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TheThunderBandit Wrote:For real? I started him in a new world so I have next to no money should I I think my base dex is at 64 now should I just stop?
restart a new aran, 64 is way too high
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Von Leon polearm, maybe?
Can anyone give me a lowdown on what happens to our skills post-Legend and post-Ellin revamp? I have no idea what I should be putting points into now that I know skills will be changed and/or removed.
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Haseo Wrote:Von Leon polearm, maybe?
Can anyone give me a lowdown on what happens to our skills post-Legend and post-Ellin revamp? I have no idea what I should be putting points into now that I know skills will be changed and/or removed.
just put w/e you want thats what i do, who needs guides
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I have a odd question, but why do most Arans use PSBs (Purple Surfboard?)
As for the 2nd Job, which Skills are recommended to max out? Is Drain one of them?
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NeonKyubii Wrote:I have a odd question, but why do most Arans use PSBs (Purple Surfboard?)
As for the 2nd Job, which Skills are recommended to max out? Is Drain one of them?
You always max drain. Such a useful skill for Arans. I still can't believe people won't max it. Ad they use PSB because of no secondary stat requirement, Fast 5 speed. Not the best, but decent to get.
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NeonKyubii Wrote:I have a odd question, but why do most Arans use PSBs (Purple Surfboard?)
As for the 2nd Job, which Skills are recommended to max out? Is Drain one of them?
1) Because of the speed, with a fast (5) PSB we can reach max attacking speed on game, fastest(2), in union patch we can reach fastest (2) with a normal (6) weapon like a karstan/arcglaive, thanks to a +1 attacking speed from mastery.
2)Everything should be maxed except for Fenrir/final charge, but it really is up to you, i would rather max final charge than fenrir, IMO it's useless when you get combo judgement (well i really don't use them, only judgement for it's DoT)
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Okay, and one other question for now...
Do all of Aran's attack Skills involve the use the Ctrl key? :f6:
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NeonKyubii Wrote:Okay, and one other question for now...
Do all of Aran's attack Skills involve the use the Ctrl key? :f6:
All of them except the buffs like Body Pressure, Booster, Super Knockback, and Snow Charge.
Unleashing Wrote:What exactly do you need said dex for? :f6:
Did accuracy start mattering again?
I >believe< it is because you can't put AP in str past 999. I could be wrong.
Haseo Wrote:Von Leon polearm, maybe?
Can anyone give me a lowdown on what happens to our skills post-Legend and post-Ellin revamp? I have no idea what I should be putting points into now that I know skills will be changed and/or removed.
Look at a guide. I wouldn't worry too much, when the next major aran overhaul comes they get free SP resets.
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Can anyone post Aran revamp guide? Specially 4th job skills. I'm quite confused.
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Can anyone post Aran revamp guide? Specially 4th job skills. I'm quite confused.
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2012-02-01, 03:32 PM
(This post was last modified: 2012-02-01, 05:57 PM by TeknoForce.)
ARAN GUIDE
A guide to Aran skill placement, with multiple builds for multiple play styles and preferences.
This guide is meant for the based off the skill changes in the Akyrum patch.
I am not sure if the requirements for certain skills will change, from what I've seen, they have not so here is the build I will have(given I get a sp reset scroll).
First Job:
Second Job:
Third Job:
Fourth Job:
Phew I think this is a pretty okay guide to the revamp. 
I hope it is decent enough to be an actual guide x_x
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Final Toss is the best skill an Aran has.
For 2nd job, just take points out of Body Pressure and max Final Charge if you really want maxed Fenrir, but most people suggest just leaving Fenrir at 11. Having a spammable 10 mob rush vs 32 less seconds and 8% less activation rate on a status effect that doesn't affect bosses vs a situational mobbing skill that will basically still OHKO at any level. I understand what capping Combo Drain lower has to do with Combo Tempest though.
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JoeTang Wrote:Final Toss is the best skill an Aran has.
For 2nd job, just take points out of Body Pressure and max Final Charge if you really want maxed Fenrir, but most people suggest just leaving Fenrir at 11. Having a spammable 10 mob rush vs 32 less seconds and 8% less activation rate on a status effect that doesn't affect bosses vs a situational mobbing skill that will basically still OHKO at any level. I understand what capping Combo Drain lower has to do with Combo Tempest though.
Well I was giving out the option of what can possibly be done. I don't actually have Combo Tempest yet, but from what I've read, you need max Combo Fenrir(though I think it should be Combo Judgement IMO). If not then I personally would leave it at 11, but if I take Body Pressure from 10 to 6(which is almost cutting and damage in half, and I didn't know it doesn't work on bosses.) I still can't max Physical Training AND Final Charge. Wouldn't it be better to take down Combo Drain? Its only 1% less and 16 seconds shorter( though with the timer increase it may be more).
How useful is Rolling Spin? I use it but not nothing more than to build my combo to 30 to use Combo Drain when my combo is 0. If it isn't, why not keep it at 1 and finish maxing what was left in 2nd job?
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TeknoForce Wrote:Well I was giving out the option of what can possibly be done. I don't actually have Combo Tempest yet, but from what I've read, you need max Combo Fenrir(though I think it should be Combo Judgement IMO). If not then I personally would leave it at 11, but if I take Body Pressure from 10 to 6(which is almost cutting and damage in half, and I didn't know it doesn't work on bosses.) I still can't max Physical Training AND Final Charge. Wouldn't it be better to take down Combo Drain? Its only 1% less and 16 seconds shorter( though with the timer increase it may be more).
How useful is Rolling Spin? I use it but not nothing more than to build my combo to 30 to use Combo Drain when my combo is 0. If it isn't, why not keep it at 1 and finish maxing what was left in 2nd job?
Don't max Final Charge, there is no real point compared to all the other 2nd Job skills. 11 Fenrir as Joe suggested is what should be done, since you only need 10 Combo Fenrir to get the job done. Otherwise, the build posted up is decent, just remember to max Combo Drain.
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Eliseo Wrote:Don't max Final Charge, there is no real point compared to all the other 2nd Job skills. 11 Fenrir as Joe suggested is what should be done, since you only need 10 Combo Fenrir to get the job done. Otherwise, the build posted up is decent, just remember to max Combo Drain.
I'm asking, does Combo Tempest require MAX Combo Fenrir? I don't have the skill book yet so I am not sure, I am basing this off what I've read on the skills.
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TeknoForce Wrote:I'm asking, does Combo Tempest require MAX Combo Fenrir? I don't have the skill book yet so I am not sure, I am basing this off what I've read on the skills.
Combo Tempest needs Lvl 10 Combo Judgement.
And Combo Judgement needs Lvl 10 Fenrir.
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Eliseo Wrote:Combo Tempest needs Lvl 10 Combo Judgement.
And Combo Judgement needs Lvl 10 Fenrir.
Great that changes the whole game, I was reading that it still needed 20 fenrir. I should edit the guide then.
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Maxing combo recharge is bad for some people, when you get combo barrier and you have max combo recharge, you can't use combo drain directly after using recharge.
the best build should be:
1st job max everything but booster
2nd job everything but fenrir at 10 and booster at 17.
3rd job I really don't know, final toss is pretty nice for zak when you get freeze standing maxed, rolling spin in my opinion is better than combo recharge but combo recharge is awesome for pvp with tempest (but it's terrible when maxed and combo barrier)
I'd leave combo recharge at 11, and get 4 extra points from 4th job (when maxing combo barrier) because before that you don't really use it, rolling spin can recharge your combos fast.
edit: leaving it at 11 is too risky 28% hp reduction is a lot for arans hp, so maybe i would leave it at 15 by leaving spin at 16.
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I personally left rolling spin at 1 in my test build because people keep insisting that final toss is the most amazing skill ever, but even doing that I wasn't able to max booster/final charge/smart knockback. At the same time, I had my Fenrir at 20 because I thought you needed it that high for other skills. Anyway, I kinda like combo recharge if only for recasting combo drain and I imagine it's kind of important for being able to use combo barrier for clutch boss fights. Really though, I don't see how Arans are going to have enough points in second/third job, especially if you go back for booster.
Unless someone lays out some really solid reasoning as to why I shouldn't, I'm only going to put one point in final toss and leave rolling spin unmaxed so that I can max everything else.
Edit: I don't think I'm going to have any problems with skill points in 4th job because of the 5 piece set bonus from the 140 set, but assuming I couldn't do that I would also probably take points out of sudden strike and leave Maple Warrior at 29 for the sake of increasing Combo Tempest further since I really don't understand the appeal of increasing the damage of final charge/final toss. Also, are there really no consequences to leaving combo smash at 5?
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Final Toss is an Aran's highest single target DPS skill and the 4th strongest mob DPS skill in the game. Don't max it, it's really bad.
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