Seras’ Guide to Fighters
Sunday, October 18th, 2009
-Banner by IanH!
"A Warrior seeks to act rather than talk." – Carlos Castaneda
The Class: An Introduction
Are you bored of being sent flying across your screen after taking a direct hit from a monster? Tired of waving a stick around in an attempt to cast magic only to end up losing an eye?
Do you wish to not be surrounded by those asking for a “Bo0f pl0x o/\/\g!”
Then why not try something new and exciting?!
Become a Fighter today!
It comes complete with 3 interchangeable weapon choices, shiny amour that does absolutely nothing to protect the belly button area for some odd reason or another, and it comes complete with tons of fantastic skills!
So what are you waiting for?! Try being a Fighter right now!
Disclaimer: Seras is not to be held responsible for any injures, loss of limbs, loss of mental stability, vision impairment, property damage, loss of life, uhhh…well you get it.
Alright, lets get down to the point. Fighters are a very versatile class in the World of Isya. They can be the very backbone of parties, taking the hits and keeping the entire party safe. While they can also be lethal damage dealers, working with others to stun and smash their foes with raw damage. It’s up to you to choose what type of Fighter you want to be, what stats you want to use, and what weapon you would prefer. This guide is here to give you more information on possible paths you can choose and includes descriptions of skills that you may find best for them. But, do not let that stop you from going off and creating your very own type of Fighter. No matter what anyone says, it’s up to you to choose how you want to play. This guide will also incorporate my previous Tanker’s guide into a full fledged guide for most builds of fighters.
Yes, this guide will be constantly updated with new information I hear from you all. If you have any anything at all that you want to see added to this guide then just speak up. Because I cannot hope to cover all that you, the fiesta community, want to be in a guide for fighters by myself.
Now then, lets move onto the Table of Contents.
Table of Contents
The Class: An Introduction
The Tools of the Trade
The Items
The Production Skills
The Stats
The Stat Builds
The Skills
The Three Paths
•The Tank
•The Damage Dealer
•The Hybrid
General Tips and PvP
A_geezy’s Guide To PVP Fighters
Commonly Used Abbreviations
Helpful Threads
Special Acknowledgments
The Tools of the Trade
Fighters are quite a unique class. Unlike their Mage, Cleric, and Archer counterparts, Fighters are given the choice between three different types of weapons once they reach level 20, instead of the normal two. This can lead to quite the decision to make once you complete your Level 20 Job Change.
But before reaching level 20 you will be working with the One handed Sword and Shield. Take your time during your first levels to get used to it, for at these levels the shield will be greatly helpful to you for soloing purposes. Not to mention you can easily obtain more one-handed weapons from the Slime Kingdom Quest. Most of your amour at these levels does not need to be bought, because Quests offered by various NPCs will have them as prizes. During such soloing sessions you may want to get used to killing a few monsters at a time and following it up by resting in your Mushroom House. This is so you don’t have to restone as often. This will allow you to save money up for your level 20+ items. But, also be sure to bring a few potions around with you, you never know when you may end up in a dangerous situation that requires you to make use of them. Whatever drops you get you may want to try to save up as well, there are many higher leveled players in towns who will open up Purchase Stores buying the drops for more then what you can get from just NPCing. Soon enough you will be level 20, and the time to choose your weapon will come.
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The One Handed Sword and Shield
Default Critical Rate: 3%
Default Attack Rate: 1.1 sec
One handed swords are the fastest of the Fighter’s weapons, and with a shield for added defense it makes a great combo. Not to mention it has the highest Aim out of three weapon choices, and offers a % of block rate due to the shield. This makes it quite handy in situations were you’re taking on way more then one foe. It also helps a great deal when tanking for a party. This weapon however, lacks a very high critical rate, and has the lowest attack rate out of all the Fighter’s weapons.
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The Two Handed Sword
Default Critical Rate:4%
Default Attack Rate: 1.3 sec
Two Handed Swords occupy the space between the One Handed Sword and the Axe, and are often seen as the balance of the two. Two Handed Swords have a greater amount of attack rate then the Axe, and are able to deal more damage then the One handed Sword. But the Two handed sword also has its share of disadvantages to both of those weapons as well. Two Handed Swords do not have any defensive or blocking capability, often putting them out of favor with many. But what Two Handed Swords do have, in the opinions of many, is looks. Because lets face it a giant sword slung right over a characters shoulders, how does that not look impressive?
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The Axe
Default Critical Rate:5%
Default Attack Rate: 1.5 sec
The Axe is the slowest weapon of not only the trio of Fighter weapons, but the entire game. It’s high critical rate and it’s raw damage make up for this fact. But, when it is used while skill spamming it can be absolutely deadly. This weapon is quite useful PvP and Damage Dealing situations.
A Note: If you’re seeking some examples of what a weapon looks like when it is enhanced I suggest taking a look at this section in the FiestaFan Wiki.
Enhancement Guide
The Items
Fighters also have access to quite a few items that can extend their general usefulness even further. We’ll start off with scrolls, which you will find yourself relying on more and more often after level 20. This will make it a lot easier for any cleric that may have partied to keep you alive. All scrolls last for an hour, however if you die you will lose any scrolls you have currently on. The higher Tier in scrolls you go up the higher level you will have to be to use them.
Major Scrolls
These are scrolls that you will find useful in just about any situation, it’s always a good choice to bring them along when your planning on training in any fashion.
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Vitality Scrolls
These HP increasing scrolls are always a great idea to bring with you when your planning on taking on some rather large mobs, or if your facing something that does more damage then what your used to. At T1 they can add 200 points to your max Hp and it only grows from there, with T2 adding 500 onto your Hp while T3 adds 900, so on and so forth.
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Shield Scrolls
Nothing is better to be used in combination with a Vitality scroll then a Shield scroll, and no you do not need a shield to make use of them. At their first Tier they add 29 points onto your normal defensive stat. It may not seem like much, but it will make a difference when put to use.
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Power Scrolls
Unlike what they scrolls sound like they may do they actually increase your aim. Making them a must when going against monsters that are above your own level or when fighting bosses. They also are a great way of getting around both the 2H’s and the Axe’s Aim shortage issue.
Minor Scrolls
These are scrolls that you will not need quite as often, but at higher levels and certain situations you may want to keep a few of these around.
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Magical Defense Scrolls
These scrolls increase Magical defense, which you may not find much use for at lower levels but at higher ones you will encounter many more monsters they uses magical attacks as well as physical attacks. Do I even have to mention those evil Pinkys? x.x
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Mentality Scrolls
You may be asking why you would need to use a mentality scroll when you’re fighting, well these little scrolls increase your max SP. Allowing you to cast more skills before you run out of it. This can also be useful in PvP duels, when the extra SP may save you from death.
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Nature’s Agility Scrolls
Scrolls that increase your evasion, which may not seem very helpful for a fighter but it has its uses in PvP and soloing situations.
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Speed Increase
When will you ever need an Speed increase you ask, well there are actually several situations it can be useful in. Such as escaping from a mob of monsters within a BattleZone, an area that doesn’t allow you to use your rider. It also makes it easier to create mobs when your AoEing, allowing you to take less hits from the monsters following you.
Potions
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Another item that you will want to bring along as you train, pvp, or even if your just exploring Isya would be Potions. Both the Sp and the Hp sort. It’s always a good thing to bring them along in case your ever ganged on by a large amount of foes, or if your in the middle of fighting something that just using your stones cannot handle. Not to mention how you might need to rely on them during those Dark Forces events. Much like scrolls certain potions have level restrictions on their uses.
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Stone Usage
*Will try her hardest not to make any “Stone” related puns…emphasis on the word try.*
Stones, you should never leave town without a full set of them, or at least always make sure you have them full when going out to grind. Nothing is worse then having to leave a great grinding spot to restone, only to come back with someone else in your spot. While you can go about not buying stones during your lower levels and shrooming all the time at higher levels that sort of grinding can take too long to go about putting to use, which is why stones are so handy.
The Production Skills
For more information on Production Skills themselves check out this section of the Fiesta Wiki,
Production Skills
Fighters have a lot of possible Productions skills to choose from, and indeed a lot of them can be useful for them. But more often then not the Fighter will find that some Production skill combinations work far better then others. Let’s look at a few examples shall we?
Scroll Production / Decomposition
Scrolls can make anything a Fighter has to do less of a hassle, and if you can make them yourself then that’s even better. Pairing Scroll Production with Decomposition will make it that much easier for you to be able to get the materials you need to make scrolls.
Potion Production / Decomposition
When you’re out and about bringing along potions is always a recommendation, and being able to make them means you will not have to spend as much on stones. Decomp, much like it’s usefulness when paired with Scroll Production, will allow you to make potions more easily.
Potion Production / Scroll Production
If you’re able to get your hands on materials easily then you may want to think about learning the Potion and Scroll production skills. Being able to make both scrolls and potions will allow you to make use of both items in your grind, without you having to go buy them off people.
The Stats
Free Statistic Points, other wise known as stats, are extra stat point you are given upon every level up. You also receive a few from the Job Change Quests as well, with 5 earned from the level 20 Quest and 10 earned from the level 60 one. What makes these unique when compared with the normal stat points you receive upon level up is the fact you can choose what stat you want them to go into. It can be quite a tough decision to make. These points also play a deal in what playing style you want to follow, I’ll elaborate on this a bit further into the guide.
END
Placing one point into this will increase your block rate by 0.1%, if you place 50 points in END then the 0.1% will become 0.05% per point. Placing a point in this will also increase your HP by 5, and your defense by 0.5.
STR
Placing a point into this will increase your damage by 1.2 per point.
DEX
Placing a point into this will affect both your Aim and your Evasion. Before you place 50 points in this stat every point into it will increase your Evade by .2%, after 50 points are placed in it you will only get .1% per point. The same can almost be said about Aim, which affect how often you hits will land. At first it will give .3% per point placed in it, but after reaching 33 points this will drop down to .2%. This will only further decrease after you reach 68 point in it, ending up with you getting only .1% per point.
INT
Placing a point in this will increase your magical damage by 1.2 per point. Of this all Fighters should be certain, you will never, ever, ever, ever, need to place a point in this skill. Even if Fighters do get a skill that deals in magical damage it not worth changing your whole build over.
SPR
Placing a point in this stat will at first increase your critical rate by .2% pre point. After reaching 25+ SPR you will get .1% of critical rate increase pre point. Points in this stat will also increase your Magical Def by 0.5 and SP by 5.
The Stat Builds
Single Stat Builds (Pure)
Full END
This is a build that seeks to make the most out of the END stat, due to it’s high defense and HP bonuses. You will often see future tankers going for this build, which can allow them to handle taking on monsters that are many levels above them. Not to mention they are highly sought after to lead AoE parties. Those using One Handed Swords and Shields can make the most out of this build due to the END stats block rate increase.
Full STR
Mainly seen as a Damage Dealers build of choice, the full STR route is for those who want to get the most damage out of their extra stat points. Normally players with this build substitute any lost HP they would otherwise had if they went with an END build with END statted items.
Full SPR
One of the more rare builds out there a full SPR build is for those who wish to get the most critical they can. Often these players will invest heavy in critical increasing items, as such you may not want to try this build unless your more experienced with the game itself.
Full DEX
Due to recent updates to Fiesta the usefulness of this build as a whole can be widely disputed. Full DEX fighters make use their higher then average aim and evasion most often in player vs. player duels and while fighting monsters. Whilst it can be quite useful against players who have themselves have lower aim the build’s evasion can be conquered by higher tiered aim scrolls and the recent emergence of the BK weapons. However, if one’s up for a challenge then this may be a build for you.
The 25 SPR Builds
25 SPR Rest END Build
This is for those who want to add some more critical to their defensive build. The 5% extra critical may not much but when coupled with critical boosting sets and items you will be scoring critical that you normally would not see as often.
25 SPR Rest STR Build
This build was built to take advantage of the 5% critical bonus from the 25 SPR as well as the raw power that having points in STR offers. This build can also be coupled with critical boosting items, much like the 25 SPR Rest END build, to make it quite deadly in PvP situations.
The Hybrid Builds
These are builds that don’t quite follow an exact stat placement per level but instead points are spent from level to level into several different stats. There are also builds that will cap off certain stats, such as END, when the stat no longer gives out the same block rate bonus that it did in the past.
2 END : 2 STR / 1 END : 1 STR Build
This build splits your point placement in the END stat and the STR stat, giving you a nice amount of the bonuses of the END stat while still giving you some of the damage boosts that having points in STR offers. For two levels you place stat points into END then the next two are spent putting points into STR. Then you return to placing points in END once more. Much like a cycle.
2 STR : 1 END Build
The 2 STR : 1 END build has its usefulness in giving a fighter quite a bit of extra damage power to work with, while giving it a slight advantage over builds that totally lack END.
2 END : 1 SPR
This particular build can give the user a great amount of END points to work with while also giving it access to a good amount of SPR and its bonuses as well.
50 END Rest STR/ SPR Build
These builds allow the player to get the most out to the END stats block rate increase. After reaching the 50 END cap the player can choose to spend the rest of their points investing into STR or SPR, or even both.
25 SPR : 50 END : XX STR
Another interesting Hybrid build would be the 25 SPR, 50 END, xx STR one. This build takes advantage of certain stats by capping them off before their return rate diminishes. The 25 SPR will grant you a 5% crit. While the 50 END cap is the point at which the END stat stops offering a 0.1% increase in Block rate, which then switches over to adding a 0.05% increase in Block Rate. Though the block rate will only have use for a 1h-ed weapon user. Then the rest of the points can be invested into STR for damage.
50 DEX : XX END/STR/SPR
A rather experimental build that has popped up as of late, it makes the most out of the DEX stat before it’s output begins to decline. The build’s use lies in PVP battles, for instance if your character is greatly outfitted in gears then in the long run the number of misses your opponent has stacking up against you will become a factor that will play out in your favor.
The Skills
Active
These are the skills that you will be most often be fighting with. Included in this category are self buffs, de-buffs, and various other damage and status changing skills.
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Slice and Dice
Level Obtained: 3
Location: Skill Master Ruby
Weapon: One Handed Sword
Description: Your first and one of your easiest to use skills. Simply target your foe with a quick “Tab” + “1", or click on them, and hit the quick slot you have placed the skill in. This attack will come into effect damaging your foe. It’s a skill your going to have use for a long time, so get used to it how it works. There are many more to come.
Empower: No empowerment is needed on this skill.
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Bone Slicer
Level Obtained: 5
Location: Skill Master Ruby
Weapon: Any Fighter Weapon
Description: This little skill, while besides doing damage, also causes what ever it hits to lose some of its attack rate. This, coupled with another skill called Fatal Slash, can be quite useful when spammed during boss battles or Kingdom Quests.
Empower: No empowerment is needed on this skill.
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Fatal Slash
Level Obtained: 7
Location: Skill Master Ruby
Weapon: Any Fighter Weapon
Description: This skill hurts the foe your facing while also lowering its defense for a short amount of time. Commonly used in conjunction with Bone Slicer.
Empower: No empowerments are needed on this skill.
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Snearing Kick
Level Obtained: 9
Location: Skill Master Ruby
Weapon: Any Fighter Weapon
Description: This skill takes the monsters aggro off some one else and places it onto you. Ex: A monster is heading toward some one in your party. You use Snearing kick while targeting the monster and it instead runs toward you and starts attacking. If you can’t get the aggro off the said person, this is commonly seen in KQ situation, then you may want to spam Snearing Kick every time it cools down in conjunction with another aggro grabbing skill you get later on, Mock.
Empower: No empowerment is need on this skill. Your also thinking. " Okay, what is the use of another tier of Snearing Kick, mine works fine and saves on sp." Well not quite, as you will notice at higher levels. At higher levels other classes will start grabbing aggro more often because of their skills. So its natural you will need a higher level Snearing Kick to hold the aggro -Note-Kicking while mocking can hold the aggro of a mob better then just mocking alone. Its wise to follow up almost every mock you preform with a Snearing Kick.
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Concussive Charge
Level Obtained: 11
Location: Skill Master Ruby
Weapon: Any Fighter Weapon
Description: A skill that when used stuns a enemy, causing them to be unable to attack and move for a limited amount of time.
Empower: No empowerment is needed on this skill.
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Vitality
Level Obtained: 20
Location: Fighter’s New Power (Quest Reward), Fame NPC Nina
Weapon: Any Fighter Weapon
Description: This self buff can be a lot more useful then some give it credit for, however it shines most in duoing and soloing situations. It can also be a great boost during boss battles or PvP. However it can be limited in its usefulness in party situations due to the amount of time it takes to cast.
Empower: 5 Points into cool down, 5 points into duration, optional in some skill builds.
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Mock
Level Obtained: 20
Location: Skill Master Marty
Weapon: Any Fighter Weapon
Description: This is a skill, much like Snearing Kick, that grabs the aggro of a monster and sends it heading toward you. But this one is an AoE. AoE means Area of effect, this is the area around your character that is effected by any skill you use. Now Snearing Kick allows you to grab one monster. But Mock allows you to grab up to five at its first tier. And up to six at its 2nd tier. And its mocks the whole area around you not just in front of you. So if your surrounded by monsters it can bring them all attacking you. This can be a life saver if your cleric is being attacked by a monster while your busy fighting another. This also can later be combined with Devastate to form a great combo attack.
Empower: 5 points into cool down
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Power Hit
Level Obtained: 20
Location: Skill Master Marty
Weapon: Any Fighter Weapon
Description: If you’re a two handed weapon user this is just the skill you want. Its nice single target skill that slams the enemy with a harsh amount of damage.
Empower: 5 points into Damage and Cool down, both are optional in some builds.
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Demoralizing Hit
Level Obtained: 20
Location: Skill Master Marty
Weapon: Any Fighter Weapon
Description: An AoE debuff that lowers the damage done by all monstera around the caster.
Empower: No empowerment is need for this skill
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Toughness
Level Obtained: 27
Location: Skill Master Marty
Weapon: One Handed Sword
Description: This skill is a self buff that increases a shields block rate for a short amount of time.
Empower: No empowerment is needed on this skill.
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Immobilize
Level Obtained: 35
Location: Skill Master Marty
Weapon: Any Fighter Weapon
Description: This skill damages the enemy while lowering their evasion.
Empower: No empowerment is need on this skill.
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Devastate
Level Obtained: 43
Location: Skill Master Marty
Weapon: Any Fighter Weapon
Description: Now for one of my more favorite skills. Devastate, and just as its name suggests it packs a huge punch. It is also one of the first fighter AoE attacks you get. It both damages the enemies surrounding the front of you while stunning them as well, in a semi circle fashion. This skill makes Concussive Charge close to useless, at least in my eyes. It hits the monsters around the front of you, not behind, but in a more in a semi-circle fashion ahead of you. This can be combined with mock to make taking on more then 2 enemies at one time easier. And it is a key factor in AoE Grinding.
Empower: Yes! If you are a Pure tank it may be a good idea to use a full 20 points on empowering this skill, max cool down, damage, stun duration, and Sp reduction is always a good thing to have. It shall help you and your party a quite a bit if you are AoE tanking. But if your not willing to spend 20 points on it then you should put full cool down and full time increase on Devastate at least if you are planning on being an AoE Tank. Damage and Sp decrease are optional in some builds. While others my choose to leave the duration at 3 points. SP reduction really isn’t need unless you wish to spam Devastation over and over within a short amount of time and you’re short on SP stones. But at higher levels the income you make will normally make up for the skill’s SP stone costs.
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Vampiric Strike
Level Obtained: 51
Location: Skill Master Marty
Weapon: Any Fighter Weapon
Description: A nice little skill that damages the enemy while also taking some of their Hp to heal your own. It drains 489 HP at its first Tier while at its second it drains 575, this continues to go up as the skill goes up in tier.
Empower: No empowerment is needed on this skill.
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Whirlwind
Level Obtained: 60
Location: The Truth of A Man (Quest), Fame NPC Nina
Weapon: Any Fighter Weapon
Description: An AoE attack that hits up to 10 monsters surrounding the caster. This skill has a 3 minute base cool down that makes it waste to empower, save this skill it for when your surrounded by a large mob of enemies.
Empower: No empowerment is needed on this skill.
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Precise Attack / Accurate Strike
Level Obtained: 60
Location: Skill Master Cyburn
Weapon: Depends on skill
Description: Depending on which weapon type you choose you may want to empower one of these skills the damage area. Why? Because it makes it a heck of a lot easier to hold the aggro off the cleric when one of these skills lands a huge blow onto a enemy. Depending on your weapon you should ether go with Precise attack empower for two handed users or Accurate Strike for those one handers. Or you can go both if you wish to jump between the weapon types. However it is a bit more point friendly if you choose to empower just one. Some players do choose to empower cool down but those points can be spent elsewhere.
Empower: 5 points into Damage, an optional 5 points in cool down
Passive Skills
These skills cannot be used against foes but once bought and learned they will raise your stats, you weapon mastery as well as other such things. It’s always a good idea to keep these updated.
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Bravery Mastery
Level Obtained: 13
Location: Skill Master Ruby
Description: Increases Strength and Damage.
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One Handed Sword Mastery
Level Obtained: 7
Location: Skill Master Ruby
Description: Increases One Handed Sword Mastery and Damage.
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Two Handed Sword Mastery
Level Obtained: 20
Location: Skill Master Marty
Description: Increases Two Handed Sword Mastery and Damage.
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Two Handed Axe Mastery
Level Obtained: 20
Location: Skill Master Marty
Description: Increases Two Handed Axe Mastery and Damage.
The Three Paths
Depending on a player’s type of playing style their Fighter may fall under three basic paths, The Tanker, The Damage Dealer, or The Hybrid. In the sections that follow I will give a general description of these playing styles, recommended build types, weapons, skill empowerments. As well some tips on what they generally do in parties, solos, and in-game example of what their class can be seen doing. Now then let us get started with the first one, the Tank.
•The Tank
General Description
The Tank is often seen as a protector, they are the type of player who will draw enemy attacks to themselves so the other members of the party can damage it. Basically the type of player who runs up to a monster and takes all the damage, as you can see this most often being done in parties or other such situations. Sounds simple? Wrong! In parties you will need to be in control of the monsters heading towards you and your party members at all times. This may require spam the skills Mock and Snearing Kick to hold this aggro. This is because at higher levels Archers/Mages in your party will always be grabbing the aggro from what ever monster you trying to keep on you. Devastate is also a useful tool to the tanker.
Recommendations
Builds
Most tanks will prioritize on the builds that can give them a high amount of Hp, such as the Full END or 25 SPR Rest END build. But this is up to the player.
Empowerments
Mock 5 points into Cool Down
Devastate
5 points into Cool Down
5 points into Damage Increase
5 points into Duration
Snearing Kick
5 points into cool down.[Optional]
Precise Attack / Accurate Strike
5 points into Damage [Optional]
Weapons
You will often see a tank running around with a One handed sword and shield, this is because most tankers are geared towards the END stat and the shield makes use of the extra block rate that the END stat supplies. But don’t think that only people using One Hands can be tankers, anyone can.
How to Tank
Let us look at a few more common examples of what a tanker does, as well as what they should do depending on the type of party they are in.
The Trio
The Trio type of party is made up of one tanker , one archer/mage, and one cleric. Unlike other party types you will not be pulling much, as you will be standing right on the spawn point. Crazy yes? But exp wise great! You stand there and pull every monster off your other party members while the archer keeps pulling the monsters around you toward the party when the one your killings hp gets low. Yes, it’s hard to control the spawn and it will be hard on the cleric. But if you can get a spot were you can time the spawns, then you can be taking down monsters quite quickly. Now why you ask is it only made up of three people? Because having only 3 members eats up less exp and the cleric will only have to keep up with only three people getting attacked. I’d recommend this to higher level players though.
The Party
Always be sure to bring scrolls, a few potions, and full Sp and Hp stones before going out and joining a party. The way you tank changes with the type of players in your party.
The Basic Party [Ex. One tanker, one cleric, and three other characters of various classes. Usually mages or archers or other fighters.] In this basic form of party its best to find a non-crowded area to grind in. Be sure that the spawn time on the monsters is not to fast for your party to handle, because you do not want to have a monster spawn on you while your party taking care of another.
The mage or archer will lure one monster at a time toward the party. While you use Snearing Kick to grab the aggro from the Mage / Archer before it reaches them. Then while your party gets the lured monster’s Hp to its lowest, have the archer pull another monster towards your party. So right after the monster your killing dies you can move on to the next monster. This is what is known as chain pulling, and it is for parties who want faster exp but less time to rest between kills. Remember though if your archer/mage pulls a bit too fast you can always mock to get the monster away from the puller. But it will mean a bit more healing for the cleric to do.
The DPS Party
So it just so happens that the only type of character available for your party are archers. Well this can be quite a good thing if you can pull it off right. Archers are well known for not their brute force but their damage per second, or DPS, skills.
Having three archers attacking one monster with those skills and chain pulling at the same time can lead to some great exp. But the tricky thing to get around in this party is to keep the aggro off the archers by using mock and kick in unison, meaning a bit of stress on the cleric if all you have is one.
The Mage Party
Much like the DPS party, having three mages in your party can mean fast kills and chain pulling by the said mages can equal to great exp. But the Mages will pull the aggro off you a lot, even more often then archers. So be sure to spam kick and mock whenever possible. This party setup can be amazing in AoE type party’s however. I’ll go more into this a bit later.
The Stun Party
This is a party that consists of one tanker, a cleric, and three other fighters. In this type of party luring can be more difficult and haphazard because of the lack of ranged characters. But it will be much easier to deal with any extra mobs because of the skill devastate. Before you begin attacking monsters it is best to set up a stun order. [Ex. The tanker stuns the monster first then after it wears off the next person stuns so on and so forth.]
This makes it so the monster may not even get a chance to hurt your party. Which will save on stones costs in the long run. This party formation can also be used in AoE type parties, which as I’ve stated before will be covered in another section. >:P
Tanking During AoE Partys
Are you a bit tired of taking down monsters one at a time? Is the exp just not coming in as fast as it was before? Are you just plain bored? Well then step up to the AoE and all its crazy monster killing goodness!
Note-Seras is not to be held responsible to any and all exp lost at attempting this, or any mental breakdowns if they should occur. Yea….srsly.
The Preparations
Before hand I would recommend bringing as many scrolls as possible such as def, vit, and the other basic types. Bring quite a few, because you can never be sure when you may die and need to re-scroll. Yes, there is always a high chance of you and your party dying if you mess up. Seras should know, she has failed in doing this many times.
The Party Members
When making an AoE party there are some preferred party make ups. There is often one tanker, two clerics, and two mage seen in such parties. It is often made up of two clerics in order to keep the main tanker alive when they pull the monsters together. The two mages use their AoE spells to attack the mobbed monsters all at once, while the tanker spam mocks to hold the mob in place. If your party is feeling up to it the extra cleric can be switched out for another mage or second dd/tanker. Though it will make it harder on the single cleric. The AoE party can also be made up of a cleric and four warriors one or all being tanks. It seems like an odd party arrangement but it works if your party has a chain stunning order.
The Methods of AoE
Before taking your party to a spot to grind it is best to find a empty space away from other parties. This is to avoid any monsters you pull getting out of control and heading toward other such parties, thus causing all sorts of trouble. Also, be sure the spot your party will primary stand while waiting for you to bring back the pulled mobs is free of monster spawns. As you do not wish for other monsters to spawn while you are taking care of others that you have pulled. Now make sure your party is ready and buffed up before you head out to pull and mob the monsters. You will also want to bring lots of Hp stones and potions, so the clerics do not have to follow behind you while you mob.
Now when mobbing it can be handled in two different ways. You can pull the monsters by running past them on foot or you can mob large amounts of monsters on a rider. But, after you get the appropriate amount of monsters following behind you, it will end up with you bringing the said monsters back toward your party.
Now as for the amount to pull it is based on what you think your party can handle and what you can handle. I’d generally have to say about 5-6 monsters per pull is enough but some players can handle many, many more. Often you can see huge amount of mobs being pulled in Battlefields because the monsters in it can be more easily handled then other types. It’s up to you to test the waters to see how many you can handle.
Areas to AoE
[Levels 1-20]
• No where yet, seeing as you have yet to gain Mock and mages do not have the skill Magic Burst. It’s better to solo and quest during these levels.
[Levels 20-30]
• AoE-ing with a party in the Sea of Greed works here. Pirates for the early levels and Keblings for the higher levels. Or you can try the monsters inhabiting Burning Hills such as the robbers, bats, golden slimes, and glow wolfs. You can also try the area around the middle of the zone but be wary of the archers.
• Your party may want to try to AoE the monsters found within the Abysmal Cave. The ones near the front of the cave can be more easily gathered for AoEing because they are weaker then those found in the back of the cave.
[Levels 30-40]
• Around your late 20’s- early 30’s one should head to Moonlight tomb. Some recommended spots would be the graveyard around C3, or if you feel like you can handle it the area around I3.
• Around your late 30’s you should head to Vine tomb around F7 but be careful of the monster’s stun. There are other AoEing spots here but the ghosts fear skill makes it harder to AoE them.
• As always you may find it be much more rewarding to AoE the monster’s within the level 30+ Abyss but many of the monsters within it have ranged skills. So keeping the aggro off fellow party members can be a bit of a hassle.
[Levels 40-44]
• AoE-ing in Vine tomb is still a good choice but soon one should move onto Goblin Camp soon enough. This place is good form your late 30’s though 44 before you learn Devastate. The Goblin Swordsmen and Were-Bear area is great. Though its best to avoid the Procks and Goblin Mages areas.
• The level 40 Abyss is also an option to grind within as well but you will find that you may want to wait for Devastate before you start AoEing with a party around there.
[Levels 44-60]
• Where you AoE during these levels can depend on your party and gears.
• AoE-ing in Collapsed Prison/Scaffold is a very good choice during the early 44+’s seeing as there are not many ranged monsters in this area. But be careful of the King Colls magic attacks.
• At your higher 40’s and into your 50’s you should move onto Dark Passage. You can find AoEing the Pixys and Archons a great sorce of EXP. Or you can AoE around the Karasian Soliders if you find you can’t quite handle the Pixys and such.
• Soon enough you can move onto Uruga itself. You can your party may want to try to AoE the Orcs, Orc hunters, and Mushrooms in the area. Though try to avoid AoEing close to town. More often then not some one will come flying through where you and your party are located in order to get to town / Ancient Elven Woods or flee from monsters.
• Into your upper 50’s one can move onto Greenkys and Archons near the front of Ancient Elven Woods, or the lizards/elven trees deeper into the area. Though it would be best to avoid the Queen spiders. Then, when one thinks they and their party can handle it, you can move onto AoE-ing Blue Trumpys and such.
• Or you could go to Cp1 and AoE the Red Stonies located at the top of the stairs in the room to the left. Or the Navars located in their perspective rooms.
• Like so many levels before this, the level 50 Abyss can offer some good exp and drops when AoE-ed correctly. Avoiding the Vivis isn’t always a must if your party is geared correctly.
[Levels 60+]
• By now you should know where to AoE. Just be careful, always have full stones, and well you know the rest. :3
Kingdom Quest Examples of Tanking
The Kingdom Quest Slime
"Sigh" The old KQ days. Full of people shouting for revives and dead clerics all around, aren’t they just awesome!
Also for you to become a decent tank, complete and utter devotion to the Master, [GM]Steam is required. If you lack this devotion, you will fail utterly.
Note Yea…you will need that too :3
As I was saying
Right when you get into the KQ itself the best thing for you to do is to announce that you will be the one tanking it. This is so the Clerics know exactly who to focus their heals on and it helps the others organize into groups as well. Now as the tank you are expected to run ahead of the parties and attack monsters while taking the damage. Also if you see an archer, cleric, or mage being attacked by a monster it would be best to use Snearing Kick to get the monster off them. This is because in Slime KQ there are no revives. So it’s best not to let anyone die. Now lets say your group of parties makes it to the king slime, now its time for the boss tanking to take place.
-Note- If you find you are taking to much damage from the King Slime or the monsters in the KQ it would be best to spare some money and pick up a Vit and Def scroll. It makes it a lot easier on the clerics and helps assure you will not die so easily when the king starts spawning monsters.
It’s best that before fighting the king slime that all members of the KQ rest up beforehand to make sure no one dies quicky due to previous damage. And be sure that your clerics are a safe distance away from the King Slime, as it will start summoning mobs close to it right before its defeat. Also while fighting it be sure to spam the skill Snearing Kick on the king every time it cools down. This will make sure no other player in the kq accidentally pulls the king away from you. Keep at this till the end were the King will summon the queen and prince slimes. Just keep attacking the king and ignore the mobs at the moment, as they will be much easier to deal with when the king is down. After the king falls at last and you take the last mob down you can reap your reward and exp. Viola!, you have survived your first KQ as a tanker.
The Kingdom Quest Mara
Back, and with some more experience this time around eh?
Well don’t get too sure of yourself because Mara KQ is handled in a quite different manner then the one before it. As with Slime KQ be sure to inform your fellow KQ members that you are the one tanking. Now here where it gets a bit different.
This KQ is often handled in a rush type fashion. What is rushing you ask? It is when all the tanks run ahead of the other KQ members following behind, and pull the monsters ahead with them. Away from other players. As the tanks are running they are healed by the clerics who are also following and the ones that are in their party. There will be no stopping till the KQ teams reach the middle area.
This is where the first two KQ bosses await. However this time you should have a few clerics with the skill revive. This will make it a bit more easier to handle a party member dying. Just make sure that you keep ahead of the damage dealers and clerics and that you keep running. Getting left behind in this KQ can often mean failure. And soon enough you will reach the middle. You will want to head to the right plank first. This is so your KQ group can take care of some of the monsters that were following up to this point and so everyone can rest up.
Beforehand you will want the archers or mages to lure the spawn surrounding the two bosses over to your parties resting spot. So that only the bosses remain. Then you have one boss lured over at a time. You can start with ether Mara or Marlone. It is important that you spam the skill Snearing kick whenever it cools down, just like you have done with previous bosses. And make sure that your character is attacking the bosses from the front. With you located a few spaces ahead of the said boss. This is because while your attacking the boss its AoE skill doesn’t reach the other fighters and Clerics attacking it from behind. After defeating both Mara and Marlone the path will be open to the end of the map and a choice will be presented to you. Your group can ether rush like before or they can choose to clear most of the path ahead from mobs. Its all up to the amount of time you and the groups have left to finish the KQ.
No matter how the KQ parties choose to get to the end, the boss fighting takes place the all the same. After you reach the boat and clear it of mobs the group will send an archer or a mage to lure the correct boss over to the first boat. Where you can your party is currently located.
-Note- The real Marlone has horns on his head and the real Mara has blue beads on her hat. The fight takes place the same way as the fight on the planks did. And after you kill the correct Mara and Marlone the KQ will be over and your prizes will be at hand.
The Damage Dealer
General Description
Damage Dealers are the ones who want to make the most out of the power that the fighter class offers. You can often see them going off on their own to solo, or duo with cleric. Though they do party generally damage dealers take the support roles in it, they are often the ones who make use of stun to help the party achieve what is known as chain stunning.
Recommendations
Builds
Often Damage Dealers will go for builds the will give them the most raw power, such as the Full STR and 25 SPR Rest STR. However, they also can be seen with some of the more experimental builds such as Full SPR.
Empowerments
Power Hit [2h users only]
5 points into Damage Increase
5 points into Cool Down [Optional]
Devastate
5 points into Damage Increase
5 points into Cool Down
5 points into Duration
Vitality
5 points into Cool Down [Optional]
5 points into Duration [Optional]
Precise Attack / Accurate Strike
5 points into Damage
5 points into Cool Down [Optional]
Weapons
Most Damage Dealers will go for the Two Handed Sword or Axe, in order to combine the damage and high critical rates these weapons offer with the power of there builds. Damage Dealers will often carry around Aim scrolls as well, to make up their weapons lack of aim.
The Role of a Damage Dealer
So your not a party type person eh? Well no worries it is still possible to solo at higher levels. It just is not handled the same way it was before. Before you head out and find a nice spot to solo in you should have your scrolls ready, your Hp and Sp stones full, and it would be a good idea to bring some potions just in case your stones can’t heal you fast enough.
Now that your ready you must find a nice spot. Be sure it’s a not to crowded because there is always a chance of you being trained by another person fleeing from monsters themselves. Also if you can, try to find a spot were monsters do not spawn behind you so you can handle the monsters in front of you easer. Snearing Kick will be your best friend allowing you to lure your foes one at a time. The Exp will be slower then being in a party, but you may make more money from drops in the end.
Soloing Areas
Also please remember you do not have to stick to exactly the areas suggested. Many players find their own spots to solo and stick with them. Feel free to test different areas, and even go to areas that may seem out of your current level that you find manageable
[1-10]
During these levels soloing will be a breeze, and the amount of monsters available to grind is fun to experiment with.
• Slimes will always be what you start out with, and if you want you can continue to grind on them until they are gray for you. The Mushrooms are also close by offering twice as much exp as a slime but are quite a bit stronger.
• By level 3 you can move onto Forest of Tides, the Imp, mushrooms, and speedy slimes can be easily soloed on. But you will want to avoid being close to large groups of speedy slimes. They have auto aggro to those close to them.
• Near level 5 I found soloing Fire Mushrooms to be quite rewarding, they spawn close to each other so you don’t have to go far distances to reach them Though one also have the option to try Sand Beach, with crabs being a nice spot. Blue crabs can be moved to at higher levels.
• At level 7 and up Speedy honeying offered a nice amount of exp when killed, and they went down quite quickly. If you want to change it up a bit you can also hunt down some of the Hobs and wolfs, be weary of the Angry wolf. It can make soloing the Hungry wolves a pain.
[10-20]
• At level 10 you can keep soloing around Sand Beach, or you can chose to move onto Forest of Mist. The Mini Greenkys and Phinos can be soloed, but the Phinoflys can make it a pain. The ratman can be a good source of exp if you prefer a little more challenge, and seeing as you get a license for them from one of your quests you can take them down even quicker.
• Near your mid levels you will find the Boars and Boogys some good monsters to be soloed on, or you can move into Sea of Greed and solo the Boogys more easily.
• Within Sea of Greed you will find that soloing the various sorts of pirates to be quite a nice source of EXP. This will also allow you to get used to monsters having Auto Aggro when your near them. Because past 20 most of your soloing locations will be filled with such monsters.
[20-30]
• At 20 you can still stick around the Sea of Greed area and move onto the Smart Phinos, Kebing, Little Lizardmans around the portal to Elderine and such. The First floor of Luminous Stone can also be a good solo spot at these levels with Grave Robbers and Keblings.
• During higher levels you can move onto the Skeleton Warriors Archers, and such running around . But I would suggest avoiding the Magic books due to their magical attacks. You can also try the Baby Bats, Gold slimes, and Wolfs in Burning Hill during your early 20’s. Soon enough you’ll be able to move onto the various Marlone solders, Captains and such located near the middle of the Burning Hill area.
• Another great soloing spot would be the Abysmal Cave, which can be gotten to through the Battlefield NPC in Elderine. The Phino and Phinoflys at your early levels while the stronger versions of them deeper in the cave at higher levels.
[30-40]
• You should move onto Moonlight Tomb during your low 30’s. The Baby bats and Spiders are a great choice to go with.
• At mid levels you can move onto Sand hill and/or Vine Tomb. Avoid soloing the magic monsters in both these areas. You can also try soloing the monsters around Luminous Stone 2
• You may also want to solo in the level 30 Abyss, located through the same NPC that the level 20 Abyss can be gotten to. You’ll find the Procks a bit better to handle with then the ghosts.
[40-50]
• Around 40 you should move to Goblin camp to solo. Goblins and Goblin Warriors (Yesh, they have very similar names but no, they are not the same monster. xD) are good choice. Just avoid those Goblin mages hanging around. At later levels you can move onto WereBears and such
• . You can also solo in Collapsed Prison. This area has many great choices of monsters to solo on. Harkens and Weakened Ogres may be your best beat during earlier levels and King Colls are also an option, however their magic attack makes it some what difficult. There are also a verity of great spots that you can chose to solo in here as shown by this map which has some of the more popular spots circled. , Cp Map
• You can move onto the areas located deeper within this area at higher levels for a bit more Experience. Monsters such as Torturers and Karasian soldiers are available.
• As like most other levels you may find soloing in the Abyss the quickest way to grind while solo. Goblins and such can be good to grind on but try to keep away from large groups of magic dealing monsters such as the Goblin Mages.
[50-60]
• During your 50’s you should be able to make Uruga your soloing area of choice. Orcs, Orc Hunters, and King Mushrooms are some options. Being so close to town you can restone quickly and get right back to killing if you should run out.
• You can also try the monsters located in Collapsed Prison 1 and 2, some examples of such monsters would be Red Stonies and Navars. However, it will be tricky making frequent trips from the dungeon and back to town.
• At later levels you can move onto the monsters within Ancient Elven Woods. Greenkys and Stonies at lower levels, and you can move to Blue Trumpys during higher levels. Due to the recent change in the spawn patterns around Ancient Elven Woods you may also find Lizardmen and Elven trees a nice soloing spot. Be careful around the Queen Spiders though.
• Yes, like always the Abyss is a quite useful little place to solo, though at times it can be tricky to get yourself a nice room. Karasian Solider’s are the target, but if you bring along a few Magic Defense increasing scrolls you should be able to take on some Vivi’s.
[60-70]
• Areas such as Forest Of Slumber, Land of Trials, and the level 60+ Abyss are some choices, but by now you should know exactly where you want to solo.
The Duo
CLERICS ARE A FIGHTERS BESTESTS FRIEND EVAR!
Sorry…I had to get that out of my system. But it is what duoing is all about if you think about it. And no I don’t care if your anti-social. If you want to duo make a friend with a cleric, there is no way around it. Now much like the Solo you will be luring monsters one at a time with Snearing Kick. And you will be sticking to areas were you can handle how the monsters spawn. How ever you will not have to rely on just your Hp stones with a cleric around.
-Note- You should still always bring full Hp and Sp stones and scrolls. Don’t make your cleric do all the work. And please just set the drop system to Seq. Your cleric deserves to make money too.
If you are mobbed by chance, having a cleric around will make it much easer to handle the monsters attacking you. Also being in a party will get you increased attack and defense. This will allow you to kill faster which leads into more exp gain then just soloing alone. And you will still make money just not as much as when your just soloing. But the net gain is quite worth it in the end. Most duo-ing areas can be the same types of places you would normally solo in.
However if the cleric and the tanker are about or around the same level then you can duo in another way. Known as the DD Duo or the Nana :Yukijin Duo. In this form of duoing both members of the party attack one monster. And it does not matter which takes the aggro and the monster will be under the effect of a def debuff. You and do this for a few hours, go back to town and re-stone, then return to the spot you were and repeat. This can lead to great amounts of exp if done properly.
The Damage Dealers role in Parties
Damage dealers, while being great at soloing and duoing, also have their uses in parties. They are often the ones who will stun the monsters attacking the party, and deal the debuffs to whatever the party is facing. They will also get together with the tank in a party to set up a stun order, in order to chain stun whatever it is that the party is facing. Allowing the party more time to get the damage in before the monsters start attacking.
The Hybrid
General Description
This is for the players who want to go off and explore the other uses of fighters, or the ones who want to be able to jump between a tanking role and a damage dealing one. They aren’t as often seen, but they often make up for not specializing in any particular build with items.
Recommendations
Builds
Often Hybrids are the ones who dabble in the split stat point builds. They are also the ones who will use the capped stat builds in an attempt to get the most out of their stat points without going past the stat point’s point of diminishing returns.
Empowerments
Though many hybrids often go off and try their own style of empowering, this is a skill build that will often be seen being used.
Power Hit [2h users only]
5 points into Damage Increase
5 points into Cool Down
Devastate
5 points into Damage Increase
5 points into Cool Down
5 points into Duration
Vitality
5 points into Cool Down [Optional]
5 points into Duration [Optional]
Precise Attack / Accurate Strike
5 points into Damage
5 points into Cool Down [Optional]
Mock
5 points into Cool Down
The Hybrid’s Purpose
Hybrids are out there for the ones who want to go out and try their own thing. They are often seen as the balance between the Tanker and the Damage Dealer, though they do not major in ether. But as their name suggests they can fit in most party, solo, duo type situations.
General Tips and PvP
General
• When trying to target a foe hitting the Tab key can be much easier to use then attempting to click on the foe itself, hitting the tab key multiple times will allow you to cycle through various targets to find the one you want. Remember to make use of it if your trying to target something surrounded by a large amount of enemies.
• Aim Scrolls are a higher leveled player’s best friend.
• Nothing beats experience, never hesitate to try something new. It could catch on someday.
• No, the Intelligence stat will never in any circumstance make your character “smarter”.
• Concussive Charge’s cool down is linked to Devastates cool down, meaning you cannot use them both after one another.
• Always be respectful to the other parties in the area were you are AoEing, it doesn’t matter if you were there first or not other players have the right to be there as well.
• Be kind to your cleric, yelling “buff plz” or “H3al nao” is not going to get you taken care of faster. If you want to ask for something then take the time to write out what you say, just like they spend their time and sp to take care of you.
• As mentioned by one of the posters in my old thread, snearing kick doesn’t have a long range which is why you would want a mage or archer to pull. Then when they do pull kick the monster while it is heading toward your party.
PvP
• When fighting against various other players one will find that stunning them first will always give you a bit of a upper hand. After stunning using such debuff skills such as Bone Slicer and Fatal Slash will lower their defense and attack rate. After that you will want to spam your hard hitting skills to get your foe’s HP down. Also save Vampire Strike till after you have taken quite a bit of damage, the skill can save your life in no stoning duels.
• Depending on if you find your self lacking on some stats you can use equips to make up for the loss. Such as END build equips to make up for a STR oriented build’s lack of defense. Though more often then not if you want to PvP you will want to seek out END/DEX statted equips. END for the reasons statted above while DEX for increased Aim and evasion. Which can be quite useful when going against some one with high avoidably
• When your faced with overwhelming odds in a guild war or multi PvP match then having have highest available scrolls to use will greatly benefit you. Potions as will as well even the odds in your favor, allowing you to both stone and pot to keep your HP up.
• Though it can be a bit saddening to some to admit, those with greatly enhanced gears will always have the upper hand in a PvP duel. So if you want to take on the more powerful players you may need to spend cash to level the playing field.
• Axes are generally seen as the PvP fighter’s weapon of choice, couple it with a STR oriented build and cash shop items and watch as your criticals begin to cause your eyes to hurt.
A_geezy’s Guide To PVP Fighters
(It’s a guide within a guide, OBVIOUS BLASPHEMY! ..But I like it that way!)
This entire thing is built for PvP fighters with end-game in mind (I heard there was going to be a PvP server one day).
The Stat Point Guide
This guide endorses two, and only two builds for fighters. Other builds exist and are covered below, but after looking at the end-game content, other builds return far less.
Stats:
STR: adds 1.2 dmg per point.
END: adds .5 def & 5 hp per point 1~50, severely diminishes def. bonus after that.
DEX: 0.2% evasion (1~50); +0.1% eva. (51+)
¤1-33 = +0.3% aim
¤34-67 = +0.2% aim
¤68+ = +0.1% aim
SPR: 0.2% critical hit increase, 0.5 M.def increase. (1~25, do not ever put more points into this stat).
The DD:
25spr | 50dex | rest str
Put 25spr point in first (lv. 2-20); then go 1:1 dex:str, or 50dex then simply fill out on str (personal preference here)
This build is meant to maximize the damage dealing potential and effectiveness of a fighter.
The Tank:
50Dex | rest End *alternately* 25spr | 50dex | 50end
Work 1:1 end:dex, add all bonus points to dex then go pure end; alternately go 25spr (lv. 2-20) & 1:1 dex:end through end-game.
These builds are meant to maximize the survivability of a fighter. Dex works with End like this: 50 dex = +10% evasion (multiplied by the evasion in your equipment & augmented by the dex in your gear) = an evasion % as high or low as your opponents’ aim stat (call this X); then you have a 5% block rate (end modifier) + 7.5% block rate (blue shield lv. 70) = 12.5 + X% chance you will altogether avoid taking a single point of damage in any given hit.
Take that against a pure END build which yields a whopping 8.25% block rate (100 end) + 7.5% (blue shield lv. 70) = 15.75% chance to avoid damage.
So if X > 3 (3% evasion or better), then the hybrid is hands down the better build (without even considering the aim difference).
Other builds:
-Pure DD- pure str. If this is you then restat now… or enjoy your gimped fighter.
-25Spr/Pure Str- this is slightly less of a fail from the pure Str, still restat 50 str points to Dex & you’ll be good.
-Pure End- see the tank stat guide above & restat now.
-25Spr/Pure End- restat please.
-INT- delete your fighter and pretend it never existed.
-Pure SPR- …restat now and don’t tell anybody what you started out as.
The Skill Point Guide
This is part of my unfinished/un-posted PvP fighter guide(waiting for the PvP server… 2 years left of college so I may finish it
)
most people don’t think of this, but with high level green gears, stat builds are almost obsolete; skill builds make or break a class, especially the Pvp fighter.
†For Axe†
(not going to mention 2H, if you use 2H first see the "pull one’s head out of *** guide before reading the following)
The absolute musts:
★Power Hit- Max Cool Down & Damage (10 points @ lvl 21)
★Devastate- Max Cool Down & Duration (10 points @ lvl 43, have 1 left over ->)
★Vitality- Max duration & Cool Down (10 points, should be maxe by lvl 61)
★Devastate- Max out Damage by lvl 71.
For the rest of the skills, I personally find that for DD, max cool down = more damage then max damage.
Fatal slash (the defense debuff?) is a great move for AOE/Mass PvP (will be huge on PvP server), having a max CD on this will make you a great asset in GWs. (alternately maxing CD on immobilize is huge for dealing max damage per skill spam… and most fighters skip this one as uselsee)
The end-game move that looks sick is the tomahawk (our only ranged move), I plan to max CD & damage on this (lv. 81-101)
*update* after looking at the CD, I’m convinced that maxing out Cool Down & Damage on degro-dash is the way to go leaving me another 10ish points to work with at end game.
¤‡For sword & shield‡¤
(slightly more complicated, but should be followed this way to maximize the tanking effectiveness):
Must haves:
☆Slice & Dice: Max Cool Down & Damage (@ lvl 21)(alternately use the damage points to add into debuff skills)
☆Mock: Max Cool Down (@ lvl 31)
☆Devastate: Max Cool Down, Duration, & Damage (@ lvl 61) (alternately use damage points for debuff skills)
Suggestions for PvP (these are based on the notion that a tank fighter is a support/debuffing class in PvP. As such we’re trying to hit as many targets as possible [tab target -> debuff skill -> tab -> debuff -> & repeat]):
Bone Slicer: Max Cool Down, 2~5 points in Duration (lv. 75~81)
Fatal Slash: Max Cool Down (lv. 91)
Imobalize: 2~5 points in Duration
PvE… well if you rapeface at PvP then you’ll be fine at PvE, if you blow you blow go play hello kitty MMO.
———————————————————
Misc. Fighter Strategies:
Couldn’t really figure out how to classify all these tidbits so I lumped them here for future sorting.
AOE strategies: the Tab-Over
In this game you can use the [Tab] key to select targets. This is the single most effective agro management tool the fighter has for PvE, and when implemented properly, is incredibly effective in mass PvP (GW, PK war, etc.). Basically it amounts to tabbing through the targets dealing one de-buffing skill shot to each in order to keep agro; it looks something like this:
For the Tank, PvE:
Select target, mock -> Devastate (lv. 43+) -> Tab -> Sneering kick -> Demoralizing hit (AOE damage debuff, also raises agro) -> Tab -> snearing kick -> Tab -> Bone Slicer -> Tab -> Fatal Slash -> Tab -> Immobilize -> Tab -> Devastate -> Mock -> Tab -> Snearing kick & repeat chain as necessary.
You’ll want to use Whirl Wind when available and Vamipric Strike as needed (self heal ftw), but avoid skills with longer cast times/animations: Slice & Dice, Precise Attack, etc.
For the Tank, PvP:
Your job is to debuff as many enemies as possible. It’s really up to you to decide how to tab-over in PvP, whatever suits your style and works for you. Here’s some suggestions on the skills you’ll want to use:
~Immobilize is your friend, hit archers > mages > fighters in that order as early and often as possible to keep them down
~Bone Slicer is another huge move: archers and fighters must be sealed with this at all times.
~Devastate: as the tank you’ll be equipped to move into the enemy backfield and wreak havoc on clerics, use devastate on them and watch their squishies die stupid fast.
~Demoralizing hit: in PvP this skill is solely the responsibility of the tanks- DDs shouldn’t be bothered to use it when they’re busy killing- instead it’s up to you the tank to make sure the enemy archers & fighters are perma-debuffed with this damage reduction skill.
PvE AOE Tab-over for the DD (solo or otherwise):
Select target -> Auto attack -> Mock -> Devastate -> Dem. Hit -> Tab -> Power strike -> Tab Accurate Strike -> Tab -> snearing kick -> Tab -> Power Strike -> Tab -> Devastate -> Tab ->Dem hit -> Power strike
And etc. etc.
PvP Tab-overs for DD fighters are irrelevant, your job is to finish everyone off and for that I propose that the skill spam is much more efficient than the tab-over AOE.
Commonly Used Abbreviations
Tanking
The act of using your character as a shield for the party taking all the hits from the foe as your fellow party member support you.
END
The character stat Endurance, increases block rate, def, and hp.
SPR
The character stat Spirit which increases critical percentage, magical defense, and max Sp.
STR
The character stat strength which increases damage done.
DEX
The character stat Dexterity, increases evasion and aim.
INT
The character stat Intelligence, increases Magical attack damage. Has no use for a fighter.
Build
The way a characters stats or Skills are applied.
DD
A damage dealer, known as an support character in parties.
PvP
Otherwise known as Player vs. Player. You see this a lot in guild wars in town.
PvE
Player vs. Environment, this means Player vs. Monsters or some other element that is fight able or causes you damage in the game.
DPS
Damage per second, this is seen quite a bit in archer skills such as their various poison abilities. It’s the amount of time it takes each attack to land on a monster.
AoE
Area of Effect. This is seen in Mage’s skills such as Nova and Inferno. It’s a skill that damages or effects all monsters around its casting range. It also seen in several fighter’s skills such as the semi-AoE Devastate and Whirlwind .
Luring
When one member of the party, such as an long range character, uses their skills to pull a monster toward the party and allowing the tanker to grab the aggro off the other character so the rest of the party members can focus on damaging it.
Aggro
Known as Aggression. This is the monsters desired target and their current focus as to who they are attacking.
[Ex. When a fighter uses Snearing Kick and the monsters there after attacks him/her.]
Chain Stunning
When one party member after another take turns stunning the monsters that the they are fighting. Normally a stunning order is set up by the party members before hand so that all the members of the party are not using stun at the same time.
Helpful Threads
A Beginner’s Guide to Teamwork
Special Acknowledgments
(Under Reconstruction)
For all those who contributed information to the guide, Zelda231, Atmor, lordalden, vietoq, capron ,Master Ahmed, Belleros, DarthRaider666 and the many others who helped me work out all the info. I’d also like to thank Nerria, Elias, Niv, Art-Art, Alektos, Eirlyn, Aza, Deliccate, my Cloud9 guild mates, and all the other people in-game who cheered me on. Lets not forget my forum buddies as well, Jello, Kitty, Saku, Zelk, Emo, Zeff. Not to mention the many other people in the IRC channel #outspark and such, Delpy, Shahared, Tralin, Misty, Sheep, Ferria. A thank you for Ian for making me a proper banner! I’d also like to thank Steam for his hilarious commentary and edit to my guide, and yes…even the Lowbie Cretz who originally sticky-ed my first guide, and the many other members of the in-game and forum community. You all rawk!
Credits go to Kuydo.