Originally Posted by
Tesiqurasa
One thing with the elements. They only add 50% damage against weak mobs, not 2x (or 100%).
Also, there isn't much of a point in upgrading Monster magnet, Rush past 28, or heros will (yet). MM has too short of a range to be worthwhile. Once rush is at 28, it maxes out in range. The extra 4% damage is too minor to be worth 2 SP. It's mainly used as a way to group mobs together and kill with Charged Blow, or finish off a Heavens Hammered mob.
Heros Will only cures Seduce (VERY few mobs actually seduce. The only ones you'll run into are Lyka and Horntail. Lyka Seduce doesn't really matter. Horntail groups set up seduce "mules" in order of entrance. Generally, specially designed warriors (hp washed, usually 30k with HB) and Shadowers are Sed mules. If it gets to the point that everyone on the run is getting seduced and forced to use HW, it's a pretty fail run anyway.
You also might want to mention the different variations of 4th job builds. I know of two distinct ones that some of my friends went. One maxed Blast right away because he killed Bigfoot as a main source of Exp. He had the spawn times for most chs and maps, so it was a very effective build for him. The other maxed Heavens Hammer and rush and used them in combination at ToT and Skeles.
Otherwise, great guide setup so far.