Dual Weild Guide

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+100 atk, +20 aspd

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+10 Max mp, +300 MAtk, MDef +10

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+1066 hp, +10 def

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+100 atk, +420 aspd, +115 cspd, +200 flee

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+200 atk, +100 MAtk, +60 hit, +234 cspd

As it stands, there are two base build options which stand out. For this I will be showing endgame stats:

Magiknight build
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200 int/200dex (50 agility)

+20 mp, +450 Atk, +800 MAtk,
MDef +20, +120 hit,
+220 aspd, +620 cspd, +100 flee
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This build is one of the fastest spellcasters in the game with mid range dps. Frankly, this build is the dual sword equivalent to a breaker mage. It has a much better HIT but has a Wall range no better than a staff mage. These guys are the best farmers in the game with a much lower chance to flinch due to its farming combo. And while they may have a lower dps, they are nonetheless a good build.

Skills for Early Game
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Magic Lvl3
Charge 1, Arrow 5, Wall 10, Blast 5

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 1, Control 5, Godspeed 1

Survival lvl2
Safe Rest 5, hp boost 10

Mid-Game Skills (lvl66) 87
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Magic Lvl3
Charge 5, Chain Cast 2, Arrow 5, Wall 10, Blast 5

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5

Survival lvl2
Safe Rest 5, hp boost 10, Short rest 5, Mp boost 10

Late Game Skills (lvl100) 121
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Magic Lvl3
Charge 5, Chain Cast 5, Arrow 5, Wall 10, Blast 10

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5,
Cross Slash 1

Survival lvl2
Safe Rest 5, hp boost 10, Short rest 5, Mp boost 10

Priest lvl2
Bless 5, Gloria 5, Holy Fist 10, Holy Light 5
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A few notes:
As you can see, by late game the class undergoes a paradigm shift with the addition of priest skills. Depending on how you want to play the character (close range or long range, more often)
You can choose to forgo some points, here & there, to free up the points necessary to take priest skills after lvl 32. If you want to play more close range; it will look like this for Midgame:

Magic Lvl3
Charge 1, Arrow 5, Wall 10, Blast 5

Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5, Cross Parry 1

Survival lvl2
Safe Rest 5, hp boost 10, Short rest 5, Sober 5

Priest lvl2
Holy Fist 10

Do note that you must take the 5 ranks in Sober. These will be the points you will miss in Late game build. However, as a more close range player, you won’t miss them too much until you move to long range where you will be slower than the original build. This is the breaker version of the class with your main combo being:

Cross Parry>Holy Fist©>Twin Slash©>Spin Slash©
Cost: 100mp

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The Musashi build
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200dex/200agi (50 crit)

+600 atk, +200 matk, +120 hit,
+420 aspd, +698 cspd, +400 flee
+25% Crit rate
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This build, at first glance, appears to have only mid range dps. That would be dead wrong. This build will crit often and parry constantly. The damage comes from the secondary attacks and parry counterattacks.

This build is hard to hit. Most monsters will miss you. You rarely miss.

This build is insane and I love it. The mp regen is on par with a knuck. And the damage is similar to breaker mage. Spinning Slash is your aoe. It has 4m radius just like an md and it’s great.

Skills for Early Game (lvl32)
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Dual Sword lvl2
Dual Mastery 5, Twin Slash 5, Spinning Slash 1, Cross Parry 1, Control 10, Godspeed 1

Survival lvl2
Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 1

Blade Skills lvl1
Hard hit 1

Magic Skills lvl1
Charge 1

Knight Skills lvl2
Assault 5, Parry 2
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Mid-game (lvl66)
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Dual Sword lvl2
Dual Mastery 10, Twin Slash 5, Spinning Slash 10, Cross Parry 1, Control 10, Godspeed 10

Survival lvl2
Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 10

Blade Skills lvl1
Hard hit 1

Magic Skills lvl1
Charge 1

Knight Skills lvl2
Assault 5, Parry 4

Control is by far the most amazing ability of the dual tree, adding +50 aspd per rank, for a total of +500 aspd at 10.

I was at a loss for several hours over whether battle skills or an armor mastery would be better. While they both have advantages, with a lvl cap of 66, it is advised to avoid an armor mastery. The reason being; light armor would increase counterattacks but lowers your already very low Def and MDef, while heavy increases your Gaurd and raises those two it also halves the Aspd to a class which relies so very heavily on it. For now, battle skills seem the safest option. At least until lvl 75. After 75, an armor mastery choice will become more important. Right now, it isnt.

Late Game (lvl)
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Dual Sword lvl2
Dual Mastery 10, Twin Slash 5, Spinning Slash 10, Cross Parry 1, Control 10, Godspeed 10

Survival lvl2
Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 10

Blade Skills lvl1
Hard hit 1

Magic Skills lvl1
Charge 1

Knight Skills lvl2
Assault 5, Parry 4

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