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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. Stunning Strikes and Leaf Tornado are both good finishers, so pick your favorite and max them both next. Unicorn Spike and Gust Dive aren't real useful for training 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. Stunning Strikes and Leaf Tornado are both good finishers, so pick your favorite and max them both next. Unicorn Spike and Gust Dive aren't real useful for training so they are last.


Stunning Strikes and Leaf Tornado get a boost in forth job, so they do need to be maxed. Unicorn Spike does double damage on bosses so it should be maxed, but the cooldown is 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.  
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 is 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

Revision as of 16:01, 24 December 2011

Elf Basics

AP Distribution

DEX is the Mercedes main damage stat. All points not spent on DEX should be put in STR, as the other stats do not help Bowman AT ALL! Some people cap their STR at 50 or so and put all AP on DEX after that.

Consider trying to go without STR, or at least keep it as low as you can. Second job Physical Training adds 30 STR. If you have a level 70+ Cannoneer, level 10 Pirate Blessing gives 15 STR, and it's not difficult to add more with other equipment such as rings and zhelm.

Skill Build

At level 10, after you job advance to Mercedes, you will get 4 skills in the beginner tab automatically.

  • Level 10: +1 Elven Healing (1)
  • Level 10: +1 Elven Blessing (1)
  • Level 10: +1 Updraft (1)
  • Level 10: +1 Elven Grace (1)

Note: Level 10 Elven Blessing is a Link Skill, but it can not be given to another character on your account until you reach level 70. It can be changed to another character on the account only one time per day.

Mercedes

First Job

All first job skills will be maxed. The mobs near Elluel are pretty easy and 1 point on Swift Dual Shot should be plenty. The maps are a bit long though, so Potential Power give the biggest advantage to max first.

Don't forget to talk to Athena Pierce at level 18 for your Amdusias hat. It gives 12 DEX. Note: if you try to attack the boss with your Dual Bowgun, you will miss every time. You must equip the special bow she will give you. Swift Dual Shot will not work with this bow, so just use the basic attack.

Regular Build
  • Level 10: +2 Potential Power (2), +1 Glide Blast (1), +1 Sharp Aim (1), +1 Swift Dual Shot (1)
  • Level 11: +3 Potential Power (5)
  • Level 12: +3 Potential Power (8)
  • Level 13: +3 Potential Power (11)
  • Level 14: +3 Potential Power (14)
  • Level 15: +1 Potential Power (15), +2 Sharp Aim (3)
  • Level 16: +3 Sharp Aim (6)
  • Level 17: +3 Sharp Aim (9)
  • Level 18: +3 Sharp Aim (12)
  • Level 19: +3 Sharp Aim (15)
  • Level 20: +3 Sharp Aim (18)
  • Level 21: +2 Sharp Aim (20), +1 Glide Blast (2)
  • Level 22: +3 Glide Blast (5)
  • Level 23: +3 Glide Blast (8)
  • Level 24: +2 Glide Blast (10), +1 Swift Dual Shot (2)
  • Level 25: +3 Swift Dual Shot (5)
  • Level 26: +3 Swift Dual Shot (8)
  • Level 27: +3 Swift Dual Shot (11)
  • Level 28: +3 Swift Dual Shot (14)
  • Level 29: +3 Swift Dual Shot (17)
  • Level 30: +3 Swift Dual Shot (20)
End Result
  • Potential Power: Level 15
  • Sharp Aim: Level 20
  • Glide Blast: Level 10
  • Swift Dual Shot: Level 20

There really isn't much jumping required on these beginning maps, but some people really like Glide Blast, which is only a 10 point skill, so feel free to max it early if you want.

Second Job

At level 30, go to Fairy Forest: Elluel and go through the top center portal on the map to Fairy Forest: King's Seat, then click the harp to go to Fairy Forest: Advent of the Great Spirit, and talk to Great Spirit.

First point goes to Piercing Storm. Physical Training is only first if you need the STR so you can keep your base at the minimum 4.

Regular Build
  • Level 30: +1 Piercing Storm (1)
  • Level 31: +1 Physical Training (1), +1 Rising Rush (1), +1 Parting Shot (1)
  • Level 32: +3 Physical Training (4)
  • Level 33: +3 Physical Training (7)
  • Level 34: +3 Physical Training (10)
  • Level 35: +2 Dual Bowguns Mastery (2), +1 Spirit Surge (1)
  • Level 36: +3 Dual Bowguns Mastery (5)
  • Level 37: +3 Dual Bowguns Mastery (8)
  • Level 38: +3 Dual Bowguns Mastery (11)
  • Level 39: +3 Dual Bowguns Mastery (14)
  • Level 40: +3 Dual Bowguns Mastery (17)
  • Level 41: +3 Dual Bowguns Mastery (20)
  • Level 42: +3 Spirit Surge (4)
  • Level 43: +3 Spirit Surge (7)
  • Level 44: +3 Spirit Surge (10)
  • Level 45: +3 Spirit Surge (13)
  • Level 46: +2 Spirit Surge (15), +1 Parting Shot (2)
  • Level 47: +3 Parting Shot (5)
  • Level 48: +3 Rising Rush (4)
  • Level 49: +3 Rising Rush (7)
  • Level 50: +3 Rising Rush (10)
  • Level 51: +3 Rising Rush (13)
  • Level 52: +2 Rising Rush (15), +1 Final Attack (1)
  • Level 53: +3 Final Attack (4)
  • Level 54: +3 Final Attack (7)
  • Level 55: +3 Final Attack (10)
  • Level 56: +3 Final Attack (13)
  • Level 57: +3 Final Attack (16)
  • Level 58: +3 Final Attack (19)
  • Level 59: +1 Final Attack (20), +2 Dual Bowguns Boost (2)
  • Level 60: +3 Dual Bowguns Boost (5)
  • Level 61: +3 Dual Bowguns Boost (8)
  • Level 62: +3 Dual Bowguns Boost (11)
  • Level 63: +3 Dual Bowguns Boost (14)
  • Level 64: +3 Dual Bowguns Boost (17)
  • Level 65: +3 Dual Bowguns Boost (20)
  • Level 66: +3 Piercing Storm (4)
  • Level 67: +3 Piercing Storm (7)
  • Level 68: +3 Piercing Storm (10)
  • Level 69: +3 Piercing Storm (13)
  • Level 70: +3 Piercing Storm (16)
End Result
  • Physical Training: Level 10
  • Dual Bowguns Mastery: Level 20
  • Spirit Surge: Level 15
  • Parting Shot: Level 5 (or 1)
  • Rising Rush: Level 15
  • Final Attack: Level 20
  • Dual Bowguns Boost: Level 20
  • Piercing Storm: Level 16 (or 20)

Piercing Storm is replaced in third job, so it does not need to be maxed. Physical Training is first assuming you need the STR to equip your next weapon. If you don't need the STR yet, max Mastery and Spirit first. Next comes Parting Shot and Rising Rush, followed by Final Attack. Boost early may look good on paper, but in practice it really doesn't help as much as your other skills at this point, so it's saved for later. You could always put 3 SP on it early for a 30 second test and see for yourself. Piercing Storm is last. If you get good with Parting Shot and Rising Rush, you won't be using it much anyway.

Parting Shot may take some practice to use. If you have played a Battle Mage, you may have an advantage as it cast alot like their Finish Attack. If you are having trouble getting it to work, try pressing the Rising Rush button firm and deliberate, immediately followed by repeatedly tapping the Parting Shot button. 1 point is applied to these skills early so you can try it, but you won't see their real benefit on mobs that are taken out with 1 hit, you will start to appreciate Parting Shot more on higher HP mobs such as Jester. If you are still having trouble, or just don't like training with this skill, you can max Piercing Storm first instead.

Alternate Build
  • Level 30: +1 Piercing Storm (1)
  • Level 31: +1 Physical Training (1), +1 Rising Rush (1), +1 Parting Shot (1)
  • Level 32: +3 Physical Training (4)
  • Level 33: +3 Physical Training (7)
  • Level 34: +3 Physical Training (10)
  • Level 35: +2 Dual Bowguns Mastery (2), +1 Spirit Surge (1)
  • Level 36: +3 Dual Bowguns Mastery (5)
  • Level 37: +3 Dual Bowguns Mastery (8)
  • Level 38: +3 Dual Bowguns Mastery (11)
  • Level 39: +3 Dual Bowguns Mastery (14)
  • Level 40: +3 Dual Bowguns Mastery (17)
  • Level 41: +3 Dual Bowguns Mastery (20)
  • Level 42: +3 Spirit Surge (4)
  • Level 43: +3 Spirit Surge (7)
  • Level 44: +3 Spirit Surge (10)
  • Level 45: +3 Spirit Surge (13)
  • Level 46: +2 Spirit Surge (15), +1 Piercing Storm (2)
  • Level 47: +3 Piercing Storm (5)
  • Level 48: +3 Piercing Storm (8)
  • Level 49: +3 Piercing Storm (11)
  • Level 50: +3 Piercing Storm (14)
  • Level 51: +3 Piercing Storm (17)
  • Level 52: +3 Piercing Storm (20)
  • Level 53: +3 Final Attack (3)
  • Level 54: +3 Final Attack (6)
  • Level 55: +3 Final Attack (9)
  • Level 56: +3 Final Attack (12)
  • Level 57: +3 Final Attack (15)
  • Level 58: +3 Final Attack (18)
  • Level 59: +2 Final Attack (20), +1 Dual Bowguns Boost (1)
  • Level 60: +3 Dual Bowguns Boost (4)
  • Level 61: +3 Dual Bowguns Boost (7)
  • Level 62: +3 Dual Bowguns Boost (10)
  • Level 63: +3 Dual Bowguns Boost (13)
  • Level 64: +3 Dual Bowguns Boost (16)
  • Level 65: +3 Dual Bowguns Boost (19)
  • Level 66: +1 Dual Bowguns Boost (20), +2 Rising Rush (3)
  • Level 67: +3 Rising Rush (6)
  • Level 68: +3 Rising Rush (9)
  • Level 69: +3 Rising Rush (12)
  • Level 70: +3 Rising Rush (15)
End Result
  • Physical Training: Level 10
  • Dual Bowguns Mastery: Level 20
  • Spirit Surge: Level 15
  • Piercing Storm: Level 20 (or 16)
  • Final Attack: Level 20
  • Dual Bowguns Boost: Level 20
  • Rising Rush: Level 15
  • Parting Shot: Level 1 (or 5)

Parting Shot is replaced in third job, so it does not need to be maxed. Physical Training is first assuming you need the STR to equip your next weapon. If you don't need the STR yet, max Mastery and Spirit first.

Third Job

At level 70, you will get the third job skills automatically. No quest or test required, however, there is a quest if you want the Elven Noble medal. Go to Fairy Forest: Elluel and go through the top center portal on the map to Fairy Forest: King's Seat, then click the harp to go to Fairy Forest: Advent of the Great Spirit, and talk to Great Spirit to get the medal.

First point goes to Stunning Strikes. It only hits 4 vs 6, but it's stronger and faster than 2nd Job Piercing Storm. Next a few good one pointers before maxing Ignis Roar for additional attack.

Regular Build
  • Level 70: +1 Stunning Strikes (1)
  • Level 71: +1 Aerial Barrage (1), +1 Leaf Tornado (1), +1 Unicorn Spike (1)
  • Level 72: +2 Ignis Roar (2), +1 Gust Dive (1)
  • Level 73: +3 Ignis Roar (5)
  • Level 74: +3 Ignis Roar (8)
  • Level 75: +3 Ignis Roar (11)
  • Level 76: +3 Ignis Roar (14)
  • Level 77: +3 Ignis Roar (17)
  • Level 78: +3 Ignis Roar (20)
  • Level 79: +3 Aerial Barrage (4)
  • Level 80: +3 Aerial Barrage (7)
  • Level 81: +3 Aerial Barrage (10)
  • Level 82: +3 Aerial Barrage (13)
  • Level 83: +2 Aerial Barrage (15), +1 Water Shield (1)
  • Level 84: +3 Water Shield (4)
  • Level 85: +3 Water Shield (7)
  • Level 86: +3 Water Shield (10)
  • Level 87: +3 Water Shield (13)
  • Level 88: +3 Water Shield (16)
  • Level 89: +3 Water Shield (19)
  • Level 90: +1 Water Shield (20), +2 Elemental Knights (2)
  • Level 91: +3 Elemental Knights (5)
  • Level 92: +3 Elemental Knights (8)
  • Level 93: +3 Elemental Knights (11)
  • Level 94: +3 Elemental Knights (14)
  • Level 95: +3 Elemental Knights (17)
  • Level 96: +3 Elemental Knights (20)
  • Level 97: +3 Stunning Strikes (4)
  • Level 98: +3 Stunning Strikes (7)
  • Level 99: +3 Stunning Strikes (10)
  • Level 100: +3 Stunning Strikes (13)
  • Level 101: +3 Stunning Strikes (16)
  • Level 102: +3 Stunning Strikes (19)
  • Level 103: +1 Stunning Strikes (20), +2 Leaf Tornado (3)
  • Level 104: +3 Leaf Tornado (6)
  • Level 105: +3 Leaf Tornado (9)
  • Level 106: +3 Leaf Tornado (12)
  • Level 107: +3 Leaf Tornado (15)
  • Level 108: +3 Leaf Tornado (18)
  • Level 109: +2 Leaf Tornado (20), +1 Unicorn Spike (2)
  • Level 110: +3 Unicorn Spike (5)
  • Level 111: +3 Unicorn Spike (8)
  • Level 112: +3 Unicorn Spike (11)
  • Level 113: +3 Unicorn Spike (14)
  • Level 114: +3 Unicorn Spike (17)
  • Level 115: +3 Unicorn Spike (20)
  • Level 116: +3 Gust Dive (4)
  • Level 117: +3 Gust Dive (7)
  • Level 118: +3 Gust Dive (10)
  • Level 119: +3 Gust Dive (13)
  • Level 120: +3 Gust Dive (16)
End Result
  • Ignis Roar: Level 20
  • Aerial Barrage: Level 15
  • Water Shield: Level 20
  • Elemental Knights: Level 20
  • Stunning Strikes: Level 20
  • Leaf Tornado: Level 20
  • Unicorn Spike: Level 20 (or 16)
  • Gust Dive: Level 16 (or 20)

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. Stunning Strikes and Leaf Tornado are both good finishers, so pick your favorite and max them both next. Unicorn Spike and Gust Dive aren't real useful for training 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 is 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
  • Level 15 Aerial Barrage = 720% attk on 8 (120% X 6) and 15% chance instant death
  • Level 20 Leaf Tornado = 540% attk on 8 (135% X 4)
  • Level 20 Stunning Strikes = 504% attk on 4 (126% X 4)
  • 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

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.

Alternate Build
  • Level 70: +1 Stunning Strikes (1)
  • Level 71: +1 Aerial Barrage (1), +1 Leaf Tornado (1), +1 Unicorn Spike (1)
  • Level 72: +2 Ignis Roar (2), +1 Gust Dive (1)
  • Level 73: +3 Ignis Roar (5)
  • Level 74: +3 Ignis Roar (8)
  • Level 75: +3 Ignis Roar (11)
  • Level 76: +3 Ignis Roar (14)
  • Level 77: +3 Ignis Roar (17)
  • Level 78: +3 Ignis Roar (20)
  • Level 79: +3 Stunning Strikes (4)
  • Level 80: +3 Stunning Strikes (7)
  • Level 81: +3 Stunning Strikes (10)
  • Level 82: +3 Stunning Strikes (13)
  • Level 83: +3 Stunning Strikes (16)
  • Level 84: +3 Stunning Strikes (19)
  • Level 85: +1 Stunning Strikes (20), +2 Water Shield (2)
  • Level 86: +3 Water Shield (5)
  • Level 87: +3 Water Shield (8)
  • Level 88: +3 Water Shield (11)
  • Level 89: +3 Water Shield (14)
  • Level 90: +3 Water Shield (17)
  • Level 91: +3 Water Shield (20)
  • Level 92: +3 Elemental Knights (3)
  • Level 93: +3 Elemental Knights (6)
  • Level 94: +3 Elemental Knights (9)
  • Level 95: +3 Elemental Knights (12)
  • Level 96: +3 Elemental Knights (15)
  • Level 97: +3 Elemental Knights (18)
  • Level 98: +2 Elemental Knights (20), +1 Leaf Tornado (2)
  • Level 99: +3 Leaf Tornado (5)
  • Level 100: +3 Leaf Tornado (8)
  • Level 101: +3 Leaf Tornado (11)
  • Level 102: +3 Leaf Tornado (14)
  • Level 103: +3 Leaf Tornado (17)
  • Level 104: +3 Leaf Tornado (20)
  • Level 105: +3 Aerial Barrage (4)
  • Level 106: +3 Aerial Barrage (7)
  • Level 107: +3 Aerial Barrage (10)
  • Level 108: +3 Aerial Barrage (13)
  • Level 109: +2 Aerial Barrage (15), +1 Unicorn Spike (2)
  • Level 110: +3 Unicorn Spike (5)
  • Level 111: +3 Unicorn Spike (8)
  • Level 112: +3 Unicorn Spike (11)
  • Level 113: +3 Unicorn Spike (14)
  • Level 114: +3 Unicorn Spike (17)
  • Level 115: +3 Unicorn Spike (20)
  • Level 116: +3 Gust Dive (4)
  • Level 117: +3 Gust Dive (7)
  • Level 118: +3 Gust Dive (10)
  • Level 119: +3 Gust Dive (13)
  • Level 120: +3 Gust Dive (16)
End Result
  • Ignis Roar: Level 20
  • Stunning Strikes: Level 20
  • Water Shield: Level 20
  • Elemental Knights: Level 20
  • Leaf Tornado: Level 20
  • Aerial Barrage: Level 15
  • Unicorn Spike: Level 20 (or 16)
  • Gust Dive: Level 16 (or 20)