforce.

Reply December 14, 2012
aarongo

[quote=Kmagic14]@Jaulian: Nope no clue. Im gonna use this:

For Passive go Str, Dex, HP, Crit, Phy guard, and (your choice last) I'd go Magic Guard for more protection or MP for the mana.

For Skill Enhancing it depends on your funding. Mine is low funded/unfunded so I go with this:
Combo Recharge- Release, additional combo(optional)
Final Blow- Reinforce, Ignore Guard
Combo Tempest- Link reinforce, Release or Bonus Attack(optional)

Combo Recharge - Cooltime Reduce is useless unless u want a faster cooldown. But 30sec is not long.
Combo Recharge- Release will only use the mana so I'd take that.
Combo Recharge - Additional Combo doubles recharge so u get 300 instead of 150. Not bad.
Final Blow - Reinforce gives you 20% additional damage so I'd go with it.
Final Blow - Bonus Attack gives u 1 extra attack. So instead of attacking 8 u attack 9. Useless.
Final Blow - Ignore Guard ignores 20% of the monster's defense so with reinforce Final blow will do some damage. So take that.
Combo Tempest - Bonus Attack lets tempest hit 5 times instead of 4. Not really that bad. More damage for it.
Combo Tempest - Linked Reinforce will let Combo Judgment do 30% extra damage. Since you will use Judgment through forth job I'd say take it.
Combo Tempest - Release halves the amount of combos. Meaning it will only take 100 instead of 200. You could use it more.

And of Course your Active you get at 150, 170, and 200.

I would just save the SP and wait for the ones that I would want instead of just redoing it over and over and waisting mesos. If you have more than enough add stats when u have them and just rest. But that is my opinion.[/quote]

We agree in the stat enhancing skills, but i just want to discuss some points of pasive build:

Combo recharge- release its almost the only pasive skill for combo recharge that is good, to cast it without hp. The additional combo isnt very good, since we have enough with 150 for drain, barrier or judgement. The only thing that it will help its to have enought combos to cast tempest 1 time

Final blow skills are a must have (unless like other poster said if you have 100% ignore def already you can skip the ignore guard skill). Final blow- bonus attack is far away from be useless, its the best reinforce since it add another line to final blow (For example, if you hit max with FB you will hit 4m instead of 3m).

Combo tempest skills: The only one that its a must have is Combo tempest- bonus attack (Like you said, to add more damage to it). I was thinking that you can just max the other 2 or max only one (Relase or linked reinforce) to put the spare point in combo recharge relase, its up to you.

Please coment what do you think about this

Reply December 14, 2012
Anthoy84

@Kmagic14 How is Final Blow - Bonus Attack useless? If anything, it's the most beneficial of passives that affect Final Blow.

Reply December 14, 2012
aarongo

[quote=0olgo0]Combo tempest is pretty useless unless you wanna have some fun at LHC, and there's no point on ignore guard of final blw if you already have 100% PDR as far as i know o-o[/quote]

The build can be adapted to the needs of the player, if you have 100% ignore def then you dont need ignore guard. Anyways theres no much that we can choice, maybe only the removal of hp from combo recharge, because double the amount of combos is much pointless since we have combo unlimited and the 20% removal of cooldown its just 6 secs less

@tankfreak152
yes it does

Reply December 14, 2012 - edited
0olgo0

Combo tempest is pretty useless unless you wanna have some fun at LHC, and there's no point on ignore guard of final blw if you already have 100% PDR as far as i know o-o

Reply December 13, 2012 - edited
Awsomegamer99

well im 186,and im gonna save this page till the 17th. hopeing this will be a great build. thank you ,and have a nice taco.

Reply December 13, 2012 - edited
Jaulian

Does anybody know if this is a good build?

Reply December 12, 2012 - edited