General

Hero

Champions Hero Skill Build

[b] Champions Hero Skill Build ver. 0.9c [/b]

// *MAJOR* Update 10/11/2012 : Branched 3rd job builds //

Due to many requests (and complaints) this is now a COMPLETE guide for a Champions Hero skill build.
It partially references the original Basil guide but I added the complete skill point distributions for all levels.
Please let me know if there are any errors. Any further feedback is welcome, thanks.

[b]TABLE OF CONTENTS[/b]
--------------------------------

[A]. WARRIOR
[B]. FIGHTER
[C]. CRUSADER
C1. Normal Build
C2. Power Build
[D]. HERO
[E]. SP RESET GUIDE

[b][A]. WARRIOR[/b]
-------------------------

Level 10: Power Strike (1)
Level 11: Slash Blast (3)
Level 12: Slash Blast (6)
Level 13: Slash Blast (9)
Level 14: Slash Blast (12)
Level 15: Slash Blast (15)
Level 16: Slash Blast (18)
Level 17: Slash Blast (20) Iron Body (1)
Level 18: Iron Body (4)
Level 19: Iron Body (7)
Level 20: Iron Body (10)
Level 21: Iron Body (13)
Level 22: Iron Body (16)
Level 23: Iron Body (19)
Level 24: Iron Body (20) HP Boost (2)
Level 25: HP Boost (5)
Level 26: HP Boost (8)
Level 27: HP Boost (10) Power Strike (2)
Level 28: Power Strike (5)
Level 29: Power Strike (8)
Level 30: Power Strike (11)

[Result] Power Strike (11), Slash Blast (20), Iron Body (20), HP Boost (10)

[Notes] You can max Power Strike over Slash Blast if you feel hardcore. It doesn't make a difference at high levels.

~

[b][B]. FIGHTER[/b]
------------

Level 30: Brandish (1)
Level 31: Weapon Mastery (2), Slipstream (1)
Level 32: Weapon Mastery (5)
Level 33: Weapon Booster (3)
Level 34: Weapon Booster (6)
Level 35: Slipstream (4)
Level 36: Slipstream (7)
Level 37: Slipstream (10) [MAX]
Level 38: Weapon Mastery (8)
Level 39: Weapon Mastery (11)
Level 40: Weapon Mastery (14)
Level 41: Weapon Mastery (17)
Level 42: Weapon Mastery (20) [MAX]
Level 43: Physical Training (3)
Level 44: Physical Training (6)
Level 45: Physical Training (9)
Level 46: Physical Trainng (1), Rage (2)
Level 47: Rage (5)
Level 48: Rage (8)
Level 49: Rage (11)
Level 50: Rage (14)
Level 51: Rage (17)
Level 52: Rage (20) [MAX]
Level 53: Weapon Booster (9)
Level 54: Weapon Booster (12)
Level 55: Weapon Booster (15)
Level 56: Weapon Booster (18)
Level 57: Weapon Booster (20) [MAX], Final Attack (1)
Level 58: Final Attack (4)
Level 59: Final Attack (7)
Level 60: Final Attack (10)
Level 61: Final Attack (13)
Level 62: Final Attack (16)
Level 63: Final Attack (19)
Level 64: Final Attack (20) [MAX], Power Reflection (2)
Level 65: Power Reflection (5)
Level 66: Power Reflection (8)
Level 67: Power Reflection (11)
Level 68: Power Reflection (14)
Level 69: Power Reflection (17)
Level 70: Power Reflection (20) [MAX]

[Result]

Weapon Mastery 20 [MAX]
Final Attack 20 [MAX]
Weapon Booster 20 [MAX]
Rage 20 [MAX]
Power Reflect 20 [MAX]
Brandish 1
Ground Smash 0
Physical Training 10 [MAX]
Slipstream 10 [MAX]

~

[b][C]. CRUSADER[/b]
--------------------------

[b]C1. Normal Build[/b]

[i]For most players this is the build you wish to use.[/i]

Level 70: Intrepid Slash (1)
Level 71: Combo Attack (3)
Level 72: Combo Attack (6)
Level 73: Combo Attack (9)
Level 74: Combo Attack (12)
Level 75: Combo Attack (15)
Level 76: Combo Attack (18)
Level 77: Combo Attack (20) [MAX], Intrepid Slash (2)
Level 78: Intrepid Slash (5)
Level 79: Intrepid Slash (8)
Level 80: Intrepid Slash (11)
Level 81: Panic (1), Chance Attack (2)
Level 82: Chance Attack (5)
Level 83: Chance Attack (8)
Level 84: Chance Attack (11)
Level 85: Chance Attack (14)
Level 86: Chance Attack (17)
Level 87: Chance Attack (20)
Level 88: Panic (4)
Level 89: Panic (7)
Level 90: Panic (10)
Level 91: Panic (13)
Level 92: Panic (16)
Level 93: Panic (19)
Level 94: Panic (20), Self Recovery (2)
Level 95: Self Recovery (5)
Level 96: Self Recovery (8)
Level 97: Self Recovery (11)
Level 98: Self Recovery (14)
Level 99: Self Recovery (17)
Level 100: Self Recovery (20)
Level 101: Endure (3)
Level 102: Endure (6)
Level 103: Endure (9)
Level 104: Endure (12)
Level 105: Endure (15)
Level 106: Endure (18)
Level 107: Endure (20), Shout (1)
Level 108: Shout (4)
Level 109: Shout (7)
Level 110: Shout (10)
Level 111: Shout (13)
Level 112: Shout (16)
Level 113: Shout (19)
Level 114: Shout (20), Magic Crash (2)
Level 115: Magic Crash (5)
Level 116: Magic Crash (8)
Level 117: Magic Crash (11)
Level 118: Magic Crash (14)
Level 119: Magic Crash (17)
Level 120: Magic Crash (20)

[Result]

Intrepid Slash 11
Self Recovery 20 [MAX]
Combo Attack 20 [MAX]
Panic 20 [MAX]
Magic Crash 20 [MAX]
Chance Attack 20 [MAX]
Endure 20 [MAX]
Shout 20 [MAX]
Coma 0

[b]C2. Power Build[/b]

[i]This build is for players who wish to max endgame efficiency. Only 1 point of Intrepid Slash is taken. Follow at your own risk.[/i]
[i]If you wish to max Coma over Shout here is the place to do so. Simply stop Shout at 10 and put 20 points into Coma.[/i]

Level 70: Intrepid Slash (1)
Level 71: Combo Attack (3)
Level 72: Combo Attack (6)
Level 73: Combo Attack (9)
Level 74: Combo Attack (12)
Level 75: Combo Attack (15)
Level 76: Combo Attack (18)
Level 77: Combo Attack (20) [MAX], Panic (1)
Level 78: Chance Attack (3)
Level 79: Chance Attack (6)
Level 80: Chance Attack (9)
Level 81: Chance Attack (12)
Level 82: Chance Attack (15)
Level 83: Chance Attack (18)
Level 84: Chance Attack (20), Panic (2)
Level 85: Panic (5)
Level 86: Panic (8)
Level 87: Panic (11)
Level 88: Panic (14)
Level 89: Panic (17)
Level 90: Panic (20) [MAX]
Level 91: Self Recovery (3)
Level 92: Self Recovery (6)
Level 93: Self Recovery (9)
Level 94: Self Recovery (12)
Level 95: Self Recovery (15)
Level 96: Self Recovery (18)
Level 97: Self Recovery (20), Endure (1)
Level 98: Endure (4)
Level 99: Endure (7)
Level 100: Endure (10)
Level 101: Endure (13)
Level 102: Endure (16)
Level 103: Endure (19)
Level 104: Endure (20), Shout (2)
Level 105: Shout (5)
Level 106: Shout (8)
Level 107: Shout (11)
Level 108: Shout (14)
Level 109: Shout (17)
Level 110: Shout (20)
Level 111: Magic Crash (3)
Level 112: Magic Crash (6)
Level 113: Magic Crash (9)
Level 114: Magic Crash (12)
Level 115: Magic Crash (15)
Level 116: Magic Crash (18)
Level 117: Magic Crash (20), Coma (1)
Level 118: Coma (4)
Level 119: Coma (7)
Level 120: Coma (10)

[Result]

Intrepid Slash 1
Self Recovery 20 [MAX]
Combo Attack 20 [MAX]
Panic 20 [MAX]
Magic Crash 20 [MAX]
Chance Attack 20 [MAX]
Endure 20 [MAX]
Shout 20 [MAX]
Coma 10

[Notes]

[i]* The great Coma vs. Shout Debate *[/i]

There is a lot of debate on the usefulness of Coma vs. Shout.
I will simply list the benefits of each and leave it up to you to decide what is right for your Hero.

Reasons you should use Coma:

Hits harder (680% vs. 280%)
Faster casting speed
Stuns for 4 seconds which CANNOT be interrupted

Reasons you should use Shout:

Hits more mobs (10 vs. 6)
Longer attack range
Can hit monsters above and below you
Stuns for 8 seconds which CAN be interrupted

Coma stuns mobs for for 4 seconds which cannot be interrupted by a melee attack, while shout stuns for 8 seconds which CAN be interrupted by a melee attack.

What this means is that upon using Coma you are free from the monster retailiating AND can apply Chance Attack damage for 4 seconds.
Using Shout in the same situation will only provide you 1 opportunity for Chance Attack, and the monster will retailiate immediately thereafter.
This is useful in high level training spots such as Henesys Ruins where the monsters have very annoying special attacks.

Shout will eventually be replaced by Monster Magnet which deals better damage, has a higher casting speed and has literally the same attack range.
Neither Shout nor Coma applies stun towards any kind of boss monster (including Crockies, KSH Knights, etc.)

Shout has a chance to apply a very short stun during PvP. Coma has not been confirmed to work in the same way.

All in all however you will not use either skill very much after 4th job so just get whichever suits your fancy.

~

[b][D]. HERO[/b]
--------------------

* : Indicates alternative build at bottom of section

Level 120: Raging Blow (1), Rush (1), Monster Magnet (1)
Level 121: * Raging Blow (4)
Level 122: Raging Blow (7)
Level 123: Raging Blow (10)
Level 124: Raging Blow (13)
Level 125: Raging Blow (17)
Level 126: Raging Blow (20)
Level 127: Raging Blow (23)
Level 128: Raging Blow (26)
Level 129: Raging Blow (29)
Level 130: Raging Blow (30) [MAX], Advanced Combo Attack (2)
Level 131: Advanced Combo Attack (5)
Level 132: Advanced Combo Attack (8)
Level 133: Advanced Combo Attack (11)
Level 134: Advanced Combo Attack (14)
Level 135: Advanced Combo Attack (17)
Level 136: Advanced Combo Attack (20)
Level 137: Advanced Combo Attack (23)
Level 138: Advanced Combo Attack (26)
Level 139: Advanced Combo Attack (29)
Level 140: Advanced Combo Attack (30) [MAX], Combat Mastery (2)
Level 141: Combat Mastery (5)
Level 142: Combat Mastery (8)
Level 143: Combat Mastery (10), ** Advanced Final Attack (1)
Level 144: Advanced Final Attack (4)
Level 145: Advanced Final Attack (7)
Level 146: Advanced Final Attack (10)
Level 147: Advanced Final Attack (13)
Level 148: Advanced Final Attack (16)
Level 149: Advanced Final Attack (19)
Level 150: Advanced Final Attack (22)
Level 151: Advanced Final Attack (25)
Level 152: Advanced Final Attack (28)
Level 153: Advanced Final Attack (30) [MAX], Power Stance (1)
Level 154: Power Stance (4)
Level 155: Power Stance (7)
Level 156: Power Stance (10)
Level 157: Power Stance (13)
Level 158: Power Stance (16)
Level 159: Power Stance (19)
Level 160: Power Stance (22)
Level 161: Power Stance (25)
Level 162: Power Stance (28)
Level 163: Power Stance (30) [MAX], Enrage (1)
Level 164: Enrage (4)
Level 165: Enrage (7)
Level 166: Enrage (10)
Level 167: Enrage (13)
Level 168: Enrage (16)
Level 169: Enrage (19)
Level 170: Enrage (22)
Level 171: Enrage (25)
Level 172: Enrage (28)
Level 173: Enrage (30) [MAX], 1 extra point
Level 174+

From here on it's purely subjective. I'll suggest maxing Monster Magnet, MW, Hero's Will and spending the remaining points on Rush.

[Result]

Advanced Combo Attack (30) [MAX]
Raging Blow (30) [MAX]
Combat Mastery (10) [MAX]
Power Stance (30) [MAX]
Advanced Final Attack (30) [MAX]
Enrage (30) [MAX]

Hero's Will (5) [MAX]
Maple Warrior (30) [MAX]
Split remaining points between Monster Magnet and Rush

[Notes]

[i]* Alternative Build I: Raging Blow vs. Advanced Combo Attack[/i]

Raging Blow and Advanced Combo Attack offer similar increases in damage and therefore may be taken alternately.
Just remember to take 1 point in RB first so you have a better attack skill after 120.

Examples:

Raging Blow +1, Max ACA, then Max RB
Raging Blow +20, Max ACA, then Max RB
Raging Blow +10, ACA +10, RB +10, ACA +10, RB +10, ACA +10

You get the idea.

[i]** Alternative Build II: Power Stance vs. Advanced Final Attack[/i]

Feel free to alternate between Stance and AFA if getting knocked back all the time at LHC annoys the hell out of you.

Example:

Advanced Final Attack +20, Max Power Stance, Advanced Final Attack +10

~

[b][E]. SP RESET GUIDE[/b]
--------------------------------

[b]Warrior[/b]

Iron Body 20
Power Strike 11
Slash Blast 20
HP Boost 10

[b]Fighter[/b]

Weapon Mastery 20
Final Attack 20
Weapon Booster 20
Rage 20
Power Reflect 20
Brandish 1
Ground Smash 0
Physical Training 10
Slipstream 10

[b]Crusader[/b]

Self Recovery 20
Combo Attack 20
Panic 20
Coma 20 (10)
Intrepid Slash 1
Magic Crash 20
Shout 10 (20)
Chance Attack 20
Endure 20

Notes: Distrubute as you see fit between Shout, Coma and Intrepid Slash.

[b]Hero[/b]

Monster Magnet 30
Rush 1

Max everything else (including 5 points in Hero's Will)[b][/b]

September 26, 2012

69 Comments • Newest first

FeintHorus

[quote=ervinroney]What about brandish is there any alternative build to where i can max brandish and not be affected in later lvls?[/quote]

There is not. All the other skills are too important to even allow points in Brandish at 2nd Job. Kind of an oversight by Nexon really.

Most you could do maybe is to switch points over from Slipstream, which wouldn't affect attack power. Not recommended though since the extra mobility is useful.

Reply November 25, 2012 - edited
yoyoyo25971

[quote=tomerova]Can I please have another guide then ? somebody :O[/quote]

...What do you need another guide for?

Reply November 21, 2012 - edited
FeintHorus

[quote=gath]Panic does have a 60 sec cooldown at level one though. Would it be more useful to take Chance Attack alongside of Shout or Coma, as they're spammable?[/quote]

Shout maybe. I've found Shout to be annoying to use when training though, so I didn't put it there.

Coma would have been nice but what the poster above mentioned, we don't put points in that any more.

Reply November 5, 2012 - edited
gath

[quote=FeintHorus]1 point of Panic is taken prior to Chance Attack. These two skills may be taken alongside each other if you so desire.[/quote]

Panic does have a 60 sec cooldown at level one though. Would it be more useful to take Chance Attack alongside of Shout or Coma, as they're spammable?

Reply November 4, 2012 - edited
FeintHorus

[quote=gath]I have a question regarding the 3rd job build: Why is Chance Attack taken after Combo Attack? It seems rather useless at that point, given that you have no skills for stunning, blinding, or freezing enemies.[/quote]

1 point of Panic is taken prior to Chance Attack. These two skills may be taken alongside each other if you so desire.

Reply November 4, 2012 - edited
gath

I have a question regarding the 3rd job build: Why is Chance Attack taken after Combo Attack? It seems rather useless at that point, given that you have no skills for stunning, blinding, or freezing enemies.

Reply November 3, 2012 - edited
Cthulhusama

[quote=Eggberto]How come you put a point in monster magnet at 120? I thought rush was better?[/quote]

He did put a point in both although pulling 1 monster isn't that useful it can be at times. Personally I would go with:
120: 1 RB, 1 Rush, 1 ACA (if you can or 1 AFA if you can't get the skillbook right away)
121: 1 AFA (for the double hit), 1 MM, and then max RB, ACA, CM, AFA, Stance to 20, Enrage, max Stance, MW, MM, Rush to whatever with Hero's Will thrown in when needed.

Reply October 30, 2012 - edited
yoyoyo25971

Right, so just equipped empress (spent 30mil on a dex potion, got ripped, i know), and range went up by like 2k lol. Also managed to scroll my Empress Overall w/a chaos, and got it to 6 attack, somebody mind giving me a p/c on that?

Reply October 13, 2012 - edited
FeintHorus

[quote=DannyB416]Feint, you might need to re-alter the 3rd job build. Right now if someone does go max shout then everything is ok, however if they go max shout outside of the reset build then there is no way for them to unlock and max Magic Crash. So you could branch off there at the shout vs. coma build and change it up or have two builds. A build for max coma and a build for max shout. Max coma could be leave IS at level 8 or something.

Keep up the good work, the guide is developing nicely.

P.S. I personally just went for the reset build max shout at level 106 with the free reset scroll. Saved time and energy.[/quote]

Thanks for the input. I have fixed the 3rd job skills and split them into 2 separate trees for future reference.

Reply October 12, 2012 - edited
xenon852

What monster are you going to fight for so long that you need the stun from coma? none
Also shout is good for pvp, pink bean and overall having more fun IMO

Reply October 11, 2012 - edited
FeintHorus

[quote=yoyoyo25971]I have no renegade coins.[/quote]

Get a spare Scar/Targa/Czak helm and Azwan scroll it for DEX
If you are wearing an expendable overall scroll it with 100% DEX scrolls from the vendor in Orbis
Do the Will of the Alliance quest for free +5 all stats
Do Aswan runs and try to get %STR to %DEX conversion
Get a badge, a pocket slot, or temporarily switch out your pendant/rings (Pink Wolf Pendant, Dexterity ring, etc)

Finally, try getting DEX on a WEAPON. Yes, any weapon. Get like a +10 DEX pot or something (Monster Park has a ton of those)
Wield it and wear the Empress, then switch to your original weapon.

Reply October 11, 2012 - edited
yoyoyo25971

[quote=alex168]@Nhil: http://www.youtube.com/watch?v=pvxqovTiNwg&feature=g-upl
It wasn't a very good solo since it was my first try after champion update, but it's still decent.
@yoyoyo25971: you can buy recipe from the renegade person I think. My friend said they were deflating but we're on different worlds so I don't know[/quote]

I have no renegade coins.

Reply October 11, 2012 - edited
Nhil

[quote=alex168]@kidd978: Actually if you check my new pb solo, I didn't use shout. Instead I went suicidal mode and attacked the bird with raging blow while it's animation wasn't DR animation. Shout still beats coma though.[/quote]

Where can I find this new PB solo video of yours ;o

Reply October 10, 2012 - edited
yoyoyo25971

[quote=alex168]yoyoyo25971: I don't see what waiting would do for neb boxes. Make a dex potion if you can't find one
Feinthorus: The main reason you'd want to max stance is if you're lazy and don't like moving back to your position. Stance only gives a small increase in training. If our attack range was as far as a normal weapon swing, then stance would be awesome, but raging blow will let you attack like 10+ times before having to move back to position. AFA is probably as useful as stance or more useful than stance. If I wanted to boss earlier, I'd want enrage. I'll kill zakum way faster with max enrage instead of max stance[/quote]

No no, the thing is that I cant find a dex potion recipe. And waiting for the neb boxes to inflate more.

Reply October 10, 2012 - edited
hallrock

@Cthulhusama: Ahh. Thanks for the information. I'd suggest max RB first then. It'd make life easier and it's cheaper/easier for unfunded heroes.

Reply October 9, 2012 - edited
Cthulhusama

@hallrock: If you chose to max ACA over RB it would be better DPM to use RB on mobs of 5+ but IS on mobs of 1-4. You would do slightly less damage on mobs of 5-6 than if you had maxed RB instead (a very small amount) and slightly more on mobs of 1-4 (again a very small amount) if you switched to IS. I find it to be easier and simpler to just max RB and have the best mobbing damage with the simplicity of only needing one attack.

I do have to say that the differences between the two choices aren't that big. Using level 1 RB and level 30 ACA is pretty close to level 30 RB and level 1 ACA so it's not a big deal either way.

Reply October 9, 2012 - edited
hallrock

@FeintHorus: You shouldn't lose nearly 6 minutes per hour of attacking from being knocked back. A hero with proper control should know how to lose almost no attacking time from knockback. Especially considering how quickly mobs die at LHC. You'll of course see more time lost when bossing, but as I already stated, I don't know why a Hero would be bossing at that low of a level.

@Cthulhusama: Doesn't level 1 RB hit 6 monsters though? So would it be better to put 1 on RB and max aca? This is just based on my own speculation as I simply used an SP reset after the revamp.

Edit: About the RB vs. ACA debate, if they truly are very close in dpm increases, I'd suggest unfunded heroes go RB first. With the nerfed drop rate of skill books at zakum, it makes ACA much more difficult to get.

Reply October 9, 2012 - edited
FeintHorus

Very well. I'll change the order of the skills.

Reply October 9, 2012 - edited
calabari

@FeintHorus
I wonder what kind of person would just walk forward.. the trick is to hit jump and forward at the same time so you can attack during that time. You only miss maybe one half an attack max. Plus, AFA enables you to kill mobs much MUCH faster.

Reply October 9, 2012 - edited
Cthulhusama

@hallrock: ACA is a 60% dmg improvement over regular CO. RB does ~52% more damage than IS but since it hits 2 more targets it is a lot better in large mobs. So, personally, I would max RB first since on mobs of 6 it is almost twice as much damage as IS. If you prefer slightly more damage (~5%) on mobs of 1-4 vs a ton more damage on mobs of 5 (~20%) and 6 (~43%) you can max ACA first. Numbers are comparing max RB without ACA compared to IS with max ACA. I'd go for the better mobbing first but I can see either side of the issue.

@FeintHorus: 30atk is a pretty good amount. It's basically like getting a second rage that is on 24/7 and stacks with everything. Rage adds around 3-4k to my range. That's around 70k per swing of IS or ~2.25bil extra damage per hour (if you consistently target 6 monsters). Crockies have around 7.4mil HP. So that's around 300 extra crockies worth of damage every hour. I think the extra damage is worth it compared to the small amount of time saved on having stance.

Reply October 9, 2012 - edited
FeintHorus

[quote=hallrock]@FeintHorus: Zak runs are almost pointless now that they nerfed his ambition and drop rate. RB has a large enough range that you can probably get kb twice at lhc and still hit the monster. If you're knocked out of range, just jump and attack. It doesn't slow down your training speed by much, if at all. In my opinion, I'd still put afa before stance. The extra hits are always nice and the 30 attack is a huge plus for heroes, especially those of us that are 1h.[/quote]

From an engineering viewpoint, the least amount of effort required on the user's part produces the largest efficiency.
What this means is that the fewer keys you have to press, the more effective your training will be.

With Stance maxed, all you need to do is stand there holding atk until the mob dies.

If you get AFA first, you will need to 1) press atk 2) get knocked back every couple seconds 3) press walk forward 4) press atk again

Let's say the additional step for AFA costs you 1 second of non-attacking (walking forward) per 10 seconds.
That is a total of 6 seconds per minute, or a total of 360 seconds (6 minutes) per hour wasted on getting knocked back.
With Stance maxed you would have applied the same 6 minutes to killing about 5-6 additional batches of Crockies.
This additional efficiency will equal, if not surpass the damage gained from AFA.

That said, to make the guide more complete I will list this alternative in case anyone wishes to switch the order of the skills like you mentioned.

Reply October 9, 2012 - edited
hallrock

@FeintHorus: Zak runs are almost pointless now that they nerfed his ambition and drop rate. RB has a large enough range that you can probably get kb twice at lhc and still hit the monster. If you're knocked out of range, just jump and attack. It doesn't slow down your training speed by much, if at all. In my opinion, I'd still put afa before stance. The extra hits are always nice and the 30 attack is a huge plus for heroes, especially those of us that are 1h.

Reply October 9, 2012 - edited
FeintHorus

[quote=hallrock]Everything looks good until the 4th job build. For one, doesn't aca provide a better damage boost than raging blow? This may be incorrect considering I haven't seen calculations, but I know aca before intrepid was the preferred method before the revamp. Also, I'm not sure why you put stance so early. Yes, stance is very important, but mostly for bossing. I would MUCH rather put advanced final attack before stance.[/quote]

RB and ACA are a close call, but iirc maxed RB wins by a small margin over ACA. I will double check the numbers tomorrow.

I put Stance first because not getting knocked back significantly speeds up your training, especially in places with lots of platforms like LHC.
Seeing how we are melee and are consistently knocked out of attack range (thus losing an attack) I feel it is more valuable at this point than the damage bonus of AFA.
Plus, you can go bossing earlier. Who doesn't wanna join Zak runs asap?

Reply October 9, 2012 - edited
hallrock

Everything looks good until the 4th job build. For one, doesn't aca provide a better damage boost than raging blow? This may be incorrect considering I haven't seen calculations, but I know aca before intrepid was the preferred method before the revamp. Also, I'm not sure why you put stance so early. Yes, stance is very important, but mostly for bossing. I would MUCH rather put advanced final attack before stance.

Reply October 9, 2012 - edited
yoyoyo25971

[quote=FlameChocobo]What equips do you have?[/quote]

111attack sword w/8% crit. 4%str sneakers, 3%str half earring, 2%str zak helm, 3%str 4att lvl90 glove, MoN, and thats all I can remember off the top of my head.

[quote=alex168]@yoyoyo25971: I heard crafting stuff can get you some mesos. If you pvp you can get a battle manual thingy. You can buy evo rings and rsp for some dex. silent crusade can give some decent stuff. If you have >100 dex without your helm,overall,shoes,glove then you can use a dex potion to wear the empress equips and they should stay on.
[/quote]

I never get good stuff with fusing, like 3% earrings are worth less than 1m. It is insanely hard to find a dex potion that gives me enough dex. Also, I have around 800 neb boxes, should I sell or wait more?

Reply October 9, 2012 - edited
FightFightFight

This really might be a stupid question but I was wondering, why is Panic useful? You only hit 1 monster o_o

Reply October 8, 2012 - edited
FlameChocobo

[quote=yoyoyo25971]115 dex. 4 base.[/quote]

What equips do you have?

Reply October 8, 2012 - edited
yoyoyo25971

[quote=alex168]@yoyoyo25971: what's your dex now?[/quote]

115 dex. 4 base.

Reply October 8, 2012 - edited
yoyoyo25971

[quote=alex168]@yoyoyo25971: You should consider getting better equips instead of doing almost no damage and barely leveling, or relying on leeching to level.[/quote]

Tell me what to upgrade with 6mil. I have 10% str(and clean empress, but I can't get enough dex to wear them).

Reply October 8, 2012 - edited
yoyoyo25971

[quote=alex168]in 4th job, if you use an SP reset, max shout. Shout is used once in a while to clear mobs during bossing and stuff. coma is not used at all in 4th job. sniping people in pvp while panic is on CD? raging blow hits almost double of shout, and hits more than panic too. Good for future henesys? Unless you literally have like a 10k range at 16x, you can 1hko the mutant snails and stuff. Even the super unfunded heroes have like 15k ranges.

@bello99: don't know if you've tested already, but RB won't reach. alternating between shout and MM is twice as fast as spamming MM, though the way I tested it isn't too reliable (counted it in my head). You can test that if you want.
What I haven't tried is jumping into range, jumping back out, and turning around and using raging blow. It might let you attack without activating the bird. You can try that out too.[/quote]

I have a 11k range at 173.

Reply October 6, 2012 - edited
FeintHorus

[quote=DannyB416]Really Good Skill build guide. [/quote]

thank you

Reply October 6, 2012 - edited
FeintHorus

[quote=dracox5234]I think that you're forgetting that 4th job gets 3 skill points upon job advancement.[/quote]

fixed. thanks for pointing that out.

Reply October 5, 2012 - edited
dracox5234

I think that you're forgetting that 4th job gets 3 skill points upon job advancement.

Reply October 1, 2012 - edited
FlameChocobo

@Rekunchan: Yeah I know. I said Panic is useful except when you solo train.

Reply September 30, 2012 - edited
FlameChocobo

[quote=NeverRIP]Good guide, and sorry if this is a stupid question but is it necessary to max Panic at third job? o.o Will it even be useful at higher levels? I'm just curious because I don't know much about the Hero class.[/quote]

In a matter of fact, yes, it is useful unless you have a godly range where you always deal 999999 damage. Solo training is the main exception where you'll destroy everything with Raging Blow. Other than that, it comes in handy alot when dealing with certain mobs with high HP (just like the ones in Party Play zones, PQs, and especially bosses.)

Reply September 30, 2012 - edited
FeintHorus

Guide has been updated

Reply September 30, 2012 - edited
Cthulhusama

[quote=bello99]Even in that example you shouldn't be using shout anyway magnet is much faster and would do the same thing. I'll try it later but shuolndt you be able to hit the bird with RB without pissing it off you gotta stand at the very edge but I've heard it works.[/quote]

IIRC you need to have a 220% range skill and RB is only 200% (DI is 270%, ACB is 255%, and I'm not sure about Blast but the point is either other warrior has a main attack skill that can hit outside the range). Not positive.

Reply September 29, 2012 - edited
Cthulhusama

@kidd978: Even un-maxed I bet your Rush will do max damage on bosses anyway even without enrage on.
@Rozhin: I "think" they don't expire but don't be too sure of that as Nexon sometimes trolls people by not putting an expiration date on them even though it does expire.

Reply September 29, 2012 - edited
Cthulhusama

[quote=xhong]sooo for 3rd job do i max out HP recovery? or 20 coma 20 shout 10 in recovery and 1 IS, im lvl 145 btw.[/quote]

If you are past 120 then Coma and IS are both useless so max everything except them.

Reply September 29, 2012 - edited
Cthulhusama

@iVege: Okay true. In the context presented to us in this thread neither skill has any potential whatsoever.

[quote=hallrock]@Xmagmarex: Yes, you have 48 points to distribute between them. In my opinion, it should be 25 magnet, 23 rush. This provides you with a 6 monster pull and some decent (although damage from either is insignificant) damage from rush. I place more importance on rush damage since, endgame, it will be used more than magnet.[/quote]

I'd rather max MM. That way you get them at 350% and 440% respectively. 440% is already really big and I'd rather have MM do a little more damage. But that's just me.

Reply September 28, 2012 - edited
hardballer

Going to make a crusader/hero (honestly depends how much I like it) in the winter(when tempest character slot expansion comes out) or when I get bored and delete a character. It would be fantastic if there was a comprehensive guide for the fighter skill chain. The one we have is outdated and this one is rushed and sloppy.

Reply September 28, 2012 - edited
FeintHorus

[quote=wigglypuff]He said:

"Physical Training 20"

But Physical Training only goes to 10[/quote]

My bad. Fixed.

Reply September 28, 2012 - edited
FlameChocobo

[quote=wigglypuff]He said:

"Physical Training 20"

But Physical Training only goes to 10[/quote]

He made a mistake about it.

Anyways, I'd max Shout over Coma as Coma gets dominated pretty badly even by Brave Slash no matter the mob count.

Reply September 28, 2012 - edited
iVege

[quote=Cthulhusama]Coma has some potential in third job since it's better than IS at mobs of 5+ but seeing as though you don't have Rush in third job I would say that IS has more potential use than Coma. Both are of course useless the moment you get RB.[/quote]

This is a guide that "is based on the scenario that you are already 120+ and do not require the attack skills below 4th job".

Reply September 28, 2012 - edited
hallrock

@Xmagmarex: Yes, you have 48 points to distribute between them. In my opinion, it should be 25 magnet, 23 rush. This provides you with a 6 monster pull and some decent (although damage from either is insignificant) damage from rush. I place more importance on rush damage since, endgame, it will be used more than magnet.

Reply September 27, 2012 - edited
hallrock

@Xmagmarex: Which is why I suggested raising both to an upper level rather than leaving 1 of them at 1.

Reply September 27, 2012 - edited
Rexaar

Important note when picking between coma and shout.
Coma stun cannot be interrupted by melee attacks, so you have at most 6 seconds of chance attack. (useful if you don't want the mob to attack you during the 6 seconds)
Shout stun however can be interrupted by melee attacks, so the stun is only good for one chance attack.
Range and magic attacks do not interrupt any of the stun.

Monster magnet in pvp is a guaranteed 0.5 second stun on a successful hit (enough time to hit them with a panic), 1 second if you're lucky.
Though the deal with rush is, it's not that common to find more than 6+ enemies on a single platform when you begin to max rush

Reply September 27, 2012 - edited
hallrock

The only problem I have with this build is leaving rush at 1 and maxing mm. Magnet should be left at 25 (or 26, I can't remember which one pulls 6 monsters) and the rest of the points put in rush. You should be able to get rush to 23 with all of the sp we get in 4th job.

Reply September 27, 2012 - edited
Cthulhusama

[quote=iVege]Get MM to 25 of course. No one's going to care about the 195 increase in damage % of Rush.

And I won't ever understand why you'd ever need Coma.

And to the people discussing whether to max Rush or MM, it doesn't matter what their damage or mob count is. It is best to maximise the mob count of MM but the reason why you would even use MM is because it works differently from Rush. They're for use in different situations. Granted, you will use Rush more, but one is not necessarily better than the other, depending on the situation.[/quote]

Coma has some potential in third job since it's better than IS at mobs of 5+ but seeing as though you don't have Rush in third job I would say that IS has more potential use than Coma. Both are of course useless the moment you get RB.

Reply September 27, 2012 - edited
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