At level , the Aran class doesn't just get more powerful, they even get an Area of Effect attack that can one-hit KO monsters with a chance. Aran fourth job skills are obtained in the usual way, through the completion of quests and the usage of mastery books. This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds.
There are a multitude of builds that can be used. The reasoning for this build, is you start off with two in Overswing, because like Full Swing, it replaces Triple Swing with a whole new animation, and adds more damage.
Then you add one to Final Blow, because it kind of acts like a Final Attack that you can use whenever you like. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second. Then Final Blow because it's very strong. You end with a few in Hero's Will, although you're free to add the points in earlier if you plan to HT and Pink Bean before level The mastery level stays the same until it's maxed, only for an extra two attack will you change anything by maxing it.
And level 29 Maple Warrior adds the same stats as 30, but with a few seconds less time, so it's one spare point. This beginning build is quite simple. First, High Mastery is increased to give more stable damage. Then Over Swing gives you five attacks. More attacks means more damage. Then Final Blow gives even more damage on top of Over Swing. Finally, High Mastery is increased to 26 to give the maximum mastery possible.
Combo Barrier is first increased to decrease damage taken in a party. Then Maple Warrior is increased to give that little stat boost. After that some SP is put into Over Swing for the damage. Then high mastery is increased to give more stable damage. Publicar un comentario.
Regular Aran are very similar to Warriors. Adding to them is an absolute waste of AP. First job Unlike other jobs, most Aran skills require you to press certain keys to attack.
Polearm Booster from 15—20 does not increase the effectiveness of the skill; it only increases the duration of the buff and reduces the cost of MP and HP. Therefore, it is more effective to add SP to Combat Step up to level 15 max.
Alternatively, you can max Polearm Booster to increase the duration by an additional 40 seconds while reducing the cost to 10 MP and 10 HP. Once you completed your second job advancement, you will not have all the skills available since there are special quests that will give you the necessary skills. This second situation is really not recommended. Combo Drain fully reduces the use for HP potions flat, therefore, you don't have to buy as many HP potions.
Final Charge is rarely used and doesn't need to be maxed! Anonymous: Please do max triple swing as it will be your main mobbing and combo'ing skill, not leaving it at 10 like the guide above.
You will find it harder to fight higher level mobs if your triple swing suck so much. Like the comment above, Final charge can be regarded as totally useless so don't add anything until job advancement. Save the points for drains and pressures. When you advance to your third job at level 70, there is only one skill missing that can be acquired by completing a quest: Full Swing. Just like any other third job classes, the Arans have a plethora of almost godly attacking and buffing skills at their disposal.
Many builds as such can come out of this power buffet. Go to Erev to obtain Full Swing from Nineheart. Next on the list, Full Swing is maxed next to provide great damage.
Now from here on there are two different builds: the Snow Charge build for slowing monsters down and the Final Toss build for large damage numbers. The reasoning behind this build is that the primary addition to Snow Charge slows down monsters and prevents them from doing touch damage. Combined with Smart Knockback, you'll be doing very stable KB damage.
Final Toss is maxed next to provide some extra damage on top of Triple Swing. The reasoning behind this build is the same as above, except it is reversed. No SP is put into Rolling Spin because you don't often see mobs of 10 monsters compared to mobs of 12 monsters, and secondly, you would not want to be fighting mobs on both sides.
The build Post BB is not changed that much. Start with Full Swing for the added damage. It's more important than purple numbers at this time. But right after you max full swing you can go into Crit. Unlike the other builds where Smart Knockback is maxed first, it now has a low use. It's about as useful as rolling spin now. Then work on the one you didn't max. At some point also max out Final Charge in 2nd job.
At level , the Aran class doesn't just get more powerful, they even get an Area of Effect attack that can one-hit KO monsters with a chance. Aran fourth job skills are obtained in the usual way, through the completion of quests and the usage of mastery books.
This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds. There are a multitude of builds that can be used. Increases up to 10 times. The buff disappears when you lose your combo count. Requires Double Swing Lv Double Swing Max: Lv20 Press the attack key twice to attack up to 12 monsters two times.
Which means two things: First, you will be burning lots of MP. Combat Step Max: Lv Press the arrow keys twice to move quickly to another distance.
Cannot be used while jumping. Requires Double Swing Lv5. Can only be used when having a polearm equipped. Requires Lv5 Combat Step. This is what sets you apart from spearmen and DKs. When maxed, this increases your attack speed by 3. Only applied with a polearm equipped. Requires Lv3 Triple Swing.
Like all warriors, you have to max this. However, you have another reason to do so: Aggression see 4th Job Skills. Triple Swing Max: Lv20 Press the attack key three times to attack up to 12 monsters three times. Requires Lv20 Double Swing. This last hit does the most damage out of all three when maxed. The damage multiplier listed is the damage of the third hit; the total damage dealt is this multiplier added on to Double Swing.
Triple Swing will be your main attack combo for 2nd Job…. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing. Requires Lv1 Combo Ability. That damage multiplier is just ridiculous for a 2nd Job skill. Use this to clear Monster Carnival monsters e. Watch this video tutorial on how to obtain this skill. Body Pressure Max: Lv20 For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to get stunned for 5 seconds.
Therefore, Body Pressure is more of a skill to let you avoid getting hit by touch damage like Dark Sight except that Dark Sight works on bosses. The buff effect from this skill does not affect boss and mini boss. Affects non-boss monster in Monster Carnival 1. Great asset for Aran to earn additional combo when bumping into mobs of monster while swinging his Polearm. Works hand in hand with Combo Drain. Also, you might want to reconsider activating Body Pressure for some monster such as those who deals magic damage, you want to bump into them to get physical damage instead of magic damage because magic damage deals lots more damage to Aran.
This is due to Aran poor magic defense compare to weapon defense. It gets kinda useful for saving people I guess. Apparently, all mobs in Monster Carnival 2 are immune to this. This is a must-have! For every 10 combos, your critical damage and critical rate goes up. Requires Lv10 Combo Ability. This is the second jewel that makes an Aran shine like the heavens. A warrior hitting criticals is just awesome.
Final Toss Max: Lv30 Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. Can you imagine hitting a critical on tossed monsters?
Fenrir Phantom Max: Lv30 The soul of the wolf is summoned and merged into the sword to attack monsters twice from a wide range. Requires Lv10 Combo Smash. Snow Charge Max: Lv20 Adds an ice element to the polearm for a short period of time. Be very careful when fighting mobs like Bain!
Smart Knockback Max: Lv20 Lower the damage required to knockback a monster. This means that, at max level, if a mob normally requires 10k damage to KB, only 1k damage will be needed after casting. Whirlwind Max: Lv20 Push away monsters to the left and right side with a powerful wind.
Aggression Max: Lv30 Passive Increases the pole arm mastery as well as weapon attack. Requires Lv20 Pole Arm Mastery. Training is never going to be the same again. Requires Lv20 Full Swing. This is WAY over extreme. You bet I am. Button-mashing happy? Lv1: Damage taken It should. This is a carbon copy of Achilles. Final Blow Max: Lv30 Swing your polearm widely to attack fiercely up to 12 monsters.
You can rush mobs with Polearm Push, or maul them with this. Here comes the Polar Bear!!! Combo Tempest Max: Lv30 Turn surrounding monsters into ice that makes them die instantly. It deals four consecutive hits of powerful damage to boss monsters.
Requires Lv10 Fenrir Phantom. HT popsicle, anyone? Combo Barrier Max: Lv30 Grants a buff that makes party members to receive less damage for a limited time. Requires Lv10 Combo Drain. Freezing Posture Max: Lv30 Just like a frozen glacier you cannot be pushed back by an attack of a monster due its massive weight.
The higher the skill level, the more types of abnormal conditions one can nullify. Lv1: MP , Escape from any abnormal condition, Cooldown time: 10 minutes Lv5: MP , Escape from any abnormal condition, Cooldown time: 6 minutes Notes — Again, this is exactly the same as the one that Adventurer characters get during 4th Job.
It is rather powerful, though. This will take over from Double Swing. Take note that the last hit moves you forward a little bit, so keep some potions handy. This makes sure that you deal a little extra damage when the last hit moves you a little too far forward. Still, keep some potions handy at all times. At max level, this will slash 12 enemies 3 times each then slash once more to pile them up. This will be your main attack combo for mobbing once you get Polearm Push.
Note that you can press to rush toward the left. This will probably kill off most of the enemies closer to you. Just continue whacking before they land to deal maximum damage. Just be quick with it or you may miss your chance to hit them with Combo Smash.
In such a case, you can use Polearm Push to pile them up first, then use Polearm Finale to crush them. Polearm Push or Polearm Finale? Use Polearm Push when facing a large group of spaced-out monsters.
For example, there are 2 groups of monsters, one in front of you and the other behind. You kill off one group, then turn and Combat Step to the other group and start hitting them.
Therefore, Combat Step might be a better choice to max compared to Polearm Booster. Like the Knights of Cygnus, the Arans get their first mount at Lv The mounts get an upgrade every 50 levels. Yeti Skin, 50 Seal Meat. Notes — I would recommend mobbing monsters around your level with the weakest polearm you can find to get the last 2 medals. Aran the Hero W. From quest given by Cassandra. Does that mean Aran characters get wolfs? You are commenting using your WordPress. You are commenting using your Google account.
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