Post by Dash Random on Mar 8, 2007 19:23:47 GMT 7
THE COMPLETE FIGHTER GUIDE v1.01
Written by DashRandom
Contributors: Athyra, Morgheda's Fansite, yippeed
Thanks to: Medran for stickying this, darkdraonchaos for pointing out typos, and my guild for their support[/b]
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Why Fighter?
Just because. Have you ever been in a situation when you need a a key but have all but the one required to open the door? In Rappelz, such a situation can probably be translated into being in a DP when you need a puller but only DDs apply to join your party. If you however had a Fighter, all your problems would be solved. The "swiss army knife" of the warrior classes, they neither specialise in something nor are in bad in anything.
COMMON MISCONCEPTIONS ABOUT FIGHTERS
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Firstly, I'd like to say i have a level 57/49 Fighter at the time which I am typing this guide out. To be honest, the only reason I chose a Fighter when I started was because of the cool red armour I saw others wearing when I was still a level 16 newbie. However, a month later, I've begun to appreciate the beauty, complexity and versatility of using a fighter and have decided to write a guide about the joys of being a fighter.
Bow, 2H or Sword? Which weapon?
Most experienced players I've seen have found it enjoyable rerolling on a Bow Fighter. I, however, have no paticular preference on a single isolated weapon. If you ask what weapon should a Fighter use, my immediate response would be "All". However, you may want to specialise in a single weapon, and I have draw up a flow chart sort of questionaire for you to follow.
In order to decide what weapon is best suited for your playing style, please follow the questionaire below.
The Fighter Weapon Questionaire
a)Do you prefer ranged attacks?
If yes, proceed to question g). If no, continue to question b)
b)Do you like to tank?
If yes, proceed to question d). If no, continue to question c)
c)Do prefer average constant damage or high but irregular damage?
Constant damage, proceed to question e). Irregular damage, proceed to result E.
d)Do you prefer innate tanking ability or spending money on uprading gear to be tank efficient?
Innate tanking ability, go to result B. Upgrading, go to question f)
e)Do you prefer debuffing skills with reduce the enemy's defensive capabilites and damage over time (DoT) or direct damage skills?
If you prefer debuffs and DoT, proceed to result D. If you prefer direct damage abilites, proceed to result C.
f)Do you prefer having powerful damage spikes or constant damage over time (not DoT, more of Damage Per Second)?
If you prefer damage spikes proceed to result E. If you perfer constant damage, go to result C.
g)Do you mind using a melee weapon in addition to your ranged weapon?
If you prefer to be ranged only, go to result A. Otherwise, proceed to result F.
RESULTS:
a) Bow Fighter
b) Sword/Shield Fighter
c) Dual Wield Fighter
d) 2H Sword/Spear Fighter
e) Axe Fighter
f) Hybrid Fighter
NOTE: Please read the FULL Guide before deciding on your weapon.
Advantages and Disadvantages of the various weapons
Bow
Pros: High Damage, Ranged (duh), Good solo capability, Large no. of DoTs, Good PvP skills, Most no. of debuffs/disables, Extremely worth overenchanting
Cons: Slow attack speed, MP consuming
Sword/Shield
Pros: Good tank ability, highest accuracy, good offensive/defensive balance and fast attack speed (faster than Dual Wield with Assassin Hands)
Cons: Not effective in dealing damage without Assassin Hands, Shield mastery only in later levels, Not worth cubing/buying ancient 1H Swords
Dual Wield
PLEASE NOTE: Dual Wield is strongly not recommended. I have maxed it out myself but I find it to be the worst of all the weapons I have now. A Breeder friend of mine outdamages me using her +6 Spear when I Dual Wield but cannot maintain aggro when I pull out Sword/Shield and use Assassin Hands
Pros: Average attack speed, average damage
Cons: Expensive, NOT WORTH CUBING/UPRADING (ESPECIALLY the offhand weapon)
2H Sword/Spear
Many people tell me that Spear and 2H Sword are nowhere similar but I group them together because they possess the same skillset and 3 Accuracy and P Atk is not that much of a difference.
Pros: Best DPS (damage per second) in the end, good party skills (logsplit), extremely worth cubing/upgrading, faster attack speed of the 2H weaps.
Cons: MP consuming at times, need to hit the later levels to be powerful
Axe
Pros: Highest potential damage, best 2H weapon solo class, Highest P Atk of all 2H weapons
Cons: Lowest accuracy of all 2H weapons (logsplit might miss, may have to wear dex rings), slowest attack speed of all 2H weapons
Hybird
I personally am a Full Hybrid fighter. I have 1 2H weapon (sword), ranks in Assassin Hands and shield mastery for tanking, and maxed out damage and range increment passive for Bow for pulling. The only thing I've regretted investing JP into is Dual Wield. It is really one of the worst fighter weapons ever (although I use it constantly) and would rather extract all JP spent on that and invest it into 2H Long Sword Expert.
Pros: Versatile
Cons: Unspecialised in a single weapon, expensive to purchase all weapon types, may have to spend a fortune upgrading/cubing weapons
Skills
Bow
Arrow of Delay
Description: A shooting attack skill which shoots an arrow aimed at the target's leg to cause damage and decrease movement speed momentarily. Works with bows only. Casting Time 2.5 Seconds, 80% chance to reduce target's movement speed for 10 Seconds.
Cooldown Time: 20 Seconds.
Well, Arrow of Delay is a must learn pre-requisite for Bow skills. Although it isn't really useful by itself, except for PvP and especially crappy during the first few levels. I normally combo it with Spiracle Shock Shot if I spot aggros in near the cleric/party when we are fighting mobs. I Spiracle Shock Shot it first and knock it backwards and immediately follow up with this skill to slow it's imminent approach.
Card
#P.atk +12
#Duration of Summon Lasting Effect +3 sec
Carding: Not recommended unless you can find them for 10-20k. Merely adds a little P. Atk and slightly longer duration.
Heat Shot
Description: Shoots a flaming arrow at the target to cause damage and damage over time. Works with long bows and light bows only.
DoT Duration: 10 Seconds.
Cooldown Time: 30 Seconds.
Yet another not so useful skill. Although powerful in PvP (since damage over time is fixed, it cannot be reduced by P Def or M Def), it simply eats MP too fast when used in solo situations. Also not recommendable to be used in DPs when you max it out. The cast time on Heat Shot is extremely long and your party members may prefer you to pull than to use skills. Heat Shot is however, one of the "Core" skills at the lower levels that you can combo together with Arrow Of Delay.
Card
#P.atk +24
#Summon Lasting Effect Level +1Lv
Carding: Well, practically useless, but if you do want to use this skill often, my advice would be to get a well cubed card (+3 or +4) and use this skill at a low level so MP consumption is less.
Spiracle Shock Shot
Description: Uses a spiracle to shoot an arrow which causes damage, knocks the opponent back, and stuns them momentarily. Works with longbows and light bows only. Cooldown Time: 1 Minute.
Finally, we've come to the all important skill for Bow Fighters; Spiracle Shock Shot. Spiracle Shock Shot not only knockbacks the target but stuns it for a short amount of time, giving you a few seconds to pull your next skill on it, be it a Freezing Arrow, Heat Shot or Arrow Of Delay. Moreover, it is the only Bow Skill with 0 Cast Time, making it all important should you need that 1 more hit to kill the mob wandering so close but with so little HP. It is also especially powerful in PvP as an opener as it gives you time to consider your options and use other spells without being interrupted.
Card
#P.atk +51
#Duration of Summon Lasting Effect +0.4sec
Carding: Card it for the extra stun, especially if you are a Pure Bow fighter.
Freezing Arrow
Description: Damages the target over time and freezes them. Requires a spiracle.
Cooldown Time: ?
NOTE: Freeze status effect is broken once the target which is frozen is attacked again. I would use this as a holding skill for too early pulls in DPs or as a skill to slow down mobs and get some distance between them before releasing a Heat Shot at it while soloing. In PvP, it can be used to cancel skills mid-way (note: cancelling the casting does not mean the spell/skill will cooldown) as the Freezing Arrow takes approximately 0.5 seconds to hit its target.
Loading Restraint
Description: Bestows a chance to root the target when using basic Long Bow attacks.
Casting Time 3 Seconds.
Cooldown Time: 30 Seconds.
What loading restraint basically does is it drains your mana as time passes and gives you a active self buff with a chance to hold (cause to be unable to move and interrupt spellcasting) any target you attack. Maxed out at level 10, the chance if I remember correctly is 55%. I've heard from multiple sources that Loading Restraint is perhaps the best skill a solo Bow Fighter can use. However, it should be noted that this skill eats MP like crazy and is only useful in the later levels when maxed out and when you master Long Bow Practice. It is also effective in PvP against powerful melee combatants such as HWs, Kahunas and Striders. It should be noted that the "Rooted" Status effect is not a stun, and cancels only movement and spellcasting but not long ranged attacked. Instant spells or fast cast spells such as Nightmare and Freezing Arrow are hard if not impossible to be interrupted by Loading Restraint.
Virtulent Arrow
Description: Launches an arrow which poisons the target. Requires a bow.
Casting Time 2.4 Seconds.
Cooldown Time: 10 Seconds.
Virtulent Arrow is one of those skills that make you go "Wtf?" when you first use it. It's something you can only learn at Job Level 25 and it does less damage than Heat Shot, even if you max it out. HOWEVER, Virtulent Arrow does have its practical applications. Poison for example, stops MP regen completely and is one of the longest lasting DoTs in the game. DoT interrupts spellcasting as though it were an attack, so Virtulent Arrow has usefulness in PvP right there. The most practical use I can think of for Virtulent Arrow vs mobs, would be draining the MP of any mob with a powerful MP using AoE attack (Oforia's Flameburn, Primal Scream's Darkness Arrow). Another thing to note would be Virtulent Arrow last exactly the same amount of time through all its levels and the only thing which increases is the DoT.
Card
#P.atk +10
#Summon Lasting Effect Lvl+1
Carding: Only DoT increases, and barely noticeable. Recommended if you can get it for below 50k.
Long Bow Training (Passive)
Description: Increases attack power proportionately to the skill level when wielding a long bow type weapon. Skill Level 1 has an additional bonus.
Not exactly the best skill, but you need to learn a few levels of it to get to the all important Low Bow Practice anyway. Maxing this out too early may mean that tanks cannot pull aggro from you in DPs, so be careful with this.
Long Bow Practice (Passive)
Description: Increases attack speed when wielding a long bow.
A must-max skill even for Hybrid Fighters. Anyone using a Bow should max this and Loading Restraint together because of the synergy in PvP.
Marksmanship Practice (Passive)
Description: Increases range when using crossbow or bow type weapons.
Bow Fighters, PLEASE PLEASE PLEASE max this ASAP. It is your bread and butter if you are the puller for DPs. Solowise, it also allows you to start the battle from a longer distance, hence, improving your chances of you killing the mobs before it can reach you. This skill also increases the range of ALL related Bow Active Skills.
One Handed Sword
Serial Cross Slash
Description: A pair of deadly cross slashes which quickly deals serious damage to the target. Only works with one-handed long swords, dual swords, and dirks. Number of hits 2.
Cooldown Time: 30 Seconds.
The bread and butter of any sword/shield fighter. Although the skill may seem useless on it's own, its fast cooldown and synergy with Mental Concentration make it a formidable way to add on to your threat level when tanking. Also, note that clicking repeatedly on a mob and repeatedly spamming the hotkey for Serial Cross Slash results in a 3-4 hit attack (4 hits with Assassin Hands active), instead of the usual 2 hits. It also gives the skill zero cast time and no delay between it and your next attack if you do so.
Assassin Hands
Description: A revelation skill which gives you a chance of performing two successive attacks when attacking with a long sword or dirk.
Casting Time 2 Seconds.
Cooldown Time: 15 Minutes.
If you want to tank as a Fighter, you MUST learn this. Why? Because with one sword, you're never going to outdamage striders unless you have this, Mental Concentration and Blaze Revelation Active at the same time.
NOTE: All those who are considering to be a Dual Wield Fighter, READ THIS FIRST! There is no section on Dual Wielding in my guide anyway as I don't want others to make the same mistake as I have. If you are still seriously considering Daul Wield, please look at the Strider Class.
With Assassin Hands a Sword/Shield fighter can outtank and outdamage a Dual Wield fighter. Why and how?
The only weakness of Assassin Hands is it's long cooldown relative to its duration. If you are considering being a pure Sword/Shield Fighter, you may find that it will be hard to deal damage or tank properly on the downtime of Assassin Hands. Investing some JP into a 2H weapon as well as Assassin Hands is strongly recommended.
Storming Serial Cut
Description: Uses a spiracle to execute three consecutive cross slashes that generate wind and thunderbolts. Casues massive damage and stuns. Only works with one-handed long swords, dual swords, and twin dirks. Number of hits 3, Chance to Stun 100%
Cooldown Time: 1 Minute.
Note these few things about this skill:
The trade off between casting time and stun duration is extremely important with regards to this skill. If you're using it for stunning mobs, use it at the highest possible level. If you're using it in PvP however, you may want to use the lowest level (since it casts the fastest), depending on your situation. Yep, if you can't figure out which situation to switch it between level 1 and the highest level, then forget it ;D
Long Sword Training (Passive)
Description: Increases attack power proportionately to the skill level when wielding a sword type weapon. Skill Level 1 has an additional bonus. Works with long swords, two-handed swords, and dual swords.
The first thing you should know about Long Sword Training is that it increases the damage of BOTH 2H and 1H swords. In other words, it's a huge JP saver if you intend to go sword/shield and 1 2-handed weapon.
Two Handed Weapons
Log Split
Description: An attack skill which vertically slices down on the enemy with a two-handed weapon, causing damage and reducing defense power momentarily. Only works with two-handed long swords, spears, and axes.
Casting Time: 0.8 Seconds
Status Duration: 20 Seconds.
Cooldown Time: 45 Seconds.
Easily one of the best reasons for you to invest JP into a 2H weapon, is this skill itself. Log Split is the reason I went Hybrid in the first place. It reduces the target P. Def if it hits. Although not very useful when soloing (in fact, it consumes MP rather fast when used to solo), it is extremely useful in boss situations in DPs. 2 fighters could take turns to Log Split the boss and the party would probably kill it in half the time. Please note that because Log Split is only effective when it hits, it's better to use a 2H Sword or a Spear when Log Splitting, as these 2 weapons have better accuracy than an Axe.
Wind Cut
Description: An attack skill which strikes the target with two vertical strikes to cause great damage and a damage over time effect. Consumes a spiracle. Works with two-handed Long Swords and Spears only. Number of hits 2.
DoT Duration: 15 Seconds.
Cooldown Time: 1 Minute.
Another reason not to go Axe is because you HAVE to learn Wind Cut before you can learn Blasting Rock Cut anyway. To me, that's a complete waste of JP if you have to learn a skill you can't use. There will be further comparisions between BRC and WC in the BRC section. Wind Cut is basically a must-get for any Pure 2H Sword or Pure Spear Fighter. I wouldn't really recommend maxing it out if you were a Hybrid Fighter, but keeping 1 or 2 levels in this skill wouldn't hurt. It is, afterall, damage over time and helps in PvP. Do note that it consumes a spiracle which you may be wanting to make use of for stuns or Energy Charge though.
Blasting Rock Cut
Description: An attack skill which uses a spiracle to blast flames while chopping down the target. It has 100% chance of a critical and applies a ten second burning damage over time effect. Works with Axes only.
DoT Duration: 10 Seconds
Knockback: 3m
Cooldown Time: 1 Minutes 30 Seconds.
Right, some of you may be wondering "why knockback on a melee skill?" Well, apparently, the knockback is also a 1 or 2 second stun as the target will jerk about (similar to a stun animation from the HW skill Shield Charge) for a few seconds before it is able to do anything. Also a must learn skill for Pure Axe Fighters.
And now, comparisions between WC and BRC and why Wind Cut is superior.
Alright, you may look at the list above and wonder why I said WC is superior to BRC, since BRC has so many benefits compared to WC.
Firstly, BRC's mini-stun is truly a mini-stun, and remember, it is part of the knockback effect of BRC. By the time you walk over to the target, the stun will have worn off. Hence, BRC's stun is really to cancel spells casting mid-way and nothing more.
Secondly, more damage over time seems like a huge advantage, esepcially for when BRC's DoT will resolve faster (i.e. more damage over time in a shorter amount of time), however, do note that DoT is only useful in you can actually HIT the target. The most common problem with Axe Fighters is their low accuracy which eventually becomes their bane against PvP targets with Deep Evasion.
Lastly, regarding BRC's P. Atk bonus. All I can say is that P. Atk increases from skills become negligible when you hit the later levels, because your weapon itself gives you a much higher P. Atk in comparision to the bonus that skills give you.
And hence, since the "advantages" BRC has over WC are pretty much minor, compared to WC's maximum damage potential of 360% and BRC's maximum damage potential of 180%, BRC is therefore, indeed weaker than WC.
Weapon Training (Passive)
Description: Increases attack power proportionately to the skill level when wielding a weapon of the relevant type. Skill Level 1 has an additional bonus.
Nothing much to say except that the first level gives bonus accuracy and attack speed. Read the 1H sword section for the benefits of learning Long Sword Training.
Weapon Practice (Passive)
Description: Increases attack speed when wielding a weapon of the relevant type.
Nothing much to say either, just that you may consider not maxing these skills if you are mainly a Bow Fighter and only use a 2H weapon for the Log Split. Otherwise, it would be a wise idea to max these since 2H weapons with maxed practices and trainings produce the highest damage ratings and DPS I've ever seen, comparable to even Dual Wield Striders.
Written by DashRandom
Contributors: Athyra, Morgheda's Fansite, yippeed
Thanks to: Medran for stickying this, darkdraonchaos for pointing out typos, and my guild for their support[/b]
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Why Fighter?
Just because. Have you ever been in a situation when you need a a key but have all but the one required to open the door? In Rappelz, such a situation can probably be translated into being in a DP when you need a puller but only DDs apply to join your party. If you however had a Fighter, all your problems would be solved. The "swiss army knife" of the warrior classes, they neither specialise in something nor are in bad in anything.
COMMON MISCONCEPTIONS ABOUT FIGHTERS
- Fighters need one specialty weapon
- Fighters cannot tank
- Meele Fighters are lousy in PvP
[/li][/ul]
Firstly, I'd like to say i have a level 57/49 Fighter at the time which I am typing this guide out. To be honest, the only reason I chose a Fighter when I started was because of the cool red armour I saw others wearing when I was still a level 16 newbie. However, a month later, I've begun to appreciate the beauty, complexity and versatility of using a fighter and have decided to write a guide about the joys of being a fighter.
Bow, 2H or Sword? Which weapon?
Most experienced players I've seen have found it enjoyable rerolling on a Bow Fighter. I, however, have no paticular preference on a single isolated weapon. If you ask what weapon should a Fighter use, my immediate response would be "All". However, you may want to specialise in a single weapon, and I have draw up a flow chart sort of questionaire for you to follow.
In order to decide what weapon is best suited for your playing style, please follow the questionaire below.
The Fighter Weapon Questionaire
a)Do you prefer ranged attacks?
If yes, proceed to question g). If no, continue to question b)
b)Do you like to tank?
If yes, proceed to question d). If no, continue to question c)
c)Do prefer average constant damage or high but irregular damage?
Constant damage, proceed to question e). Irregular damage, proceed to result E.
d)Do you prefer innate tanking ability or spending money on uprading gear to be tank efficient?
Innate tanking ability, go to result B. Upgrading, go to question f)
e)Do you prefer debuffing skills with reduce the enemy's defensive capabilites and damage over time (DoT) or direct damage skills?
If you prefer debuffs and DoT, proceed to result D. If you prefer direct damage abilites, proceed to result C.
f)Do you prefer having powerful damage spikes or constant damage over time (not DoT, more of Damage Per Second)?
If you prefer damage spikes proceed to result E. If you perfer constant damage, go to result C.
g)Do you mind using a melee weapon in addition to your ranged weapon?
If you prefer to be ranged only, go to result A. Otherwise, proceed to result F.
RESULTS:
a) Bow Fighter
b) Sword/Shield Fighter
c) Dual Wield Fighter
d) 2H Sword/Spear Fighter
e) Axe Fighter
f) Hybrid Fighter
NOTE: Please read the FULL Guide before deciding on your weapon.
Advantages and Disadvantages of the various weapons
Bow
Pros: High Damage, Ranged (duh), Good solo capability, Large no. of DoTs, Good PvP skills, Most no. of debuffs/disables, Extremely worth overenchanting
Cons: Slow attack speed, MP consuming
Sword/Shield
Pros: Good tank ability, highest accuracy, good offensive/defensive balance and fast attack speed (faster than Dual Wield with Assassin Hands)
Cons: Not effective in dealing damage without Assassin Hands, Shield mastery only in later levels, Not worth cubing/buying ancient 1H Swords
Dual Wield
PLEASE NOTE: Dual Wield is strongly not recommended. I have maxed it out myself but I find it to be the worst of all the weapons I have now. A Breeder friend of mine outdamages me using her +6 Spear when I Dual Wield but cannot maintain aggro when I pull out Sword/Shield and use Assassin Hands
Pros: Average attack speed, average damage
Cons: Expensive, NOT WORTH CUBING/UPRADING (ESPECIALLY the offhand weapon)
2H Sword/Spear
Many people tell me that Spear and 2H Sword are nowhere similar but I group them together because they possess the same skillset and 3 Accuracy and P Atk is not that much of a difference.
Pros: Best DPS (damage per second) in the end, good party skills (logsplit), extremely worth cubing/upgrading, faster attack speed of the 2H weaps.
Cons: MP consuming at times, need to hit the later levels to be powerful
Axe
Pros: Highest potential damage, best 2H weapon solo class, Highest P Atk of all 2H weapons
Cons: Lowest accuracy of all 2H weapons (logsplit might miss, may have to wear dex rings), slowest attack speed of all 2H weapons
Hybird
I personally am a Full Hybrid fighter. I have 1 2H weapon (sword), ranks in Assassin Hands and shield mastery for tanking, and maxed out damage and range increment passive for Bow for pulling. The only thing I've regretted investing JP into is Dual Wield. It is really one of the worst fighter weapons ever (although I use it constantly) and would rather extract all JP spent on that and invest it into 2H Long Sword Expert.
Pros: Versatile
Cons: Unspecialised in a single weapon, expensive to purchase all weapon types, may have to spend a fortune upgrading/cubing weapons
Skills
Bow
Arrow of Delay
Description: A shooting attack skill which shoots an arrow aimed at the target's leg to cause damage and decrease movement speed momentarily. Works with bows only. Casting Time 2.5 Seconds, 80% chance to reduce target's movement speed for 10 Seconds.
Cooldown Time: 20 Seconds.
Well, Arrow of Delay is a must learn pre-requisite for Bow skills. Although it isn't really useful by itself, except for PvP and especially crappy during the first few levels. I normally combo it with Spiracle Shock Shot if I spot aggros in near the cleric/party when we are fighting mobs. I Spiracle Shock Shot it first and knock it backwards and immediately follow up with this skill to slow it's imminent approach.
Card
#P.atk +12
#Duration of Summon Lasting Effect +3 sec
Carding: Not recommended unless you can find them for 10-20k. Merely adds a little P. Atk and slightly longer duration.
Heat Shot
Description: Shoots a flaming arrow at the target to cause damage and damage over time. Works with long bows and light bows only.
DoT Duration: 10 Seconds.
Cooldown Time: 30 Seconds.
Yet another not so useful skill. Although powerful in PvP (since damage over time is fixed, it cannot be reduced by P Def or M Def), it simply eats MP too fast when used in solo situations. Also not recommendable to be used in DPs when you max it out. The cast time on Heat Shot is extremely long and your party members may prefer you to pull than to use skills. Heat Shot is however, one of the "Core" skills at the lower levels that you can combo together with Arrow Of Delay.
Card
#P.atk +24
#Summon Lasting Effect Level +1Lv
Carding: Well, practically useless, but if you do want to use this skill often, my advice would be to get a well cubed card (+3 or +4) and use this skill at a low level so MP consumption is less.
Spiracle Shock Shot
Description: Uses a spiracle to shoot an arrow which causes damage, knocks the opponent back, and stuns them momentarily. Works with longbows and light bows only. Cooldown Time: 1 Minute.
Finally, we've come to the all important skill for Bow Fighters; Spiracle Shock Shot. Spiracle Shock Shot not only knockbacks the target but stuns it for a short amount of time, giving you a few seconds to pull your next skill on it, be it a Freezing Arrow, Heat Shot or Arrow Of Delay. Moreover, it is the only Bow Skill with 0 Cast Time, making it all important should you need that 1 more hit to kill the mob wandering so close but with so little HP. It is also especially powerful in PvP as an opener as it gives you time to consider your options and use other spells without being interrupted.
Card
#P.atk +51
#Duration of Summon Lasting Effect +0.4sec
Carding: Card it for the extra stun, especially if you are a Pure Bow fighter.
Freezing Arrow
Description: Damages the target over time and freezes them. Requires a spiracle.
Cooldown Time: ?
NOTE: Freeze status effect is broken once the target which is frozen is attacked again. I would use this as a holding skill for too early pulls in DPs or as a skill to slow down mobs and get some distance between them before releasing a Heat Shot at it while soloing. In PvP, it can be used to cancel skills mid-way (note: cancelling the casting does not mean the spell/skill will cooldown) as the Freezing Arrow takes approximately 0.5 seconds to hit its target.
Loading Restraint
Description: Bestows a chance to root the target when using basic Long Bow attacks.
Casting Time 3 Seconds.
Cooldown Time: 30 Seconds.
What loading restraint basically does is it drains your mana as time passes and gives you a active self buff with a chance to hold (cause to be unable to move and interrupt spellcasting) any target you attack. Maxed out at level 10, the chance if I remember correctly is 55%. I've heard from multiple sources that Loading Restraint is perhaps the best skill a solo Bow Fighter can use. However, it should be noted that this skill eats MP like crazy and is only useful in the later levels when maxed out and when you master Long Bow Practice. It is also effective in PvP against powerful melee combatants such as HWs, Kahunas and Striders. It should be noted that the "Rooted" Status effect is not a stun, and cancels only movement and spellcasting but not long ranged attacked. Instant spells or fast cast spells such as Nightmare and Freezing Arrow are hard if not impossible to be interrupted by Loading Restraint.
Virtulent Arrow
Description: Launches an arrow which poisons the target. Requires a bow.
Casting Time 2.4 Seconds.
Cooldown Time: 10 Seconds.
Virtulent Arrow is one of those skills that make you go "Wtf?" when you first use it. It's something you can only learn at Job Level 25 and it does less damage than Heat Shot, even if you max it out. HOWEVER, Virtulent Arrow does have its practical applications. Poison for example, stops MP regen completely and is one of the longest lasting DoTs in the game. DoT interrupts spellcasting as though it were an attack, so Virtulent Arrow has usefulness in PvP right there. The most practical use I can think of for Virtulent Arrow vs mobs, would be draining the MP of any mob with a powerful MP using AoE attack (Oforia's Flameburn, Primal Scream's Darkness Arrow). Another thing to note would be Virtulent Arrow last exactly the same amount of time through all its levels and the only thing which increases is the DoT.
Card
#P.atk +10
#Summon Lasting Effect Lvl+1
Carding: Only DoT increases, and barely noticeable. Recommended if you can get it for below 50k.
Long Bow Training (Passive)
Description: Increases attack power proportionately to the skill level when wielding a long bow type weapon. Skill Level 1 has an additional bonus.
Not exactly the best skill, but you need to learn a few levels of it to get to the all important Low Bow Practice anyway. Maxing this out too early may mean that tanks cannot pull aggro from you in DPs, so be careful with this.
Long Bow Practice (Passive)
Description: Increases attack speed when wielding a long bow.
A must-max skill even for Hybrid Fighters. Anyone using a Bow should max this and Loading Restraint together because of the synergy in PvP.
Marksmanship Practice (Passive)
Description: Increases range when using crossbow or bow type weapons.
Bow Fighters, PLEASE PLEASE PLEASE max this ASAP. It is your bread and butter if you are the puller for DPs. Solowise, it also allows you to start the battle from a longer distance, hence, improving your chances of you killing the mobs before it can reach you. This skill also increases the range of ALL related Bow Active Skills.
One Handed Sword
Serial Cross Slash
Description: A pair of deadly cross slashes which quickly deals serious damage to the target. Only works with one-handed long swords, dual swords, and dirks. Number of hits 2.
Cooldown Time: 30 Seconds.
The bread and butter of any sword/shield fighter. Although the skill may seem useless on it's own, its fast cooldown and synergy with Mental Concentration make it a formidable way to add on to your threat level when tanking. Also, note that clicking repeatedly on a mob and repeatedly spamming the hotkey for Serial Cross Slash results in a 3-4 hit attack (4 hits with Assassin Hands active), instead of the usual 2 hits. It also gives the skill zero cast time and no delay between it and your next attack if you do so.
Assassin Hands
Description: A revelation skill which gives you a chance of performing two successive attacks when attacking with a long sword or dirk.
Casting Time 2 Seconds.
Cooldown Time: 15 Minutes.
If you want to tank as a Fighter, you MUST learn this. Why? Because with one sword, you're never going to outdamage striders unless you have this, Mental Concentration and Blaze Revelation Active at the same time.
NOTE: All those who are considering to be a Dual Wield Fighter, READ THIS FIRST! There is no section on Dual Wielding in my guide anyway as I don't want others to make the same mistake as I have. If you are still seriously considering Daul Wield, please look at the Strider Class.
With Assassin Hands a Sword/Shield fighter can outtank and outdamage a Dual Wield fighter. Why and how?
- Dual Wield halves accuracy gained from gloves/rings on the offhand. Assassin Hands is a buff, all attacks made by the double slash utilise the full accuracy of your weapon.
- Dual Wield halves P. Atk increases gained from rings/cubes/upgrades on the offhand weapon. Assassin hands maximises all increases in P. Atk made by your weapon.
- Dual Wield will always attack SLOWER than Sword/Shield with Assassin Hands on. In fact, if you compare Atk. Spd of Dual Wield and Single Wield, even when Dual Wield is maxed out, Single Wield has a higher rating, but Dual Wield attacks twice. Assassin Hands solves this problem.
- Dual Wield relies purely on your armor and items for P. Def. With Assassin Hands, you have an extra shield, which greatly benefits from cubing/upgrading, more so than gloves/boots. It is the cost effective and most efficient way to tank as a fighter.
The only weakness of Assassin Hands is it's long cooldown relative to its duration. If you are considering being a pure Sword/Shield Fighter, you may find that it will be hard to deal damage or tank properly on the downtime of Assassin Hands. Investing some JP into a 2H weapon as well as Assassin Hands is strongly recommended.
Storming Serial Cut
Description: Uses a spiracle to execute three consecutive cross slashes that generate wind and thunderbolts. Casues massive damage and stuns. Only works with one-handed long swords, dual swords, and twin dirks. Number of hits 3, Chance to Stun 100%
Cooldown Time: 1 Minute.
Note these few things about this skill:
- Casting time AND stun duration increase with level
- The description is misleading. It is not 100% stun. If you miss the skill completely, it doesn't stun.
- Only 1H sword skill which uses Spiracles and only melee skill which stuns.
The trade off between casting time and stun duration is extremely important with regards to this skill. If you're using it for stunning mobs, use it at the highest possible level. If you're using it in PvP however, you may want to use the lowest level (since it casts the fastest), depending on your situation. Yep, if you can't figure out which situation to switch it between level 1 and the highest level, then forget it ;D
Long Sword Training (Passive)
Description: Increases attack power proportionately to the skill level when wielding a sword type weapon. Skill Level 1 has an additional bonus. Works with long swords, two-handed swords, and dual swords.
The first thing you should know about Long Sword Training is that it increases the damage of BOTH 2H and 1H swords. In other words, it's a huge JP saver if you intend to go sword/shield and 1 2-handed weapon.
Two Handed Weapons
Log Split
Description: An attack skill which vertically slices down on the enemy with a two-handed weapon, causing damage and reducing defense power momentarily. Only works with two-handed long swords, spears, and axes.
Casting Time: 0.8 Seconds
Status Duration: 20 Seconds.
Cooldown Time: 45 Seconds.
Easily one of the best reasons for you to invest JP into a 2H weapon, is this skill itself. Log Split is the reason I went Hybrid in the first place. It reduces the target P. Def if it hits. Although not very useful when soloing (in fact, it consumes MP rather fast when used to solo), it is extremely useful in boss situations in DPs. 2 fighters could take turns to Log Split the boss and the party would probably kill it in half the time. Please note that because Log Split is only effective when it hits, it's better to use a 2H Sword or a Spear when Log Splitting, as these 2 weapons have better accuracy than an Axe.
Wind Cut
Description: An attack skill which strikes the target with two vertical strikes to cause great damage and a damage over time effect. Consumes a spiracle. Works with two-handed Long Swords and Spears only. Number of hits 2.
DoT Duration: 15 Seconds.
Cooldown Time: 1 Minute.
Another reason not to go Axe is because you HAVE to learn Wind Cut before you can learn Blasting Rock Cut anyway. To me, that's a complete waste of JP if you have to learn a skill you can't use. There will be further comparisions between BRC and WC in the BRC section. Wind Cut is basically a must-get for any Pure 2H Sword or Pure Spear Fighter. I wouldn't really recommend maxing it out if you were a Hybrid Fighter, but keeping 1 or 2 levels in this skill wouldn't hurt. It is, afterall, damage over time and helps in PvP. Do note that it consumes a spiracle which you may be wanting to make use of for stuns or Energy Charge though.
Blasting Rock Cut
Description: An attack skill which uses a spiracle to blast flames while chopping down the target. It has 100% chance of a critical and applies a ten second burning damage over time effect. Works with Axes only.
DoT Duration: 10 Seconds
Knockback: 3m
Cooldown Time: 1 Minutes 30 Seconds.
Right, some of you may be wondering "why knockback on a melee skill?" Well, apparently, the knockback is also a 1 or 2 second stun as the target will jerk about (similar to a stun animation from the HW skill Shield Charge) for a few seconds before it is able to do anything. Also a must learn skill for Pure Axe Fighters.
And now, comparisions between WC and BRC and why Wind Cut is superior.
- Wind Cut hits twice, which means it does 2x100% damage. Blasting Rock Cut is a 100% Critical, which means it is 180% damage (assuming you have no Crit. Pow enhancing gear).
- Wind Cut can synergize with Mental Concentration to a maximum of 2x180% damage, Blasting Rock Cut cannot.
- Blasting Rock Cut has a mini-stun. Wind Cut does not.
- Blasting Rock Cut has more damage over time.
- Blasting Rock Cut has a greater P. Atk bonus.
- Blasting Rock Cut has a longer casting time.
- Blasting Rock Cut's DoT duration is 10 seconds, Wind Cut's DoT duration is 15 seconds.
Alright, you may look at the list above and wonder why I said WC is superior to BRC, since BRC has so many benefits compared to WC.
Firstly, BRC's mini-stun is truly a mini-stun, and remember, it is part of the knockback effect of BRC. By the time you walk over to the target, the stun will have worn off. Hence, BRC's stun is really to cancel spells casting mid-way and nothing more.
Secondly, more damage over time seems like a huge advantage, esepcially for when BRC's DoT will resolve faster (i.e. more damage over time in a shorter amount of time), however, do note that DoT is only useful in you can actually HIT the target. The most common problem with Axe Fighters is their low accuracy which eventually becomes their bane against PvP targets with Deep Evasion.
Lastly, regarding BRC's P. Atk bonus. All I can say is that P. Atk increases from skills become negligible when you hit the later levels, because your weapon itself gives you a much higher P. Atk in comparision to the bonus that skills give you.
And hence, since the "advantages" BRC has over WC are pretty much minor, compared to WC's maximum damage potential of 360% and BRC's maximum damage potential of 180%, BRC is therefore, indeed weaker than WC.
Weapon Training (Passive)
Description: Increases attack power proportionately to the skill level when wielding a weapon of the relevant type. Skill Level 1 has an additional bonus.
Nothing much to say except that the first level gives bonus accuracy and attack speed. Read the 1H sword section for the benefits of learning Long Sword Training.
Weapon Practice (Passive)
Description: Increases attack speed when wielding a weapon of the relevant type.
Nothing much to say either, just that you may consider not maxing these skills if you are mainly a Bow Fighter and only use a 2H weapon for the Log Split. Otherwise, it would be a wise idea to max these since 2H weapons with maxed practices and trainings produce the highest damage ratings and DPS I've ever seen, comparable to even Dual Wield Striders.