For the same reason ShiKage made a Hayato build (Cause who knows if this will ever come to another version, plus for anyone who wants to play JMS), I've made a Kanna Skill Build.
It is preliminary, and I'm always for suggestions to change something around, but do try to read my reasonings at the bottom of each advancement's build for why I've set the build the way it is. This is of course based off of my experience, so there's no reason to use it if you do not agree.
Explanation - From my experience, Chikou Yore and Shisen Gyouha are more than powerful enough at Level 1 to make it easily to 30 without any upgrades. As a result, I focused on the stat buffer, and the Teleport skill because its range is GIGANTIC. Plus, the damage done by it as if it were a Teleport Mastery Skill was enough to 1-shot a lot of monsters. Chikou Yore seemed pretty useless to me, especially considering the range of Chimyaku Teni.
Explanation - Shisen's buff is a 300 second buff with a passive increase to the damage. As a result, only one point is necessary in it until there's nothing useful to increase. Naho can be used as a good pulling skill, while Shikigami and Youun are both cooldown skills that are pretty powerful. Youun's cooldown never decreases, and as a result there's no reason to level it until later because it's extremely powerful for a 2nd job skill and will most likely 1-hit everything you use it on before you level it. Start off with the Booster skill, to improve your speed. Eihou Haku is extremely useful, and the first buff you should max. Afterwards, work on Shikigami. Shikigami works like a Rush with, when maxed, an 8 second cooldown. It's pretty powerful for a 2nd job skill. Onmi Shoumetsu is a decent skill when you're fighting areas with a lot of monsters, and it is only 10 points so it's next. Then max Youun for the sake of damage just in case. Shisen's buff can finally be done next, although it's not all that useful unless you're having trouble killing monsters. Kujaku can be maxed to max out booster, and last but not least is Naho, whose damage is alright, but main focus is on the pulling which doesn't get any better so it's last.
Note: If you're wondering why there were four more skills in the extraction, those are skills that Haku himself casts. They do not get put into the skill build because they increase with Eihou Haku.
Third Job
- Kyuusei Tenki (5) - Futsuma Tenki (20) - Shugyoku no Juin (20) - Kishin Shoukan (20) - Soko e Naore (20) - Sou Tengu (20) - Sunakake Baba (20) - Shisen Gyouha - Rei (15) - Kekkai Sakura (15)
Level 70 - +1 Shisen Gyouha - Rei (1), +1 Sou Tengu (1), +1 Soko e Naore (1), +1 Kishin Shoukan (1), +1 Sunakake Baba (1)
Level 71 - +3 Kyuusei Tenki (3)
Level 72 - +2 Kyuusei Tenki (MAX), +1 Futsuma Tenki (1)
Level 73 - +3 Futsuma Tenki (4)
Level 74 - +3 Futsuma Tenki (7)
Level 75 - +3 Futsuma Tenki (10)
Level 76 - +3 Futsuma Tenki (13)
Level 77 - +3 Futsuma Tenki (16)
Level 78 - +3 Futsuma Tenki (19)
Level 79 - +1 Futsuma Tenki (MAX), +2 Sou Tengu (3)
Level 80 - +3 Sou Tengu (6)
Level 81 - +3 Sou Tengu (9)
Level 82 - +3 Sou Tengu (12)
Level 83 - +3 Sou Tengu (15)
Level 84 - +3 Sou Tengu (18)
Level 85 - +2 Sou Tengu (MAX), +1 Kishin Shouka (2)
Level 86 - +3 Kishin Shouka (5)
Level 87 - +3 Kishin Shouka (8)
Level 88 - +3 Kishin Shouka (11)
Level 89 - +3 Kishin Shouka (14)
Level 90 - +3 Kishin Shouka (17)
Level 91 - +3 Kishin Shouka (MAX)
Level 92 - +3 Sunakake Baba (4)
Level 93 - +3 Sunakake Baba (7)
Level 94 - +3 Sunakake Baba (10)
Level 95 - +3 Sunakake Baba (13)
Level 96 - +3 Sunakake Baba (16)
Level 97 - +3 Sunakake Baba (19)
Level 98 - +1 Sunakake Baba (MAX), +2 Shisen Gyouha - Rei (3)
Level 99 - +3 Shisen Gyouha - Rei (6)
Level 100 - +3 Shisen Gyouha - Rei (9)
Level 101 - +3 Shisen Gyouha - Rei (12)
Level 102 - +3 Shisen Gyouha - Rei (MAX)
Level 103 - +3 Soko e Naore (4)
Level 104 - +3 Soko e Naore (7)
Level 105 - +3 Soko e Naore (10)
Level 106 - +3 Soko e Naore (13)
Level 107 - +3 Soko e Naore (16)
Level 108 - +3 Soko e Naore (19)
Level 109 - +1 Soko e Naore (MAX), +2 Shugyoku no Juin (2)
Level 110 - +3 Shugyoku no Juin (5)
Level 111 - +3 Shugyoku no Juin (8)
Level 112 - +3 Shugyoku no Juin (11)
Level 113 - +3 Shugyoku no Juin (14)
Level 114 - +3 Shugyoku no Juin (17)
Level 115 - +3 Shugyoku no Juin (MAX)
Level 116 - +3 Kekkai Sakura (3)
Level 117 - +3 Kekkai Sakura (6)
Level 118 - +3 Kekkai Sakura (9)
Level 119 - +3 Kekkai Sakura (12)
Level 120 - +3 Kekkai Sakura (MAX)
Result - Everything is Maxed.
Explanation - Like the previous Shisen buff, it is 300 seconds and gives the maximum passive increase at Level 1, so no reason not to put one point in and leave it. Sou Tengu will be your main attacking skill now, and Soko e Naore will be your new pulling skill. Honestly, I found Soko e Naore useless in comparison to Tengu (30% less range, but better damage and critical chance), but just in case you want to use it it is there. Kishin Shouka increases the spawn of wherever it is used for the duration of the skill, and it has no cooldown. This is an absolute must for a skill, as it increases your EXP rate massively. The spawn difference is large. Sunakake Baba I honestly found useless, but if you can find a use for it there's a point in it to check out.
First few levels are spent increasing two vital passive buffs. The first gives you +5% HP anytime you kill a monster, and it is only 5 points, so it's first. The second gives you a critical chance increase and an MATK buff. That's second. Afterwards I increased Sou Tengu, because it is your main attacking skill. From there I went to Kishin Shouka because the increased damage and duration means you can leave this skill on a platform out of your way, and completely ignore it for three minutes. They will kill everything that spawns on it for you. It's insanely helpful. Afterwards I did Baba, but mostly because there's not much left in terms of helpful non-bossing skills. Shisen Gyouha's buff doesn't really improve your damage at all after level 1. Soko e Naore is afterwards, but mostly for the same reason as Baba...because there's not much left. Shugyoku no Juin isn't really that useful outside of a bossing situation, and the same goes for Kekkai so they are last.
Fourth Job
- You Emaki (30) - Kasen (30) - Haja Rengekifu (30) - Shoujou Kashu (30) - Koma Koma Sakura (20) - Taima Ryuuseifu (20) - Kekkai Kikyou (20) - Akatsuki no Yuusha (30) - Akatsuki no Sakura (5) - Shisen Gyouha - Retsu (15) - Gensei Haku (20)
Result - Everything is maxed except Haja Rengekifu.
Explanation - Start off by putting 1 point in each of the new cooldown skills. Another point is added to Shisen, so that you gain the +Damage Passive. It's also a decent buff even at Level 1. The fifth job advancement point goes into Shoujou Kashu, although this is debatable (especially since it's broken at the time of writing this, although the intent is to make the build as if nothing was broken). The idea is that at least once in a while you'd get that EXP buff, as well as the free extra damage, although rare.
121-130 is all into Kasen. It gives +30% damage and Mastery, which makes it essential.
131-137 is Gensei Haku. It's another massive range booster because of the MATK buff and Defense Ignore increase.
137-142 Shisen Gyouha - Retsu. The extra damage in the third hit is exceptional, and will increase your range a lot since Shisen is your main attack.
142-151 is Shoujou Kashu. I feel that a 60% chance to do ~350% damage with an EXP buff included is essential. I feel that it's a good idea to get this early so that you can make effective use of it.
152-158 is Kekkai Kikyou, for the huge help in Boss damage (when they fix it). It also buffs your allies, so it's over a superb bossing skill, so getting it early will help you level later on.
158-180 are the new cooldowns/ultimates. Taima Ryuuseifu can Bind bosses. Koma Koma Sakura is nice in that it heals allies and has a 100% Critical rate. These two skills are twenty points each, making them easier to max and more useful earlier than You Emaki, which is a thirty point skill.
181-192 is Yuusha, followed by Sakura (Basically Maple Hero and Hero's Will).
The remaining points are spent in Haja Rengekifu. It seems the least useful, however that's my opinion as JoeTang says that it can become better than Gyouha under the right circumstances.
Post Tempest
So, like Hayato, Kanna gets screwed in Tempest. They lost 1 point in 2nd, 3rd and 4th, as well as having almost no changes to their skill point requirements. As a result, there's issues with SP allocation in 2nd and 3rd, while 4th has too many points.
Tempest Changes - None. There are no skill point changes for 1st job for Kanna. As a result, the build is exactly the same.
Explanation - From my experience, Chikou Yore and Shisen Gyouha are more than powerful enough at Level 1 to make it easily to 30 without any upgrades. As a result, I focused on the stat buffer, and the Teleport skill because its range is GIGANTIC. Plus, the damage done by it as if it were a Teleport Mastery Skill was enough to 1-shot a lot of monsters. Chikou Yore seemed pretty useless to me, especially considering the range of Chimyaku Teni.
Result - Everything is Maxed except for Naho Chikou Yore, which is left at 4 points.
Tempest Changes - Kujaku Hiraki was reduced to 10 points (from 20). Omni Shoumetsu was reduced to 5 points (from 10). Shikigami Enbu was reduced to 15 points (from 20). Eihou Haku was reduced to 10 points (from 20). This leaves almost everything maxed, with Naho Chikou Yore at 19. If the 5th skill point wasn't lost (you might still get it in GMS), you'd have everything maxed.
Explanation - Shisen's buff is a 300 second buff with a passive increase to the damage. As a result, only one point is necessary in it until there's nothing useful to increase. Naho can be used as a good pulling skill, while Shikigami and Youun are both cooldown skills that are pretty powerful. Youun's cooldown never decreases, and as a result there's no reason to level it until later because it's extremely powerful for a 2nd job skill and will most likely 1-hit everything you use it on before you level it. Start off with the Booster skill, to improve your speed. Eihou Haku is extremely useful, and the first buff you should max. Afterwards, work on Shikigami. Shikigami works like a Rush with, when maxed, an 8 second cooldown. It's pretty powerful for a 2nd job skill. Onmi Shoumetsu is a decent skill when you're fighting areas with a lot of monsters, and it is only 5 points so it's next. Then max Youun for the sake of damage just in case. Shisen's buff can finally be done next, although it's not all that useful unless you're having trouble killing monsters. Kujaku can be maxed to max out booster, and last but not least is Naho, whose damage is alright, but main focus is on the pulling which doesn't get any better so it's last (and left unmaxed).
Note - If you're wondering why there were four more skills in the extraction, those are skills that Haku himself casts. They do not get put into the skill build because they increase with Eihou Haku.
Note 2 - Minus 30 points for the loss of ten levels, add 15 for SP reductions, and minus one more for the lost job up point, makes it 16, which is what Naho is missing. Adds up.
Third Job
- Kyuusei Tenki (5) - Futsuma Tenki (10) - Shugyoku no Juin (15) - Kishin Shouka (20) - Soko e Naore (20) - Sou Tengu (20) - Sunakake Baba (15) - Shisen Gyouha - Rei (15) - Kekkai Sakura (10)
Level 60 - +1 Shisen Gyouha - Rei (1), +1 Sou Tengu (1), +1 Soko e Naore (1), +1 Kishin Shoukan (1)
Level 61 - +3 Kyuusei Tenki (3)
Level 62 - +2 Kyuusei Tenki (MAX), +1 Futsuma Tenki (1)
Level 63 - +3 Futsuma Tenki (4)
Level 64 - +3 Futsuma Tenki (7)
Level 65 - +3 Futsuma Tenki (MAX)
Level 66 - +3 Kishin Shouka (4)
Level 67 - +3 Kishin Shouka (7)
Level 68 - +3 Kishin Shouka (10)
Level 69 - +3 Kishin Shouka (13)
Level 70 - +3 Kishin Shouka (16)
Level 71 - +3 Kishin Shouka (19)
Level 72 - +1 Kishin Shouka (MAX), +2 Sou Tengu (3)
Level 73 - +3 Sou Tengu (6)
Level 74 - +3 Sou Tengu (9)
Level 75 - +3 Sou Tengu (12)
Level 76 - +3 Sou Tengu (15)
Level 77 - +3 Sou Tengu (18)
Level 78 - +2 Sou Tengu (MAX), +1 Soko e Naore (2)
Level 79 - +3 Soko e Naore (5)
Level 80 - +3 Soko e Naore (8)
Level 81 - +3 Soko e Naore (11)
Level 82 - +3 Soko e Naore (14)
Level 83 - +3 Soko e Naore (17)
Level 84 - +3 Soko e Naore (MAX)
Level 85 - +3 Shisen Gyouha - Rei (4)
Level 86 - +3 Shisen Gyouha - Rei (7)
Level 87 - +3 Shisen Gyouha - Rei (10)
Level 88 - +3 Shisen Gyouha - Rei (13)
Level 89 - +2 Shisen Gyouha - Rei (MAX), +1 Shugyoku no Juin (1)
Level 90 - +3 Shugyoku no Juin (4)
Level 91 - +3 Shugyoku no Juin (7)
Level 92 - +3 Shugyoku no Juin (10)
Level 93 - +3 Shugyoku no Juin (13)
Level 94 - +2 Shugyoku no Juin (MAX), +1 Kekkai Sakura (1)
Level 95 - +3 Kekkai Sakura (4)
Level 96 - +3 Kekkai Sakura (7)
Level 97 - +3 Kekkai Sakura (MAX)
Level 98 - +3 Sunakake Baba (3)
Level 99 - +3 Sunakake Baba (6)
Level 100 - +3 Sunakake Baba (9)
Result - Everything is Maxed, except Sunakake Baba which is left at 9.
Tempest Changes - The following skills had SP Max reductions: Futsuma Tenki; from 20 to 10. Shugyoku no Juin; from 20 to 15. Sunakake Baba; from 20 to 15. Kekkai Sakura; from 15 to 10. Sunakake Baba is left behind due to the reduction in available SP.
Explanation - Like the previous Shisen buff, it is 300 seconds and gives the maximum passive increase at Level 1, so no reason not to put one point in and leave it. Sou Tengu will be your main attacking skill now, and Soko e Naore will be your new pulling skill. Honestly, I found Soko e Naore useless in comparison to Tengu, however others have found it useful. Kishin Shouka increases the spawn of wherever it is used for the duration of the skill, and it has no cooldown. This is an absolute must for a skill, as it increases your EXP rate massively. The spawn difference is large. Sunakake Baba I honestly found useless, but if you can find a use for it there's a point in it to check out.
First few levels are spent increasing two vital passive buffs. The first gives you +5% HP anytime you kill a monster, and it is only 5 points, so it's first. The second gives you a critical chance increase and an MATK buff. That's second. Afterwards I increased Kishin Shouka, because when it is maxed it can literally handle a platform by itself, and it increases spawns.. Afterwards, I leveled Sou Tengu because it is your main attacking skill. Next up is Soko e Naore. Comments from people have suggested that it is better if you can one hit, but I have never experienced this myself. Shisen Gyouha's buff doesn't really improve your damage at all after level 1, so it's next. Shugyoku no Juin isn't really that useful outside of a bossing situation, and the same goes for Kekkai so they are second to last, followed by Sunakake Baba which in my opinion is a useless ability.
Fourth Job
- You Emaki (30) - Kasen (30) - Haja Rengekifu (30) - Shoujou Kashu (30) - Koma Koma Sakura (20) - Taima Ryuuseifu (20) - Kekkai Kikyou (20) - Akatsuki no Yuusha (30) - Akatsuki no Sakura (5) - Shisen Gyouha - Retsu (15) - Gensei Haku (20)
Tempest Changes - Fourth job is literally exactly the same with one exception: You can max Haja Rengekifu. You will have many points left over, nothing was increased for 4th job, but you have 60 extra SP to use. Also, with the loss of 1 SP, you cannot start of with Kashu at one point. It wasn't that helpful anyway at that level. I also switched You Emaki and Akatsuki no Yuusha, because Yuusha is far more useful than You Emaki.
Explanation - Start off by putting 1 point in each of the new cooldown skills. Another point is added to Shisen, so that you gain the +Damage Passive. It's also a decent buff even at Level 1. The fifth job advancement point goes into Shoujou Kashu, although this is debatable (especially since it's broken at the time of writing this, although the intent is to make the build as if nothing was broken). The idea is that at least once in a while you'd get that EXP buff, as well as the free extra damage, although rare.
101-110 is all into Kasen. It gives +30% damage and Mastery, which makes it essential.
111-117 is Gensei Haku. It's another massive range booster because of the MATK buff and Defense Ignore increase.
117-122 Shisen Gyouha - Retsu. The extra damage in the third hit is exceptional, and will increase your range a lot since Shisen is your main attack.
122-131 is Shoujou Kashu. I feel that a 60% chance to do ~350% damage with an EXP buff included is essential. I feel that it's a good idea to get this early so that you can make effective use of it.
132-138 is Kekkai Kikyou, for the huge help in Boss damage (when they fix it). It also buffs your allies, so it's over a superb bossing skill, so getting it early will help you level later on.
138-151 are the new cooldowns/ultimates. Taima Ryuuseifu can Bind bosses. Koma Koma Sakura is nice in that it heals allies and has a 100% Critical rate. These two skills are twenty points each, making them easier to max and more useful earlier than You Emaki. You Emaki is left until later.
151-161 is Yuusha(Basically Maple Hero).
161-170 is You Emaki.
171-172 is Sakura(Basically Hero's Will).
The remaining points are spent in Haja Rengekifu. It seems the least useful, however that's my opinion as JoeTang says that it can become better than Gyouha under the right circumstances.
NOTE - Sakura/Hero's will is late, however if you feel that it is necessary earlier (For HT or something), feel free to add into it early. I didn't really know when the best time was to add into it, so I left it to later, however whenever you want it you should add into it.
Opinions are welcome, as are questions. Feel free to comment.
First Job :
-I'd do Chimyaku Teni before Omyoudou, because LUK isn't entirely needed at that level and the teleport can help a lot more.
Second Job :
-6 points into Kujaku Biraki immediately helps a lot more than maxing Enhou Haku first - especially since mobs at that level die much quicker. The increase in attacking speed will help more than some extra damage or extra defense against mobs that have literally no HP and deal no damage.
-Omni Shoumetsu helps a lot more than Shikigami Enbu and it's only 10 points to max. For an unfunded - or for someone grinding at higher level mobs - the explosive damage helps a TON.
Third Job :
-My personal preference is to max Sunakake Baba before Kishin Shoukan. Kishin Shoukan above level 1 is mainly just for increased time, since the maps you'll most likely be grinding at at those levels are flat. The only reason I'd go for Kishin Shoukan first would be to stick it up at an upper platform and kill mobs while I kill on the bottom. However, its damage kind of sucks. xd
-Soko e Naore? o.o I thought you deemed that absolutely useless. I'd still go with the build I came up with that one day.
Fourth Job :
-I'd say Shisen Gyouha - Retsu has more of a priority over your two cool down skills. With the extra damage applied, that's more DPS. I believe JoeTang even said that You Emaki is detrimental to your DPS. 66% -> 150% is a good deal of extra damage. It's even a bigger damage boost than Shoujou Kashu gives.
Also, I'm willing to bet Haja Rengekifu will be buffed at some point - or Shisen Gyouha will be nerfed - when the JPs start sending Nexon JP the crunched numbers.
None of my calculations actually consider the damage buff that Retsu's 3rd hit has because I thought it was Lightning element, but now I realise it's neutral. I'm not sure how the damage buff for Retsu actually works though, since the number is lower than Rei's, I'd assume Rei's only applies if the monster gets frozen, and Retsu's is just +damage% on the 3rd strike? Further consolidates the fact that Haja Rengekifu, like Shinsoku Musou is trash.
I'll re-evaluate this and post the results.
If Retsu's damage bonus is just a +damage% to the 3rd hit, you need 110% Boss/Total for Haja Rengekifu to be better at Fast (4), and 500% at Fastest (2).
You Emaki and Koma Koma Sakura are beneficial to DPS if there's more than 1 target.
For Onmi Shoumetsu, I found it to be rather useless, but I only got to 50. Maybe if you trained somewhere 20+ levels above you, it would be good.
JoeTang Wrote:None of my calculations actually consider the damage buff that Retsu's 3rd hit has because I thought it was Lightning element, but now I realise it's neutral. I'm not sure how the damage buff for Retsu actually works though, since the number is lower than Rei's, I'd assume Rei's only applies if the monster gets frozen, and Retsu's is just +damage% on the 3rd strike? Further consolidates the fact that Haja Rengekifu, like Shinsoku Musou is trash.
I'll re-evaluate this and post the results.
If Retsu's damage bonus is just a +damage% to the 3rd hit, you need 110% Boss/Total for Haja Rengekifu to be better at Fast (4), and 500% at Fastest (2).
You Emaki and Koma Koma Sakura are beneficial to DPS if there's more than 1 target.
For Onmi Shoumetsu, I found it to be rather useless, but I only got to 50. Maybe if you trained somewhere 20+ levels above you, it would be good.
Retsu's 3rd hit is always a +% damage to it. Right now I do about 100k crits with regular hits and over 115k crits with third hits, it seems to apply to every hit. I don't know if this is the same as it was with Rei, to be honest, because I never ran into many monsters that survived to the third hit in 3rd job. I can test if you want me to, or provide videos.
Onmi Shoumetsu's decent in at least Sengoku, since there are a lot of mobs where some die quickly and others do not, so the deaths of the lower HP mobs helps you against the higher HP mobs. This is the same when you're fighting in an area where you're low level compared to the mobs as well.
Link Wrote:Personal opinions :
First Job :
-I'd do Chimyaku Teni before Omyoudou, because LUK isn't entirely needed at that level and the teleport can help a lot more.
Second Job :
-6 points into Kujaku Biraki immediately helps a lot more than maxing Enhou Haku first - especially since mobs at that level die much quicker. The increase in attacking speed will help more than some extra damage or extra defense against mobs that have literally no HP and deal no damage.
-Omni Shoumetsu helps a lot more than Shikigami Enbu and it's only 10 points to max. For an unfunded - or for someone grinding at higher level mobs - the explosive damage helps a TON.
Third Job :
-My personal preference is to max Sunakake Baba before Kishin Shoukan. Kishin Shoukan above level 1 is mainly just for increased time, since the maps you'll most likely be grinding at at those levels are flat. The only reason I'd go for Kishin Shoukan first would be to stick it up at an upper platform and kill mobs while I kill on the bottom. However, its damage kind of sucks. xd
-Soko e Naore? o.o I thought you deemed that absolutely useless. I'd still go with the build I came up with that one day.
Fourth Job :
-I'd say Shisen Gyouha - Retsu has more of a priority over your two cool down skills. With the extra damage applied, that's more DPS. I believe JoeTang even said that You Emaki is detrimental to your DPS. 66% -> 150% is a good deal of extra damage. It's even a bigger damage boost than Shoujou Kashu gives.
Also, I'm willing to bet Haja Rengekifu will be buffed at some point - or Shisen Gyouha will be nerfed - when the JPs start sending Nexon JP the crunched numbers.
@First Job: It doesn't seem to really matter, honestly. It's a good point, however even at Level 11 or so I was 1-hitting everything no matter what skill I used. The Extra LUK early on might help you with some fans if you're trying to go LUKless, but that depends, I don't remember how much LUK was required on early fans compared to how much you had.
@Second Job: That's true for Kajaku. I think I'll switch it.
Since Teleport is currently broken, Shikigami is extremely useful in the terms of mobility. Granted, I was trying to make the build to reflect as if nothing was broken, so it may get changed on this fact.
@Third Job: I honestly found no use for Baba, but maybe my gear was helping in that regard. I always killed mobs too quickly and found myself sitting there doing nothing.
Soko e Naore is third to last only because the other two skills are purely Bossing skills. Neither really have a point pre-bosses, and you usually don't boss until 4th. If you are bossing before 4th, you're generally just leeching, at least in my experience. That's why I have the two bossing skills last even though Soko e Naore is useless in my opinion.
@Fourth Job: Yeah, I was considering moving Shisen up above the cooldown skills. I didn't remember off hand how much damage it increased the third hit by. Plus at only 15 points it will max faster and be more useful.
I'll edit the guide later, I gotta head out to work in a few.
How useful, exactly, is Taima Ryuuseifu? Based on what's on paper, it doesn't seem entirely useful. I mean... I haven't seen it used for binding bosses yet, so I assume it can't do that (I don't remember it ever binding Zakum when you used it). If that's the case, I'd do something like this :
The reason I don't put points into Shoujou Kashu in the beginning is because the 2% is extremely small and the effect seems insignificant and the point could be better used on Koma Koma Sakura for the healing effect. Again, this is just going by what's on paper.
Edit : Never mind. I see Taima Ryuuseifu activating on the top-right hand of the one video.
I wouldn't put a single point into Gensei Haku, at Level 120 at least. Actually, I had considered making it a "Save SP" deal, because it nerfs the Counter skill until you can get it back up to three orbs, and that's pretty useful for a defensive skill. Although after buffing it that way myself (Not saving SP), the increases in damage really cannot be ignored (I get like 500 added to my range with every point). Keeping it at 1 point for 10 levels though isn't really worth the tradeoff in defensiveness loss.
I was considering moving You Emaki to under the other two cooldown skills. My original reasoning for it being the first was that it did the most damage, HOWEVER it's also a 30 point skill, while the other two are first. I will probably change it to Taima Ryuuseifu -> Koma Koma Sakura -> You Emaki.
I agree with your change to Shisen to after Gensei Haku though, it seems logical considering how much of a boost it gives, and with it only being 15 points it's not really a big deal either.
Link Wrote:Oh. I figured the orange flames would be an additional 3 flames, like how Combo and Advanced Combo work. That... sucks.
It eventually gets back to 3 flames...but it requires you to get back to Lv.20 on the skill to get all three again. I would say when you hit 2 (at Lv.10 I believe), is fine to put points in if you want to save SP, but certainly not very good to put only one point in at Lv.120.
I hated that part as well. I was hoping that the flames would increase to 4 or 5 by max, not reset to 1 and work back up to 3.
I guess getting the Leafre card set can easily allow this class to max everything, just like most of the new classes lately.
Is anyone else starting to think SP guides are becoming redundant? It seems like lately they've all just been: "1 point in mob attack, 1 point in all the passives, max buffs and passives, max mob attack, rest in single target attacks or summons."
JoeTang Wrote:What does she say when she uses Koma Koma Sakura?
I'm not sure. Sadly, I put a point into Haja Rengekifu instead of Koma Koma Sakura when I hit 120 myself, so I don't have it yet (I'll probably put a point into it later, after I max Gensei Haku).
Sorien Wrote:I guess getting the Leafre card set can easily allow this class to max everything, just like most of the new classes lately.
Is anyone else starting to think SP guides are becoming redundant? It seems like lately they've all just been: "1 point in mob attack, 1 point in all the passives, max buffs and passives, max mob attack, rest in single target attacks or summons."
Considering we just had a conversation about what would be more effective in what order, no.
Polantaris Wrote:These skill names and descriptions are awful. Oh and I'm not changing to them for my SP Guide. Good thing I included icons. I do have to do a small amount of editing on the guide, because a few skills were reduced in SP maxes when Nexon JP realized how screwed up they were after Tempest. Until then, it's pretty simple what I'll be doing; just moving on to the next skill early for anything that was reduced.
Kagamine Wrote:Quoting you because for some reason, mentions don't work for me..
Do we follow pre-tempest or post-tempest? i'msorrythisisastupidquestion
Should be Post-Tempest, since GMS is Post-Tempest.
But I didn't pay insanely close attention to the extraction, if you job advance at 10/30/60/100 like you should (Who knows, this is Nexon, they could mess it up), then you do Post Tempest.
Messups or not, this is actually quite useful.
Kanna's one of the characters I want to do my own thing on, but at the same time have some sort of starting point, y'know?
I never really did that on Angelic Buster or Kaiser, and that's kind of an oopsie for me ;u;.
But I really appreciate you making it for Post-Tempest, too! It helps a lot, thanks!
Syphira Wrote:Messups or not, this is actually quite useful.
Kanna's one of the characters I want to do my own thing on, but at the same time have some sort of starting point, y'know?
I never really did that on Angelic Buster or Kaiser, and that's kind of an oopsie for me ;u;.
But I really appreciate you making it for Post-Tempest, too! It helps a lot, thanks!
Not a problem at all. Glad people are using it.
It's not really a mess up anyway, at least on my part. I just never got around to fixing it after Nexon JP fixed their mistakes (I'll probably do it later today).