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What will probably be the Aran cookie cutter skill build?
#1
Thanks to a really extended patch, I decided to spend some idle time looking at the Aran skill tables. I do admit, just about everything they got seems useful, but we all know we won't have the SP for everything. I wonder if people already have a good idea on what will be needed and what will be least useful to an Aran. I won't be thinking up a level by level SP build, just a general list of what you must have per job.


1st job has 61 SP to go around. I therefore propose the following:
 Spoiler

2nd job has 121 SP to go around. I brainstormed the following:

 Spoiler

For 3rd job you get 151 SP, so I thought of the following:
 Spoiler

4th job seems tough, but figuring out 3rd job was actually trickier. There is 243 SP to dsitribute
 Spoiler

I hope whoever makes an Aran gets a delightful read from my post created out of boredom.

*Thank you Takebacker for pointing out the Full Swing/Overswing skills only need 20/30 to max, powering up both attacks instead of one at a time. Posts were editted accordingly.
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#2
After reading 1st job spoiler: Combat step isn't like FJ, it only launches you so fast your brain explodes when you use it off of a ledge. Otherwise you can't jump shoot it, and it doesn't work in mid air. It still moves you enough for it to be worth it though.

2nd job i agree with.

3rd job: I don't like combo peril nor rolling spin. Peril doesn't do as much damage as smash, and it takes more than triple the combos to pull it off, which is a pain in the ass and very limiting. You seem to think rolling spin is like rush. It isn't. It doesn't move you, and all it does is stun enemies. Not very useful imo.

Full swing is one skill that powers up both double and triple swing. It doesn't take 40 SP, it takes 20.

That means you can max toss. I like toss, +100% damage is cool.

4th job: Same thing for overswing, it's 1 skill.
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#3
IllegallySane Wrote:I hope whoever makes an Aran gets a delightful read from my post created out of boredom.

I came. I might actually use this sort of a set up because you seem to have described a very nice path and usefulness chart.
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#4
Interesting post. I'll be making an Aran no doubt when they get released in GMS and this will be helpful in deciding skill builds since I haven't put much thought into it myself.
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#5
Takebacker Wrote:After reading 1st job spoiler: Combat step isn't like FJ, it only launches you so fast your brain explodes when you use it off of a ledge. Otherwise you can't jump shoot it, and it doesn't work in mid air. It still moves you enough for it to be worth it though.

2nd job i agree with.

3rd job: I don't like combo peril nor rolling spin. Peril doesn't do as much damage as smash, and it takes more than triple the combos to pull it off, which is a pain in the ass and very limiting. You seem to think rolling spin is like rush. It isn't. It doesn't move you, and all it does is stun enemies. Not very useful imo.

Full swing is one skill that powers up both double and triple swing. It doesn't take 40 SP, it takes 20.

That means you can max toss. I like toss, +100% damage is cool.

Will edit more.

Hold up, does that mean that Overswing in 4th only needs 30 SP to power up both instead of 60?


.....

Shine

Original post revised. Wow, Arans have it really easy with skill points compared to other classes.
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#6
IllegallySane Wrote:Hold up, does that mean that Overswing in 4th only needs 30 SP to power up both instead of 60?


.....

Shine

As does full swing, yes.
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#7
You can pretty much max every skill in their entire book. :f6: Win.
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#8
Man, I seriously thought it was going to be tough figuring out skill point distribution because I thought Full Swing Double/Triple Swing and Overswing Double/Triple Swing are separate skills. Boy was I dead wrong. Someone needs to note/sticky that.
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#9
This is what I'm doing for my Aran as we speak. Please correct any error or post any suggestions. I want my Aran to be well prepared. Thanks.


> 1st Job <

Level
10 ~ 1 Double Attack
11 ~ 4 Double Attack
12 ~ 6 Double Attack 1 Combat Step
13 ~ 9 Double Attack
14 ~ 11 Double Attack 2 Combat Step
15-17 ~ 5 Combat Step
18-21 ~ Save 12 SP
22 ~ 15 Polearm Booster
23 ~ 20 Double Attack (MAX)
24-26 ~ 9 Combo Ability
27 ~ 10 Combo Ability (MAX) 7 Combat Step
28-29 ~ 13 Combat Step
30 ~ 15 Combat Step (MAX) 16 Polearm Booster
-----------------------------------------------
Combo Ability (MAX)
Double Attack (MAX)
Combat Step (MAX)
Polearm Booster (16)
-----------------------------------------------

>> 2nd Job <<

Level
30 ~ 1 Triple Swing
31 ~ 2 Triple Swing 1 Polearm Mastery
32-37 ~ 19 Polearm Mastery
38 ~ 6 Triple Swing
39 ~ 7 Triple Swing Save 2 SP
40-44 ~ Save 17 SP
45 ~ 20 Combo Smash (MAX)
46-49 ~ 19 Triple Swing
50 ~ 20 Triple Swing (MAX) 1 Final Take 1 Body Pressure
51-56 ~ 19 Body Pressure
57 ~ 20 Body Pressure (MAX) 3 Final Take
58-66 ~ 30 Final Take (MAX)
67-70 ~ 12 Combo Drain
------------------------------------------
Polearm Mastery (19)
Triple Swing (MAX)
Final Take (MAX)
Combo Smash (MAX)
Combo Drain (12)
Body Pressure (MAX)
------------------------------------------

>>> 3rd Job <<<

Level
70 ~ 1 Full Swing
71 ~ 1 Rolling Spin 3 Full Swing
72-76 ~ 18 Full Swing
77 ~ 20 Full Swing (MAX) 1 Final Toss
78-83 ~ 18 Combo Critical
84 ~ 20 Combo Critical (MAX) 1 Snow Charge
85-90 ~ 19 Snow Charge
91 ~ 20 Snow Charge (MAX) 2 Smart Knockback
92-97 ~ 20 Smart Knockback (MAX)
98-106 ~ 28 Final Toss (MAX)
107 ~ 30 Final Toss (MAX) 1 Combo peril
108-116 ~ 28 Combo Peril
117 ~ 30 Combo Peril (MAX) 2 Rolling Spin
118-120 ~ 11 Rolling Spin
------------------------------------------------------------------
Combo Critical (MAX)
Final Toss (MAX)
Combo Peril (MAX)
Rolling Spin (11)
Full Swing (MAX)
Smart Knockback (MAX)
Snow Charge (MAX)

------------------------------------------------------------------

>>>> 4th Job <<<<

Level
120 ~ 1 Overswing
121 ~ 2 Overswing 1 Final Blow 1 High Mastery
122-130 ~ 29 Overswing
131 ~ 30 OverSwing (MAX) 3 High Mastery
132-140 ~ 30 High Mastery (MAX)
141-150 ~ 30 Freeze Standing (MAX)
151-
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#10
Wait, if Arans have enough SP to max everything in 4th job with a spare 23, and it only takes 22 to max all of the other skills in the other jobs, then there's going to be 1 annoying SP left over?
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#11
Holypie Wrote:Wait, if Arans have enough SP to max everything in 4th job with a spare 23, and it only takes 22 to max all of the other skills in the other jobs, then there's going to be 1 annoying SP left over?

Heroes will.
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#12
I think aran will be the hardest to predict.
We need to FEEL out how the comboing system would work.
It might be more important to spread skills rather than clump them.Glitter
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#13
Which build is realyl power and pwnage >O
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#14
Holypie Wrote:Wait, if Arans have enough SP to max everything in 4th job with a spare 23, and it only takes 22 to max all of the other skills in the other jobs, then there's going to be 1 annoying SP left over?

Hero's Will.

Takebacker Wrote:Peril doesn't do as much damage as smash

Level 30 Combo Smash: 700%
Level 1 Combo Peril: 1020%

derp.
It's range is also 1.33x longer, and it hits twice, giving it higher critical damage.



Body Damage sucks. No one is going to walk into a monster purposely just to do an extra crappy hit, and the stun is most likely interruptible. Rolling Spin is a joke too. 1 Second stun with the shittiest AoE Range in the game?
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#15
JoeTang Wrote:Level 30 Combo Smash: 700%
Level 1 Combo Peril: 1020%

Combo smash = 30 counters.
Combo peril = 100 counters.

Derp?
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#16
Takebacker Wrote:Combo smash = 30 counters.
Combo peril = 100 counters.

Derp?

Depends on what you are fighting and how fast you kill. Mobbing too.
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#17
Takebacker Wrote:Combo smash = 30 counters.
Combo peril = 100 counters.

Derp?

You want to Combo Smash every time you have 30 Counter?
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#18
DualReaver Wrote:Depends on what you are fighting and how fast you kill. Mobbing too.

In third job you might as well assume either typhons or himes at 9x, probably the latter since typhons are hard to hit.

@ above: Since it kills the mob faster, yeah, lol.
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#19
High Mastery and High Defense have 30 levels each, not 20.
So you have 3 SPs to spare.
Rolling Spin is crap.
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#20
I've read so many mistakes in this thread, that I'm on replying all of them...

Guys, Aran is an easy class. I mean, don't make builds before you know how skills work. The best thing is what I did. When I advanced, I got 1 point into everything I could. Then, I decided, and maxed first what was more obviously useful.

Don't rely on guides... Especially CrazyLazy's one. It's a really bad build...
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