VI. -Builds-
Planning out your build is an important aspect of DFO. Too much SP spent in a useless skill can hinder your performance. Fortunately there's a site called aradsociety.com that makes this a lot easier. So I'm going to list a suggested build for each type of Exorcist. I use the word 'suggested' strongly, as it is after all, an opinion. None of the builds I am listing are 100% perfect. You can do whatever you please. However, you could end up regretting straying too far from my builds.
The Physical Exorcist [Click]
[spoiler=]As you can see it's very lenient SP wise. On the suggested build I even have 41 SP leftover. Star in the Sky and Chaos Hammer cancels are personal preference. Phoenix Hammer's cancel isn't really recommended but again, it's up to you.
Crusader Tree:
Maxed Strike - For the 64 weapon attack and 5% hit rate.
Level 1 Cure - Self-explanatory. You can grab Level 2 if you want with that extra SP
Monk Tree:
Level 1 Smasher - A quick grab out of sticky situations and to break super armor.
Maxed Lucky Straight Punch - Powerful multi-hit mob damage and knock back. Can be used to set up other skills, or as a quick damage dealer when your other skills are on cool down. You get no super armor from it, so be careful when using it.
Level 1 Second Upper - To extend combos and juggles.
Exorcist Tree:
Maxed GWL + Cancel - No discussion here. You'll need the launch height and luxury of being able to use it in the middle of normal combos to help with juggles.
Maxed Phoenix Hammer - 384px shockwave? You bet your ass that's going to to be useful in dungeons. It'll also catch a lot of people off guard in the arena. Most people don't think to jump when you use this skill.
Maxed Passion Chakra - You'll want the strength and extra hit rate.
Lurking Dragon - Being able to charge GWL and Crucifix Wind is an absolute necessity. In the arena you can use a charged GWL to super armor through attacks and counter instantly. Be careful though, as you can be grabbed out of it.
Maxed Star in the Sky - Homerun!
Level 5 Crucifix Wind - The reason I leave this at level 5 is because the damage dealt doesn't scale too well as you pump SP in to it. It's mainly used as mob control and as a long range deterrent in the arena. But if you want it higher, feel free to pull points out of Physical Rear Attack.
Maxed Chaos Hammer - Grants super armor and at the current maxed level of 8 you get a 41.1% chance of stunning your enemies. Nothing else needs to be said.
Maxed Spinning Cross - Your most brutal attack. Grants super armor and deals heavy damage in a huge range. Great for clearing mobs and punishing trapped victims in the arena.
Avenger Tree:
Level 1 Furious Grab - Works great as a mid-range poke and combo extender. After a GWL you can use this to keep the monster or arena opponent airborne long enough to use your GWL again. It uses the fixed damage system though, so maxing it won't do much for you. Best at level 1 for utility.
Example: XXX > GWL > Second Upper > Furious Grab > GWL
General Tree:
Quick Rebound - Invaluable in the arena. This enables you to get up immediately from a knock down and evade certain attacks from your opponent. For instance, if you're facing another Exorcist and he uses Smasher to throw you on the ground, it's a clear set up for him to get you with Star in the Sky. However if you hold this skill as soon as you hit the ground the grab will pass right through you. Also useful for dodging grenades, Steyr's explosion, and a Brawler's Mount if you're fast enough.
Backstep + Cancel - Whiff a combo? No problem. Just use this to cancel it and prevent yourself from eating a potential counter attack. You have plenty of SP to work with, no reason not to get these.
Level 1 Leap - Let's face it. You're a huge bulky mass of muscle. You're not going to jump very high. You also don't have the luxury of setting down a White Tiger to assist you. One point in this is enough to help you escape from being trapped by an opponent in the arena.
Maxed Physical Critial Hit - Increases your critical hit rate by 10%? That's better than it sounds like. Definitely max this.
[/spoiler]
The Hybrid Exorcist [Click]
[spoiler=]This is where you'll begin to understand why the pure Physical Exorcist is outclassed by the Hybrid. Hybrid's get all of the same attacks as Physicals, but they also get some magic to help corral and trap monsters and opponents in the arena. Just think of them as Physical Exorcist 2.0.
Crusader Tree:
Maxed Strike - For the 64 weapon attack and 5% hit rate.
Level 1 Cure - Self-explanatory.
Monk Tree:
Level 1 Smasher - A quick grab out of sticky situations and to break super armor.
Level 1 Second Upper - To extend combos and juggles.
Exorcist Tree:
Maxed GWL + Cancel - No discussion here. You'll need the launch height and luxury of being able to use it in the middle of normal combos to help with juggles.
Level 5 Phoenix Hammer - Unlike the Physical Exorcist, Hybrid doesn't max this skill. Instead you can leave it at level 5 for Chaos Hammer. While this makes Phoenix Hammer less useful, the magic you gain in it's place is much more valuable.
Level 10 Holy Amulet - You don't have much Intelligence, or Magic attack so this skill won't do much damage. However we need it at level 10 to unlock Lightning Amulet. Doesn't mean this skill is useless to you. You can use it as a long range poke and snare enemies.
Maxed Passion Chakra - You'll want the strength and extra hit rate.
Lurking Dragon - Being able to charge GWL and Crucifix Wind is an absolute necessity. In the arena you can use a charged GWL to super armor through attacks and counter instantly. Be careful though, as you can be grabbed out of it.
Maxed Suppression Amulet - This is why Hybrids are feared in the arena. Not because of your baseball skills, or your super armor, but this. At level 9 it decreases enemy movement by 55%, enemies jump height and hit rate by 23%. What this means is that if you knock anyone in a corner and throw this on the floor, they're going to have a VERY hard time escaping. It's also very useful in dungeons to slow monster movement, obviously.
Maxed Star in the Sky - Homerun!
Level 5 Crucifix Wind - The reason I leave this at level 5 is because the damage dealt doesn't scale too well as you pump SP in to it. It's mainly used as mob control and as a long range deterrent in the arena. Besides, the SP is better spent elsewhere.
Level 3 White Tiger - You do terrible magic damage so level 3 is enough for this to unlock Black Tortoise. This skill is great for adding on damage to bosses and mobs in dungeons and for field control in the arena. You can also use it in place for Leap if you just cast one on the floor. Use it with Suppression Amulet for the best results.
Maxed Chaos Hammer - Grants super armor and at the current maxed level of 8 you get a 41.1% chance of stunning your enemies. Nothing else needs to be said.
Level 5 God of Knowledge: Black Tortoise - This is where I dumped the leftover points. The extra 3 seconds of holding time is nice, but if you feel like you want points in another skill, feel free to drop this back to level 1. This is another one of your trump cards. Black Tortoise leaps on to and immobilizes enemies from moving and attacking for the duration listed. Especially dangerous in the arena if you call him out after a Homerun into a corner, giving you plenty of time to set up traps or lead into a Crucifix Wind > Chaos Hammer/Spinning Cross.
Maxed Spinning Cross - Your most brutal attack. Grants super armor and deals heavy damage in a huge range. Great for clearing mobs and punishing trapped victims in the arena.
Level 1 Lightning Amulet - It looks like Suppression Amulet, but instead of slowing down monsters, it calls down bolts of lightning to deal magic damage. Since you have terrible magic attack, it is mostly used as utility in dungeons, and to help field control in the arena.
Avenger Tree:
Level 1 Furious Grab - Works great as a mid-range poke and combo extender. After a GWL you can use this to keep the monster or arena opponent airborne long enough to use your GWL again. It uses the fixed damage system though, so maxing it won't do much for you. Best at level 1 for utility.
Example: XXX > GWL > Second Upper > Furious Grab > GWL
General Tree:
Quick Rebound - Invaluable in the arena. This enables you to get up immediately from a knock down and evade certain attacks from your opponent. For instance, if you're facing another Exorcist and he uses Smasher to throw you on the ground, it's a clear set up for him to get you with Star in the Sky. However if you hold this skill as soon as you hit the ground the grab will pass right through you. Also useful for dodging grenades, Steyr's explosion, and a Brawler's Mount if you're fast enough.
Backstep + Cancel - Whiff a combo? No problem. Just use this to cancel it and prevent yourself from eating a potential counter attack. Can be subbed out for other skills if you feel like it.
[/spoiler]
The Magical Exorcist [Click]
[spoiler=]Magical Exorcists are probably the most overlooked. They have a rough beginning, with your only real magic attack being Holy Amulet until level 30, however once they get going they become a force to be reckoned with.
Crusader Tree:
Level 1 Cure - Self-explanatory.
Maxed Wisdom Blessing - Since Strike won't help you much, you'll want to invest in Wisdom Blessing to make up for it.
Monk Tree:
Level 1 Smasher - A quick grab out of sticky situations and to break super armor.
Level 1 Second Upper - To extend combos and juggles for style points.
Exorcist Tree:
Level 5 GWL + Cancel - I capped GWL at level 5 since you are not primarily a melee class. GWL is just a means to knock away monsters or opponents to get them off your back for a bit.
Maxed Holy Amulet - You don't have many magic attacks, so you'll want to max this. Works as a long range poke and deals some impressive magic damage as well as snaring and slowing monsters as a bonus.
Lurking Dragon - Being able to charge GWL and Crucifix Wind is an absolute necessity. In the arena you can use a charged GWL to super armor through attacks and counter instantly. Be careful though, as you can be grabbed out of it.
Maxed Suppression Amulet - This is what helps Magic Exorcists shine At level 9 it decreases enemy movement by 55%, enemies jump height and hit rate by 23%. What this means is that if you knock anyone in a corner and throw this on the floor, they're going to have a VERY hard time escaping. It's also very useful in dungeons to slow monster movement, allowing you to set up White Tigers and Lightning Amulet to rip through mobs like a hot knfie through butter.
Level 1 Star in the Sky - Utility purposes this time around. It's excellent for giving yourself breathing room in both dungeons and the arena.
Level 1 Crucifix Wind - Since you don't need Spinning Cross, we're keeping this at level 1 for utility purposes as mob control.
Level 3 White Tiger - Although you do great magic damage, SP is better spent elsewhere and level 3 is enough for this to unlock Black Tortoise. This skill is great for adding on damage to bosses and mobs in dungeons and for field control in the arena. You can also use it in place for Leap if you just cast one on the floor. Use it with Suppression Amulet for the best results.
Maxed God of Knowledge: Black Tortoise - This is another one of your trump cards. Black Tortoise leaps on to and immobilizes enemies from moving and attacking for the duration listed. Especially dangerous in the arena if you call him out after a Homerun into a corner, giving you plenty of time to set up White Tigers, Suppression and Lightning Amulets.
Maxed Lightning Amulet - It looks like Suppression Amulet, but instead of slowing down monsters, it calls down bolts of lightning to deal massive magic damage. Use this on top of Suppression Amulet to turn mobs into fried mounds of ash.
Avenger Tree:
Maxed Furious Grab - A mid-range poke that does some good damage due to your high Intelligence. The immobilization rate is also a bonus.
General Tree:
Quick Rebound - Invaluable in the arena. This enables you to get up immediately from a knock down and evade certain attacks from your opponent. For instance, if you're facing another Exorcist and he uses Smasher to throw you on the ground, it's a clear set up for him to get you with Star in the Sky. However if you hold this skill as soon as you hit the ground the grab will pass right through you. Also useful for dodging grenades, Steyr's explosion, and a Brawler's Mount if you're fast enough.
Maxed Ancient Memory - Grants you 150 Intelligence for 20 seconds. Good for that extra 'oomph' during a tough boss or dungeon room.
Maxed Magic Critical Hit - At higher levels you'll be dealing damage almost constantly. This will be a perfect addition to your already amazing damage output.
Maxed Magic Rear Attack - You are the bringer of AOE related death. AOE attacks trigger lots of back attacks. Any questions?
[/spoiler]
Planning out your build is an important aspect of DFO. Too much SP spent in a useless skill can hinder your performance. Fortunately there's a site called aradsociety.com that makes this a lot easier. So I'm going to list a suggested build for each type of Exorcist. I use the word 'suggested' strongly, as it is after all, an opinion. None of the builds I am listing are 100% perfect. You can do whatever you please. However, you could end up regretting straying too far from my builds.
The Physical Exorcist [Click]
[spoiler=]As you can see it's very lenient SP wise. On the suggested build I even have 41 SP leftover. Star in the Sky and Chaos Hammer cancels are personal preference. Phoenix Hammer's cancel isn't really recommended but again, it's up to you.
Crusader Tree:
Maxed Strike - For the 64 weapon attack and 5% hit rate.
Level 1 Cure - Self-explanatory. You can grab Level 2 if you want with that extra SP
Monk Tree:
Level 1 Smasher - A quick grab out of sticky situations and to break super armor.
Maxed Lucky Straight Punch - Powerful multi-hit mob damage and knock back. Can be used to set up other skills, or as a quick damage dealer when your other skills are on cool down. You get no super armor from it, so be careful when using it.
Level 1 Second Upper - To extend combos and juggles.
Exorcist Tree:
Maxed GWL + Cancel - No discussion here. You'll need the launch height and luxury of being able to use it in the middle of normal combos to help with juggles.
Maxed Phoenix Hammer - 384px shockwave? You bet your ass that's going to to be useful in dungeons. It'll also catch a lot of people off guard in the arena. Most people don't think to jump when you use this skill.
Maxed Passion Chakra - You'll want the strength and extra hit rate.
Lurking Dragon - Being able to charge GWL and Crucifix Wind is an absolute necessity. In the arena you can use a charged GWL to super armor through attacks and counter instantly. Be careful though, as you can be grabbed out of it.
Maxed Star in the Sky - Homerun!
Level 5 Crucifix Wind - The reason I leave this at level 5 is because the damage dealt doesn't scale too well as you pump SP in to it. It's mainly used as mob control and as a long range deterrent in the arena. But if you want it higher, feel free to pull points out of Physical Rear Attack.
Maxed Chaos Hammer - Grants super armor and at the current maxed level of 8 you get a 41.1% chance of stunning your enemies. Nothing else needs to be said.
Maxed Spinning Cross - Your most brutal attack. Grants super armor and deals heavy damage in a huge range. Great for clearing mobs and punishing trapped victims in the arena.
Avenger Tree:
Level 1 Furious Grab - Works great as a mid-range poke and combo extender. After a GWL you can use this to keep the monster or arena opponent airborne long enough to use your GWL again. It uses the fixed damage system though, so maxing it won't do much for you. Best at level 1 for utility.
Example: XXX > GWL > Second Upper > Furious Grab > GWL
General Tree:
Quick Rebound - Invaluable in the arena. This enables you to get up immediately from a knock down and evade certain attacks from your opponent. For instance, if you're facing another Exorcist and he uses Smasher to throw you on the ground, it's a clear set up for him to get you with Star in the Sky. However if you hold this skill as soon as you hit the ground the grab will pass right through you. Also useful for dodging grenades, Steyr's explosion, and a Brawler's Mount if you're fast enough.
Backstep + Cancel - Whiff a combo? No problem. Just use this to cancel it and prevent yourself from eating a potential counter attack. You have plenty of SP to work with, no reason not to get these.
Level 1 Leap - Let's face it. You're a huge bulky mass of muscle. You're not going to jump very high. You also don't have the luxury of setting down a White Tiger to assist you. One point in this is enough to help you escape from being trapped by an opponent in the arena.
Maxed Physical Critial Hit - Increases your critical hit rate by 10%? That's better than it sounds like. Definitely max this.
[/spoiler]
The Hybrid Exorcist [Click]
[spoiler=]This is where you'll begin to understand why the pure Physical Exorcist is outclassed by the Hybrid. Hybrid's get all of the same attacks as Physicals, but they also get some magic to help corral and trap monsters and opponents in the arena. Just think of them as Physical Exorcist 2.0.
Crusader Tree:
Maxed Strike - For the 64 weapon attack and 5% hit rate.
Level 1 Cure - Self-explanatory.
Monk Tree:
Level 1 Smasher - A quick grab out of sticky situations and to break super armor.
Level 1 Second Upper - To extend combos and juggles.
Exorcist Tree:
Maxed GWL + Cancel - No discussion here. You'll need the launch height and luxury of being able to use it in the middle of normal combos to help with juggles.
Level 5 Phoenix Hammer - Unlike the Physical Exorcist, Hybrid doesn't max this skill. Instead you can leave it at level 5 for Chaos Hammer. While this makes Phoenix Hammer less useful, the magic you gain in it's place is much more valuable.
Level 10 Holy Amulet - You don't have much Intelligence, or Magic attack so this skill won't do much damage. However we need it at level 10 to unlock Lightning Amulet. Doesn't mean this skill is useless to you. You can use it as a long range poke and snare enemies.
Maxed Passion Chakra - You'll want the strength and extra hit rate.
Lurking Dragon - Being able to charge GWL and Crucifix Wind is an absolute necessity. In the arena you can use a charged GWL to super armor through attacks and counter instantly. Be careful though, as you can be grabbed out of it.
Maxed Suppression Amulet - This is why Hybrids are feared in the arena. Not because of your baseball skills, or your super armor, but this. At level 9 it decreases enemy movement by 55%, enemies jump height and hit rate by 23%. What this means is that if you knock anyone in a corner and throw this on the floor, they're going to have a VERY hard time escaping. It's also very useful in dungeons to slow monster movement, obviously.
Maxed Star in the Sky - Homerun!
Level 5 Crucifix Wind - The reason I leave this at level 5 is because the damage dealt doesn't scale too well as you pump SP in to it. It's mainly used as mob control and as a long range deterrent in the arena. Besides, the SP is better spent elsewhere.
Level 3 White Tiger - You do terrible magic damage so level 3 is enough for this to unlock Black Tortoise. This skill is great for adding on damage to bosses and mobs in dungeons and for field control in the arena. You can also use it in place for Leap if you just cast one on the floor. Use it with Suppression Amulet for the best results.
Maxed Chaos Hammer - Grants super armor and at the current maxed level of 8 you get a 41.1% chance of stunning your enemies. Nothing else needs to be said.
Level 5 God of Knowledge: Black Tortoise - This is where I dumped the leftover points. The extra 3 seconds of holding time is nice, but if you feel like you want points in another skill, feel free to drop this back to level 1. This is another one of your trump cards. Black Tortoise leaps on to and immobilizes enemies from moving and attacking for the duration listed. Especially dangerous in the arena if you call him out after a Homerun into a corner, giving you plenty of time to set up traps or lead into a Crucifix Wind > Chaos Hammer/Spinning Cross.
Maxed Spinning Cross - Your most brutal attack. Grants super armor and deals heavy damage in a huge range. Great for clearing mobs and punishing trapped victims in the arena.
Level 1 Lightning Amulet - It looks like Suppression Amulet, but instead of slowing down monsters, it calls down bolts of lightning to deal magic damage. Since you have terrible magic attack, it is mostly used as utility in dungeons, and to help field control in the arena.
Avenger Tree:
Level 1 Furious Grab - Works great as a mid-range poke and combo extender. After a GWL you can use this to keep the monster or arena opponent airborne long enough to use your GWL again. It uses the fixed damage system though, so maxing it won't do much for you. Best at level 1 for utility.
Example: XXX > GWL > Second Upper > Furious Grab > GWL
General Tree:
Quick Rebound - Invaluable in the arena. This enables you to get up immediately from a knock down and evade certain attacks from your opponent. For instance, if you're facing another Exorcist and he uses Smasher to throw you on the ground, it's a clear set up for him to get you with Star in the Sky. However if you hold this skill as soon as you hit the ground the grab will pass right through you. Also useful for dodging grenades, Steyr's explosion, and a Brawler's Mount if you're fast enough.
Backstep + Cancel - Whiff a combo? No problem. Just use this to cancel it and prevent yourself from eating a potential counter attack. Can be subbed out for other skills if you feel like it.
[/spoiler]
The Magical Exorcist [Click]
[spoiler=]Magical Exorcists are probably the most overlooked. They have a rough beginning, with your only real magic attack being Holy Amulet until level 30, however once they get going they become a force to be reckoned with.
Crusader Tree:
Level 1 Cure - Self-explanatory.
Maxed Wisdom Blessing - Since Strike won't help you much, you'll want to invest in Wisdom Blessing to make up for it.
Monk Tree:
Level 1 Smasher - A quick grab out of sticky situations and to break super armor.
Level 1 Second Upper - To extend combos and juggles for style points.
Exorcist Tree:
Level 5 GWL + Cancel - I capped GWL at level 5 since you are not primarily a melee class. GWL is just a means to knock away monsters or opponents to get them off your back for a bit.
Maxed Holy Amulet - You don't have many magic attacks, so you'll want to max this. Works as a long range poke and deals some impressive magic damage as well as snaring and slowing monsters as a bonus.
Lurking Dragon - Being able to charge GWL and Crucifix Wind is an absolute necessity. In the arena you can use a charged GWL to super armor through attacks and counter instantly. Be careful though, as you can be grabbed out of it.
Maxed Suppression Amulet - This is what helps Magic Exorcists shine At level 9 it decreases enemy movement by 55%, enemies jump height and hit rate by 23%. What this means is that if you knock anyone in a corner and throw this on the floor, they're going to have a VERY hard time escaping. It's also very useful in dungeons to slow monster movement, allowing you to set up White Tigers and Lightning Amulet to rip through mobs like a hot knfie through butter.
Level 1 Star in the Sky - Utility purposes this time around. It's excellent for giving yourself breathing room in both dungeons and the arena.
Level 1 Crucifix Wind - Since you don't need Spinning Cross, we're keeping this at level 1 for utility purposes as mob control.
Level 3 White Tiger - Although you do great magic damage, SP is better spent elsewhere and level 3 is enough for this to unlock Black Tortoise. This skill is great for adding on damage to bosses and mobs in dungeons and for field control in the arena. You can also use it in place for Leap if you just cast one on the floor. Use it with Suppression Amulet for the best results.
Maxed God of Knowledge: Black Tortoise - This is another one of your trump cards. Black Tortoise leaps on to and immobilizes enemies from moving and attacking for the duration listed. Especially dangerous in the arena if you call him out after a Homerun into a corner, giving you plenty of time to set up White Tigers, Suppression and Lightning Amulets.
Maxed Lightning Amulet - It looks like Suppression Amulet, but instead of slowing down monsters, it calls down bolts of lightning to deal massive magic damage. Use this on top of Suppression Amulet to turn mobs into fried mounds of ash.
Avenger Tree:
Maxed Furious Grab - A mid-range poke that does some good damage due to your high Intelligence. The immobilization rate is also a bonus.
General Tree:
Quick Rebound - Invaluable in the arena. This enables you to get up immediately from a knock down and evade certain attacks from your opponent. For instance, if you're facing another Exorcist and he uses Smasher to throw you on the ground, it's a clear set up for him to get you with Star in the Sky. However if you hold this skill as soon as you hit the ground the grab will pass right through you. Also useful for dodging grenades, Steyr's explosion, and a Brawler's Mount if you're fast enough.
Maxed Ancient Memory - Grants you 150 Intelligence for 20 seconds. Good for that extra 'oomph' during a tough boss or dungeon room.
Maxed Magic Critical Hit - At higher levels you'll be dealing damage almost constantly. This will be a perfect addition to your already amazing damage output.
Maxed Magic Rear Attack - You are the bringer of AOE related death. AOE attacks trigger lots of back attacks. Any questions?
[/spoiler]

