Author Topic: [Guide and Discussion] All Chronicle Skills (Job 3)  (Read 19818 times)

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[Guide and Discussion] All Chronicle Skills (Job 3)
« on: February 14, 2012, 12:01:04 AM »
Original Post: http://colorfulacronia.blogspot.com/2012/02/lazys-guide-to-chronicle-skills.html

Master kemaren bikin guide full untuk skill semua job. Bener2 informatif, dan saya pikir, akan sangat amat sayang kali info kyk gini ga di share. Maka jadilah thread ini saya buat.

Di Thread ini, saya akan mencoba menjawab semua pertanyaan seputar job 3 sepengetahuan saya kalo saya ga tahu, nanti saya tanya Master (Lazy) kalo dia juga ga tahu, dia bisa cari informasi (dia bisa bahasa jepang). Kenapa Master ga bikin thread dan jawab sendiri? Karena dia orang Vietnam. Ga tralu ngerti indo ^^; tapi bisa dikit2

Kalo mau nanya langsung ke orangnya pake bhs inggris juga boleh, nanti saya summon orgnya ke thread ini biar dia jawab langsung /killed

Tentu saja, kalo ada yg bisa jawab pertanyaan2 duluan juga boleh. Saya bikin thread ini supaya bisa kasih pencerahan bagi orang2 yg pengen tahu tapi males ga punya waktu untuk search dan browsing thread2 job3 yg bejibun.

Saya quote guide nya kesini, tapi ga saya translate ke indo (gila panjang banget!). Kalo ada yg ga ngerti silahkan tanya sepuasnya ^^

Sekedar ngumpulin video - video untuk job 3 skill preview 40-50, bisa di quote untuk 1st page di setiap job 3 sesuai dengan Jobnya..

3rd Job F Skill 40 & 45 Preview
http://www.nicovideo.jp/watch/sm14803868

3rd Job F skill 47 & 50 Preview
http://www.nicovideo.jp/watch/sm16470751

3rd Job SU skill 40 & 45 Preview
http://www.nicovideo.jp/watch/sm14821198

3rd Job SU skill 47 & 50 Preview
http://www.nicovideo.jp/watch/sm16478818

3rd Job BP skill 40 & 45 Preview
http://www.nicovideo.jp/watch/sm14824477

3rd Job BP skill 47 & 50 Preview
http://www.nicovideo.jp/watch/sm16484905

credits to nico - nico for the video

Quote from: Lazy
Lazy's guide to Chronicle skills

Saga 10 is here, and Saga 11 should sooner or later follow. The arrival of Saga 11 will bring to idECO the capital of Titania world, a gimmick-based dungeon in Northern Promenade, two new Dimension Dungeons, and - most importantly - Rebirth system and Chronicle jobs, from now on abbreviated as job 3. Although you have to be reverted to level 1, job 3 skills are so vastly powerful that it wouldn't be an exaggration to say that a job 3 character is equivalent in power to a job 2 character at least twenty levels above them.

However, as of now, job 3 skills are still more or less rather unknown and hard to memorize for non-jpECO players. That's the reason why I'm writing this guide. This guide will list and explain each and every skill for all 13 job 3s (including Joker), as well as featuring my own comments and (biased) ratings. Effect details are, unless otherwise specified, of maximum level (generally lv5) with all power-up skills, if any, maxed. Remember, there may, and will, be changes when Saga 11 is implemented to idECO, therefore, this guide should only be used as reference and for hyping purposes, instead of being a solid official source to plan your builds. Not to mention even jpECO may change the skills in the future too, as they have done with seriously nerfing Wrath.

This is a very long guide, so may I suggest getting a cup of coffee before reading ahead.



    Common traits

Each job 3 may learn 13 skills in total. You only get 50 skill points, no extra point through quests, so you'll likely need to skip many skills, you cannot attain all 13. Don't forget to consider the 40-skill cap (Base, Expert, Technical, Chronicle altogether must not exceed 40 skills in total, unless you use IM). With the exception of Joker's skills, all lv6 skills are "Communion" skills, which are only usable in a party, last 10 minutes, and affect all party members in the same map regardless of their distance from the user. All lv10 skills are "namesake" skills, carrying the same name as the job 3's, and most of them either cancels when the user moves or is moved (knockback), or reduces user's movement speed. Nothing, not even Pabus or IM item, can fix this speed reduction. Neither Communion nor namesake skills is usable while possessing.

    About the ratings

I give each skill a rating of stars, from ★ (very little use) to ★★★★★ (must-have), as well as × (absolutely no use at all). Those ratings are based on not just ECO-Wiki, but also from what I have seen in Japanese players' blogs and videos. They are biased and subjective, a skill without much use in my opinion might be very good otherwise to someone else. Therefore, please just take those ratings as reference only. Also, many skills have different special uses (in party, during KT/PvP, for specific builds etc.) in which case I'd try my best to list out different ratings for different situations too.

    Gladiator

To be honest, I find Gladiator's skills lacking. There are, indeed, powerful skills, but there are also some gimmick self buffs that gear toward solo playing. Basically speaking, Gladiator feels like a more powerful version of Blademaster, and as a Gladiator you'll still usually be relying on nothing but normal attack + SDC.

Blade Mastery (lv3) | Passive
★★★★★
Gives bonus Atk (both min and max), S.Hit and critical rate when equipped with swords or axes (both one- and two-handed). Stacks with all previous Masteries. A must-have for all builds.

HP Communion (lv6) | Party buff | No poss
★★★★
For 10 minutes, party's max HP +1180. Nice skill to have in all situations.

Gladiator (lv10) | Self buff | No poss
★★★
For 60s, every time you get hit by a close range normal physical attack, there is ~70% chance of automatically counterattacking the enemy at 150% Atk. Reduces movement speed. Not a bad skill, but be careful when using it for PvP, as Feint will cancel this and cause Immobilize.

Unyielding Will (lv13) | Passive
Solo ★★★★ | Party ★
Whenever your HP drops below a certain percentage of max HP, you have a chance to recover some of your HP/MP/SP. The higher the skill level, the more chances this skill activates, but the lower amount it heals. Barely of use in a party, where you don't have to worry about healing, but for solo, it's quite nice to have.

Ekviry (lv20) | Self buff | No poss
★★★★★
For 5 minutes, min Atk becomes the same value as max Atk. Stacks with every possible kind of Atk boost buffs you can think of. God skill. Just for fun, it also makes min Matk = max Matk. Mag build Gladiator anyone?

Demonic Sword Stance (lv23) | Self buff | No poss
★★
For 2 minutes, up to 300 of your right Def is moved to both your min and max Atk. If your right Def is above 300, the leftover amount will remain as Def. Stacks with Guardian's Def Commu. For boss fights, you'll be relying mostly on left Def, so this skill gives you some significant damage boost without much compensation, but for normal grinding, right Def is also very important, and you may want to avoid using it.

Grand Wheel (lv25) | User-centric AoE
★★★
Think of it as a 5x5, stronger version of Wind Gravity, including knockback. Learning Tornado Attack increases the skill's power (max 780%), learning Wind Gravity gives the skill random chance to cause Slow. Pretty nice when mobbed, it can be used as your sole AoE skill.

Pressure (lv30) | User-centric AoE | No poss
★ | PvP ★★
Creates an area around you that reduces enemy movement, attack and casting speed. Lasts 45s. Pretty much only useful during PvP. However, it can also be used to block DoT AoE such as Emil Dragon's Earth Cry.

Survive (lv35) | Passive
★★★
Whenever your HP drops below a certain percentage of max HP, you have a 50% chance to "roar" and perform a 9x9 AoE around you that also knockbacks and has a low chance of causing Stun. If you have learned Unyielding Will, both skills will activate at once if either skill activates. However, this skill is in fact extremely annoying, as its huge 9x9 area also damages and thus gathers aggro from innocent momons whom you don't intend to hit, and even damages and knocks away mobs that other players are fighting. You might be accused of KSing with this. Because it's a passive skill, you cannot turn it off at will.

Remove Weapon (lv40) | Single target
★★ | PvP ★★★
Deals damage and against monsters, it reduces target's Atk by 40% and Matk by 10%. In case of PvP, it instead removes the target's equipped weapon (very high success chance) as well as reducing Vit by 50. It's unknown if the Atk reduction works against bosses, if it does, it'd be an excellent debuff skill, comparable to Miner/Gambler's ones.

Godspeed Slash (lv45) | Single target | No poss
★★★★
Leaps toward the target and slashes at 2000% Atk. Around 80% chance to cause Stun as well. Learning Wrist Blow reduces this skill's SP cost (115SP if Wrist Blow lv5 learned). An excellent skill to use as first strike, especially if you can 1-shot the target.

Sword Saint (lv47) | Passive
★★★★★
Enables chaining between various skills, such as from Specter to Godspeed or QSC to Omni. Perhaps more importantly, this skill boosts damage output of many skills. All 3 QSCs get +800% (!), Omni gets +60% per hit (but not the last hit), Specter gets +80% per hit, and Godspeed gets +250%. There is no reason not to learn this.

Zillion Blade (lv50) | Target-centric splash | No poss
★★★★
3x3 around a target. Damage is some ridiculous 4200% Atk, with only 2s delay. You can also chain Zillion from and to Godspeed. However, at 350SP cost, this skill will drain your SP gauge really fast.

    Guardian

Despite being advertised as a tank, Knight wasn't the best when it comes to defense, Sorcerer and Druid were. But by becoming a Guardian, you can once again take pride in being nearly impossible to be defeated. But Guardian is not all about being a walking meat shield: they can learn an almighty offense skill as well.

Piercing Mastery (lv3) | Passive
★★★★★
Gives bonus Atk (both min and max), S.Hit and critical rate when equipped with rapier or spears (both one- and two-handed). Stacks with all previous Masteries. Must-have.

Defense Communion (lv6) | Party buff | No poss
★★★★
For 10 minutes, party's right Def +218. Extra defense is always welcome, and so is this skill.

Guardian (lv10) | Self buff | No poss
★★★★★
+80% right Def and right Mdef, and 100% protection against all status abnormals. Cancels if moved. Stacks with almost all other defense buffs.

Increase Hostility (lv13) | Passive

Makes it easier for you to become targeted by monsters. Pretty much useless, even for tank builds.

Reflect Shield (lv20) | Passive
Solo ★★★★★ | Party ★ | PvP ★★★★★
Okay, this is a pretty controversial skill. Once you max it, as long as you equip a shield, you have 50% chance to reflect every magic casted on you (but not your own magic). Even heals and buffs, such as Holy Feather, can be reflected. Heavenly skill when solo, but when in a party, it becomes a nuisance - imagine a heal that would save your life got reflected. Thankfully, by not equipping a shield, this skill will not trigger, thus you can more or less control it, at the cost of lowered defense.

Aegis (lv23) | Self buff | No poss

Swaps left Def with left Mdef for 120s. Casting again swaps the two back. Might have some use during special fights, but generally, you don't need it.

Soul Protect (lv25) | User-centric AoE buff | No poss
★★★
A 5x5 AoE, anyone within range gains the ability to block all deposs skills, whether from momons or players. However, the effect wears off right after blocking deposs one time. Great and handy skill, especially seeing many late game monsters have Howl Out or Get Out in their skill arsenal.

Shield Impact (lv30) | User-centric AoE
★★
Only usable when equipped with a shield, semicircle 320% Atk with only 0.5s delay but 4s innate cooldown. Chances of causing Stun and debuffs -18 Atk (momon) or -18 Str, Dex and Agi (player). If only the 4s cooldown wasn't there, it would have been perfect to replace Arm Thrust in a Blade of Pursuit combo. During PvP, the debuff effect isn't too bad.

Spiral Spear (lv35) | Target-centric AoE | No poss
★★★★★
Despite the name, it is usable with both spears and rapier. 230% Atk x12 hits on a 5x5 AoE, with only about 2.5s delay and a measly 40SP cost, altogether make this the deadliest skill a Guardian could obtain. There is absolutely no reason not to learn this skill, as even a non-Agi Guardian can spam this skill to utterly tear apart anything that stands on their way.

Strong Body (lv40) | User-centric AoE party buff | No poss
★★★
Party members within 7x7 from user get +9 left Def, +10% right Def and +30% max HP. The Guardian themself gets +13 left Def instead. Lasts 70s. The HP buff stacks with HP Commu. Not absolutely a must-have, but really useful especially in a party. Even when soloing, the buffs are still nothing to talk lightly of.

Blocking (lv45) | Self buff
★★★★★
Provided that you've maxed Shield Mastery (everyone should) and have a shield equipped, there is a 75% chance of reducing every incoming damage - both short and long range, both physical and magic - by 50%. Whenever that damage reduction occurs, there is then also a 25% chance to cause Stun to the enemy whose damage got reduced - again, both short and long range. This skill is just too good to be true, yet it is true. Use it whenever you have a shield equipped, it stacks with all other buffs, such as Def Commu, Guardian, Reflect Shield and Strong Body. And that's still not everything this skill has to offer: it's usable while possing, so as long as both you and the host equip a shield, you can give the Blocking effect to your host too!

Fortress Circle (lv47) | User-centric AoE | No poss
★★★ | Tank ★★★★★
Creates a 5x5 AoE around yourself that deals 230% Atk damage, heals 12 times, and while it lasts, all incoming damage are nulled, but you cannot do anything either. Lasts 12s with 8s innate cooldown, which means you can use it again and again. HP recovery is user's max HP dependent, and at lv5 with Recovery maxed, it heals 8% of user's max HP x12 times to everyone within user's 5x5. Since Guardian has the highest HP of all jobs, this pretty much is a certain AoE full-heal. This is pretty much the ultimate tank skill, although it reduces your offense to zero, it also makes you invincible. Status abnormals can also be 100% protected with Guardian skill. Yes, they stack.

Light of Darkness (lv50) | Ground-based AoE | No poss
★★★★★
An odd skill with only 4 levels, lv1 and 3 are Light, lv2 and 4 are Dark. Incredible damage (lv3 = 3800%, lv4 = 2500%), fast cast, average delay (1s). Lv2 and 4 are also nearly doubled up with Evil Soul. It's used in the same way as Darkness of Night, except hitting only once. You can also chain this from and to Spiral Spear. As long as you watch out for MP and SP consumption, you can chain Spiral and LoD one after another again and again, dealing massive damage constantly.

    Eraser

Assassin was slightly underpowered skill-wise compared to other Expert jobs (and Commando is poor), but Eraser finally takes back the role they deserve with deadly offense and tricky evasion abilities.

Total Combat Mastery (lv3) | Passive
★★★★★
Gives bonus Atk (both min and max), S.Hit, L.Hit and critical rate when equipped with dagger, claws or handgun. Stacks with all previous Masteries. Also increases martial art skills damage. Surprisingly, throwing weapons are not affected, so throwing builds might want to switch to a proper weapon instead.

Avoid Communion (lv6) | Party buff | No poss
★★★
For 10 minutes, party's S.Avoid and L.Avoid +300. Evasion is greatly reduced while mobbed, but other than that, this is a fair buff to add onto your party.

Eraser (lv10) | Self buff | No poss
★★★★★
For 3 minutes, you ignore enemy's 100 left Def and 100% right Def. Reduces movement speed. Nothing outside PvP has more than 100 left Def, so using this skill essentially means all of your attacks will become a critical hit (and if you have Increase Critical Damage, then the output will be even stronger). Very very important and should be used as often as possible.

Notio (lv13) | Passive
× | PvP ★★★★
Whenever you hit a player, 34% of the damage is dealt directly at their posses. Always works. Might be a handful PvP, especially KT, skill. Keep in mind that many KT players have 100 left Def, and you'll need Eraser on or you'd only be dealing 1 damage to both the host and their posses.

Efficus (lv20) | Self buff
★★★★★
Each time you kill a monster, your damage output increases by 5%, capped at 100% damage bonus after killing 20. Lv1 already lasts 3 minutes, lv5 lasts 7 minutes and there is no difference between levels, therefore stopping at lv1 is recommended to save skill points. Casting this skill again extends the effect time without the need of killing momons again. If a Gambler summons slots, each hit against slot is counted as a kill, making it very easy to get the 20 kills needed. Magic damage is also doubled. Usable while possing. God-tier buff, whether used for yourself or as poss support.

Revenge Attack (lv23) | Passive
★★★
Each time you miss, there is 50% chance of automatically immediately executing another normal hit with high hit chance. The exact figure is unknown, but it works great, allowing you to hit even Emil Dragon without Giant Killing, as long as you only use normal attacks since skills are not counted. Therefore, this skill is best used with claws - Triple Attack + Intox Berserk + Revenge Attack + lots of miss = stabbing like an mad nun on steroid.

Mikiri (lv25) | Self buff | No poss
★★★
Lv1 lasts 64s and gives ~30% chance to avoid every incoming attack. Lv5 lasts 12s and gives 100% chance. All levels have 3 minutes innate cooldown. Doesn't protect against status abnormals, but you can avoid even while frozen. Lv5 is probably helpful for emergency situations.

Akki (lv30) | Single target
★★★★
240% Atk x4 hits with 0.5s delay, and high chance to reduce 20% Avoid/Hit/Def (momon) or 20 Agi/Dex/Vit (PvP). This skill becomes madness if handgun is equipped: with handgun, even though your range is only 1, you'll be hitting 4 times extremely fast, without consuming any bullet. This skill is spammable just like Blow, and at 960% Atk and high debuff chance, it's a royally painful Blow.

Merciless Shadow (lv35) | Target-centric splash | No poss
★★
3x3 around a target, 480% Atk and sometimes causes 3s Immobilize, you will also automatically enter Cloaking status right after skill hits. Kinda useless.

Kagenui (lv40) | Ground-based AoE | No poss
★★★★
A 5x5 AoE that doesn't deal damage but has high (~90%) chance to cause Immobilize to everything in it, and very low (~5%) chance to cause instant death. You still get exp and drop this way. The Immobilize alone already makes it very useful. There is, however, a 15s innate cooldown.

Poison Mastery (lv45) | Passive
★★★★★
Increases effect of four poison-related skills: Intox Defense, Intox Onslaught, Intox Berserk and Scatter Poison. Extremely useful for claws users, this skill quadruples Intox Berserk's duration while reducing the chance of self-poison to 1% even at lv3.

Venom Blast (lv47) | Single target > Target-centric splash
★★★★
Target is hit, then about 0.5s later, kaboom, 5x5 splash. Learning Scatter Poison and Set Bomb increases the damage. At lv5, there is also chance to cause Poison, Silence, Slow and Stun, as well as Recovery Block and Deadly Attack's effects if you've learned them. One of the very few Scout family's precious AoEs, and although not the most efficient to use, its damage is very high (max 710% first hit and 1100% AoE hit).

Setsuna (lv50) | Single target | No poss
★★★★★
Forget all those gimmicks regarding Cloaking or traps or drugs or catalysts or whatsoever, Setsuna is a straightforward fast one-hit at 4000% Atk and +40% critical rate. 170SP cost aside, this is an Eraser's most epic mean of assassination against one enemy. You can even cast it from 4 cells away, after all that's what assassination is all about. It can also be chained to and from Akki, although both skills have 0.5s delay so good luck with trying...

    Hawkeye

Striker cannot equip guns, Gunner cannot equip bows. Hawkeye can equip both. Finally you can alternate between arrows and bullets, and make use of various skills from both weapons.

Shooting Mastery (lv3) | Passive
★★★★★
Gives bonus Atk (both min and max), L.Hit and critical rate when equipped with bows (including crossbows) or guns (all three types). Stacks with all previous Masteries. Keren.

Hit Communion (lv6) | Party buff | No poss
★★
For 10 minutes, party's S.Hit and L.Hit +300. Might be nice to have when your party grinds on high level momons, or when fighting Emil Dragon.

Hawkeye (lv10) | Self buff | No poss
★★★★★
Straightforward +150% Atk. Cancels if moved. Who wouldn't love to just stand in one spot and do über damage?

No Hate (lv13) | Passive

Stupid skill name I know. This is the opposite of Guardian's Increase Hostility, it reduces the chance of you being targetted. Of course, if you're alone without pets or party, you'll still take all the aggro. Kind of lame.

Quick Shot (lv20) | Self buff | No poss
★★★★ | Non-Agi ★
For 2 minutes, your normal attack has 50% chance of hitting twice. Works with all bows and guns. If using dual handgun, you may even fire 4 bullets at once.

Revenge Trigger (lv23) | Passive

Same effect as Eraser's Revenge Attack, except for bows/guns. Agi build + Dual handgun + Gunmaster + Revenge Trigger + lots of miss = crazy shootar. Although... you can just use Absolute Attack.

Weakness Shot (lv25) | Self buff | No poss

For 2 minutes, there's a very low (5%) chance that your normal attack may inflict status abnormals to the enemy. From lv1 to lv5, the effects are Silence, Slow, Disable, Confusion, Stun. Success chance is way too low, but can be used in an Exploiting Arrow combo. Try the crazy shootar combo mentioned above for best effect.

Flare Shot (lv30) | Single target
×
Hits a target normally, then a followed attack that knocks back and causes Flare. Not worth talking about, especially since your next skill is...

Tempest Shot (lv35) | Target-centric AoE | No poss
★★★★★
If Guardian has Spiral Spear then Hawkeye has Tempest Shot. It's a 5x5 AoE around target, at 234% x15 hits, however the hits are distributed randomly among targets in AoE (unlike Spiral Spear which hits 12 times to everything). Still, most of the time it'll still be a deadly killer technique, especially since you can easily change attack element by swapping arrows/bullets.

Change Target (lv40) | Ground
★★★
Summons a Greyhound with 9000HP (it's not over 9000!), 650 Atk, super high Def but super low Mdef, that lasts for 30s or disappears if killed. You can summon up to 5 wolves at once. The wolves themselves act similar to Wizard's Decoy - they gather a high amount of aggro. Thus if used with No Hate, you can stay behind the wolves and fire away like a boss without worrying about getting attacked, unless your target is also a boss in which case they'd ignore the wolves completely and just go after you. Like a boss.

Search Weak Point (lv45) | User-centric AoE party buff
★★★★
Increases self and party members' hit rate by ~10% and critical rate by 15 (but 25 for yourself). Lasts long enough (150s), significant effect, overall a very good skill.

Impact Shot (lv47) | Target-centric splash | No poss
×
Fires a weak shot then somersaults backward, cancelling Hawkeye effect on the way, unless your back is directly against a wall. Utterly useless.

Mirage Shot (lv50) | Single target | No poss
★★
Creates 2 clones of yourself, together the three of you fire 30 shots (consuming 9 arrows/bullets per skill use). Damage sounds awesome, 200% x30 hits, but your clones do not carry over buffs like Hawkeye or Dragon Eye, not even Absolute Attack making them prone to missing. The arrow/bullet cost is too much. Tempest Shot is still the best skill for a Hawkeye after all.

    Forcemaster

I've already written a guide on Wizard family skills, including Forcemaster skills, however that part of the guide could be considered outdated, since for the last few months, there have been changes and new realizations regarding Forcemaster skills.

Plus Element (lv3) | Passive
× | with Photon Launcher ★★★★
For every 1 vector of the highest element in your weapon (either innate or from Iris cards, Shaman's element Weapon skills don't count), your skill gets +3% power per hit. In theory, if your weapon had 100 element vector (any element), your skill would gain +300% per hit. By itself, this still is almost useless - it takes too much effort to get a significant enough boost in damage. However, when used with Photon Launcher which hits 16 times, it turns Photon Launcher into the ultimate single target killer weapon. Still, if you're short on skill points, you might want to skip this. And no, this skill does NOT add element to your New Magic spells.

CSPD Communion (lv6) | Party buff | No poss
★★★★★
For 10 minutes, party's CSPD +240. "Awesome" is still an understatement, this skill alone makes every other Spelluser wants to befriend you. With CSPD Commu, do not get above 99 Dex including bonus, or it'd be a complete waste of stats points.

Forcemaster (lv10) | Self buff | No poss
★★★★★
For 3 minutes, you ignore enemy's 100 left Mdef and 100% right Def, and at the same time get +150% to min and max Matk. Cancels if moved. Nothing outside PvP has more than 100 left Mdef, so using this skill will literally triples your damage output, if not more. Note that for Sword Waltz, Sword Frenzy and Photon Launcher, the Mdef-ignore effect won't work, because those deal physical not magic damage, although you still get the Matk buff. Just make sure not to move or get moved, and a winner is you.

Decrease Weapon (lv13) | Single target party buff

Sets all offense element vector to 0, even from skills and magic. Effectively turning one party member into a disciple of the Wizard family, unable to use any element and stuck with New Magic. It even goes as far as removing element vector from Scrolls! There is little use for this skill, although it can be used to, for example, help a Cabalist deal normal damage against a Dark element monster, when there is no Enchanter around to cast elemental Up on the target.

Force Shield (lv20) | Passive
★★★★
Provided that you've learned Energy Shield and Magic Shield (Wizard skills), every time your HP drops below 50% of max HP, you get +24 left Def, +95 right Def, +50 left Mdef and +95 right Mdef. It doesn't stack with Divine Barrier or Enchanter's Auras (higher buff takes priority), but it essentially makes you incredibly hard to kill as your HP goes down. At the same time, it doesn't have any negative effect at all, therefore learning it is a must. Interestingly, if you're possing and your HP drops below half, the effect will be added to the host, not yourself, which means if you poss in left/right hand, your HP will drop frequently enough for the skill to keep being activated onto your host. Of course, it's risky.

Decrease Shield (lv23) | Single target party buff
× | PvP ★
Removes elemental defense bonus from a party member. I spent hours and hours thinking of how this skill can be of any use, and came to the conclusion that it has no use. EDIT: in PvP, it can be used to counter Striker's Supportive Arrows, Enchanter/Druid/Cabalist's Ups and Astralist's Remain Element.

Barrier Shield (lv25) | Self buff | No poss
★★★
A toggle-type skill (ie. casting it again turns it off) that lasts as long as your MP lasts. In particular, it drains 10MP per second as long as it's active. The effect sounds too good to be true: it reduces all magic damage to 0. However, in return, your left Def is reduced by 60%, making you incredibly fragile against physical attacks. Yes, if you keep up Solid Aura, you'd be immune to all types of damage, but no matter how you see it, it's just too risky. Not to mention the huge MP consumption to keep up the effect, I doubt even Holy Feather could recover your MP in time if you also spam powerful offense skills. It's not hard to get 100 left Mdef, which also nulls all magic damage, at which point this skill becomes completely useless.

Force Bullet (lv30) | Single target
×
Summons a Wisp that attacks an enemy. If the enemy is defeated, the Wisp will remain there doing nothing until it disappears. Extremely weak, overall completely useless.

Freak Blast (lv35) | Target-centric AoE
★★★★
A 5x5 AoE that deals damage almost as high as Luminary Nova, and at the same time also causes Poison, Stone, Silence, Debilitist and Clutter at once (provided you've learned them, higher skill level = higher chance to occur). It has shorter cast time and delay than Nova, however, the SP cost is nearly twice. That said, when grinding in Dimension Dungeons, it's impossible to one-shot monsters there, therefore the status abnormals are extremely helpful. This skill can be used as a replacement for Nova, and is possibly the most effective when grinding.

Advance Ability (lv40) | Single target buff | No poss
★★★★★
Sets the target's min Matk to 90% the value of their max Matk. Doesn't need to be in the same party. Lasting 5 minutes, this skill is like a blessing for high Mag players. Note that you cannot use it on a Gladiator in Ekviry state, since that skill sets min Matk to 100% of max Matk. Not that Matk ever matters to a Gladiator in the first place...

Photon Launcher (lv45) | Single target
× | with Plus Element ★★★★
Summons magic orbs that hit the enemy for 125% x16 hits. This skill deals physical not magic damage, thus cannot make use of Forcemaster's Mdef-ignore effect. Worse, it isn't even powered up by Zen. Sounds useless? I thought so as well, until I found out that with 100 of any element vector, Plus Element would give this skill +300% per hit, making it 425% x16 hits = 6800% Matk in total. That, plus Soul Sacrifice, Efficus and Dragon Eye, would make this skill deadly. It is not even reflectable! To sum it up: if you're rich and can afford a weapon with high element vector, this skill (in combination with Plus Element) will be the best single target spell. Otherwise, you may want to skip both this and Plus Element, and stick with Last Inquest as your unreflectable attack.

Dispel Field (lv47) | User-centric AoE buff

When buffed, you and anyone within 5x5 around you will block all sorts of magic damage three times. Does not stack with Solid Aura, and has 30s innate cooldown. Really, really rarely used. It's doesn't even block status abnormals, and is unusable during KT.

Destruction Glare (lv50) | Target-centric AoE | No poss
★★★★★
Basically a 5x5 Energy Bomb, in fact learning Energy Bomb powers up the first hit. Max total damage of both hits is 3550%, a pretty awesome figure. Be very very careful: if the skill is reflected, it will hit not just you but also everyone within the 5x5 area around you, and if Forcemaster is in effect, this is basically a way to commit mass suicide.

    Astralist

Astralist's skills are highly complex, requiring some serious understanding of the elements in order to plan out elemental combos that can deal six-digit damage. Of course, they also have a few simple skills that can be simply spammed endlessly for massive damage from element exploits.

Delay Out (lv3) | Self buff | No poss
★★★
If casted directly after skills with innate cooldown such as Wrath, this skill will remove the innate cooldown entirely, allowing you to use the previous skill again. Great for Wrath spammers, although the cost (128SP) and 15s innate cooldown for Delay Out itself makes it kind of clumsy to use repeatedly.

MP Communion (lv6) | Party buff | No poss

For 10 minutes, party's max MP +500. Due to the strict skill point limit, please refrain from learning this. 99% of the time it'd be meaningless.

Astralist (lv10) | Self buff | No poss
★★★★★
For 3 minutes, all offense elemental spells gain +300 element vector. Cancels if moved. In reality, this means your damage output will increase by from x1.67 to x2.36 times, depending on the target's defense element vector. Doesn't affect summon spells such as Gatling Blaze. This is essentially free bonus damage, which of course everybody loves.

Trance Body (lv13) | Self buff

With this skill on, whenever you get hit by an elemental magic, 40 vector of the same element will be added on you automatically. If you've learned the elemental Shield skill of that element (everybody should have), the effect increases to 65 vector. For example, if you get hit by a Wind spell, you'll get +40 Wind defense vector (+65 if Wind Shield learned). While it sounds good, a standard elemental Shield + Amplify Element can easily replace this. I suggest not learning.

Remain Element (lv20) | Self buff | No poss
★★★★★
With this skill on, whenever you use an elemental magic (except DoTs such as Lava Lake), 25 vector of the element that's weak against your magic will be added on the target(s). If you've learned the Up skill of that element, the effect increases to 75 vector. For example, if you hit something with a Wind spell, it'll get +25 Fire defense vector (+75 if Fire Up learned). Basically attack + Up at the same time, and can also be used with AoEs. Very very handy, too bad it doesn't work with DoTs.

Amplify Element (lv23) | Party buff | No poss
★★★★★
Same range of effect as Commu skills (ie. all party members within the same map), but usable without party. For 220s, everybody gets +26 to their four (Fire, Water, Earth, Wind) elements' vectors, both attack and defense, provided the vector value isn't 0. In other words, any non-0 vectors of the 4 main elements get boosted. Element Shield + Amplify Element alone gives 51 element vector, nulling any damage from that element. A superb buff that should be kept on at all time.

Mystic Contract: Sword (lv25) | Single target buff
×
Reduces friendly target's offense element vector to 0. Unlike Decrease Weapon, it does not affect skills and magic. It can be cast on any friendly target, not just limited to party members. This skill has only one use - to troll people by removing their elemental Weapon buff and preventing them from re-applying it for 2 minutes. It should also be noted that Decrease Weapon overwrites this skill. Well, not that anyone actually learns Decrease Weapon in the first place...

Elemental Bullet (lv30) | Single target
★ | with Element Memory ★★★
Summons a weird transparent thingie that shoots 4 elemental shots, Fire - Water - Earth - Wind respectively. Due to the low damage output, by itself this skill has little use. However, it is necessary to power up Element Memory, which is a hard to use but powerful single-target spell.

Earth Cry (lv35) | Ground-based AoE DoT | No poss
★★★★
Essentially Earth version of Lava. With maxed Earth Fissure and Havoc Thunder, this skill deals 210% x12 hits on a 5x5 AoE, with ~10% chance to cause Immobilize as well. In case your target resists Earth element, a simple Gravity Fall + Remain Element (with Wind Up maxed) will solve the issue instantly.

Pactio (lv40) | Self buff
★★★
A confusing skill. Each level makes a pact with one of the four main elements (lv1 to 4 are Fire - Water - Earth - Wind respectively). Skills with same element as the pact gains +50% damage, and you also take -15% damage from that element, however skills with different element from the pact gets -66% damage reduction, and you also take +100% damage from the other three elements. Example: using Pactio lv4, you make a pact with Wind. Your Wind spells will now get +50% damage, you take -15% damage from Wind attacks, but all your non-Wind spells get -66% reduction, and you take double damage from Fire/Water/Earth attacks. Yep, double damage. You can, however, null one of the three elements' doubled damage with Shield + Amplify Element. As long as you're sure that you will only use one main element, and that you will only get hit by at most one of the three other main elements, then this skill is great for major extra damage. Otherwise, it's way too risky receiving doubled damage.

Wind Explosion (lv45) | Ground-based AoE
★★★★★
Straightforward 7x7 one-hit AoE. Maxing both Havoc Thunder and Chain Lightning, the damage output becomes 2000%. Short cast short delay. Basically, the new Wrath. Even against momons resisting Wind, a single cast of Remain Element will do.

Element Memory (lv47) | Single target
★★★
With Elemental Bullet maxed, this skill hits 760% x7 hits. The skill's element is the same as your highest attack vector, however if your highest vector is Light, Dark or Neutral, skill's power is only 120% per hit (110% for Neutral). Zen and Pactio have no effect, but it ignores Reflection. There is always a way to deal more damage than this skill, and AoE to boost, but when facing monsters with too high of an element vector that you can't overwrite even with Remain, this skill will actually be of use.

Elemental Rain (lv50) | Target-centric AoE | No poss
★★ | with Delay Out ★★★★★
With Wrath maxed, this skill hits 880% x13 hits, each hit carries all 4 main elements. Think of it as 13 pseudo-Wraths hitting consecutively. Damage is imbalance alright, but it suffers the same issue as Wrath: a 2-minute innate cooldown and unusable with Zen. Delay Out can of course remove this. Nonetheless, Wind Explosion is still better for daily grinding in my opinion.

    Cardinal

Similar to Gladiator, I find Cardinal's skill arsenal to be a bit sad. That doesn't mean they're not valuable though, I just think they are... uncool.

Defeet (lv3) | Target-centric AoE
★★★★
What's with the name? Beats me. A 5x5 (lv4) or 3x3 (lv5) that reduces enemies' left Def and left Mdef by 21% (lv4) or 24% (lv5). Always works, even against bosses. Very useful for bosses and PvP, not as much but still nice for grinding. Lv4 has bigger range but weaker effect than lv5.

Mdef Communion (lv6) | Party buff | No poss
★★★★
For 10 minutes, party's right Mdef +300. Extra defense is always welcome, and so is this skill. Yes, I copied the last sentence from Guardian's Def Commu.

Cardinal (lv10) | Self buff | No poss
★★★★★
For 3 minutes, healing spells get +300% effect. Also quadruples damage dealt to Undead. No downside at all, so make sure it's on 24/7. Just be careful with the delay, it's as long as 4s.

Cure Undead (lv13) | Single target buff
×
Does what the name says. An Undead player is as rare as a dog that meows. Is it worth getting this? I don't think so.

Cure All (lv20) | Party buff
★★★
Attempts to cure all status abnormals from all party members in the same map. Without having learned job 1's Cure skills, the chance of curing is only 60%, but with 0.5s delay, you can just spam this skill until everybody returns to condition green. Somewhat handy.

Protection of God (lv23) | Passive

Increases your resistance against status abnormals. Doesn't protect you all the time, and with Increase All Resistance, this isn't a very helpful passive.

Auto Heal (lv25) | Passive
★★★★
Whenever your HP drops below a certain percentage of max HP, you have 40% chance to automatically cast Heal. The higher the skill level, the more chances this skill activates. If you haven't learned Heal (why?) then the recovery will be very weak. Stacks with Cardinal. Since this is a passive skill, it's pretty much a must.

Angel Ring (lv30) | Target-centric AoE
★★★
5x5 800% Matk. Quite straightforward. It's like a Storm spell except with much higher damage multiplier (due to Light being weak against 4 elements). Delay is rather long (3s), so unless enemies are Dark, Dead March might still be better.

Mystic Shine (lv35) | User-centric AoE
★★
7x7 around you that lasts for 35s, monsters cannot enter the AoE (but can still detect and hit you from afar if they can), and monsters already inside the AoE gets knocked away at 350% Matk, Light element. Doesn't work on bosses of course. 85s innate cooldown. A rather messy skill that won't always work as you expect it.

Recovery (lv40) | Single target buff

Heals 80% of target's max HP. The only real use of this skill is to heal a tank build Guardian with full Vit posses.

Divine Breaker (lv45) | Single target
★★
3500% Light magic: nice. Ignores target Mdef: wonderful! 15s innate cooldown: sad. Does not work against bosses: huh? 1200MP per use: RAGE! Mostly a joke skill due to the unbelieveable MP cost. Of course, against Dark targets, it hurts.

Salvation (lv47) | Target-centric AoE buff > Single target buff
★★★★★
A super strong heal that gets even stronger with Goddess Blessing learned. Also heals status abnormals. Lv4 is 5x5 AoE heal, lv5 is stronger but only single target. At 0.5s cast and 0.5s delay, it's very useful.

Gospel (lv50) | Ground-based AoE buff
★★★★
Players within 5x5 around user get +35% HP/MP/SP, +180 Atk/Matk, +80 right Def/Mdef, and a DoT heal that heals 13 times. The buff effects are excellent, especially since they last a whole 5 minutes. Be wary when using it in party - this skill can be blocked by elemental Circles (including Fairy Prayer).

    Soultaker

Soultaker fares very well in both physical and magic aspects. With one special trick skill, they can immediately switch between the two types in a blink of an eye, making them even more versatile than ever, and like a Shinigami, they also have instant-death skills.

Mega Dark Blaze (lv3) | User-centric AoE | No poss

A ridiculously large 11x11 AoE with 800% Matk. However, the delay is also ridiculously long - 9s, which means after casting this, you're basically a punching bag. Good for show-off, but no actual value.

Matk Communion (lv6) | Party buff | No poss
★★★★★
For 10 minutes, party's max Matk +300. Doesn't affect min Matk. Already good by itself, but works best when combined with Forcemaster's Advance Ability.

Soul Taker (lv10) | Self buff | No poss
★★★★★
For 3 minutes, you gain +300% to skill power when attacking with Dark skills, both physical and magic. Reduces movement speed. A wonderful self buff that stacks with Evil Soul, Soul Sacrifice, Zen (magic only) and Efficus, for some out-of-this-world damage output.

Increase Possession Damage (lv13) | Passive
× | PvP ★★★★
The more poss your target currently hosts, the more damage you deal to the target. If your target carries 3 posses, you'll be dealing +300%, which is madness. However it only applies to Atk, not Matk. If you KT a lot, this skill is a must, but for non-PvP players, avoid it like plague.

Collapse of Row (lv20) | Self buff | No poss
★★★
Swaps Atk with Matk (both min and max) for 105s, as well as ASPD and CSPD. Casting again swaps them back. In other words, turning melee build into magic build and vice versa. Seems like a hard to use but extremely potential skill. Sadly it cannot be used while possing, otherwise there'd be a lot of fun doing the switching with other jobs.

Infight Mastery (lv23) | Passive
★★★
Gives bonus Atk (both min and max), S.Hit and critical rate when equipped with dagger, mace or axe. Stacks with all previous Masteries. Obviously dedicated to Str builds.

Seal Possession (lv25) | Single target | No poss
× | PvP ★★★★★
For 110s, posses that reside inside the target cannot use any skill, and all Spirit effects are also removed. 100% success and cannot be reflected. Another deadly skill during KT, but not even one use against monsters.

Spallation Soul (lv30) | Single target
★★
Deals low Dark damage and reduces target Atk, Mdef, Matk, Hit, Avoid (momons) or Str, Dex, Mag, Int, Agi (players) by 18. Doesn't reduce Def or Vit. A skill definitely better for PvP than grinding.

Abyss (lv35) | Ground-based AoE | No poss
★★★★
A 5x5 Dark AoE that hits 300% x9 hits, with a 20s innate cooldown. Unusable in KT. Even if you consider the cooldown, it's still one of the most damaging skills Soultaker can learn. And yet the fun has only begun...

Death Sickle Dance (lv40) | User-centric AoE | No poss
★★★★
1600% 5x5 AoE with almost 3s delay. At a very low chance, this skill might deal damage equals to the enemy's current HP, ie. instant death (you still get exp and drop). Excellent to use while Abyss is cooling down.

Summon Fenrir (lv45) | Single target > Self buff > Ground-based AoE | No poss
★★★
A three-level skill, each level is vastly and totally different. Lv1 summons Fenrir to "devour" your target, success chance depends solely on level difference and works even against bosses. Lv2 summons Fenrir to "digest" the devoured target, recovering your HP/MP/SP, the higher the devoured target's level, the more you're healed. Lv3 summons Fenrir to "spit out" the devoured target, dealing 5x5 AoE damage up to 2200% Atk. Even if you didn't use lv1 beforehand, you can still use lv2 and lv3 (but of course they'll be much weaker). Not just for fun, this is also a great instant-kill and self recovery skill. Lv3 uses Atk, but Mag builds can also easily cast Collapse to switch around and make use of the high damage.

Soul Hunt (lv47) | Single target > Target-centric splash
★★★
Two-hit skill, the first is Atk-based and the second is Dark Matk-based 3x3 splash. This skill is very complex, but to put it simple: you should use lv3 which has 1700% Atk and, more importantly, absorbs 200% max Atk as HP (pretty much an instant full heal). Lv4 is 1700 %Matk and absorbs 5% max Matk as HP, but that's not significant at all - even summoning Fenrir is faster.. Lv5 is a mixed bag of Atk and Matk, which doesn't work well compared to either lv3 or 4.

Damnation (lv50) | Target-centric AoE
★★★★★
7x7 Dark AoE that powers up if you've learned Abyss and Death Sickle Dance, for a maximum of 3650% Matk. It looks like Dark Blaze at first, then HANDS emerge from the ground. Between Abyss, Death Sickle Dance and Damnation, you have three hax AoEs that can be used alternatively to make grinding less boring than just spamming Dark Blaze over and over. Any of them would likely be overkill when you're fully buffed anyway.
« Last Edit: March 25, 2012, 12:05:28 AM by Trass »

Offline Kesaikins

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #1 on: February 14, 2012, 12:15:56 AM »
Pertamax.

Jadi dibikin di sini juga akhirnya ya. :nod:

Btw itu kepotong tuh, Royal Dealer-nya cuma sampe Lv. 40.

Kayaknya harus dipisah lagi. :nod:
Selain itu, entah knapa buka thread ini agak berat. @_@
« Last Edit: February 14, 2012, 12:17:22 AM by Kesaikins »


(」・ω・)」うー!(/・ω・)/にゃー!(」・ω・)」うー!(/・ω・)/にゃー!

Offline Trass

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #2 on: February 14, 2012, 12:19:45 AM »
Tidaaaaakk ternyata kepanjangan. Lanjut di sini deh

Quote from: Lazy
    Maestro

Lots of robot skills aside, Maestro gets techniques regarding equipment enhancement and even very strong physical attacks.

Equipment Enhancement (lv3) | Single target buff | No poss
★★★
Lets you or anyone else performs an upgrade, provided they have upgrade Crystals ready in inventory. There is an upgrade NPC available at Downtown, but using this skill means no 5k cost per attempt. If you upgrade a whole lot, this might save money in the long run. Or you can open an upgrade service at half NPC price, for example?

Atk Communion (lv6) | Party buff | No poss
★★★★★
For 10 minutes, party's max Atk +300. Doesn't affect min Atk. Very great buff for non-magic users. Especially Gladiators, they will love getting this buff in conjunction with their Ekviry.

Maestro (lv10) | Passive
★★★★★
Passive namesake skill, adding your own stats to Gundam and mechanic-type pets' stats. Unless you never ever use robot, this skill is a must, it'll significantly power up your robot. Also turns your Honda into a Harley Davidson.

Deep Weapon Enhancement (lv13) | Friendly target | No poss
★★★
Performs a special type of enhancement using Potential Stone, which cannot be done at NPC (unless you use IM). Instead of raising Atk, HP etc. this type of enhancement raises Str, Dex, Vit etc. instead. Compared to normal enhancement, there is a higher chance of success.

Maneuver Attack (lv20) | Robot buff | No poss
★★★★★
For 180s, robot's Atk +200%, afterward for 150s, robot's Atk -75%. There is also a 150s innate cooldown, which means you cannot use the skill again to remove its own debuff. Very useful if you're in need of fast damage output, it also stacks with Over Tune. Switching map removes the reduced Atk debuff, making it quite useful for soloing. Does not stack with other Maneuver skills.

Maneuver Defense (lv23) | Robot buff | No poss
★★
For 180s, robot's left Def +10% and right def +200%, then - just like with Maneuver Attack - you get a Def debuff (exact figures unknown). Good for... escaping I guess? Does not stack with other Maneuver skills.

Maneuver Speed (lv25) | Robot buff | No poss
★★★
Same as the above two Maneuvers, it gives Delay Cancel first then reduced attack speed later. Might be good if you're satisfied with your attack power and just want to smack things faster. Keep in mind, though, that Pet Delay Cancel is even more effective than this. Does not stack with other Maneuver skills.

Weapon Enhance (lv30) | Single target buff
★★★
Not to be confused with Enhancement (upgrading), this skill gives +55 Atk for 210s and that's it. The description says this skill gives bonus critical rate, but in reality, it does not. At all. Still, the Atk buff doesn't disappoint either.

Rock Fall (lv35) | User-centric AoE
★★
Exactly the same as Tsunami, except it's physical and Earth element. Knockback included. Cast time is ASPD dependent, and it consumes MP. Its use should be the same as Tsunami... you know, main batu.

Satellite (lv40) | Single target
★★★
Summons 4 Search Eyes at the same time to attack a target. After target is gone, you can still use Go! to order them to fight until they disappear (60s duration). Just like most other summon skills, there isn't much value in using this, seeing how the Satellites won't carry over your own buffs. EDIT: I just checked, and the Satellites' stats are 100% of user's, which means this might be a better skill than it looks.

Railgun (lv45) | Single target
★★★★
No, you won't become Misaka Mikoto with this, but it's awesome: 4000% robot Atk that never misses. Sure there is a delay of 3s and innate cooldown of 10s, but look at that marvellous power. There is, yes, catalyst requirement, which is one Railgun Bullet per use. They are easy to make - 1 Iron Fragment = 5 bullets, 1 Iron Lump = 50 bullets. You can even buy a bag of 100 bullets from Gordo sisters.

Limit Exceed (lv47) | Robot buff
★★★★
Activates all learned Maneuver skills at once. There is no change in duration of the buffs and debuffs, but the Maneuvers' effects are increased (Maneuver Defense when activated through this skill can easily get you to 100 left Def/Mdef). This, unfortunately, affects both buffs and debuffs - lv5 Limit Exceed will turn your robot into Superman, then reduce it to a Barbie doll afterward. Furthermore, unlike when using Maneuvers separately, the debuff from using this skill (called "Overheat" status) will not disappear upon changing map, making the post-duration debuff a real pain. For frequent usage, lv1 is recommended - it's already better than using a lv5 Maneuver skill separately, and the post-usage debuff is not too heavy of a penalty.

Junk Throw (lv50) | Target-centric AoE | No poss
★★★★★
This skill has been nerfed after officially implemented into jpECO. It's a 5x5 AoE that hits 16 times. If your weapon is +0, damage is only 80% per hit, however as long as it's at least +1 (which should be easy to achieve), the damage suddenly leaps up to 200% per hit. At the same time, it also has (high!) chance to cause Immobilize, Slow, Confusion, Silence and Stun. As long as you upgrade your weapon at least once, this is frankly put a perfect skill with no weakness, allowing a Maestro to solo even in Dimension Dungeons without the need of active posses.

    Harvest

Befriending nature, Harvest takes both Alchemist and Marionest's skills to a new level. While most of the time you'll still be relying on Mario King Summon for damage, there are many new skills that prove to be greatly helpful for survival and soloing.

Equipment Fusion (lv3) | Friendly target | No poss
★★★
Enables performing equipment fusion without the need of visiting Yoko all the way at Enigma, and without the expensive fee. You need 1 Gorgeous Thread (refine Downy Cotton). 100% success. Seeing how ECO is dominated by fashion, fusion is very common, and this skill will save a lot of time going back and forth between Acro and Enigma.

Payload Communion (lv6) | Party buff | No poss
×
For 10 minutes, party's Payl +500. Almost everybody gets overweight due to Capa, not Payl, thus this skill is totally useless.

Harvest (lv10) | User-centric AoE | No poss
★★★★
All enemies within 9x9 around user are stricken with -50% Atk and Matk, as well as receiving the Harvest debuff. An enemy affected by this debuff will have its HP constantly drained and absorbed by the player. Lv1 has no cast time, no delay, drains 100HP every 2s, and 60s innate cooldown. Lv5 has a long 3.5s delay, drains 180HP/2s, and 180s innate cooldown. Until you acquire Harvest Mastery at job lv45, lv1 is recommended for grinding, since you'll be able to use it once a minute. After learning Harvest Mastery, you're free to use lv5 but keep in mind the delay. The debuffs are 100% success, but can be reflected, in which case you will get Atk/Matk reduction, but won't lose HP. Cast time is CSPD dependent.

Deep Armor Enhancement (lv13) | Friendly target | No poss
★★★
Same as Maestro's skill, except for non-weapon pieces of equipment. Deep Enhancement can be done at NPC using IM items, so if you've got more money than you can spend, might as well do it the IM way.

Negative Harvest (lv20) | User-centric AoE | No poss
★★★
Enemies within 9x9 around user that are affected by Harvest debuff receive status abnormals. Lv1 to 5 cause Sleep, Silence, -50% ASPD, Confusion, Slow respectively. The debuff lasts 40s (much shorter against players and bosses) but there's a 1 minute innate cooldown. Consumes 1 Toxicate Potion (refine Dangerous Mushroom or Poisonous Mushroom) per use. To be honest, it doesn't seem very attractive, although for soloing in tough situations, it might be of help.

Decompose Fusion (lv23) | Friendly target | No poss
★★★★★
Decomposes a fused equipment, returning you the appearance item with 1/1 dura. 100% success, no catalyst requirement. Can also be used on DEM parts, in which case the part will return to basic state and it's the fused weapon/armor that's left with 1/1 dura. Since neither NPC nor IM can perform this decompose process, you can set up service and extort money from other rich fashionable but non-Harvest players.

Black Rose Thorn (lv25) | Self buff
★★★
For 3 minutes, whenever you take damage, there's a 35% chance that the damage you received will be returned to the enemy at 350% of its value. The more damage you take, the higher the returned damage is (but of course the more painful it is to you). Against players, the returned damage is much lower, only about x1.2 times the received damage. Even long range and magic attacks are no exception. An okay passive offense skill by itself, because low defense = higher damage but easier death, while high defense = low damage. But if you learn Twisted Plant (and you will be learning that, no exception), this skill becomes a no-demerit buff that should be kept on all the time.

Prickle Shield (lv30) | Single target | No poss
★★
Summons up to 4 Dryad (lv1~3) or Alraune (lv4~5) to attack your target. After target is defeated, Dryad can be ordered with Go! but Alraune just stays there doing nothing. In return, Alraune causes Poison when attacking and lasts longer (but what's the point of a long-lasting summon that doesn't attack...?) They don't carry over user's buff, making them kind of average. If you use this skill, lv3 is recommended.

Create Nekogurumi (lv35) | Ground
★★★★★
Summons a Nekogurumi. Lv1 is a physical attack type, lv2 a magic type, and lv3 a support type. They last 5 minutes regardless of level and there is a 60s innate cooldown. They do carry over your stats, including buffs, plus their own stats. Among those, lv2 is the most helpful since it can heal you, but all 3 types are incredibly sturdy, and like Trader's Common Mercenary, they'll most likely last as long as their duration allows without dying, unless against tough bosses. Just like Common Mercenary, this is a glorious support skill that you'll learn to love.

Twisted Plant (lv40) | Single target buff | No poss
★★★★★
Something like Solid Aura for Harvest: summons a plant barrier that has 100% of your HP, and absorbs all incoming damage (except Poison, Flare, damage from cold/underwater etc.) until it dies or after 90s. There is no innate cooldown, which means whenever it dies you can just resummon another one right away. Black Rose Thorn still activates while you're protected in the plant. If the plant takes more damage than its current HP, the remaining damage is then dealt directly to you, and no you cannot heal the plant. Like Solid Aura, this skill can be cast on anybody, making it a superior buff that just gets better the more HP the target has.

Harvest Mastery (lv45) | Passive
★★★★★
Powers up just about every other major Farmer family skills. You can summon more Marionettes and they get stronger, Marionette Kings and Chemical Plant also power up. When equipped with plant-type pets, your own stats are added into your pet's, meanwhile Plant Healing heals more and Rose Whip hits harder. Harvest's innate cooldown is reduced to 60s for all levels, and Negative Harvest's duration gets +20s. Black Rose Thorn's returned damage gets +150%. Marionette Overload's duration increases by +100s. Finally, MP and SP consumption of several skills decreases by 25%. I'm sure you can figure out by yourself whether you should learn this skill or not.

Mistletoe Shot (lv47) | Single target > Target-centric AoE
Str ★★★★★ | Mag ×
Deals 2320% Atk then immediately heals players within 7x7 of the damaged target. Amount of HP healed is 40% of the damage dealt, which should be a lot since as you can see, the skill is significantly powerful. Note that if the attack misses, there won't be any healing. An incredible party support skill, as well as self-healing - with this and Twisted Plant, there's no way you can die from normal grinding. Lag/DC doesn't count.

Plant Edge (lv50) | Ground-based AoE
Str ★★★★ | Mag ★ | Hybrid ★★★★★
A 5x5 AoE that deals 630%~700% of your max Atk and max Matk combined, times 5 hits. Like Lava, there is a chance to cause Immobilize while it hits. Although up to 3500% of both Atk and Matk combined sounds awesome, this skill has many drawbacks: cannot be cast while Silenced, always Neutral element, never critical hits, blocked by Aura, not affected by Zen nor Flame Heart. Although, it ignores Reflection, and deals damage to enemy's Def not Mdef. A nice AoE for Str build, but for Mag build, Mario King with elemental advantage is better. On the other hand, if you ignore defense altogether and go for a hybrid build, this skill becomes very powerful (especially with Dragon Eye and Soul Sacrifice).

    Stryder

Ranger family is advertised to be some sort of "solo" class, but in reality, they're more commonly used in party, often just for their Knowledge. Stryder gets better damage dealing skills, but in the end it's still better to grind with a party than alone.

Absurd Whip (lv3) | User-centric AoE | No poss
★★
Absurd skill name. Hits enemies within 5x5 around user randomly 8 times, 300% each hit, may cause Stun. Motion is incredibly long and so is delay (5s!) and it hits 8 times in total, not 8 hits to everything. Quite similar to Gunner's Bullet Dance. Due to the really high delay and the scattered damage, it's not very useful.

SP Communion (lv6) | Party buff | No poss

For 10 minutes, party's max SP +500. Similar to Astralist's MP Commu, and due to Explorer's Stamina Take, this Commu has little value. Of course, if you're in party with a Gladiator who insists on using Zillion Blade on everything...

Stryder (lv10) | Passive
★★★★★
Another namesake skill, and similar to Maestro, this skill adds user's own stats to their equipped pet. Only applies to certain types of pets, such as living creatures, plants, Bushin, Cait Sith, Automata, etc. Does not apply to mechanic type such as Gatling Gun or Honda, and does not apply to Union Pets (probably will be supported later). A well-trained pet with your player-level stats added in will become as powerful as a normal player.

Long Range Pull Whip (lv13) | User-centric AoE | No poss
★★★★
Performs Pull Whip on all enemies 9x9 around user. Having learned both Catch and Pull Whip, damage will be 315%. Weak, but causes Immobilize, and has a very short delay, allowing you to spam it over and over. Using this skill with a big group of mobs and Stamina Take may easily recover most, if not all, of your SP. As long as you don't mind hitting just one button again and again, this is a pretty good solo AoE skill. Just be wary of the range, or you'll be pulling other players' targets and be accused of KSing.

Material Bind (lv20) | Single target
× | PvP ★★★
For 60s, target player cannot change their equipment. Obviously a PvP only skill.

Treasure Essence (lv23) | Passive

Greatly reduces the Payl and Capa of Wooden Box, Treasure Chest and Container, to only about 1~2 Payl/Capa each. Since you can just Unlock anyway, there isn't much point in learning this.

Rest Skill (lv25) | Single target | No poss
★ | PvP ★★★★★
Target cannot use any skill. Duration 120s against momons, but much shorter against players and bosses. Passive skills still work. Pretty much for PvP only.

Region Bivouac (lv30) | User-centric AoE | No poss
★★★
Creates a Bivouac Point 3x3 around yourself, lasting 3 minutes. If you use Bivouac inside Bivouac Point, other players who sit in there normally next to you also recover as fast as if they had Bivouac. You can set a maximum of 3 Bivouac Points, then just by using Bivouac in one of those 3 points, players sitting in other points also recover quickly. Can also be used to block DoT AoE.

Lightning Speed (lv35) | User-centric AoE party buff
★★★★★
For 180s, increases self and nearby party members' Dex and Agi by 12 points each. Extremely good buff, whether soloing or in party.

Knowledge Book (lv40) | Self buff
×
For 5 minutes, increases the effect of learned Knowledge skills. Like Trader's Drop Burst, it's still unknown whether this skill really works or not.

Treasure Mastery (lv45) | Passive
★★★★★
Increases the damage of trap, whip and pet skills by +50% damage each hit, while reducing SP consumption by 25%. Grass Trap's damage also becomes 49.5% at max level, and the damage cap increases to 12000. Fascination Box also strengthens up. Multi-hit skills like Absurd Whip makes the most out of the damage bonus. Useful for all builds.

Pillage Act (lv47) | User-centric AoE
★★★★
Deals 1200% Atk and has a chance to steal item from everything 5x5 around user. Chance to steal increases if Snatch is learned, up to 40%. Damage is nice, delay is a bit long, and sometimes you may get overweight right after stealing a bunch of items, leaving yourself wide open to damage.

Artful Trap (lv50) | User-centric AoE party buff
★★★★
Implants traps onto yourself and nearby party members, the trap has low chance to activate whenever you take damage. When activated, lv1 to 3 heal HP, MP, SP respectively, healing amount is Atk and Matk dependent. Lv4 releases gas that causes Poison and Stun. Lv5 sets some random Fascination Boxes. Effects are 3x3 around the player whose implanted trap activates, except lv5 which is 5x5. Skill lasts 5 minutes, it may activate multiple times, but as said, the chance is low. This is mostly a gimmick skill, useful in a party with many members. Lv5 is nice, to boost damage output, or maybe lv2 if party is full of Spellusers, and lv1 is a cool tool for pet training.

    Royaldealer

The world revolves around money, and it's natural that Royaldealer gain skills that power up using money. They also have a deadly debuff that makes them a must in boss fights.

Dealer Mastery (lv3) | Passive
Card ★★★★★ | Bag ×
Gives bonus Atk (both min and max), L.Hit and critical rate when equipped with throwing cards. Stacks with Throwing Mastery. There is also a 85% chance of not consuming card when attacking, including using skills, and a 85% chance to not consume money while using Royal Dealer skill. Completely useless for handbag users, but card users should worship this.

Capacity Communion (lv6) | Party buff | No poss
★★
For 10 minutes, party's Capa +500. Might be handy during long hunting trips.

Royal Dealer (lv10) | Self buff
Card ★★★★★ | Bag ×
When equipped with cards, your attacks never miss. Furthermore, each hit gets +1000 damage bonus, at the cost of 1000G each hit. Cancels if moved. The added damage ignores defense, so even against enemies with over 100 left Def you'll still be dealing at least 1001 damage per hit, however Solid Aura still blocks it all. The added damage is not affected by buffs like Flame Heart or Efficus, but increases against targets with Damage Marking debuff. Money consumption is ridiculous - 1k per hit - but with Dealer Mastery learned, you'll still deal bonus damage while rarely losing money. If you don't have enough money, there will be no damage bonus, but your attacks still never miss. Very helpful for bosses that have sky high Avoid and Def like Emil Dragon, you'll be hitting them for nice damage easily without the need of Giant Killing or Debilitist.

Damage Marking (lv13) | Single target
★★★★★
For 40s, target takes x1.6 times damage from everything. Always works, works againts everything. Absolutely important in boss fights.

Spirit Marking (lv20) | Single target
× | PvP ★★★
For 40s, when fighting players who host posses, always inflicts piercing damage to posses. Purely PvP/KT skill. An "enemy target" version of Eraser's Notio skill, but as I said over there, many KT players have 100 left Def/Mdef, therefore this skill will only really be deadly if you work together with Erasers or Forcemasters, who can almost completely ignore enemy defenses.

Critical Marking (lv23) | Single target
★★★★
For 40s, critical rate against target increases by 30%. Nice to have, an Eraser will most likely deal 100% critical attacks against a target marked with this debuff.

Perfect Riot Hammer (lv25) | Self buff

The next Riot Hammer you use never misses. Riot Hammer pretty much never hits without this buff, and the skill itself is clumsy as hell to use, so it's up to your preference.

Rhetoric (lv30) | User-centric AoE party buff | No poss
★★★★★
User and surrounding party members' max MP and SP +430, as well as receiving either Magic Luck or Bad Luck (not both) effect. Effect lasts 210s. The two Luck buffs are godly alright, but the MP/SP increase is also almost as much as MP/SP Commu skills! You know what to do.

Straight Flush (lv35) | Single target
Card ★★★★ | Bag ★★★
Deals 150% x9~13 hits. Motion is ASPD dependent. This is a combo-type skill, which means unlike Bag Smash, each hit is separate, therefore high ASPD is important to prevent enemy from countering while you're still attacking. Works best with cards, especially combined with Dealer Mastery and Royal Dealer buffs (just watch out for money consumption).

Goddess of Fortune (lv40) | Passive
★★★★★
Increases the activation chance of Magic Luck, Bad Luck, Danger Dodge. Also powers up Good or Evil to 999%, and increases its success chance to 99%. Not many people use Good or Evil, but otherwise the 3 passives become even better than they already are. Must-have.

Handbag Expert (lv45) | Passive
Card × | Bag ★★★★★
Handbags, both right- and left-handed gain +25% Atk, +50% Payl/Capa, Physical Training effect increases to 286%, Bag Smash powers up +30% and 3 more hits. Properly used, this pretty much makes Bag Smash stronger than Specter. Nevertheless, card build still ends up being a bit stronger due to Royal Dealer, but those who love bags will love this skill as well.

False Money (lv47) | Target-centric AoE
★ | PvP ★★★★★
A 7x7 AoE dealing 150% Matk damage, reducing target's Dex and Agi by 25 each, and causes Slow, Confusion, Silence. Very very deadly in KT, but outside the scope of PvP, the damage is just way too weak to count, especially since it uses Matk not Atk.

Time is Money (lv50) | Target-centric AoE | No poss
★★★★★
Powerful 5x5 AoE that gets stronger the more money you have. With 0G, damage is 1000% Atk. With just 50k, it already deals 2000% Atk. With 90jt in hand (money in bank doesn't count), it becomes 3500% and accuracy also increases slightly. In any case, it'll still end up being the strongest skill for Royal Dealer, and that's not counting its AoE effect. Be careful that the delay is fairly long (3s).

    Joker

Choosing the different road, a road of thorn and pain that nobody else dares to try, the hard working Novice is rewarded by becoming a Joker, capable of equipping all sorts of equipment regardless of job requirement, performing well in every aspect and overall very fun to play with.

Joker Strike (lv3) | Single target
★★★★★
Hits the enemy 8 times at 340% per hit, for a total of 2720%. Strong, but long motion and long delay (4s). Lv1 has no cast time nor delay and still deals 180% x2 hits, making it spammable. This will be your main single target attack skill, so master it well.

Full Weapon Mastery (lv6) | Passive
★★★★★
Enables the Joker to equip every type of weapon (although still limited by level, race and gender). Also gives bonus Atk (both min and max), S.Hit, L.Hit and critical rate when equipped with a weapon. The Atk bonus and especially Hit bonus are much higher than other job 3s. A Joker is not a Joker without this.

Full Dresser Mastery (lv10) | Passive
★★★★★
Same as Full Weapon Mastery except for armors, now you too can become the number one cosplay star without relying on Gardener Brooch!

Hate Steal (lv13) | Single target
×
Immedately gathers aggro from a monster, making it target you. Same thing as Swordsman's Provoke. However, among job 3s, Joker has the lowest HP, therefore using this skill is like asking to be beaten up badly instead.

Joker Delay Cancel (lv20) | Party buff | No poss
★★★★★
For 3 minutes, party gets Delay Cancel buff. Has a 3-minute innate cooldown. Similar to Commu skills, it affects all party members within the same map but can be used without being in party. This DC stacks with other job-specific DCs, and also with Overclock, but not with Catty Anzu's DC. Excellent buff that should and must always be on whenever possible.

Damage Charge (lv23) | Self buff | No poss
×
As you take damage, your (invisible) "charge" gauge goes up, once the received damage reaches a limit you'll perform a 5x5 user-centric AoE that deals exactly the same damage as the gauge's limit. For example, at lv5, after receiving 9000 damage you'll deal 9000 damage to everything around you, ignoring Def, Reflection and Solid Aura. You have to fill the charge gauge within 5 minutes since using the skill or it'll be reset. Similarly, the skill also has a 5-minute innate cooldown. 9000 damage is nothing compared to the pain of losing 9000HP for the skill to trigger, and it's completely unaffected by any buff, not even Efficus, making it totally useless.

Joker Art (lv25) | User-centric AoE | No poss
×
Uses up all MP and SP to perform a suiciding 9x9 attack. There is a 70% chance of dying immediately after using it, and if you don't die, you're left with 1HP. Damage is 4700%, 5-minute innate cooldown. As if suiciding wasn't bad enough, this skill can miss, can be blocked by Solid Aura, and can be reflected (in which case it'll kill you immediately if you have 1HP left). It is affected by Flame Heart, Efficus, Dragon Eye etc. but death is just too much of a waste no matter how you see it.

Joker Spirit (lv25) | Passive
★★★
Exactly the same effect as all job 2s' Spirits. Joker's stats are kind of... low compared to other jobs, not to mention the low HP/MP/SP coefficients, so most people probably won't want a Joker as their poss during serious circumstances.

Ex Pangeam (lv30) | Single target

A single attack at 290% Atk that depends on L.Hit and removes target's buffs and debuffs, in a similar fashion to Banishment. This is the only way to remove Ethereal Body and Dispel Aura which very very very few enemies use (the only one I can think of is Meiou) as well as Alter Zero and Soma Mirage which a few bosses like Emil Dragon Arma or Rokuou use. That said, between the fact that it uses L.Hit and its abysmally low success chance, this skill is a joke.

Joker Style (lv35) | Single target
★★
Performs an attack that changes depending on your equipped weapon. Each level from 1 to 3 can only be used with certain weapons, and may cause Str reduction, Slow, or Agi reduction respectively, lv3 also knocks back. Unfortunately no matter what, Joker Strike is still a lot better than this skill, although the debuffs might be of some use in PvP.

Divine Protection (lv45) | Party buff
Solo ★★★★★ | Party ★★★
Similar in execution to Commu skills, but can be used without party and can be used during poss. For 5 minutes, party members get bonus stats depending on their job. Fighters get +8 Str/Vit, Spellusers get +8 Int/Mag, Backpackers and DEM get +8 Str/Mag, and Joker gets +8 to all six stats. Does not stack with other stats up buffs such as Druid's Rousing skills. A great buff for solo, but with a Druid or higher in party, Rousings are still a lot better, despite their short duration.

Style Change (lv47) | Self buff
★★★★★
A self buff that increases user's stats differently depending on skill level, and becomes more effective if you've learned Divine Protection. Lv1 (Magic Style) gives +30% MP, +12 Dex, +12 Int, +9 Vit, +13 Mag. Lv2 (Shooter Style) gives +30% SP, +12 Str, +12 Int, +10 Vit, +12 Agi. Lv3 (Attacker Style) gives +30% HP, +12 Str, +12 Dex, +12 Vit, +10 Agi. Lv1 lasts 7 minutes, lv2 and 3 last 5 minutes. More or less a replacement for Divine Protection when soloing, but in party, keep in mind that stats up buffs don't stack.

Joker (lv50) | Various | No poss
★★★★★
Joker's namesake skill, one that changes entirely depending on your equipped weapon. Generally, with a weapon equipped you'll perform an attack with medium-high damage output with various other effects such as absorbing HP. However, few people would bother using this skill with weapon equipped, because the biggest effect of this skill though comes from casting it while bare handed. In that case it's a self buff that gives +100% HP/MP/SP and +250% Atk/Matk for 5 minutes. Absolutely ridiculous effect, with a mere innate cooldown of 60s, which means you can not only keep the insane buff up all the time, but you also can switch to using a weapon and use Joker within the 4 minutes after its innate cooldown is over but before the bare hand buff wears off. In that case, keep in mind that when equipped with staff, book or musical instruments, the skill will be Matk dependent.

    Conclusion

Gladiator, Cardinal, Stryder are okay.
Hawkeye, Maestro, Royaldealer are cool.
Eraser, Forcemaster, Astralist, Harvest are awesome.
Guardian, Soultaker are overpowered.
Joker is trollface.jpg 

Hayooo... siapa yg teriak2 forcemaster itu anak emas? 'Plus Element' nya force master ternyata TIDAK memberikan elemen ke serangan magic. Dan Decrease Weapon/Shieldnya force master itu buat di target ke TEMEN bukan ke musuh.

Untuk Astralist, Remain Element ternyata ga bekerja untuk skill multi hit di tanah kyk lava lake atau tempest ;_;
« Last Edit: March 08, 2012, 06:53:32 AM by Trass »

Offline sinoSOU

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #3 on: February 14, 2012, 07:23:50 AM »
hahaha, kliatannya tau sapa
klo imba sendiri kan job lain nda laku =P

btw, itu un-fusi yg dibalikin jd dura 1/1...
aq penasaran, klo misal ada status  IM yg hp + 300, ntar balik lg ga ya itu statusnya stlh di un-fusi?
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Offline Trass

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #4 on: February 14, 2012, 10:12:49 AM »
btw, itu un-fusi yg dibalikin jd dura 1/1...
aq penasaran, klo misal ada status  IM yg hp + 300, ntar balik lg ga ya itu statusnya stlh di un-fusi?
Yg berubah dari item2 nya setelah di decompose fusion cuma durability dari item yg appearance aja. Selain 1/1 dura, ga ada yg berubah. Jadi harusnya kalo ada embel2 hp+300 bakal balik lagi setelah di un-fusi

Offline Kinohara

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #5 on: February 14, 2012, 11:24:07 AM »
Nice guide, seriously :)
very easy to understand but I wish there are casting&delay time information in every skills, lol

so, will "he" back or stay in jpECO forever?

Offline Light1412

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #6 on: February 14, 2012, 01:00:09 PM »
Hayooo... siapa yg teriak2 forcemaster itu anak emas? 'Plus Element' nya force master ternyata TIDAK memberikan elemen ke serangan magic. Dan Decrease Weapon/Shieldnya force master itu buat di target ke TEMEN bukan ke musuh.

Untuk Astralist, Remain Element ternyata ga bekerja untuk skill multi hit di tanah kyk lava lake atau tempest ;_;

lol... remain element gak bekerja untuk multi hit sih udah bisa kuduga, kl gak super imba dah :D... (dah kebayang spam earth cry + remain element + delay out yang gak pake pusing liat element musuh wkkwkwk)

well masalah decrease weapon n shield force master buat ke temen malah lebih guna sih bagiku :D... (anti up dari para striker mwahahhahaa... for me the best defense is without any shield and pure mdef wkwkwkw)
« Last Edit: February 14, 2012, 01:03:21 PM by Light1412 »

Offline Roseline

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #7 on: February 14, 2012, 01:07:03 PM »
Lava lake ato tempest emang ga target ke karakter, tapi kek earth cry kan mentarget ke karakter dulu baru jadi skill tanah multi hit, bisa jadi yg ditarget aja yg kena remain element sedang yg laen tidak?
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Offline Kesaikins

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #8 on: February 14, 2012, 01:25:47 PM »
Beberapa skill/spell keliatan imbalance nya :puppyeyes:

Nice guide, seriously :)
very easy to understand but I wish there are casting&delay time information in every skills, lol

There are, on the respective job's thread :laugh:.

Anggep aja yang di sini itu ulasan singkat, detailnya ada di thread masing2. :nod:


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Offline Trass

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Re: [Guide and Discussion] All Chronicle Skills (Job 3)
« Reply #9 on: February 14, 2012, 02:44:16 PM »
Nice guide, seriously :)
very easy to understand but I wish there are casting&delay time information in every skills, lol

so, will "he" back or stay in jpECO forever?
Seperti kata post diatas, di thread job masing2 udah ada. Disini sebenernya bukan "detail" dari skill2 tersebut, tapi "penjelasan" tentang apa yg bisa dilakukan, keunggulan kelemahan, dan bagaimana kemungkinan penggunaan masing2 skill (berdasarkan sudut pandang penulis). Karena kalo cuma dengan deskripsi skill dari thread job 3 yg lain, biasanya banyak yg masih ga mudeng. Disini lebih diperjelas.

Dan dia ga maen jpECO kok. Bisa maen, tapi harus pake VPN dan lag bgt, jadi dia ga maen disana. Orangnya sendiri masih aktif di idECO.

well masalah decrease weapon n shield force master buat ke temen malah lebih guna sih bagiku :D... (anti up dari para striker mwahahhahaa... for me the best defense is without any shield and pure mdef wkwkwkw)
Ah yap, bener juga. Saya udah kasih tau orangnya dan dia bakal tambahin di guidenya. Dan juga, dengan pasang dec shield, remain elementnya astralist jadi sampah xD

Tapi dec shield dan weapon cuma bisa di cast ke party. kalo ga separty ga bisa. mungkin untuk mencegah ngetroll orang lain yg lagi hunt? :U

Lava lake ato tempest emang ga target ke karakter, tapi kek earth cry kan mentarget ke karakter dulu baru jadi skill tanah multi hit, bisa jadi yg ditarget aja yg kena remain element sedang yg laen tidak?
Ga kok, earth cry se tipe sama lava. Ga kena efek remain ele sayangnya ^^;

Sejauh ini skill yang paling saya suka sih Harvest Mastery. Bisa bikin wortel tambah jago! /shot
Marionette king jadi 1350% matk lagi
« Last Edit: February 14, 2012, 03:05:09 PM by Trass »