GameMX Wrote:So then JoeTang. Whats your opinion and comparison on Shadower v.s. Dual Blader?
I haven't done any real comparison so far, but Chains of Hell > any other skill in the game from what I'm finding, though more research is always needed. Appears that Chains of Hell does have a hidden delay though which would lower its standing a bit.
So. I'm pretty much done analyzing Job III+. All that's left is traditional 120+ Fourth Job. Who wants to toss skill builds into the air with mine?
Initial Skill Build
10: +1 Double Stab [1]
11: +3 Double Stab [4]
12: +3 Double Stab [7]
13: +3 Double Stab [10]
14: +3 Disorder [3]
15: +3 Dark Sight [3]
16: +3 Dark Sight [6]
17: +3 Dark Sight [9]
18: +3 Dark Sight [12]
19: +3 Dark Sight [15]
20: +3 Dark Sight [18]
Fairly standard Rogue Build. 10 Double Stab first to deal damage and get the prerequisite for Triple Stab.
3 Disorder is a prerequisite for Dark Sight. 20 Dark Sight is required for Advanced Dark Sight later on, but you won't have enough points to max it initially.
20: +1 Triple Stab [1]
21: +3 Triple Stab [4]
22: +3 Triple Stab [7]
23: +3 Triple Stab [10]
24: +3 Blade Mastery [3]
25: +3 Blade Mastery [6]
26: +3 Blade Booster [3]
27: +3 Blade Booster [6]
28: +3 Blade Mastery [9]
29: +3 Blade Mastery [12]
30: +3 Blade Mastery [15]
I personally value damage and mobbing over Mastery in this case. Every other job works fine without Mastery until level 30. If you really look into it, you'll see the +15% damage for every three points into Triple Stab gives more average DPS than the +5~10% minimum damage from Mastery anyways.
Six Booster gives you a one second timer. Plenty duration for a lot of people, and Dual Blades are already plenty fast. You can always opt out points from Mastery to raise it if you require, since points from Job II+ come back here.
Mastery is left at 15 to be finished in Job II+
30: +1 Slash Storm [1]
31: +3 Blade Mastery [18]
32: +1 Blade Mastery [19] +2 Fatal Blow [2]
33: +3 Fatal Blow [5]
34: +3 Fatal Blow [8]
35: +3 Fatal Blow [11]
36: +3 Fatal Blow [14]
37: +3 Fatal Blow [17]
38: +3 Fatal Blow [20]
39: +3 Slash Storm [4]
40: +3 Slash Storm [7]
41: +3 Slash Storm [10]
42: +3 Slash Storm [13]
43: +3 Slash Storm [16]
44: +3 Slash Storm [19]
45: +1 Slash Storm [20] +2 Self Haste [2]
46: +3 Self Haste [5]
47: +3 Self Haste [8]
48: +3 Self Haste [11]
49: +3 Self Haste [14]
50: +3 Self Haste [17]
51: +3 Self Haste [20]
52: +3 Blade Booster [9]
53: +3 Blade Booster [12]
54: +3 Blade Booster [15]
55: +1 Blade Booster [16] +2 Dark Sight [20]
First point into Slash Storm provides you with a mobility skill. It can be used to travel distances while attacking, and lure mobs of sorts on flat maps. Blade Mastery is finished here, earlier than other jobs and you already have Booster.
In this particular build, Single Target Damage is focused on earlier. Fatal Blow is theoretically usable at level 36 to out-DPS Triple Stab on Single Targets.
Slash Storm is maxed afterwards to provide an improved mobbing ability for training, particularly for things like CPQ or PyPQ. Self Haste can always be moved up instead if that is a priority of the user. It all depends on training style.
Afterwards, Blade Booster is raised so it isn't constantly recast, and Dark Sight is maxed for the prerequisite earlier as well as practical use.
30: +1 Slash Storm [1]
31: +3 Blade Mastery [18]
32: +1 Blade Mastery [19] +2 Slash Storm [3]
33: +3 Slash Storm [6]
34: +3 Slash Storm [9]
35: +3 Slash Storm [12]
36: +3 Slash Storm [15]
37: +3 Slash Storm [18]
38: +2 Slash Storm [20] +1 Fatal Blow [1]
39: +3 Fatal Blow [4]
40: +3 Fatal Blow [7]
41: +3 Fatal Blow [10]
42: +3 Fatal Blow [13]
43: +3 Fatal Blow [16]
44: +3 Fatal Blow [19]
45: +1 Fatal Blow [20] +2 Self Haste [2]
46: +3 Self Haste [5]
47: +3 Self Haste [8]
48: +3 Self Haste [11]
49: +3 Self Haste [14]
50: +3 Self Haste [17]
51: +3 Self Haste [20]
52: +3 Blade Booster [9]
53: +3 Blade Booster [12]
54: +3 Blade Booster [15]
55: +1 Blade Booster [16] +2 Dark Sight [20]
This version merely focuses on Slash Storm instead of Fatal Blow first. Result is the same.
55: +1 Tornado Spin [1]
56: +2 Tornado Spin [3] +1 Flash Bang [1]
57: +3 Tornado Spin [6]
58: +3 Tornado Spin [9]
59: +2 Tornado Spin [11] +1 Flash Jump [1]
60: +3 Flash Jump [4]
61: +3 Flash Jump [7]
62: +3 Flash Jump [10]
63: +3 Flash Jump [13]
64: +3 Flash Jump [16]
65: +3 Flash Jump [19]
66: +3 Tornado Spin [14]
67: +2 Tornado Spin [16] +1 Flash Bang [2]
68: +3 Flash Bang [5]
69: +3 Flash Bang [8]
70: +3 Flash Bang [11]
My concept for this portion is that Tornado Spin has little to no damage relevance and should be treated as merely a rush skill. Reach eight monsters and you're cool. First, bring it to 11 for six mobs to match Slash Storm. Rush together, Slash Storm or Triple Stab to death.
Flash Bang at 56 provides a skill that can aggro 10 monsters, as well as the probability to blind them.
Flash Jump after 11 Tornado Spin for greater mobility, though I don't honestly believe it's of significant importance when you have max speed and a rushing skill in the first place.
More into Tornado Spin isn't particularly needed immediately since having more than six monsters means you require extra effort and loss of efficiency killing less than your max mob hit.
I personally cap it at 16 to hit eight mobs total as the damage isn't significant or important to me, and I would rather have 15 mob Flash Bang with 19 Flash Jump.
70: +1 Upper Stab [1]
71: +1 Mirror Image [1] +1 Flying Assaulter [1] +1 Bloody Storm [1]
72: +2 Mirror Image [3] +1 Flash Jump [20]
73: +3 Mirror Image [6]
74: +3 Mirror Image [9]
75: +3 Mirror Image [12]
76: +3 Mirror Image [15]
77: +3 Mirror Image [18]
78: +3 Mirror Image [21]
79: +3 Upper Stab [4]
80: +3 Upper Stab [7]
81: +3 Upper Stab [10]
82: +3 Upper Stab [13]
83: +3 Upper Stab [16]
84: +3 Upper Stab [19]
85: +1 Upper Stab [20] +2 Mirror Image [23]
86: +3 Mirror Image [26]
87: +3 Mirror Image [29]
88: +1 Mirror Image [30] +2 Bloody Storm [3]
89: +3 Bloody Storm [6]
90: +3 Bloody Storm [9]
91: +1 Bloody Storm [10] +2 Flying Assaulter [3]
92: +3 Flying Assaulter [6]
93: +3 Flying Assaulter [9]
94: +3 Flying Assaulter [12]
95: +3 Flying Assaulter [15]
96: +3 Flying Assaulter [18]
97: +2 Flying Assaulter [20] +1 Owl Dead [1]
98: +3 Owl Dead [4]
99: +3 Owl Dead [7]
100: +3 Owl Dead [10]
101: +3 Owl Dead [13]
102: +3 Owl Dead [16]
103: +3 Owl Dead [19]
104: +1 Owl Dead [20] +2 Flash Bang [13]
105: +3 Flash Bang [16]
106: +3 Flash Bang [19]
107: +1 Flash Bang [20] +2 Endure [2]
108: +3 Endure [5]
109: +3 Endure [8]
110: +3 Endure [11]
111: +3 Endure [14]
112: +3 Endure [17]
113: +3 Endure [20]
114: +2 Advanced Dark Sight [2] +1 Blade Booster [17]
115: +3 Advanced Dark Sight [5]
116: +3 Advanced Dark Sight [8]
117: +3 Advanced Dark Sight [11]
118: +3 Advanced Dark Sight [14]
119: +3 Advanced Dark Sight [17]
120: +3 Advanced Dark Sight [20]
Finishing the build off, I start with 1 Upper Stab. It provides an extremely fast execution attack skill to finish low HP mobs as well as toss monsters.
Though it isn't as damaging as Mirror Image, it provides a high speed mob skill. 1 Flying Assaulter can be used to somewhat replace Tornado Spin as a rushing skill on lower mob counts. Bloody Storm completely replaces Slash Storm (probably literally).
Finish off Flash Jump because you can, and bring Mirror Image to 21. Here you have a 180s timer and good damage. Working on maxing Upper Stab next provides the optimal DPS output. Finish with Mirror Image.
Max Bloody Storm after as I find it to be the best DPS mob skill. Flying Assaulter comes next for improved rushing capability. Owl Dead is after. I see its ability to OHKO and damage bonus more advantageous at this point when mobs have significantly higher HP.
Here, I decided to finish Flash Bang. You have Flying Assaulter already so Tornado Spin won't see much use outside of its ease of use.
Endure comes next to save some precious MP. A single point into Blade Booster and the rest goes into Advanced Dark Sight.
However, Advanced Dark Sights description states it allows you to attack while in Dark Sight; presumably using any attack. I don't personally see much advantage in this as most monsters will have the ability to use magic on you and you cannot potion in Dark Sight, but it has its merit in that case.
10: +1 Double Stab [1]
11: +3 Double Stab [4]
12: +3 Double Stab [7]
13: +3 Double Stab [10]
14: +3 Disorder [3]
15: +3 Dark Sight [3]
16: +3 Dark Sight [6]
17: +3 Dark Sight [9]
18: +3 Dark Sight [12]
19: +3 Dark Sight [15]
20: +3 Dark Sight [18]
Fairly standard Rogue Build. 10 Double Stab first to deal damage and get the prerequisite for Triple Stab.
3 Disorder is a prerequisite for Dark Sight. 20 Dark Sight is required for Advanced Dark Sight later on, but you won't have enough points to max it initially.
20: +1 Triple Stab [1]
21: +3 Triple Stab [4]
22: +3 Triple Stab [7]
23: +3 Triple Stab [10]
24: +3 Blade Mastery [3]
25: +3 Blade Mastery [6]
26: +3 Blade Booster [3]
27: +3 Blade Booster [6]
28: +3 Blade Mastery [9]
29: +3 Blade Mastery [12]
30: +3 Blade Mastery [15]
I personally value damage and mobbing over Mastery in this case. Every other job works fine without Mastery until level 30. If you really look into it, you'll see the +15% damage for every three points into Triple Stab gives more average DPS than the +5~10% minimum damage from Mastery anyways.
Six Booster gives you a one second timer. Plenty duration for a lot of people, and Dual Blades are already plenty fast. You can always opt out points from Mastery to raise it if you require, since points from Job II+ come back here.
Mastery is left at 15 to be finished in Job II+
30: +1 Slash Storm [1]
31: +3 Blade Mastery [18]
32: +1 Blade Mastery [19] +2 Fatal Blow [2]
33: +3 Fatal Blow [5]
34: +3 Fatal Blow [8]
35: +3 Fatal Blow [11]
36: +3 Fatal Blow [14]
37: +3 Fatal Blow [17]
38: +3 Fatal Blow [20]
39: +3 Slash Storm [4]
40: +3 Slash Storm [7]
41: +3 Slash Storm [10]
42: +3 Slash Storm [13]
43: +3 Slash Storm [16]
44: +3 Slash Storm [19]
45: +1 Slash Storm [20] +2 Self Haste [2]
46: +3 Self Haste [5]
47: +3 Self Haste [8]
48: +3 Self Haste [11]
49: +3 Self Haste [14]
50: +3 Self Haste [17]
51: +3 Self Haste [20]
52: +3 Blade Booster [9]
53: +3 Blade Booster [12]
54: +3 Blade Booster [15]
55: +1 Blade Booster [16] +2 Dark Sight [20]
First point into Slash Storm provides you with a mobility skill. It can be used to travel distances while attacking, and lure mobs of sorts on flat maps. Blade Mastery is finished here, earlier than other jobs and you already have Booster.
In this particular build, Single Target Damage is focused on earlier. Fatal Blow is theoretically usable at level 36 to out-DPS Triple Stab on Single Targets.
Slash Storm is maxed afterwards to provide an improved mobbing ability for training, particularly for things like CPQ or PyPQ. Self Haste can always be moved up instead if that is a priority of the user. It all depends on training style.
Afterwards, Blade Booster is raised so it isn't constantly recast, and Dark Sight is maxed for the prerequisite earlier as well as practical use.
30: +1 Slash Storm [1]
31: +3 Blade Mastery [18]
32: +1 Blade Mastery [19] +2 Slash Storm [3]
33: +3 Slash Storm [6]
34: +3 Slash Storm [9]
35: +3 Slash Storm [12]
36: +3 Slash Storm [15]
37: +3 Slash Storm [18]
38: +2 Slash Storm [20] +1 Fatal Blow [1]
39: +3 Fatal Blow [4]
40: +3 Fatal Blow [7]
41: +3 Fatal Blow [10]
42: +3 Fatal Blow [13]
43: +3 Fatal Blow [16]
44: +3 Fatal Blow [19]
45: +1 Fatal Blow [20] +2 Self Haste [2]
46: +3 Self Haste [5]
47: +3 Self Haste [8]
48: +3 Self Haste [11]
49: +3 Self Haste [14]
50: +3 Self Haste [17]
51: +3 Self Haste [20]
52: +3 Blade Booster [9]
53: +3 Blade Booster [12]
54: +3 Blade Booster [15]
55: +1 Blade Booster [16] +2 Dark Sight [20]
This version merely focuses on Slash Storm instead of Fatal Blow first. Result is the same.
55: +1 Tornado Spin [1]
56: +2 Tornado Spin [3] +1 Flash Bang [1]
57: +3 Tornado Spin [6]
58: +3 Tornado Spin [9]
59: +2 Tornado Spin [11] +1 Flash Jump [1]
60: +3 Flash Jump [4]
61: +3 Flash Jump [7]
62: +3 Flash Jump [10]
63: +3 Flash Jump [13]
64: +3 Flash Jump [16]
65: +3 Flash Jump [19]
66: +3 Tornado Spin [14]
67: +2 Tornado Spin [16] +1 Flash Bang [2]
68: +3 Flash Bang [5]
69: +3 Flash Bang [8]
70: +3 Flash Bang [11]
My concept for this portion is that Tornado Spin has little to no damage relevance and should be treated as merely a rush skill. Reach eight monsters and you're cool. First, bring it to 11 for six mobs to match Slash Storm. Rush together, Slash Storm or Triple Stab to death.
Flash Bang at 56 provides a skill that can aggro 10 monsters, as well as the probability to blind them.
Flash Jump after 11 Tornado Spin for greater mobility, though I don't honestly believe it's of significant importance when you have max speed and a rushing skill in the first place.
More into Tornado Spin isn't particularly needed immediately since having more than six monsters means you require extra effort and loss of efficiency killing less than your max mob hit.
I personally cap it at 16 to hit eight mobs total as the damage isn't significant or important to me, and I would rather have 15 mob Flash Bang with 19 Flash Jump.
70: +1 Upper Stab [1]
71: +1 Mirror Image [1] +1 Flying Assaulter [1] +1 Bloody Storm [1]
72: +2 Mirror Image [3] +1 Flash Jump [20]
73: +3 Mirror Image [6]
74: +3 Mirror Image [9]
75: +3 Mirror Image [12]
76: +3 Mirror Image [15]
77: +3 Mirror Image [18]
78: +3 Mirror Image [21]
79: +3 Upper Stab [4]
80: +3 Upper Stab [7]
81: +3 Upper Stab [10]
82: +3 Upper Stab [13]
83: +3 Upper Stab [16]
84: +3 Upper Stab [19]
85: +1 Upper Stab [20] +2 Mirror Image [23]
86: +3 Mirror Image [26]
87: +3 Mirror Image [29]
88: +1 Mirror Image [30] +2 Bloody Storm [3]
89: +3 Bloody Storm [6]
90: +3 Bloody Storm [9]
91: +1 Bloody Storm [10] +2 Flying Assaulter [3]
92: +3 Flying Assaulter [6]
93: +3 Flying Assaulter [9]
94: +3 Flying Assaulter [12]
95: +3 Flying Assaulter [15]
96: +3 Flying Assaulter [18]
97: +2 Flying Assaulter [20] +1 Owl Dead [1]
98: +3 Owl Dead [4]
99: +3 Owl Dead [7]
100: +3 Owl Dead [10]
101: +3 Owl Dead [13]
102: +3 Owl Dead [16]
103: +3 Owl Dead [19]
104: +1 Owl Dead [20] +2 Flash Bang [13]
105: +3 Flash Bang [16]
106: +3 Flash Bang [19]
107: +1 Flash Bang [20] +2 Endure [2]
108: +3 Endure [5]
109: +3 Endure [8]
110: +3 Endure [11]
111: +3 Endure [14]
112: +3 Endure [17]
113: +3 Endure [20]
114: +2 Advanced Dark Sight [2] +1 Blade Booster [17]
115: +3 Advanced Dark Sight [5]
116: +3 Advanced Dark Sight [8]
117: +3 Advanced Dark Sight [11]
118: +3 Advanced Dark Sight [14]
119: +3 Advanced Dark Sight [17]
120: +3 Advanced Dark Sight [20]
Finishing the build off, I start with 1 Upper Stab. It provides an extremely fast execution attack skill to finish low HP mobs as well as toss monsters.
Though it isn't as damaging as Mirror Image, it provides a high speed mob skill. 1 Flying Assaulter can be used to somewhat replace Tornado Spin as a rushing skill on lower mob counts. Bloody Storm completely replaces Slash Storm (probably literally).
Finish off Flash Jump because you can, and bring Mirror Image to 21. Here you have a 180s timer and good damage. Working on maxing Upper Stab next provides the optimal DPS output. Finish with Mirror Image.
Max Bloody Storm after as I find it to be the best DPS mob skill. Flying Assaulter comes next for improved rushing capability. Owl Dead is after. I see its ability to OHKO and damage bonus more advantageous at this point when mobs have significantly higher HP.
Here, I decided to finish Flash Bang. You have Flying Assaulter already so Tornado Spin won't see much use outside of its ease of use.
Endure comes next to save some precious MP. A single point into Blade Booster and the rest goes into Advanced Dark Sight.
However, Advanced Dark Sights description states it allows you to attack while in Dark Sight; presumably using any attack. I don't personally see much advantage in this as most monsters will have the ability to use magic on you and you cannot potion in Dark Sight, but it has its merit in that case.

