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Thread: Complete guide.

  1. #1

    Default Complete guide.

    AP - Have a good amount of dex, cap your dex at around 60-80. Rest goes to strength.

    SP -
    Lvl 10 - Straight[1]
    Lvl 11 - Somersault Kick[3]
    Lvl 12 - Somersault Kick[6]
    Lvl 13 - Somersault Kick[9]
    Lvl 14 - Somersault Kick[12]
    Lvl 15 - Somersault Kick[15]
    Lvl 16 - Somersault Kick[16], Straight[3]
    Lvl 17 - Straight[6]
    Lvl 18 - Straight[9]
    Lvl 19 - Straight[12]
    Lvl 20 - Straight[15]
    Lvl 21 - Straight[18]
    Lvl 22 - Straight[20], Somersault Kick[17]
    Lvl 23 - Somersault Kick[20]
    Lvl 24 - Quick Motion[3]
    Lvl 25 - Quick Motion[6]
    Lvl 26 - Quick Motion[9]
    Lvl 27 - Quick Motion[12]
    Lvl 28 - Quick Motion[15]
    Lvl 29 - Quick Motion[18]
    Lvl 30 - Quick Motion[20], Dash/Lightning[1]

    Why get Somersault Kick to lvl 16?
    Because you finally mob 6 monsters at once. Then you should max Straight.

    Lvl 30 - Corkscrew Blow[1]
    Lvl 31 - Knuckle Mastery[3]
    Lvl 32 - Knuckle Mastery[5], Knuckle Booster[1]
    Lvl 33 - Knuckle Booster[4]
    Lvl 34 - Knuckle Booster[7]
    Lvl 35 - Knuckle Booster[10]
    Lvl 36 - Energy Charge[3]
    Lvl 37 - Energy Charge[5], Energy Blast[1]
    Lvl 38 - Energy Charge[8]
    Lvl 39 - Energy Charge[11]
    Lvl 40 - Energy Charge[14]
    Lvl 41 - Energy Charge[17]
    Lvl 42 - Energy Charge[20]
    Lvl 43 - Knuckle Mastery[8]
    Lvl 44 - Knuckle Mastery[11]
    Lvl 45 - Knuckle Mastery[14]
    Lvl 46 - Knuckle Mastery[17]
    Lvl 47 - Knuckle Mastery[20]
    Lvl 48 - Lightning Charge[3]
    Lvl 49 - Lightning Charge[6]
    Lvl 50 - Lightning Charge[9]
    Lvl 51 - Lightning Charge[12]
    Lvl 52 - Lightning Charge[15]
    Lvl 53 - Corkscrew Blow[4]
    Lvl 54 - Corkscrew Blow[7]
    Lvl 55 - Corkscrew Blow[10]
    Lvl 56 - Corkscrew Blow[13]
    Lvl 57 - Corkscrew Blow[16]
    Lvl 58 - Corkscrew Blow[19]
    Lvl 59 - Corkscrew Blow[20], Lightning Charge[17]
    Lvl 60 - Lightning Charge[20]
    Lvl 61 - Knuckle Booster[13]
    Lvl 62 - Knuckle Booster[16]
    Lvl 63 - Knuckle Booster[19]
    Lvl 64 - Knuckle Booster[20], Energy Blast[3]
    Lvl 65 - Energy Blast[6]
    Lvl 66 - Energy Blast[9]
    Lvl 67 - Energy Blast[11], HP Boost[1]
    Lvl 68 - HP Boost[4]
    Lvl 69 - HP Boost[7]
    Lvl 70 - HP Boost[10]

    Why max booster?
    Because you need that to get Speed Infusion at level 110.

    Why not max Energy Blast?
    Because that skill is uneeded, and you need the skill points to max booster.

    Why max HP Boost?
    Because it increases your hp by 20%, which helps you survive.

    Why max Energy Charge first?
    Because it gives you +20 attack, which helps alot, and gives +80 to some stats, and also gives you the Power Stance and Power Guard effects.

    Lvl 70 - Shark Wave[1]
    Lvl 71 - Energy Drain[1], Shark Wave[3]
    Lvl 72 - Shark Wave[6]
    Lvl 73 - Shark Wave[9]
    Lvl 74 - Shark Wave[12]
    Lvl 75 - Shark Wave[15]
    Lvl 76 - Shark Wave[18]
    Lvl 77 - Shark Wave[21]
    Lvl 78 - Shark Wave[24]
    Lvl 79 - Shark Wave[27]
    Lvl 80 - Shark Wave[30]
    Lvl 81 - Critical Punch[3]
    Lvl 82 - Critical Punch[6]
    Lvl 83 - Critical Punch[9]
    Lvl 84 - Critical Punch[12]
    Lvl 85 - Critical Punch[15]
    Lvl 86 - Transformation[3]
    Lvl 87 - Transformation[6]
    Lvl 88 - Transformation[9]
    Lvl 89 - Transformation[12]
    Lvl 90 - Transformation[15]
    Lvl 91 - Transformation[18]
    Lvl 92 - Transformation[20], Spark[1]
    Lvl 93 - Spark[4]
    Lvl 94 - Save SP until Level 100
    Lvl 100 - Barrage[20], Spark[5]
    Lvl 101 - Spark[8]
    Lvl 102 - Spark[11]
    Lvl 103 - Energy Drain[4]
    Lvl 104 - Save SP until Level 110
    Lvl 110 - Speed Infusion[20], Energy Drain[5]
    Lvl 111 - Energy Drain[8]
    Lvl 112 - Energy Drain[11]
    Lvl 113 - Energy Drain[14]
    Lvl 114 - Energy Drain[17]
    Lvl 115 - Energy Drain[20]
    Lvl 116 - Spark[14]
    Lvl 117 - Spark[17]
    Lvl 118 - Spark[20]
    Lvl 119 - Shock Wave[3]
    Lvl 120 - Shock Wave[6]

    Why max Shark Wave first?
    Because at lvl 30, it hits 7 monsters, rather than 6. Also, it has an amazing range, and does 510% damage.

    Why max Critical Punch next?
    Because it increases your damage by doing critical damages.

    Why Transformation next?
    Because Transformation gives +20 attack, add +20 attack to your energy charge's +20 attack, you get +40 attack. With energy charge and transformation together, you get almost every stat buffed.

    I have a lvl 120 TB, and I did this build ;p. So. o.o

  2. #2

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    should get dash, more useful than straight/somersault

  3. #3
    Aisu #2100 White Mage Abyss's Avatar
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    Quote Originally Posted by 00p00 View Post
    should get dash, more useful than straight/somersault
    Not quite.

    Quick Motion is useless, Accuracy is broken and avoid is sub-par at best. Dash is an amazing skill, And it helps TB's even more since there is no BSB spam. Spark is also far better than barrage, as much as I love barrage.

  4. #4
    We're in a heap o'trouble Tesiqurasa's Avatar
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    Definitely take spark before Transformation. There should also be at least 1 (preferably 11) spark before critical punch.

    Everything in 3rd job should be done to buff Shark Wave.


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  5. #5

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    Quote Originally Posted by White Mage Abyss View Post
    Not quite.

    Quick Motion is useless, Accuracy is broken and avoid is sub-par at best. Dash is an amazing skill, And it helps TB's even more since there is no BSB spam. Spark is also far better than barrage, as much as I love barrage.
    Sub par avoid is still better than straight.

    In 102 levels, I don't think I've used straight yet.

  6. #6
    We're in a heap o'trouble Tesiqurasa's Avatar
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    It's not just sub par avoid.
    It's basically non-existent now. Even a high lvl Thief with massive avoid will still take more hits than he did pre-pot gear (despite having 4-5x the avoid). Straight is faster than SSB and does not bring you to as long of a stop. It should be used whenever traveling across a map, picking off stragglers. It's more effective than grouping them up with a low lvl CSB (since TBs don't max it until later on). Lightning is also very helpful. It's added damage without any effort beyond casting the skill. During 2nd job, my Lightning 100% 1 hit CDs, and 2 hit Robos. Straight and Lightning are far better than a worthless Quick Motion, especially for a Thunder Breaker. Avoid has virtually no meaning, and you'll have enough accuracy for everything anyway.

    In 2nd job, I personally did 12 CSB, 19 Booster and still maxed Blast. I went back later in 3rd job (before SI), and put one point into Booster. Shock Wave is pretty useless anyway. Blast is beyond helpful for early Jester training. I feel that in those lvls (63-70), I used Blast more than I have ever used CSB. Shark Wave just has too high of a range to ever require serious mobbing with CSB. I only use it, uncharged, to move up plats at an angle.


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  7. #7
    Jr. Necki jitenp's Avatar
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    My Tb has all his first job skills maxed but Quick Motion, entirely useless skill. Straight becomes useless as well, but it is used some what.

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  8. #8

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    Quote Originally Posted by jitenp View Post
    My Tb has all his first job skills maxed but Quick Motion, entirely useless skill.

    even if you're missing 100% on snails?

  9. #9
    We're in a heap o'trouble Tesiqurasa's Avatar
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    Accuracy is almost entirely level based. For every lvl you are below a mob, you will miss 5% of the time. The amount required to hit mobs your lvl is extremely minimal. You should have it without any Quick Motion anyway.


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  10. #10
    Aisu #2100 White Mage Abyss's Avatar
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    Quote Originally Posted by Aberrence View Post
    Sub par avoid is still better than straight.

    In 102 levels, I don't think I've used straight yet.
    I'm level 95, and I've used it several thousand times.

    Quote Originally Posted by 00p00 View Post
    even if you're missing 100% on snails?
    Except you can have litterally several thousand accuracy, and you will still miss the things you miss. Accuracy is as potent as defense now.

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