Spoiler: Brawler Guide; Warning, Extremely Long [*]The Unofficial Complete Brawler Guide ”Want to see a magic trick?” Written by GRPHC for the DFO Community 1/22/2012 - Updated to Act XVI: Secrets of Suju Will be updated after every major update. ----- o. Table of Contents [TOC] Control+F the tags [within these] to quick-jump to your area of interest.I. Introduction [INTR] ia. Who are you? [TWHO] ib. How to use this guide. [HWTO] ic. Things you should know. [SLTE] II. Why should I play a Brawler? [YFHT] III. Shared Skill Overview [SSOV] iiia. Shared General Skills [SSGN] iiib. Shared Grappler Skills [SSGP] iiic. Shared Nen Master Skills [SSNM] iiid. Shared Brawler Skills [SSBR] iiie. Shared Striker Skills [SSSK] IV. Brawler Unique Skill Overview [SUSO] V. Specialized Skill System (EX Skills) [SSEX] va. What are EX skills? [WEXS] vb. General EX Skills [GEXS] vc. Fighter Subclass EX Skills [FSEX] vd. Brawler Unique EX Skills [CUEX] VI. PvP Tips and Tricks [PVPO] via. Introduction to PvP [PVPI] vib. How to Standing Combo [PVPC] vic. How to Shoulder Juggle [PVPJ] vid. How to OTG [PVPG] vie. How to Scoop [PVPS] vif. How to Beat Quick Rebound [PVPQ] vig. Videos of the Best [WTCH] VII. The Changes that Act X Give to Existing Skills [PPLC] IIX. Frequently Asked Questions [FAQ] ----- I. Introduction [INTR] Welcome to the Brawler subforum! For quite a while now, the number of fighters on the server pales in comparison to the other classes. You’re hopefully here due to interest in this class, and rightfully so, as Brawler is an excellent one to play—fast, fun, and constantly effective through both PvP and PvE, once you learn the in’s and out’s, you’ll never want to go back. This guide is written to hopefully convince players who are on the fence to make a Brawler, to sharpen the knowledge of existing Brawlers, and to be a reference and discussion source for all things Brawler-related. ----- ia. Who are you? [TWHO] I have been playing fighters near-exclusively since late 2009. I’ve since made multiple rounds through all four fighter-subclasses, and have played them all quite extensively. The one that I’ve invested the most time into is my Brawler (Ikamishu), who was the number 1 ranked fighter from November 2010 to May 2011. On DFO Source, I've written a guide for players who were attempting to pick up brawlers before, and then went on to expand upon it by writing a massive guide that encompasses everything fighter related called The Unofficial Complete Fighter Guide. However, the Act X: Rebirth update (our “Second Impact”) changes much of the game, expanding on the skill system and reworking many skills to the point that there wasn’t enough space in the complete fighter guide to fit everything. As of such, I’ve broken it down once again to each subsection to have a solid reference source for the new content for everyone and to have a new point to start each discussion thread from. That being said, I am a thorough PvP player, and as of such, my opinions on the PvE portion of the game may not be entirely accurate. If you find anything you disagree with, please post. All comments and criticisms will be taken to heart. Considering that all of this content is very new, some of the information posted may not be entirely accurate (though everything was looked into and verified to the best of my ability). If you see something inaccurate, please post and let me know, and I’ll respond and make the corresponding changes. ----- ib. How to use this guide. [HWTO] I am going to attempt to make this guide as organized as possible, and to have a logical flow of progression if you are reading it all in one go. However, the primary method for those seeking a particular area of interest will be the table of contents. As you have noticed, in it, after each area, there is a four-letter code. By using your search function (control + F in most browsers), you can search for that tag to instantly jump to your area of interest. Likewise, things that I think are interesting or very important will be in a quote box.Lines that are written in red refer specifically for PvP. I'll attempt to spruce up the guide and make it a fun read as well as interesting by posting helpful or just plain cool images and videos here and there. I'll also make a bump to the thread each time a significant add-on is made. ----- ic. Things you should know. [SLTE] There are a number of terms I'm going to use that, while experienced players may role their eyes at for me having to explain them, may be new to those who recently started to play Dungeon Fighter Online (here-on abbreviated "DFO"). For those unfamiliar with fighting games, the term hitbox is used to describe the area of an attack animation that will be used in determining whether or not someone is hit. Hitboxes vary in two things--size and duration. An attack with a large hitbox will cover a large area of the screen, and being in range will cause you to take damage/status effect changes. An attack with a long hitbox means that it stays in the area for a while, leaving the area the hitbox is in uninhabitable for a short period of time if you wish to take damage. There are skills with extremely small and short hitboxes in the game (such as One Inch Punch), and there are skills with very large and long hitboxes in the game (such as Nen Cannon). There are three distinct stages when attacking. We'll get into much more detail on these later on, but this is the nitty-gritty basics here. Attacking an opponent that is still on their feet is referred to as the standing stage, and skills that can be used while hitting these opponents without launching (knocking an opponent into the air) or knocking an opponent down are skills that can be used in astanding combo. When an opponent is launched into the air, this begins the second stage of the game's combat system--the aerial stage. During this stage, your opponent is in the air, and you can prolong their time there using launching skills, or skills that knock your opponent higher up. When your opponent hits the ground from the aerial stage, it begins the third stage of the game's combat system-- the ground stage. When they are on the ground, the official term for this status is called "down". At this point, you use attacks and skills with hitboxes that can hit opponents on the ground (hereby abbreviated OTG). On Bosses and in PvP, the aerial and ground stages have a summed damage cap, meaning if you do too much damage, it'll trigger an effect best referred to as gravity. This occurs when you take off more than roughly 20 percent of their overall health. Your opponent will fall faster as you do progressively higher damage. When you go overboard on the damage while they're on the ground, you will force them to instantly stand up, and they will be invincible for a small period of time.Mastery of the stages and being able to move into any of them on the drop of a dime is one of the keys to success in this game. Another key factor in this game is super armor. This is a characteristic of several skills, and has the feature of your character being surrounded by a flashing red and yellow glow. When in the super armored state, any attacks performed on you will not have hitstun. However, grabs and stuns beat super armor. Got all that? Good. Let's get it started. [*]II. Why should I play a Brawler? [YFHT] So you've looked into all the classes, and are still on the fence about which one to play? The brawler class specializes in status effects. In PvE, they are capable of keeping entire groups immobilized, stunned, and disabled. They also have one of the strongest gimmicks in the game--the infinite combo through heaven's net and disks. In PvP, the brawler is one of the highest damage-output classes in the game, capable of consistantly doing OCKO's (one-combo KO's). As a fighter subclass, brawlers have an extremely fast base movespeed, and with access to heavy armor, Brawlers can take a fair amount of punishment as well. In solo play, Brawlers have very good burst damage, and are often made to run Ancient Dungeons. In party play, Brawlers should make good and frequent use of Heaven's Net to gather mobs and important enemies into a single spot to optimize damage and target the stronger enemies with burst and disabling skills when possible. Pro's + Very fast attack and movement speed. + Lots of status effects, including various stuns, immobilizing, and status reduction skills. + The only fighter subclass that can use heavy armor. + Extremely high damage when poison is active. + Lots of combo resets. Con's - Doesn't possess many AoE skills - Most of the status effect skills must be consistently leveled to be useful, as using a low level status effect on a high level player/mob will have a near-zero chance of the status effect happening. - No super armored approaches. – Lack of ranged attacks. An assortment of Brawler videos, from DFO THIS TIME (/omg)-- Spoiler: PvE video of OldNavy from DFO completely wrecking King's Relic. Spoiler: PvP video of yours truly playing a casual round of PvP with some of the other heroes on the server. ----- III. Shared Skill Overview [SSOV] This is the section that deals with the skills that all of the fighter subclasses have availability to. For the large part, my opinions on the levels that a skill should be taken to for PvE will be in green, and likewise, for PvP will be in red. If it is in black, then that means that it is my suggestion to take that level for both PvE and PvP. Explanations will follow after each. A short video of each active skill will be under the skill in a spoiler box. The format of each skill will be as follows— Skill Name (Maximum Level of Skill): [Recommended Level of Skill for PvE, Recommended Level of Skill for PvP] [SP Cost] Skills in this game take SP Points to level up. You gain SP through leveling up and through completing certain epic quests. Please use the English Second Impact Skill Planner in order to plan your skill build when you are creating your character. It is updated to Act X of Dungeon Fighter Online. Before we begin, I'm going to discuss the difference between fixed damage skills and percentage damage skills. Skills that are fixed damage do a set amount of damage, regardless of how well upgraded your weapon is. These skills typically have a number in their damage description. The only modifiers for fixed damage are STR and INT (for physical and magical damage, respectively). For percentage damage skills, your attack value is taken and multiplied by the stated amount on the skill (these have a label of +% in their description). These skills do much more damage as you upgrade your weapon. [*]iiia. Shared General Skills [SSGN] Quick Rebound (1): Max, Max] [SP Cost: 10] This skill can only be used when you are lying on the ground. When used, it forces your character into a crouching position, and you are invincible for the duration of the skill. This skill is essential for PvP, and is quite useful for PvE due to its large amount of invincibility frames. I heavily recommend all characters, regardless of build, pick this skill up. How do I extend the duration of Quick Rebound? Holding down the skill key for Quick Rebound makes it last longer. Upon QR ending, instead of invincibility frames, you get 0.3 seconds of Super Armor frames, which means you can be grabbed, stunned, or frozen out of quick rebound. What do I do if an opponent is attacking over me to punish my quick rebound? Since you have 0.3 seconds of super armor immediately as you exit quick rebound, the biggest threat is if your opponent is using either a stun/freeze/grab attack over you (as this will cancel out the super armor and they’ll have priority) or if they are using a multihit attack (such as the Ranger’s Wild Shot), as the super armor will eat up the first hit, but the numerous hits afterwards will still have you placed in hitstun. The way to get around this is to use the first slimmers of super armor to use a grab skill. This will cancel out their multihit skill or grab skill. If you and your opponent use a grab at the same time, you will both be placed onto the ground immediately, and neither of you will take damage.Physical Critical Hit (10): [0 to Max, 0] [SP Cost: 20] This skill raises your physical critical hit (chance of ignoring defense with a physical attack) by 1 percent per level you raise it. If you are a PvE build and have the SP to spare in your build, this is a very decent area to place your additional SP into for more damage. However, I do not recommend getting the corresponding skill Physical Rear Attack at all, as the class does not receive enough opportunities to attack an opponent from behind to make good use of it. Magical Critical Hit (10): [0, 0] [SP Cost: 20] This skill is identical to Physical Critical Hit, with the exception that it raises your magical critical hit chance. Not as useful, since there are so few magical attack skills for a brawler. Why don't you take critical hit for PvP? While crits in PvP are occasionally useful every now and then, I have a couple of issues with taking the critical hit line of skills for PvP. First off is the issue of the limits of SP for PvP builds. As most people are familiar with, having as many utilities to use as possible is more important than DPS, and fighters, as a whole, are relatively strapped for SP in most PvP builds. Of course, all that being said, it's not a bad idea to take critical hit for PvP at all. It can increase the damage of your burst finish. This is a personal opinion of mine, but if you have the spare SP and don't see anything else to that you want to put SP points in, this works as well.Leap (10): [0, 1] [SP Cost: 20] When used, it provides you a period of time where your jump strength is greatly increased. This skill won't be used for PvE, but it is useful to have at least one level of this for PvP as an escape utility for getting out of corners. Ancient Memory (10): [0 to Max, 0] [SP Cost: 25] This skill boosts a large amount of INT, which is the principle damage multiplier for magic, poison and bleed damage. This is an optional skill for Brawlers, since it can raise poison, bleed, explosive hook, venom mine, and awakening damage. Indomitable Spirit (10): [0, 0 or Max] [SP Cost: 25] When used, this skill gives you a chance of being superarmored every time you cast a skill. This only puts you in a superarmored state during the casting period itself, not during the animation frames after the casting. Throw Mastery (10): [0 to Max, 0] [SP Cost: 25] This increases the damage of throwing items, which are sold by Siusha. Every class can put out higher DPS using their own skills rather than using throwing items, and it is relatively pricey as well. For PvE Brawlers, after using Heaven's Net, if two or more opponents are trapped inside, throwing discs will have massive damage output. For players of this item brawler build, Throw Mastery is useful in increasing DPS, and will save you money in the long run as well. Regardless, even then, it is hard to recommend. However, you should never pick up the skill Cancel Item Throw.[/quote] Last edited by GRPHC; 01-22-2012 at 09:35 AM. [*]iiib. Shared Grappler Skills [SSGP] Suplex (30): [1 or 5 + Cancel, 5 to Max + Cancel] [SP Cost: 15] This grab skill has a small hitbox right in front of you, comes out instantly, and places your opponent on the ground behind you. While this skill is not as important for PvE due to it's poor damage scaling, it is important to take at least one level for it's invincibility frames when it hits (using this skill also cancels out super armored attacks). If you find yourself using this skill extremely often, it may not be a bad idea to max out this skill, though there are almost always better alternatives to invest points into. In PvP, the cancel is absolutely crucial. This skill will be used to end most basic combos and beat out super armored attacks. I also heavily recommend maxing the skill for PvP, though this is player choice. Why max Suplex for PvP? When juggling an opponent in the aerial stage, almost every single time you notice your opponent starting to fall down quickly, you will finish the combo with a grab—namely Suplex, as these skills place the opponent on the ground regardless. Outside of that, grabs are probably one of the skills you will use extremely commonly to get out of Quick Rebound or punish your opponent’s super armored attacks. Because of the high frequency of use for this skill coupled with its “Finishing Attack” nature, Suplex is best maxed to maximize damage for it’s use. Spoiler: Suplex Iron Physique (20): [0, 0 to Max] [SP Cost: 15] This is a passive skill that raises your defense. This is a very, very optional skill. Most PvE players that I've run across have opted to not take this skill at all, as you have potions that can heal HP, thus rendering this nothing more than a waste of SP. For PvP, I heavily recommend maxing this skill. Try as hard as you can to find the SP for it. The extra defense is good, but more importantly, the extra VIT that this skill gives raises your HP by well over 10,000 by maxing this skill, which is a massive chunk. Seismic Punch (28): [0 or Max, Max] [SP Cost: 20] This skill has your character leap forward and punch the ground for an impressive earth shatter. Enemies caught in the AoE will be launched. For PvE, this skill is completely optional. I still believe it's worth maxing for PvE, as the fixed damage output is quite impressive, the AoE is large, and the cooldown is short, but it does require a significant amount of SP, and being a fixed damage skill, if you don't level it high for PvE, it does poor damage. However, for PvP, this skill is a must-have skill to max, as it is one of the few approaches fighters get that traverses the Y axis. Why max out Seismic Punch? The higher you level Seismic Punch, the stronger the launching strength gets, the lower the afterdelay becomes, and the larger the AoE gets. As of such, it is imperative to max this skill to make it the largest it can be to optimize the chances of you landing the launch and also getting the opportunity to juggle the opponent. When you land it close to the opponent (or on the same X-axis), you will be able to start a shoulder juggle through dash attack>muse uppercut. If you land on a separate Y-axis, you can use the skill Tornado Kick immediately after, moving onto the Y-axis of your opponent. After the first hit, immediately cancel it into a normal air attack into a dash attack into aMuse Uppercut. Following these tips, you’ll be able to start an aerial juggle anytime your Seismic Punch connects. Spoiler: Seismic Punch Neck Snap (10) (1, 1 to 3) [SP Cost: 50] In PvE, neck snap serves primarily as an attack-canceller. It functions with grab-level priority, but is a strike. It will cancel out any attacks that a mob can do, and is very useful against bosses with slow-SA attacks and enemies who cannot be grabbed. In PvP, this move serves as a good utility. It can be used after tornado kick or thrown out at random. Level 1 can be risky, as without attack speed, you will not be able to consistently combo after it connects. If you want to take this skill, I would recommend taking it to at least level 2. Anything more, however, is a waste of SP, since it takes 50 SP per level. Spoiler: Neck Snap ----- ivb. Shared Nen Master Skills [SSNM] Doppelganger (10): [0, 0 or 3 to 10] [SP Cost: 20] When used, this places a number of immobile energy clones around your character. These clones are capable of stopping projectile attacks, and when opponents run into a doppelganger, they will suffer a small amount of hitstun. This skill, without doppelganger blast, has very little use in PvE. However, in PvP, this skill serves as a zoning utility, and is one of the very few that Fighters get. They are easily destroyed and don't last long, but will serve to momentarily deter aggressors. Taking at least level 3 will ensure that you are surrounded on all sides, but I heavily, heavily recommend maxing it. Things to consider when using Doppelganger. When playing against Witches, it may not be the best idea to use Doppelganger—in doing so, you give them an immobile target to use Enhanced Magic Missile against, which can bounce to you multiple times, immobilizing you with hitstun and quite possibly giving the Witch the window it needs to land an approach attack. On the flip side of the coin, when playing against any other Mage or Mechanics, use Doppelganger liberally when you’re ready to approach. The doppelgangers can draw the aggro of the summons/landrunners, which will give you much more breathing space to use your approach. When playing against an Exorcist, if they use the skill Black Tortoise, use Doppelganger immediately. The Black Tortoise will draw aggro and leap at one of the doppelgangers instead of you, giving you ample time to either destroy it or attack the Exorcist. Spoiler: Doppelganger Nen Shot (30): [0, 0] [SP Cost: 15] This skill shoots an energy ball straight in front of you. It has a chance of electrocuting your enemy upon contact. This skill doesn't do great DPS for the non-Nen Master classes, and is generally not worth putting SP into for PvE purposes. Spoiler: Nen Shot Suplex Thunder (10): [0, 1] [SP Cost: 40] This passive skill adds a lightning bolt that hits in suplex. When it hits, it also has a chance of electrocuting the target. This skill also doesn't do much damage, but is worth investing at least one point in for PvP to add the damage burst to suplex, one of the moves you will be using a lot. Spoiler: Suplex Thunder Last edited by GRPHC; 01-22-2012 at 09:37 AM. [*]iiid. Shared Brawler Skills [SSBR] Sand Splash (30): [5 to Max, 5 to Max] [SP Cost: 15] Using this skill has your character throw a mass of sand in front. Covers roughly a screen's range. This skill has decent damage growth and a nifty blind effect. Brawlers need to take this skill to level 5 to get the extremely good skill "Heaven's Net". However, as Brawlers can take the skill "cancel sand splash", it becomes a viable skill to use in PvE for additional DPS since the skill is so spammable. In PvP, the blind effect is extremely useful, and sand splash can be used in a standing combo. In PvP, if you plan to max it, Sand Splash is as a good ranged poke, since the range is about a screen’s width and the blind will allow you to move in for an approach much easier. Spoiler: Sand Splash Apply Poison (17): [Max, Max] [SP Cost: 25] In PvE, it enchants your weapon to do additional poison damage with each melee hit. In PvP, it has a duration of 20 seconds with a 40 second cooldown. This should be an obvious one. Brawlers are capable of raising this skill to a high level. Once you hit the cap, find other ways of continuously raising this skill through items. The additional damage of an extremely high level apply poison is massive. In PvE, it can tick for thousands, and in PvP, it astronomically increases the damage of any combo you decide to do. Spoiler: Apply Poison Crouch (1): [Max, Max] This skill has your character take a crouching position. While in this position, any skills that cannot hit OTG cannot hit you. Press jump to get out of the crouching position, or attack to do a shoulder tackle (not recommended). While impractical in PvE, it is extremely useful in PvP. Keep it on a hotkey you have extremely easy and quick access to. This allows you to counterattack after whiffed attacks. PvE players should opt to take it for the skill EX Crouch, which gives them complete invincibility at points during crouch (this is expanded on in the EX skills section). This is required for the Mount skill regardless. Spoiler: Crouch iiie. Shared Striker Skills [SSSK] Muse Uppercut (10): [1 to Max, Max] [SP Cost: 20] This skill places you in momentary super armor for a fraction of a second and launches your opponent in the air. Higher levels increase the damage and the height of the launch. While not entirely necessary for PvE, this skill must be maxed for PvP. It is essential, as your aerial shoulder juggle needs a high leveled muse to keep it going (more on this in the PvP section). Spoiler: Muse Uppercut Hammer Kick (30): [1, 1 to Max + Cancel] [SP Cost: 15] Moves you forward (unless the opposite direction is held) a fair distance along the X axis, and pushes your opponent away. Higher levels increase the damage and knockback strength. Why would I max Hammer Kick for PvP? When playing in PvP, Hammer Kick is one of the universal OTG skills, used every time your opponent is in the down status. Considering that this may happen many times throughout a match, by maxing this skill, you maximize the damage you do with your OTG skills, which are the ones that will most likely be used the most. Hammer Kick in particular is the better OTG skill to max out (when compared to Low Kick). This is because as this skill is leveled, the launching and knockback strength of the skill increases. This allows you to use this skill as an approach for scooping, and when used in a juggle, it can move an aerial opponent far along the X-axis (the opponent must already be in the air) for you to maneuver them around during the juggle (this can be particularly useful in keeping a juggle going while moving away from summons). Spoiler: Hammer Kick Low Kick (30): [0, 0 or 1 to Max] [SP Cost: 15] A single fast kick to the ground. Low damage makes this impractical for PvE. As it can hit OTG, it is optional to pick up a single level for PvP, but remember that shortcut space is at a premium for fighter PvP players. Much like the reasoning for Hammer Kick, you can choose to max this skill, though doesn’t have as much practical use, and many Fighters opt to skip it altogether. Spoiler: Low Kick Tiger Chain Strike (30): [0 or 1, 1] [SP Cost: 15] Used after a dash attack, it adds an additional 2 hits. This skill makes shoulder juggling possible for PvP. Also, you can cancel out of this skill at any time with a cancel skill. However, the damage growth isn’t great, and the skill just doesn’t have much practical use in terms of damage. The final hit of tiger chain strike has absolutely ridiculous hitstun. If you have a standing combo option, using this skill allows you to do another X chain after it. For brawlers, this makes using hidden stinger in a standing combo possible. Spoiler: Tiger Chain Strike Air Walk (28): [0 or 5, 5] [SP Cost: 20] Used from the air, this skill allows you to bounce on opponents through kicks. This used to be a great skill, but the changes to it have made some players reinvest the points elsewhere. The largest problem with this skill is the amount of time it takes to finish it in it's entirety, where you would have been able to output much higher damage had you stayed on the ground. However, you do need 5 levels for PvP for the very important skill "Tornado Kick". Spoiler: Air Walk Tornado Kick (21): [0 or 1, 1] [SP Cost: 30] Usable from either the ground or the air, this skill has you move along the direction you were moving with a spinning kick. It lasts for 4 kicks, with the last hit knocking your opponent down. You can stop this skill at any time by pressing jump and follow up by using either air walk or a neutral air. The damage growth isn’t that great, so it is impractical to max this skill. This skill can be used to extend damage on aerial enemies in PvE. In PvP, it is one of the best approaches in the game, allowing you to approach enemies across both the X and Y axis. Remember that the fourth hit knocks down, so be sure to cancel out of tornado kick into jump kick or air walk before then. Any class can use this in a standing combo by using cancel backstep (a free skill) in their standing combos into tornado kick. This makes the skill Cancel Tornado Kick for Strikers a relative waste of SP. Spoiler: Tornado Kick Crushing Fist (10): [0, 0] [SP Cost: 50] This skill allows you to propel to a direction of your choice along the X-axis, with minor control over the distance of the Y-axis. As you level the skill the speed increases. When maxed for Strikers, the speed of this skill is mind boggling, almost as fast as a teleport. Some people believe otherwise, but at 50 SP per level, I believe the growth isn't even remotely worth the immense SP cost needed for this skill, and at level 1, it's just too slow to use as an effective approach in PvP, though if you placed up to 10 points in it, it could be used extremely sparingly as a surprise to mix things up (but is it worth the 500 SP investment? That is your decision). Spoiler: Crushing Fist [*] IV. Brawler Unique Skill Overview [SUSO] Same as before, these are the skills that only the Brawler class can learn. ----- ivc. Brawler Unique Skills [SUBR] Explosive Hook (27): [0 to Max+Cancel, 5+Cancel] [SP Cost: 20] For PvE, some players op to take a "magic brawler" route, optimizing moves that have magic damage, such as explosive hook (who has decent damage growth and a sizeable AoE when maxed). I heavily advise against getting more than level 5 for the cancel, since the magic brawler route has generally low damage output compared to the physical build, lacks the burst damage that Brawlers are capable of doing, and doesn’t have any advantage in the disabling and support role that Brawlers do so well. This is a great skill for immobilizing enemies in PvE for your party to wail on. Though it only lasts for just under 2 seconds, the grab works on any enemy that isn’t super armored, and launches as well. For PvP, this is used as another approach. It has decent X and Y axis when using a tonfa or claw. Spoiler: Explosive Hook Claw Mastery (16): [Max,Max] [SP Cost: 20] Max this, no questions asked. The damage growth is amazing. However, in PvP, there has been discussion over whether or not tonfas are preferable to use over claws. Tonfas have a longer X-axis reach on the first and third attacks of the X chain, which means that Tonfa's have a better range on explosive hook as well. They are faster as well. However, claw damage is vastly superior to tonfa damage. Proper Use of Weapons You should use a Tonfa with a movespeed bonus (such as Ghost Racer) to aid in you landing your approaches, and switch to a Claw when you land your attack. Keep it on an easy to access shortcut. Once you launch your opponent into the air and begin your juggle, you can switch over to your claw. This’ll let you have it for the first juggle as well as the Heaven’s Net reset, should you choose to do this. Double Throw (17) [0 to Max, 0] [SP Cost: 30] This is a PvE-only skill. Through this skill, brawlers can achieve extremely high amounts of damage through throwing discs after netting in at least 2 enemy mobs through heaven's net (though to be fair, you could do the exact same thing without this skill). Increasing the skill level increases duration. While this is great damage, it gets very expensive very quickly. When up, this buff will also allow you to throw out twice the amount of projectiles on the skill Throw Sand and Junk Spin. Do not take this skill for PvP. If you do decide to invest into an item brawler PvE build, consider picking up the skill "Throw Mastery" as well, which, when maxed, doubles the damage of all throwing items! Spoiler: Double Throw Hidden Stinger (23): [5 or Max,Max + Cancel] [SP Cost: 25] Some people don't like to take this skill because it doesn't have hitstun at all. However, it does great damage, doubles hitstun for 3 seconds, and when it procs, does a huge amount of bleed damage. Remember that the bleed damage is level-based, which means if you only take level 1 hidden stinger (bleed level 25), then when you try to use it on an opponent higher than level 25, the chance of the bleed going off reduces drastically. This skill is fantastic in use at PvE regardless of level because the doubled hitstun works at all levels and doesn’t fail, but if you want to make use of the massive bleed damage, you’ll want to have this skill maxed. If this skill is off cooldown, you’ll want to use this as a combo finisher before moving into Suplex and/or Mount. Level 5 is the prerequisite for Junk Spin. Spoiler: Hidden Stinger Brick Buster (21): [Max + Cancel, Max + Cancel] [SP Cost: 30] This skill is invaluable. It does good damage, can be used in a standing combo, has launch strength to be used in juggles, and most importantly, has an extremely high proc rate of stun. Another bread and butter of the brawler class, this skill can be used on an OTG opponent after an X chain or keep entire groups of enemies stunned in PvE. Consider the following— When playing against players with summons, make smart use of Brick Buster. It has two hits—the brick itself and the brick explosion that happens when the brick connects. The explosion has a sizeable AoE and also stuns. When playing against Fighters who use Doppelganger, Panzer Hodor (Mages), Ice Wall (Elementalists), Mechanic summons, Summoner summons, or are on a map with attackable objects and your opponent is near the object of interest, you can use Brick Buster on the object of interest and the AoE, if it hits them, will stun them. Though the stun is weaker, very few players will be expecting this, and it is nearly a guaranteed approach into a combo. Spoiler: Brick Buster Mount (21): [1 to Max, 5 to Max] [SP Cost: 30] This skill does a fair amount of damage, and has a huge number of invincibility frames. The damage growth isn't great per level, but it still does a respectable amount. Since this skill is usually used to finish combos for PvP, it is an option to max out this skill so that it does a good amount of damage, but be warned that it is a large SP investment for not a huge damage growth. Mount can be used on a standing opponent if 1. Your opponent has a debuff on them of any sort. 2. Raging Vulcan is off cooldown. Spoiler: Mount Raging Vulcan (11): [0 or 4 to Max, 1 to Max] [SP Cost: 30] Increasing this skill turns mount into an AoE, with increasing AoE's as you pump more points into it. Level 4 is when the AoE can begin to hit airborne opponents, and maxing it gives it a massive AoE, turning Mount into a great damage move. Note that this move only triggers when the mounted opponent has a status effect. Much like before, you can opt to max it to maximize your combo finisher damage, but once again, it is a significant SP investment for a skill that won’t see consistent use. Spoiler: Raging Vulcan Taunt (10): [Max, Max] [SP Cost: 30] This is one of those overlooked skills that are beyond extremely useful. It's useful as it lowers both hit rate and resistance to status tolerances, making all of your status moves (including net) have a higher success chance. In PvE, this skill is mandatory, as it virtually eliminates the chances of your status skills, including heaven's net, of failing. You should always use this skill prior to using Heaven’s Net or if your teammates need aid in getting off statuses. It does the same in PvP, greatly increasing the success rate of Heaven’s Net, so prior to using Heaven’s Net in the juggle, try to get a Taunt off between Muse juggles. Spoiler: Taunt Last edited by GRPHC; 08-03-2011 at 08:10 PM.[*] Heaven's Net (18): [Max, Max] [SP Cost: 40] This skill is very important for both PvE and PvP, and is easily one of the best skills in the game. It has a massive X-axis range and a fair amount of Y-axis as well. Opponents caught inside the net will take increased damage during the duration of the immobilize, meaning that this skill can turn boss fights into very short ordeals. In PvP, this can be used on an aerial opponent that has been launched to bring them back to the ground, effectively turning this skill into a combo-reset to avoid the aerial damage cap. Spoiler: Heaven's Net Junk Spin (13): [1 to Max, 1] [SP Cost: 60] This skill does a decent amount of fixed damage. However, regardless of level, each piece has stun. The entire skill is super-armored as well, making it very good for PvP to stop a charge. It's also extremely effective after heaven's net. With double throw, this skill outputs some of the highest damage F.Brawler is capable of, so I recommend maxing this skill. Spoiler: Junk Spin Venom Mine (16): [0 or Max, 0] [SP Cost: 50] This skill has been heavily reworked. It now no longer gives invincibility but rather super armor, and comes out faster at level 1. The speed of the mines increases even more as you level this skill up. The mines are also closely packed together so that the damage can be focused. This is finally a great burst damage skill for PvE, and should be considered to pick up and max. Spoiler: Venom Mine Ground Kick (9): [1 to Max, Max] [SP Cost: 35] This is a new skill added to Brawlers. It has them charge up and then kick up a large amount of sand in front of them. It hits OTG as well. This skill has a chance to both blind and stun anything it hits. For PvE, the damage growth is quite bad for the huge amount of SP you need to invest, particularly because it is a fixed damage skill. As of such, many take 1 or use this skill as a SP dump after they have everything they need. For PvP however, this is an important skill, as the stun can be used, much like Brick Buster or Heaven's Net, as a reset. Since it hits OTG, it carries a large variety of functions. You need a massive amount of attack speed to be able to use this after Mount. Deadly Blood (9): [0 to Max, Max] [SP Cost: 30] Outside of increasing your poison damage on all your moves, this move also shoots out poison on a percent chance when hit. The first level that you get for free increases all poison damage by 10%, and each additional level raises poison damage by 1%. The increase in poison damage is very small, but it adds up to thousands per combo in PvP. While that sort of damage increase is negligible in PvE for the relatively large SP investment, this makes this skill very, very good in PvP and definitely worth picking up. Poison Mist (12): [0 or 1 or Max, 0] [SP Cost: 80] This awakening skill has the unfortunate position of having a level-based poison damage for the first part. This means that if you don't level it, the poison won't consistently affect mobs that are higher leveled than your skill's poison level. The skill also gives an invisibility buff to all party members in it, and as of such it can be picked up to be used as a 5-cube camouflage, but overall, it should be a 0 or Max skill. This skill can only be used from the air, and you can explode it for much more damage by pressing the skill key again after the mist spreads. Spoiler: Poison Mist ----- V. Specialized Skill System [SSEX] ----- va. What are EX Skills? [WEXS] With the Act X: Rebirth patch comes a new skill system—the specialized skill system. Taking an excerpt from Somefool’s EX Skill Guide, “There are two main types of EX skills. The first type you will get to play with are EX passives. You can get these pretty early on and what they do is modify existing skills. The most common modification is increasing a skill's damage. EX passives can do other things too but it varies between skills. EX actives on the other hand are entirely new skills. They are something you can use and while it may have a name similar to other skills,EX actives do not share cooldowns [with their normal skill counterpart]!” Starting at level 50, you will gain one TP point to spend per level in your EX skills. As of such, there are a total of 21 TP to gain as you level up naturally from level 50 to 70. In addition, there are two quests, one at level 60 and one at 65, both of which add 1 TP point for a grand total of 23 TP points for you to spend. General EX Skills are passives which add to stats and have a reduced effect in PvP. Subclass Passive EX Skills do not work in PvP, and neither do Subclass Active EX Skills. ----- vb. General EX Skills [GEXS] Strength Training (3): [Max, Max] [TP Cost: 1] This skill increases your STRENGTH stat by 25 per level in PvE and 10 per level in PvP. As of such, this skill is capable of hugely increasing your overall damage. An absolutely must-max for both PvE and PvP play. Vitality Enhancement (3): [0, Max] [TP Cost: 1] This skill increases your VITALITY by 25 points per level in PvE and 10 per level in PvP. While not as useful in PvE, this skill will increase your overall survivability by a large amount in PvP, as the Vitality stat now affects Max HP (see changes section for more information). Intelligence Growth (3): [0 to Max, Max] [TP Cost: 1] This skill increases your INTELLIGENCE by 25 points per level in PvE and 10 per level in PvP. As of such, this skill is capable of hugely increasing your overall damage. Increases poison damage and the damage of a couple of skills, consider maxing this. Spirit Exaltation (3): [0, Max] [TP Cost: 1] This skill increases your SPIRIT by 25 points per level in PvE and 10 per level in PvP. While not as useful in PvE as you can use potions to recover MP, in PvP, the extra Spirit means that you will have a higher magic defense (see changes section for more information), greatly affecting your survivability. Hit Rate Mastery (3): [0 to Max, Max] [TP Cost: 1] An extremely useful skill, it increases hit rate by 3/6/10% in PvE (or 1/2/3% in PvP) at each level. Considering skills are only useful if they hit, this skill hugely decreases the times your huge damage moves whiff, making it vitally important. Evasion Training (3): [0 to Max, Max] [TP Cost: 1] This skill increases your evasion rate by 3/6/10% in PvE or 1/2/3% in PvP at each level. Some players feel like taking this skill is valuable, since having a higher evasion rate gives you more room to make mistakes, but there are health potions to cover for your mistakes and TP is at a premium, so I would opt to skip this skill if possible. HP Recovery Boost (3): [0, 0 to Max] [TP Cost: 1] This skill increases HP recovery rate by 90/180/270 HP per minute per every 500 stamina in PvE and 45/90/135 HP per minute per every 500 stamina in PvP. This skill could be taken for people who are too cheap to spend money on health potions, but honestly—270 HP is an extremely small amount of HP at level 70, and ultimately health potions are still much more effective, faster, and will save you 3 TP to spend on much more useful skills. For PvP, this skill will slightly increase your survivability by perhaps around 1000 HP if you survive all 4 minutes of the match. In the long run, it adds a tiny bit of survivability and you will have leftover TP to spend if you are doing a strict PvP build. MP Recovery Boost (3): [0, 0] [TP Cost: 1] Much like HP Recovery Boost, this skill increases MP recovery rate by 90/180/270 MP per minute per every 500 spirit in PvE and 45/90/135 MP per minute per every 500 spirit in PvP. This will save you a little bit on MP potion costs, but much like the HP equivalent, potions are more effective and will free up additional TP for you to use on much more important skills. You won’t need this skill in PvP either—running out of MP in PvP is nearly unheard of once you hit level 70. Elemental Attack Training (3): [0 to Max, 0 to Max] [TP Cost: 1] Adds +3/6/10 to Fire/Dark/Light/Water damage in PvE and +1/2/3 to said damage in PvP. This skill is reasonable to max if you use an elemental weapon, but the damage growth is minimal (every 3 additional point is 2% additional damage). If you really have additional TP to spend and use an elemental weapon, this isn’t a bad place to spend your points, but considering your skills do not have an element attached to them, this is an extremely optional skill. Last edited by GRPHC; 01-22-2012 at 09:53 AM.[*] Elemental Resistance Training (3): [0, Max] [TP Cost: 1] Adds +5/10/15 to Fire/Dark/Light/Water damage resistance in PvE and +2/4/6 to said damage resistance in PvP. Like the attack equivalent, every 3 additional points reduces damage from said element by 2%. Like all defensive oriented damage skills in PvE, I believe you might as well just try to avoid taking damage and use potions to compensate for the mistakes you make. In PvP however, this skill can increase your longevity against classes with lots of elemental attack skills or elementally enchanted weapons. ----- vc. Fighter Subclass EX Skills [FSEX] At this point, these skills only work in PvE. Basic Training Upgrade (3): [0 to Max] [TP Cost: 1] This skill increases the damage of normal, jump, and dash attacks by 10% per level. By the time you hit level 70, you’ll rarely be using your standard X-chain (you’re not a Weaponmaster [SST] or Ranger/Spitfire). As of such, I believe this skill isn’t worth the TP investment, but if you find yourself still using your X chain a lot and have spare TP, by all means, invest into this skill. Distinctions! Realize that this is just normal, jump, and dash X attacks. This skill will not increase the damage to skills like Air Walk or Tiger Flash.Nen Shot Upgrade (3):  [TP Cost: 1] Increases the damage of Nen Shot by 10% per level, but more importantly, it allows Nen Shot to seek out nearby enemies, moving across the Y-axis. Each level increases the amount it can scale and track the Y-axis by 4% per level. Obviously not very important, since you’re not a Nen Master and won’t be using Nen Shot in dungeons. Low Kick Upgrade (3):  [TP Cost: 1] Increases the damage of Low Kick by 10% per level, the hitstun of Low Kick by 5% per level, and increases damage against enemies in the down status by a further 10% per level. This skill increases the damage of Low Kick by a huge deal, so it looks appealing, but Low Kick as a skill just isn’t a very good one—though good for DPS, it is a horrible skill for burst, and very few builds actually incorporate it because simply, it is just inefficient. Suplex Upgrade (3):  [TP Cost: 1] Increases the damage of Suplex by 10% per level, the splash damage by 10% per level, and the AoE range by 10% per level. I don’t think this warrants investment because shouldn’t have taken Suplex up to a high level regardless—it is just a grab utility, so this skill is not worth investing in. As a PvE grappler, maxed Suplex is one of the skills you use the most since the cooldown is so low and the burst is commendable, especially with Back Breaker. This skill increases the damage to the point that it becomes quite a good skill, so if you have spare SP to spend, consider spending it here. Crouch Upgrade (3): [0 or 1 to Max] [TP Cost: 1] Gives you 0.2/0.4/0.6 seconds of invincibility while crouching. This skill is fantastic—I absolutely recommend that every PvE player take at least one level of this skill and learn how to use it. This makes many of the hardest bosses in the game infinitely more manageable, since a lot of the end-game monsters have gimmicks which can instantly kill you when something is done wrong, but the invincibility during crouch gives you an opportunity to essentially cheat death. Check out the video below! [ame= - ‪[/ame] Iron Physique Upgrade (3):  [TP Cost: 1] 10/20/30% chance of Super Armor activating when hit. This skill is not that useful. If anything, it’ll cause you to take a lot more damage from counterattacks or staying up from an attack that would otherwise knock you down. Don’t take this skill. Really. There are so few situations that this skill is useful that it isn’t worth the TP investment to make it useful. Tiger Chain Strike Upgrade (3):  [TP Cost: 1] Increases the damage of Tiger Chain Strike by 10/20/30% and the speed by 15/30/45%. Who the hell uses Tiger Chain Strike in PvE though? The only way this would be useful is on Strikers with Tiger’s Roar, and even then, all of the other skills are still better. Skip it. Sand Splash Upgrade (3): [0 to Max] [TP Cost: 1] Increases damage by 10/20/30% and the AoE size by 10/20/30%. I wouldn’t ever recommend a PvE player take Sand Splash. The blind rate and level is unreliable, and blind actually ends up increasing the aggressiveness of the enemy mobs, even if it does reduce their hit rate. If you went through the trouble of maxing Sand Splash and actually make consistent use of it, consider dropping a few points into it, but overall, I can’t recommend either the base skill or the upgrade. ----- vd. Brawler Unique EX Skills [CUEX] Crazy Vulcan Upgrade (3): [0 to Max] [TP Cost: 1] Passively increases the maximum number of hits by 1 per level. Some players don’t quite use mount or Vulcan much, but I absolutely think this is worth maxing. Combined with a C2 Vulcan set, you could potentially have a Vulcan that hits over 20 times. Not only is it great single target damage, it is an unrivaled single-target disable, and further increases the usefulness and burst of Brawlers in a party scenario. Heaven’s Net Upgrade (2): [Max] [TP Cost: 1] Passively increases the damage amplification by 5% per level and decreases cast delay by 15% per level. This skill is absolutely fantastic. Not only does it allow you to throw out the net faster, it increases the damage boost on enemies caught inside the net. Essentially, this skill allows you and your entire party a universal 10% damage boost on enemies caught inside the net, including bosses. Absolutely worth maxing. Junk Spin Upgrade (2):  [TP Cost: 1] Passively increases the chance of a special object appearing by 10% per level and the damage of the special objects by 5% per level. This upgrade completely misses the point of Junk Spin, which is a irresistible stun for almost 15 seconds. The purpose of Junk Spin is not for damage—don’t bother with this skill. Poisonous Explosive Hook (3):  [TP Cost: 1] Grabs a single enemy and explodes with a chance of inflicting heavy poison and slow. This is a decent skill to place points into. The explosion has pretty poor damage. Regardless, take at least one level, since the grab is longer than explosive hook and can be used to disable an opponent for around 2-3 seconds in a style similar to the Grappler's Fling skill. Spoiler: ”Poisonous Explosive Hook” Block Bomb (1): [Max] [TP Cost: 3] Punches the ground to produce a giant rock with dynamite on it, and launches the block forward to explode on enemies with a chance of inflicting stun. This is another stun utility that incidently does good damage as well. This, combined with all of the other Brawler disables, makes the class almost unrivaled in keeping targets disabled. Spoiler: Block Bomb [*] VI. PvP Tips and Tricks [PVPO] via. Introduction to PvP [PVPI] Fighters, as a class, possess one of highest damage outputs for PvP and rightfully so, as it can be occasionally difficult to land an approach as a Fighter. Once an approach has been landed though, you need to know how to maximize your damage out of the one that had connected. So, how do you go about doing this? Combos. Fighters have many, many combos and combo resets in almost all situations. PvP combos break down into three stages. Standing, aerial, and ground. Standing combos are ones that you do on them while they're still on their feet, and have a damage cap of around 20% of your opponent’s overall health. If you do more than that while they are still in standing, they will become invincible and fall to the ground. Be sure to launch before this happens! The aerial combo stage begins once you launch your opponent into the air. At this point, they cannot counterattack, but the aerial juggling has a damage cap of roughly 1/4th your opponent's current max HP before they begin to fast fall. When this happens, be sure to use a high damage skill as an “Aerial Stage Finisher” prior to beginning the final stage-- This begins the ground combo stage, where you do as much damage as possible on an opponent that is laying down on the ground.Outside of combos, there are many skills that can be used to tack on damage but aren't quite used outside of that. These skills are calledpokes and include skills such as Sand Splash, Raging Light Dragon, and Nen Cannon. So, shall we? ----- vib. How to Standing Combo [PVPC] Standing combos are a very good way to tack some extra damage on, but be sure to launch before doing too much damage in the standing phase! All fighter classes have access to Tornado Kick (before the 4th hit), Air Walk, and Tiger Chain Strike. Brawlers have the most devastating option of Brick Buster Cancel to add to their standing combos. [ame= - How to Standing Combo [PVPC][/ame] Some standing combos on Brawler. These do not need any avatars or attack speed items to do, but are much, much easier to pull off with them. ----- vic. How to Shoulder Juggle [PVPJ] Shoulder juggle makes up the aerial combo stage of all fighter's game. The premise is simple. With Tiger Chain Strike, each time you dash attack, the hit causes your opponent to bounce up a little. As of such, after you launch an opponent with either muse uppercut or seismic punch, you can keep an opponent up with dash attacks until muse is ready, and then use that to launch them again. Note that the weight of each class is different, with mages being extremely light and priests being extremely heavy. Thus, the timing of the muse uppercut juggle is different for each of the classes. For Brawlers, before gravity kicks in, at any point in your muse juggle, you can use either Heaven's Net or Junk Spinas a reset. Junk Spin is less reliable, but seeing as every single piece that hits has stun, it is usually works as a reset for less experienced players.After gravity kicks in and they begin to fast fall, however, you still have time to use a "finisher", or a high damage skill (think Hidden Stinger). The following video summarizes this paragraph. [ame= - Shoulder Juggle [PVPJ][/ame] Shoulder Juggle Example Video (Off of Muse and Seismic Punch. Done with a weak weapon to prolong the juggle.) Shoulder juggling the lighter classes generally doesn't require attack speed avatars or equipment, but for heavier classes, such as priests, you'll need some attack speed gear or a fast weapon (I.E. Tonfa) to juggle them. ----- vid. How to OTG [PVPG] Fighters are given many skills to OTG with. Make sure that if you're attempting to use a skill with a long windup, you use a skill with long OTG "hitstun" (launch) prior to it. From the shared skills, you can use Low Kick (very fast, low damage, low hitstun), Hammer Kick(reasonable fast, low damage, moderate hitstun), and a canceled Tornado Kick into either Air Walk or neutral air (slow, moderate damage, high hitstun). Brawlers are given Mount and Raging Vulcan. A very neat trick that I picked up from some grapplers is if Suplex cooldown is up, you can Tornado Kick cancel into a late neutral air into Suplex/Fling/Cyclone Suplex/Explosive Hook/One Inch Punch! It's very nifty and takes a lot of practice to pull off. The following video shows you how to do this trick. This can be done after Mount as well. [ame= - Advanced OTG [PVPG][/ame] Example of Tornado Canceled Suplex OTG ----- vie. How to Scoop [PVPS] Scooping, or warp grabbing, or whatever you wish to call it, is when you use a cancel immediately after you hit an opponent that is on the ground. This allows you to connect with large damage moves or status effect moves that otherwise wouldn't connect. The prime example would be a Brawler using brick scoop (or Brick OTG), but a variety of moves can be used. Brick scoop in particular is useful, as it allows you to do a combo afterwards, effectively making it a reset. Any class can scoop into Suplex. This is especially useful to do after a Hammer Kick/Explosive Hook/any hit that knocks your opponent down and gives you enough time to go through your X chain. The following video summarizes this section. [ame= - How to Scoop [PVPS][/ame] Brawler Scooping/Warp Grab Example Video (Off of Explosive Hook) Scooping off is made immensely easier with attack speed gear. Priests cannot be scooped after most skills if you don't have attack speed gear. ----- vif. How to Beat Quick Rebound [PVPG] As of the recent Act V update, quick rebound grants 0.3 seconds of super armor upon standing up. This means that if you spam any grab move, stun status move, or skill that places you in invincibility as they get up, you'll keep your combo going. For all fighter subclasses, Suplex can beat QR. Strikers can use Lightning Dance, Brawlers can use Brick Buster/Junk Spin/Raging Vulcan (requires opponent to have status effect). ----- vig. Videos of the Best [WTCH] Post in the thread with a link to your video if you want your video to be considered for addition to this section! Spoiler: PvP Videos of War God (Hero 10) Brawler DunHill_DH* from kDnF Last edited by GRPHC; 07-23-2011 at 10:32 AM.[*] VII. The Changes that Act X Give to Existing Skills [PPLC] The changes between the older versions of DFO (Act IX and before) compared with Act X are listed here. Changes to Basic Stats Vitality and Spirit Updated. • Vitality increases: MAX HP, HP Recovery, and Physical Defense. • MAX HP will increase by 100% for every 250 Vitality stat. • HP Recovery will increase by 100% for every 250 Vitality stat. • Physical Defense will increase by 5 for every 1 Vitality stat. Spirit increases: MAX MP, MP Recovery, and Magical Defense. • MAX HP will increase by 100% for every 250 Spirit stat. • MP Recovery will increase by 100% for every 250 Spirit stat. • Magic Defense will increase by 5 for every 1 Spirit stat. Basic Character Stats adjusted due to changes made to the functionality of both Vitality and Spirit. • Stats for equipment, avatars, creatures, cards, consumables, and APCs adjusted due to changes made to the functionality of both Vitality and Spirit. • Recovery amount of HP/MP recovery items will be changed accordingly. • Creature stats will be changed accordingly. Attack Strength and HP of monsters will be modified. Monsters' attack power and HP will be changed to match the increased character stats. Changes to PvE Sand Splash • Post-throw delay reduced. Air Walk • Total stomp count reduced. • Damage of the last stomp is significantly increased. • Immobilization rate significantly higher for the last stomp. • A visual effect is added for the last stomp. Low Kick • Attack Strength increased (does not apply to PvP). Hammer Kick • Attack Strength increased (does not apply to PvP). Seismic Punch • Shockwave range increased (does not apply to PvP). Reduced Mana Consumption for low level skills. • General: Low Kick, Seismic Punch, Nen Shot, Hammer Kick, Air Walk, Sand Splash, Tornado Kick • Nen Master: Doppelganger Blast, Khai, Nen Guard • Striker: Bone Crusher, Mountain Pusher, Power Fist • Brawler: Brick Buster, SPread Poison, Explosive Hook, Hidden Stinger, Mount • Grappler: Overwhelming Grab, Elbow Shock, Air Steiner, Neck Snap, Shoulder Tackle, Fling Explosive Hook • When an enemy under an abnormal status is attacked with Explosive Hook, increased abnormal status damage rate from the dead-on hook attack will be applied to the explosion damage as well. • The known issue of the increased status abnormal damage reducing (if the status became undone between the hook and the explosion) is fixed. Mount • The issue of last Shockwave range not increasing, even with the higher Mount skill level, is fixed. Crazy Vulcan • Shockwave's Attack Strength increased. • Shockwave's Launch Strength reduced. • The known issue of the Crazy Vulcan's Attack Strength and Shockwave size not being proportionate to the abnormal status bonus is fixed. Venom Mine • Attack Speed at lv. 1 significantly increased. • Attack Speed increases as higher skill levels are learned. • The interval between mines reduced to focus the firepower (does not apply to PvP). • The Bonus Damage that was previously put in place to compensate for the slow attack speed of Venom Mine is removed. • Invincibility (the merit of really slow attack speed) is now Super Armor. Double Throw • Upon learning the Double Throw, an additional buff is given to Sand Splash and Junk Spin. • Max learning level increased. • Cooldown and Duration of Double Throw modified. Brick Buster • Bonus value added to the Attack Strength of the Back Attack hit. • the known issue of weapon damage being added to the Brick Buster Fragments is fixed. Poisonous Explosive Hook • Damage will increase based on Fighter's abnormal status. Double Throw • Increase in duration is more significant with higher levels. Changes to PvP Weight deviation among armor types adjusted. • Cloth: Increased • Leather: Increased • Light Armor: No change • Heavy Armor: Decreased • Plate: Decreased. Character weight corrected. • Mage's weight increased by a small amount. • Priest's weight decreased by a small amount. Stat-affecting Skills: • All passive stat effects decreased (Strength, Intelligence, Spirit, Evasion Rate, Hit Rate, Elemental Damage, Elemental Resistance, HP/MP Regeneration). • HP of all summons (Hodor, Land Runner, Doppelganger, etc.) lowered by 33% • HP of all objects (White Tiger, Nen Guard, Black Tortoise, etc.) increased by 33% Sand Splash • Blind chance reduced. • Skill duration reduced. Seismic Punch • Z-axis attack range reduced. • Post-attack delay at lower levels significantly reduced and post-attack delay at higher levels slightly increased. Tornado Kick • Y-axis attack range reduced. Doppelganger • Duration reduced from 7 to 6 seconds. Air Walk • Aerial Z-axis attack range increased. Brawler Overall Attack Strength reduced by 5% Claw Mastery • Bleeding Attack Strength reduced. Venom Mine • New function added: gain increased Attack speed at higher levels. • Launch Strength increased. Hidden Stinger • Bleeding Attack Strength increased. • The duration of the enemy's Immobility increased. • Bleeding Attack Strength decreased. Apply Poison • Poison Attack Strength decreased. Taunt • Duration significantly increased. • Evasion Rate decreased. • Abnormal Status Resistance decrease amount signnificantly increased. ----- IIX. Frequently Asked Questions [FAQ] What do you think of X build? GRPHC: Post it here and someone will get around to critiquing it. Where did the old discussion thread go? GRPHC: It is at the link below. Realize that the content in the thread is by and large outdated, but there is some good reading in there and some interesting discussion that still relates to our current rendition of the game. [Additional questions will be added to the FAQ as they appear more often.] ----- ALRIGHT. That concludes this massive guide. I thank you for having the time to read through all of the guide, and hope you had as much fun reading it as I did writing it. This is an extremely fun class to play, and I hope you all rise to the challenge. It’s only after we lose everything that we’re free to do anything.