Snow Charge's slow is really helpful in training. Not sure about how cutting down on that will affect it, but the fact of the matter is every Aran trains with the equivalent of the new level 10 Body Pressure, and it works fine. After cutting the 10 points from Body Pressure, you're still short another 9, which can be cut out of Snow Charge, or Final Charge.
I believe the new activation for Final Charge and Final Toss is an effect of learning Swift Move, as Swift Move's description seems to state. So prior to Fourth job, things are very different. This means you can cut points out of Final Charge like pre-Big Bang (8 points so you have level 12 to mob 8 monsters, cut the last point out of Snow Charge?) and be fine for it, and then finish it up just before Fourth Job comes to take advantage of the 10 mob Rush on demand, which is an amazing thing to have. A lot can depend on the style and training maps though. I don't believe there's many situations where more than 8 monsters exist, but it's still something to consider to have. You never know.
Getting more Final Charge does cut out of Whirlwind though. Combine Final Toss with some Whirlwind if you have the skill to combo it in midair and you're doing some ridiculous damage, now that I consider that, because you'd have 195%x5 with the mid-air bonus if you somehow manage to max it.
So, my final input is
2nd:
20 Triple Swing
20 Polearm Mastery
20 Combo Drain
20 Combo Fenrir
10 Body Pressure
12 Final Charge
19 Snow Charge
3rd:
20 Full Swing
20 Combo Critical
20 Cleaving Attack
20 Final Toss
20 Combo Judgement
20 Smart Knock-back
20 Combo Recharge
11 Whirlwind
I'm torn on how to feel about Combo Judgement. It scales really terribly, relying on the Damage over Time to make points worthwhile; i.e. in practical training, it is used like how Fenrir is used now. To immediately kill a group of monsters, or damage them so significantly that you can just walk through them with an Full/Over Swing. 1010% vs 1200% is not a big difference at all, especially compared to Fenrir's 1100%. There shouldn't be time for you to wait 10 seconds for them to take 2000% of DoT. But against bosses, 2000% total damage worth in DoT is use that Whirlwind will never see. Much more significant than actual Tempest's net damage, but if you can get a maxed Tempest up while the DoT is active, it's most effective; assuming using Combo Finishers is a damage improvement against bosses now. Pre-Big Bang, this was most definitely not the case, but post Big-Bang, and post-Restructure, it may be. Don't really care enough to run the numbers right now though, because it's complex.
I'm also appalled that Cleaving Attack is 20 points worth of passive garbage.
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