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After a few good one pointers, max Ignis Roar for additional attack. Aerial Barrage is your strongest training attack so it gets maxed next, followed by Water Shield which you should need at this point if you are training on mobs 10 or 12 levels higher than you are. Elemental Knights are the most well behaved summon in the game. They don't aggravate mobs behind you like familiars, Flame, Ifrit, etc. They wait till you attack first, then help you kill it, so they get maxed next. The stun on Stunning Strikes is very helpful on mobs that like to shoot back. Unicorn Spike is great for crowd control when the mobs are just too thick for Stunning Strikes, and you don't have room to rush, or just want to keep some distance. Leaf Tornado is a fun skill, but this and Gust Dive aren't real practical for training. They require a jump first, and if you are on uneven ground, especially if you are moving up an incline, you may not have enough height for them to work, so they are last.
After a few good one pointers, max Ignis Roar for additional attack. Aerial Barrage is your strongest training attack so it gets maxed next, followed by Water Shield which you should need at this point if you are training on mobs 10 or 12 levels higher than you are. Elemental Knights are the most well behaved summon in the game. They don't aggravate mobs behind you like familiars, Flame, Ifrit, etc. They wait till you attack first, then help you kill it, so they get maxed next. The stun on Stunning Strikes is very helpful on mobs that like to shoot back. Unicorn Spike is great for crowd control when the mobs are just too thick for Stunning Strikes, and you don't have room to rush, or just want to keep some distance. Leaf Tornado is a fun skill, but this and Gust Dive aren't real practical for training. They require a jump first, and if you are on uneven ground, especially if you are moving up an incline, you may not have enough height for them to work, so they are last.
Stunning Strikes and Leaf Tornado get a boost in fourth job, so they do need to be maxed. Unicorn Spike does double damage on bosses so it should be maxed, but the cooldown can be annoying. You could max Gust Drive instead if you want. Water Shield adds defense and resistance which is really helpful for non warriors, but you could leave this at 16 if you want to max both the other attacks.


;Notes
;Notes
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*Level 20 Gust Dive = 585% attk on 6 (195% X 3)
*Level 20 Gust Dive = 585% attk on 6 (195% X 3)
*Level 20 Unicorn Spike = 750% attk on 8 (150% X 5) and bosses will receive double damage
*Level 20 Unicorn Spike = 750% attk on 8 (150% X 5) and bosses will receive double damage
Stunning Strikes and Leaf Tornado get a boost in fourth job, so they do need to be maxed. Unicorn Spike does double damage on bosses so it should be maxed, but the cooldown can be annoying. You could max Gust Drive instead if you want. Water Shield adds defense and resistance which is really helpful for non warriors, but you could leave this at 16 if you want to max both the other attacks.
*Fourth Job Ishtar's Ring requires Level 20 Stunning Strikes
*Fourth Job Spikes Royale requires Level 10 Leaf Tornado
*Fourth Job Ancient Warding requires Level 5 Ignis Roar


Aerial Barrage is your strongest training attack, but if you didn't like Parting Shot, you probably won't like this either, so just max Stunning Strikes in its place after Ignis Roar instead.
Aerial Barrage is your strongest training attack, but if you didn't like Parting Shot, you probably won't like this either, so just max Stunning Strikes in its place after Ignis Roar instead.