Breeze Arrow [20] Wind Walk [15] Element: Storm [10] Whisper of the Wind [20]
Code:
10: +3 Wind Walk [3], +1 Breeze Arrow [1]
11: +3 Wind Walk [6]
12: +3 Wind Walk [9]
13: +3 Wind Walk [12]
14: +3 Wind Walk [15]
15: +3 Whisper of the Wind [3]
16: +3 Whisper of the Wind [6]
17: +3 Whisper of the Wind [9]
18: +3 Whisper of the Wind [12]
19: +3 Whisper of the Wind [15]
20: +3 Whisper of the Wind [18]
21: +2 Whisper of the Wind [20], +1 Breeze Arrow [2]
22: +3 Breeze Arrow [5]
23: +3 Breeze Arrow [8]
24: +3 Breeze Arrow [11]
25: +3 Breeze Arrow [14]
26: +3 Breeze Arrow [17]
27: +2 Breeze Arrow [19], +1 Element: Storm [1]
28: +3 Element: Storm [4]
29: +3 Element: Storm [7]
30: +3 Element: Storm [10]
More speed and mobility is probably the best thing to get. Whisper of the Wind should provide the most damage boost, and let you hit things higher level than you I guess. Breeze Arrow next, but only to 19.
Then Storm is maxed for damage.
tl;dr:
Max Wind Walk
Max Whisper of the Wind
19 Breeze Arrow
Max Element: Storm
Second Job
Fairy Turn [20] Gust Shot [20] Trifling Whim I [20] Sylph's Aid [10] Bow Booster [10] Bow Mastery [10] Physical Training [5]
Fairy Turn is your primary training skill. Gust Shot rarely ever has a use. It can't hit as high or low, and has barely more range, and it's not noticeable in most cases. Some early booster will let you
OHKO faster. Sylph's Aid gives 20 watk for 10 points, and some critical rate. It also removes arrow costs. Physical Training's DEX bonus and Bow Mastery's bonuses should provide the most damage next.
Trifling Whim I can have it activate on occassion and OHKO nearby monsters.
tl;dr:
1 Fairy Turn, Gust Shot, Trifling Whim I
5 Bow Mastery
5 Bow Booster
Max Sylph's Aid
Max Physical Training
Max Bow Mastery
Max Trifling Whim I
Max Bow Booster
Max Fairy Turn
19 Gust Shot
Third Job
Dance of Frozen Wind [20] Pinpoint Pierce [20] Trifling Whim II [20] Albatross [20] Emerald Flower [10] Feathery Knees [20] Second Wind [20]
One point in Feathery Knees reduces damage taken by 5%, and one point in Second Wind boosts avoid by 11%. Primary training skill will be Dance of Frozen Wind unless you Monster Park, PQ, or OHKO really well
with Fairy Turn. Albatross provides the most DPS first.
Max Dance of Frozen Wind is next for more damage if you train with it. If you don't use Dance of Frozen Wind to train, or you want to conserve MP, or take less damage, leave it until later. Feathery Knees
is next to reduce damage taken. When you're training with Dance of Frozen Wind, the only real damage you might take is when you're moving around and it's rare, so Second Wind won't activate as much;
however, Trifling Whim never activates with Dance of Frozen Wind. Emerald Flower is also useless when training with Dance of Frozen Wind since you can just stand on a platform.
If you're training with Fairy Turn, Trifling Whim is after Albatross, then Feathery Knees and Second Wind since they're used often in this case. In most cases, where you're using Fairy Turn, it will be PQs
or Monster Park, where monsters aren't being OHKOed to make use of the DPS, so Emerald Flower can come in handy.
I constantly had the issue of outranging monsters with magic attacks when I was not on a different platform using Dance of Frozen Wind. Fairy Turn's attack range is short compared to other archer classes,
but it is probably the strongest skill before 4th job of any of those classes as well. Pinpoint Pierce is seemingly useless. Fairy Turn is the superior skill for DPS in all utility except range.
tl;dr:
Dance of Frozen Wind Training
1 Dance of Frozen Wind, 1 Feathery Knees, 1 Second Wind, 1 Pinpoint Pierce
Max Albatross
Max Dance of Frozen Wind
Max Feathery Knees
Max Second Wind
Max Trifling Whim II
Max Emerald Flower
14 Pinpoint Pierce
Fairy Turn Training
1 Dance of Frozen Wind, 1 Feathery Knees, 1 Second Wind, 1 Pinpoint Pierce
Max Albatross
Max Trifling Whim II
Max Feathery Knees
Max Second Wind
Max Emerald Flower
Max Dance of Frozen Wind
14 Pinpoint Pierce
Fourth Job
Cygnus Knight [30] Sky Song [30] Spiral Vortex [30] Trifling Whim III [20] Wind Blessing [30] Sharp Eyes [30] Bow Expert [30] Emerald Dust [10] Albatross Maximum [30]
Spiral Vortex is the primary training and bossing skill for a long time. Sky Song is only better for single target when you have Storm Bringer at 150 I believe. Spiral Vortex will always be better if it can
hit two targets. Albatross Maximum, Bow Expert, Sharp Eyes, and Wind Blessing should provide the most damage in that order.
If you want to boss at something like Zakum or Horntail, I would recommend placing Sky Song, Trifling Whim III, and Emerald Dust before Wind Blessing, as I doubt Spiral Vortex can hit many arms at once.
Spiral Vortex appears to have the vertical range of Iron Arrow, but the splash hits rather high and low, so if you can hit arms, they'll splash each other. I doubt you could splash Horntail's heads though
since the splash horizontal range is poor.
Otherwise, in the case of training at Monster Park, or in GMS at LHC, Spiral Vortex will be vastly superior. Trifling Whim has a very small effect on Spiral Vortex, especially compared to Sky Song, and gets
Trifling Whim - Reinforce [143] Trifling Whim - Enhanced [162] Trifling Whim - Bonus Chance [183] Spiral Vortex - Reinforce [149] Spiral Vortex - Extra Target [168] Spiral Vortex - Bonus Attack [189] Sky Song - Reinforce [155] Sky Song - Ignore Guard [177] Sky Song - Boss Killer [195] Storm Bringer [150] Monsoon [170] Glory of Guardians [200]
For Sky Song (i.e. single target), all the Trifling Whim Hypers, and Sky Song - Reinforce and Boss Killer provide the most damage.
For Spiral Vortex, replace Trifling Whim - Reinforce with Spiral Vortex - Reinforce.
Thanks to Fiel for the images, and Locked for being a wiener.
I know it's first job and who cares really since it goes by so fast but in my opinion you may as well leave wind walk at level 1 until everything else is maxed/19. I did 10-30 at mushmom through zombie mushmom so walking was minimal. Just changed channels really. Pretty much do that on all of my new characters nowadays.
RedRaven16 Wrote:Attacking flying mobs is highly impractical with vortex kinda makes me consider sky song earlier for evo world grinding.
Use that third job arrow rain knock off skill, always stay in the middle with Emerald Dust active so they target it instead of you. Sky song is okay but it's not that great, using vortex for when the mobs are being attracted to the middle is optimal.
JoeTang Wrote:Only Pinpoint Pierce. Don't max it if you want.
Mini tanks, I think that sentient arrow's gonna' have more utility in the long run, especially at evolving world when the mob vacuum in the middle is shut off, just cause you can teleport it up platforms.
I was gonna' not max it though if PP buffed all damage. Thanks for the clarification~
MuscleWizard Wrote:Mini tanks, I think that sentient arrow's gonna' have more utility in the long run, especially at evolving world when the mob vacuum in the middle is shut off, just cause you can teleport it up platforms.
I was gonna' not max it though if PP buffed all damage. Thanks for the clarification~
Nice build overall.
Yeah, I'm gonna change the build now since this has been brought to my attention. Pinpoint Pierce doesn't appear to be particularly good for anything unless that damage boost it receives is a multiplier and you have a ton of Total Damage/Boss Damage in 3rd job or something.
In my opinion, both Dance of Frozen Wind and Pinpoint Pierce are trash skills in 4th job, unless you do that specific Evolving World room. Even then, I personally prefer Fairy Turn for that. Pinpoint Pierce never does more DPS than Fairy Turn as I stated above the damage boost is a multiplier and you have a lot of Boss/Total.
You guys still have the good LHC in GMS right? So Spiral Vortex should be superior there. Also, Monster Park Extreme for the early 4th job levels, Vortex shits all over it.