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Yokuyin Wrote:Thanks for the answers. Final Toss is a difficult skill to calculate the damage for the Aran Calculations I'm doing. If for example when you do after Final Toss another Triple Attack, and the monsters are airbone with the first 2 attacks and not anymore with the third attack, plus you do Final Toss after every Triple Attack, then it would be calculateable. But as I see now, Final Toss is an unpredictable skill. =(
I have another question. Is it true that the last attack of Triple Attack has spread out damage? That means that when for example the skill is maxed, not all monsters receive the full 250% damage, but a fraction of it like the warriors Final Attack? Are there other skills with spread out damage? Otherwise I have to rerun my calculations. 
Every Aran skill I have seen has decreased damage per mob when attacking multiple monsters.
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im figuring out what would be a good build for my aran if i where to reach 4th job (which im 100% sure i will). by saying that i mean i couldnt care less if i miss out some 2nd or 3rd job skills if i dont use them at 4th job.
so here my questions:
final charge or combo smash
which of those 2 do i use during 4th job, and how important are they
i have 51 points to devide between these 3 skills, which 2 of the 3 do i use most in 4th job?
final toss
fenrir phantom
whirlwind
which of these 2 do i use most in 4th job, and how often do i use them, i see final blow quite often in video's.. is this skill an often used skill at 1:1 battles or am i watching the wrong vids?
final blow or
combo tempest
last question;
what would a normal boss and/or mob attacking chain look like at bosses? what skills do i use after eachother and which skills do i only use in special situations?
i'll reason my skill build after this so if its possible i'd like comment about why which skill
thanks to whoever responds
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KatanaKiwi Wrote:im figuring out what would be a good build for my aran if i where to reach 4th job (which im 100% sure i will). by saying that i mean i couldnt care less if i miss out some 2nd or 3rd job skills if i dont use them at 4th job.
so here my questions:
final charge or combo smash
which of those 2 do i use during 4th job, and how important are they
i have 51 points to devide between these 3 skills, which 2 of the 3 do i use most in 4th job?
final toss
fenrir phantom
whirlwind
which of these 2 do i use most in 4th job, and how often do i use them, i see final blow quite often in video's.. is this skill an often used skill at 1:1 battles or am i watching the wrong vids?
final blow or
combo tempest
last question;
what would a normal boss and/or mob attacking chain look like at bosses? what skills do i use after eachother and which skills do i only use in special situations?
i'll reason my skill build after this so if its possible i'd like comment about why which skill 
thanks to whoever responds 
From my limited knowledge (sorry if this isn't much help), Final Charge is like Rush, and as a warrior you know how amazing that skill is. You'll use it in 4th job plenty of times.
I would've said Fenrir Phantom would replace Combo Smash but there's a difference of 70 combo between them. But from most videos I've seen, they just recast Drain if their combo was in danger of running out instead of pulling out a Combo Smash.
Apparently you won't ever use Whirlwind. You can leave it at 0. I don't see why you'd want to push and stun things when you need to hug them and continue your combo. So to answer your second question, the 2/3 you'll use in 4th job is Fenrir Phantom and Final Toss. Although I only see it used very few times in very few videos. So I'm not entirely sure how useful the skill actually is. It adds extra damage but you can only use it after Triple Swing, and I'm sure whatever monster you're attacking will have lost most of its hp or would be dead if you use Final Blow after Triple Swing instead.
Final Blow is a necessity. I see it used in every video, and the Zakum/Horntail ones. Good for 1v1, even better for mobs.
From what I've been told and what I've seen, Combo Tempest isn't very good at all. Maybe Lv1 will be enough for a while. I'd rather spend the 200 Combo on Barrier.
Normal attacking chain is Attack>Attack>Attack>Final Blow. Sorry I don't know the names, I think it's just Overswing>Double Swing>Triple Swing>Final Blow. That itself already has a wide range. I see that as the "spammed" attack sequence in pretty much all the videos.
I'd assume in bosses you just keep Combo Barrier up, if there's a large mob, you can fire off a Fenrir Phantom or use Combo Tempest.
Hope that helped!
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2009-11-16, 01:06 PM
(This post was last modified: 2009-11-16, 01:12 PM by Devil.)
Looking at this video:
[YOUTUBE]8wLGCpGZyaU[/YOUTUBE]
Rei Wrote:Normal attacking chain is Attack>Attack>Attack>Final Blow. Sorry I don't know the names, I think it's just Overswing>Double Swing>Triple Swing>Final Blow.
I really wonder why she isn't using Final Blow a LOT more (she only uses it a few times, more in the end though)?!?!
AFAIK, there is no minimum combo requirement for casting it (just only triple swing), so why doesn't she use it a lot more?
Like: ATTACK > ATTACK > ATTACK > DOWNARROW > ATTACK [repeat]
Is there something I'm overlooking here? Final Blow does more DPS right? Or is it REALLY hard to cast? o.0
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Devil Wrote:Looking at this video:
[YOUTUBE]8wLGCpGZyaU[/YOUTUBE]
I really wonder why she isn't using Final Blow a LOT more (she only uses it a few times, more in the end though)?!?!
AFAIK, there is no minimum combo requirement for casting it (just only triple swing), so why doesn't she use it a lot more?
Like: ATTACK > ATTACK > ATTACK > DOWNARROW > ATTACK [repeat]
Is there something I'm overlooking here? Final Blow does more DPS right? Or is it REALLY hard to cast? o.0
Because if she used final blow her prey would become un-KBed and would then have to take more damage to re-KB it again.
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From the looks of it, it seemed like she was kb'ing just as well with Final Blow as without.
Maybe using FB makes her more vulnerable to getting knocked off? Or it's just faster to spam overswing instead of using Blow at the end? o_O
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2009-11-16, 11:14 PM
(This post was last modified: 2009-11-16, 11:20 PM by Cancambo.)
It is just easier to do overswing after overswing than to perform a Final Blow. Final Blow really doesn't mess back knockbacks, but it can be a hassle to use if you don't do it perfect every time (i.e. you press the key too early and you lay down for a second). I only use final blow now to finish off a mob because it can sometimes save me a few overswing hits. And as a warning, Final Blow's range is WAY TOO FAR. Whenever I am training I have to be careful to not hit things too far away because then I aggro them, have to rush to them, and I take a lot more damage. And just cause I feel like adding it, the picture in my post illustrates my best reference point for Final Blow's range. From one of those platforms to the other.
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Wow that's crazy range. So using Final Blow as a finisher is good if you stack monsters?
Also, I'm still looking for the locations of certain skill/mastery books.
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Okay, uh..
I made speed shoes to use on my Dawn Warrior while merchanting, and it'll be available for my future Aran.
If I have a ZHelm and a Guan Yu (82att 32acc), I should use the speed shoes instead of making ACC shoes, right?
Gold Hildon Boots
3 STR, 12 speed
Gold Hildon Boots
3 STR, 6 acc
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Akebo Wrote:Wow that's crazy range. So using Final Blow as a finisher is good if you stack monsters?
Also, I'm still looking for the locations of certain skill/mastery books.
Its damage also gets split, just so you know. I use it when I know I can finish them off with a final blow only.
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Infection Wrote:Okay, uh..
I made speed shoes to use on my Dawn Warrior while merchanting, and it'll be available for my future Aran.
If I have a ZHelm and a Guan Yu (82att 32acc), I should use the speed shoes instead of making ACC shoes, right?
Gold Hildon Boots
3 STR, 12 speed
Gold Hildon Boots
3 STR, 6 acc
Speed helps keep your combo up, so yeah, speed > acc.
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MetaSeraphim Wrote:Speed helps keep your combo up, so yeah, speed > acc.
It's the same deal as when people get a PAC and a YAC for their dexless warriors- one offers more ACC when needed and the other gives you more damage when you don't need the accuracy boost.
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So how come I've never seen an Aran riding their wolf mounts?
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I read a lot of guides, and (almost) all suggest:
max triple swing
max combo critical
max snow charge
max toss
max fenrir phantom (or whatever it's called)
Is the 110% damage that great? Since I'll be training at himes lvl 85~1xx, should I get fenrir phantom earlier? The 100 combo is quite easy to get... with a priest I always got 8~12 himes, 100 combos would take 2-3 hits.
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kranten Wrote:I read a lot of guides, and (almost) all suggest:
max triple swing
max combo critical
max snow charge
max toss
max fenrir phantom (or whatever it's called)
Is the 110% damage that great? Since I'll be training at himes lvl 85~1xx, should I get fenrir phantom earlier? The 100 combo is quite easy to get... with a priest I always got 8~12 himes, 100 combos would take 2-3 hits.
100 combos with 12 himes = 9 hits.
Snow charge isn't solely maxed for the 110% damage. It slows monsters.
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Takebacker Wrote:100 combos with 12 himes = 9 hits.
Snow charge isn't solely maxed for the 110% damage. It slows monsters.
How useful is slow at himes? When I stop training there I'll have charge maxed anyway.
I meant 2-3 'chains',
normal attack + double + triple + final toss is 5 combos per 'chain' (hit) right?
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I'm not sure how Aran's fight =/
They use the Attack Key AND Skills?
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Punch Wrote:I'm not sure how Aran's fight =/
They use the Attack Key AND Skills?
All attacks are based on the regular attack button and the arrows. A few buffs are like this too (the ones that need some combo to be used).
All other buffs are like a normal class' buffs.
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