
Originally Posted by
JoeTang
1st Job: 10 Double Stab, 20 Dark Sight, LOOKS LIKE FUN BROS.
Minimum Skill Points
I Job: 30 (10 levels, 10~20)
II Job: 30 (10 levels 20~30)
II+ Job: 72 (24 levels 30~54)
III Job: 48 (16 levels 54~70)
III+ Job: 150 (50 levels 70~120)
IV Job: 240 (80 levels 120~200)
Skill Totals:
II: 50 [-20]
II+: 80 [-8]
III: 80 [-32]
III+: 120 [+30]
IV: 245 [-5]
They'll probably gain one skill point at 30 and 70, and three at 120 like other adventurers, and have no other source of skill points since they have the same potential rating. Otherwise, they'd be maxing more skills than every other job in the end.
It still does look like there will be quite a few skills to be sacrificed at first. You require 10 Double Stab from first job, leaving 21 points before advancing to II. You need 20 Dark Sight for Advanced Dark Sight, but Dark Sight has a 3 Disorder prerequisite. Highest Dark Sight you can come out of Rogue with at 20 is 18.
You could obviously forsake Double Stab and Triple Stab though and leech train with something like 8 Nimble BodyLucky Sevens until 30 (and finish with 19 mastery 11 Booster-ish?). However, if you are to get Triple Stab to 10, you'll have to wait until II to put points into Booster or Mastery to finish them, and II is already short of points.
II+ is less worrisome since it likely has 73/80 points (+1 Point from traditional adventurer job advance). Fatal Blow seems to be the critical single target attack for the job early on, though it could be replaced by Chains of Hell. Self Haste is Haste. Slash Storm is a mobber, and required as a prerequisite for Bloody Storm. Endure can be ditched so you have ~13 spare points to dump back into II+ and Rogue, which is to say you lose a lot from potion conservation.
III has a measly 48 skill points from 54~70. To say the least, movement skills have always been fairly critical to their jobs thus far. Tornado Spin does outdamage Slash Storm in terms of per hit, and it raises the bar on max mob count, though it does have a higher difficulty in terms of activation. You may be able to hotkey it like Dash or Combat Step but you would still be required to use the attack button to activate the damage effect. The fact that Flash Bang is active on 15 mobs in a 200x Range means that it can be effectively used as a luring skill despite its cool down, and the decreased accuracy could very well be a vital component in survival later on, though the cool down doesn't quite help.
III+ is where it seems to improve. You have extra skill points after mastering everything here, and can go back for unfinished business. Advanced Dark Sight seems to be hit and miss. Staying in Dark Sight means no auto-pot. Very few monsters exist with a skill that cannot penetrate Dark Sight at the higher levels. Otherwise, every skill here looks fundamental. I'd like to wager though that Flying Assaulter's X var is its prop, and Nexon made another typo in this case though. 13.51% Stun (most likely interruptable) is fairly worthless, but 800% damage in 320x range on the other hand.
My personal interpretation of Final Cut is that after use, for x seconds, you are left at y% of your maximum strength.
tl;dr: You're low on skill points so ditch Endure.
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