Hanabira.Kage
2010-07-24, 06:09 AM
Nope, I'm not posting that same question a third time. This time, I'm posting a few builds I made for fun.
I'll be posting Battlemage and Wild Hunter skill builds up to 3rd Job. I want you guys to give your honest opinions on the builds, and perhaps share your own builds (especially those who've played them).
For Battlemage builds, I'll be deviating slightly from Takebacker's: I'll focus a litle more on survivability for BMa-III, for example.
Oh, and the text within the spoilers are not centered and are in their default font, etc. for easy reading.
Note: Battlemages are confirmed to receive 5 SP at Lv10, but so far there's no concrete proof that the same applies for Wild Hunters. The WH-I build I've posted up assumes that Wild Hunters also get 5 SP at Lv10.
EDIT: WH-III is up. I'm not too sure about it, but I think Lv1 Trap (20 seconds) should be enough to last till around Lv100 if the player places it well enough. I also opted for Blind over Silver Hawk, mostly because I hate summons (they're so troublesome). Blind will be very useful when coupled with Wild Shot...assuming the enemies aren't already dead.
10 +5 Triple Blow (5)
11 +3 Triple Blow (8)
12 +3 Triple Blow (11)
13 +3 Triple Blow (14)
14 +3 Triple Blow (17)
15 +3 Triple Blow (20 - MAXED)
16 +3 Finish Attack (3)
17 +3 Finish Attack (6)
18 +3 Finish Attack (9)
19 +1 Finish Attack (10 - MAXED), +2 Teleport (2)
20 +3 Teleport (5)
21 +3 Teleport (8)
22 +3 Teleport (11)
23 +3 Teleport (14)
24 +1 Teleport (15 - MAXED), +2 Dark Aura (2)
25 +3 Dark Aura (5)
26 +3 Dark Aura (8)
27 +3 Dark Aura (11)
28 +3 Dark Aura (14)
29 +3 Dark Aura (17)
30 +3 Dark Aura (20 - MAXED)
Triple Blow - 20 (Maxed)
Finish Attack - 10 (Maxed)
Teleport - 15 (Maxed)
Dark Aura - 20 (Maxed)
Explanation: Triple Blow is your main attack, so it's obviously maxed out first. Why not a point in Teleport early on? Because at this point, 50 MP is a huge MP cost so I personally wouldn't invest in it this early. Besides, all other mages get it later so you don't really lose out. Finish Attack is maxed out right after Triple Blow because it's now MUCH stronger than it used to be - it's now a little more than 3 times stronger than each hit of Triple Blow, rather than half Triple Blow's power like it used to be. Teleport is then maxed out, because Dark Aura's +11% damage doesn't do much at this juncture.
30 +1 Quad Blow (1), +1 Dark Chains (1), +1 Yellow Aura (1)
31 +3 Staff Mastery (3)
32 +3 Staff Mastery (6)
33 +3 Staff Mastery (9)
34 +3 Staff Mastery (12)
35 +3 Staff Mastery (15)
36 +3 Staff Mastery (18)
37 +2 Staff Mastery (20 - MAXED), +1 Quad Blow (2)
38 +3 Quad Blow (5)
39 +3 Quad Blow (8)
40 +3 Quad Blow (11)
41 +3 Quad Blow (14)
42 +3 Quad Blow (17)
42 +3 Quad Blow (20 - MAXED)
44 +3 Staff Booster (3)
45 +3 Staff Booster (6)
46 +3 Staff Booster (9)
47 +3 Staff Booster (12)
48 +3 Staff Booster (15)
49 +3 Staff Booster (18)
50 +2 Staff Booster (20 - MAXED), +1 Blue Aura (1)
51 +3 Blue Aura (4)
52 +3 Blue Aura (7)
53 +3 Blue Aura (10)
54 +3 Blue Aura (13)
55 +3 Blue Aura (16)
56 +3 Blue Aura (19)
57 +1 Blue Aura (20 - MAXED), +2 Dark Chains (3)
58 +3 Dark Chains (6)
59 +3 Dark Chains (9)
60 +3 Dark Chains (12)
61 +3 Dark Chains (15)
62 +3 Dark Chains (18)
63 +2 Dark Chains (20 - MAXED), +1 Yellow Aura (2)
64 +3 Yellow Aura (5)
65 +3 Yellow Aura (8)
66 +3 Yellow Aura (11)
67 +3 Yellow Aura (14)
68 +3 Yellow Aura (17)
69 +3 Yellow Aura (20 - MAXED)
70 +3 Blood Drain (3)
Staff Mastery - 20 (Maxed)
Quad Blow - 20 (Maxed)
Dark Chains - 20 (Maxed)
Blue Aura - 20 (Maxed)
Yellow Aura - 20 (Maxed)
Blood Drain - 3
Staff Booster - 20 (Maxed)
Explanation: Start off with 1 in Quad Blow because it boosts your damage per target up from 330% to 404%. Also get Lv1 Dark Chains for its 100% stun and Lv1 Yellow Aura for the Attack Speed boost. Max out Staff Mastery to stabilize your damage, then max out Quad Blow to maximize your damage output. Staff Booster is maxed afterward for increased Attack Speed, then Blue Aura is maxed for the damage reduction (in case you need it). Dark Chains is maxed out to increase its damage, and Yellow Aura is only maxed after it because any more points in it only increases Movement Speed and not Attack Speed. The final 3 SP are added to Blood Drain, because it was nerfed quite badly a while back.
70 +1 Death Blow (1), +1 Conversion (1), +1 Advanced Dark Chains (1)
71 +3 Death Blow (4)
72 +3 Death Blow (7)
73 +3 Death Blow (10)
74 +3 Death Blow (13)
75 +3 Death Blow (16)
76 +3 Death Blow (19)
77 +1 Death Blow (20 - MAXED), +2 Conversion (3)
78 +3 Conversion (6)
79 +3 Conversion (9)
80 +1 Conversion (10 - MAXED), +2 Battle Mastery (2)
81 +3 Battle Mastery (5)
82 +3 Battle Mastery (8)
83 +3 Battle Mastery (11)
84 +3 Battle Mastery (14)
85 +3 Battle Mastery (17)
86 +3 Battle Mastery (20 - MAXED)
87 +3 Advanced Dark Chains (4)
88 +3 Advanced Dark Chains (7)
89 +3 Advanced Dark Chains (10)
90 +3 Advanced Dark Chains (13)
91 +3 Advanced Dark Chains (16)
92 +3 Advanced Dark Chains (19)
93 +1 Advanced Dark Chains (20 - MAXED), +2 Teleport Mastery (2)
94 +3 Teleport Mastery (5)
95 +3 Teleport Mastery (8)
96 +2 Teleport Mastery (10 - MAXED), +1 Dark Lightning (1)
97 +3 Dark Lightning (4)
98 +3 Dark Lightning (7)
99 +3 Dark Lightning (10)
100 +3 Dark Lightning (13)
101 +3 Dark Lightning (16)
102 +3 Dark Lightning (19)
103 +1 Dark Lightning (20 - MAXED), +2 Advanced Blue Aura (2)
104 +3 Advanced Blue Aura (5)
105 +3 Advanced Blue Aura (8)
106 +3 Advanced Blue Aura (11)
107 +3 Advanced Blue Aura (14)
108 +3 Advanced Blue Aura (17)
109 +3 Advanced Blue Aura (20 - MAXED)
110 +3 Super Body (3)
111 +3 Super Body (6)
112 +3 Super Body (9)
113 +3 Super Body (12)
114 +3 Super Body (15)
115 +3 Super Body (18)
116 +2 Super Body (20 - MAXED), +1 Revive (1)
117 +3 Revive (4)
118 +3 Revive (7)
119 +3 Revive (10)
120 +3 Revive (13)
Advanced Blue Aura - 20 (Maxed)
Battle Mastery - 20 (Maxed)
Death Blow - 20 (Maxed)
Dark Lightning - 20 (Maxed)
Conversion - 10 (Maxed)
Super Body - 20 (Maxed)
Revive - 13
Teleport Mastery - 10 (Maxed)
Advanced Dark Chains - 20 (Maxed)
Explanation: As Takebacker mentioned in his 2nd Job build explanation, the Battlemage has A LOT of skills that are great even with just 1 SP in them. A few more pop up in 3rd Job. Lv1 Conversion increases your own HP by 64%, Lv1 Death Blow boosts your damage per target up to 555%, and Lv1 Advanced Dark Chains increases your mob count, damage and range. Death Blow is maxed ASAP, for obvious reasons. Conversion is maxed right after to increase survivability and reduce the huge MP cost. Battle Mastery is maxed next to boost Critical Rate and minimum Critical Damage, followed by Advanced Dark Chains to hit even more targets for even more damage. Teleport Mastery is maxed next for its utility, then Dark Lightning is invested in for its major mob damage. Advanced Blue Aura is next to increase Blue Aura's damage reduction, followed by Super Body. The rest of the SP are dumped in Revive since it's no longer worth maxing.
10 +1 Jaguar Riding (1), +1 Double Jump (1), +3 Triple Shot (3)
11 +3 Triple Shot (6)
12 +3 Triple Shot (9)
13 +3 Triple Shot (12)
14 +3 Triple Shot (15)
15 +3 Triple Shot (18)
16 +2 Triple Shot (20 - MAXED), +1 Crossbow Booster (1)
17 +3 Crossbow Booster (4)
18 +3 Crossbow Booster (7)
19 +3 Crossbow Booster (10)
20 +3 Crossbow Booster (13)
21 +3 Crossbow Booster (16)
22 +3 Crossbow Booster (19)
23 +1 Crossbow Booster (20 - MAXED), +2 Jaguar Riding (3)
24 +3 Jaguar Riding (6)
25 +3 Jaguar Riding (9)
26 +3 Jaguar Riding (12)
27 +3 Jaguar Riding (15 - MAXED)
28 +3 Double Jump (4)
29 +3 Double Jump (7)
30 +3 Double Jump (10 - MAXED)
Triple Shot - 20 (Maxed)
Jaguar Riding - 15 (Maxed)
Double Jump - 10 (Maxed)
Crossbow Booster - 20 (Maxed)
Explanation: 1 SP is added into Jaguar Riding for the nice bonuses it gives, and also to allow for the use of Double Jump, which 1 SP should also be added to for mobility. Triple Shot is maxed to maximise damage, followed by Crossbow Booster to speed up your attacks. Jaguar Riding is then maxed to maximise HP, Critical Rate and Avoid, ending off with Double Jump.
30 +1 Spring Shot (1), +2 Crossbow Mastery (2)
31 +3 Crossbow Mastery (5)
32 +3 Crossbow Mastery (8)
33 +3 Crossbow Mastery (11)
34 +3 Crossbow Mastery (14)
35 +3 Crossbow Mastery (17)
36 +3 Crossbow Mastery (20 - MAXED)
37 +3 Soul Arrow (3)
38 +3 Soul Arrow (6)
39 +1 Soul Arrow (7), +2 Spring Shot (3)
40 +3 Spring Shot (6)
41 +3 Spring Shot (9)
42 +3 Spring Shot (12)
43 +3 Spring Shot (15)
44 +3 Spring Shot (18)
45 +2 Spring Shot (20 - MAXED), +1 Jaguar Roar (1)
46 +3 Final Attack (3)
47 +3 Final Attack (6)
48 +3 Final Attack (9)
49 +3 Final Attack(12)
50 +3 Final Attack (15)
51 +3 Final Attack (18)
52 +2 Final Attack (20 - MAXED), +1 Swallow (1)
53 +3 Swallow (4)
54 +3 Swallow (7)
55 +3 Swallow (10)
56 +3 Swallow (13)
57 +3 Swallow (16)
58 +3 Swallow (19)
59 +1 Swallow (20 - MAXED), +2 Jaguar Roar (3)
60 +3 Jaguar Roar (6)
61 +3 Jaguar Roar (9)
62 +3 Jaguar Roar (12)
63 +3 Jaguar Roar (15)
64 +3 Jaguar Roar (18)
65 +2 Jaguar Roar (20 - MAXED), +1 Mine (1)
66 +3 Mine (4)
67 +3 Mine (7)
68 +3 Mine (10)
69 +3 Mine (13)
70 +3 Mine (16)
Crossbow Mastery - 20 (Maxed)
Final Attack - 20 (Maxed)
Spring Shot - 20 (Maxed)
Jaguar Roar - 20 (Maxed)
Soul Arrow - 7
Mine - 16
Swallow - 20 (Maxed)
Explanation: 1 SP is added into Spring Shot for an early mob attack. Crossbow Mastery is then maxed to bring up that horrendous minimum damage, followed by Lv7 Soul Arrow to sync with Crossbow Booster's duration. Spring Shot is maxed for damage, then 1 SP is added into Jaguar Roar for the 100% stun. Final Attack is maxed to maximize damage output, followed by Swallow for the occasional damaging mob attack. Jaguar Roar is maxed out for a longer stun duration, then the rest of the SP is dumped into Mine.
70 +1 Five Shot (1), +1 Crossroads (1), +1 Trap (1)
71 +3 Five Shot (4)
72 +3 Five Shot (7)
73 +3 Five Shot (10)
74 +3 Five Shot (13)
75 +3 Five Shot (16)
76 +3 Five Shot (19)
77 +3 Five Shot (22)
78 +3 Five Shot (25)
79 +3 Five Shot (28)
80 +2 Five Shot (30 - MAXED), +1 Riding Mastery (1)
81 +3 Riding Mastery (4)
82 +3 Riding Mastery (7)
83 +3 Riding Mastery (10)
84 +3 Riding Mastery (13)
85 +3 Riding Mastery (16)
86 +3 Riding Mastery (19)
87 +1 Riding Mastery (20 - MAXED), +2 Claw Cut (2)
88 +3 Claw Cut (5)
89 +3 Claw Cut (8)
90 +3 Claw Cut (11)
91 +3 Claw Cut (14)
92 +3 Claw Cut (17)
93 +3 Claw Cut (20 - MAXED)
94 +3 Crossroads (4)
95 +3 Crossroads (7)
96 +3 Crossroads (10)
97 +3 Crossroads (13)
98 +3 Crossroads (16)
99 +3 Crossroads (19)
100 +3 Crossroads (22)
101 +3 Crossroads (25)
102 +3 Crossroads (28)
103 +2 Crossroads (30 - MAXED), +1 Trap (2)
104 +3 Trap (5)
105 +3 Trap (8)
106 +3 Trap (11)
107 +3 Trap (14)
108 +3 Trap (17)
109 +3 Trap (20 - MAXED)
110 +3 Blind (3)
111 +3 Blind (6)
112 +3 Blind (9)
113 +3 Blind (12)
114 +3 Blind (15)
115 +3 Blind (18)
116 +2 Blind (20 - MAXED), +1 Silver Hawk (1)
117 +3 Silver Hawk (4)
118 +3 Silver Hawk (7)
119 +3 Silver Hawk (10)
120 +3 Silver Hawk (13)
Riding Mastery - 20 (Maxed)
Five Shot - 30 (Maxed)
Crossroads - 30 (Maxed)
Trap - 20 (Maxed)
Blind - 20 (Maxed)
Silver Hawk - 13
Claw Cut - 20 (Maxed)
Explanation: 1 SP is added to Trap to distract enemies, and 1 SP is put into Crossroads for its rather high damage and mobility. Five Shot is then maxed out for high 1v1 damage. Riding Mastery is next to take advantage of its damage boost to Jaguar skills and its Stance effect. Claw Cut is maxed out next for its damage output on small groups of 3 monsters, followed by Crossroads to bring its damage and stun rate up. Trap is then maxed out to extend its duration and increase its HP. Now we're down to Blind and Silver Hawk. Since Silver Hawk can only hit 1 target, its usefulness is limited. On the other hand, Blind adds a chance to blind enemies to every shot you fire off. For survivability's sake, this build opts for max Blind followed by Lv13 Silver Hawk.
I'll be posting Battlemage and Wild Hunter skill builds up to 3rd Job. I want you guys to give your honest opinions on the builds, and perhaps share your own builds (especially those who've played them).
For Battlemage builds, I'll be deviating slightly from Takebacker's: I'll focus a litle more on survivability for BMa-III, for example.
Oh, and the text within the spoilers are not centered and are in their default font, etc. for easy reading.
Note: Battlemages are confirmed to receive 5 SP at Lv10, but so far there's no concrete proof that the same applies for Wild Hunters. The WH-I build I've posted up assumes that Wild Hunters also get 5 SP at Lv10.
EDIT: WH-III is up. I'm not too sure about it, but I think Lv1 Trap (20 seconds) should be enough to last till around Lv100 if the player places it well enough. I also opted for Blind over Silver Hawk, mostly because I hate summons (they're so troublesome). Blind will be very useful when coupled with Wild Shot...assuming the enemies aren't already dead.
10 +5 Triple Blow (5)
11 +3 Triple Blow (8)
12 +3 Triple Blow (11)
13 +3 Triple Blow (14)
14 +3 Triple Blow (17)
15 +3 Triple Blow (20 - MAXED)
16 +3 Finish Attack (3)
17 +3 Finish Attack (6)
18 +3 Finish Attack (9)
19 +1 Finish Attack (10 - MAXED), +2 Teleport (2)
20 +3 Teleport (5)
21 +3 Teleport (8)
22 +3 Teleport (11)
23 +3 Teleport (14)
24 +1 Teleport (15 - MAXED), +2 Dark Aura (2)
25 +3 Dark Aura (5)
26 +3 Dark Aura (8)
27 +3 Dark Aura (11)
28 +3 Dark Aura (14)
29 +3 Dark Aura (17)
30 +3 Dark Aura (20 - MAXED)
Triple Blow - 20 (Maxed)
Finish Attack - 10 (Maxed)
Teleport - 15 (Maxed)
Dark Aura - 20 (Maxed)
Explanation: Triple Blow is your main attack, so it's obviously maxed out first. Why not a point in Teleport early on? Because at this point, 50 MP is a huge MP cost so I personally wouldn't invest in it this early. Besides, all other mages get it later so you don't really lose out. Finish Attack is maxed out right after Triple Blow because it's now MUCH stronger than it used to be - it's now a little more than 3 times stronger than each hit of Triple Blow, rather than half Triple Blow's power like it used to be. Teleport is then maxed out, because Dark Aura's +11% damage doesn't do much at this juncture.
30 +1 Quad Blow (1), +1 Dark Chains (1), +1 Yellow Aura (1)
31 +3 Staff Mastery (3)
32 +3 Staff Mastery (6)
33 +3 Staff Mastery (9)
34 +3 Staff Mastery (12)
35 +3 Staff Mastery (15)
36 +3 Staff Mastery (18)
37 +2 Staff Mastery (20 - MAXED), +1 Quad Blow (2)
38 +3 Quad Blow (5)
39 +3 Quad Blow (8)
40 +3 Quad Blow (11)
41 +3 Quad Blow (14)
42 +3 Quad Blow (17)
42 +3 Quad Blow (20 - MAXED)
44 +3 Staff Booster (3)
45 +3 Staff Booster (6)
46 +3 Staff Booster (9)
47 +3 Staff Booster (12)
48 +3 Staff Booster (15)
49 +3 Staff Booster (18)
50 +2 Staff Booster (20 - MAXED), +1 Blue Aura (1)
51 +3 Blue Aura (4)
52 +3 Blue Aura (7)
53 +3 Blue Aura (10)
54 +3 Blue Aura (13)
55 +3 Blue Aura (16)
56 +3 Blue Aura (19)
57 +1 Blue Aura (20 - MAXED), +2 Dark Chains (3)
58 +3 Dark Chains (6)
59 +3 Dark Chains (9)
60 +3 Dark Chains (12)
61 +3 Dark Chains (15)
62 +3 Dark Chains (18)
63 +2 Dark Chains (20 - MAXED), +1 Yellow Aura (2)
64 +3 Yellow Aura (5)
65 +3 Yellow Aura (8)
66 +3 Yellow Aura (11)
67 +3 Yellow Aura (14)
68 +3 Yellow Aura (17)
69 +3 Yellow Aura (20 - MAXED)
70 +3 Blood Drain (3)
Staff Mastery - 20 (Maxed)
Quad Blow - 20 (Maxed)
Dark Chains - 20 (Maxed)
Blue Aura - 20 (Maxed)
Yellow Aura - 20 (Maxed)
Blood Drain - 3
Staff Booster - 20 (Maxed)
Explanation: Start off with 1 in Quad Blow because it boosts your damage per target up from 330% to 404%. Also get Lv1 Dark Chains for its 100% stun and Lv1 Yellow Aura for the Attack Speed boost. Max out Staff Mastery to stabilize your damage, then max out Quad Blow to maximize your damage output. Staff Booster is maxed afterward for increased Attack Speed, then Blue Aura is maxed for the damage reduction (in case you need it). Dark Chains is maxed out to increase its damage, and Yellow Aura is only maxed after it because any more points in it only increases Movement Speed and not Attack Speed. The final 3 SP are added to Blood Drain, because it was nerfed quite badly a while back.
70 +1 Death Blow (1), +1 Conversion (1), +1 Advanced Dark Chains (1)
71 +3 Death Blow (4)
72 +3 Death Blow (7)
73 +3 Death Blow (10)
74 +3 Death Blow (13)
75 +3 Death Blow (16)
76 +3 Death Blow (19)
77 +1 Death Blow (20 - MAXED), +2 Conversion (3)
78 +3 Conversion (6)
79 +3 Conversion (9)
80 +1 Conversion (10 - MAXED), +2 Battle Mastery (2)
81 +3 Battle Mastery (5)
82 +3 Battle Mastery (8)
83 +3 Battle Mastery (11)
84 +3 Battle Mastery (14)
85 +3 Battle Mastery (17)
86 +3 Battle Mastery (20 - MAXED)
87 +3 Advanced Dark Chains (4)
88 +3 Advanced Dark Chains (7)
89 +3 Advanced Dark Chains (10)
90 +3 Advanced Dark Chains (13)
91 +3 Advanced Dark Chains (16)
92 +3 Advanced Dark Chains (19)
93 +1 Advanced Dark Chains (20 - MAXED), +2 Teleport Mastery (2)
94 +3 Teleport Mastery (5)
95 +3 Teleport Mastery (8)
96 +2 Teleport Mastery (10 - MAXED), +1 Dark Lightning (1)
97 +3 Dark Lightning (4)
98 +3 Dark Lightning (7)
99 +3 Dark Lightning (10)
100 +3 Dark Lightning (13)
101 +3 Dark Lightning (16)
102 +3 Dark Lightning (19)
103 +1 Dark Lightning (20 - MAXED), +2 Advanced Blue Aura (2)
104 +3 Advanced Blue Aura (5)
105 +3 Advanced Blue Aura (8)
106 +3 Advanced Blue Aura (11)
107 +3 Advanced Blue Aura (14)
108 +3 Advanced Blue Aura (17)
109 +3 Advanced Blue Aura (20 - MAXED)
110 +3 Super Body (3)
111 +3 Super Body (6)
112 +3 Super Body (9)
113 +3 Super Body (12)
114 +3 Super Body (15)
115 +3 Super Body (18)
116 +2 Super Body (20 - MAXED), +1 Revive (1)
117 +3 Revive (4)
118 +3 Revive (7)
119 +3 Revive (10)
120 +3 Revive (13)
Advanced Blue Aura - 20 (Maxed)
Battle Mastery - 20 (Maxed)
Death Blow - 20 (Maxed)
Dark Lightning - 20 (Maxed)
Conversion - 10 (Maxed)
Super Body - 20 (Maxed)
Revive - 13
Teleport Mastery - 10 (Maxed)
Advanced Dark Chains - 20 (Maxed)
Explanation: As Takebacker mentioned in his 2nd Job build explanation, the Battlemage has A LOT of skills that are great even with just 1 SP in them. A few more pop up in 3rd Job. Lv1 Conversion increases your own HP by 64%, Lv1 Death Blow boosts your damage per target up to 555%, and Lv1 Advanced Dark Chains increases your mob count, damage and range. Death Blow is maxed ASAP, for obvious reasons. Conversion is maxed right after to increase survivability and reduce the huge MP cost. Battle Mastery is maxed next to boost Critical Rate and minimum Critical Damage, followed by Advanced Dark Chains to hit even more targets for even more damage. Teleport Mastery is maxed next for its utility, then Dark Lightning is invested in for its major mob damage. Advanced Blue Aura is next to increase Blue Aura's damage reduction, followed by Super Body. The rest of the SP are dumped in Revive since it's no longer worth maxing.
10 +1 Jaguar Riding (1), +1 Double Jump (1), +3 Triple Shot (3)
11 +3 Triple Shot (6)
12 +3 Triple Shot (9)
13 +3 Triple Shot (12)
14 +3 Triple Shot (15)
15 +3 Triple Shot (18)
16 +2 Triple Shot (20 - MAXED), +1 Crossbow Booster (1)
17 +3 Crossbow Booster (4)
18 +3 Crossbow Booster (7)
19 +3 Crossbow Booster (10)
20 +3 Crossbow Booster (13)
21 +3 Crossbow Booster (16)
22 +3 Crossbow Booster (19)
23 +1 Crossbow Booster (20 - MAXED), +2 Jaguar Riding (3)
24 +3 Jaguar Riding (6)
25 +3 Jaguar Riding (9)
26 +3 Jaguar Riding (12)
27 +3 Jaguar Riding (15 - MAXED)
28 +3 Double Jump (4)
29 +3 Double Jump (7)
30 +3 Double Jump (10 - MAXED)
Triple Shot - 20 (Maxed)
Jaguar Riding - 15 (Maxed)
Double Jump - 10 (Maxed)
Crossbow Booster - 20 (Maxed)
Explanation: 1 SP is added into Jaguar Riding for the nice bonuses it gives, and also to allow for the use of Double Jump, which 1 SP should also be added to for mobility. Triple Shot is maxed to maximise damage, followed by Crossbow Booster to speed up your attacks. Jaguar Riding is then maxed to maximise HP, Critical Rate and Avoid, ending off with Double Jump.
30 +1 Spring Shot (1), +2 Crossbow Mastery (2)
31 +3 Crossbow Mastery (5)
32 +3 Crossbow Mastery (8)
33 +3 Crossbow Mastery (11)
34 +3 Crossbow Mastery (14)
35 +3 Crossbow Mastery (17)
36 +3 Crossbow Mastery (20 - MAXED)
37 +3 Soul Arrow (3)
38 +3 Soul Arrow (6)
39 +1 Soul Arrow (7), +2 Spring Shot (3)
40 +3 Spring Shot (6)
41 +3 Spring Shot (9)
42 +3 Spring Shot (12)
43 +3 Spring Shot (15)
44 +3 Spring Shot (18)
45 +2 Spring Shot (20 - MAXED), +1 Jaguar Roar (1)
46 +3 Final Attack (3)
47 +3 Final Attack (6)
48 +3 Final Attack (9)
49 +3 Final Attack(12)
50 +3 Final Attack (15)
51 +3 Final Attack (18)
52 +2 Final Attack (20 - MAXED), +1 Swallow (1)
53 +3 Swallow (4)
54 +3 Swallow (7)
55 +3 Swallow (10)
56 +3 Swallow (13)
57 +3 Swallow (16)
58 +3 Swallow (19)
59 +1 Swallow (20 - MAXED), +2 Jaguar Roar (3)
60 +3 Jaguar Roar (6)
61 +3 Jaguar Roar (9)
62 +3 Jaguar Roar (12)
63 +3 Jaguar Roar (15)
64 +3 Jaguar Roar (18)
65 +2 Jaguar Roar (20 - MAXED), +1 Mine (1)
66 +3 Mine (4)
67 +3 Mine (7)
68 +3 Mine (10)
69 +3 Mine (13)
70 +3 Mine (16)
Crossbow Mastery - 20 (Maxed)
Final Attack - 20 (Maxed)
Spring Shot - 20 (Maxed)
Jaguar Roar - 20 (Maxed)
Soul Arrow - 7
Mine - 16
Swallow - 20 (Maxed)
Explanation: 1 SP is added into Spring Shot for an early mob attack. Crossbow Mastery is then maxed to bring up that horrendous minimum damage, followed by Lv7 Soul Arrow to sync with Crossbow Booster's duration. Spring Shot is maxed for damage, then 1 SP is added into Jaguar Roar for the 100% stun. Final Attack is maxed to maximize damage output, followed by Swallow for the occasional damaging mob attack. Jaguar Roar is maxed out for a longer stun duration, then the rest of the SP is dumped into Mine.
70 +1 Five Shot (1), +1 Crossroads (1), +1 Trap (1)
71 +3 Five Shot (4)
72 +3 Five Shot (7)
73 +3 Five Shot (10)
74 +3 Five Shot (13)
75 +3 Five Shot (16)
76 +3 Five Shot (19)
77 +3 Five Shot (22)
78 +3 Five Shot (25)
79 +3 Five Shot (28)
80 +2 Five Shot (30 - MAXED), +1 Riding Mastery (1)
81 +3 Riding Mastery (4)
82 +3 Riding Mastery (7)
83 +3 Riding Mastery (10)
84 +3 Riding Mastery (13)
85 +3 Riding Mastery (16)
86 +3 Riding Mastery (19)
87 +1 Riding Mastery (20 - MAXED), +2 Claw Cut (2)
88 +3 Claw Cut (5)
89 +3 Claw Cut (8)
90 +3 Claw Cut (11)
91 +3 Claw Cut (14)
92 +3 Claw Cut (17)
93 +3 Claw Cut (20 - MAXED)
94 +3 Crossroads (4)
95 +3 Crossroads (7)
96 +3 Crossroads (10)
97 +3 Crossroads (13)
98 +3 Crossroads (16)
99 +3 Crossroads (19)
100 +3 Crossroads (22)
101 +3 Crossroads (25)
102 +3 Crossroads (28)
103 +2 Crossroads (30 - MAXED), +1 Trap (2)
104 +3 Trap (5)
105 +3 Trap (8)
106 +3 Trap (11)
107 +3 Trap (14)
108 +3 Trap (17)
109 +3 Trap (20 - MAXED)
110 +3 Blind (3)
111 +3 Blind (6)
112 +3 Blind (9)
113 +3 Blind (12)
114 +3 Blind (15)
115 +3 Blind (18)
116 +2 Blind (20 - MAXED), +1 Silver Hawk (1)
117 +3 Silver Hawk (4)
118 +3 Silver Hawk (7)
119 +3 Silver Hawk (10)
120 +3 Silver Hawk (13)
Riding Mastery - 20 (Maxed)
Five Shot - 30 (Maxed)
Crossroads - 30 (Maxed)
Trap - 20 (Maxed)
Blind - 20 (Maxed)
Silver Hawk - 13
Claw Cut - 20 (Maxed)
Explanation: 1 SP is added to Trap to distract enemies, and 1 SP is put into Crossroads for its rather high damage and mobility. Five Shot is then maxed out for high 1v1 damage. Riding Mastery is next to take advantage of its damage boost to Jaguar skills and its Stance effect. Claw Cut is maxed out next for its damage output on small groups of 3 monsters, followed by Crossroads to bring its damage and stun rate up. Trap is then maxed out to extend its duration and increase its HP. Now we're down to Blind and Silver Hawk. Since Silver Hawk can only hit 1 target, its usefulness is limited. On the other hand, Blind adds a chance to blind enemies to every shot you fire off. For survivability's sake, this build opts for max Blind followed by Lv13 Silver Hawk.