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So. Regarding skill builds...
#1
Nope, I'm not posting that same question a third time. This time, I'm posting a few builds I made for fun.

I'll be posting Battlemage and Wild Hunter skill builds up to 3rd Job. I want you guys to give your honest opinions on the builds, and perhaps share your own builds (especially those who've played them).

For Battlemage builds, I'll be deviating slightly from Takebacker's: I'll focus a litle more on survivability for BMa-III, for example.

Oh, and the text within the spoilers are not centered and are in their default font, etc. for easy reading.

Note: Battlemages are confirmed to receive 5 SP at Lv10, but so far there's no concrete proof that the same applies for Wild Hunters. The WH-I build I've posted up assumes that Wild Hunters also get 5 SP at Lv10.

EDIT: WH-III is up. I'm not too sure about it, but I think Lv1 Trap (20 seconds) should be enough to last till around Lv100 if the player places it well enough. I also opted for Blind over Silver Hawk, mostly because I hate summons (they're so troublesome). Blind will be very useful when coupled with Wild Shot...assuming the enemies aren't already dead.


 Battlemage
 Wild Hunter
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#2
For 2nd job BM wouldn't you want the standard build of 5 mastery and 6 booster? Also why get blue aura so early? damage recieved is so small after big bang that you might aswell either leave it out or max it last.
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#3
Finish Attack is pomegranate. Why would you sacrifice the extra damage from Dark Aura to get an attack you won't use most of the time? Blue Aura is pomegranate. Nothing should ever be hitting anywhere near close to enough damage to be killing you, let alone make Blue Aura worthwhile to cast in second job.

Seven Soul Arrow is retarded. You can easily get to Third Job with no Soul Arrow, why would you sacrifice so much damage in early second job getting it? So you can save a USE slot or two? 6000 Arrows lasts you over an hour if you spam like a bot. Realistically, you could probably go at half that rate. I've seen Wild Hunters use level 1 Mine to what I view as good effect. It drops behind them and kills or hurts and lures things that spawn recently.
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#4
Carrying around arrows is annoying as hell. 7 is excessive though, I'd leave it at 2.
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#5
Dusk Wrote:Carrying around arrows is annoying as hell. 7 is excessive though, I'd leave it at 2.

It's at Lv7 (210 Seconds) to sync with Booster (200 Seconds).
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#6
Blue aura sucks but yellow and dark chains isn't spectacular either. It doesn't really matter what you do after quad, booster, mastery.
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#7
JoeTang Wrote:Finish Attack is pomegranate. Why would you sacrifice the extra damage from Dark Aura to get an attack you won't use most of the time? Blue Aura is pomegranate. Nothing should ever be hitting anywhere near close to enough damage to be killing you, let alone make Blue Aura worthwhile to cast in second job.

Seven Soul Arrow is retarded. You can easily get to Third Job with no Soul Arrow, why would you sacrifice so much damage in early second job getting it? So you can save a USE slot or two? 6000 Arrows lasts you over an hour if you spam like a bot. Realistically, you could probably go at half that rate. I've seen Wild Hunters use level 1 Mine to what I view as good effect. It drops behind them and kills or hurts and lures things that spawn recently.

Actually, Finish Attack was very useful during training as a Battlemage. With correct timing, you can telecast Triple/Quad Blow, then immediately use Finish Attack to destroy the next mob. It also ignores defense, which makes it great for bosses.

Takebacker Wrote:Blue aura sucks but yellow and dark chains isn't spectacular either. It doesn't really matter what you do after quad, booster, mastery.

Yellow aura is actually more useful than I thought it would be, even more compared to an unadvanced dark aura. Because the Staff's speed actually matters to a Battlemage's skills, with a Pink tube (which is a fast staff), booster, AND yellow aura, you attack extremely fast.

Also, I'd like to say that all auras stack, as long as other Battlemages use them. Unsure if this is common knowledge though.
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#8
I severely doubt yellow aura can match a 10% increase in dps, much less surpass it. Yes, it's common knowledge for auras to stack.
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#9
Takebacker Wrote:I severely doubt yellow aura can match a 10% increase in dps, much less surpass it. Yes, it's common knowledge for auras to stack.

That depends if the difference between (4) and (3) speed would be equal to or greater than 10%.
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#10
A -1 increase in speed typically increases dps by slightly less than 10%.
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#11
Yeah, i mean i didn't notice much difference between training with dark v yellow. One might say that yellow would be more useful than dark, since the faster speed is near a 10% damage increase but yellow also gives speed. Unfortunately the speed it gives isn't that useful because of how battle mages attack. (dark chains -> xblow) Teleing around spamming blow and finish isn't smart.
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#12
OrangeGuy Wrote:Actually, Finish Attack was very useful during training as a Battlemage. With correct timing, you can telecast Triple/Quad Blow, then immediately use Finish Attack to destroy the next mob. It also ignores defense, which makes it great for bosses.
>Telecasting
>Quad Blow
>Ignoring Defense
>Bossing
>At level 16

Whatever you say, buddy.
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#13
For WH first job, it's better to max out Jaguar Riding before Triple Shot, as max Jaguar Riding gives you more critical and speed. I went 1 Triple Shot, max Jaguar Riding, max Double Jump, max Booster/Triple Shot.
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#14
JoeTang Wrote:>Telecasting
>Quad Blow
>Ignoring Defense
>Bossing
>At level 16

Whatever you say, buddy.

I don't get it. His claims weren't that bad. o.o

1) Tele is in 1st job for BMs, remember? o.o
2) You can tele cast finish attack with all blow skills though. o.o
3) Always helpful. Even i didn't know finish attack did that...
4) Only stupid thing said.
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#15
Takebacker Wrote:I don't get it. His claims weren't that bad. o.o

1) Tele is in 1st job for BMs, remember? o.o
2) You can tele cast finish attack with all blow skills though. o.o
3) Always helpful. Even i didn't know finish attack did that...
4) Only stupid thing said.

This build for whatever reason includes no Teleport before Finish Blow. Finish Blow should be last priority as it almost always overkills from what I've seen. i.e. pomegranate's all dead after Triple Blow. And it's not practical to telecast with level 1 teleport. It's just not.
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#16
^He wants to get Finish Blow before Teleport.

ninja'd
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#17
For Wild Hunters, ideally, it would be best to move Soul Arrow even as far as just before the point dump into Mine. Wild Hunters consume very little arrows until 3rd/4th job, especially since they would be primarily using Spring Shot in II, which only uses 1 arrow IIRC.
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#18
JoeTang Wrote:This build for whatever reason includes no Teleport before Finish Blow. Finish Blow should be last priority as it almost always overkills from what I've seen. i.e. pomegranate's all dead after Triple Blow. And it's not practical to telecast with level 1 teleport. It's just not.

Wha? Getting 1 tele asap isn't even negotiable. Should be changed immediately. I worked on finish blow 3rd personally. Over kill with finish blow is an issue only if you don't tele cast it though. That's the point of telecasting it to begin with, so it hits the next mob. It's not cheap to telecast at level 1, but it's still useful.
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#19
imjon Wrote:For WH first job, it's better to max out Jaguar Riding before Triple Shot, as max Jaguar Riding gives you more critical and speed. I went 1 Triple Shot, max Jaguar Riding, max Double Jump, max Booster/Triple Shot.
Here's my build, for more suggestions:
 1st Job Wild Hunter
 2nd Job Wild Hunter

I'll add 3rd job stuff later.
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