2012-02-01, 05:44 PM
I personally left rolling spin at 1 in my test build because people keep insisting that final toss is the most amazing skill ever, but even doing that I wasn't able to max booster/final charge/smart knockback. At the same time, I had my Fenrir at 20 because I thought you needed it that high for other skills. Anyway, I kinda like combo recharge if only for recasting combo drain and I imagine it's kind of important for being able to use combo barrier for clutch boss fights. Really though, I don't see how Arans are going to have enough points in second/third job, especially if you go back for booster.
Unless someone lays out some really solid reasoning as to why I shouldn't, I'm only going to put one point in final toss and leave rolling spin unmaxed so that I can max everything else.
Edit: I don't think I'm going to have any problems with skill points in 4th job because of the 5 piece set bonus from the 140 set, but assuming I couldn't do that I would also probably take points out of sudden strike and leave Maple Warrior at 29 for the sake of increasing Combo Tempest further since I really don't understand the appeal of increasing the damage of final charge/final toss. Also, are there really no consequences to leaving combo smash at 5?
Unless someone lays out some really solid reasoning as to why I shouldn't, I'm only going to put one point in final toss and leave rolling spin unmaxed so that I can max everything else.
Edit: I don't think I'm going to have any problems with skill points in 4th job because of the 5 piece set bonus from the 140 set, but assuming I couldn't do that I would also probably take points out of sudden strike and leave Maple Warrior at 29 for the sake of increasing Combo Tempest further since I really don't understand the appeal of increasing the damage of final charge/final toss. Also, are there really no consequences to leaving combo smash at 5?

