2012-02-01, 06:13 PM
Chicocl Wrote:Maxing combo recharge is bad for some people, when you get combo barrier and you have max combo recharge, you can't use combo drain directly after using recharge.
the best build should be:
1st job max everything but booster
2nd job everything but fenrir at 10 and booster at 17.
3rd job I really don't know, final toss is pretty nice for zak when you get freeze standing maxed, rolling spin in my opinion is better than combo recharge but combo recharge is awesome for pvp with tempest (but it's terrible when maxed and combo barrier)
I'd leave combo recharge at 11, and get 4 extra points from 4th job (when maxing combo barrier) because before that you don't really use it, rolling spin can recharge your combos fast.
edit: leaving it at 11 is too risky 28% hp reduction is a lot for arans hp, so maybe i would leave it at 15 by leaving spin at 16.
I made this with the thought that different people play the game different, yeah some skills should be maxed to bring out the best in the class but some skills seem to be about preference. And I only got 3 points when I advanced yesterday, but about the Combo Barrier problem, I don't think it is too much of a hassle to build up a short 30 combo just using Rolling Spin or normal attacking. I use Combo Recharge to raise my attack back up after using a combo finisher(I.E Fenrir/Judgement/Tempest/Barrier).
FabledGumbo Wrote: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?
Well Final Toss is good, not saying its omg great. I think it will be as great as everyone says when you have at least a point into Sudden Strike, since it allows you to use Final Toss without having to mash your attack key first. But your play style is different and that is why I made the guide with more than one build

