General

Shade

Shade Sp Guide

[header]First Job[/header]
[b]Funded (links, rings):[/b]
1 Flash Fist
MAX Vulpes Leap
MAX Cosmic Balance
MAX Flash Fist

[b]Totally unfunded:[/b]
MAX Flash Fist
MAX Vulpes Leap
MAX Cosmic Balance

[b]Results:[/b] everything maxed

[b]Explanation:[/b]
You really shouldn't need a guide for this job.

[header]Second Job[/header]
1 Spirit Bond
1 Blade Imp - Downward Slash
1 Blade Imp - Forward Slash
MAX Mastery
MAX Strength Training
MAX Blade Imp - Downward Slash / Blade Imp - Forward Slash
MAX Blade Imp - Forward Slash / Blade Imp - Downward Slash
MAX Back Step / Ground Pound
MAX Ground Pound / Back Step
MAX Fox Spirits
MAX Spirit Bond

[b]Results:[/b] everything maxed

[b]Explanation:[/b]
1 Spirit Bond raises your attack speed one level. You must put a point here at 30. Mastery comes next to stabilize your damage range. Strength Training gives you a bit more power.

Choose between your two Blade Imp skills depending on where you're training. Tall maps that you need to climb benefit more from Downward Slash. Flat maps benefit more from Forward Slash. Both are very good skills in either situation. When maxed, they will have a 1s cooldown so you can use them very frequently.

Back Step is more important in third job, but you might find it useful in second job. The key combo here is Back Step + Attack to clear flat maps quickly. If you're training on tall maps, you might find Ground Pound more useful, since you can jump and hit monsters on platforms above you with it.

Fox Spirits isn't very useful. It's sort of like Mark of the Assassin, but worse. It's still better than the ACC/EVD you'll get from Spirit Bond.

[header]Third Job[/header]
1 Shockwave Punch
1 Blade Imp - Spin Slash
1 Summon Other Spirit
MAX Blade Imp - Spin Slash
MAX Spirit Bond 3
MAX Shockwave Punch
MAX Weaken
MAX Harmonious Defense
MAX Summon Other Spirit
MAX Spirit Frenzy
MAX Spirit Trap

[b]Results:[/b] everything maxed

[b]Explanation:[/b]
Shockwave Punch is your new attacking skill. Spin Slash gives you a third method of pulling monsters from behind you, allowing you to train even more efficiently. Summon Other Spirit is a one point wonder. These are all good from level 1.

Spin Slash needs its cooldown reduced to 1 second; max this first so you can start integrating it into your routine. Spirit Bond 3 boosts your range tremendously (+20% damage, +20 ATT maxed), so it's important to max this next. Shockwave Punch is your main attack skill now, so max it next. For flat map training in this job, Back Step + Shockwave Punch is your go-to combo. Finally, max Weaken so you can take down tougher monsters faster. This is really useful with the introduction of elite monsters and bosses. Same with Harmonious Defense, so max it next.

The rest of the skills are pretty useless at this point in the game. Feel free to max them in any order you wish.

[header]Fourth Job[/header]
[b]Core build:[/b]
1 Bomb Punch
1 Spirit Claw
MAX High Quality Knuckle Mastery
MAX Bomb Punch
MAX Spirit Claw

Bomb Punch is used at stationary training areas like Evo Link 3 and Dimension Invasion. It is key that you max it early because it directly influences how fast you'll train through 105-160. When you're fighting 3 targets or less, Spirit Claw is the way to go. It has more applications outside of bossing, so we max this before anything else. Read on to see why.

[b]Bossing:[/b]
The rest of your skills are basically dedicated to shredding bosses. Your core boss shredding skills are Soul Splitter and Spirit Bond 4. Max Soul Splitter first since it has more applications during training (Elite Monsters, Elite Bosses). Spirit Bond 4 should apply to Elite Bosses but I'm not sure.

Next:

[*] For bosses who cast status effects on you frequently, such as Arkarium, you will benefit from Spirit Ward.
[*] For bosses who DR frequently, consider maxing Death Mark. [i]Editor's note: I need to play with Death Mark to be sure of it's effect. It sounds like it lets you ignore DR for a period of time, but the description isn't clear.[/i]

[b]Miscellaneous:[/b]
The oddball skills are Critical Insight and Fire Fox Spirits. The first is helpful for dealing with elite monsters, elite bosses, and normal boss monsters. Fire Fox Spirits will let you squeeze a tiny bit more damage out of your Shade. If you're not into bossing, you might want to max these before your bossing skills.

And finally, you have Maple Warrior and Hero's Will! If you're training with other people, you might not need MW30 immediately. Hero's Will should be added as soon as you're ready to take on bosses with seduce.

[header]Bonus: Strategies[/header]
Combo: Back Step + Shockwave Punch to clear flat maps in third job. You can use the same strategy with the first job skill Flash Fist.

Combo: Vulpes Leap + Back Step + Fox Trot to cover horizontal distance extremely fast.

Blade Imp skills work well back to back. Combo: Downward Slash + Forward Slash keeps pulling monsters from the platform above you to your level so you can finish them off with Forward Slash. Works quite well at Copper Drakes. Once you've used one the cooldown on the next is usually finished.

Combo: Spin Slash + Back Step + Forward Slash to move enemies quickly across a flat map.

Ground Pound has terrible downward vertical range. You may want to use Flash Fist during second job for certain maps. It certainly worked better for me at Copper Drakes.

July 9, 2014

6 Comments • Newest first

elpanaj8

[quote=Kuraitou]I'm not sure what you're trying to ask here. Spirit Bond 4 is important because it passively adds %boss and %DEF ignore. It's included in the 4th job build, right after Soul Splitter. You could put it before SS, but I think SS is more important for training. Because it has dual purpose, I max it first.[/quote]

since SS and SB4 are so important why maxing bomb punch? u could max SC and get good training and bossing skill while u max an increidble skill which give PDR and BOSS plus one that gives exp when u use it against doing bosses like zakum, krexel, hilla.... i mean i would max bomb punch right before critical insight

Reply July 11, 2014 - edited
Kuraitou

[quote=elpanaj8]is my idea or every guide i see forget about how important is spirit bound 4 to boss? why you did include it?[/quote]
I'm not sure what you're trying to ask here. Spirit Bond 4 is important because it passively adds %boss and %DEF ignore. It's included in the 4th job build, right after Soul Splitter. You could put it before SS, but I think SS is more important for training. Because it has dual purpose, I max it first.

Reply July 11, 2014 - edited
elpanaj8

is my idea or every guide i see forget about how important is spirit bound 4 to boss? why you did include it?

Reply July 11, 2014 - edited
OrionTempest

A small thing to note; if you do Balrog/Zakum runs in 3rd job, Spirit Frenzy destroys them, hitting most/all parts at once.

Reply July 11, 2014 - edited
Kuraitou

[quote=SilverFoxR]Not a bad guide... though one thing I would suggest to make things a little more convenient is, at the beginning of 2nd job, put 1 point into Ground Pound AND both Blade Imp skills. Even though they have a short cooldown, the blade imps can pull enemies around, which can be handy depending on the situation.[/quote]
I actually meant to do that but forgot. Thanks for the feedback!

Reply July 10, 2014 - edited
SilverFoxR

Not a bad guide... though one thing I would suggest to make things a little more convenient is, at the beginning of 2nd job, put 1 point into Ground Pound AND both Blade Imp skills. Even though they have a short cooldown, the blade imps can pull enemies around, which can be handy depending on the situation.

Reply July 10, 2014 - edited