Magical job!!

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    kaziru
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    Join date : 2009-12-13
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    Magical job!!

    Post by kaziru on Mon Dec 14, 2009 2:34 pm

    ====== The Only Table of Contents here really ~~~~~/
    (also a navigation panel... in a way...)

      =[01A]===== Something about the author? ~~~~~/
      =[01B]===== Which job does what? ~~~~~/
      =[01C]===== What? I don't see any Monk advancement quest! ~~~~~/
      =[01D]===== Elf or human? Can't decide? ~~~~~/
      =[01E]===== The BEST of the BEST ~~~~~/
      =[01F]===== The breakdown of simple job combinations ~~~~~/
      =[01G]===== Uncovering those unnoticed passives ~~~~~/
      =[01H]===== back to The breakdown of simple job combinations ~~~~~/
      ~:~:~: [01I] 2nd -> 3rd job combos :~:~:~
      ~:~:~: [01J] 3rd -> 4th job combos :~:~:~
      ~:~:~: [01K] 4th -> 5th job combos :~:~:~
      =[01L]===== The reason behind everything ~~~~~/
      =[01M]===== BONUS: Rank me easy to hard ~~~~~/
      =[01N]===== don't forget the Credits! ~~~~~/
      ~[01O]~~~~~~~~~~~~~~~~~~~~~~~~~~~<< END>>~~~~~~~~~~~~~~~~~~~~~~~~~~~

    *those
    strange #s and letters are addresses for each section. To navigate (if
    you don't know how to already), simply hit Ctrl+F on your browser
    (Internet Explorer/Firefox/exc.) and type in (or copy & paste) the
    address of the section you wish to visit. After that's done, just hit
    "Find" (if needed) & your awesome browser will take you there. Fun
    ehh? :3


    ====== Something about the author? ~~~~~/[01A]
    Hello,
    I’m oblette (well duh, and no, that's not my real name) *points to name
    under avvy to the right*. ^^ Anyway, I enjoy doing what I can to assist
    others in what I know (that’s a good thing right? Well, we as humans
    have been doing that for centuries…)

    You all might know me in-game (on ze Crescent server) as the wickedPockyGirl *points
    to siggy*. Some of you even know what kind of mage I am, which I myself
    am currently a Warlock..err Witch (I prefer to stand for correct gender
    address). My entire job path as of now is Cleric>Monk>Warlock.
    If you look below and can figure out which job path I’m planning to
    advance to when I reach Lv105 (not happening til probably like next
    next year due to school and my upcoming busy schedule), that’s great
    for you =D good job there. I personally have tried out Wizard>Priest>Warlock
    in the past (…didn’t like it, my Bishop friend kept overwriting my
    buffs), so I’m pretty sure I can cover Wizard, Cleric, Priest, Monk
    & a bit of Warlock from experience.

    Anyhow ^^ let’s get to the guide!

    ====== Which job does what? ~~~~~/[01B]
    To clear up confusion (and to go back to the basics), here's a list of things each job is best at (...notice their family tree).


    Line of destruction (specified for general offense)
    Wizard>Sorcerer>Warlock>Grand Master

    Line of combat (specified for pvp)
    ~N/A~>Monk>Inquirer>Soul Arbiter

    Line of supplement (specified for aiding other classes... fighter/rogue)
    ~N/A~>~N/A~>Elemental Master>Rune Master

    Line of protection (specified for general support)
    Cleric>Priest>Bishop>Cardinal

    "OMG what happened to Necromancer?"
    Well I'll tell you what happened to Necromancer...

    Necromancer is
    a special mage class which is a mix of both Warlock and Inquirer to
    some extent. It steals the main attack spells & Bloodstream from
    Warlock (leaving none for Grand Master... of course Grand Master comes
    up with its own... attacks that is, not the Bloodstream), a few
    passives from Inquirer, & adds its very own skills to fill the rest
    of the job.

    Therefore it's a hybrid class (kind of) in its own self (now that's funny...).

    For
    further understanding, I will list what each job's best general role
    that describes the way they participate in training considering the
    most suitable situation (party or alone). The jobs described only
    highlights just the jobs themselves (disregarding any jobs taken
    before).

    *Anyone is capable of
    participating in a party or soloing alone (honestly... that is true).
    The only variations come from the difficulty concerned & the
    connections you have.


    [[ 2nd job period ]]
    (importance of parties = minimum)

    Wizard ~ long ranged 1target soloing (alone)
    Cleric ~ long ranged 1target soloing (alone), supporting (party)

    [[ 3rd job period ]]
    (importance of parties = mild~substantial)

    Sorcerer~ frontline/sideline AoEing (party)
    Monk~ close-ranged 1target soloing (alone)
    Priest~ supporting (party)

    [[ 4th job period ]]
    (importance of parties = substantial~vital)

    Warlock~ sideline AoEing (party)*
    Inquirer~ close/mid-ranged 1target soloing (alone)**
    Bishop~ supporting (party)
    Elemental Master~ limited supporting (party)

    [[ 5th job period ]]
    (importance of parties = vital~extremely crucial)

    Grand Master~ sideline AoEing (party)
    Soul Arbiter~ mild frontline AoEing (party), close/mid-ranged 1target soloing (alone)
    Cardinal~ supporting (party), mild sideline AoEing (party)
    Necromancer~ frontline/sideline AoEing (party)
    Rune Master~ limited supporting (party)

    *frontline
    AoEing requires good protection, the best being Holy Barrier (Fireblast
    is a risky spell to AoE with... mobs may over aggro)
    **Holy Justice has 3~6meters of more range than the standard holy spells


    ====== What? I don't see any Monk advancement quest! ~~~~~/[01C]
    Slow
    down, slow down... stop panicking. That's because you're an elf ^^ It's
    just a simple issue of exclusive jobs, don't worry.

    Actually, ignore that, you better worry. It's best to know which jobs are open to humans and elves and which aren't beforehand.

    In a sense, every job is open for both races to select with the exceptions of... *pulls out list*

    Monk = humans only
    Inquirer = humans only
    Necromancer = humans only
    Elemental Master = elves only
    Rune Master = elves only

    ====== Elf or human? Can't decide? ~~~~~/[01D]
    Ever
    stuck on deciding which to pick? Well here are some things to consider
    while you make your decision (they even might help you in picking your
    choice XD)

    Elves start out with slightly more INT, WIS & DEX
    than humans, leaving humans to begin with more STR & VIT to balance
    things out. As for how much of whatever stats each specific race
    attains from Leveling Up, I really don't have a clue...

    An elf's
    toggle skills together both help increase their physical defense
    (Nature's Shield) & magical defense (Nature's Mind), proving to be
    useful to all classes and jobs. However, for a human, they are given
    Burning Rage (boosts their physical attack) & Lace (adds to their
    HP recovery rate) instead... both completely useless for a mage.

    Being
    an elven mage from this information might seem advantageous... however
    there is one drawback. Elves are not capable of wearing light armor
    (more physical defense when compared to robes) until 5th job, of which
    they must pick soul arbiter to do so. As for humans, they are given the
    choice to wear light armor since the beginning of 3rd job (Monk) and so
    on (4th job ~Inquirer, 5th job ~Soul Arbiter too). I expect most elven
    mages to not even bother with light armor at all (considering the
    tendency to pick Cardinal or Grand Master).

    Personally, one
    tough choice I had to decide on when choosing which race did not
    pertain to job opportunities, toggle skills, or stats but rather looks.
    I'm very convinced that elves look "cuter" than humans & have more
    feminine features (yes, even the dude elves) than humans. So I flipped
    a coin on it. XD Guess it scored for human...
    *To balance it out, I made all 3 of my banking/merchant/fishing characters elves

    ====== The BEST of the BEST ~~~~~/[01E]
    First
    of all, let’s jump straight into telling you what paths are the best
    for each respective job open on your 4th job change (No no, not 4th
    job, but 4th job change… Like in your 1st job change being you moving
    from Mage to either Wizard or Cleric).

    Ever wanted to know the secret formlae to make the finest mages?
    Well
    here are by far the BEST for each ending job (5th) of which I’ve
    gathered from extensive reading & inquiring (on this forum of
    course… as well as a bit in-game).

    (H) labels only possible for humans, (E) labels only possible for elves,
    (B) labels for both


    Wizard>Sorcerer>Bishop>Soul Arbiter (B)
      best well rounded pvper
    alternatives (easier to train, as if Wizard>Sorcerer>Bishop isn't easy enough...)

      Cleric>Sorcerer>Bishop>Soul Arbiter (B)


    Wizard>Priest>Inquirer>Grand Master (H)
      best well rounded slow but heavy multiple-target damage dealer
    alternatives (easier to train)

      Wizard>Monk>Bishop>Grand Master (H)

      Wizard>Sorcerer>Bishop>Grand Master (B)


    Wizard>Priest>Inquirer>Necromancer (H)
      best well rounded standard multiple-target damage dealer
    alternatives (easier to train)

      Cleric>Monk>Warlock>Necromancer (H)

      Wizard>Monk>Bishop>Necromancer (H)


    Wizard>Sorcerer>Inquirer>Cardinal (H)
      best well rounded supporter
    alternatives (easier to train)
      Cleric>Monk>Warlock>Cardinal (H)
      Wizard>Sorcerer>Warlock>Cardinal (B)
      Cleric>Sorcerer>Warlock>Cardinal (B)


    Wizard>Sorcerer>Bishop>Rune Master (E)
      best well rounded fighter/rogue class buffer
    alternatives (easier to train, as if Wizard>Sorcerer>Bishop isn't easy enough...)

      Cleric>Sorcerer>Bishop>Rune Master (E)


    *alternative routes are less potent than the original routes.

    Always
    keep in mind that your last job contributes the MOST to your mage
    regardless of whatever job you’ve been through before. Not only that,
    but it determines how your mage will act in training & pvping
    alike. Previous jobs are only meant to further enhance the options your
    current job can have, aiming to give you a good number of advantages.

    ====== The breakdown of simple job combinations ~~~~~/[01F]
    (advantages over pure paths)


    In
    this section~ I will provide info on each little piece of hybridizing
    (from one class to the next) one bit at a time. Note that once I begin
    to discuss about a 3rd job advancing to a 4th job and so on, I will
    leave out possible automatic job passives (since there will be several
    variations from previous jobs selected that go a long way back which
    control the ending outcome of those particular passives such as the 2nd
    job).

    I don’t get what hybridizing is…
    Hybridizing
    is simply picking a job & adapting to that job, then on your
    promotion to a higher rank of jobs, you’ll pick one that doesn’t relate
    closely to the job you picked before. Need an analogy? Well… how should
    I put this? It’s like being a supporting mage and then advancing to an
    offensive mage (in turn known as turning the table). Need another
    analogy? Uhh… alike to going from Teacher to Student… Still need
    another analogy? O_O Well, let’s just say moving from Fish to Turtle…
    or Shoe to Chips… okay, I’ll stop there….

    What’s an automatic job passive again?
    Don’t
    know what it is? See those pinkish red heart shaped thingies in your
    passive skills window? Those are what they are. No, really? Yes,
    really. Basically they are passives that come automatically (you don’t
    need to learn them & they cost 0sp… free… heh). You can only
    control them by your choice of jobs (former jobs count).

    ====== Uncovering those unnoticed passives ~~~~~/[01G]
    <blockquote>oblette wrote:On
    the automatic "stat" passives, each are attained accordingly to the
    classes you choose and require 0sp (comes automatically). Here's what
    each one does (I believe) pertaining to their current Lv.

    :: automatic MagAtk passive ::
    Lv1 = +1% MagAtk
    Lv2 = +3% MagAtk
    Lv3 = +6% MagAtk
    Lv4 = +10% MagAtk
    Lv5 = +15% MagAtk

    :: automatic MagCrit passive ::
    Lv1 = +1% MagCrit
    Lv2 = +3% MagCrit
    Lv3 = +6% MagCrit

    :: automatic MagCastSpd passive ::
    Lv1 = +1% MagCastSpd
    Lv2 = +3% MagCastSpd
    Lv3 = +6% MagCastSpd
    Lv4 = +10% MagCastSpd

    :: automatic Vit passive ::
    Lv1 = +3 Vit
    Lv2 = +9 Vit
    Lv3 = +18 Vit
    Lv4 = +30 Vit

    :: automatic MaxMP passive ::
    Lv1 = +1% MaxMP
    Lv2 = +3% MaxMP
    Lv3 = +6% MaxMP
    Lv4 = +10% MaxMP
    </blockquote>

    Cleric & Priest contributes to VIT & max MP
    Wizard & Sorcerer contributes to MagAtk & CastSpd
    Monk contributes to MagCrit & VIT
    Bishop & Cardinal contributes to MagAtk, CastSpd, & max MP
    Warlock contributes to MagAtk, MagCrit, & max MP
    Inquirer contributes to MagAtk, MagCrit, & CastSpd (aka "JackPot" for mages)
    Elemental Master & Rune Master contributes CastSpd, VIT, & max MP
    Soul Arbiter contributes to MagCrit, CastSpd, & VIT
    Grand Master contributes to MagAtkx2 ("twice") & MagCrit (also "JackPot" for mages)
    Necromancer contributes to CastSpd & VITx2 ("twice")

    *Every contribution Lvs up the selected passives.

    ====== back to The breakdown of simple job combinations ~~~~~/[01H]
    Keep in mind that I will not describe any combinations of jobs that “run in a straight line”.
    (i.e. Cleric>Priest,
    Wizard>Sorcerer, Sorcerer>Warlock, Priest>Bishop,
    Monk>Inquirer, Inquirer>Soul Arbiter, Bishop>Cardinal,
    Warlock>Grand Master…
    just for laughs, Elemental Master>Rune Master)

    This is meant for hybridizing purposes only.

    ~:~:~: 2nd -> 3rd job combos [01I]:~:~:~
    (be clever, you’ll be in your 3rd one for a while…)


    ~:~:~: 2nd -> 3rd job combos [01I]:~:~:~
    (be clever, you’ll be in your 3rd one for a while…)


    Cleric>Sorcerer
    A
    very popular combination which provides more than average survivability
    for a typical Sorcerer. In the beginning of your job as a Sorcerer,
    Cleric will play a critical role in getting you at a good distance from
    a mob (Bless Wind) before you release Blizzard upon them as well as allowing you to regulate your health quickly (Fast Heal)
    without the use of potions (more inventory space & saves money).
    Getting into parties with a support character under lv60 can prove to
    be rather difficult, so your own added defense (Shield) helps keep you alive when no one’s there to cast Shield on you. You’d be capable of making yourself invincible for 3.2seconds (Holy Barrier)
    to fight off over aggro’d mobs (saving your life in those situations)
    as well as gaining an upperhand in pvp. Furthermore, when pairing up
    with a tanker, you can kill mobs as well as heal him, making you a very
    effective party member… alongside a small bonus of +3 VIT & 1% more
    MP, all at the cost of having a 2% lower magic attack boost &
    casting 2% slower than a standard Wizard>Sorcerer.

    Cleric>Monk
    Alike
    to how Cleric’s role played to better situated the Sorcerer path above,
    Cleric’s role for a Monk is no different… however there are some things
    Cleric provides that assists a Monk more than a Sorcerer. The added
    movement speed provided from Bless Wind
    is vital to how a Monk trains, knowing that Monks are forced to move
    their position to 4meters from their target to kill them with their
    holy attacks (Holy Swing/Spike/Uppercut). Each spell cools down
    relatively quickly, allowing you to chain them one after the other
    leaving the only true downtime in being the chore of moving from one
    target to another. As a monk, expect heavy soloing, which further
    concerns the Cleric’s role. You’ll be providing Shield
    on yourself for most of the time~ which seems to pair greatly with the
    Monk’s Armor Link buff (increases physical def too). Don’t concern
    about Wizard too much, for a Monk provides the exact same Lv of
    Wizardry and Spell Craft a Wizard is capable of. Furthermore, a few
    seconds of invincibility from Holy Barrier
    is all you'll ever need to be effective in pvp (due to speed of Monk's
    attack skills). Enjoy having the support from your Cleric job as well
    as 6 more VIT & 1% more MP than a Wizard>Monk at the cost of
    being incapable of regulating your own MP without potions (lack of
    Bloodstream), having a 1% lower magic attack boost, & casting 1%
    slower than a Wizard>Monk.

    The
    main concept from picking Cleric (supportive class) prior to selecting
    Sorcerer or Monk (both offensive classes) is to created a tough ground
    of independence, being able to solo very effectively as you can support
    your own self sufficiently without the need of another person.


    Fast Heal (Lv1)
    recovers 224+???
    of the target's HP. Casts in 1.2seconds within a range of 15meters from
    the target. 0.2seconds left of cooldown before re-casting. 22MP
    expended per cast.
    *shortest spell
    in range for direct healing. This skill only hurts you the more you
    invest in it. It is only truly effective at Lv1 (with the expense of
    only 1 SP). The ??? value is dependent on your current magical attack

    Bless Wind (Lv1)
    increases the target’s movement speed by 10% for 15minutes.
    Shield (Lv1)
    increases the target’s physical defense by 8% for 15minutes.
    Holy Barrier (Lv1)
    renders
    the target invulnerable to all incoming attacks/skills except heals
    & Bloodstream for 3.2seconds. Casts in 1.2seconds. 31.4seconds left
    of cooldown before re-casting.
    *means it repels buffs as well

    Wizard>Priest
    The
    only combination fit enough to solo effectively as a Priest when you
    just can’t seem to find a party to support. In soloing situations,
    keeping the Fireball
    you’ve learned as a Wizard is the perfect spell to pair up with Divine
    Sword (beats using just Divine Sword alone). Picking Wizard beforehand
    shall allow you to cast spells all day and night without the use of
    potions (Bloodstream… you’re already a support class, so regulating your own health is not a problem). Remember that heals (includes Bloodstream)
    is affected by your magical attack. Keeping that in mind, Wizard shall
    grant you a +1% magical attack bonus automatically as well as a +1%
    spell casting bonus. To add on, a passive & a self buff attained
    from Wizard shall further enchance your healing potency (Wizardry, Spell Craft).
    You may also aid your party in taking down mobs ever so slightly with
    the capabilities of casting a weak Wind Spike (it's really not much,
    since early in the game, monsters die in a few hits... but it's great
    if you're bored of healing), all at the cost of having 6 less VIT &
    2% less MP than a standard Cleric>Priest.

    Wizard>Monk
    A Monk with Bloodstream, therefore being able to regulate MP, but not HP as much. That’s all I’ll say. Benefits from Wizardry & Spell Craft?
    Not at all. Monks already have those down. Due to that, I consider this
    kind of running in a straight line, but in my opinion, Wizard isn’t
    really like Sorcerer since it fails at AoEing effectively and isn’t
    really like Monk since it uses long ranged single target spells… lolly
    on Fireball. (Technically, skill-wise excluding Sorcerer AoEs, Wizard
    is mostly like Sorcerer)

    The
    main concept from picking Wizard (offensive class) prior to selecting
    Priest (supportive class) is to carry across important traits, allowing
    healing & other spells to be augmented by magical attack increasing
    skills as well as attaining the "reverse heal" to regain needed MP


    Bloodstream (Lv1~10)
    recovers 49~204+???MP in 2seconds. 15seconds left of cooldown before re-casting.
    25~105HP expended per cast.
    *may only be applied to yourself
    *leveling it to lv10 is optional, since the ??? value is dependent on your current magical attack

    Wizardry (Lv2)
    increases your magical attack by 6% for 10minutes.
    *Monks already have it
    Spell Craft (Lv5)
    increases your magical attack by 5% permanently.
    *Monks already have it
    Fireball (Lv10)
    holds
    a (stable) damage magnitude of 174. Casts in 1.8seconds.1second left of
    cooldown before re-casting. 62MP expended per cast.
    *gives
    Priests something to cast while waiting for Divine Sword to cooldown
    (pertaining to soloing situations). Ideal for eliminating a target with
    only a little HP remaining, rejecting the need of spending another
    expensive Divine Sword spell to do the job instead


    ~:~:~: 3rd -> 4th job combos [01J]:~:~:~
    (be very witty now, you’re going to spend a heck of a long time on your 4th job…)


    Priest>Inquirer
    One
    very critical pick for soloing as an Inquirer. Priest supports Inquirer
    closely to how a Cleric supports a Monk. Monsters will be hitting you
    very roughly, so the extra defense (Shield) really could help you out. In cases of over aggroing mobs, the moderate Holy Barrier could really save your life as well as the +14% boost in movement speed (Bless Wind) to help flee from those mobs. The most vital advantage from going Priest before Inquirer would be the provided Shrewd Spell,
    which though cuts you off from constantly chaining your 3 main Holy
    spells over and over due to the +20% increase in casting speed, would
    allow you to fit the occasional Holy Justice in there. Furthermore,
    you’d surely overcome any Cleric>Sorcerer>Inquirer in a typical
    duel (your barrier lasts longer… lolly… no I’m not kidding on how
    important that darn Holy Barrier is for pvping… every second counts)

    Priest>Warlock
    Surely,
    Priest would really be critical when you’re still soloing to Lv90 (even
    as a Warlock) however, every effective party after that should include
    a Bishop (takes care of the entire party’s heal & condition with
    buffs). A Priest’s role for a Warlock therefore is much lesser than for
    an Inquirer (Bishops will overwrite all of your buffs). No you will not
    be soloing after Lv90, you’d get yourself killed and it’ll require too
    much work to remain alive. A Priest>Warlock by pure logic is much
    more capable than a Sorcerer>Warlock in general situations.

    Priest>Elemental Master
    Makes
    your Elemental Master job not as bad as it looks with the fix in your
    lack of healing spells (when supporting a Party). Priest is the sole
    lifesaver for anyone considering going Elemental Master, however do
    note that your healing is less effective than a Bishop (esp. a Bishop
    who just graduated from Sorcerer). Within a party with a Bishop, you’ll
    provide the missing buffs (very effective for offensive fighters &
    rogues alike). With Priest in the back of your hand, you can assist a
    Bishop with the healing. It’ll make you feel even better to keep in
    mind that a Priest>Elemental Master is far more potent in a party
    than a Sorcerer>Elemental Master.

    Bless Wind (Lv2)
    increases the target’s movement speed by 14% for 16minutes.
    Shield (Lv3)
    increases the target’s physical defense by 14% for 17minutes.
    Holy Barrier (Lv2)
    renders
    the target invulnerable to all incoming attacks/skills except heals
    & Bloodstream in 1.2seconds for 4.8seconds. 34.1seconds left of
    cooldown before re-casting.
    *means it repels buffs as well
    Shrewd Spell (Lv1)
    enhances spell casting frequency by boosting casting speed by 20% for 15minutes.

    Sorcerer>Bishop
    Also
    a rather popular path for many Bishops out there. Sorcerer works very
    similarly by how Wizard assisted Priest, making them very potent
    healers. Picking Sorcerer beforehand, as a Bishop, you’d gain more
    magic attack (Spell Craft) alongside a boost of additional magic attack (Wizardry). Most importantly, you will have a strong Bloodstream
    under your arms to better keep your MP in check while supporting a
    large party. You will be capable of soloing til Lv90 with your Sorcerer
    AoEs (Lv10 Blizzard, Lv10 Fireblast) and be a better help in parties
    beyond that with an option of assisting mob control when it is needed (Wind Spike,
    Blizzard). Furthermore, you have the choice of becoming a very potent
    pvper with Lightning Stun (may stun target) added to your list of
    battle spells.

    Sorcerer>Inquirer
    Basically
    an Inquirer capable of casting mediocre versions of Fireblast &
    Blizzard (the two main Sorcerer AoE spells). There’s nothing more to
    that, since you’ll be using your Inquirer spells in the end anyway
    (Sorcerer AoEs are just not enough). You’ll think that getting
    Lightning Stun would help in pvp, but honestly, I wouldn’t count on it
    (lack of Holy Barrier). Sure being able to stun some enemies while
    soloing is nice… but sacrificing some protection and other convenience
    from Priest doing so isn’t really accounted for. You’ll gain nothing
    from Spell Craft or Wizardry,
    since those are merely exact repeats from Sorcerer (in other words,
    Inquirer provides the same exact ones). In my opinion, this path
    doesn’t look too good, however I’d put down that Sorcerer>Inquirer
    beats the straight line path, Monk>Inquirer.

    Sorcerer>Elemental Master
    Even
    worst than Sorcerer>Inquirer. You’re AoEs from Sorcerer will grow
    ineffective as you go deeper into Elemental Master. It’s pretty
    terrible to know a Sorcerer>Inquirer could use those weak AoE spells
    better than you can (remember that Inquirer provides higher chances to
    hit critical notes, alike to Monk, only better). Your role itself is
    place on a support hold, of which you are still incapable of supporting
    the party’s health (no Elemental Masters can’t heal). So you can’t
    really support a party offensively, and you fail at supporting a party
    defensively. In other words, you’re doomed.

    Bloodstream (Lv1~15)
    recovers 49~378+???MP in 2seconds. 15seconds left of cooldown before re-casting.
    25~190HP expended per cast.
    *may only be applied to yourself
    *leveling it to lv15 is optional, since the ??? value is dependent on your current magical attack

    Wizardry (Lv4)
    increases your magical attack by 12% for 10minutes.
    *Inquirers already have it
    Spell Craft (Lv10)
    increases your magical attack by 10% permanently.
    *Inquirers already have it
    Wind Spike (Lv6~10)
    holds
    a (stable) damage magnitude of 117~205. Casts in 1.8seconds within a
    range of 16meters. Affects all targets within 3.5meters of the
    designated target (AoE). All targets within impact have a 75~79% chance
    of a 50% movement speed reduction for 9seconds. 6seconds left of
    cooldown before re-casting. 105~159MP expended per cast.
    *gives Bishops something to cast at the party's mob when they're bored of healing.
    *ideal for mob control since it cripples monsters' motion


    Monk>Bishop
    I
    know it’s Monk, but a Monk>Bishop will still support a party like
    how any Bishop would (concerns Sorcerer>Bishop). Replacing the
    position of Sorcerer (more potency in healing spells due to added
    magical attack), a Monk would grant you durability as a Bishop (Light-Armor Expertise, Armor Link).
    You would also have two added target buffs of which a normal Bishop can
    not pull alone, one that boosts critical probabilities for spells (Fortunate Magic… for the Warlocks who don’t have it) & one that increases maximum HP (Bless Vital) to ensure more survivability for the party. In a short sense, Monk plays a vital roll in keeping the healer (you) alive.

    Monk>Warlock
    Believe
    it or not, Monk makes a Warlock more devastating than ever. Monk itself
    increases a Warlock’s chances of survival against mobs very much like
    how it helps protect the Bishop path above. However, I find that the
    critical buffs from a Monk the reason why it makes a Warlock a much
    more potent AoEing character (Fortunate Magic, Twinkle Magic). Everyone knows that critical strikes double the amount of damage. That’s exactly what we need from an offensive mage.

    Monk>Elemental Master(?)
    … Don’t even ask, you know that’s practically impossible…

    Light-Armor Expertise (Lv10)
    +9.1% physical defense when light armor is worn.
    *allows you to wear light armor
    Armor Link (Lv4)
    increases your physical defense by 21% for 10minutes.
    Fortunate Magic (Lv1)
    improves
    the target's chances of dealing twice as much damage with spells by
    increasing the target's magical critical rate by 10.8% for 5minutes.
    Twinkle Magic (Lv2)
    improves your chances of dealing twice as much damage with spells by increasing your magical critical rate by 15% for 18minutes.
    Bless Vital (Lv4)
    increases the target's maximum HP by 15% for 18minutes.

    ~:~:~: 4th -> 5th job combos [01K]:~:~:~
    (that’s it, this is your final choice)


    Bishop>Grand Master
    Advantageous
    yet somewhat unnecessary. Recall how I described how Priest contributed
    to Warlock? Well the pattern is no different here. Your friendly
    supporting Cardinal buddy will overwrite every single one of your
    Bishop buffs… even the Shrewd Spell one. As a Grand Master &
    considering the difficult monsters to be faced, you can not go on
    without others behind your back. The only time Bishop shines for you is
    when you join a party without a Cardinal. Yet you can’t go on
    supporting and healing like you used to. You SP will be extremely tight
    when you attempt to invest in your powerful AoEs & passive/selfbuff
    skills. With that logic, there has to be a Cardinal around to heal
    everyone else. However I will say, Bishop>Grand Master can take down
    any standard Warlock>Grand Master within a duel (mainly due to
    invincibility). Not only that, you can flicker on your 9.6second Holy
    Barrier in times of trouble. Seriously, a Cardinal can’t use their Holy
    Barrier on everyone in the party, so that’s one major advantage.

    Bishop>Soul Arbiter
    King
    of pvp on the mage’s side. Inside the heat of fighting other players,
    you’ll have your trusty 9.6second Holy Barrier with you, a moderately
    powerful Shrewd Spell (+35% casting speed ~Lv3 Shrewd Spell), alongside
    your own speed buff (+25% movement speed ~Lv5 Bless Wind). Not only
    that, if your barrier ever falls down and you think you can keep going,
    your defensive buffs from Bishop will guide you through just that (note
    that if your barrier does fall, you’re going to need a LOT of HP to
    start putting up a fight with your target’s attacks (+stuns, slows,
    exc.)… so I won’t mention those defensive buffs in detail). Even with
    the newly added AoE attack (Holy Earthquake, range is lame like
    Fireblast however, hey look, it can stun) added to Soul Arbiter of
    which its brothers Inquirer and Monk don’t have… if your role within a
    party is still limited, Bishop is your #1 friend when you go back to
    soloing again (yeah, that’s going to be difficult). I know
    Warlock>Soul Arbiter sounds good, but those AoEs from Warlock will
    soon grow insufficient when compared to what your Holy Earthquake and
    other spells can do.

    Bishop>Necromancer
    I
    could say the roughly same thing for this path as I did for
    Bishop>Grand Master: Advantageous yet somewhat unnecessary. The main
    benefit would be the powerful Holy Barrier for pvping situations &
    saving your life against mobs. Everything else a Cardinal should take
    care of. I’m very sure you can’t play front row AoE mage & support
    mage at the same time by the looks of your SP. Even if you could, it’ll
    be an extremely hectic job.

    Bishop>Rune Master
    The
    only path I’d recommend for anyone striving to get those far-out buffs
    an Elemental Master has. Rune Master will provide them in a more
    advanced fashion. Using logic, Bishop itself is a very potent
    supporter. Going on from Bishop will still allow you to heal others
    effectively (Group Heal still remains at 1.6seconds even for
    Cardinals). I’m very curious on how a Rune Master’s Silence Rune spell
    works (noted to disable a target’s capability to use skills)…

    Bless Wind (Lv5)
    increases the target’s movement speed by 25% for 19minutes.
    Shield (Lv6)
    increases the target’s physical defense by 18% for 20minutes.
    Holy Barrier (Lv5)
    renders
    the target invulnerable to all incoming attacks/skills except heals
    & Bloodstream in 1.2seconds for 9.6seconds. 58.1seconds left of
    cooldown before re-casting.
    *means it repels buffs as well
    Shrewd Spell (Lv3)
    enhances the target's spell casting frequency by the target's boosting casting speed by 35% for 20minutes.

    Warlock>Cardinal
    Very
    much the same pattern we went through before (more potency in healing,
    just like how Wizard>Priest & Sorcerer>Bishop works). The
    main sense is all the same, only the skills are more advanced. When I
    mean more advanced, I’m talking about the nice Spell Craft, Wizardry, Staff Training, & a topping of Boost Spell.
    I’d like to add that Warlock would prove a Cardinal’s stunning AoE to
    be much more effective (damage-wise). Yes, the new catch is that
    Cardinal is the first ever supporting based class which offers an AoE
    attack (not to mention, from the looks of things, it seems to stun
    pretty well… lolly, that means AWESOME mob control right there).

    Warlock>Soul Arbiter
    <<< No one told me ^^" that I forgot to write about this combination >>>

    Warlock>Necromancer
    It
    might look like running in a straight line with this one, however it
    can be somewhat of an small advantage. Warlock shall provide the
    missing Staff Training for you, alongside that momentary Boost Spell selfbuff. You’d get a decent Wind Spike
    to trim the movement of mobs, but that’s just about it. Everything else
    I’m pretty sure gets overwritten by Necromancer. I personally don’t
    recommend doing this, however if you want to avoid Inquirer, it’s an
    alternative for damage dealers going Necromancer. Be sure to plan your
    full path very well (hint hint, it’s already planned on the formulae
    section above).

    Warlock>Rune Master(?)
    I
    wouldn’t think so… how are you going to support the party effectively?
    Recall what I mentioned about Sorcerer>Elemental Master?

    Bloodstream (Lv1~20)
    recovers 49~551+??? of your MP in 2seconds. 15seconds left of cooldown before re-casting. 25~271HP expended per cast.
    *leveling it to lv20 is optional, since the ??? value is dependent on your current magical attack
    Wizardry (Lv6)
    increases your magical attack by 18% for 10minutes.
    *Soul Arbiters already have it
    *Necromancers have a stronger version

    Boost Spell (Lv2)
    increases your magical attack by 15% for 30seconds. 8seconds left of cooldown before re-casting.
    *ideal for use in pvp/gvg or when you feel the need to deal slightly more damage due to short duration.
    Spell Craft (Lv15)
    increases your magical attack by 20% permanently.
    *Soul Arbiters already have it
    *Necromancers have a stronger version

    Staff Training (Lv10)
    increases your magical attack by 12.7% permanently. Boost only applies when you're equipped with any kind of staff.
    *wands apply as well since they're considered to be 1handed staves
    Wind Spike (Lv11~15)
    holds
    a (stable) damage magnitude of 220~374. Casts in 1.8seconds within a
    range of 16meters. Affects all targets within 3.5meters of the
    designated target (AoE). All targets within impact have a 80~84% chance
    of a 60% movement speed reduction for 10seconds. 6seconds left of
    cooldown before re-casting. 189~294MP expended per cast.
    *ideal for mob control since it cripples monsters' motion

    Inquirer>Cardinal
    Provides a comparable magic attack passive and self buff to a Warlock’s (Witchcraft, Concentration),
    though an Inquirer’s Spell Craft and Wizardry is lesser. Watch out with
    Concentration though, once you have it on, it’ll eat some of your
    protection. All in all, Inquirer will surly make your stunning AoE (oh
    yeah, it’s called Shield of Justice by the way) more deadly with those
    nice magical critical buffs (Fortunate Magic, Twinkle Magic). Not only that, Inquirer will do Monk’s job in the paths above with style pointing out a better Light-Armor Expertise , Armor Link, & Bless Vital.
    Say hello to even more party assistance with two added mob controling
    AoEs (80% sleep for 20sec ~Lv5 Tranquility, 80% immobilization for
    16sec ~Lv5 Cripple).

    Inquirer>Grand Master
    Aka
    Grand Master of PAIN. The one and only pair of jobs which truly
    unleashes the wrath of a Grand Master (yes, it is said they deal heavy
    damage with several AoEs). Grand Master already has the best Wizardry,
    Spell Craft, Staff Training, & Boost Spell when they feel like they
    haven’t done enough damage. What would an Inquirer do to that? Make it
    even better. Remember Concentration & Witchcraft
    from Inquirer? Just stack all of those skills together as see what you
    could create. Alongside that, Inquirer will do its job in making Grand
    Master less vulnerable to death (term of squishy… shared across all
    mages) & provide Grand Master the best chances to dish out critical
    strikes with their AoEs. Just keep in mind that Grand Master tends to
    cast their heavy damage spells very slowly…

    Inquirer>Necromancer
    Works just like how Inquirer kicks more punch into Grand Master, more magical attack with Witchcraft & Concentration (when you need it) alongside more chances to hit critical strikes with Fortunate Magic.
    One thing to know, Necromancer surely has the same Spell Craft &
    Wizardry as Grand Master, however there’s no Staff Training or Boost
    Spell provided. Necromancer won’t get as much critical assistance
    compared to what Grand Master could benefit from Inquirer, since
    Necromancer has its very own Twinkle Magic (exact level, just like an Inquirer’s). Necromancer also won’t gain anything at all from an Inquirer’s Light-Armor Expertise, for a Necromancer’s own Light-Armor Expertise skill overwrites it (Lv20). Inquirer will still provide its Bless Vital & Armor Link
    for a Necromancer though, giving you more survivability. You might also
    find Tranquility and Cripple from Inquirer somewhat useful when a mob
    starts of over agrro you (more mob control, yay!).

    Inquirer>Rune Master(?)
    No... you’re kidding…

    Light-Armor Expertise (Lv15)
    +13.6% physical defense when light armor is worn.
    *allows you to wear light armor
    Armor Link (Lv6)
    increases your physical defense by 24% for 10minutes.
    Witchcraft (Lv3)
    increases your magical attack by 13% permanently. Boost only applies when you're equipped with a type of staff.
    *wands apply as well since they're considered to be 1handed staves
    Concentration (Lv2)
    increases your magical attack by 12% for 3minutes. 4minutes left of cooldown before re-casting.
    *ideal for use when Holy Barrier is active or when you're not being aggro'd by mobs/attacked by fighters/rogues in pvp/gvg
    *gives you a PK-mode effect (but you're not in PK-mode! XD)

    Fortunate Magic (Lv3)
    improves
    the target's chances of dealing twice as much damage with spells by
    increasing the target's magical critical rate by 16.3% for 5minutes.
    Twinkle Magic (Lv5)
    improves
    your chances of dealing twice as much damage with spells by increasing
    your magical critical rate by 20.1% for 20minutes.
    Bless Vital (Lv6)
    increases the target's maximum HP by 20% for 20minutes.

    Elemental Master>Cardinal
    A
    possibly tough path to pull out of the dark, however you’d be a
    friendly Cardinal alright. As a matter of fact, I’m very sure many
    fighters and rogues would love to see you walking around their street.
    They’ll be very eager to embrace your buffs from Elemental Master. As
    far as I can say, this would make the most well rounded buffing (not
    healing) Cardinal (for fighters and rogues again, mages would rather
    see an Inquirer>Cardinal due to their Fortunate Magic).

    Elemental Master>Grand Master(?)
    I
    seriously don’t know why you’ll do this to yourself… stop throwing more
    skills at yourself that won’t help you much at all. Your SP is on a
    budget.

    Elemental Master>Soul Arbiter(?)
    ……lolly?
    Don’t even make me think about it. Funny thing is that you’ll get a Lv3
    Holy Barrier (7.5 seconds) from doing this to yourself.

    Elemental Master>Necromancer(?)
    …If you’re half elf, half human, you might have a chance at it. I’m sure you’ll have a really fun time……

    ====== The reason behind everything ~~~~~/[01L]
    Read
    all of that and still couldn't figure out why people pick certain jobs
    to gain advantages through hybridizing? Here's a gist of it all, one
    job at a time.

    they pick Wizard in the beginning to...

    • steal Bloodstream to regulate their MP without the need of potions
      (esp. those making their journey to Priest or Monk & don't plan to return back to Wizard-like jobs on their next job change)
    • score a LvUp on their automatic magic attack passive ASAP
      (esp. those aiming for the most magical attack possible)
    • score a LvUp on their automatic casting speed passive ASAP
      (for the very small added casting speed obviously...)

    they pick Cleric in the beginning to...

    • steal Fast Heal to regulate their HP without the need of potions
      (for those who are headed to Sorcerer & Monk alike)
    • steal a basic Holy Barrier
      (3.2seconds of invincibility for survivability & a chance at pvp)

    they pick Sorcerer next to...

    • continue scoring a LvUp on their automatic magic attack & casting speed passives
      (for the former Wizards)
    • begin scoring a LvUp on their automatic magic attack & casting speed passives
      (for former Clerics)
    • steal Spell Craft & Wizardry to increase magical attack further
      (for those heading into the support realm: Bishop)
    • steal a moderate Bloodstream to regulate MP
      (for upcoming Inquirers planning for the best Cardinal and Bishops alike)

    they pick Priest next to...

    • attain as much supporting capabilities as possible before 4th job
      (for those heading into the long road of an Inquirer or the risky ones optimizing themselves before Elemental Master)
    • steal a moderately low Holy Barrier
      (4.8seconds of invincibility for survivability & a chance at pvp)

    they pick Monk next to...

    • attain the best possibilities to hit critical notes with spells before 4th job
      (for those preparing for Warlock who wish to dish out tons of damage)
      (for those preparing for Bishop who wish to be devastating in pvp)

    • grab the new suit of protection known as light-armor as well as protective buffs
      (for upcoming Warlocks or Bishops alike who wish to have better chances at survival)

    they then pick Warlock last to...

    • steal Staff Training & Boost Spell to improve magical attack
      (for those directed to Soul Arbiter who wish to deal as much damage as possible)
      (for
      those directed to Cardinal who avoided Inquirer but still wish to have
      high potency in healing & their Shield of Justice AoE)
      (for those directed to Necromancer who also avoided Inquirer but still wish to have high potency in their attacking spells)

    • steal the best Bloodstream possible
      (for those headed to Cardinal, Soul Arbiter & Grand Master alike)
    • LvUp on their automatic magic attack passive before their 5th job
    • LvUp on their automatic magic critical passive before their 5th job

    they then pick Bishop last to...

    • attain as much support capabilities as they can
      (For those heading to Soul Arbiter who are still up for rough soloing)
      (For those who want to optimize themselves for support before heading into Rune Master)

    • steal the best Holy Barrier for survivability & being lethal pvping agents
      (maximum
      of 9.6seconds of invinciblity, pvp/gvg mainly concerns those going Soul
      Arbiter or Necromancer, esp. Soul Arbiter though. Grand Masters will
      enjoy having the barrier around in case of emergency)

    • LvUp on their automatic magic attack passive before their 5th job
    • LvUp on their automatic casting speed passive before their 5th job

    they then pick Inquirer last to...

    • attain the best possibilities to hit critical notes with spells before 5th job
      (for those preparing for Grand Master who wish to dish out tons of damage)
      (for Cardinals who wish to optimize their Shield of Justice AoE)
      (for those heading to Necromancer who wish to have slightly better chances at criting)

    • grab the suit of protection known as light-armor as well as protective buffs if they missed out on it before
      (for those setting up for Grand Master or Cardinal alike who wish to have better chances at survival)
      (for those heading to Necromancer who wishes to just gain more physical defense from Armor Link & more HP from Bless Vital)


    they then pick Elemental Master last to...

    • attain those hard to get buffs that are beneficial for fighters/rogues only
      (for those heading to Cardinal who wish to support their fighter/rogue friends even more)

    ====== BONUS: Rank me easy to hard ~~~~~/[01M]
    Random added info on training difficulty of certain jobs.

    I
    find that both Wizard AND Cleric are both fairly easy to Lv, none
    really faster than the other. Wizard has generally more magical attack
    (it's the darn Spell Craft I tell you...) while a Cleric generally
    moves around faster than a Wizard (+10% movement speed from Bless Wind,
    yes that matters a lot). The main attack of a Wizard (omg it'z
    Fireball) is (believe it or not) weaker in damage magnitude than a
    Cleric's main attack (no really, you're saying it's Holy Strike?).
    Fireball casts in 1.8seconds, cools down in 2.8seconds, & has a
    range of 1meter less than the range of Holy Strike, while Holy Strike
    casts 0.2seconds slower than Fireball but cools down 0.3seconds faster.
    Everything really cancels each other out. You'll just have to buy HP
    pots for a Wizard and MP pots for a Cleric, lolly.

    I'd say a
    Sorcerer has an easier time training than a Monk. Why? I blame the
    AoEs, since AoEs lead to the possibility of killing a lot of things at
    the same time in 1 shot (that's one button on the keyboard, people). As
    for poor little Monk, you'll have to stay active and cycle through
    several button presses (that's more effort for you) as you mow down
    enemy targets. It's even possible for a Priest to train at more ease
    than a Monk (Priests are horrible at soloing, I'm DEAD serious... been
    there, done that) as long as they can find a good party to support
    (supporting is easy too... one dude? No problem, Great Heal 'em. A
    crowd of six? No problem, Group Heal 'em, lolly). As for Monk, say
    hello to soloing torture (no birthday parties for you either!).

    Now
    going into Inquirer... hmm that's a good one. I already got sick of
    soloing with Monk, I'm not sure I can handle what it takes to be an
    Inquirer (in-game only, I can inquire all I want here). Basically,
    parties will have a much easier time training and leveling up while
    you're stuck playing punching bag with one monster at a time til you
    advance your job. Bishops will be wanted in parties to support &
    Warlocks can get into parties to assist everyone in vacuuming mobs left
    and right. I'm not so sure about Elemental Master. In my own opinion, I
    think that job should be ignored (Rune Master seems more worth the
    trouble, since the gap of effective support between Priest and Bishop
    is MASSIVE).

    As for the 5th job classes, who knows~ =D I'm clueless, are you?

    ====== Don't forget the Credits! ~~~~~/[01N]
    cursedfire
    *assistance in editing (mowed down a bundle of my infamous typos o_o)
    link_killer
    *assistance in editing (brought back the Grand Master's "wrath" o_o)
    gcell
    *providing convenience in referencing to skill information (he's the one who made that skill calculator o_o)
    oblette
    *writing this entire guide (that's a little obvious o_o)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~<<END>>~~~~~~~~~~~~~~~~~~~~~~~~~~[01O]

    take from the luna forum


    _________________



    [MAL][ Zundalf]

      Current date/time is Sat Sep 22, 2018 5:21 pm