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'''Resulting in''': | '''Resulting in''': | ||
*'''Overswing''' ( | *'''Overswing''' (MAXED) | ||
*'''Final Blow''' ( | *'''Final Blow''' (MAXED) | ||
*'''High Mastery''' ( | *'''High Mastery''' (MAXED) | ||
*'''Combo Tempest''' ( | *'''Combo Tempest''' (MAXED) | ||
*'''Combo Barrier''' ( | *'''Combo Barrier''' (MAXED) | ||
*'''Freeze Standing''' ( | *'''Freeze Standing''' (MAXED) | ||
*'''Maple Warrior''': | *'''Maple Warrior''': 29/30 | ||
*'''High Defence''' ( | *'''High Defence''' (MAXED) | ||
*'''Hero’s Will''' ( | *'''Hero’s Will''' (MAXED) | ||
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 Combo Barrier, since it makes monsters do 20% less damage on you and your whole party. Then Final Blow because it's very strong. After that, you start on Maple Warrior and Combo Tempest for damage and High Defence to reduce the damage you take. 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 199. | 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 Combo Barrier, since it makes monsters do 20% less damage on you and your whole party. Then Final Blow because it's very strong. After that, you start on Maple Warrior and Combo Tempest for damage and High Defence to reduce the damage you take. 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 199. | ||
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High Mastery is left at 26 because Level 26 adds 90% mastery. 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. | High Mastery is left at 26 because Level 26 adds 90% mastery. 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. | ||
;The Damage | ;The Damage build | ||
*'''Level 120''': Over Swing (+1)(696% damage total) | *'''Level 120''': Over Swing (+1)(696% damage total) | ||
*'''Level 121–130''': High Mastery (+16) (80% mastery / +5 W.ATK) / Over Swing (+14) (800% damage total) | *'''Level 121–130''': High Mastery (+16) (80% mastery / +5 W.ATK) / Over Swing (+14) (800% damage total) | ||
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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. | 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. | ||
;The Party | ;The Party build | ||
*'''Level 120''': Over Swing (+1) (696% damage total) | *'''Level 120''': Over Swing (+1) (696% damage total) | ||
*'''Level 121–130''': Combo Barrier (+30) (20% less damage) | *'''Level 121–130''': Combo Barrier (+30) (20% less damage) |