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Guia completa Aran (ingles)
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Guia completa Aran (ingles) hace 2 Años, 2 Meses Karma: 5
The Legendary Heroes: Aran
Creada por Hanabira.Kage para MapleSea
forums.asiasoftsea.net/showthread.php?t=682782



Disclaimer: I am not responsible for any mistakes in skill builds due to incorrect skill information. Also, all skill builds are devised through RESEARCH and OBSERVATIONS and I am not responsible for any complications arising from using these builds. You have been thoroughly warned.

Hello fellow forumites! Since Aran is going to be released in MapleSEA in Q4 2009 (according to strategywiki), I decided to make this guide as a general guideline for future Arans. Before I start, I just want to state that all NPC names, Skill names and whatever other unreleased content may be changed when Aran is released here. So what I type out here may end up incorrect. I will correct any errors and try to keep this updated when Aran is released. Without further ado, let's get started!

You can go to Maplestory Aran Skills + Skill Build for a cleaner, non-forum version of this guide. There's some input from someone else too! ^_^

NOTE: I will not be updating this guide/answering questions much due to college work and stuff. However, you're all still free to ask/answer questions for each other.

Contents
- Guide Version
- Introduction
- Stat Allocation
- First: Recollections
- Second: Memory
- Third: Skirmish
- Final: Legend
- Skills
- Skill Quests & other Aran-exclusives
- Skill Combinations
- Pros and Cons and Job comparisons
- Mounts
- Medals
- FAQ
- Credits and Acknowledgements

Guide Version
10/9/09: 1.00 - Somewhat completed, with skill icons added in. I know this is a wall of text, but bear with me guys!
12/9/09: 1.01 - Skill combinations and Job Comparisons added.
24/9/09: 1.02 - Skill builds revised. Alternate builds added.
30/10/09: 1.03 - Names changed in accordance with MapleSEA version.
4/11/09: 1.04 - Skill names changed in accordance with MapleSEA version. Added skill animations.
13/11/09: 1.05 - Added mounts.
18/11/09: 1.06 - Changed skill names...AGAIN. MapleSEA is using Spadow's skill name translations.
3/12/09: 1.07 - Updated with both parts of the Word Document version of the quest guide.
11/1/10: 1.08 - Added in my Third Job build.

Introduction

"I must go. The Black Magician must be stopped!"

The Arans were legendary heroes who fought to protect the Maple World many years ago from the Black Magician. Unfortunately, they were all cursed and frozen by the Black Magician when they finally managed to seal him. You begin the game as a Lv200 Aran, during the war with the Black Magician. After rescuing the villagers, you decide to join your comrades instead of getting on the ship with the villagers. That was the last time any Aran was seen roaming the Maple World.

You awake to a soft voice calling out to you. The girl, Lirin, tells you that this place is Rien and that you were a legendary hero in the past before you were frozen. You find that you have absolutely no idea what she is talking about, and yet you feel strangely inclined to believe what she is saying. It is as if there are still remnants of your memories beckoning to you, telling you that Lirin is speaking the truth. You decide to follow her in order to recover your lost abilities and memories.

You strike a Muru, the weakest monster in Rien. Ahh...surely you can't be a legendary hero with this level of power! Perhaps your skills have gotten rusty. In that case, all you have to do is get back to where you were before, right? If you got there once, surely you can get back there once more...

As you would have noticed, the Arans use the Polearm as their weapon of choice. However, they are far from being slow when fighting. In the right hands, the Arans are formidable characters capable of despatching enemies quickly. The Arans are unique in that they utilise the COMBO battle system, which enhances their attacking capabilities when they chain together multiple hits.

Stat Allocation

Arans have the exact same stat build as Warriors. Here are a few popular Warrior stat builds in MapleSEA:

Normal DEX - Add 3 STR and 2 DEX per level up. Cap DEX at 70, with the remaining AP added to STR.
Low DEX - DEX is capped at 40 or 50, with the remaining AP added to STR.
DEXless - DEX is left at 4. All AP is added to STR.

First: Recollections

Do the tutorial quests and you should reach Lv10 in no time at all. Once you reach Lv10, click on the Giant Polearm wedged in a glacier next to Lirin in order to advance to the First Job. As usual, you will receive 1 SP and have all your AP reset. And no, you don't get to use that cool looking polearm. Get your own!


Level - Skill
10 - Double Swing (1)
11 - Double Swing (4)
12 - Double Swing (7)
13 - Double Swing (10)
14 - Double Swing (13)
15 - Double Swing (16)
16 - Double Swing (19)
17 - Double Swing (20 - MAXED), Combo Ability (2)
18 - Combo Ability(5)
19 - Combo Ability (8)
20 - Combo Ability (10 - MAXED), Combat Step (1)
21 - Combat Step (4)
22 - Combat Step (5), Polearm Booster (2)
23 - Polearm Booster (5)
24 - Polearm Booster (8)
25 - Polearm Booster (11)
26 - Polearm Booster (14)
27 - Polearm Booster (17)
28 - Polearm Booster (20 - MAXED)
29 - Combat Step (8)
30 - Combat Step (11)

End Result:
Combo Ability - 10 (MAXED)
Double Swing - 20 (MAXED)
Polearm Booster - 20 (MAXED)
Combat Step - 11

If you wish, you can max out Combat Step instead of Polearm Booster so that you can travel around faster or move quickly to other groups of mobs in order to maintain your COMBO count:

Polearm Booster - 16
Combat Step - 15 (MAXED)

Now, you will probably notice that Combo Ability and Polearm Booster are not in your skill list. Fret not, because they are obtained from quests at Lv13 and Lv22 respectively. I will go through the quests in the Skill Quests section.

Second: Memory

Once you reach Lv30, return to Rien and talk to Lirin. Finish up the chain of "quests" that require you to go back and forth between Lirin and Maha, the spirit sealed in the Giant Polearm. Soon enough, Lirin will direct you to the Cave of Mirrors which is all the way North of Rien. Enter the portal and you will find yourself in...Mu Lung? Accept Sir Blacksmith's quest collect 30 of the Sign of Acceptances dropped by the Scarred Bears which you will find in the next map. Once you're done, return to the NPC and then to Lirin to (finally) get your well-deserved job advancement.

Level - Skill
30 - Triple Swing (1)
31 - Triple Swing (3), Polearm Mastery (1)
32 - Polearm Mastery (4)
33 - Polearm Mastery (7)
34 - Polearm Mastery (10)
35 - Polearm Mastery (13)
36 - Polearm Mastery (16)
37 - Polearm Mastery (19)
38 - Triple Swing (6)
39 - Triple Swing (9)
40 - Triple Swing (12)
41 - Triple Swing (15)
42 - Triple Swing (18)
43 - Triple Swing (20 - MAXED), [1 SP remaining]

It's been all fine and dandy so far, but now comes an important decision. Do you prefer dealing damage or saving HP potions? If you want to deal more damage, go for Combo Smash. If you want to conserve HP, pumping Combo Drain at this point would be a better option. Remember that you need at least 30 COMBO to use either Combo Smash or Combo Drain.

Build 1: Damage-dealing

43 - Save SP (1)
44 - Save SP (4)
45 - Combo Smash (7)
46 - Combo Smash (10)
47 - Combo Smash (13)
48 - Combo Smash (16)
49 - Combo Smash (19)
50 - Combo Smash (20 - MAXED), Save SP (2)
51 - Save SP (5)
52 - Save SP (8)
53 - Save SP (11)
54 - Final Charge (14)
55 - Final Charge (17)
56 - Final Charge (20)
57 - Combo Drain (3)
58 - Combo Drain (6)
59 - Combo Drain (9)
60 - Combo Drain (12)
61 - Combo Drain (15)
62 - Combo Drain (18)
63 - Combo Drain (20 - MAXED), Final Charge (21)
64 - Body Pressure (3)
65 - Body Pressure (6)
66 - Body Pressure (9)
67 - Body Pressure (12)
68 - Body Pressure (15)
69 - Body Pressure (18)
70 - Body Pressure (20 - MAXED), Polearm Mastery (20 - MAXED)

Build 2: Defensive/HP-conserving
43 - Combo Drain (1)
44 - Combo Drain (4)
45 - Combo Drain (7)
46 - Combo Drain (10)
47 - Combo Drain (13)
48 - Combo Drain (16)
49 - Combo Drain (19)
50 - Combo Drain(20 - MAXED), Save SP (2)
51 - Save SP (5)
52 - Save SP (8)
53 - Save SP (11)
54 - Final Charge (14)
55 - Final Charge (17)
56 - Final Charge (20)
57 - Combo Smash (3)
58 - Combo Smash (6)
59 - Combo Smash (9)
60 - Combo Smash (12)
61 - Combo Smash (15)
62 - Combo Smash (18)
63 - Combo Smash (20 - MAXED), Final Charge (21)
64 - Body Pressure (3)
65 - Body Pressure (6)
66 - Body Pressure (9)
67 - Body Pressure (12)
68 - Body Pressure (15)
69 - Body Pressure (18)
70 - Body Pressure (20 - MAXED), Polearm Mastery (20 - MAXED)

End Result:
Polearm Mastery - 20 (MAXED)
Triple Swing - 20 (MAXED)
Final Charge - 21
Combo Drain - 20 (MAXED)
Combo Smash - 20 (MAXED)
Body Pressure - 20 (MAXED)

Note that you could forgo Combo Drain in favour of Final Charge, but that would also mean giving up some survivability. For Build 2, you can swop Combo Smash and Final Charge around.

Third: Skirmish

Before we continue, I would like to congratulate you for reaching Lv70.

Okay, moving on. There are some things you have to prepare before taking the Third Job Advancement Test.

You must have:
- Maker Skill
- 1 Dark Crystal
- 3 Diamond Ores
- 3 Garnet Ores
- Lots of potions

You should have a pop-up appearing over your head once you hit Lv70, telling you to go to Rien and talk to Lirin. Do so, and head over to Maha to accept his quest. Remember the dock where you depart for Lith Harbour? That's where you're headed. Prepare for a boss fight...a big, mutant crow. This guy takes quite a while to kill and does a heck of a lot of damage. Once he's down, return to Maha and then talk to Lirin. Yes, you have to go to the Cave of Mirrors AGAIN. This time, you end up in El Nath. Does the backdrop look familiar to you? It looks like the Test of Wisdom map...but it's not. Instead you find a Yeti who has a quest for you. Accept it and enter the portal next to it. Oh ho ho! Surely you didn't think that was all, did you? The Mutant Crow is back and he wants a piece of you. Kick his butt again and collect the Red Jewel that he drops. Give this to the Yeti. Now you have to forge a Red Jewel for Maha. Use the Maker Skill and the other stuff to forge the Jewel. Return to Maha to advance.

Level - Skill
70 - Full Swing (1)
71 - Full Swing (4)
72 - Full Swing (7)
73 - Full Swing (10)
74 - Full Swing (13)
75 - Full Swing (16)
76 - Full Swing (19)
77 - Full Swing (20 - MAXED), Critical Combo (2)
78 - Critical Combo (5)
79 - Critical Combo (8)
80 - Critical Combo (11)
81 - Critical Combo (14)
82 - Critical Combo (17)
83 - Critical Combo (20 - MAXED)

The skill build beyond this point is pretty much up to your playing style. Since you're nearing Lv90 at this point, I would suggest adding Snow Charge so that you can take on Bains when you reach that level. But since Snow Charge doesn't freeze, it's up to you.

84 - Snow Charge (3)
85 - Snow Charge (6)
86 - Snow Charge (9)
87 - Snow Charge (12)
88 - Snow Charge (15)
89 - Snow Charge (18)
90 - Snow Charge (20 - MAXED), Final Toss (1)
91 - Final Toss (4)
92 - Final Toss (7)
93 - Final Toss (10)
94 - Final Toss (13)
95 - Final Toss (16)
96 - Final Toss (19)
97 - Final Toss (22)
98 - Final Toss (25)
99 - Final Toss (28)
100 - Final Toss (30 - MAXED), [1 SP remaining]

Again, there are two possible ways of continuing. One is based on Offense, and the other Defense.

Build 1: Offense

100 - Fenrir Phantom (1)
101 - Fenrir Phantom (4)
102 - Fenrir Phantom (7)
103 - Fenrir Phantom (10)
104 - Fenrir Phantom (13)
105 - Fenrir Phantom (16)
106 - Fenrir Phantom (19)
107 - Fenrir Phantom (22)
108 - Fenrir Phantom (25)
109 - Fenrir Phantom (28)
110 - Fenrir Phantom (30 - MAXED), Smart Knockback (1)
111 - Smart Knockback (4)
112 - Smart Knockback (7)
113 - Smart Knockback (10)
114 - Smart Knockback (13)
115 - Smart Knockback (16)
116 - Smart Knockback (19)
117 - Smart Knockback (20 - MAXED), Whirlwind (2)
118 - Whirlwind (5)
119 - Whirlwind (8)
120 - Whirlwind (11)

Build 2: Defense

100 - Whirlwind (1)
101 - Whirlwind (4)
102 - Whirlwind (7)
103 - Whirlwind (10)
104 - Fenrir Phantom (3)
105 - Fenrir Phantom (6)
106 - Fenrir Phantom (9)
107 - Fenrir Phantom (12)
108 - Fenrir Phantom (15)
109 - Fenrir Phantom (18)
110 - Fenrir Phantom (21)
111 - Fenrir Phantom (24)
112 - Fenrir Phantom (27)
113 - Fenrir Phantom (30 - MAXED)
114 - Smart Knockback (3)
115 - Smart Knockback (6)
116 - Smart Knockback (9)
117 - Smart Knockback (12)
118 - Smart Knockback (15)
119 - Smart Knockback (18)
120 - Smart Knockback (20 - MAXED), Whirlwind (11)

End Result:
Full Swing - 20 (MAXED)
Critical Combo - 20 (MAXED)
Final Toss - 30 (MAXED)
Fenrir Phantom - 30 (MAXED)
Snow Charge - 20 (MAXED)
Smart Knockback - 20 (MAXED)
Whirlwind - 11 (Alternatively, 0 or 1. Add the remaining SP somewhere else.)

Once again, take note that you may forgo Smart Knockback in favour of Whirlwind. However, it is not recommended that you do so. In fact, you probably won't be using Whirlwind much so you can just scrap it and add the SP somewhere else.

My Build:

70 - Full Swing (1)
71 - Full Swing (3), Final Toss (1)
72 - Full Swing (6)
73 - Full Swing (9)
74 - Full Swing (12)
75 - Full Swing (15)
76 - Full Swing (18)
77 - Full Swing (20 - MAXED), Critical Combo (1)
78 - Critical Combo (4)
79 - Critical Combo (7)
80 - Critical Combo (10)
81 - Critical Combo (13)
82 - Critical Combo (16)
83 - Critical Combo (19)
84 - Critical Combo (20 - MAXED), Smart Knockback (2)
85 - Smart Knockback (5)
86 - Smart Knockback (8)
87 - Smart Knockback (11)
88 - Smart Knockback (14)
89 - Smart Knockback (17)
90 - Smart Knockback (20 - MAXED)
91 - Snow Charge (3)
92 - Snow Charge (6)
93 - Snow Charge (9)
94 - Snow Charge (12)
95 - Snow Charge (15)
96 - Snow Charge (18)
97 - Snow Charge (20 - MAXED), Final Toss (2)
98 - Final Toss (5)
99 - Final Toss (8)
100 - Final Toss (11)
101 - Final Toss (14)
102 - Final Toss (17)
103 - Final Toss (20)
104 - Final Toss (23)
105 - Final Toss (26)
106 - Final Toss (29)
107 - Final Toss (30 - MAXED), Save SP (2)
108 - Save SP (5)
109 - Save SP (8)
110 - Fenrir Phantom (11)
111 - Fenrir Phantom (14)
112 - Fenrir Phantom (17)
113 - Fenrir Phantom (20)
114 - Fenrir Phantom (23)
115 - Fenrir Phantom (26)
116 - Fenrir Phantom (29)
117 - Fenrir Phantom (30 - MAXED), Pole Arm Booster (18)
118 - Pole Arm Booster (20 - MAXED), Whirlwind (1)
119 - Final Charge (24)
120 - Final Charge (27)

End Result:
Full Swing - 20 (MAXED)
Critical Combo - 20 (MAXED)
Final Toss - 30 (MAXED)
Fenrir Phantom - 30 (MAXED)
Snow Charge - 20 (MAXED)
Smart Knockback - 20 (MAXED)
Whirlwind - 1
[Pole Arm Booster - 20 (MAXED)]
[Final Charge - 27]

This is the build I went with. I added 1 SP in Final Toss quite early to test it out (useful for practising juggling). Instead of maxing out Toss after Smart Knockback, I went with Snow Charge for a constant damage boost since Lv1 Toss is sufficient for juggling. After maxing Toss, I saved SP until I could add 11 SP into Fenrir straight away since a low leveled Fenrir isn't that much stronger than Combo Smash.

Final: Legend

Please do not ask me where to get the skillbooks for the 4th Job Skills because I have no idea. The Fourth Job Advancement Test goes like this. Head to Rien and speak with Lirin, who will then direct you to Maha. Maha will transform into Berserk Maha and fight you. Defeat him, then talk to Lirin again to advance. It's (not) that simple! Only High Mastery, Over Swing and Freeze Standing are given when you advance. Therefore, I can only give a general guideline as to the priority each skill should be given.

Skills to be Maxed:
High Mastery (Max: 30)
Over Swing (Max: 30)
High Defense (Max: 30)
Final Blow (Max: 30)
Combo Tempest (Max: 30)
Freeze Standing (Max: 30)

Up to Player:
Maple Warrior (Max: 30)
Combo Barrier (Max: 30)
Hero's Will/Awakening (Max: 5)

Skills


First Job

Combo Ability (Max: Lv10) Passive - Received from Lv13 quest
After every 10 combo counts, your stats will increase. Increases up to 10 times. The buff disappears when you lose your combo count. Requires Double Swing Lv10.
Lv1: WA +1, WD + 5, MD + 5, stats increase 1 time
Lv10: WA + 1, WD + 5, MD + 5, stats increase 10 times
Notes - This is what makes the Arans unique. Your WA increases by 1 every 10 hits, for a maximum of +10 at Lv10. Awesome.

img682.imageshack.us/img682/3557/doubleswing.gif
Double Swing (Max: Lv20)
Press the attack key twice to attack up to 12 monsters two times.
Input command: Attack + Attack
Lv1: MP -2, 102% Damage
Lv10: MP -3, 120% Damage
Lv20: MP -5, 140% Damage
Notes - Double Swing is your basic attack as an Aran. Which means two things: First, you will be burning lots of MP. Second, you'll be beating monsters senseless in no time at all. The damage multiplier listed represents the damage dealt by the second hit, with the first dealing 100%.

Combat Step (Max: Lv15)
img22.imageshack.us/img22/724/combatstep.gif
Press the arrow keys twice to move quickly to another distance. Cannot be used while jumping. Requires Double Swing Lv5.
Input command: << or >>
Lv1: MP -1, Boost yourself 650 Distance
Lv15: MP -5, Boost yourself 1000 Distance
Notes - This is the Arans' version of the Soul Master's Soul Rush. Also known as OMG THAT WARRIOR JUST FLEW?!! This post by Sylphie should answer most questions about Combat Step:

Polearm Booster (Max: Lv20) - Received from Lv22 quest

img10.imageshack.us/img10/7930/polearmbooster.gif

By using HP and MP, the attack speed of the polearm temporarily increases. Can only be used when having a polearm equipped. Requires Lv5 Combat Step.
Lv1: HP -29, MP -29, increase attack speed by 1 for 10 seconds
Lv10: HP -20, MP -20, increase attack speed by 1 for 100 seconds
Lv20: HP -10, MP -10, increase attack speed by 3 for 200 seconds
Notes: This is the deciding factor when it comes to your training speed. This is what sets you apart from spearmen and DKs. When maxed, this increases your attack speed by 3. That's Slow(8) -> Fast(5). Take note that attack speed can't go beyond FASTER.


Second Job

Polearm Mastery (Max: Lv20) Passive - Received from Lv31 quest
Increases the mastery as well as accuracy. Only applied with a polearm equipped. Requires Lv3 Triple Attack.
Lv1: 15% Mastery, +1 ACC
Lv10: 35% Mastery, +10 ACC
Lv20: 60% Mastery, +20 ACC
Notes - Ahh...the passive skill that everyone loves. Like all warriors, you have to max this. However, you have another reason to do so: High Mastery (see 4th Job Skills).

Triple Swing (Max: Lv20)
Press the attack key three times to attack up to 12 monsters three times. Requires Lv20 Double Swing.
Input command: Attack + Attack + Attack
Lv1: MP -2, 193% Damage
Lv10: MP -5, 220% Damage
Lv20: MP -7, 250% Damage
Notes - This upgrades Double Swing by adding an extra hit at the end. This last hit does the most damage out of all three when maxed. The damage multiplier listed is the damage of the third hit; the total damage dealt is this multiplier added on to Double Swing. Triple Swing will be your main attack combo for 2nd Job...

Final Charge (Max: Lv30) - Received from Lv54 quest

Push monsters in front of you. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + < + Attack or Triple Swing + > + Attack
Lv1: MP -10, 50% Damage, hits up to 5 enemies
Lv15: MP -14, 64% Damage, hits up to 8 enemies
Lv30: MP -20, 90% Damage, hits up to 12 enemies
Notes - ...or so I said. Once you get Final Charge, this becomes your main attack combo. Final Charge is the Arans' (nerfed) version of Rush, piling up enemies for you to slice and dice with your chopper-on-a-stick.

Combo Drain (Max: Lv20) - Received from Lv37 quest

If you are dealing damage to the monster, you recover HP as a part from the damage you deal. 30 COMBO is needed to use this skill. Requires Lv1 Combo Ability.
Input command: Down + Down + Attack
Lv1: 1% Damage as HP Recovery for 44 seconds
Lv10: 3% Damage as HP Recovery for 80 seconds
Lv20: 5% Damage as HP Recovery for 120 seconds
Notes: Combo Drain is a buff which you can cast on yourself when you have 30+ COMBO. This makes ALL your hits during its duration drain HP from the enemy.

Combo Smash (Max: Lv20) - Received from Lv45 quest

Throw a polearm towards your enemy. 30 COMBO is needed to use this skill. Requires Lv1 Combo Ability.
Input command: Down + < + Attack or Down + > + Attack
Lv1: 410% Damage, hits up to 4 enemies
Lv10: 500% Damage, hits up to 6 enemies
Lv20: 600% Damage, hits up to 10 enemies
Notes - Combo Smash is your first ranged attack as an Aran. It's range is slightly longer than that of Soul Blade, and the damage is deals does NOT split. That damage multiplier is just ridiculous for a 2nd Job skill.

Body Pressure (Max: Lv20)
For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to become unable to deal touch damage for 5 seconds.
Lv1: MP -40, 25 seconds, 21% chance to neutralise touch damage, 5% Damage
Lv10: MP -31, 70 seconds, 30% chance to neutralise touch damage, 50% Damage
Lv20: MP -20, 120 seconds, 40% chance to neutralise touch damage, 100% Damage
Notes: This buff allows you to deal touch damage on mobs, and adds a chance for Touch Damage Cancel to every attack done in its duration. However, once touch damage is neutralised (symbol appears on mob's head), neither you (to the afflicted mob) nor the afflicted mob can deal touch damage. Therefore, Body Pressure is more of a skill to let you avoid getting hit by touch damage like Dark Sight (except that Dark Sight works on bosses).

Third Job

Full Swing (Max: Lv20) Passive - Received from Lv70 quest
Increases the damage of Double Swing and Triple Swing. Requires Lv20 Triple Swing.
Lv1: Double Swing MP -6, 144% Damage & Triple Swing MP -8, 274% Damage
Lv10: Double Swing MP -8, 180% Damage & Triple Swing MP -10, 310% Damage
Lv20: Double Swing MP - 12, 220% Damage & Triple Swing MP -14, 350% Damage
Notes - This skill improves the overall damage of your basic attacks. This is a must-have! Triple Swing's multiplier represents the damage dealt by the FINAL HIT only. Full Swing turns Double Swing into 2 stabs, making a full Triple Swing a 4-hit combo.

Critical Combo (Max: Lv20) Passive
Default critical damage is 100% and critical rate is 10%. For every 10 combos, your critical damage and critical rate goes up. Requires Lv10 Combo Ability.
Lv1: +1% Critical Damage with a 1% chance, increases 1 time.
Lv10: +5% Critical Damage with a 3% chance, increases 5 times.
Lv20: +10% Critical Damage with a 6% chance, increases 10 times.
Notes - This is the second jewel that makes an Aran shine like the heavens. A warrior hitting criticals is just awesome. If this is stacked with Sharp Eye, good ol' Zakum's in for a world of pain. The "default critical damage" is what the critical damage would be if this skill were Lv0. At max level with 100+ COMBO, you'll have a 70% chance to deal +200% critical damage.

Final Toss (Max: Lv30)

Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + Up + Attack
Lv1: MP -10, 52% Damage, +42% Damage on monsters in air
Lv15: MP -15, 80% Damage, +70% Damage on monsters in air
Lv30: MP -20, 110% Damage, +100% Damage on monsters in air
Notes - Simply brutal. Can you imagine hitting a critical on tossed monsters?

Fenrir Phantom (Max: Lv30)
This image has been resized. Click this bar to view the full image. The original image is sized 720x300.

The soul of the wolf is summoned and merged into the sword to attack monsters twice from a wide range. 100 COMBO is needed to use this skill. Requires Lv10 Combo Smash.
Input command: Down + < + Attack or Down + > + Attack
Lv1: 510% Damage, hits 4 enemies
Lv15: 650% Damage, hits 6 enemies
Lv30: 800% Damage, hits 10 enemies
Notes - Ouchity-ouch-ouch. In case you're wondering, the key input is the same as Combo Smash; just that if you input at 100+ COMBO, Fenrir Phantom will be casted instead. Fenrir Phantom's range is slightly less than a screen long, and its vertical range is about the same as Combo Smash.

Snow Charge (Max: Lv20)

Adds an ice element to the polearm for a short period of time. The monster's speed will decrease after being attacked.
Lv1: MP -25, 100% Damage, lasts for 10 seconds, enemy's speed -21 for 5 seconds
Lv10: MP -29, 105% Damage, lasts for 100 seconds, enemy's speed -30 for 10 seconds
Lv20: MP -35, 110% Damage, lasts for 200 seconds, enemy's speed -40 for 20 seconds
Notes - Yes, you read that right. Snow Charge is a nerfed version of Ice/Blizzard charge in that it does not freeze but instead slows. Be very careful when fighting mobs like Bain!

Smart Knockback (Max: Lv20)

Lower the damage required to knockback a monster.
Lv1: MP -60, monster's Knockback Damage -10% for 15 seconds
Lv10: MP -42, monster's Knockback Damage -40% for 60 seconds
Lv20: MP -30, monster's Knockback Damage -90% for 120 seconds
Notes - This is a self-buff that reduces the damage required to knockback the monster. This means that, at max level, if a mob normally requires 10k damage to KB, only 1k damage will be needed after casting. After a certain KMS patch, Smart Knockback no longer works on bosses. However, it is still highly recommended that you max this early.

Whirlwind (Max: Lv20)

Push away monsters to the left and right side with a powerful wind.
Input command: Up + Up + Attack
Lv1: MP -16, 44% Damage, 38% chance to KB, hits 4 enemies, 1 second stun
Lv10: MP -20, 80% Damage, 65% chance to KB, hits 8 enemies, 1 second stun
Lv20: MP -24, 120% Damage, 95% chance to KB, hits 12 enemies, 1 second stun
Notes - This, my friends, is the Arans' answer to the NL's Ninja Storm attack. It's pretty much the same thing, really.

Fourth Job

Note: Some skills have 2 names. The first is the name of the skill in the skill window, and the second is the skill name on the Skill Book/Mastery Guide.

Maple Warrior (Max: Lv30)
Increase all players' stats within a party by certain percentage.
Lv1: MP -10, +1% Base Stats for 30 seconds, 400% Range
Lv15: MP -30, +8% Base Stats for 450 seconds, 400% Range
Lv30: MP -60, +15% Base Stats for 900 seconds, 400% Range
Notes - Yep, it's the same old Maple Warrior everybody knows and loves. You're not going to be summoning any Hellslayers, though.

Aggression/High Mastery (Max: Lv30) Passive
Increases the polearm mastery as well as weapon attack. Requires Lv20 Polearm Mastery.
Lv1: 65% Mastery
Lv15: 75% Mastery, WA +5
Lv30: 90% Mastery, WA +10
Notes - Ohhh, now we're talking! Aggression/High Mastery is exactly the same as the 4th Job Archers' Expert Mastery. Training is never going to be the same again.

Over Swing (Max: Lv30) Passive
Increases the damage of Double Swing and Triple Swing to the extreme. Requires Lv20 Full Swing.
Lv1: Double Swing MP -14, 112%x2 Damage & Triple Swing MP -16, 186%x2 Damage
Lv15: Double Swing MP -16, 140%x2 Damage & Triple Swing MP -18, 210%x2 Damage
Lv30: Double Swing MP -18, 170%x2 Damage & Triple Swing MP -20, 240%x2 Damage
Notes - Extreme? This is WAY over extreme. Your two trusty old pals get yet ANOTHER boost in damage (and MP cost). Happy? You bet I am. Button-mashing happy? Hehehehe. Over Swing turns Double Swing into a 2-hit spin and Triple Swing a 2-hit slash, making a full Triple Swing a 5-hit combo.

High Defense (Max: Lv30) Passive
Permanently increases the weapon defense of one's armor.
Lv1: Damage taken -0.5%
Lv15: Damage taken -7.5%
Lv30: Damage taken -15%
Notes - Look familiar? It should. This is a carbon copy of Achilles.

Final Blow (Max: Lv30)
Swing your polearm widely to attack fiercely up to 12 monsters. You have to use Triple Swing first before using this skill. Requires Lv20 Triple Swing.
Input command: Triple Swing + Down + Attack
Lv1: MP -20, 410% Damage
Lv15: MP -25, 550% Damage
Lv30: MP -30, 700% Damage
Notes - Nice, now you have two options when it comes to main attack combos. You can rush mobs with Final Charge, or maul them with this. Final Blow extends your reach by approximately 20%. Here comes the Polar Bear!!!

Combo Tempest (Max: Lv30)
Turn surrounding monsters into ice that makes them die instantly. It deals four consecutive hits of powerful damage to boss monsters. 200+ COMBO is needed to use this skill. Requires Lv10 Fenrir Phantom.
Input command: Down + > + Attack
Lv1: 1210% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 10 seconds of freeze
Lv15: 1350% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 24 seconds of freeze
Lv30: 1500% Damage to boss monsters, hits 4 times, hits up to 15 enemies, 40 seconds of freeze
Notes - According to a guide on BasilMarket, Combo Tempest doesn't actually deal any damage to normal monsters. What it does is freeze them. If the mobs are hit while frozen, they are instantly killed. On bosses, it does damage according to the damage multiplier.

Combo Barrier (Max: Lv30)
Grants a buff that makes party members to receive less damage for a limited time. 200+ COMBO is needed to use this skill. Requires Lv10 Combo Drain.
Input command: Down + Down + Attack
Lv1: -8.4% Damage for 60 seconds
Lv15: -14% Damage for 144 seconds
Lv30: -20% Damage for 240 seconds
Notes - Don't you just love the combo system? Combo Barrier complements High Class Defense/Achilles perfectly.

Freezing Posture/Freeze Standing (Max: Lv30)
Just like a frozen glacier you cannot be pushed back by an attack of a monster due its massive weight.
Lv1: MP -30, For 10 seconds, prevent from getting knocked back with a probability of 42%
Lv15: MP -42, For 150 seconds, prevent from getting knocked back with a probability of 70%
Lv30: MP -50, For 300 seconds, prevent from getting knocked back with a probability of 90%
Notes - This is the Arans' version of Stance. There's no difference whatsoever between this and Stance, apart from the casting animation.

Awakening (Max: Lv5)
Enables one to shrug off abnormal conditions. The higher the skill level, the more types of abnormal conditions one can nullify.
Lv1: MP -30, Escape from any abnormal condition, Cooldown time: 10 minutes
Lv5: MP -30, Escape from any abnormal condition, Cooldown time: 6 minutes
Notes - Again, this is exactly the same as the one that Adventurer characters get during 4th Job.

Skill Book Drop List
Maple Warrior
10 - [Fourth Job Advancement]
20 - Horned Tail
30 - Horned Tail, Auf Haven

Final Blow
10 - Zakum3
20 - Pianus, Bone Fish
30 - Horned Tail, The Chief Guardian of Regret

Combo Tempest
10 - Zakum3
20 - The Guardian of Memory, Lilinof
30 - Horned Tail, The Guardian of Oblivion

Overswing
10 - [Fourth Job Advancement]
20 - Blue Dragon Turtle, Papulatus
30 - Red Wyvern, Dodo

Combo Barrier
10 - Zakum3
20 - Raika, The Priest of Regret
30 - Horned Tail, The Chief Guardian of Oblivion

High Defense
10 - Zakum3
20 - The Chief Guardian of Memory, Dodo
30 - Green Cornian, Raika

Aggression/High Mastery
10 - [Fourth Job Advancement]
20 - Dark Wyvern, Griffey
30 - Papulatus, The Pupil of Memory

Freezing Posture/Freeze Standing
10 - [Fourth Job Advancement]
20 - Manon, Skelosaurus
30 - The Priest of Memory, Lilinof

Awakening
1 - [Quest: Chief Tatamo]

Skill Combinations

Attack + Attack
- Also known as the Double Swing skill. You WILL be spamming this during 1st Job. You don't have any other option. It is rather powerful, though.

Attack + Attack + Attack
- Triple Swing skill. This will take over from Double Swing. Take note that the last hit moves you forward a little bit, so keep some potions handy.

(Body Pressure) + Triple Swing
- Using Body Pressure before attacking with Triple Swing. This makes sure that you deal a little extra damage when the last hit moves you a little too far forward. Still, keep some potions handy at all times.

Triple Swing + > + Attack
- Triple Swing-Final Charge combo. At max level, this will slash 12 enemies 3 times each then slash once more to pile them up. This will be your main attack combo for mobbing once you get Final Charge. Note that you can press < instead of > to rush toward the left.

Triple Swing + ... + Down + > + Attack
- Triple Swing (or whatever combo) until you get more than 30 COMBO, then use Combo Smash. This will probably kill off most of the enemies closer to you.

Triple Swing + Up + Attack
- Triple Swing-Final Toss combo. It is possible to juggle mobs; however you must be able to knock them back and it is not easy. Tips to juggle mobs include using a Slow(8) pole arm+booster and timing your next hit to make contact when the mobs are roughly at head-height. If you can't do it, just forget about it and continue whacking before they land to deal maximum damage.

Triple Swing + ... + Triple Swing + Final Toss + Combo Smash
- Triple Swing-Final Toss-Combo Smash combo. Combo Smash's damage is insane enough as it is. If you hit mobs whle they're in the air, the damage will be a lot higher. Just be quick with it or you may miss your chance to hit them with Combo Smash.
NOTE: This combination is EXTREMELY hard to nail. It's better to do this on a large group; the ones at the back will get damaged but the ones in the front probably won't. Fenrir Phantom is too slow for this.

Triple Swing + Down + Attack
- Triple Swing-Final Blow combo. As I've stated before, you can choose between Final Charge and Final Blow for your main attack combo. Yes, Final Blow is stronger, but if the mobs aren't all in one spot, Final Blow won't hit all of them. In such a case, you can use Final Charge to pile them up first, then use Final Blow to crush them.

Final Charge or Final Blow?
- Upon maxing Final Blow, you'll face this dilemma: When should I use Final Charge and when should I use Final Blow? Here's a general guideline:
1. Use Final Charge when facing a large group of spaced-out monsters.
2. Use Final Charge when in situations where monsters WILL push you back such that your next hit won't connect.
3. Use Final Blow when up against monsters that are very close together/on the same spot.

Combat Step
- There's a reason why Combat Step has the word "Combat" in its name. Utilising Combat Step quickly and efficiently can help you maintain your COMBO counter and also save your skin at times. For example, there are 2 groups of monsters, one in front of you and the other behind. You kill off one group, then turn and Combat Step to the other group and start hitting them. This will keep the COMBO count intact, provided you do it quick enough. Therefore, Combat Step might be a better choice to max compared to Polearm Booster.

Combat Step Part Two!
- Some times you just have to experience things for yourself to understand just how good (or bad) a skill is. While I'm not suggesting that everyone should max Combat Step, I find that it IS one of THE most underrated skills in the entire game. While its usefulness really is up to the individual's skill, I find that it is very helpful in most situations. Here are some tactics you can use with Combat Step in...well, combat.
1. CHARGE!!! - Dashing straight into the mob. Of course, you'll get hit. I call this an act of desperation (to maintain your combo). Some times you really don't have a choice cos u get knockedback by the mob. For best results, do this after using Body Pressure.
2. Retreat - Of course, this is to avoid getting hit (or getting hit again if you're in the middle of the mob) by dashing away from the mob.
3. Repositioning - This is dashing either away from the mob or through it, then turning to face it in preparation for attack. GrandChase players, this greatly resembles Sword Master Elesis's Shadow Attack (except that you can get hit, unless you're in invincibility frame). This is my favourite tactic

Body Pressure
- I'm adding this section in case anyone is confused as to how Body Pressure works. When Body Pressure is cast, it's cast as a buff on yourself. It allows you to deal touch damage on mobs (you get hit yourself though) and adds a chance to neutralise the mob's touch damage for 5 seconds to all your attacks. However once the mob's touch damage is neutralised, you can't deal touch damage to the afflicted mob and neither can it deal touch damage to you. This makes it a VERY useful buff when facing mobs that can only deal touch damage or will not use magic at close range (e.g. Ghost Pirate). However, it loses this usefulness when you fight against mobs which utilise magic attacks no matter the distance. This is especially true since Arans have low Magic Defence.
- When fighting against bosses, the usage of Body Pressure is changed entirely. Since Touch Damage Cancel does not work on bosses, Body Pressure is used mainly for damage since Triple Swing moves you forward into the boss.

Pros and Cons and Job Comparisons
The Pros of the Arans
- High Attack Speed
- Combo Ability increases WA with more hits
- Has natural critical at Third Job
- Has a mobbing skill in First Job, and new mobbing skills every Job
- Has a Rush-like skill at Second Job for easy mobbing
- Tossed enemies receive additional damage, allowing faster kills
- Has elemental advantage against Fire
- Has very high-powered skills
- Can KB almost all enemies

The Downside...
- Low damage in First Job with no or low leveled Combo Ability
- Low damage without high combo count
- Forced to spam skills all the time
- High MP usage
- Low HP
- Critical rate and damage are low without high combo count
- Most powerful attacks require a certain amount of combo hits before they can be used
- Snow Charge does not freeze; training at high-leveled Fire mobs is a huge problem

Quote:
Originally Posted by Ayumilove
CLASS WEAKNESSES:
- Stun/seduce breaks combos. Certain boss mobs that Aran would normally excel at (Papulatus, Zakum) turn out to be poor choices due to their ability to stun.
- The best exp/hour mobs tend to be ones that can be 1-2HKO’d. However, this class needs to have mobs with higher hits/KO in order to use their combo efficiently. This can lead to slower training and make it harder to reach higher levels.
- Aegis Shield, a would-be necessity for bossing parties, cannot be an “on-all-the-time” buff because the Aran needs a 300 combo to activate it. This means at least the first minute or two of boss fights will not have the Aegis buff.
- Aran is limited to slight variations of double/triple attack until level 200. The only time when Aran can use other skills is by using up the combo.
- Typical warrior accuracy problems.

CLASS STRENGTHS:
- Due to the large lack of active buffs, dispel does not affect the Aran class as much as others.
- This is the only class that can freeze boss monsters!
- While it may appear at first that no Improving MaxHP is a problem, Continual Drain completely solves it. Arans should have no problems with HP.
- Smart Knockback makes life easier for all party members. KBing a boss monster means it attacks less.
- Aran class excels at small, single-level maps with tightly packed mobs.
(Taken from ayumilovemaple.wordpress.com|Aegis Shield: EZ Shield)

_________
Comparisons based on Battle Ability
(Again, these are based on estimates and research. Don't take my word for it.)

Compared to Spearmen/Dragon Knights/Dark Knights:
Arans...
- Handle Fire-based mobs better
- Attack faster
- Do more damage with high combo count, lower damage without
- Less survivability before Fourth Job
- More defence at Fourth Job due to Combo Barrier
- Get hit more often as Double/Triple Swing moves them forward
The Verdict: Arans are better than Spearmen in DPS and defence, but in terms of mobbing...pretty even, I would say.

Compared to Ice-Lightning Wizards/Mages/Archmages:
Arans...
- Pale in comparison when handling Fire-based mobs
- Tend to kill slower when mobbing as the mages can hit more targets
- Can't use their only AoE Ice skill at any time, while mages can spam Blizzard to kill everything
- Less survivability
- Get hit more often as they can't strike enemies from afar, while mages can
- Kill faster when fighting one/few mob(s), therefore better at fighting bosses
- Handles Ice-based mobs better
The Verdict: Never challenge an I/L Archmage to a Kill-Steal war in a Fire-based mob's map.

Compared to Assassins/Hermits/Night Lords:
Arans...
- Are generally better at mobbing, although most assassins are battle-smart enough to handle mobs
- Do slightly higher damage with a high combo count, pitifully lower without if the assassin is well-equipped
- Usually kill Fire-based mobs faster, but well-equipped assassins can kill quicker even without elemental advantage
- Do more damage in boss fights (provided combo doesn't break)
- More survivability
- Get hit more often as they can't strike enemies from afar, while assassins can
The Verdict: If the Assassin is very well-equipped, try not to provoke him/her. Most Assassins are well-versed in fighting and can hold their own against any monster, of any number.
 
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