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View Full Version : [Aran] Power of The Polearm : An Aran Guide



TeknoForce
2012-02-01, 04:38 PM
http://spadow.files.wordpress.com/2009/05/mahaupdate2.png?w=630
ARAN GUIDE

A guide to Aran skill placement, with multiple builds for multiple play styles and preferences.
This guide is meant for the based off the skill changes in the Akyrum patch.

I won't tell you what to put your points to at each level, I shouldn't need to hold your hand as you level your character.

Later on after finishing the builds, I shall add places to train for those who don't know where to level.

First Job:http://www.happychinchilla.info/Southperry/patch/skill/Justice.21001003.png

Double Swing - MAX
Combo Ability - MAX
Combat Step - MAX
Polearm Booster - MAX or 15
Combo Smash - 5 or MAX

So far Combo Smash needs to be maxed in order to get Combo Fenrir, so you can either max booster first and put points into smash later or max smash and put points into booster later. Or you can just leave booster at 15 if the duration doesn't bother you.

Second Job:http://www.happychinchilla.info/Southperry/patch/skill/Justice.21101006.png

Choice A(If you maxed booster OR smash):
Triple Swing - MAX
Polearm Mastery - MAX
Final Charge - 6
Body Pressure - MAX
Combo Drain - MAX
Snow Charge - MAX
Combo Fenrir - 10
Physical Training - MAX
Remaining 4 points - MAX Combo Smash or Booster

Choice B(If you don't plan to max booster):
Triple Swing - MAX
Polearm Mastery - MAX
Final Charge - MAX
Body Pressure - MAX
Combo Drain - MAX
Snow Charge - MAX
Combo Fenrir - 11
Physical Training - MAX

The choices here are basically, extra Booster time VS. extra monsters pushed. Though with Final Charge being maxed at 10 now instead of 20, the amount of monsters pushed shouldn't be more than 1 or 2.

Third Job:http://www.happychinchilla.info/Southperry/patch/skill/Justice.21110006.png

Now this is where it gets tricky, with the revamp, Might(Smart Knockback) now gives w.att making it useful. Now you have 3 choices on what not to max in 3rd job, so I will make 3 choices.

Choice A(Non Max Recharge):
Full Swing - MAX
Combo Critical - MAX
Final Toss - MAX
Rolling Spin - MAX
Might(formally named Smart Knockback) - MAX
Combo Recharge - 10
Cleaving Blows - MAX
Combo Judgement - MAX

With Combo Recharge at 10 the cooldown is only 30 seconds extra than at max(30 seconds), but still gives +100 combo. This way you can still maximize your attack because Combo Ability and Combo Critical max stacks are +10 which is 100 combos.

Choice B(Non Max Spin):
Full Swing - MAX
Combo Critical - MAX
Final Toss - MAX
Rolling Spin - 10
Might(formally named Smart Knockback) - MAX
Combo Recharge - MAX
Cleaving Blows - MAX
Combo Judgement - MAX

Rolling Spin is quite useful in 3rd job but personally I don't use it too much in 4th job. With the power of Overswing and Final Blow you won't need Rolling Spin as much.

Choice C(Non Max Toss):
Full Swing - MAX
Combo Critical - MAX
Final Toss - 10
Rolling Spin - MAX
Might(formally named Smart Knockback) - MAX
Combo Recharge - MAX
Cleaving Blows - MAX
Combo Judgement - MAX

If you really prefer Rolling Spin over Final Toss then this is the build for you. Not sure what else to else at the moment.

Fourth Job:http://www.happychinchilla.info/Southperry/patch/skill/Justice.21120005.png

From here on what you max will all be the same, it is more along in which order which is up which books you have and what you prefer but it is along the lines of this.

Over Swing - MAX
High Mastery - MAX
Final Blow - Max
Freeze Standing - MAX
High Defense - MAX
Combo Tempest - 18
Combo Barrier - MAX
Hero's Will - MAX
Sudden Strike - MAX
Maple Warrior - MAX

Unless you really don't want to max(or use) Sudden Strike and take a points from a skill here and there to max Combo Tempest, it is up to you if you want max Combo Tempest.

Phew I think this is a pretty okay guide to the revamp. :P
I hope it is decent enough to be an actual guide x_x

I shall fix it up more and more and make it look all fancy :)

TeknoForce
2012-02-01, 05:02 PM
Reserved just in case. :)

Ryck
2012-02-03, 03:31 PM
In order to get fenir and judgement later on you HAVE to get max combo Smash
making the first job build

Double Swing - MAX (20)
Combo Ability - MAX (10)
Combat Step - MAX (5)
Polearm Booster - 16
Combo Smash - MAX (10)

Other than that, great guide

Zelkova
2012-02-05, 11:52 PM
Yay im a derp!

TeknoForce
2012-02-07, 03:00 PM
In order to get fenir and judgement later on you HAVE to get max combo Smash
making the first job build

Double Swing - MAX (20)
Combo Ability - MAX (10)
Combat Step - MAX (5)
Polearm Booster - 16
Combo Smash - MAX (10)

Other than that, great guide

That is why I gave the options to max it in first job or 2nd job. I put that in the comments, and part of of Choice A in the 2nd job build. :o And thanks ^___^