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ShiKage
11-07-2010, 08:27 AM
I'm not well-versed in the ways of Paladins. I've never actually played one far into third job in the official servers, but I have played the class in JMST and have discussed this build over with a certain player who has made her own Paladin in KMS and this is what I have come up with. This build may not be for everyone, so take it as you will.



First Job

Level 10 : +1 Power Strike
Level 11 : +3 Slash Blast
Level 12 : +3 Slash Blast
Level 13 : +3 Slash Blast
Level 14 : +3 Slash Blast
Level 15 : +3 Slash Blast
Level 16 : +3 Slash Blast
Level 17 : +2 Slash Blast (Max), +1 Power Strike
Level 18 : +3 Power Strike
Level 19 : +3 Power Strike
Level 20 : +3 Power Strike
Level 21 : +3 Power Strike
Level 22 : +3 Power Strike
Level 23 : +3 Power Strike (Max)
Level 24 : +3 HP Increase
Level 25 : +3 HP Increase
Level 26 : +3 HP Increase
Level 27 : +1 HP Increase (Max), +2 Iron Body
Level 28 : +3 Iron Body
Level 29 : +3 Iron Body
Level 30 : +3 Iron Body (11)


Result :
10 HP Increase (MAX)
20 Power Strike (MAX)
20 Slash Blast (MAX)
11 Iron Body

Reason :
In the Big Bang changes, MAX HP Increase was changed completely. Instead of increasing base HP when you level up, it now increases your HP by total percent based on the skill's level. For instance, if you have 1,000 HP and you put 10 points into HP Increase, you will get plus 200 HP at that exact moment. Therefore, instead of going for HP Increase immediately, it's wise to go for Slash Blast. Put one point into Power Strike as a prerequisite to Slash Blast and then proceed to max Slash Blast. After that, finish up Power Strike. For the rest of the time, finish up HP Increase and then dump the rest of your points in Iron Body. Those points in Iron Body will prove to be of some use now. After Big Bang, defense actually helps, so the more defense, the more survivability you will have.

---------------------

Second Job

Level 30 : +1 Ground Smash
Level 31 : +3 Mastery
Level 32 : +2 Mastery, +1 Booster
Level 33 : +3 Booster
Level 34 : +1 Booster (5), +2 Mastery
Level 35 : +3 Mastery
Level 36 : +3 Mastery
Level 37 : +3 Mastery
Level 38 : +3 Mastery
Level 39 : +1 Mastery (Max), +2 Improved Basics
Level 40 : +3 Improved Basics
Level 41 : +3 Improved Basics
Level 42 : +2 Improved Basics (Max), +1 Final Attack
Level 43 : +3 Final Attack
Level 44 : +3 Final Attack
Level 45 : +3 Final Attack
Level 46 : +3 Final Attack
Level 47 : +3 Final Attack
Level 48 : +3 Final Attack
Level 49 : +1 Final Attack (Max), +2 Threaten
Level 50 : +1 Threaten (3), +2 Power Guard
Level 51 : +3 Power Guard
Level 52 : +3 Power Guard
Level 53 : +3 Power Guard
Level 54 : +3 Power Guard
Level 55 : +3 Power Guard
Level 56 : +3 Power Guard (Max)
Level 57 : +3 Threaten
Level 58 : +3 Threaten
Level 59 : +3 Threaten
Level 60 : +3 Threaten
Level 61 : +3 Threaten
Level 62 : +2 Threaten (Max), +1 Booster
Level 63 : +3 Booster
Level 64 : +3 Booster
Level 65 : +3 Booster
Level 66 : +3 Booster
Level 67 : +2 Booster (Max), +1 Ground Smash
Level 68 : +3 Ground Smash
Level 69 : +3 Ground Smash
Level 70 : +3 Ground Smash (11)

Result :
11 Ground Smash
20 Mastery (MAX)
20 Booster (MAX)
20 Final Attack (MAX)
20 Threaten (MAX)
20 Power Guard (MAX)
10 Improved Basics (MAX)

Reason :
You may be thinking, "Only eleven points in Ground Smash!? What are you thinking!?" However, Ground Smash is replaced in third job pretty quickly. Level one Ground Smash is more than efficient enough to get you through second job and into the part of third job where it's completely replaced. Slash Blast with Improved Basics on bigger mobs will be better than Ground Smash, especially in places like Monster Carnival. So, to start out, get one Ground Smash to help a bit with training, then get 5 Mastery for the sake of getting 5 booster, which will help your training a lot, then proceed to max out Mastery. After Mastery, max out Improved Basics so that you deal a lot more damage, which will in turn help you train a bit faster. After that, max out Final Attack. Final Attack, after the Big Bang, is very good. It has absolutely no delay, so it's practically extra damage added to whatever skill you use. This will help out your training by quite a bit. After Final Attack is maxed, you should get 3 Threaten so that you can work on Power Guard. Power Guard, after the Big Bang, has a fifty percent reflection rate, meaning you only take half of the damage you normally would from a monster. This will save a lot in potions, and in turn, money. After that, proceed to max out Threaten and then Booster. After that, you will have ten extra points. Either dump some in Iron Body for an extra bit of defense or dump the rest in Ground Smash.

---------------------



Third Job

Level 70 : +1 Fire Charge
Level 71 : +3 Fire Charge
Level 72 : +2 Fire Charge (6), +1 Lightning Charge
Level 73 : +3 Lightning Charge
Level 74 : +2 Lightning Charge (6), +1 Ice Charge
Level 75 : +3 Ice Charge
Level 76 : +2 Ice Charge (6), +1 Restoration
Level 77 : +3 Charge Blow
Level 78 : +3 Charge Blow
Level 79 : +3 Charge Blow
Level 80 : +3 Charge Blow
Level 81 : +3 Charge Blow
Level 82 : +3 Charge Blow
Level 83 : +3 Charge Blow
Level 84 : +3 Charge Blow
Level 85 : +3 Charge Blow
Level 86 : +3 Charge Blow (Max)
Level 87 : +3 Fire Charge
Level 88 : +3 Fire Charge
Level 89 : +3 Fire Charge
Level 90 : +3 Fire Charge
Level 91 : +2 Fire Charge (Max), +1 Lightning Charge
Level 92 : +3 Lightning Charge
Level 93 : +3 Lightning Charge
Level 94 : +3 Lightning Charge
Level 95 : +3 Lightning Charge
Level 96 : +1 Lightning Charge (Max), +2 Ice Charge
Level 97 : +3 Ice Charge
Level 98 : +3 Ice Charge
Level 99 : +3 Ice Charge
Level 100 : +3 Ice Charge (Max)
Level 101 : +3 Restoration
Level 102 : +3 Restoration
Level 103 : +3 Restoration (Max)
Level 104 : +3 Combat Orders
Level 105 : +3 Combat Orders
Level 106 : +3 Combat Orders
Level 107 : +3 Combat Orders
Level 108 : +3 Combat Orders
Level 109 : +3 Combat Orders
Level 110 : +2 Combat Orders (Max), +1 Shield Mastery
Level 111 : +3 Shield Mastery
Level 112 : +3 Shield Mastery
Level 113 : +3 Shield Mastery
Level 114 : +3 Shield Mastery
Level 115 : +3 Shield Mastery
Level 116 : +3 Shield Mastery
Level 117 : +1 Shield Mastery (Max), +2 Magic Crash/Iron Body/Ground Smash
Level 118 : +3 Magic Crash/Iron Body/Ground Smash
Level 119 : +3 Magic Crash/Iron Body/Ground Smash
Level 120 : +3 Magic Crash/Iron Body/Ground Smash

Result :
20 Shield Mastery (MAX)
30 Charge Blow (MAX)
20 Fire Charge (MAX)
20 Ice Charge (MAX)
20 Lightning Charge (MAX)
20 Combat Orders (MAX)
10 Restoration (MAX)
11 Magic Crash (Recommended)/Iron Body/Ground Smash

Reason :
Okay, this one is a bit different than pre-Big Bang. Pre-Big Bang, everything was focused around maxing your charges first. However, now, I would suggest work on getting 6 points in all charges for the time. Of course you should get all three charges for versatility and for the stack effect, the added power, and the elemental weaknesses some monsters may have. Once you have those 6 points allocated to all charges, at least one point in Restoration would be really nice. It saves on potions if used right. However, that is purely optional. You don't necessarily need it so early, but it's nice to have. After that, proceed to max Charge Blow. Charge Blow is different than pre-Big Bang in the fact that it no longer cancels your charges. Your charges remain intact 100% of the time you use Charge Bow. This, of course, is the skill that replaces Ground Smash. It does a lot more damage and hits more mobs. So, Charge Blow as soon as possible in third job is a must. After that, you will want to max out Fire Charge, as it's the strongest charge in third job. Not only that, but most monsters you will find will be weak to fire, or at least, at that level they will be. After Fire Charge is maxed, proceed to max Lightning Charge because of the stack effect. It will help with damage and maybe you will find a few lightning-weak monsters to train on around those levels. Ice Charge will be last. It's not too needed at these levels, due to the damage reductions from monsters, the high defense Paladins have, and the Restoration skill that heals you so easily. After all three charges are maxed, you will want to max Restoration. Restoration is very good. It has a very short cool down time and it recovers most of your HP in a single instant. It's almost a replacement for HP potions. Of course, it won't be in all situations. After Restoration is maxed, work on Combat Orders. I didn't tell you to get Combat Orders soon because it's not really too useful in third job. The points you would have used on it could have done the same thing for any other skill. It doesn't go over the max level of skills for any skill except the ones in fourth job, so there was no real point in maxing Combat Orders so soon. After you have Combat Orders maxed, work on Shield Mastery. Shield Mastery will be very helpful if you're a one-handed weapon user, as it adds more defense to your shield, which will help reduce the damage you take. Afer that's maxed, dump the final eleven extra SP into Magic Crash, Iron Body, or Ground Smash. Any of them are fine. I would suggest going with Magic Crash over the other two, since the effect it causes to bosses will be really desired. If you don't want to go that path, however, go with Iron Body, since the defense it gives will be beneficial in the end.


Alternate Third Job Build (Combat Orders to max everything) :

Level 70 : +1 Fire Charge
Level 71 : +3 Fire Charge
Level 72 : +2 Fire Charge (6), +1 Lightning Charge
Level 73 : +3 Lightning Charge
Level 74 : +2 Lightning Charge (6), +1 Ice Charge
Level 75 : +3 Ice Charge
Level 76 : +2 Ice Charge (6), +1 Restoration
Level 77 : +3 Charge Blow
Level 78 : +3 Charge Blow
Level 79 : +3 Charge Blow
Level 80 : +3 Charge Blow
Level 81 : +3 Charge Blow
Level 82 : +3 Charge Blow
Level 83 : +3 Charge Blow
Level 84 : +3 Charge Blow
Level 85 : +3 Charge Blow
Level 86 : +3 Charge Blow (Max)
Level 87 : +3 Fire Charge
Level 88 : +3 Fire Charge
Level 89 : +3 Fire Charge
Level 90 : +3 Fire Charge
Level 91 : +1 Fire Charge (19), +2 Lightning Charge
Level 92 : +3 Lightning Charge
Level 93 : +3 Lightning Charge
Level 94 : +3 Lightning Charge
Level 95 : +2 Lightning Charge (19), +1 Ice Charge
Level 96 : +3 Ice Charge
Level 97 : +3 Ice Charge
Level 98 : +3 Ice Charge
Level 99 : +3 Ice Charge (19)
Level 100 : +3 Restoration
Level 101 : +3 Restoration
Level 102 : +1 Restoration (8), +2 Combat Orders
Level 103 : +3 Combat Orders
Level 104 : +3 Combat Orders
Level 105 : +3 Combat Orders
Level 106 : +3 Combat Orders
Level 107 : +3 Combat Orders
Level 108 : +3 Combat Orders (MAX)
Level 109 : +3 Shield Mastery
Level 110 : +3 Shield Mastery
Level 111 : +3 Shield Mastery
Level 112 : +3 Shield Mastery
Level 113 : +3 Shield Mastery
Level 114 : +3 Shield Mastery (18)
Level 115 : +3 Magic Crash
Level 116 : +3 Magic Crash
Level 117 : +3 Magic Crash
Level 118 : +3 Magic Crash
Level 119 : +3 Magic Crash
Level 120 : +3 Magic Crash (18)

Result :
18 Shield Mastery
30 Charge Blow (MAX)
19 Fire Charge
19 Ice Charge
19 Lightning Charge
20 Combat Orders (MAX)
8 Restoration
18 Magic Crash

Reason :
Self explanatory; you get skills to 19 or 18 for the fact that Combat Orders adds +2 to all skills EXCEPT itself. Also, you will need 30 points in Charge Blow due to the fact that Combat Orders does NOT affect prerequisites for later skills (Advanced Charge Blow). The rest of the build is the same as before.


Fourth job will not be a part of this guide. The fourth job builds always vary on what skill books you're able to get your hands on and some things are controversial, so I'll leave it to you to figure out.

Advanced Charge Blow has changed after the Big Bang. Instead of being an enhancement to Charge Blow and getting rid of the charge killing effect, it now not only increases the damage dealt with the skill, but it also adds mastery as long as you have a charge active. (http://ellinforest.com/forum/showthread.php?t=9461)


Thank you for reading my guide.

Credits go to myself and Polantaris. Thank you, Polantaris, for your helpful insight in helping me with this build.





Disclaimer about the 3rd job build : The level six charge option is completely optional. I would strongly recommend getting fire charge first for the power. There's really no reason for you to have a specific charge at that level, but the damage from the fire charge is higher than what you'll get with the other two. Also, some people recommend going for max Magic Crash rather than Shield Mastery or sacrificing another skill for it. It's extremely useful for bossing, so I recommend going for what you think is the best for you.

Please notify me if I've made a mistake somewhere. Thank you.

Pyro
11-07-2010, 08:57 AM
Since combat orders can't make second/3rd job skills go greater than 20/30 like it can for 4th job skills, you might as well not max many skills. That way, with the addition of combat orders, you can pretty much max every skill. For example, in second job, if take 2 points off most skills (which really won't benefit you much till later) you can max ground smash and greatly speed up second job training. This also applies to 3rd job. Take some points off other skills so you can still max armor crash since it is incredibly useful after big bang. In the end, the only skill you really need to add all the points into is combat orders.

Imitazion
11-07-2010, 09:13 AM
Since combat orders can't make second/3rd job skills go greater than 20/30 like it can for 4th job skills, you might as well not max many skills. That way, with the addition of combat orders, you can pretty much max every skill. For example, in second job, if take 2 points off most skills (which really won't benefit you much till later) you can max ground and greatly speed up second job training. This also applies to 3rd job. Take some points off other skills so you can still max armor crash since it is incredibly useful after big bang. In the end, the only skill you really need to add all the points into is combat orders.

you will have more SP than you can use, and then you can't advance.

Pyro
11-07-2010, 09:25 AM
you will have more SP than you can use, and then you can't advance.

Then you just add in points to skills so you can advance. You only deprive skills enough that you can still max everything with combat orders.

The point is, with combat orders, you can essentially max every skill. Why not take advantage of that?

ShiKage
11-07-2010, 09:31 AM
1 point in all skills doesn't really make a different. Whether you use 1 SP or Combat orders, training is going to be the same. It's all preference, really. You can do whatever you like.

Polantaris
11-07-2010, 11:08 PM
FYI, Combat Orders goes to 2 skill levels at Level 20, when it's maxed. It's not really like you have a problem with SP with White Knight, so sacrificing SP to make use of Combat Orders pre-4th job really isn't necessary. I found that Magic Crash is pretty useless, in KMS I had it at 20 and it never worked ever, even on mobs with Magic Shield (Which I thought it was supposed to do).

The only thing I would suggest, is if you plan to Mob, Ground Smash isn't really that great anyway. GS only hits 3 mobs, and Slash Blast still hits 6. You may lose some damage, however Slash Blast still hits double the monsters. Contrary to popular belief, they have nearly the same range. The only difference is that SB NEEDS to hit a monster first before the extra range takes effect, while GS does not. Once SB hits once, they hit nearly exactly the same range.

If you're going for a Pally Shield Build, which really Pallys were meant to do now, (I'll explain in a minute), Shield Mastery is a great addition, and negates nearly ALL Physical damage (See my 126 Pally video killing Gigantics), and most Magical Damage (More if you have good mdef equips).
Pallys are now the ONLY class to have Shield boosting skills. They get Shield Mastery, as well as Guardian. I will emphasize that Guardian is an AMAZING skill. It can negate ANY ATTACK, including 1/1s. Fighters no longer get Shield skills post-BB. I would suggest that if you are going to create a Paladin, go 1h with a Shield. They are simply amazing now.

When I made my KMS Pally, the only noteworthy difference is that I never leveled Ground Smash at all. Instead, when I maxed everything else 2nd job, I went straight to Iron Body. Iron Body isn't too wonderful until 3rd Job. When you have Shield Mastery maxed, its boost directly influences your Shield Mastery Boost as well. Iron Body basically gives 600 defense instead of 200 (200 base + 200% from Shield Mastery), since Shield Mastery actually directly effects your Total Defense instead of your Shield's Defense. 600 Defense is something like 200 damage negated. The less damage you take the better, in my opinion.

Also, you're welcome Justin =) Glad to be of assistance.

Pyro
11-07-2010, 11:33 PM
FYI, Combat Orders goes to 2 skill levels at Level 20, when it's maxed. It's not really like you have a problem with SP with White Knight, so sacrificing SP to make use of Combat Orders pre-4th job really isn't necessary. I found that Magic Crash is pretty useless, in KMS I had it at 20 and it never worked ever, even on mobs with Magic Shield (Which I thought it was supposed to do).

Magic crash does work and is very useful at bosses. I have actually beat myself up since I didn't max it on Casper's advice. There is a big difference between level 11 (13 with combat orders) and level 20 magic crash. The reason to not max everything as a paladin is because using combat orders to max everything just makes sense. It is inefficient to not have all your skills maxed. Why would you even want 11/21 of a skill when you could have them all level 20/30? Taking, say 2 points from skills like threaten/power guard/booster/etc. will not really hurt you while you don't have combat orders. However, it will allow you to get max ground smash which will offer you the fastest training in 2nd job, and even perhaps a bit into 3rd job.

The only thing I would suggest, is if you plan to Mob, Ground Smash isn't really that great anyway. GS only hits 3 mobs, and Slash Blast still hits 6. You may lose some damage, however Slash Blast still hits double the monsters. Contrary to popular belief, they have nearly the same range. The only difference is that SB NEEDS to hit a monster first before the extra range takes effect, while GS does not. Once SB hits once, they hit nearly exactly the same range.

Ground smash's range.
http://www.southperry.net/maplerange.php?ltx=-200&lty=-113&rbx=-10&rby=0&size=1024
iirc, slash blast has this range (after it hits a monster, like you said)
http://www.southperry.net/maplerange.php?ltx=-140&lty=-110&rbx=-10&rby=0&size=1024
The first monster gets hit at about this range, I think
http://www.southperry.net/maplerange.php?ltx=-100&lty=-110&rbx=-10&rby=0&size=1024
For a warrior, that's a big difference, especially since you don't have to run up to monsters with ground smash.


If you're going for a Pally Shield Build, which really Pallys were meant to do now, (I'll explain in a minute), Shield Mastery is a great addition, and negates nearly ALL Physical damage (See my 126 Pally video killing Gigantics), and most Magical Damage (More if you have good mdef equips).
Pallys are now the ONLY class to have Shield boosting skills. They get Shield Mastery, as well as Guardian. I will emphasize that Guardian is an AMAZING skill. It can negate ANY ATTACK, including 1/1s. Fighters no longer get Shield skills post-BB. I would suggest that if you are going to create a Paladin, go 1h with a Shield. They are simply amazing now.

Oh, most definitely. Especially since you have the potential for much higher stats using a shield. Potential really fucks over 2h users in that way, especially since using a 1h sword atm is barely less DPS than a 2h sword.

Polantaris
11-07-2010, 11:48 PM
According to Extractions on Southperry, Ground Smash has a range of 200 (Unsure of what that actually represents...Pixels?), and Slash Blast has 180 after hit. Before hit the range is the same as your normal attack range. Since I don't know exactly what the number means, I cannot give an appropriate representation of the range. If you are mobbing, you will have monsters on top of you anyway, so it really doesn't matter.

When I made my Pally, most of my training was done in a mobbing fashion. I grabbed all the mobs, then killed them all at once in one corner. I then waited for a respawn and repeated. This is especially effective on single platform maps, like B3, C2, and Mossy Mushrooms in EF. You take more damage, however monsters will actually die faster if you take more than 2-3 hits to kill them (Which you usually do at later levels), and you use less MP because you're certain monsters are stacked. When you're training in this method, the lost damage from GS is made up easily by the 3 extra hits.

It's really preference. I had no problem at all getting to 90 (At which point you'll have CB) with Slash Blast. It's really based on how you want to play. Some people don't like training with the method I used, some do. I just thought I would point out that Ground Smash is in no way a necessity, going with what Justin said about why he only leveled it to 11. It's not like Magic Guard, where without it you don't have a chance as a Mage. Both skills do good damage, and there's no major disadvantage to not using one to the other, since they are basically different skills for different situations.


I tried using Magic Crash at 20 on both Pianus and the Skele Fish in Aqua Road several times, and it never worked. It's supposed to be 100% at Level 20. At that point I got annoyed and took it off my shortcut list because it never seemed to work for me. Maybe it was a bug at the time, I don't know. All I know is that when I had it, it was a waste of 20 skill points. Since they update so often, it could have easily been fixed since the last time I tried using it.

Pyro
11-08-2010, 12:21 AM
According to Extractions on Southperry, Ground Smash has a range of 200 (Unsure of what that actually represents...Pixels?), and Slash Blast has 180 after hit. Before hit the range is the same as your normal attack range. Since I don't know exactly what the number means, I cannot give an appropriate representation of the range. If you are mobbing, you will have monsters on top of you anyway, so it really doesn't matter.

When I made my Pally, most of my training was done in a mobbing fashion. I grabbed all the mobs, then killed them all at once in one corner. I then waited for a respawn and repeated. This is especially effective on single platform maps, like B3, C2, and Mossy Mushrooms in EF. You take more damage, however monsters will actually die faster if you take more than 2-3 hits to kill them (Which you usually do at later levels), and you use less MP because you're certain monsters are stacked. When you're training in this method, the lost damage from GS is made up easily by the 3 extra hits.

It's really preference. I had no problem at all getting to 90 (At which point you'll have CB) with Slash Blast. It's really based on how you want to play. Some people don't like training with the method I used, some do. I just thought I would point out that Ground Smash is in no way a necessity, going with what Justin said about why he only leveled it to 11. It's not like Magic Guard, where without it you don't have a chance as a Mage. Both skills do good damage, and there's no major disadvantage to not using one to the other, since they are basically different skills for different situations.


I tried using Magic Crash at 20 on both Pianus and the Skele Fish in Aqua Road several times, and it never worked. It's supposed to be 100% at Level 20. At that point I got annoyed and took it off my shortcut list because it never seemed to work for me. Maybe it was a bug at the time, I don't know. All I know is that when I had it, it was a waste of 20 skill points. Since they update so often, it could have easily been fixed since the last time I tried using it.

Oh my bad, the range on SB after you've hit a monster is
http://www.southperry.net/maplerange.php?ltx=-180&lty=-110&rbx=-10&rby=0&size=1024
Anyways, you can still max improved fundamentals...In second job, most maps are not flat and ground smash is the best way to train. That's why you should level it as much as possible since later all your skills will still be maxed with combat orders. Why settle for just one when you can have both?

Polantaris
11-08-2010, 12:26 AM
Because you do have to sacrifice something if you're going to max Magic Crash, which is what you suggest. I'd rather sacrifice the attack skill I won't be using for the rest of the game. One skill will not be maxed, would you rather it be something like Power Guard or Threaten, or something you only use for a certain amount of levels, like Ground Smash?

Some other builds suggest not maxing Improved Basics, but that improves two skills for less skill points.
Others suggest removing points from Booster or FA. FA gives free damage, that'd be silly to sacrifice, and Booster...well I'd rather have it for 200 seconds instead of 100, because constant upkeeps can get on your nerves after a while.

Steve
11-08-2010, 12:47 AM
No one will want you for boss runs if you don't have max magic crash. It is EXTREMELY useful for zak/HT/chaoszak/chaosHT/etc.

Pyro
11-08-2010, 12:48 AM
Because you do have to sacrifice something if you're going to max Magic Crash, which is what you suggest. I'd rather sacrifice the attack skill I won't be using for the rest of the game. One skill will not be maxed, would you rather it be something like Power Guard or Threaten, or something you only use for a certain amount of levels, like Ground Smash?

Some other builds suggest not maxing Improved Basics, but that improves two skills for less skill points.
Others suggest removing points from Booster or FA. FA gives free damage, that'd be silly to sacrifice, and Booster...well I'd rather have it for 200 seconds instead of 100, because constant upkeeps can get on your nerves after a while.

I do not suggest adding any skills lower than 8/18/28, that way you still max everything with combat orders.

Polantaris
11-08-2010, 12:52 AM
Has anyone tested to make sure Combat Orders works on skills that are buffs themselves and not 4th job, like the Charges? I would hate to set up a build that makes use of it then find out it doesn't actually work with those skills.

Oh and some skills you still need to max, like Charged Blow. It needs to be at 30 to start Advanced Charged blow, CO doesn't let you ignore skill level requirements.

Pyro
11-08-2010, 12:55 AM
Has anyone tested to make sure Combat Orders works on skills that are buffs themselves and not 4th job, like the Charges? I would hate to set up a build that makes use of it then find out it doesn't actually work with those skills.

Oh and some skills you still need to max, like Charged Blow. It needs to be at 30 to start Advanced Charged blow, CO doesn't let you ignore skill level requirements.

Cullen went the combat-orders-to-max-everything route, here's to hoping he knows the answer.

Imitazion
11-08-2010, 03:22 AM
the build where you use combat orders to max everything is flawed. you get to max every skill, theoretically, and you even end up with left over points.
but it's flawed due to dispell. if you get dispelled, you're suddently unable to kill more than 1 monster, unless you switch to slash blast or fool around with rush.

Polantaris
11-08-2010, 03:28 AM
Dispelling kinda screws you over anyway, since you're reliant on the Charges for your main attacks and the majority of your damage.

You just have to make sure you re-cast CO first.

enigma
11-10-2010, 04:00 AM
Thanks for the info on the charged blows.

ShiKage
11-21-2010, 11:22 PM
Guide Updated --

Added an alternate, Combat Orders-to-max-everything third job build.

Alternate Third Job Build (Combat Orders to max everything) :

Level 70 : +1 Fire Charge
Level 71 : +3 Fire Charge
Level 72 : +2 Fire Charge (6), +1 Lightning Charge
Level 73 : +3 Lightning Charge
Level 74 : +2 Lightning Charge (6), +1 Ice Charge
Level 75 : +3 Ice Charge
Level 76 : +2 Ice Charge (6), +1 Restoration
Level 77 : +3 Charge Blow
Level 78 : +3 Charge Blow
Level 79 : +3 Charge Blow
Level 80 : +3 Charge Blow
Level 81 : +3 Charge Blow
Level 82 : +3 Charge Blow
Level 83 : +3 Charge Blow
Level 84 : +3 Charge Blow
Level 85 : +3 Charge Blow
Level 86 : +3 Charge Blow (Max)
Level 87 : +3 Fire Charge
Level 88 : +3 Fire Charge
Level 89 : +3 Fire Charge
Level 90 : +3 Fire Charge
Level 91 : +1 Fire Charge (19), +2 Lightning Charge
Level 92 : +3 Lightning Charge
Level 93 : +3 Lightning Charge
Level 94 : +3 Lightning Charge
Level 95 : +2 Lightning Charge (19), +1 Ice Charge
Level 96 : +3 Ice Charge
Level 97 : +3 Ice Charge
Level 98 : +3 Ice Charge
Level 99 : +3 Ice Charge (19)
Level 100 : +3 Restoration
Level 101 : +3 Restoration
Level 102 : +1 Restoration (8), +2 Combat Orders
Level 103 : +3 Combat Orders
Level 104 : +3 Combat Orders
Level 105 : +3 Combat Orders
Level 106 : +3 Combat Orders
Level 107 : +3 Combat Orders
Level 108 : +3 Combat Orders (MAX)
Level 109 : +3 Shield Mastery
Level 110 : +3 Shield Mastery
Level 111 : +3 Shield Mastery
Level 112 : +3 Shield Mastery
Level 113 : +3 Shield Mastery
Level 114 : +3 Shield Mastery (18)
Level 115 : +3 Magic Crash
Level 116 : +3 Magic Crash
Level 117 : +3 Magic Crash
Level 118 : +3 Magic Crash
Level 119 : +3 Magic Crash
Level 120 : +3 Magic Crash (18)

Result :
18 Shield Mastery
30 Charge Blow (MAX)
19 Fire Charge
19 Ice Charge
19 Lightning Charge
20 Combat Orders (MAX)
8 Restoration
18 Magic Crash

Reason :
Self explanatory; you get skills to 19 or 18 for the fact that Combat Orders adds +2 to all skills EXCEPT itself. Also, you will need 30 points in Charge Blow due to the fact that Combat Orders does NOT affect prerequisites for later skills (Advanced Charge Blow). The rest of the build is the same as before.

Goats
11-22-2010, 05:02 PM
Thanks for this skill guide. I was a little hesitant to start a Pally in GMS in preparation for BB because I didn't fully understand their skillsets, but this thread is really informative and useful.

As far as the Combat Orders build goes, does having unmaxed skills before you max Combat Orders really affect your training? What I mean is does having 19 in all the charges, 8 in restoration, etc. before you can get to maxing Combat Orders make a noticable difference from having 20 in the charges, 10 in restoration, etc. following Justin's original skill build?

Polantaris
11-22-2010, 07:36 PM
Not really. 19 in charges instead of 20 reduces the duration by I believe 10 seconds, and you lose a measely 1% damage. Restoration has a longer cooldown, but having it at all is a huge advantage over the other classes, it heals something like 70% at Level 8 for virtually free.

The reasons, as explained above, for not going with the original build is because of Magic Crash being extremely wanted in the major boss fights, so it's really preference. If you don't intend on doing the boss fights first, and don't want to worry about a constant upkeep of Combat Orders (It has a long after-cast delay before you can do other things, and you'll need to cast it basically first), I would use the first build. It's really prefereance.

Plus, you can always skip a few levels of 4th job skills if you have maxed skills but no books, if I remember correctly you end up with too many points anyway, but don't quote me on that.