Fighter Guide Compilation

Discussion in 'F. Fighter' started by Merryem, May 26, 2014.

  1. Merryem

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    1. [*]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.

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      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]

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      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.

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      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.

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      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.

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      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.


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      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



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      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.

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      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): [0] [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): [0] [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): [0] [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): [0] [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): [0] [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): [0] [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): [1] [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.
     
    Last edited: May 26, 2014
  2. Merryem

    Posts:
    205
    IGN:
    Merryem
    Guild:
    #BLESSED
    Server:
    Cain

    1. [*]The Unofficial Complete Grappler Guide
      Shall we shake hands?
      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 Grappler? [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. Grappler 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. Grappler 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 Grappler 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 Grappler 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 Grappler, to sharpen the knowledge of existing Grapplers, and to be a reference and discussion source for all things Grappler-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.

      -----

      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.
      Last edited by GRPHC; 01-23-2012 at 09:29 AM.


      [*]II. Why should I play a Grappler? [YFHT]

      So you've looked into all the classes, and are still on the fence about which one to play? The grappler class specializes in the grab line of skills. They are capable of manipulating their opponents to control where they go. Grapplers are given many skills to immobilize enemies, maneuver their opponents to where they want, and crowd control. They also have a passive ability that grants them the ability to quickly move while grabbing, and another skill that allows them to be super-armored while grabbing. These grab skills completely override super armor as well. When a grab connects with an opponent, it also makes the grappler invincible during the throw animations. Even if the grappler grabs an enemy that can't be thrown, they can inflict damage on it through their passive skill "grab cannon" (that also makes them invincible).

      Within a party, an experienced grappler is among the best classes, repositioning enemies to optimize damage for the group and disrupting attacks of Bosses and Elite Mobs. The downside is that this class is rather inefficient for soloing, as the potential damage output is lower compared to most other classes in the game.

      One of the major downfalls of the grappler class is lag. You need a very solid internet connection if you want to play grappler. If your game lags, grabs have a massive delay before they connect, if they even connect at all.

      In summary--

      Pro's
      + Moving super-armored grabs = Highest priority attack in the game.
      + Lots and lots of extremely fancy tricks to be done with the grappler class (more on that in the skills section).
      + A huge number of invincibility frames.
      + Grab cannon allows you to interrupt attacks of even opponents who cannot be grabbed.
      + When the skills are distributed appropriately, Grapplers are a very good AoE (area of effect) class.
      + Easily capable of defeating quick rebound.
      + Extremely good approach options--in my opinion, just as good, if not better, than those of Strikers'.

      Con's
      - No projectiles.
      - Lag completely destroys grapplers.
      - The vast majority of the grappler's skills are fixed damage (not necessarily a con-- more on this in the skills section).
      Some grappler highlight videos from our friends across the ocean--these videos are from kDnF, or Korean Dungeon and Fighter. They have the most current version of the game, and as of such are a few updates ahead of us.

      Spoiler: PvE video of a grappler clearing a map in kDnF.

      Spoiler: PvP video of귀요미쯔꾸야. Widely considered to be the current best grappler on kDnF.



      -----

      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]

      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 to Max] [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. Consider putting points into Physical Back Attack as an alternative, as most of the grabs are considered to be automatic back attacks.

      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. The same logic as above applies, except that I would only recommend PvE Nen Masters take this skill.
      Last edited by GRPHC; 01-22-2012 at 09:25 AM.


      [*]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, 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, 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.

      -----

      iiib. Shared Grappler Skills [SSGP]

      Suplex (30): [10 to Max + Cancel, 10 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. PvE Grapplers have the option to max this if they so wish. Combined with the Grappler-specific skill Intense Takedown, Suplex has decent damage, good AoE, and a very short cooldown. Regardless, this skill must be taken to level 10 as it is the prerequisite for Back Breaker. 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.

      Grab Chaining: Applies only to Grapplers
      When you use Suplex, with enough practice, you can immediately follow it up with another grab (Fling or Cyclone Suplex). To do this, immediately following suplex, you must turn around and use your next grab. This is much easier said than done, and even the best players have issues consistently pulling this off, but it is a very good tactic and makes the damage grapplers can do per combo from decent to among the best in the game.

      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 or 5, 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. You can dump spare points in here if you want to, but make sure you have everything else you need first. Level 5 for Grapplers as Pre-req for Shoulder Tackle.

      Seismic Punch (28): [5 or Max, Max + Cancel] [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. Level 5 as a pre-req for Spiral and Air Steiner.

      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 (23) (1 to Max, 5 to Max + Cancel) [SP Cost: 25]
      In PvE, neck snap serves primarily as a lengthy disable. 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. It doesn’t work against aerial enemies though, so keep that in mind! In PvP, this move serves as a good utility. It can be used after tornado kick or thrown out at random. It is probably your best bet to use this skill after connecting with a Tornado Kick, though it can be thrown out at random as well if your opponent is within the range for a free Fling afterwards.

      Neck Snap vs. Fling
      This has long been a debate for PvE grapplers on which skill is better for immobilizing. Neck snap, when maxed, does very good damage, immobilizes an opponent in a standing position for a respectable length of time, and increases the critical hit rate on the targets hit. This is a very good skill to max for PvE grapplers because it can immobilize bosses and mobs who cannot be grabbed. If you can find the SP for it, max this skill (or better yet, max and use both)!For PvP build grapplers, I mandate that you take this skill to at least level 5 so that you can get the cancel, though more levels makes it safer and better since the disable becomes longer. It is the only grappler-unique standing combo skill, and sets up for the aerial juggle very well.
      Spoiler: Neck Snap

      Last edited by GRPHC; 01-22-2012 at 09:26 AM.


      [*]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 or Max] [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



      Why would I max this skill for PvP?
      Let me start by saying this is completely optional. Now this is an interesting one. Maxing nen shot on a non-Nen Master? "That's crazy!", you say. Hear me out-- Nen Shot travels quite fast and at max, has good damage, a large size, so it can be used to pressure opponents at range—one tool that fighters desperately need more of. As a further bonus, it can stop skills like Aimed Detonation, Landrunner, and Mech Drop rather well. If you utilize the Nen Shot properly, you can use the hitstun from it as an approach as well. At the moment, the Korean metagame is such that most F.Fighters are taking max Nen Shot (F.Grapplers in particular). One very neat trick is that if you manage to Elbow Shock your opponent near a targetable object (such as the trash cans on Odessa), you can use Nen Shot on the trash cans while they are on the ground. The resulting hit animation from the Nen Shot will hit your opponent on the ground. This can be utilitzed for some very impressive OTG chains.[ame=
      use of Max Nen Shot pressuring on a Grappler.[/ame]

      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



      -----

      iiid. Shared Brawler Skills [SSBR]

      Sand Splash (30): [0, 0] [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, but the growth isn't that spectacular. There's a long delay animation after the throw, blind makes monsters in PvE go berserk, and the hitstun is extremely small. Skip it.
      Spoiler: Sand Splash



      Apply Poison (5): [0, 0 or 1] [SP Cost: 50]
      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. There is no reason to take this skill for non-brawler classes--it is an immense SP cost to level this skill, and you are limited to upgrading it to level 5, as opposed to level 17 for Brawlers. This means that the level of poison will be low, and most likely won't even proc against higher level monsters or players.

      Why would I take 1 level for PvP?
      The Grappler class has a very important buff-- Unstoppable Grab. When facing a mage subclass, this buff can turn games around but it can be removed instantly with the disenchant skill. However, disenchant has a limit of removing 4 buffs when maxed. As of such, pro players take one level of disenchantable skills. These include leap, ancient memory, indomitable spirit, and apply poison. By using these 4 before using Unstoppable Grab, even if you are hit by a disenchant, the earlier buffs will be disenchanted first, leaving your key buff on. Learn their manual shortcuts, and use them in fights against mages who use disenchant!
      Spoiler: Apply Poison



      Crouch (1): [0 or 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).
      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 to Max, 5] [SP Cost: 20]
      Used from the air, this skill allows you to bounce on opponents through kicks. I've heard a couple of PvE players express their deep love for Air Walk, as the damage growth for this skill is excellent. The final hit has extremely good damage, and the skill as a whole has very good hitstun. However, you only 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

      Last edited by GRPHC; 07-02-2011 at 12:35 PM.


      [*]
      IV. Grappler Unique Skill Overview [SUSO]

      Same as before, these are the skills that only the Grappler class can learn.

      -----

      iva. Grappler Unique Skills [SUGP]

      Intense Takedown (10): [Max, 0 to Max] [SP Cost: 30]
      Increasing levels of this skill increases the size and damage of the AoE shockwave of grab skills. It does not increase the damage of the grab itself. This skill makes the grappler a very good PvE class, but has extremely little use in PvP for the SP cost.

      Why would I take this skill for PvP then?
      When maxed in PvE, it increases the AoE of your skills. Why would that be important when fighting a single other player? Because many classes and maps have locations to use Grab Cannon on. When you use a skill on an opponent’s summon (such as the Summoner’s summons or Mechanic’s Landrunners), being able to have a large shockwave while being invincible may allow you to catch them with the Grab Cannon’s shockwave, allowing you to move in with Elbow Shock to try to get a combo started.Unstoppable Grab (10): [Max, Max] [SP Cost: 30]
      When activated, this buff does the following-- increased damage on throw skills, throw skills can no longer miss, and throws become superarmored. This makes the grabs quite literally unstoppable short of stuns, as grabs override superarmor, and no strike can cancel it out. This is a very important buff for both PvE and PvP builds, though less so for the former. The increased damage is very good, but the key advantage of this buff is that the grabs become super armored and do not miss. Utilize this to approach or finish a combo with a high damage grab (I.E. Cyclone Suplex).
      Spoiler: Unstoppable Grab



      Fling (26): [Max (Cancel Optional), 5 + Cancel] [SP Cost: 30]
      A grab skill. When used, you hold your opponent for a timed period variant on the level of the skill, then throw them with a direction. Damage is applied when your opponent hits the ground or a wall. This skill is extremely useful in both PvE and PvP. In PvE, it is one of the two key skills that makes the grappler a holding slave. When maxed in PvE, you can hold an opponent still for up to 4 seconds before throwing them, allowing your party to do as they want. This skill, as well as Neck Snap, are the two great immobilizing skills for Grapplers. In PvP, this skill serves to initiate and extend shoulder juggling (should there be a miss). An excellent skill—use it properly and always throw up!
      Spoiler: Fling



      Sliding Grab (10): [1 to Max, Max] [SP Cost: 20]
      When leveled, this skill allows you to slide in the direction you were moving when you use a grab skill. As you level it up higher, your speed and distance covered while you slide increases. This skill is very useful in PvE, but not all players tend to take it to the max level to save SP. Play around with it until you find a level you are comfortable with. In PvP, this skill is extremely useful in aiding in the chasing of opponents, particularly with the skill Spiral and Unstoppable Grab, making it one of the hardest to dodge skills in the game.
      Spoiler: Sliding Grab



      Back Breaker (1): [Max, Max [SP Cost: 50]
      When you use suplex on the back of an opponent, the damage of both the grab and splash increase, as does the critical hit rate. This skill is necessary in both PvE and PvP because it is a prerequisite skill for Cyclone Suplex.
      Spoiler: Back Breaker



      Shoulder Tackle (0 to Max, 0 or 1) [SP Cost: 30]
      When used, you charge forward along the X-axis, tackling into targets. You can use a grab immediately after contact. You can charge this skill as well, and while charging, you are in a crouch state. Fully charging this skill makes it fully superarmored. The fixed damage is extremely impressive in PvE, particularly if you take Shoulder Tackle EX, but note that you leave yourself very vulnerable to counterattacks while this skill is in motion and if you don't follow up with a grab, it will scatter the mobs all around the room. This skill can be used as a super armored X-axis approach as well.
      Spoiler: Shoulder Tackle



      Air Steiner (21): [5 to Max, Max] [SP Cost: 30]
      This skill can only be used from the air, where you grab an opponent between your legs. It places them onto the ground. You gain a damage boost by using this on an opponent in the air. Very flashy. This skill scales very nicely as you level it in damage, perhaps being your strongest non-cube skill, and is a prerequisite for the skill Wild Cannon Spike. You can use it on opponents that are on the ground in PvE, but the OTG Air Steiner doesn't work in PvP.

      Why would I max Air Steiner for PvP?
      Air Steiner is easily your strongest non-cube grab, outclassing Suplex in damage by far. As of such, when your big grabs are on cooldown while you are doing a combo, instead of finishing with Suplex, you can finish with Air Steiner instead. Air Steiner places you barely in the air afterwards, allowing you to finish with an aerial attack as well (either jump kick or Air Walk) and finish up with a Hammer Kick. Air Steiner is also the most reliable skill to use to start aGrappler Reset. It, combined with an aerial attack afterwards and a Hammer Kick are usually enough damage and burn enough time to reset the ground damage cap so that by the time you use Elbow Shock, the damage cap had reset so you could follow up with a Fling scoop follow-up for another combo.
      Spoiler: Air Steiner



      Elbow Shock (21): [1 to Max, 1 to Max] [SP Cost: 30]
      This skill picks up an opponent that is on the ground and strikes them to in front of you. This skill can now be used on standing enemies. It does decreased damage against them, and does increased damage against downed enemies. It is definitely worth picking up at least one level of this skill for the additional utility, but now that you can use it on standing enemies, it is another great disabling tool, and the damage on downed enemies is quite good.

      Continuing off of Elbow Shock.
      When you use elbow shock in PvP, if your opponent has not hit the gravity cap yet (or you reset the gravity cap as mentioned in Air Steiner, you can usually follow up with another grab (or an X-chain into a scoop if you have enough attack speed). Considering this is the only Grappler-specific OTG skill and does very strong damage, it may be worth maxing for PvP.
      Spoiler: Elbow Shock



      Spiral (18): [Max, Max + Cancel] [SP Cost: 40]
      This skill requires 1 clear cube fragment. This skill has the grappler perform a 360-degree turn to grab all nearby enemies. You then jump into the air and throw them into the ground. Hold the skill to jump higher. You can slightly control the direction of the throw while you are in the air. This skill is very useful for tagging enemies-- that is, collecting a large number of enemies and placing them close together into a specific spot. When used together with Unstoppable Grab and Sliding Grab, this skill is immensely difficult to dodge in PvP, and can be used as an approach using the elbow shock pick-up mentioned previously. It is also extremely reliable to connect when an opponent just needs a little bit of extra damage to win you the match.
      Spoiler: Spiral

      Last edited by GRPHC; 01-22-2012 at 09:33 AM.​
      [*]
      Cyclone Suplex (16): [Max, Max] [SP Cost: 50]
      This skill requires 1 clear cube fragment. When used, the grappler performs five suplexes on a single enemy and finishes with a high damage kick. You have minor control over where you move while you use this skill. In PvE, this can be used as a holding skill, as the skill takes a fair amount of time, but the growth isn't poor at all. This is the skill of choice to finish combos in PvP. When your opponent starts to enter gravity, use this skill! Try to get behind their position in the air if possible to take advantage of the back attack damage bonus!
      Spoiler: Cyclone Suplex



      Wild Cannon Spike (13): [Max, 1 to Max] [SP Cost: 60]
      This skill requires 2 clear cube fragments. It can only be used from the air. When used, you quickly drop to the area in front of you to grab and drag all of your opponents into the ground. A giant rock is shattered at the end to inflict damage and knock your opponents slightly into the air. You are superarmored throughout the duration of the skill once you hit the ground. This skill is very similar to cyclone suplex in that it is used to primarily keep an enemy in place for an amount of time, but has good damage growth per level. The grab range is deceivingly big, and it is capable of tagging every enemy near it’s path. You can follow up this skill without another grab if gravity doesn't trigger.
      Spoiler: Wild Chain Spike



      Grab Mastery (9): [Max, Max] [SP Cost: 30]
      This is your awakening passive skill. It has been changed so that it always increases your hit rate for all attacks, and it increases evasion rate as well when using grabs. Considering how important it is that your skills and attacks connect, the additional hit rate is very much worth the SP.

      Giant Twister (12): [Max, 0] [SP Cost: 80]
      This is your awakening active skill. This skill requires 5 clear cube fragments. When used, it grabs an opponent and creates what can best be summed up as a big f*cking tornado*. Any nearby opponents get sucked into it for constant damage, and it ends with a heavy punch. At level 1, it works as around a 3 second disable. Placing additional points into it adds to the damage and increases the length of the grab by a very small duration. The more points you place into this skill, the longer it holds opponents. As of such, when maxed, it is an extremely lengthy disable, going on for just over 6 seconds, and is well worth the investment.
      Spoiler: Giant Twister



      -----

      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.
      Last edited by GRPHC; 01-18-2012 at 10:39 AM.​
      [*]
      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, 0] [TP Cost: 1]
      This skill increases your INTELLIGENCE by 25 points per level in PvE and 10 per level in PvP. You have no magical attack skills. This should be self-explanatory.

      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 very useful.

      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 to Max, 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 to Max, 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.

      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): [0] [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): [0] [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): [0] [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): [0] [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): [0] [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] [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. It’s a mediocre upgrade for a mediocre skill—I would skip it.
      Last edited by GRPHC; 06-29-2011 at 02:08 AM.​
      [*]
      vd. Class Unique EX Skills [CUEX]

      Shoulder Tackle Upgrade (3): [0 to Max] [TP Cost: 1]
      Passively increases damage by 10% per level and decreases the charge time by 0.07 seconds per level. If you took Shoulder Tackle for it's damage, seriously consider investing into this skill to increase the damage even more.

      Spiral Upgrade (0 to Max): [Max] [TP Cost: 1]
      Passively grants the ability to inflict stun, increases damage by 10% per level, splash damage by 10% per level, collision damage by 10% per level, stun chance by 20% per level, and stun level by 5 per level. This is actually quite a good upgrade to a very good skill. I would seriously consider maxing this skill, especially if you make frequent use of Spiral.

      Cyclone Suplex Upgrade (2): [0 to Max] [TP Cost: 1]
      Passively increases damage of Cyclone Suplex by 10% per level and increases the movespeed by 10% per level. Once again, a decent damage buff to a good skill. This comes down to player choice—if you make frequent use of Cyclone Suplex, consider picking up this skill.

      Air Clutch (3): [Max] [TP Cost: 2]
      The expanded active skill version of Air Steiner, this is a grab used from the air. It grabs onto an enemy’s head and spins them around a couple of times before slamming them onto the ground, rebounding them into the air for a final slam. The damage on this skill is extremely high for fixed damage, and I see no reason not to max it.
      Spoiler: ”Air Clutch”


      Cyclone Attack (1): [Max] [TP Cost: 3]
      Grabs an enemy, spins rapidly forward and ends with a high damage kick. This skill does good single target damage and also is another immobilizing skill, so for the TP invested, it is not a bad skill at all.
      Spoiler: ”Cyclone Attack”



      -----


      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. Grapplers have access to Neck Snap Cancel.

      [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.

      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 Cyclone Suplex, Wild Cannon Spike, or Air Steiner). 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). Grapplers have Elbow Shock.

      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! It's very nifty and takes a lot of practice to pull off. The following video shows you how to do this trick.

      [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. Grapplers can scoop into Fling. This is especially useful to do after a Hammer Kick /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. Grapplers can use Fling/Neck Snap/Cyclone Suplex/Air Steiner.

      -----

      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 9) Grappler 귀요미쯔꾸야 from kDnF

      Spoiler: PvP Videos of Little Emperor (Hero 7) Grappler 거북이달린다 from kDnF

      Last edited by GRPHC; 08-02-2011 at 07:52 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

      Fling
      • Attack Strength significantly increased (does not apply to PvP).
      • Attack Strength Reduction Rate reduced for upward or downward throws.
      • Increased collision when thrown forward.
      • Grab time for Champion and Boss Mob reduced.

      Shoulder Tackle
      • Recharge Attack Strength slightly increased. (does not apply to PvP).
      • In the attack preparation stance, the probability of being hit in terms of z-axis reduced.

      Elbow Shock
      • Standing enemies can be grabbed.
      • Attack Strength reduced for grabbing standing enemies.
      • Attack Strength increased for grabbing fallen enemies.

      Grab Mastery
      • Increased accuracy for grab attempts is changed to regular accuracy increase.

      Air Steiner
      • Attack Strength against airborne enemies increased.

      Air Clutch
      • Attack Strength against airborne enemies increased.
      • The known issue of spin attack damage not working against some monsters is fixed.

      Giant Twister
      • Skill duration reduced at low levels and slightly increased for high levels.
      Finishing Attack Strength increased

      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.

      Grappler
      Overall Attack Strength reduced by 5%.
      Grappler LIght Armor Mastery[/b]
      • Hit Recovery increase value changed to 200.

      Suplex
      • X-axis attack range slightly reduced.
      • Y-axis attack range slightly reduced.

      Fling
      • X-axis attack range slightly reduced.
      • Y-axis attack range slightly reduced.

      Intense Takedown
      • Shockwave range increase amount reduced.

      Overwhelming Grab
      • When mastered, duration reduced from 15 to 12 seconds.

      Wild Cannon Spike
      • Post-attack delay reduced.
      • Launch Strength slightly reduced.

      Neck Snap
      • Attack Strength reduced.
      • Hit-box added on the arm.

      Elbow Shock
      • Shockwave range reduced.

      Grab Cannon
      • Invincibility time reduced.

      Grab Masetery
      • Evasion Rate increase amount reduced.

      -----

      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: They are at the links below. Realize that the content in these threads are by and large outdated, but there is some good reading in these and some interesting discussion that still relates to our current rendition of the game.
      The Old Grappler Discussion Thread

      How do I reset with a grappler for PvP?
      GRPHC: VinDicTus has provided information about resetting combos with Grappler in the old general discussion thread here in the Grappler discussion thread.

      [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. I leave you with the immortal words of Dr. Seuss--

      I came here to chew bubblegum and kick ass, and I'm all outta bubblegum.
     
  3. Merryem

    Posts:
    205
    IGN:
    Merryem
    Guild:
    #BLESSED
    Server:
    Cain
    1. [*]The Unofficial Complete Nen Master Guide
      ”Let there be light,” and there was light.
      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 Nen Master? [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. Nen Master 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. Nen Master 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]

      VII. The Changes that Act X Give to Existing Skills [PPLC]
      IIX. Frequently Asked Questions [FAQ]

      -----

      I. Introduction [INTR]

      Welcome to the Nen Master 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 Nen Master 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 Nen Master, to sharpen the knowledge of existing Nen Masters, and to be a reference and discussion source for all things Nen Master-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 (this guide can be viewed here), 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.

      -----

      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.
      Last edited by GRPHC; 01-23-2012 at 09:04 AM.


      [*]II. Why should I play a Nen Master? [YFHT]

      So you've looked into all the classes, and are still on the fence about which one to play? There's numerous reasons to play fighter, but the main ones I'll point out in bullet point. As each fighter subclass is pretty different from the next, these points mentioned will be extremely general.

      Among the fighter subclasses, Nen Masters are specialists in defensive and ranged skills. They have many skills that give them a large area of safe space with which to maneuver and operate freely. Nen Masters also have access to many of the best buffs in the game, making them extremely valuable in parties. Likewise, they specialize in a single type of status effect as well--electrocution. When electrocution procs, it causes any additional hits to do extra damage for a period of time. Electrocution can only trigger ten times and immediately disappears after the tenth triggering, can be stacked, and has fixed magical attack strength. Much like all magical fixed damage, this can be increased through a higher INT stat. This, combined with their inherit fighter movespeed and approaches, makes them a deadly threat at any range.

      In solo play, their goal is to electrocute and move in to deal as much damage as possible afterwards. For party play, their goal is to keep all enemies electrocuted as possible to optimize the damage the party can deal while buffing when important. Either way, they are an excellent PvE class.

      Pro's
      + Lots of the best defensive skills in the game.
      + Powerful electrocution makes them a very strong magic-based DPS class in PvE.
      + Huge AoE's, including one of the most damaging awakening skills in the game.
      + Some of the best support buffs in the game.

      Con's
      - As a cloth-based armor class, their physical defense is extremely low.
      - In PvP, their buffs cannot constantly be up, as they have durations shorter than their cooldowns.
      - Nen masters completely lack super armored approaches outside of muse uppercut.
      Some Nen Master videos from our friends across the ocean--

      Spoiler: A well equipped Nen Master tackling one of the most difficult maps solo.

      Spoiler: A personal favorite of mine because prior to it I have not seen this variation of the juggle. A casual PvP video of a kDnF Nen.


      -----

      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. 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 of Skill]

      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, 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. As a magical class, you won’t make use of this skill.

      Magical Critical Hit (10): [0 to Max, 0] [SP Cost: 20]
      This skill is identical to Physical Critical Hit, with the exception that it raises your magical critical hit chance. This isn’t a bad skill to take at all, since it will increase your damage output, but make sure you have everything else you need first. However, I would say that you should never get the skill “Magical Back Attack.” There are not enough opportunities in the game to make use of this skill.

      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): [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 skill is very important for PvE Nen Masters, as it hugely increases their damage output, and I heavily recommend getting it for them.

      Indomitable Spirit (10): [0, 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. Since Nens have a huge number of casting skills, a PvP Nen with a high level of indom. can use this skill in addition to their casting skills to SA past attacks to look for a window to counterattack. This is player choice, and when used properly, can be used to lead into a devastating counterattack.
      Last edited by GRPHC; 07-06-2011 at 06:31 AM.



      [*]Throw Mastery (10): [0, 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.

      -----

      iiib. Shared Grappler Skills [SSGP]

      Suplex (30): [5 + Cancel, 5 + 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.
      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 for PvP?
      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 or Max, Max] [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. Nen Masters receive a skill called "Doppelganger Blast", which causes collision with a doppelganger to explode in a small AoE and do damage. This skill has very good damage on larger targets or groups of enemies, and is worth taking Doppelganger to level 10 for, as the number of doppelgangers in doppelganger blast depends on the level of your Doppelganger skills.

      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): [Max, Max] [SP Cost: 15]
      This skill shoots an energy ball straight in front of you. It has a chance of electrocuting your enemy upon contact. Nen Shot is the basis for Nen Masters. They receive the skill "Nen Cannon", which allows this skill to have massive AoE, great distance, and a huge electrocution proc that adds an insanely large amount of damage. However, not many people are usually caught in Nen Shot in PvP, so some players, to conserve SP for other skills, take it to it's bare minimum for PvP to get the skill Raging Light Dragon. Considering that you can use Nen Shot in juggles and have it become absolutely massive when maxed combined with Nen Cannon, I don’t see any reason why not to max it.
      Spoiler: Nen Shot



      Suplex Thunder (26): [0 or Max, 1 to Max] [SP Cost: 20]
      This passive skill adds a lightning bolt that hits in suplex. When it hits, it also has a chance of electrocuting the target. In PvE, this skill does extremely high single-target damage, especially when done on enemies that are already electrocuted as it hits 4 times then. The electrocution it adds on is very good as well. In PvP, if maxed, it has a fairly strong electrocution. This, combined with the ability to trap players in with doppelganger blast, can inflict a huge amount of damage, and considering it adds damage to suplex, a very commonly used skill, there is not much of a reason not to max this skill.
      Spoiler: Suplex Thunder



      -----

      iiid. Shared Brawler Skills [SSBR]

      Sand Splash (30): [0, 0] [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, but the growth isn't that spectacular. There's a long delay animation after the throw, blind makes monsters in PvE go berserk, and the hitstun is extremely small. Skip it.
      Spoiler: Sand Splash



      [*]Apply Poison (5): [0, 0] [SP Cost: 50]
      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. There is no reason to take this skill for non-brawler classes--it is an immense SP cost to level this skill, and you are limited to upgrading it to level 5, as opposed to level 17 for Brawlers. This means that the level of poison will be low, and most likely won't even proc against higher level monsters or players.
      Spoiler: Apply Poison



      Crouch (1): [1, 1]
      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 this skill alone is impractical in PvE, it isextremely useful in PvP. Keep it on a hotkey you have extremely easy and quick access to. This allows you to counterattack after whiffed attacks. The reason PvE players should opt to take it is for the skill EX Crouch, which gives them complete invincibility at points during crouch, making it extremely useful (this is expanded on in the EX skills section).
      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 to Max, 5] [SP Cost: 20]
      Used from the air, this skill allows you to bounce on opponents through kicks. I've heard a couple of PvE players express their deep love for Air Walk, as the damage growth for this skill is excellent. The final hit has extremely good damage, and the skill as a whole has very good hitstun. However, you only 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. Nen Master Unique Skill Overview [SUSO]

      Same as before, these are the skills that only the Nen Master class can learn.

      -----

      Solar Shield (10): [0 or 5, 5] [SP Cost: 15]
      This is a buff skill. When used, it increases your light element resistance and magical defense for a period of time. Overall, I can't quite recommend this skill. Nen Guard and Doppelganger Blast give you more than enough zoning to ensure that you should be safe, and the defensive buff is very limited (magic defense [doesn't scale extremely well], light attribute, and duration is short in PvP). Level 5 is the prerequisite for Lion's Roar.
      Spoiler: Solar Shield



      Nen Cannon (1): [Max, Max] [SP Cost: 50]
      This is a passive skill that allows you to charge up the skill Nen Shot. When fully charged, it does twice the damage, 50% increased chance of electrocution, increased duration, and increased speed compared to Nen Shot, and has 100% pierce and knocks down as well. This is one of the defining skills for Nen Masters, particularly in PvE. This allows you to instantly electrocute an entire room upon entering it, setting it up for extremely quick clears by your party. The range is very good as well, and the damage is nothing to scoff at.
      Spoiler: Nen Cannon



      Khai (17): [Max, 5] [SP Cost: 25]
      This is a buff skill. When used, it switches the weapon's element to light and increases the physical attack. This is an extremely useful buff for PvE, as it has a 120 second duration, 10 second cooldown, and can be used on your party. It turns your physical attacking party members into monsters, and contributes hugely to overall DPS. However, in PvP, the damage increase is scaled down a lot, and the duration is relatively short as well. Moreover, since it only increases physical damage, using this buff in PvP will just shorten the duration of your shoulder juggle more than anything else. Level 5 is the prerequisite for the skill Tiger Flash: Nen Creature of Light.
      Spoiler: Khai



      Stimulating Breath (16): [Max, Max] [SP Cost: 25]
      This is a buff skill. It increases both your attack and casting speed. While some builds don't utilize it, I cannot stress how important and useful this buff is. This buff can turn an entire party into absolute DPS monsters. It has an AoE, so you can buff your entire party at once with it. This buff allows you to easily buff or Nen Shot or use other set-ups during your shoulder juggle and speeds up your Seismic Punch approach. Note that you can't have it up all the time in PvP. Max it. Use it. Love it.
      Spoiler: Stimulating Breath



      Nen Guard (16): [Max, Max] [SP Cost: 25]
      This skill creates an area around yourself where you take no damage. Increasing this skill increases the duration, size, and health of the Nen Guard. This skill is extremely useful, and I heavily recommend you max it regardless of your build. It's utility in PvE is immediately obvious, but in PvP, it can serve as either a safe zone to buff up, a zoning tool to force your opponent to move where you want, or a shield to get an easy approach against a cornered or QR'd opponent. Some players have taken very low levels of this skill to use only as a safe-buff tool to have additional SP to spend elsewhere.

      Note that though you are immune to damage while inside of Nen Guard, special status effects will still work on you! (I.E. A brawler running up to you inside your Nen Guard and using Junk Spin, which has a special stun, will still stun you, even if the pieces do no damage).
      Spoiler: Nen Guard



      Spiral Nen (21): [5 to Max, Max] [SP Cost: 30]
      Forms a rotating nen sphere around your body that does damage with each rotation. For each nen sphere you have, the damage ofSuplex Thunder and Energy Shield are increased, and you get a minor physical defense increase as well. Each sphere can only do a limited number of hits before disappearing. You can have a max of 2 up in PvE and PvP. For more melee-focused nens in PvE, this skill is very useful and worth maxing, as leveling it increases the number of hits the spheres can do before disappearing. However, since there is not much of a defense or damage increase in PvP from 5 to Max, it is not entirely mandatory to max, as the SP can be put to better use elsewhere. By all means though, it is a fantastic tool in PvP.
      Spoiler: Spiral Nen



      Doppelganger Blast (21): [0 to Max, 1 to Max] [SP Cost: 30]
      This skill is much like Doppelganger, except that when your opponent hits the doppelganger, it explodes for a fixed amount of damage. This skill is very good because when an opponent triggers it, usually far more than just one doppelganger is triggered, and the chain explosion does a very good amount of damage. This skill scales in damage very nicely for PvE, but some players opt to skip it to focus on specific other skills, usually corresponding to their Second Chronicle armor sets. For PvP, though the damage is pretty good, experienced players will have close to zero problems getting out of Doppelganger Blast, making it nothing more than another average zoning utility. However, when players make mistakes and are caught inside, the damage is devastating, especially at higher levels of this skill.
      Spoiler: Doppelganger Blast



      Lion's Roar (16): [0 or Max, Max] [SP Cost: 50]
      Inflicts magic damage in a 360 degree range around you with a high percent chance of stunning your opponent for a long time. This is anextremely good skill when maxed. Though not optimal for DPS in PvE, the stun is very good and is one of the longest lasting ones in the game. This is the skill that'll allow you to reset your combos by using it at the end of a juggle, and as of such is mandatory for Nen Master PvP.
      Spoiler: Lion's Roar



      Tiger Flash: Nen Creature of Light (16): [1 to Max, 1 to Max] [SP Cost: 50]
      This is a buff that adds a massive amount of range and damage to your X-chain, dash attack, and jump attack, as well as converting it to magic damage and adding an additional hit to your X-chain. It also reduces all damage you take. It has a chance of electrocuting with each hit. There is an armor set that reduces the cooldown to the point that you can constantly have this skill up, at which point it is definitely a worthwhile investment to max. In PvP, you may choose to max this skill for the additional damage reduction and the massive damage boost for much shorter but overall stronger combos.
      Spoiler: Tiger Flash: Nen Creature of Light



      Energy Shield (16): [Max, Max] [SP Cost: 50]
      This skill makes a massive energy burst in front of the character. It does absolutely massive damage, and the range is very large when this skill is maxed. Direct hits do additional damage, and it hits 7 times and the last hit is capable of an electrocution proc. This skill is absolutely worth maxing. Great damage, and the range is massive. A very solid combo finisher as well, there are no other Nen Master skills that hit a single target harder in the time it comes out.
      Spoiler: Energy Shield



      Raging Light Dragon (13): [0 to Max, 11 to Max] [SP Cost: 60]
      Creates and controls a large energy dragon with three hitboxes-- the head, torso, and tail. Each hit has minor hitstun, and the user stays in super armor. You can cancel this skill at any point while using it by pressing jump. When leveled high enough, it can hit opponents on the ground (level 9 for the head, 10 for the tail, and 11 for the whole thing).

      Try to do this in a safe position-- preferably in your Nen Guard, or if worst comes to worst, in your Doppelganger Blast. It is only superarmored, which means you can be easily grabbed or heavily damaged through it.
      Spoiler: Raging Light Dragon


      [*]
      Floating Nen Flowers (9) [1 to Max, 1 to Max] [SP Cost: 30]
      This is a passive awakening. It covers the Nen Master's body with a protective aura. When hit, the aura disappears and absorbs the damage from the first hit and then goes into cooldown. When the aura disappears, the Nen Master receives an intelligence, cast speed, and move speed bonus. It has been changed so that the buff lasts for a solid duration and the respawn rate of the flowers are lower, making this skill finally quite viable for maxing.

      Nen Flower (12): [Max, 0] [SP Cost: 80]
      Summons five flower buds around you. They slowly bloom over a period of time and then explode to do heavy damage. You can make the flowers bloom much faster and do more damage by using light attacks on them. This is one of the most heavily damaging awakenings in the game when used properly, and is a very good skill. Absolutely worth maxing for PvE.

      Proper Use of Nen Flower
      Make sure you have Ancient Memory up before you use this skill—it increases the damage of this skill to the point that it is capable of nearly outright killing anything in the game. To bloom the flowers faster, some players opt for using Raging Light Dragon, though a much faster route that doesn’t leave you exposed would be to just backstep and use Energy Shield, which at that point would hit all 5 flowers to the point of blooming. Consider putting a Nen Guard over the flowers, as they can be destroyed by enemy attacks if they take enough damage before they bloom.
      Spoiler: Nen Flower



      -----

      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): [0, Max] [TP Cost: 1]
      This skill increases your STRENGTH stat by 25 per level in PvE and 10 per level in PvP. Since you’re a magic class, you don’t need this skill. It does, however, prove to be a useful addition to damage in PvP, since there’s so few things to spend TP on for PvP.

      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): [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. An absolute must-max for both PvE and PvP play.

      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): [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/COLOR], 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): [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). Since Nen Masters have mostly light based skills, they will all benefit from this skill, so seriously consider leveling up this skill.

      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.
      Last edited by GRPHC; 01-22-2012 at 09:20 AM.


      [*]
      vc. Fighter Subclass EX Skills [FSEX]
      At this point, these skills only work in PvE.

      Basic Training Upgrade (3): [0] [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): [Max] [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. This skill is invaluable for Nen Masters. It jumps the damage of Nen Shot by a huge amount, and allows it curve to an almost ludicrous degree to attack an enemy, which is useful if they move while you’re charging.

      Low Kick Upgrade (3): [0] [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): [0] [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.

      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—though I am heavily biased because I love Crouch as a skill, 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! This being said, Nen Masters probably need the skill the least out of all four fighter subclasses, since they have both Nen Guard and EX Nen Guard to eat up a hit that would otherwise one-hit KO them.
      [ame=
      - ‪[/ame]

      Iron Physique Upgrade (3): [0] [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): [0] [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] [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. It’s a mediocre upgrade for a mediocre skill—I would skip it.

      -----

      vd. Class Unique EX Skills [CUEX]

      Spiral Nen Upgrade (3): [0 to Max] [TP Cost: 1]
      Passively increases the damage by 10% per level, duration by 10% per level, and maximum number of hits by 2 per level. Consider leveling this skill if you make frequent use of Spiral Nen and keep them up at all times. Not the best DPS booster, but for those with maxed Spiral Nen, it could be useful.

      Energy Shield Upgrade (2): [0 to Max] [TP Cost: 1]
      Passively increases maximum number of hits by 1 per level. Honestly, this is a very underwhelming buff for such a good skill, but considering how great Energy Shield is as a skill, it might be worth upgrading. Honestly though, I find it difficult to recommend.

      Suplex Thunder Upgrade (3): [0 to Max] [TP Cost: 1]
      Passively increases damage by 10% per level and electrocution chance by 5% per level. This isn’t a bad upgrade, but the problem is the skill itself (Suplex) becomes less and less useful as the dungeon levels get higher and higher, since many of the new mobs and bosses cannot be grabbed, meaning that the points invested into Suplex Thunder and Suplex Thunder Upgrade won’t be able to be put in use at when they’re needed the most.

      Tiger Flash Upgrade (2): [0 to Max] [TP Cost: 1]
      Passively increases the duration of Tiger Flash by 3 seconds per level and the damage by 5% per level. If you are running a permanent Tiger Flash build, then by all means, max this skill out immediately! Otherwise, if you just use Tiger Flash as a utility (instead of having it as the focus of your build), then look elsewhere for places to spend your SP.

      Ultimate Nen Guard (3): [1 to Max] [TP Cost: 2]
      Creates a massive electrocuted Nen Guard. Enemies who attack the Nen Guard take reflected damage and players inside the Nen Guard are healed for the amount the attack value. This is easily one of the best EX skills in the entire game and is one of the things that makes Nen Masters the best support class in the game. I don’t need to explain why this skill is so amazing. Even at level 1, it has more HP than a maxed Nen Guard. The cooldown is very long, so you can leave this skill at level one as a backup Nen Guard. Higher levels increase the size, HP, healing amount (still very small), and damage reflected.
      Spoiler: ”Ultimate Nen Guard”


      Lion’s Grand Roar (1): [Max] [TP Cost: 3]
      Unleashes a massive roar, doing heavy damage and applying a buff which lasts for 30 seconds and adds 6% to physical and magical critical rate, hite rate, and evasion rate and also applies a light element buff to all nearby members for 20 hits. The damage is very strong, the range is huge, and the buff is pretty good. I would call it a worthwhile investment for the points invested.
      Spoiler: ”Lion’s Grand Roar”


      [*]
      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. Resets can be used during the aerial stage as well to bring an opponent back into the standing 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. You could risk using a cancel Nen Shot, but the hitstun is very small on Nen Shot, so you could quite easily be counterattacked.
      [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 Nen Masters, a high leveled Lion's Roar can be used as an extremely reliable stun reset to be used before gravity kicks in.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 Cyclone Suplex, Energy Shield, Hidden Stinger, One Inch Punch, etc.). 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). Nen Masters have Lion's Roar and Energy Shield that can OTG as well.
      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. Any class can scoop into Suplex. The following video summarizes this section. For Nen Masters, if you manage to hit an opponent out of the air or connect with a Hammer Kick, you should attempt to follow up with a Suplex scoop if moving into an aerial juggle is impossible.

      [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, and Nen Masters can use Lion's Roar.

      -----

      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 Master (Hero 6) Nen Master (님희님아) from kDnF
      [*]
      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

      General Skill Changes

      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

      Changes to Nen Master Skills

      Nen Cannon
      • Charge time reduced from 0.7 to 0.5 seconds.
      • Piercing Strength increased.

      Doppelganger Blast
      • Casting time and post-casting delay reduced.

      Tiger Flash: Nen Creature of Light
      • Attack Strength significantly increased (does not apply to PvP)
      • Counter immobilization rate reduced.

      Suplex Thunder
      • The known issue of the thunder bolt damage being applied twice is fixed.
      • Attack Strength significantly increased.
      • Electrocution Attack Strength significantly increased.
      • Electrocution duration increased from 4 to 5 seconds.

      Spiral Nen
      • Spiral Nen buff doubled (does not apply to PvP).
      • Spiral Nen duration dobuled (does not apply to PvP).
      • Max Spiral Nen count reduced by half (does not apply to PvP)
      • Tiger Flash attack strength increased for each Spiral Nen.
      • Defense Increase rate reduced.

      Energy Shield
      • Attack Strength increased. (does not apply to PvP)

      Raging Light Dragon
      • Multi-Hit interval reduced from 0.5 to 0.4 seconds (does nto apply to PvP).

      Stimulating Breath
      • Changed to party buff.
      • MP Consumption increased.
      • Cooldown changed from 10 to 30 seconds (does not apply to PvP).
      • Duration changed from 120 to 30 seconds (does not apply to PvP).

      Floating Nen Flowers
      • Nen's Flower's respawn interval shortened (does not apply to PvP).

      Changes to PvP

      All Classes

      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%

      General Skill Changes

      Sand Throw
      • 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.

      Nen Master Changes

      Nen Guard
      • Cooldown increased by 5 seconds.
      • HP increased.

      Nen Cannon
      • Charging sound no longer heard by the opponent.

      Raging Light Dragon
      • Initial delay slightly increased.
      • Duration increased from 5 to 7 seconds.

      Lion's Roar
      • Stun time reduced.
      • Stun rate increased.
      • Z-axis attack range slightly reduced.

      Energy Shield
      • Attack Strength of direct hits increased by 20%

      Suplex Thunder
      • Electrocution Attack Strength significantly increased.
      • Electrocution duration increased from 4 to 5 seconds.

      Nen Shot
      • Post-cast delay reduced.
      • Launch Strength added during aerial combos, allowing for multiple connected hitse with ease.

      Floating Nen Flowers
      • Respawn time reduces at higher skill levels.
      • Buff duration increased from 10 to 12 seconds.
      • Intelligence increase amount reduced.

      -----

      IIX. Frequently Asked Questions [FAQ]

      What do you think of X build?
      GRPHC: Post it here and someone will get around to critiquing it. Feel free to ask any other questions related to Nen Masters here as well. This is the purpose of the discussion thread.

      Where did the old discussion thread go?
      GRPHC: It is at the link below. Realize that the content in this thread is by and large outdated, but there is some good reading in it and some interesting discussion that still relates to our current rendition of the game.
      The old Nen Master discussion thread is linked here.

      [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.

      Don't tell me what you're going to do-- show me.

     
  4. Merryem

    Posts:
    205
    IGN:
    Merryem
    Guild:
    #BLESSED
    Server:
    Cain

    1. [*]The Unofficial Complete Striker Guide
      Ready. Steady. Go!
      Written by GRPHC for the DFO Community


      1/22/2012 - Updated to Act XVI
      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 Striker? [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. Striker 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. Striker 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 Striker 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 Striker 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 Striker, to sharpen the knowledge of existing Strikers, and to be a reference and discussion source for all things Striker-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 Striker? [YFHT]

      So you've looked into all the classes, and are still on the fence about which one to play? There's numerous reasons to play fighter, but the main ones I'll point out in bullet point. As each fighter subclass is pretty different from the next, these points mentioned will be extremely general.

      The striker is a class that is hugely popular in Korea, and for good reason. The striker is the fastest of all the fighter subclasses, gaining access to their own line of weapons--boxing gloves. This, combined with their skills that scale the X-axis extremely quickly and their ability to nearly cancel any skill (into other skills with muscle shift), make them the fastest and most versatile melee class in the game. This is combined with their trademark buff, super armor, which grants them a period of complete super armor in which your foes can do little except run away. Strikers also have the highest natural STR growth in the game, making them one of the highest damage classes in the game as well.

      Pro's
      + Extremely fast. I'd type this three more times for emphasis, but you get the point.
      + With the Striker's massive strength growth per level, they have very high DPS and are capable of getting thehighest burst damage in the game, and a well geared striker is capable of outputting higher damage than every other class in the game.
      + Lots and lots of cancels.
      + The super armor buff makes you a force to be reckoned with when it's up.
      + Another fighter class with very few poor match-ups.

      Con's
      - High MP usage in dungeons. You'll be chugging pots like no tomorrow.
      - Near complete lack of AoE skills.
      - Extremely poor projectile and zoning game (be the bullet!).
      Some videos from our friends across the sea--

      Spoiler: PvE video of a striker clearing the Ocean Train.

      Spoiler: PvP video of a kDnF Striker. This was in the 2010 DNF Championships, and was the first all-kill that tournament. The Korean Striker completely destroyed the Chinese all-star team.


      -----

      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. 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]

      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): [1, 1] [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 these classes do not receive enough opportunities to attack an opponent from behind to make good use of it.

      Magical Critical Hit (10): [0 to Max, 0] [SP Cost: 20]
      This skill is identical to Physical Critical Hit, with the exception that it raises your magical critical hit chance. You’re a physical class—don’t bother with this skill.

      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. The main problem 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. 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. If you're feeling lucky, you can take this skill to try to maximize the damage you do with your finishing burst skills. Make sure you have everything else you need first though!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, 0] [SP Cost: 25]
      This skill boosts a large amount of INT, which is the principle damage multiplier for magic, poison and bleed damage. Unnecessary.

      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. There is quite close to no use for you out of this skill.

      Why would I max Indomitable Spirit for PvP?
      When maxed, this skill will, without fail, give you super armor whenever you cast. As of such, you can use this in conjunction with level 1 of casting skills, like Leap, Ancient Memory, Apply Poison, Super Armor, Fatal Aim, and other such skills to use them as a relatively lengthy super armor utility.Throw Mastery (10): [0, 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.
      Last edited by GRPHC; 01-22-2012 at 08:54 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 VITthat 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 or Max] [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


      Why would I max this skill for PvP?
      Let me start by saying this is completely optional. Now this is an interesting one. Maxing nen shot on a non-Nen Master? "That's crazy!", you say. Hear me out-- Nen Shot travels quite fast and at max, has good damage, a large size, so it can be used to pressure opponents at range—one tool that fighters desperately need more of. As a further bonus, it can stop skills like Aimed Detonation, Landrunner, and Mech Drop rather well. If you utilize the Nen Shot properly, you can use the hitstun from it as an approach as well. At the moment, the Korean metagame is such that most F.Fighters are taking max Nen Shot (F.Grapplers in particular).[ame=
      use of Max Nen Shot pressuring on a Grappler.[/ame]
      Last edited by GRPHC; 01-22-2012 at 08:59 AM.

      [*]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



      -----

      iiid. Shared Brawler Skills [SSBR]

      Sand Splash (30): [0, 0] [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, but the growth isn't that spectacular. There's a long delay animation after the throw and the hitstun is extremely small. Skip it.
      Spoiler: Sand Splash



      Apply Poison (5): [0, 0 or 1] [SP Cost: 50]
      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. There is no reason to take this skill for non-brawler classes--it is an immense SP cost to level this skill, and you are limited to upgrading it to level 5, as opposed to level 17 for Brawlers. This means that the level of poison will be low, and most likely won't even proc against higher level monsters or players.

      Buff Stacking
      Strikers have a very important buff-- super armor. When facing a mage subclass, these key buffs that can turn games around can be removed instantly with the disenchant skill. However, disenchant has a limit of removing 4 buffs when maxed. As of such, pro players take one level of disenchantable skills. These include leap, ancient memory, indomitable spirit, and apply poison. By using these 4 before using Super Armor, even if you are hit by a disenchant, the earlier buffs will be disenchanted first, leaving your key buff on. Learn their manual shortcuts, and use them in fights against mages who use disenchant!
      Spoiler: Apply Poison



      Crouch (1): [0 or 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).
      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): [5, 5 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. You need at least 5 levels in hammer kick for the extremely good skill "Lightning Dance".

      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): [10 or Max, 10 to Max] [SP Cost: 15]
      A single fast kick to the ground. 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 outside of an additional OTG hit. This skill is needed for the very good skill "Bone Crusher". However, PvE players can opt to max this for extremely high DPS, as the damage growth per level is decent, and the cooldown is extremely low. This becomes even more true when combined with "Low Kick EX", as this can raise your DPS to an extremely high level. Consider your build (Burst vs. DPS focus) carefully when deciding what level to take this skill.
      Spoiler: Low Kick



      Tiger Chain Strike (30): [5, 5] [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.

      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, 5 + Cancel] [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, but inevitably, using Cancel Tornado Kick will always be a bit faster. You gain additional kicks to this skill once you take it to certain levels.
      Spoiler: Tornado Kick



      Crushing Fist (5 + Cancel, Max + Cancel): [0] [SP Cost: 25]
      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. In PvE, the damage is not as good when compared to those of many of your other skills-- leave it at it's prerequisite and optionally take the cancel as an option to use for standing attacks.
      Spoiler: Crushing Fist


      [*]IV. Striker Unique Skill Overview [SUSO]

      Same as before, these are the skills that only the Striker class can learn.

      -----

      ivd. Striker Unique Skills [SUSK]

      Super Armor (18): [3 to Max, Max] [SP Cost: 20]
      This skill completely envelops you in a constant super armor for a period of time. This is easily one of the best PvP buffs in the game, turning you into an approaching machine. In PvE, this’ll allow you to become a counter-attack machine, especially if you have a Halgi’s Bone Ring. Regardless, it should be taken to level 3 for the skill Mountain Pusher.

      Note that you can still be grabbed, stunned, and frozen while in super armor.
      Spoiler: Super Armor



      Tiger's Roar (1): [0, 0] [SP Cost: 50]
      Adds a third and fourth hit to Tiger Chain Strike. Even with a high level of TCS, the DPS is rather poor for the invested SP, and you can make much better use out of TCS second hit's hitstun.
      Spoiler: Tiger's Roar



      Power Fist (17): [Max, 4] [SP Cost: 25]
      Decreases attack speed by 20%, but increases hitstun duration by 130% and increases STR. The STR growth is absolutely massive for PvE, making your damage fly off the charts. However, the attack speed decrease is seldom worth it in PvP. Level 4 should be taken for the buff Fatal Aim.
      Spoiler: Power Fist



      Bone Crusher (23): [0 to Max, Max] [SP Cost: 25]
      This is similar to low kick, except it comes out a bit slower, has a slow effect on the enemy, and hits much harder. The burst damage is solid, and the slow is helpful as well. It is an excellent skill and can be used in the standing and OTG phases of combat.
      Spoiler: Bone Crusher



      Mountain Pusher (23): [Max, 5 + Cancel] [SP Cost: 25]
      This is a super armored tackle that covers very impressive X, Y, and Z axis range very quickly. This is probably the highest damage non-cube skill Strikers have, and is nothing short of fantastic as a burst skill. Some players opt to take the cancel, but most will engage with this skill.

      How to Launch with Mountain Pusher
      When used in PvP, if you are fast enough, you can follow up with a tornado kick canceled into a neutral air into a muse for a launch (or easier, muscle shift it into a muse). It's a very good approach and definitely worth picking up. Beware however, that in PvP, Mountain Pusher only has super armor at the beginning of the skill.
      Spoiler: Mountain Pusher



      Fatal Aim (14): [Max, Max] [SP Cost: 25]
      This buff heavily increases both hit rate and physical critical rate. It's extremely useful to set up during shoulder juggles in PvP or right before unleashing your strongest skills in PvE. There is no reason not to get this skill.
      Spoiler: Fatal Aim



      Muscle Shift (5): [Max, 4 or Max] [SP Cost: 30]
      Allows you to cancel a striker skill into another striker skill for a period of time. This skill has been changed so that as you cancel more skills consecutively, they do increasing amounts of damage. It is this skill that gives Strikers their fame as the highest burst damage class in the game, capable of killing the toughest bosses in one muscle shift combo. However, in PvP, the mechanic is different, and using increasing numbers of cancels decreases the attack strength of each skill. This is either used to finish combos with a massive chain of burst skills or to chain together approaching skills to help approach your opponent. In PvE, the level of the skill represents the number of cancels you are given. In PvP, level 1 gives you one cancel, while level 4 gives you 2.

      Why would I max Muscle Shift for PvP?
      Considering that at level 5, all it does is add onto the cooldown while it still has 2 cancels? This is because if you use a muscle shift avatar top, you will raise the skill to level 6, which will unlock your third cancel in PvP, giving you even higher burst!
      Spoiler: Muscle Shift



      Rising Fist (18): [0 or 1 or 5, 1] [SP Cost: 40]
      Does a rising spinning uppercut which does multiple hits and launches your opponent high into the air. It hits opponents on the ground. Not many players choose to take this skill for PvE, as it’s difficult to hit many monsters with all of the hits, and leaves you high in the air in a vulnerable state. You can opt to take 1 level as a utility or 5 as the prerequisite for the skill EX Rising Fist. In PvP, it's a decent skill to use to approach while in SA or to continue/finish combos with. Don’t take it past level 1 though, as you need time to set up your buffs for the muscle shift finish to all of your combos.
      Spoiler: Rising Fist



      One Inch Punch (18): [Max, 1 to Max (Cancel Optional)] [SP Cost: 40]
      This skill does massive damage with a shockwave that does damage as well, but the range on this skill is extremely short. Probably the best burst skill you have, use it in conjunction with Muscle Shift.
      Spoiler: One Inch Punch



      Lightning Dance (16): [Max, 1 to Max] [SP Cost: 50]
      This skill is similar to hammer kick, except when it connects, you teleport and strike a number of random enemies around the last hit target. In PvE, the scaling on this skill is fantastic and you are in invinicibility frames throughout. Another skill used in conjunction withMuscle Shift to finish combos or used in OTG.

      Using Lightning Dance to Approach
      Since Lightning Dance can be canceled, it is possible to target something near your opponent (background objects or summons) and have Lightning Dance take you to your opponent, canceling it when you’re next to them to start a combo. This is very difficult to get the timing down, but it is easily one of the most surprising and effective approaches in the game when used in this style.
      Spoiler: Lightning Kick



      Beat Drive (13): [1 to Max, 1] [SP Cost: 60]
      This skill has you kick multiple times before finishing with an explosive punch. You are superarmored and have slight control of your character during this skill. You can cancel this skill before the punch by pressing jump. In PvE, this will be used to control the mobs into a localized area (and the damage output is impressive as well), and in PvP, it will be used as a utility to beat things such as Quick Rebound. Note that if you catch someone in this skill in PvP, there is enough hitstun from the kicks for you to cancel the skill intoCrushing Fist to allow you to start a standing combo.
      Spoiler: Beat Drive



      Stampede (9): [Max, 1] [SP Cost: 30]
      This is the awakening passive skill. It adds higher amounts of STR for a very short period of time the longer you dash across the X-axis. The damage it adds is good and I highly recommend maxing it for PvE players, but the duration is quite short, so make good use of it (usually try to get this Stampede bonus high right before a muscle shift combo).

      Kihop Low Kick (12): [Max, 0] [SP Cost: 80]
      Easily one of the strongest awakenings in the game, this skill is essentially low kick that does crazy damage. When you first cast the skill, you are in a wind-up position, and you can hit X to pull targets in closer to your strike zone (while being pulled in, mobs have reduced attack speed), but charging up will not increase the damage Kihop does. Press the skill key to use the skill again.
      Spoiler: Kihop Low Kick


      [*]
      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, 0] [TP Cost: 1]
      This skill increases your INTELLIGENCE by 25 points per level in PvE and 10 per level in PvP. Unnecessary, since you’re a physical class.

      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.

      Elemental Resistance Training (3): [0 to Max, 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): [0] [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): [0 or Max] [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-- this skill will be taken based on whether or not you have invested into Low Kick as a skill.

      Suplex Upgrade (3): [0] [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.

      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 am biased because I am a massive fan of crouch, but 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): [0] [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): [0] [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] [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. It’s a mediocre upgrade for a mediocre skill—I would skip it.

      -----

      vd. Striker Unique EX Skills [CUEX]

      Mountain Pusher Upgrade (3): [0 to Max] [TP Cost: 1]
      Passively increases the damage of Mountain Pusher by 10% per level. Considering that Mountain Pusher is one of your best burst skills, this is a skill that you can consider maxing.

      One Inch Punch Upgrade (2): [0 to Max] [TP Cost: 1]
      Passively increases damage by 10% per level, splash damage by 10% per level, and hitstun by 15% per level. Once again, considering that OiP is your best burst skill, consider maxing this skill to optimize your burst damage.

      Lightning Dance Upgrade (2): [Max] [TP Cost: 1]
      Passively increases travel distance by 50 px per level, increases maximum number of hits by 1 per level. Much like the other two passive class upgrades, this is a fantastic upgrade to a good skill, and you should try to find a way to max this skill to optimize your burst damage.

      Powerful Crushing Fist (3): [Max] [TP Cost: 1]
      An extremely strong version of Crushing Fist that deals splash damage. Once you get this skill, it becomes your highest burst damage skill. These is no question in mind—max this skill, and finish off Muscle Shift combos with this skill to laugh at hitting the damage cap.
      Spoiler: Powerful Crushing Fist



      Rising Uppercut (1): [0 or Max] [TP Cost: 3]
      Immobilizes enemies with a powerful hit that launches them in the air, followed by a multi-hit. This skill has some decent damage output, but much like the non-EX version sharing the same name, you finish in a vulnerable position in the air and it is difficult to continue off of this skill, making it not as useful for burst, but rather as another filler skill. Note ahead of time that this skill is nowhere near as good as EX Powerful Crushing Fist.
      Spoiler: ”Rising Uppercut”​
      [*]
      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. Strikers have the option to use Bone Crusher Cancel and Crushing Fist Cancel as well.
      [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.

      After gravity kicks in and they begin to fast fall, however, you still have time to use a "finisher", or a high damage skill. Attempt to get aMuscle Shift up sometime during the juggle to maximize the burst damage you use as a “finisher”. 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).

      Strikers can OTG with Bone Crusher, Rising Fist, and Lightning Dance as well.

      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. Any class can scoop into Suplex. Other useful scoops include Strikers who can scoop into One Inch Punch.

      [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.

      -----

      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 Video of War God (Hero 9) Striker 이더♡ from kDnF

      Spoiler: PvP Video of Emperor (Hero 8) Striker 힐더 통결러너 from kDnF


      [*]
      VII. The Changes that Act X Give to Existing Skills [PPLC] [FAQ]

      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

      Mountain Pusher
      • Launch Strength slightly reduced.
      • Post-attack delay reduced.

      Muscle Shift
      • Cancelling a Muscle Shift skill will increase the Attack Strength of the following skill (does not apply to PvP).

      Rising Knuckle
      • Attack Strength increased (does not apply to PvP).

      Beat Drive
      • Punch Attack Strength increased (does not apply to PvP).

      Rising Cut
      • Immobility rate and attack range of the first hit increased.

      Stampede
      • Stampede buff duration is fixed to 3 seconds.
      • If the character stops running mid-buff, the strength will accumulate until he starts running again (buff duration is reset as well).

      Power Fist, Fatal Aim
      • MP Consumption decreased.

      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 Throw
      • 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.

      Striker's Light Armor Mastery
      • Hit Recovery increase value changed to 150.

      Super Armor
      • Duration reduced from 10 to 7 seconds.
      • Attack Speed "decrase' added; when masmtered, will decrease by 5%
      • Cooldown increased.

      Mountain Pusher
      • Super Armor only applied on the ready motion.
      • Cooldown reduced from 15 to 12 seconds.

      Power First
      • Duration rreduced from 20 to 10 seconds.
      • Cooldown reduced from 40 to 25 seconds.

      Muscle Shift
      • Attack Strength of consecutive skills reduced.
      • Cooldown reduced from 60 to 45 seconds.

      Lightning Dance
      • Invincibility (after the skill) removed.
      • The known issue of the Z-axis hit range being infinite while moving is fixed.

      Beat Drive
      • The immobility that takes place while kicking an enemy reduced.
      • Attack Strength of the kicks significantly reduced.
      • Attack STrenght of the punch significantly increased.​
     
  5. Merryem

    Posts:
    205
    IGN:
    Merryem
    Guild:
    #BLESSED
    Server:
    Cain
    Alright, that should be it. None of the credit goes to me; it was written by GRPHC on the old DFOS. It might be a bit outdated but the information should still be relatively sound. I'll edit the guides and clean them up a bit later.
     
  6. Synsane

    Posts:
    18
    IGN:
    Perma
    Guild:
    The Bronze Pig
    All the videos are set to private.
     

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