One Triple Slash to train. You should OHKO with it realistically. Inner Voice gives you movement speed, though really it isn't a big deal, and neither is the WATK from Sword of Light unless you're completely unfunded with no decks/Link Skills, etc. Soul does nothing until you're pretty much in 3rd+ job, since you're likely to OHKO everything and the stun won't occur when they're dead.
tl;dr:
[list=123]
[*]Max Inner Voice
[*]Max Sword of Light
[*]19 Triple Slash
[*]Max Element: Soul
[/list]
This order should be the highest damage output. Nimble Finger is earlier for convenience. Trace Cut is the primary training skill, unless you can OHKO with Silent Move, and that depends on the map and its platforms. I found Trace Cut to hit a lot better since many places have slopes.
You're short one skill point and it doesn't really matter, but Silent Move has some utility after 2nd job, Trace Cut doesn't.
tl;dr:
[list=123]
[*]1 Falling Moon, Silent Move, Trace Cut, Sword Mastery
[*]5 Sword Mastery
[*]5 Nimble Finger
[*]Max Sword Mastery
[*]Max Body and Soul
[*]Max Inner Trust
[*]Max Falling Moon
[*]Max Nimble Finger
[*]19 Trace Cut
[*]Max Silent Move
[/list]
Third Job
Moon Shadow/Light Flux [14/20] Moon Cross/Sun Cross [20/20] Rising Sun [20/20] True Sight [10/10] Soul Guardian [20/20] Will of Steel [20/20] Inner Shout [20/20]
Rising Sun is fundamentally useless. Only necessary for the prerequisite for Moon Shadow/Light Flux and Moon Cross/Sun Cross. Your primary training skill will likely be Moon Shadow. It and Moon Cross have similar DPS, though Moon Cross is faster and attacks in front of you, Moon Shadow does more damage per attack (better for OHKO), and is AOE. Depending on the map, you may have varying degrees of usefulness, but I primarily used Moon Shadow to AoE everything. They are both very useful regardless, since you can pull things in from left and right, with a high stun chance, and then Moon Shadow them to death, saving a lot of movement and mob collection time.
1 Inner Shout and 1 Will of Steel for their passive effects. Moon Cross is maxed as it has utility in 4th job, whereas Moon Shadow is useless and left at 14. Inner Shout comes first for general purpose damage increase. After Moon Cross, Will of Steel will reduce all your damage taken by a significant amount, and most importantly heal you. This is around the level range where monsters will start to do more than 1 damage to you, and with a decent amount of Will of Steel, you'll never need HP potions until things start hitting 4 digits. Soul Guardian has some utility letting you heal more has it increases your max HP, and your defenses. Rising Sun can come next as you may want to use it for 1v1 with Light Flux, but honestly it's bad. True Sight is last, but is very important to max as it is a valuable source of defense reduction.
tld;r:
[list=123]
[*]1 Rising Sun, Moon Shadow, Moon Cross, Inner Shout, Will of Steel
[*]14 Moon Shadow
[*]Max Inner Shout
[*]Max Moon Cross
[*]Max Will of Steel
[*]Max Soul Guardian
[*]Max Rising Sun
[*]Max True Sight
[/list]
Fourth Job
Cygnus Knight [30] Dance of Moon/Speeding Sunset [30] Crescent Divide/Solar Pierce [30] Soul Penetration [30] Solunar Time [20] Soul Pledge [30] Sword Expert [30] Unforeseeable [10] Master of the Sword [30]
Primary training skill is Crescent Divide and Solar Pierce. Single Target should be Speeding Sunset until you have a decent level of Solunar Time. Solunar Time requires a decent level to be used, and a moderate amount of awareness to cycle a map.
Sword Expert should provide a higher damage bonus than Master of the Sword, though I believe the difference is very small. Using Solunar Time will improve DPS quite a bit, but if you're not comfortable using it to train, get Soul Pledge first. Unforeseeable can be pushed up before Dance of Moon/Speeding Sunset if you don't ever 1v1, since it will improve your damage in general by a small amount. Soul Penetration would be useless if you never fight anything that needs to be Binded.
tl;dr:
1 Crescent Divide/Solar Pierce, 1 Master of the Sword, 1 Dance of Moon/Speeding Sunset, 1 Sword Expert
Max Crescent Divide/Solar Pierce
Max Sword Expert
Max Master of the Sword
Max Solunar Time
Max Soul Pledge
Max Dance of Moon/Speeding Sunset
Max Unforeseeable
Max Soul Penetration
Max Cygnus Knight
Hyper Skills
True Sight - Persist [143] True Sight - Enhanced [162] True Sight - Ignore Guard [183] Divide and Pierce - Reinforce [149] Divide and Pierce - Boss Killer [168] Divide and Pierce - Bonus Attack [189] Speeding Dance - Reinforce [155] Speeding Dance - Ignore Guard [177] Speeding Dance - Boss Killer [195] Soul Forge [150] Cross the Styx [170] Glory of Guardians [200]
Speeding Dance Hypers, True Sight - Ignore Guard should be priorities for 1v1 damage. True Sight - Enhanced if there is Physical Resistance. I would recommend Divide and Pierce Bonus Attack instead otherwise.
lulzace Wrote:Super late on this, but is it really hard to get used to the auto switching of solunar time or something?
It can be if you don't know what you're doing. Crescent Divide and Solar Pierce hit completely different ranges, so you have to prepare for linear for one hit, and centered area for the other.
not adding atleast 5 soul pledge before 140 seems like a bad idea. im seriously having a bad time doing the sunset splitter/swirling moon combo because i get knocked-back too much. 50% stance has somewhat solved that problem but im still adding it right now. and the extra stats doesnt hurt.
DeanNim Wrote:not adding atleast 5 soul pledge before 140 seems like a bad idea. im seriously having a bad time doing the sunset splitter/swirling moon combo because i get knocked-back too much. 50% stance has somewhat solved that problem but im still adding it right now. and the extra stats doesnt hurt.
If you're 1v1ing so much, I would recommend using only Speeding Sunset and maxing it before Solunar Time.
Master of the Sword -> Soul Pledge -> Speeding Dance -> Solunar Time
Having maxed Speeding Sunset with only Rising Sun should be stronger than maxed Solunar Time with level 1 Speeding Dance.
Also, if you get interrupted or lag in the slightest with Solunar Time or Speeding Sunset alone, maxed Divide and Pierce is better than level 1 Speeding Dance.
JoeTang Wrote:Having maxed Speeding Sunset with only Rising Sun should be stronger than maxed Solunar Time with level 1 Speeding Dance.
Also, if you get interrupted or lag in the slightest with Solunar Time or Speeding Sunset alone, maxed Divide and Pierce is better than level 1 Speeding Dance.
ah that would make sense. also another thing, since mastery apparently works for one handed swords, would it be better to get a fast one-handed or a normal two-handed ? Would the one-handed cripple my damage alot, considering the shitty multiplier? Lionheart schimitar is way too expensive, i was hoping the cutlass wouldnt affect my damage too much.
DeanNim Wrote:ah that would make sense. also another thing, since mastery apparently works for one handed swords, would it be better to get a fast one-handed or a normal two-handed ? Would the one-handed cripple my damage alot, considering the shitty multiplier? Lionheart schimitar is way too expensive, i was hoping the cutlass wouldnt affect my damage too much.
You'll speedcap with a Normal (6) weapon with Rising Sun and Booster. Get a Normal (6) two-hander.
I put enough points into Solunar Time just for 1 minute duration.
Turned my 4 hit KO at MPE into 2HKOs. Maybe 6 points early is better than waiting until Master of the Sword is maxed. I dunno... I feel like this is a booster thing where you'd always want to get at least 1 minute duration booster.
Prism Wrote:I put enough points into Solunar Time just for 1 minute duration.
Turned my 4 hit KO at MPE into 2HKOs. Maybe 6 points early is better than waiting until Master of the Sword is maxed. I dunno... I feel like this is a booster thing where you'd always want to get at least 1 minute duration booster.
Same here.
I finally maxed everything now except for soul penetration and cygnus knights. contemplating maxing cygnus knights first since soul penetration is literally useless at the 4 RA bosses.
also realised whats wrong with this picture lolol it happens to me alot too.
[MENTION=535]JoeTang[/MENTION]; I think that you should remove this part from your build:
Quote: True Sight - Enhanced does nothing for any of the Cygnus Knights but will help parties at any monster with resistance. Do not get it if you're solo. I would recommend Divide and Pierce Bonus Attack instead.
Dawn Warriors only get 50% elemental resistance. If True Sight stacks with this skill, Dawn Warriors can get to maybe 75% elemental resistance.
Only Thunder Breakers and Wind Archers get 100% elemental resistance from their beginner skill.
Eliseo Wrote:My info was outdated, thanks! Do you happen to know for sure if it's the same for KMS?
Not sure, I don't have a 120 cyg in kMS anymore, so I can't check if it really is, but, there's only one Elemental Expert skill in the entire game, and it is set to 50% for kMS as well.
Is there something wrong with the Trace Cut skill in GMS? It seems totally useless and annoying for a skill that Joe calls the second job's 'primary training skill'. It has about zero forward range; you have to pretty much stand on top of a monster or turn your back on it to hit them (backwards range is decent). Or am I missing something; like it's only supposed to be used as part of a combo or some such thing?
MissingLink Wrote:Is there something wrong with the Trace Cut skill in GMS? It seems totally useless and annoying for a skill that Joe calls the second job's 'primary training skill'. It has about zero forward range; you have to pretty much stand on top of a monster or turn your back on it to hit them (backwards range is decent). Or am I missing something; like it's only supposed to be used as part of a combo or some such thing?