Nope, I'm not posting that same question a third time. This time, I'm posting a few builds I made for fun.
I'll be posting Battlemage and Wild Hunter skill builds up to 3rd Job. I want you guys to give your honest opinions on the builds, and perhaps share your own builds (especially those who've played them).
For Battlemage builds, I'll be deviating slightly from Takebacker's: I'll focus a litle more on survivability for BMa-III, for example.
Oh, and the text within the spoilers are not centered and are in their default font, etc. for easy reading.
Note: Battlemages are confirmed to receive 5 SP at Lv10, but so far there's no concrete proof that the same applies for Wild Hunters. The WH-I build I've posted up assumes that Wild Hunters also get 5 SP at Lv10.
EDIT: WH-III is up. I'm not too sure about it, but I think Lv1 Trap (20 seconds) should be enough to last till around Lv100 if the player places it well enough. I also opted for Blind over Silver Hawk, mostly because I hate summons (they're so troublesome). Blind will be very useful when coupled with Wild Shot...assuming the enemies aren't already dead.
Explanation: Triple Blow is your main attack, so it's obviously maxed out first. Why not a point in Teleport early on? Because at this point, 50 MP is a huge MP cost so I personally wouldn't invest in it this early. Besides, all other mages get it later so you don't really lose out. Finish Attack is maxed out right after Triple Blow because it's now MUCH stronger than it used to be - it's now a little more than 3 times stronger than each hit of Triple Blow, rather than half Triple Blow's power like it used to be. Teleport is then maxed out, because Dark Aura's +11% damage doesn't do much at this juncture.
Explanation: Start off with 1 in Quad Blow because it boosts your damage per target up from 330% to 404%. Also get Lv1 Dark Chains for its 100% stun and Lv1 Yellow Aura for the Attack Speed boost. Max out Staff Mastery to stabilize your damage, then max out Quad Blow to maximize your damage output. Staff Booster is maxed afterward for increased Attack Speed, then Blue Aura is maxed for the damage reduction (in case you need it). Dark Chains is maxed out to increase its damage, and Yellow Aura is only maxed after it because any more points in it only increases Movement Speed and not Attack Speed. The final 3 SP are added to Blood Drain, because it was nerfed quite badly a while back.
Tier III
70 +1 Death Blow (1), +1 Conversion (1), +1 Advanced Dark Chains (1)
71 +3 Death Blow (4)
72 +3 Death Blow (7)
73 +3 Death Blow (10)
74 +3 Death Blow (13)
75 +3 Death Blow (16)
76 +3 Death Blow (19)
77 +1 Death Blow (20 - MAXED), +2 Conversion (3)
78 +3 Conversion (6)
79 +3 Conversion (9)
80 +1 Conversion (10 - MAXED), +2 Battle Mastery (2)
81 +3 Battle Mastery (5)
82 +3 Battle Mastery (8)
83 +3 Battle Mastery (11)
84 +3 Battle Mastery (14)
85 +3 Battle Mastery (17)
86 +3 Battle Mastery (20 - MAXED)
87 +3 Advanced Dark Chains (4)
88 +3 Advanced Dark Chains (7)
89 +3 Advanced Dark Chains (10)
90 +3 Advanced Dark Chains (13)
91 +3 Advanced Dark Chains (16)
92 +3 Advanced Dark Chains (19)
93 +1 Advanced Dark Chains (20 - MAXED), +2 Teleport Mastery (2)
94 +3 Teleport Mastery (5)
95 +3 Teleport Mastery (8)
96 +2 Teleport Mastery (10 - MAXED), +1 Dark Lightning (1)
97 +3 Dark Lightning (4)
98 +3 Dark Lightning (7)
99 +3 Dark Lightning (10)
100 +3 Dark Lightning (13)
101 +3 Dark Lightning (16)
102 +3 Dark Lightning (19)
103 +1 Dark Lightning (20 - MAXED), +2 Advanced Blue Aura (2)
104 +3 Advanced Blue Aura (5)
105 +3 Advanced Blue Aura (8)
106 +3 Advanced Blue Aura (11)
107 +3 Advanced Blue Aura (14)
108 +3 Advanced Blue Aura (17)
109 +3 Advanced Blue Aura (20 - MAXED)
110 +3 Super Body (3)
111 +3 Super Body (6)
112 +3 Super Body (9)
113 +3 Super Body (12)
114 +3 Super Body (15)
115 +3 Super Body (18)
116 +2 Super Body (20 - MAXED), +1 Revive (1)
117 +3 Revive (4)
118 +3 Revive (7)
119 +3 Revive (10)
120 +3 Revive (13)
Advanced Blue Aura - 20 (Maxed)
Battle Mastery - 20 (Maxed)
Death Blow - 20 (Maxed)
Dark Lightning - 20 (Maxed)
Conversion - 10 (Maxed)
Super Body - 20 (Maxed)
Revive - 13
Teleport Mastery - 10 (Maxed)
Advanced Dark Chains - 20 (Maxed)
Explanation: As Takebacker mentioned in his 2nd Job build explanation, the Battlemage has A LOT of skills that are great even with just 1 SP in them. A few more pop up in 3rd Job. Lv1 Conversion increases your own HP by 64%, Lv1 Death Blow boosts your damage per target up to 555%, and Lv1 Advanced Dark Chains increases your mob count, damage and range. Death Blow is maxed ASAP, for obvious reasons. Conversion is maxed right after to increase survivability and reduce the huge MP cost. Battle Mastery is maxed next to boost Critical Rate and minimum Critical Damage, followed by Advanced Dark Chains to hit even more targets for even more damage. Teleport Mastery is maxed next for its utility, then Dark Lightning is invested in for its major mob damage. Advanced Blue Aura is next to increase Blue Aura's damage reduction, followed by Super Body. The rest of the SP are dumped in Revive since it's no longer worth maxing.
Explanation: 1 SP is added into Jaguar Riding for the nice bonuses it gives, and also to allow for the use of Double Jump, which 1 SP should also be added to for mobility. Triple Shot is maxed to maximise damage, followed by Crossbow Booster to speed up your attacks. Jaguar Riding is then maxed to maximise HP, Critical Rate and Avoid, ending off with Double Jump.
Explanation: 1 SP is added into Spring Shot for an early mob attack. Crossbow Mastery is then maxed to bring up that horrendous minimum damage, followed by Lv7 Soul Arrow to sync with Crossbow Booster's duration. Spring Shot is maxed for damage, then 1 SP is added into Jaguar Roar for the 100% stun. Final Attack is maxed to maximize damage output, followed by Swallow for the occasional damaging mob attack. Jaguar Roar is maxed out for a longer stun duration, then the rest of the SP is dumped into Mine.
Explanation: 1 SP is added to Trap to distract enemies, and 1 SP is put into Crossroads for its rather high damage and mobility. Five Shot is then maxed out for high 1v1 damage. Riding Mastery is next to take advantage of its damage boost to Jaguar skills and its Stance effect. Claw Cut is maxed out next for its damage output on small groups of 3 monsters, followed by Crossroads to bring its damage and stun rate up. Trap is then maxed out to extend its duration and increase its HP. Now we're down to Blind and Silver Hawk. Since Silver Hawk can only hit 1 target, its usefulness is limited. On the other hand, Blind adds a chance to blind enemies to every shot you fire off. For survivability's sake, this build opts for max Blind followed by Lv13 Silver Hawk.
For 2nd job BM wouldn't you want the standard build of 5 mastery and 6 booster? Also why get blue aura so early? damage recieved is so small after big bang that you might aswell either leave it out or max it last.
Finish Attack is pomegranate. Why would you sacrifice the extra damage from Dark Aura to get an attack you won't use most of the time? Blue Aura is pomegranate. Nothing should ever be hitting anywhere near close to enough damage to be killing you, let alone make Blue Aura worthwhile to cast in second job.
Seven Soul Arrow is retarded. You can easily get to Third Job with no Soul Arrow, why would you sacrifice so much damage in early second job getting it? So you can save a USE slot or two? 6000 Arrows lasts you over an hour if you spam like a bot. Realistically, you could probably go at half that rate. I've seen Wild Hunters use level 1 Mine to what I view as good effect. It drops behind them and kills or hurts and lures things that spawn recently.
JoeTang Wrote:Finish Attack is pomegranate. Why would you sacrifice the extra damage from Dark Aura to get an attack you won't use most of the time? Blue Aura is pomegranate. Nothing should ever be hitting anywhere near close to enough damage to be killing you, let alone make Blue Aura worthwhile to cast in second job.
Seven Soul Arrow is retarded. You can easily get to Third Job with no Soul Arrow, why would you sacrifice so much damage in early second job getting it? So you can save a USE slot or two? 6000 Arrows lasts you over an hour if you spam like a bot. Realistically, you could probably go at half that rate. I've seen Wild Hunters use level 1 Mine to what I view as good effect. It drops behind them and kills or hurts and lures things that spawn recently.
Actually, Finish Attack was very useful during training as a Battlemage. With correct timing, you can telecast Triple/Quad Blow, then immediately use Finish Attack to destroy the next mob. It also ignores defense, which makes it great for bosses.
Takebacker Wrote:Blue aura sucks but yellow and dark chains isn't spectacular either. It doesn't really matter what you do after quad, booster, mastery.
Yellow aura is actually more useful than I thought it would be, even more compared to an unadvanced dark aura. Because the Staff's speed actually matters to a Battlemage's skills, with a Pink tube (which is a fast staff), booster, AND yellow aura, you attack extremely fast.
Also, I'd like to say that all auras stack, as long as other Battlemages use them. Unsure if this is common knowledge though.
Yeah, i mean i didn't notice much difference between training with dark v yellow. One might say that yellow would be more useful than dark, since the faster speed is near a 10% damage increase but yellow also gives speed. Unfortunately the speed it gives isn't that useful because of how battle mages attack. (dark chains -> xblow) Teleing around spamming blow and finish isn't smart.
OrangeGuy Wrote:Actually, Finish Attack was very useful during training as a Battlemage. With correct timing, you can telecast Triple/Quad Blow, then immediately use Finish Attack to destroy the next mob. It also ignores defense, which makes it great for bosses.
For WH first job, it's better to max out Jaguar Riding before Triple Shot, as max Jaguar Riding gives you more critical and speed. I went 1 Triple Shot, max Jaguar Riding, max Double Jump, max Booster/Triple Shot.
1) Tele is in 1st job for BMs, remember? o.o
2) You can tele cast finish attack with all blow skills though. o.o
3) Always helpful. Even i didn't know finish attack did that...
4) Only stupid thing said.
Takebacker Wrote:I don't get it. His claims weren't that bad. o.o
1) Tele is in 1st job for BMs, remember? o.o
2) You can tele cast finish attack with all blow skills though. o.o
3) Always helpful. Even i didn't know finish attack did that...
4) Only stupid thing said.
This build for whatever reason includes no Teleport before Finish Blow. Finish Blow should be last priority as it almost always overkills from what I've seen. i.e. pomegranate's all dead after Triple Blow. And it's not practical to telecast with level 1 teleport. It's just not.
For Wild Hunters, ideally, it would be best to move Soul Arrow even as far as just before the point dump into Mine. Wild Hunters consume very little arrows until 3rd/4th job, especially since they would be primarily using Spring Shot in II, which only uses 1 arrow IIRC.
JoeTang Wrote:This build for whatever reason includes no Teleport before Finish Blow. Finish Blow should be last priority as it almost always overkills from what I've seen. i.e. pomegranate's all dead after Triple Blow. And it's not practical to telecast with level 1 teleport. It's just not.
Wha? Getting 1 tele asap isn't even negotiable. Should be changed immediately. I worked on finish blow 3rd personally. Over kill with finish blow is an issue only if you don't tele cast it though. That's the point of telecasting it to begin with, so it hits the next mob. It's not cheap to telecast at level 1, but it's still useful.
imjon Wrote:For WH first job, it's better to max out Jaguar Riding before Triple Shot, as max Jaguar Riding gives you more critical and speed. I went 1 Triple Shot, max Jaguar Riding, max Double Jump, max Booster/Triple Shot.
1 Point is immediately put into Triple Shot for general damage and Double Jump for some mobility. Jaguar Riding is then maxed because it adds critical, speed, and hp; a must have. 6 Booster is then added in for some extra casting speed, while Triple Shot is then finished off for your main attacking skill in 1st Job. Booster is then finished off, and Double Jump follows. Mobility isn't that important early on, so Double Jump isn't as crucial in the early levels.
1 Spring Shot is added for damage, while Soul Arrow is maxed out to get rid of the need for arrows. Many people may say that you should leave it at 6 for now and max it out later, and that may be a viable choice for you, but I believe that at that point it's already so close to being maxed that you might as well just finish it off. Soul Arrow is, however, a preference, and may be maxed at a later date. 1 Swallow is added for the buff boosts and general 1v1 near-insta killing and 1 Jaguar Roar is added for the 100% stun. Crossbow Mastery is maxed to even out the very unstable damage of Wild Hunters. Final Attack no longer has an animation, so its extra boosts benefit quite a bit. Swallow's ~+10% attack buff (which varies around 10~14%(?)) is quite useful, as well as its 800% damage on multiple mobs and near-insta killing. Jaguar Roar's stun is useful as well to clump mobs in one area so as to finish them off with Spring Shot. Mine, however, is often very uncontrollable and doesn't have a very high damage output. As such, it's left at 13.