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Knight of Cygnus: Soul Master
#1
Special thanks to IsaacGS, Fiel and ZYXWVUT from SouthPerry for allowing me the use of the extracted skills and images from the .wz files.


I was bored so I made this for my future reference when the Knights of Cygnus come to gMS. Comment on builds and such. This is just going by my perception and use of a Crusader in gMS. Comments welcome. :]

Also, wasn't quite sure where to put this, so... Yeah. Ugh. This probably should have been put into the Guides section. <_<


The Soul Master
With the new addition, The Knights of Cygnus, comes many new classes, in particular the Soul Mater. This master of purity is quite different from the regular, plain old Hero that we have today, for this new branch focuses solely on holy power.

A Knight of Cygnus character is created by having a 'parent' character on your account that must be above level 20. In order to create your Noblesse, or Cygnus character, you must talk to Ninehearts in Ereb. Once you do that, the character creation screen will pop up just like you're creating a character normally.


A Knight of Cygnus character is completely unique for they gain 6 AP each level until level 70. Also, the maximum level for a Cygnus character is level 120! Also, when the Cygnus character is created, both the Parent and the Noblesse obtain a special skill: The Blessing of the Sprite. With this skill, the Weapon and Magic attack are increased for both the Parent and Noblesse.


[Image: skill10000012icon.png]Blessing of the Sprite
Description: Increases your Weapon Attack, Magic Attack, Accuracy and Avoidability.
Comment: For every 10 levels on the Parent, the Noblesse's skill level goes up by one. Level 120 Parent meant level 12 skill on the Noblesse. It goes the same for the level of the Noblesse and the Parent's skill level. The Weapon Attack, Accuracy and Avoidability go up by 1 each level while the Magic Attack goes up by 2.
Max Level: 20



Level 1: Weapon Attack + 1; Magic Attack + 2; Accuracy + 1; Avoidability + 1
Level 10: Weapon Attack + 10; Magic Attack + 20; Accuracy + 10 ; Avoidability + 10
Level 20: Weapon Attack + 20; Magic Attack + 40; Accuracy + 20; Avoidability + 20


[Image: Echo.png]Echo of Hero
Description: Increase weapon attack and magic attack on all players around.
Comment: Earned at 120, nerfed from level 200 version (originally 4%)
Max Level: 1

Level 1: MP -30; +2% Weapon and Magic Attack; 40 Minute Duration; 2 Hour Cooldown


First Job
As far as first job goes, the Soul Master has the same skills as a regular Warrior minus and plus a few. The skills left out are Improving HP Recovery and Endure. Each Knight of Cygnus character is equipped with a Sprite that they can summon which corresponds to their unique element.

The Armory

 1st Job Skills

The Build

Level 10: 1 Improving Max HP Increase (1)
Level 11: 3 Improving Max HP Increase (4)
Level 12: 3 Improving Max HP Increase (7)
Level 13: 3 Improving Max HP Increase (MAX)
Level 14: 1 Soul Sprite (1); 1 Power Strike (1); 1 Slash Blast (1)
Level 15: 3 Slash Blast (4)
Level 16: 3 Slash Blast (7)
Level 17: 3 Slash Blast (10)
Level 18: 3 Slash Blast (13)
Level 19: 3 Slash Blast (16)
Level 20: 3 Slash Blast (19)
Level 21: 1 Slash Blast (MAX); 2 Power Strike (3)
Level 22: 3 Power Strike (6)
Level 23: 3 Power Strike (9)
Level 24: 3 Power Strike (12)
Level 25: 3 Power Strike (15)
Level 26: 3 Power Strike (18)
Level 27: 2 Power Strike (MAX); 1 Soul Sprite (2)
Level 28: 3 Soul Sprite (5)
Level 29: 3 Soul Sprite (8)
Level 30: 3 Soul Sprite (11)

Comments: The generic Warrior build with a new skill, Soul Sprite, thrown in there. Nothing new nor special here. Second job is where the magic happens.

Second Job
The second job Soul Master is where the fun begins. Unlike the regular second jobs, the Soul Master recieves new skills; one which rivals a Hermit in Mobility (Soul Runner) and another which gives quite the powerful mob attack (Soul Blade). But sorry folks, Soul Master's don't really recieve a Holy Element towards their skills, seems like only the Sprite is their holy element. :[

The Arsenal

 2nd Job Skills

The Build

Level 30: 1 Soul Blade (1)
Level 31: 3 Soul Runner (3)
Level 32: 3 Soul Runner (6)
Level 33: 3 Soul Runner (9)
Level 34: 1 Soul Runner (MAX); 2 Sword Mastery (2)
Level 35: 3 Sword Mastery (5)
Level 36: 3 Sword Booster (3)
Level 37: 3 Sword Booster (6)
Level 38: 3 Sword Mastery (8)
Level 39: 3 Sword Mastery (11)
Level 40: 3 Sword Mastery (14)
Level 41: 3 Sword Mastery (17)
Level 42: 2 Sword Mastery (19); 1 Soul Blade (2)
Level 43: 3 Soul Blade (5)
Level 44: 2 Soul Blade (8)
Level 45: 3 Soul Blade (11)
Level 46: 3 Soul Blade (14)
Level 47: 3 Soul Blade (17)
Level 48: 3 Soul Blade (20)
Level 49: 3 Soul Blade (23)
Level 50: 3 Soul Blade (26)
Level 51: 3 Soul Blade (29)
Level 52: 1 Soul Blade (MAX); 2 Sword Booster (8)
Level 53: 3 Sword Booster (11)
Level 54: 1 Sword Booster (12); 2 Rage (2)
Level 55: 3 Rage (5)
Level 56: 3 Rage (8)
Level 57: 3 Rage (11)
Level 58: 3 Rage (14)
Level 59: 3 Rage (17)
Level 60: 3 Rage (MAX)
Level 61: 3 Final Attack (3)
Level 62: 3 Final Attack (6)
Level 63: 3 Final Attack (9)
Level 64: 3 Final Attack (12)
Level 65: 3 Final Attack (15)
Level 66: 3 Final Attack (18)
Level 67: 3 Final Attack (21)
Level 68: 3 Final Attack (24)
Level 69: 3 Final Attack (27)
Level 70: 3 Final Attack (MAX)

Comments: This was actually pretty annoying to build. In the back of my mind I really wanted Rage, but I also wanted everything else, especially Soul Runner. MOAR MOBILITY FTW. So I decided to pwn Rage and max everything else but Mastery of course. It's quite different from normal Fighter builds in the sense that FA is dead last since it isn't quite useful in this job.

The Ordnance

 3rd Job Skills
The Build
Level 70: 1 Combo Attack (1)
Level 71: 3 Combo Attack (4)
Level 72: 3 Combo Attack (7)
Level 73: 3 Combo Attack (10)
Level 74: 3 Combo Attack (13)
Level 75: 3 Combo Attack (16)
Level 76: 3 Combo Attack (19)
Level 77: 1 Combo Attack (MAX); 2 Soul Driver (2)
Level 78: 3 Soul Driver (5)
Level 79: 3 Soul Driver (8)
Level 80: 3 Soul Driver (11)
Level 81: 3 Soul Driver (14)
Level 82: 3 Soul Driver (17)
Level 83: 3 Soul Driver (20)
Level 84: 3 Soul Driver (23)
Level 85: 3 Soul Driver (26)
Level 86: 3 Soul Driver (29)
Level 87: 1 Soul Driver (MAX); 2 Soul Charge (2)
Level 88: 3 Soul Charge (5)
Level 89: 3 Soul Charge (8)
Level 90: 3 Soul Charge (11)
Level 91: 3 Soul Charge (14)
Level 92: 3 Soul Charge (17)
Level 93: 3 Soul Charge (MAX)
Level 94: 3 SAVED (3)
Level 95: 3 SAVED (6)
Level 96: 3 SAVED (9)
Level 97: 3 SAVED (12)
Level 98: 3 SAVED (15)
Level 99: 3 SAVED (18)
Level 100: 20 Brandish (MAX); 1 Coma (1)
Level 101: 3 Coma (4)
Level 102: 3 Coma (7)
Level 103: 3 Coma (10)
Level 104: 1 Coma (11); 2 SAVED (2)
Level 105: 3 SAVED (5)
Level 106: 3 SAVED (8)
Level 107: 3 SAVED (11)
Level 108: 3 SAVED (14)
Level 109: 3 SAVED (17)
Level 110: 20 Advanced Combo Attack (MAX)
Level 111: 3 Coma (14)
Level 112: 3 Coma (17)
Level 113: 3 Coma (20)
Level 114: 3 Improving MP Recovery (3)
Level 115: 3 Improving MP Recovery (6)
Level 116: 3 Improving MP Recovery (9)
Level 117: 3 Improving MP Recovery (12)
Level 118: 3 Improving MP Recovery (15)
Level 119: 3 Improving MP Recovery (18)
Level 120: 2 Improving MP Recovery (MAX); 1 Panic (1)

Comments: Combo was first, as usual, but I decided to do Soul Driver second because it's a pretty good attack. 300% on 8 monsters? Yes please. Then Soul Charge for added damage and such. Save points for a while in order to max Brandish and Advanced Combo when you obtain them. Once you've saved enough, go for Coma then Improving MP Recovery since Panic sucks. :]
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#2
First job : There's really no need for Soul Sprite at level 10. Just max out Max HP Increase, then decide whether or not to put a point in it. You need one point in Power Strike before you can put one in Slash Blast.

Second Job : I would suggest getting Soul Blade at first. Then maxing out Soul Runner. Then, in KMS, I did +2 Mastery and +1 Soul Blade until 5 Mastery. Then I put 6 points into Booster and then continued with the +2 Mastery and +1 Soul Blade every level. I wouldn't suggest mastering Final Attack. It's not a passive skill like it is for the other core-warrior jobs. It's a buff that you have to keep activating. Also, you will be using Soul Blade 90% of the time, so there really isn't any use for it. Once you get Brandish, Final Attack's usefulness will drop like a rock. If you really want to max it, I would take points out of Booster. Remember, Rage now gives +12 attack, not 10.

Third job : I never really made it to third job on KMS, but I do know that Brandish and Advance Combo max at 20, not 30. I doubt Panic will ever be more useful that Soul Driver. Especially since Panic only deals a high amount of damage to one monster, while Soul Drive does what? 75% four times to multiple monsters?

That's my thought on the build.
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#3
For your first job build, lvl 1 sprite at lvl 10 is unnecessary. you really dont need it.

 Just a suggestion for tweaking your second job build

This build has proven to be one of the best builds made so far (credits go to Pyro) But you dont need to use this build, I just advise tweaking some aspects.
Then, for your third job build, I would say its a pretty good build. Soul Driver is definitely a great attack, but Brandish beats it in a few aspects, but its still a handy skill to have at your disposal. I don't think you need to put Panic in there, for Soul Driver and Brandish beat it out.
Oh, and, like the above poster, you may need to tweak your third job build, seeing as Advanced Combo Attack and Brandish do max at lvl 20. In place of those SP, i suggest mp recovery. which would leave you at Max everything but lvl 1 Panic.
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#4
ShiKage Wrote:Second Job : I would suggest getting Soul Blade at first. Then maxing out Soul Runner. Then, in KMS, I did +2 Mastery and +1 Soul Blade until 5 Mastery. Then I put 6 points into Booster and then continued with the +2 Mastery and +1 Soul Blade every level. I wouldn't suggest mastering Final Attack. It's not a passive skill like it is for the other core-warrior jobs. It's a buff that you have to keep activating. Also, you will be using Soul Blade 90% of the time, so there really isn't any use for it. Once you get Brandish, Final Attack's usefulness will drop like a rock. If you really want to max it, I would take points out of Booster. Remember, Rage now gives +12 attack, not 10.

Brandish activates FA for SMs. It's effectively a third hit for Brandish (which SHOULD be stronger than the first two hits, since maxed Brandish isn't 250% or 260% or whatever for SMs).

Edit: Drop points in Booster for Rage, like ShiKage said. IMO you SHOULD keep FA (especially if, for some reason, you plan to use Panic/Coma to train in 3rd Job instead of Soul Driver).

Moar Edit: I seriously would NOT save Soul Driver for last. Coma isn't that great compared to a full-screen-ish attack that hits 8 monsters for a total of 300% damage each.
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#5
[COLOR="DarkRed"]Yeah, it was just the fact that the skills from the .wz sort of confused me. Brandish and Adv. Combo saying Max level 20 but then somehow having a level 30. -shrug- I'll fix it up.

And I agree with everyone on the FA thing. Since it doesn't seem like Coma/Panic will be used, FA'll be nearly useless. So I'll tidy everything up in a bit.

Thanks for comments. :3

@ ShiKage: You're sure there's a pre-req for SB? The comments said there weren't, but I'll just add it in anyway.[/COLOR]
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#6
HooKarez Wrote:[COLOR="DarkRed"]Yeah, it was just the fact that the skills from the .wz sort of confused me. Brandish and Adv. Combo saying Max level 20 but then somehow having a level 30. -shrug- I'll fix it up.

And I agree with everyone on the FA thing. Since it doesn't seem like Coma/Panic will be used, FA'll be nearly useless. So I'll tidy everything up in a bit.

Thanks for comments. :3

@ ShiKage: You're sure there's a pre-req for SB? The comments said there weren't, but I'll just add it in anyway.[/COLOR]

yea there is. I was going to add that in my post but i forgot as i was talking about the 2nd job. When i was looking at 1st job builds in Ellin Forest I was like "wtp? how can you get slash blast that early? there is a prereq...." I'll post a ss if necessary.

oh and dont drop FA. it does work with Brandish. FA is better than Booster IMO.
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#7
[COLOR="DarkRed"]Decisions, decisions. This'll be the first time I'll have a character without maxed Booster. ]:

Oh well. It'll be worth it. 8D[/COLOR]
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#8
Well if FA works the same way it does now, it'll ruin Brandish's mob damage. Even on 1v1, one hit of FA is slower than one hit of Brandish.
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#9
Just To Clarify: The text in orange is the lvl 1 Power Strike Prerequisite.

 Spoiler
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#10
[COLOR="DarkRed"]I think I'm finished now.. o:

But lul @ the end of 3rd job. <_<
[/COLOR]
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#11
Looked pretty good as far as builds go, but I don't think I could stand not getting mastery almost max sooner, and rage a little earlier. I think I'd do this instead:

Level 30: 1 Soul Blade (1)
Level 31: 3 Soul Runner (3)
Level 32: 3 Soul Runner (6)
Level 33: 3 Soul Runner (9)
Level 34: 1 Soul Runner (MAX); 2 Sword Mastery (2)
Level 35: 3 Sword Mastery (5)
Level 36: 3 Sword Mastery (8)
Level 37: 3 Sword Mastery (11)
Level 38: 3 Sword Mastery (14)
Level 39: 3 Sword Mastery (17)
Level 40: 2 Sword Mastery (19); 1 Soul Blade (2)
Level 41: 3 Soul Blade (5)
Level 42: 3 Soul Blade (8)
Level 43: 3 Soul Blade (11)
Level 44: 3 Soul Blade (14)
Level 45: 1 Soul Blade (15); 2 Sword Booster (2)
Level 46: 3 Sword Booster (5)
Level 47: 2 Soul Blade (17); 1 Sword Booster (6)
Level 48: 3 Soul Blade (20)
Level 49: 3 Soul Blade (23)
Level 50: 3 Soul Blade (26)
Level 51: 3 Soul Blade (29)
Level 52: 1 Soul Blade (MAX); 2 Rage (2)
Level 53: 3 Rage (5)
Level 54: 3 Rage (8)
Level 55: 3 Rage (11)
Level 56: 3 Rage (14)
Level 57: 3 Rage (17)
Level 58: 3 Rage (MAX)
Level 59: 3 Sword Booster (9)
Level 60: 3 Sword Booster (12)
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#12
Getting 21 soul blade is a lot more important than mastery.
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#13
im still wondering if brandish' final attack has a set range like the normal brandish attack or if it uses the sword's range like powerstrike/slashblast
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#14
in your intro, soul masters never actually get any holy elemental skills except for the sprite. its all neutral. you wont be stuck at skeles when you can be at cgs..

a note about 3rd job, put your 11 coma in front of those saved points. youll still have 20 saved points at 110, but youll also get the benefits of coma earlier. also, consider leaving combo at 15 for a while so you have 5 points you can put in other stuff earlier. 5 orbs is whats important, not having it maxed that early for a whopping extra 5% for 5 sp. finish it out after soul charge, i think that would be the most prudent.

edit: i also suggest getting sprite before power strike. i am under the impression that it has mastery, and since it always hits 3 its gonna be a lot more useful than ps. of course, you can argue that it doesnt matter if you feel obstinate since you get to do quests to 30, but thats still what im gonna do. mob skills <3

Kirov Wrote:Getting 21 soul blade is a lot more important than mastery.

is it really? i thought the most critical thing for warriors was that stupid minimum of 40 damage. you already have a skill that hits 130% to 6. you dont need to replace it that early.
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#15
For some reason, I don't remember having done anything for this thread.
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#16
ZYXWVUT Wrote:For some reason, I don't remember having done anything for this thread.

[COLOR="DarkRed"]I dunno. Isaac had said to credit yourself as well as Fiel for the skills and such from the files, so I did.

-shrug-

And changed some stuff. Coma before saving the points, Mastery before Blade.[/COLOR]
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#17
Kirov Wrote:Getting 21 soul blade is a lot more important than mastery.

I don't really get that. The biggest flaw in warriors up until 35-36 is their low hits. Slast Blast is perfectly acceptable as a mob attack, it's what every other warrior class uses all the way up to their 70s and what Crusaders and White Knights use all the way up to their 120s. Lack of mastery prevents you from training as efficiently due to the chance that it may take you 5+ hits to kill whatever you're training on when you're unlucky enough to get low hits. The only reason I think Soul Runner is more important than mastery first is due to the improved movement it allows you. And movement is the only thing I'd sacrifice Mastery for that early in 2nd job. Being able to get to monsters faster makes it worthwhile, but the low hits are one of the first things I want to get rid of. I may yet sacrifice one or two points in Soul Runner to get Mastery even earlier. Won't know for sure until I'm actually playing as it though.
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#18
modular Wrote:in your intro, soul masters never actually get any holy elemental skills except for the sprite. its all neutral. you wont be stuck at skeles when you can be at cgs..

a note about 3rd job, put your 11 coma in front of those saved points. youll still have 20 saved points at 110, but youll also get the benefits of coma earlier. also, consider leaving combo at 15 for a while so you have 5 points you can put in other stuff earlier. 5 orbs is whats important, not having it maxed that early for a whopping extra 5% for 5 sp. finish it out after soul charge, i think that would be the most prudent.

edit: i also suggest getting sprite before power strike. i am under the impression that it has mastery, and since it always hits 3 its gonna be a lot more useful than ps. of course, you can argue that it doesnt matter if you feel obstinate since you get to do quests to 30, but thats still what im gonna do. mob skills <3



is it really? i thought the most critical thing for warriors was that stupid minimum of 40 damage. you already have a skill that hits 130% to 6. you dont need to replace it that early.

Are soul masters even going to need skeles or cgs? They can only get to 120 and unless they are a lot stronger than crusaders, I dont understand why they would be at either of those spots when they can go to himes.
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#19
ElectricSix Wrote:I don't really get that. The biggest flaw in warriors up until 35-36 is their low hits. Slast Blast is perfectly acceptable as a mob attack, it's what every other warrior class uses all the way up to their 70s and what Crusaders and White Knights use all the way up to their 120s. Lack of mastery prevents you from training as efficiently due to the chance that it may take you 5+ hits to kill whatever you're training on when you're unlucky enough to get low hits. The only reason I think Soul Runner is more important than mastery first is due to the improved movement it allows you. And movement is the only thing I'd sacrifice Mastery for that early in 2nd job. Being able to get to monsters faster makes it worthwhile, but the low hits are one of the first things I want to get rid of. I may yet sacrifice one or two points in Soul Runner to get Mastery even earlier. Won't know for sure until I'm actually playing as it though.

im not sure i would even sacrifice more than 1 point into soul runner before getting mastery Tongue
the mana is a peach but its the same with clerics getting 1 tele till they max heal. just more expensive for 10 lvls. im a hardcore grinder though, IF i waste the time

Birdie Wrote:Are soul masters even going to need skeles or cgs? They can only get to 120 and unless they are a lot stronger than crusaders, I dont understand why they would be at either of those spots when they can go to himes.

at about 110 they should be able to 2hko skeles / 3hko cgs. that leaves 10 levels of training for ya, maybe 5 at cgs. maybe more if you make a really strong one and can 3hko skele without advance combo. only problem at cgs will be accuracy. but they wouldnt ever need a higher training ground, definitely.
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#20
Regarding Brandish+FA;
Single target Brandish %DPS is 1440%.
With FA, that's 1483.78%. Or, basically 1.03x damage in exchange for 30 second job SP.

Since we don't know whether it has the same range as Brandish or not, hits one or three, reduced damage etc., personally I'd just ditch it entirely and max out Soul Sprite/Iron Body.

Oh yeah, and if you have 22 FA, it's 1428.63%, less than having none at all. So if you're going to shave points from it you might as well nix it all.
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