2009-11-30, 12:01 AM (This post was last modified: 2009-12-22, 02:37 AM by Jedward.)
For those people who like it level by level.
Feel free to criticize it at any point. Keep in mind that I'm basing this off of what other people see as more useful, as well as levels at which skills can be obtained. My personal experience is a small factor as well.
I'm currently in the process of updating these into tables. For now, I'm going to keep the excel spreadsheet I'm basing this off of here.
1st Job
Total SP: 61
Level
SP Input (1)
SP Input (2)
Total (1)
Total (2)
SP Saved
10
1 Double Swing
1 Double Swing
11
3 Double Swing
4 Double Swing
12
1 Double Swing
2 Combat Step
5 Double Swing
2 Combat Step
13
3 Combat Step
5 Combat Step
14
3 Combat Step
8 Combat Step
15
2 Combat Step
1 Double Swing
10 Combat Step
6 Double Swing
16
3 Double Swing
9 Double Swing
17
1 Double Swing
2 Combo Ability
10 Double Swing
2 Combo Ability
18
3
19
6
20
9
21
12
22
15 Polearm Booster
15 Polearm Booster
23
3 Combat Step
13 Combat Step
24
2 Combat Step
1 Double Swing
15 Combat Step
11 Double Swing
25
3 Double Swing
14 Double Swing
26
3 Double Swing
17 Double Swing
27
3 Double Swing
20 Double Swing
28
3 Combo Ability
5 Combo Ability
29
3 Combo Ability
8 Combo Ability
30
2 Combo Ability
1 Polearm Booster
10 Combo Ability
16 Polearm Booster
FINAL:
20 Double Swing
15 Combat Step
10 Combo Ability
16 Polearm Booster Notes:
[] This build is very interchangeable. I maxed Double Swing gradually because I felt like Combat Step was important for mobility even early on.
[] Combo Ability wasn't maxed instantly because pre-2nd job, the instant +10 isn't really game-changing.
2nd job
Total SP: 121
30 - 1 Triple Swing
31 - 2 Triple Swing, 1 Polearm Mastery
32 - 3 Polearm Mastery
33 - 3 Polearm Mastery
34 - 3 Polearm Mastery
35 - 3 Polearm Mastery
36 - 3 Polearm Mastery
37 - 3 Polearm Mastery
38 - 3 Triple Swing
39 - 1 Triple Swing, Save 2 SP
40 - Save 3 SP
41 - Save 3 SP
42 - Save 3 SP
43 - Save 3 SP
44 - Save 3 SP
45 - 20 Final Smash (MAX)
46 - 3 Combo Drain
47 - 3 Combo Drain
48 - 3 Combo Drain
49 - 3 Combo Drain
50 - 3 Triple Swing
51 - 3 Triple Swing
52 - 3 Triple Swing
53 - 3 Triple Swing
54 - 1 Triple Swing (MAX), 2 Combo Drain
55 - 3 Combo Drain
56 - 3 Combo Drain (MAX)
57 - 3 Body Pressure
58 - 3 Body Pressure
59 - 3 Body Pressure
60 - 3 Body Pressure
61 - 3 Body Pressure
62 - 3 Body Pressure
63 - 2 Body Pressure (MAX), 1 Final Charge (MAX)
64 - 3 Final Charge
65 - 3 Final Charge
66 - 3 Final Charge
67 - 3 Final Charge
68 - 3 Final Charge
69 - 3 Final Charge
70 - 2 Final Charge, 1 Polearm Mastery (MAX)
FINAL:
20 Triple Swing
20 Polearm Mastery
20 Combo Smash
20 Body Pressure
20 Combo Drain
21 Final Charge
Notes:
[] Polearm Mastery can be maxed earlier, like after Combo Smash.
NOTES:
[] Adjust amount of initial SKB to make sure you 100% KB whatever you train on until Snow Charge is maxed. Then, you can proceed to maxing it after.
[] If you really want to, you can leave Whirlwind at 9, the point where it hits 8 monsters, and put the two points in Booster.
4th Job
Total SP: 243
120: 1 Aggression, 1 Overswing, 1 Final Swing
121-130: Max Overswing, 2 Aggression
131-138: 26 Aggression
139-149:Max Freezing Posture, 1 Final Swing
150-160: Max Final Blow, 1 Combo Barrier
161-170: Max Combo Barrier, 1 High Defense
171-180: Max High Class Defense, 1 Aggression
181: Max Aggression
182-191: Max Combo Tempest
192-200: Max Maple Warrior
2009-11-30, 12:32 AM (This post was last modified: 2009-11-30, 11:54 AM by Jedward.)
Fixed up that mistake, and I'm working on third job right now.
Priority is a little tricky here, since all the skills are available immediately. :\
General skeleton could be this:
Max Combo Critical
Max Fenrir Phantom
Max Full Swing
Max Whirlwind
Max Smart Knockback
Max Snow Charge
Dump Final Toss
Critical first is common sense, but I have no idea on the rest. I'm gonna spend some more time reading before I finalize it.
2009-11-30, 12:37 AM (This post was last modified: 2009-11-30, 12:40 AM by Hazzy.)
Drain before Pressure. You will NEVER use HP potions ever again on a training spot with Drain, by Pressure is just w/e. (Well, iunno about "ever", but you won't use pots for a god damn long time)
At 54, get 1 point in Rush because it helps with movement on maps like C-2.
From level 57 to level 59, I used no more than 50 Unagis, grinding at Roids and C-2, with Maxed Drain.
2009-11-30, 07:19 AM (This post was last modified: 2009-11-30, 07:22 AM by WayOfTime.)
Tukkun Wrote:What's the point? :f6:
The point in saving SP to level the skills later is the fact that the Aran class only gets the skills when they complete a quest. The quests for booster and Final Smash are at 23 and 45 respectively.
And just a side not to help you when making the 3rd job table: Fenrir Phantom and ComboPeril are the same skills, just that Peril was the earlier name.
WayOfTime Wrote:The point in saving SP to level the skills later is the fact that the Aran class only gets the skills when they complete a quest. The quests for booster and Final Smash are at 23 and 45 respectively.
And just a side not to help you when making the 3rd job table: Fenrir Phantom and ComboPeril are the same skills, just that Peril was the earlier name.
Infection Wrote:Updated the skills to level 97 - I have no idea what to do yet after that. I'll probably max Fenrir Phantom and Whirlwind alongside each other.
i seem to recall people saying whirlwind was particularly useless. Though that is hearsay, anyone care to confirm?
only conflict i see is having MW before tempest.
+there's too many variations on his 2nd job builds.
here's my 3rd job opinion, with influence from matt.
Spoiler
70-77 20 full swing (max) 2 combo crit
78~83 max combo crit
84~91 max rolling spin 2 snow charge
92~98 max snow charge
99~109 max wolf attack
110~107 max smart knockback
dump remainder into final toss
2009-12-06, 04:49 PM (This post was last modified: 2009-12-06, 04:53 PM by Jedward.)
NotAwesome Wrote:Is Whirlwind all that useful? Why not take points from it to other skills?
Everything's going to be maxed except for Final Toss, which is less useful than Whirlwind.
Arrg Wrote:only conflict i see is having MW before tempest.
+there's too many variations on his 2nd job builds.
here's my 3rd job opinion, with influence from matt.
Spoiler
70-77 20 full swing (max) 2 combo crit
78~83 max combo crit
84~91 max rolling spin 2 snow charge
92~98 max snow charge
99~109 max wolf attack
110~107 max smart knockback
dump remainder into final toss
I guess you can switch Full Swing and Crit around, but why Whirlwind right away? Aren't SKB and Snow Charge more useful?