[Apr 25th 2018] New classes have been added to the skill simulator!

Battle Series: True DPS/Swordsman Build PvE version [UPDATED VER 10.0]

Created by Vahn on Apr 15th 2016 (Last Updated: Dec 31st 2016).
This is a public build.
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<<BATTLE SERIES>>
--True DPS for Swordsman: PvE Version [NOT SUPPORTED ANYMORE] --

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I do not own any of the below images. All images below belong to IMC and Tree of Savior fan base
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Doppelsoeldner------------- Barbarian -----------------------Hoplite-----------------------Peltasta -----------Swordsman
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-----------------------C2 -----------------------------------------------C2 ----------------------------------C1------------------------------------ C1------------------------------------C1
---------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Semi-tank build with some serious damage potential. If you have any questions about my choices or need any help with this build, please ask in the comments section below. I'll always be there to answer and what's wrong with this Barbarian girl? Something is definitely wrong with her! Lol!
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OTHER BUILDS:
For those of you who want pure unadulterated power in both PvP and PvE. The original:
Battle Series: True DPS/Swordman Build [UPDATED VER 7.0]


NEW BUILDS IN DEVELOPMENT:

Battle Series: True Battle Tank Build [UPDATED VER 2.0]
.
For those who want a proper tank turbo-charged with attack power the wait is coming to an end. This build will use Peltasta C3:Battle Series: True Battle Tank [UPDATED VER 2.0]

Battle Series: True DPS/Swordsman Build PvP Version[UPDATED VER 1.0]
For a more focused PvP version with tons of Stun and DPS. You may be interested in:Battle Series: True DPS/Swordsman Build PvP Version[UPDATED VER 1.0]
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DETAILED GUIDE: MUST READ
Here is a really detailed guide that informs you on everything you need to know to get a great start on the game. Thanks goes to @Atandil for bringing this great guide to my attention. Also I want to thank Vyne for compiling and tabulating all the information out there into one single guide. It must have been really hard. Thank you so much. It has the most up-to date information too!
Link:ToS Mechanics.pdf

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BUILD INTRODUCTION:
A mod from the original: Battle Series: true DPS/Swordsman Build [UPDATE 10.0]

This is a build for those looking for a bit more of a tank-able character. For those of you who want a build to handle Towers (endless, mage, earth etc). You get an aggro that can get 10 targets on you for 30 seconds. This will help in saving your party in many of the dungeons. At the same time this build not only focuses on defense but high DPS power and high AOE attack ratio at the same time. You also never have to switch weapons. You get the long reach that your 1H spear can afford you too.

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MISCONCEPTION: From the builds I went through I can see that there are a lot of things that need to be cleared first. I'll do so as points.

1. STAT SYSTEM: In ToS the stats are varied only between the four starting base classes: Swordsman, Wizard, Archer and Cleric. You just get 1 stat point per level for the rest of the game per level, but also as you increase in class level(minor increase) or advance to different classes(major increase). This means that there are STAT differences Barbarian class (higher attack stat increase) and Peltasta (better def stat increase) class. Also, in ToS weapon restriction to classes are so weak, where a swordsman can equip wands and wizards can equip hammers. You can equip what you want but you have to pay very close attention to see if your skill requires the use of a specific weapon. It all comes down to damage/speed (mostly phy AoE dmg for us, with a slower speed for two handed sword). Ideally it's best to maintain just a single good weapon.

2. DAMAGE: Many people simply look at pure damage dealt out as a basis to choose their class. But instead you have to look at if it occurs multiple times, cool down times and SP used. People don't choose it due to it's attack damage, but overall due to it's bonuses, CC ability and combos. So when building classes make sure to take everything into consideration.

3. RANKS FOR SKILLS: The difference between skills of higher ranks compare to lower one are not only the higher base attack, but for each skill point that you put into that skill it gains a lot more attack than a skill of a lower rank. This per level increase remains constant for any skill and can be found out by subtracting a higher level from a lower one for same skill.

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How to decide what stats to invest in?

STAT BUILD: Remember the moment you feel that you are dying too easily, its time to start investing in defense for a few levels. So DON'T USE ALL YOUR POINTS. STAT RESETS ARE NOT AVAILABLE IN-GAME SO ALWAYS LEAVE SOME POINTS FOR EMERGENCY. leave at least 5% of your total points for emergency. When it happens you can use them all if you want, but then try and build you emergency rations again.

STAT BUILDS:
You can either follow my suggestions or if you want to do it yourself then this is the section for you. Just remember not to completely change my stat suggestions. It's fine if you vary a bit here and there. But you can't make this a Dex,Cons,Spr majority build just by adding points to it. The build also needs to have skills to handle them. If you do that then you will have ruined this build. Use the below feedback method for some minor variations to my suggested stats.
My reply to:
@iamranzz
Edit: I am putting it in here for easy reference:


The stat builds are all good in theory. Yes it is as you say. But what I find more useful in practice is do the following:

1. Ask your self what kind of player you want to be. You'd then choose a build according to that.
2. Ask what compliments this build the most. This build uses a 1h spear and shield. It focuses on attack (even more on auto-attack). It still has a low def for a tank build. You need to focus on the defense too(both health, phy and mag def).
3. Invest whatever points you want most keeping your build strength and weaknesses in mind.
4. Throughout the game you'll get warning signs on what to invest in.
For ex:

INVEST IN CON,SPR,DEX:
For this build it's in order of importance, where con being most important but others being essential too.
Almost got killed by a mob only 3-5 lv higher than you? Always low on health? You need either to increase you dex(evasion) or/and your Con (health) and/or SPR(magic def).

INVEST IN STRENGTH:
Usually by the way boss fights go are a good indicator that you need to increase your str. If you take more than a certain 'time' to kill a boss, this 'time' is specified by you. For example when I started the game (not as a swordsman but an archer) I could kill the early bosses in 2-5 hits. I set this up as my condition. As the lv of the bosses increase it became harder to finish them so I invested in str till I could finish them off in same amount of hits as the previous bosses.

INVEST IN DEX:
This is when you definitely need to invest in dex. When most of you attack miss (usually against flying type ones) or you rarely ever see a doge performed from you character, then it's time to start investing in dex for a few levels. Same goes for if you rarely see a critical (though this is less important for swordsman but still relevant).

INVEST IN SPR:
Mages or magic attack users always get the best of you or you find that out of your friends, party or by your own standards you run out of SP way too often, spend too many potions which you don't have money for. Start investing for a few levels then.

You can always follow what other say to use for their builds. In general and for the average player it should work. But in the end even if you followed this build exactly; you might still use very often skill I wouldn't think you'd use since in my opinion there are better skills or you know something or found some way which I know nothing about. Also I don't know how you play. Do you have difficulty targeting specific targets? do you love AoE attacks the best? I don't know so it's best to customize your stats according to your playing style. Invest wisely since there is no going back and you don't want to be in a bad place later on.

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Stats you should invest in descending order of priority:
For those who want to transition to PvP, check the stats two sections below.
Stat percentage%(PvE):
Strength:
40
Concentration: 30
Spirit: 15
Dexterity: 15


Now I'm quite aware that a percentage system is hard to keep track of or follow. So read the section below on an easy system to allot stats based on the percentages above

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An Easy way to allot Stats than the crappy way above:

Now this method involves saving stat points until a certain number is reach before using them.
You're options are:
1. Saving 5 points at a time: Sets of 5
2. Saving 10 points at a time: Set of 10
3. Saving 20 points at a time: Set of 20


The basic principle is trying to converting the percentages above so that given 20 points we can invest the points into Str,Con, Spr and Dex according to those percentages.

For every 20 points of Stats:

Str-->8 points
Con-->6 points
Spr-->3 points
Dex-->3 points

For every 10 points of Stats:

Set-1:
Str-->4 points
Con-->3 points
Spr-->2 points
Dex-->1 points

Set-2:
Str-->4 points
Con-->3 points
Spr-->1 points
Dex-->2 points

For every 5 points of Stats:

Set-1:
Str-->2 points
Con-->1 points
Spr-->1 points
Dex-->1 points

Set-2:
Str-->2 points
Con-->2 points
Spr-->1 points
Dex-->0 points

Set-3:
Str-->2 points
Con-->2 points
Spr-->0 points
Dex-->1 points

Set-4:
Str-->2 points
Con-->1 points
Spr-->1 points
Dex-->1 points

As you can see above if you are using sets of 5 OR sets of 10 then you have to remember which set you are using
After using the Set-4 you can alternate back to set-1 the next time (if using set of 5). So you will have to record that some where so you do forget it. The best way I've found is to go to your character screen (F1)>>Character settings
Here you have a couple of options:
Either you record it in your character greeting. Like some sort of symbol only you recognize.
For example:
I have the character greeting set as: "Pls be my frnd." Now no one knows but that '.'(dot) at the end of frnd indicates by stat set. If it was my second set for example I would go with "Pls be my frnd.." It could be anything, as long I can record which set I've currently finished using. So I'll add two dots if I just allocated my second set of 5s.
Other fun ways of recording is by changing you titles each time you use a set, changing your hair color, or even recording it in your macros (F8). It's up to you. If you go with set of 10, since there is only a single set to use, you won't have to do this sort of recording.



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Stats for those who plan to do PvP with this build. If you plan on transitioning to this stat make sure your Dex stats are always 60-65% of your Str stats. Then switch over to this stat allocation and you won't have lost any benefits. This is create to have a good enough accuracy against other high Dex PvP players.

Stat percentage% (for PvP):
Strength: 45
Concentration: 15
Spirit: 10
Dexterity: 30


For every 20 points of Stats:

Str-->9 points
Con-->3 points
Spr-->2 points
Dex-->6 point

For every 10 points of Stats:

Set-1:
Str-->5 points
Con-->1 points
Spr-->1 points
Dex-->3 point

Set-2:
Str-->4 points
Con-->2 points
Spr-->1 points
Dex-->3 point

For every 5 points of Stats:

Set-1:
Str-->2 points
Con-->1 point
Spr-->0 point
Dex-->2 point

Set-2:
Str-->3 points
Con-->0 point
Spr-->0 point
Dex-->2 points

Set-3:
Str-->2 points
Con-->1 point
Spr-->1 point
Dex-->1 points

Set-4:
Str-->2 points
Con-->1 point
Spr-->1 point
Dex-->1 points

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[b]Strength Vs Dexterity debate. Which is better?

If you plan on using my build then go with Str. Read below. I tell you why Str is better than Dex when using my build. We will go with 40-45% Str and 10%-15% Dex.

My reply to
@xramzax & Dieman1
Edit: Put up here for easy reference.

There are lots of debates about this. But let me say that most of these debates are players below level 250 doing calculations and plotting graph sheets to try and figure things out. There is even some guy doing things at lv 120 to figure out which is better full strength or dex for swordies. The rest of the studies are players below level 280, since that was the max for beta. The game goes to level 600 not level 280 or level 120. This means most of these studies are irrelevant or trying to predict the outcomes of late game too early on.

First I'm going to summarize some things that most of these studies agree on ( section 1).
Then I'm going to give you some observations and my reasoning behind it (section 2).

SECTION 1:
Though all these studies have some things in common that they agree on:

1. As a warrior you gain 10% increase in str per class rank (when I say class rank: swordsman rank 1, dopple rank 7. That rank).
2. Swordies gain no extra dex unlike archer from increasing class ranks
3. crit resistance for mobs are exponential though many studies claimed this and then decided to do a linear scaling of str compared to dex from lv 1 onward. Then they said that str is better for low level and dex for higher levels. rly? It exponential and you do a linear plot and assume things.
4. One thing they again all agree on is str is better than dex for auto-attack or once your SP pool runs out. Meaning fights that last longer than you anticipate on.
5. Most studies on lower levels (lv1- lv120) indicate that crits are really easy on mobs of these levels. As a result full dex (when using skills) does more average damage than full str. Above that certain other studies show it is opposite. What you can see from this is that it changes due to this exponential curve. After level 130 it still may not be very clear. look for studies above in the range of (level 200-280). early game yes dex is prob is far better option than str, since enemy crit resistance is so low. Most studies agree on this for early game.
6. It's best to equip gems with crit rate increases for swordies. lv 10 gems gives you 90+ crit rates.
7. Evasion from dex can't block magical attacks and many magic projectiles form mobs. (AoE magic attacks are different). At least in higher levels 130 onward till level 280 they found majority of the mobs are of this type (some say 70%). But note that this can change after level 280. Its fair to assume that roughly around half of the mobs are magic types.

Those are the facts. Now some observations on my part.

SECTION 2:
1. 'Deeds of Valour' adds an increase in % of attack. This means that the higher your str is the more increase in attack you gain.
2. 'Cross guard' that we rely on to block a barrage of attack uses str stat not dex to calculate this block.
3. None of our skills use dex in the damage calculation.
4. Barbarian's buffs are mostly meant to be an auto-attack class.
5. Str stat takes no chances unlike dex stats. You are not given a stat reset potion. You won't be given that even if you pay for it. You can't make mistakes. Trying to predict game play above lv 280 is risky. It may pay off or it may not.
6. Since crit resistance is exponential but your crit rate increase isn't (linear). What happens when that faster increasing exponential function over takes your linear increasing function?
7. A good boot with some high level evasion gems equipped give more than enough evasion late game.
8. Barbarian and hoplite gain additional crit rates in the warrior classes.
9. Never good to go full anything. Too risky. Go majority fine as long as it isn't 80-100% majority on a single stat.
10. Use a reasonable amount of dex in your skill stat too since it grants survivability and accuracy. That means you won't need to spend too much points in health. Accuracy is essential when fighting against mages.
11. Go str first. But you second highest stat could be either dex or con. They both grant survivability in different ways. Dex further increases accuracy but cons is useful against all enemies. Remember to get plate mastery or leather mastery accordingly. They work if you have three or more pieces of the same gear. I find that dex saves me a lot in boss fights. I find that cons is really useful in dungeons and party in surviving first of all and protecting other like mages who can't afford to get interrupted while casting. So basically the secondary stat choice is up to you. Go by game feedback.
12. This is most probably open beta. This only makes sense. I have yet to see a game go from close beta to fully ready without going open beta first. Which means by the universal definition of Open beta: &quot;All progress will be wiped&quot;. Now it starts to make more sense why there is no stat reset while IMC continues to make nerfs and power ups to skills, add new classes or new skills to old ones.

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Which skill attributes to start investing in first?

My reply to
@resurrexit15
Edit: Put up here for easy reference as always.


Start investing in attributes that give huge benefits compare to the typical %1 increase in attribute lv that can go to some ridiculous lv like 100 .The amount of silvers you spend on them increases per level and early on shouldn't be the first attribute you invest in. Invest in attributes such as:


Ordered by each class. Sub order based on priority. Highest priority first [Descending order]. Try to get one of each of the important ones. So every time you invest in any attribute which is important and raise it's level by one, make sure do the same thing for all other important attributes. Don't just focus on one and max it out.

Then once each and every important attribute is maxed out on all class ranks. Then you can start investing in each unimportant attribute.

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SWORDSMAN [IMPORTANT]:
C1:
Increased Maximum Buff Count
Plate Mastery: Defense
Provoke
Bash: Knockdown
Concentrate: Enhance

[NOT IMPORTANT]
C1:
Thrust: Continuous Attack
Bash: Enhance
Thrust: Enhance
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PELTASTA [IMPORTANT]:
C1:
Weapon Swap
Shield Mastery: Block
Umbo Blow: Add Knockdown
Shield Guard
Guard: Defense
Guardian: Evasion
Swash Buckling: Maximum Hp
Swash Buckling: Repel
Umbo Blow: Stun

[NOT IMPORTANT]:
C1:
Guardian: Enhance

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HOPLITE [IMPORTANT]:
C1:
Use One-Handed Spears:
Finestra: Splash
Stabbing: Evasion
Synchro Thrusting: Pierce
Finestra: Physical Damage

[NOT IMPORTANT]
C1:
Stabbing: Enchance
Synchro Thrusting: Enhance

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BARBARIAN [IMPORTANT]:
C1:
Warcry: Enhance
C2:
Warcry: Duration


[NOT IMPORTANT]:
C1:
Helm Chopper: Enhance
Cleave: Enhance
C2:
Seism: Enhance
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DOPPELSOELDNER [IMPORTANT]:
C1:
Cyclone: Movement
Mordschlag: Cloth Armor
Cyclone: Resistance
Pain Barrier: Movement

[NOT IMPORTANT]:
C1:
Cyclone: Enhance
Mordschlag: Enhance
Punish: Enhance


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What equipment should I wear?


WEAPONS:
Either a 1H sword or 1H spear
I prefer the 1H spear due to its longer reach and skewer ability. This means if there are two enemies standing one behind the other and if they are both within the spears reach. Then just a normal auto-attack can damage they both. Kinda like going through enemy 1's body and reaching enemy 2 behind him. Skewer it is awesome.

Note: You can only use 1H spear if you learn the One-hand Spear mastery attribute from Hoplite class. Till then use a 1H Sword.

SHIELDS:

Defensive Shields
The shields I recommend are according to level. All defensive shields are ranked in ascending order of their greatness.

Lv 1-40:
If you can't find it, forget about it. Focus on Lv75+ Shields.
Royal Shield

Lv 40-75:
If you can't find it, forget about it. Focus on Lv75+ Shields.
Emperor Shield

Lv 75-120:
Beetleback
Sage Wall

Lv 120-170:
Nothing worth getting here. Just use you previous shields.

Lv 170-220:
Wall Guard
Aias

Lv 220-270:
Nothing worth getting here. Use your previous shields.

Lv 270+:
Lolopanther Shield


Offensive Shields:
All offensive shields are in ascending order of their greatness.

Lv 170+:
Otrava Shield

Lv 120+:
Ledas Shield


Armor:
I don't care what you wear. There are two exceptions:
1. Do not wear any sort of cloth armor. I hope this is obvious.
2. Always wear gloves with the highest accuracy (leather ones usually). This is a must for PvP. You can have the rest as plate.
3. If you want to only use this build for PvE then wearing all plate is fine

Try to get ones with the highest accuracy. I have listed example of the leather gloves with the best accuracy per level. You will need to start equipping green gems (increases accuracy) into your gloves if even this accuracy is not enough.


Also remember to consider weapon-armor weaknesses before deciding on what to wear or what weapon to use:



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EMBEDDING GEMS ON GEAR GUIDE

Image Credit:Tree of Savior Wiki Database>>Gem

Lets clear up some really confusing short forms used on the wiki. You have this wiki's staff to thank for this. None of their editors stick to a single acronym and each one uses their own and most of them are different from what you find in-game. I won't repeat them if I already explained them for a different gem. Also this is a list of only the non intuitive acronyms used.

Found in all Gem Tables:
ACCESSORIES: Gloves
Does not include Armbands, Head gear, Bracelet, Necklaces as none of them are socketable so far.

Found in Red/Circle Gem:
MHP: Maximum HP
DR: Dodge Rate = Evasion
CRTATK: Critical Attack
MHP: Maximum HP
HR: Hit Rate = Accuracy
RHP: Recovery Rate of HP
MDEF: Magic Defense
PATK: Physical Attack
DEF: Physical Defense

Found in Blue/Square Gem:
MATK: Magic Attack
MSP: Maximum SP
CRTDR: Critical Dodge Rate = Critical Resistance
RSP: Recovery Rate of SP

Found in Yellow/Star Gem
BLK_BREAK: Block Break = Block Penetration

Found in Green/Diamond Gem
CRTHR: Critical Hit Rate = Critical Chance

GREEN/DIAMOND GEMS FOR MAIN WEAPON AND GLOVES



BLUE/SQUARE GEMS FOR SHIELD AND BOOTS



YELLOW/STAR GEMS FOR TOP/SHIRT AND BOTTOM/PANTS



RED/CIRCLE GEMS FOR ... JUST PUTTING THE TABLE HERE FOR EASY REFERENCE!



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GEM LEVELING GUIDE

To level your gem you can do one of the following:
1. Best way is using Gem Abrasive. These drops from multiple bosses. You need to be lucky.
2. Second best is using any useless Monster Gem that you may have as feed. You'll be surprised at the exp they give. Again you need to be lucky to get these.
3. Feed them other gems. Or farm for them.
4. Feed cheap materials as gem feed. They give only around 5-10+ exp each time, but if you buy them in bulk like spending 100-250k on them. Then keep on feed that gem. It will accumulate and you can get lots of exp from them combined.

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GLOVE GUIDE


NOTE: When you reach a certain level, I'm going to start recommending you to insert green gems in your glove slots. If you aren't able to level up your gem to my recommended level, then try inserting multiple lower level gems that come -5 to +5 of the stats for the gem level I recommend. Refer to the chart above.

Lv 10-40: Don't bother just level up

Lv 40-75: Just get the gloves with the highest accuracy you can find. Don't bother with farming for any sort of specific gloves. It isn't worth your time.

Lv 75-120: Try getting gloves with accuracy higher than or equal to 48. Any one of the following will do:
Brigandine Gloves: 48 acc
Drake Leather: 49 acc
Superior Brigandine: 52 acc
Shade Hands: 51 acc
Prima Leather Gloves: 57 acc

Lv 120-170:You may want to embed low level green gems into your gloves for accuracy. Insert lv 3-4 green gem after level 150. Search for these specific gloves.
Fedimian Leather Gloves: 62 acc
Hunting Gloves: 67 acc
Skirmisher Gloves: 74acc
Legwyn Famility Leather Gloves: 77acc

Lv 170-220: Aim for these gloves below. Plus you'll want to insert a lv4-6 green gem
Superiro Skirmisher Gloves: 87acc
Roxona Leather Gloves: 91acc
Veteran Gloves: 99acc

Lv 220-270: Again aim for the gloves below. Plus you'll want to insert lv7-8 green gem
Bandit Gloves: 112 acc
NOTE: Bandit Gloves is just a temporary place holder. You can use gems but don't waste any high level gems on these. Try and get any one of the other three in the mean time.
Ibre Gloves: 121 acc
Superior Bandit Gloves: 124acc
Virtov Leather Gloves: 122acc

Lv 270+:You know the drill. Get the gloves below. Insert lv 8-10 green gem
Lolopanther Leather Gloves
NOTE:Go ahead and max this one out with gems if you want. The level cap will not increase for a while.
EDIT: Previously I've said that if you extract gems you'll loose it. This was the old mechanic which I've been going by. Back when they allowed you to upgrade equipment to like +40. I've been too scared to extract any gems for fear of loosing it. Hence, I never found out until someone informed me.

Note: When you remove the gem it's level decreases by 1. It is the same thing as when you fail in upgrading your gear. It's potential drops by 1 and so does it's upgrade level (+15 --> +14). Previously failing the upgrade meant your weapon or armor would reset it's level to zero (+0). Then you have to start all over again. Glad that changed!

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EXP MECHANICS:
I think I've got enough questions from tons of people. So much so that it's high time I put up an exp guide.

The Proper way of questing:

Now let's take a look at the glorious map of 'Kingdom' seriously? This world needs a name IMC! You can't start the story with the capital of the kingdom!
Anyway, I can't find a good map image on the net anywhere. The in-game one sucks compare to the edited one online. Anyway I have to work with the in-game map that if I zoom to far to show it all to you then the name of the different areas overlap and it all becomes one jumbled mess. So here it is in two part for the first area, ending with Fedimian. So basically here is the map from Lv1-107 (roughly). I want to illustrate a point here.

This is how to get to Lv 120-125 without ever grinding. Just doing main,sub and repeatable quest. You hardly ever need to do dungeons too. I only did 4 of them (2 which where lv50 and 2 lv90 for fun, not for exp. Also I has 20 lvs above the dungeons I did (lv 115) so I didn't get even 1/6th exp from them).




So you start questing with area 1 and go all the way to area 65 in order. By then you will be lv125 and THEN the grinding starts NOT before. Some areas mostly dungeons have multiple floors each with increasing recommended levels. For example Even though Royal Mausoleum says: Recommended level:81 it actually has 5 floors: [81,84,87,90,93]. So you should complete a level 92 recommended level before visiting it. Then you can easily complete all 5 floors at once. Spend less time overall.
Also crystal mine has a level 101-102 area as well so it is both 7th and 61st in sequence.
Follow this way of doing thing whenever you create a new character and you should have an easy time leveling. Now note, I didn't save any exp cards this way and used them all immediately. Though I should have. I'll explain this now in the second section.


Saving EXP Card Mechanics:

First here is a nice site to do some calculations:Ragnosphere.
You put your current level, class level, class rank, % of current level, % of class level and then enter how many Exp card of a certain level you want to use. Then click 'do it' and it should tell you how many levels or exp you will gain in total.

Now a monster's level has to be between 5 levels lower than you (-5) upto 11 levels above you (+11). So the optimal range to get full exp from every monster you kills is -5 to +11 level range. After that for every level outside this range you lose 5% exp from these monsters.

Same thing goes with monster defense. If a monster is more than 5 levels above you it's defense increases by 10% per level. So our optimal range is not -5 to +11. It's actually -5 to +5.

So if we don't want to loose any precious level points from killing mobs we need to be within this range. This is where saving those EXP cards comes in.

The whole reason you are saving them is tune your level to fall within this range.

WHEN TO SAVE THEM:
So you save EXP cards and don't use them when you start seeing monsters 3-4 levels below you as you are doing main quest. You don't want the monsters falling out from your (-5,+5) range. So you prevent your self from leveling up much by saving these cards for use later.

WHEN TO USE THEM:
You see monsters 4-9 levels above you. Looks like they are about to get out from your optimal range (-5,+5). If they are more than 11 levels above you then you don't get much Exp. If they are more than 5 levels above you then they might get hard to kill since their def increases per level once they are more than 5 levels above you. Now start using you EXP cards until they get to be only 1-3 levels above you.

The above is the only reason you use EXP cards. Not, when you are stuck and there are no quests for you to do. If we go by this reason then what's the difference between saving them and using them later Vs using them immediately? There is absolutely no difference. We save EXP cards to fall within the monster range (-5,+5). Only that reason. That's all!

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What about after Level 125?

Dungeons and Dungeons:
Now the gap between consecutive questing areas widen a lot. At this stage I hope you saved all your dungeon reset scrolls and 30% Exp scrolls that you get as founders. Cause you are going to need them. Trick here are Dungeon runs: make sure you have one of each primary class in your party: Swordsman, Archer, Wizard, Cleric. Also make sure you have a full party of five. Additionally, if you use the dungeon party finder you get additional exp. But, since getting one of every class in a dungeon party finder is pure luck. You. Might as well go in with a pre-made party.

Party Grinds:
You know the one where you get a party. Camp out in a densely populated mob area. Grab 500-1000 fire wood with you. kill all mobs in each wave, while recovering by the fire and telling ghost stories in between. Fun time! IThis is not fun for you? Then it's time to pick up another game.

Farming for EXP CARDS AND MONSTER KILL ACHIEVEMENTS:
Remember that when you go to 'Wings of Vibora'. There is a battle section where the kind lady gives you EXP cards for killing a certain number of monsters of each kind. Then your kill count rank is logged into a server wide database. Yes? Then search it up on the forums. It's tricky to find the exact kill count on your own. But, you can take 50-80 kills per monster for the higher levels. The lower levels have this kill count a lot higher. So far you must have received at least some of these kill achievements in the battle section of 'Wings of Vibora'. Look them up in the monster section of your adventure journal. Scroll through your list of monsters and you should see an yellowish-brownish achievment icon below their pictures. Then when you hover your mouse pointer on them a sife window should pop up telling you your kill count and server wide rank for it.
The level of cards you get for achieving a minimum kill count depends on the level of the monsters you killed. I remember some guy posted the minimum kill count for all high level monsters needed to get Lv 11 EXP cards from 'Wings of Vibora'. Yes, monsters do drop exp cards but it is on a similar rarity to monster gem drops on the scale of 1 in 10k chance. Farming for these EXP card drops compared to the normal exp you get from killing monsters is a joke. Don't try and seriously farm for these EXP card drops. In the future the drop rate might increase then it may be viable.

LOOK FOR LEVELING GUIDES:
If you are still having problems. You either have no patience or believe you are doing something horribly wrong. Then look up Leveling guides on the forums. Ignore what ever crap they tell you about saving EXP cards or using them. They really make no difference. They are just imagining it does. What's important though in these leveling guides are grinding places, dungeons or farming dungeons in case you need the extra cash. Also some of them have kill counts of specific monsters to get achievements in 'Wings of Vibora' pay attention to all these things. Few dungeons have secret high exp spawn monster rooms. One example is Nevellet Quarry 2F. Again recorded in these wonderful leveling guides. Use the information well.

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Copy Build
Rank 1
circle 1
Swordsman
0 / 5
5
Thrust
Video
Swordman2 Repeat
Thrust: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Thrust] by 0.5% per attribute level
* +10% added damage at maximum level

Swordsman 1st Circle required
Thrust: Continuous Attack
Type: Active
* Activates consecutive attacks when using [Thrust] by 1% chance per attribute level
* Increases SP consumption by 10%

Swordsman 1st Circle required
Thrust: Bleeding
Type: Active
* Inflicts [Bleeding] on stunned enemies for 5 seconds with [Thrust]
* Bleeding damage is proportional to character's STR
* Increases SP consumption by 10%

Swordsman 2nd Circle required
Thrust

[Physical] - [Pierce]
Push the point of your weapon into enemies, performing a strong piercing attack.

Level 1:
Attack: 139%
AoE Attack Ratio: 1
SP: 9

Type: Melee / Attack
Cooldown: 10s
4 / 5
3
Bash
Swordman1 Blow
Bash: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Bash] by 0.5% per attribute level
* +10% added damage at maximum level

Swordsman 1st Circle required
Bash: Splash
Type: Active
* Increases AoE attack ratio of [Bash] by 1 per attribute level
* Increases SP consumption by 10%

Swordsman 2nd Circle required
Bash: Knockdown
Type: Active
* Enemies hit by [Bash] are knocked down
* Increases SP consumption by 30%

Lv3 Bash required
Bash

[Physical] - [Slash]
Inflict damage on an enemy with a powerful attack.

Level 4:
Attack: 191%
AoE Attack Ratio: 0
SP: 18

Type: Melee / Attack
Cooldown: 6s
5 / 5
Gung Ho
Swordman13
Gung Ho: Enhance
Type: Passive
* Amplifies physical damage increase effect and decreased defense effect of [Gung Ho] by 1% per attribute level

Lv3 Gung Ho required
Gung Ho

Become determined by temporarily increasing your attack, while decreasing your defense.

Level 5:
Physical Damage: +18
Physical Defense: -9
Duration: 300 seconds
SP: 19

Type: Melee / Buff
Cooldown: 40s
5 / 5
Concentrate
Swordman14
Concentrate: Enhance
Type: Passive
* Increases additional damage of [Concentrate] by 1% per attribute level

Lv3 Concentrate required
Concentrate

Increases your attack damage.

Level 5:
Additional Damage: +11
Number of Hits: 10
Duration: 45 seconds
SP: 24

Type: Melee / Buff
Cooldown: 20s
1 / 5
Pain Barrier
Pain Barrier: Duration
Type: Active
* Increases [Pain Barrier] duration for 5 seconds
* Increases SP consumption by 10%

Swordsman 3rd Circle required
Pain Barrier

Temporarily grants immunity to being affected by knockback, knockdown and stagger. Also increases the chance to resist status abnormalities.

Level 1:
Duration: 15 seconds
SP: 32

Type: Melee / Buff
Cooldown: 39s
Rank 2
circle 1
Peltasta
5 / 5
2
Umbo Blow
Peltasta12 Impact Peltasta8
Umbo Blow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Umbo Blow] by 0.5% per attribute level
* +10% added damage at maximum level

Peltasta 1st Circle required
Umbo Blow: Stun
Type: Active
* Enemies hit by [Umbo Blow] have a 5% chance per attribute level to become afflicted with [Stun] for 3 seconds
* Increases SP consumption by 10%

Peltasta 1st Circle required
Umbo Blow: Add Knockdown
Type: Active
* Enemies hit by [Umbo Blow] will be knocked down
* Increases knockdown power by 40 per attribute level
* Increases SP consumption by 10%

Peltasta 1st Circle required
Umbo Blow

[Physical] - [Strike]
Use the bump of your shield to attack enemies. Deals additional damage to enemies staggered by a block. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher.

Level 5:
Attack: 297%
AoE Attack Ratio: 2
SP: 33

Type: Melee / Attack
Cooldown: 12s
Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield
0 / 5
2
Rim Blow
Peltasta11
Rim Blow: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Rim Blow] by 0.5% per attribute level
* +10% added damage at maximum level

Peltasta 1st Circle required
Rim Blow

[Physical] - [Strike]
Use the edge of your shield to attack enemies. Inflicts additional damage on both petrified and frozen enemies. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher.

Level 1:
Attack: 244%
AoE Attack Ratio: 1
SP: 15

Type: Melee / Attack
Cooldown: 12s
Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield
5 / 5
Swash Buckling
Peltasta1
Swash Buckling: Focused Defense
Type: Active
* Decreases the damage taken by 5% per attribute level for 10 seconds when using [Swash Buckling]

Peltasta 1st Circle required
Swash Buckling: Provoque Specialty
Type: Active
* Increases [Provoke] effects by 10% per attribute level when [Swash Buckling] effect is applied

Peltasta 2nd Circle required
Swash Buckling: Maintain Provocation
Type: Active
* Increases duration of [Swash Buckling] by 1 second per attribute level

Peltasta 2nd Circle required
Swash Buckling

Hit your shield to provoke nearby enemies making them pursue you. Provoked enemies' movement speed increases, and become immune to provoking skill for 30 seconds.

Level 5:
Targets 11
Provoke duration 5 sec
Increases max. no. of targets by 11 for 35 sec
SP: 34

Type: Melee / Attack
Cooldown: 20s
Required Stance: OneHandSwordShield, OneHandSpearShield, OneHandSwordDagger, OneHandSpearDagger, RapierAndShield, RapierAn
5 / 5
Guardian
Peltasta23 Peltasta33
Guardian: Evasion
Type: Active
* Increases character's evasion by 50 per attribute level when [Guardian] is active
* Increases SP consumption by 10%

Peltasta 1st Circle required
Guardian: Reduce Damage
Type: Active
* Reduces damage received by 20% while [Guardian] is active
* Increases SP consumption by 30%

Requires Peltasta Circle 2, Guardian Lv 6
Guardian

Increases your physical and magic defense. Cannot be used with Gung Ho.

Level 5:
Physical and magic defense +100%
Duration 32 sec
SP: 28

Type: Melee / Buff
Cooldown: 50s
Rank 3
circle 1
Hoplite
0 / 5
Stabbing
Hoplite11 Hoplite1
Stabbing: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Stabbing] by 0.5% per attribute level
* +10% added damage at maximum level

Hoplite 1st Circle required
Stabbing: Evasion
Type: Active
* Increases evasion by 50 per attribute level while using [Stabbing]
Increases magic defense by 5% per attribute level
* Increases SP consumption by 10

Hoplite 1st Circle required
Stabbing: Sure Victory
Type: Active
* Increases continuous count of [Stabbing] by 1 per attribute level
* Increases SP consumption by 100%

Hoplite 3rd Circle required
Stabbing

[Physical] - [Pierce]
Repeatedly stab enemies with your spear. Repeated stabs inflicts more damage to enemies.

Level 1:
Attack: 96% x 15
AoE Attack Ratio: 1
Damage increase up to 100%
SP: 22

Type: Melee / Attack
Cooldown: 25s
5 / 5
2
Pierce
Hoplite14 Hoplite3
Pierce: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Pierce] by 0.5% per attribute level
* +10% added damage at maximum level

Hoplite 1st Circle required
Pierce: Continuous Attack
Type: Active
* Deals 4 consecutive hits on boss monsters with [Pierce]
* Increases SP consumption by 10%

Hoplite 2nd Circle required
Pierce: Bleeding
Type: Active
* Enemies hit by [Pierce] have a 2% chance per attribute level of being afflicted with [Bleeding] for 6 seconds
* Bleeding damage is proportional to character's physical attack
* Increases SP consumption by 10%

Hoplite 1st Circle required
Pierce: Repeated Shock
Type: Active
* Number of hits of [Pierce] to enemies afflicted with [Shock] increases by 2
* Increases SP consumption by 30%

Hoplite 2nd Circle required
Pierce

[Physical] - [Pierce]
Attack by piercing enemies with your spear. The larger an enemy is, the more consecutive hits you deal.

Level 5:
Attack: 277%
Medium Target 2 Hits
Large Target 3 Hits
SP: 40

Type: Melee / Attack
Cooldown: 20s
5 / 5
Finestra
Hoplite4 Hoplite9
Finestra: Physical Damage
Type: Active
* Adds 10% of your INT to physical damage while [Finestra] is active
* Increases SP consumption by 10%

Hoplite 1st Circle required
Finestra: Splash
Type: Active
* Increases AoE attack ratio by 3, but reduces evasion rate by x2 more of the existing value when [Finestra] is active
* Increases SP consumption by 3
* Increases SP consumption by 10%

Lv3 Finestra required
Finestra

Switch into the Window stance to attack. Increases your critical rate and block, while decreasing evasion.

Level 5:
Critical Chance: +100 Increase
Block 100 Increase
Evasion: -75
Duration: 45 seconds
SP: 48

Type: Melee / Buff
Cooldown: 50s
Required Stance: OneHandSpearArtefact, OneHandSpearShield, TwoHandSpear, OneHandSpearDagger, OneHandSpearPistol
5 / 5
2
Synchro Thrusting
Hoplite13 Hoplite7
Synchro Thrusting: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Synchro Thrusting] by 0.5% per attribute level
* +10% added damage at maximum level

Hoplite 1st Circle required
Synchro Thrusting: Pierce
Type: Active
* Decreases [Synchro Thrusting] strike damage by 10% per attribute level
* Increases pierce damage by 10% per attribute level

Hoplite 1st Circle required
Synchro Thrusting

[Physical] - [Pierce] - [Strike]
Use your spear and shield to attack enemies. Deals additional damage when an attack is countered.

Level 5:
Attack: 402%
AoE Attack Ratio: 1
SP: 45

Type: Melee / Attack
Cooldown: 15s
Required Stance: OneHandSpearShield, OneHandSwordShield
Rank 4
circle 1
Barbarian
0 / 5
Embowel
Barbarian17
Embowel: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Embowel] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Embowel

[Physical] - [Pierce]
Release a powerful stab into an enemy, then kick it away with your foot.

Level 1:
Attack: 322%
AoE Attack Ratio: 2
SP: 22

Type: Melee / Attack
Cooldown: 30s
0 / 5
3
Stomping Kick
Barbarian20
Stomping Kick: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Stomping Kick] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Stomping Kick

[Physical] - [Strike]
Trample down on an enemy while in the air or jumping. Increases attack according to the character's height and the boots' defense.

Level 1:
Attack: 496%
AoE Attack Ratio: 1
SP: 24

Type: Melee / Buff
Cooldown: 36s
5 / 5
3
Cleave
Barbarian27
Cleave: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cleave] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Cleave

[Physical] - [Slash]
Release a strong attack on enemies by spinning your body. Increases your critical rate when the attack lands and deals additional damage to a stunned enemy. Also, the target takes additional slash damage for a certain period of time.

Level 5:
Attack: 266%
Critical Rate: +50
AoE Attack Ratio: 3
SP: 42

Type: Melee / Attack
Cooldown: 16s
5 / 5
2
Helm Chopper
Barbarian25
Helm Chopper: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Helm Chopper] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Helm Chopper

[Physical] - [Strike]
Strike the enemy's head, causing it to become afflicted with [Stun].

Level 5:
Attack: 206% x 2
AoE Attack Ratio: 3
SP: 37

Type: Melee / Attack
Cooldown: 20s
Rank 5
circle 2
Barbarian
0 / 10
Embowel
Barbarian17
Embowel: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Embowel] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Embowel

[Physical] - [Pierce]
Release a powerful stab into an enemy, then kick it away with your foot.

Level 1:
Attack: 322%
AoE Attack Ratio: 2
SP: 22

Type: Melee / Attack
Cooldown: 30s
0 / 10
3
Stomping Kick
Barbarian20
Stomping Kick: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Stomping Kick] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Stomping Kick

[Physical] - [Strike]
Trample down on an enemy while in the air or jumping. Increases attack according to the character's height and the boots' defense.

Level 1:
Attack: 496%
AoE Attack Ratio: 1
SP: 24

Type: Melee / Buff
Cooldown: 36s
8 / 10
3
Cleave
Barbarian27
Cleave: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cleave] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Cleave

[Physical] - [Slash]
Release a strong attack on enemies by spinning your body. Increases your critical rate when the attack lands and deals additional damage to a stunned enemy. Also, the target takes additional slash damage for a certain period of time.

Level 8:
Attack: 302%
Critical Rate: +50
AoE Attack Ratio: 3
SP: 57

Type: Melee / Attack
Cooldown: 16s
9 / 10
2
Helm Chopper
Barbarian25
Helm Chopper: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Helm Chopper] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 1st Circle required
Helm Chopper

[Physical] - [Strike]
Strike the enemy's head, causing it to become afflicted with [Stun].

Level 9:
Attack: 243% x 2
AoE Attack Ratio: 3
SP: 53

Type: Melee / Attack
Cooldown: 20s
3 / 5
Warcry
Barbarian11 Barbarian2
Warcry: Enhance
Type: Passive
* Enhances physical attack increase effect of [Warcry] by 1% per attribute level
* Attribute applies after an enemy's defense is reduced

Lv3 Warcry required
Warcry: Add Target
Type: Active
* Increases the amount of enemies [Warcry] can affect by 1 per attribute level
* Increases SP consumption by 20
* Increases SP consumption by 30%

Barbarian 3rd Circle required
Warcry: Duration
Type: Active
Increases the duration of [Warcry] by 2 seconds per attribute level
* Increases SP consumption by 20%

Barbarian 2nd Circle required
Warcry: Debuff Duration
Type: Active
* Increases duration of all Barbarian debuffs by 1 second per attribute level when affected by the [Warcry] debuff
* Duration increase reduced to 1/3 in PvP
* Increases SP consumption by 10%

Barbarian 3rd Circle required
Warcry

Temporarily decreases the defense of nearby enemies and increases attack proportionally to the number of targets nearby.

Level 3:
Targets: 5
Maximum Physical Defense: -10%
Attack increase per target: 12
Duration: 30 seconds
SP: 38

Type: Melee / Buff
Cooldown: 42s
5 / 5
Frenzy
Frenzy: Maintain Stacks
Type: Active
* Maintains the stacks from [Frenzy] when switching to another target, but the maximum amount of stacks is reduced by half
* Increases SP consumption by 10%

Barbarian 3rd Circle required
Frenzy

Increases your attack when you keep repeatedly attacking one particular enemy.

Level 5:
Attack per Stack: +1.5%
Maximum Stacks: 10
Attack Speed: +200
Duration: 40 seconds
SP: 52

Type: Melee / Buff
Cooldown: 70s
5 / 5
2
Seism
Barbarian26
Seism: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Seism] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 2nd Circle required
Seism

[Physical] - [Slash]
Create an earthshake to stop enemies from attacking. The enemy has a chance to become afflicted with [Stun].

Level 5:
Attack: 201% x 3
AoE Attack Ratio: 5
SP: 54

Type: Melee / Attack
Cooldown: 18s
Rank 6
circle 1
Doppelsoeldner
0 / 5
Punish
Doppelsoeldner13
Punish: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Punish] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 1st Circle required
Punish: Earthquake
Type: Active
* Applies 2 additional consecutive hits to enemies attacked by Punish
* Increases SP consumption by 20%

Doppelsoeldner 3rd Circle Required
Punish

[Physical] - [Pierce]
Deeply pierce a collapsed enemy.

Level 1:
Attack: 491%
AoE Attack Ratio: 15
SP: 48

Type: Melee / Attack
Cooldown: 10s
5 / 5
Deeds of Valor
Deeds of Valor

Increases the damage you deal to enemies, but also increases the damage you receive.

Level 5:
Additional Damage: +13%
Damage Received: +9%
Duration: 35 seconds
SP: 77

Type: Melee / Buff
Cooldown: 43s
5 / 5
5
Mordschlag
Doppelsoeldner12 Doppelsoeldner2
Mordschlag: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Mordschlag] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 1st Circle required
Mordschlag: Cloth Armor
Type: Active
* Attacks become critical hits while attacking Cloth armor-type enemies with [Mordschlag]
* Increases SP consumption by 10%

Doppelsoeldner 1st Circle required
Mordschlag

[Physical] - [Strike]
Hold your sword backwards and use its handle to smack down an enemy.

Level 5:
Attack: 835%
AoE Attack Ratio: 2
SP: 80

Type: Melee / Attack
Cooldown: 30s
0 / 5
Double Pay Earn
Doppelsoeldner1
Double Pay Earn: Damage Taken
Type: Active
* Decreases damage taken from x3 to x2 while [Double Pay Earn] is active
* Increases SP consumption by 10%

Doppelsoeldner 1st Circle required
Double Pay Earn

Doubles your EXP and loot dropped when you defeat an enemy within a certain number of attacks. You take 3x damage while the effect is active, and lose more durability when you become incapable of combat.

Level 1:
Attack Limit: 1
Doubled EXP & loot dropped
SP: 42

Type: Melee / Buff
Cooldown: 57s
5 / 5
2
Cyclone
Doppelsoeldner11 DustDevil Doppelsoeldner17
Cyclone: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cyclone] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 1st Circle required
Cyclone: Movement
Type: Active
* Allows movement when using [Cyclone]
* Increases SP consumption by 30%

Doppelsoeldner 1st Circle required
Cyclone: Resistance
Type: Active
* Increases chance to block harmful effects by 15% per attribute level during [Cyclone]
* Increases SP consumption by 10%

Lv. 3 Cyclone required
Cyclone

[Physical] - [Slash]
Use centrifugal force to continuously attack enemies.

Level 5:
180% Attack per 0.2 seconds
Duration: 5.5seconds
AoE Attack Ratio: 8
SP: 92

Type: Melee / Attack
Cooldown: 45s
Rank 7
circle 2
Doppelsoeldner
4 / 10
Punish
Doppelsoeldner13
Punish: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Punish] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 1st Circle required
Punish: Earthquake
Type: Active
* Applies 2 additional consecutive hits to enemies attacked by Punish
* Increases SP consumption by 20%

Doppelsoeldner 3rd Circle Required
Punish

[Physical] - [Pierce]
Deeply pierce a collapsed enemy.

Level 4:
Attack: 572%
AoE Attack Ratio: 15
SP: 78

Type: Melee / Attack
Cooldown: 10s
6 / 10
Deeds of Valor
Deeds of Valor

Increases the damage you deal to enemies, but also increases the damage you receive.

Level 6:
Additional Damage: +15%
Damage Received: +10%
Duration: 38 seconds
SP: 86

Type: Melee / Buff
Cooldown: 43s
10 / 10
5
Mordschlag
Doppelsoeldner12 Doppelsoeldner2
Mordschlag: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Mordschlag] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 1st Circle required
Mordschlag: Cloth Armor
Type: Active
* Attacks become critical hits while attacking Cloth armor-type enemies with [Mordschlag]
* Increases SP consumption by 10%

Doppelsoeldner 1st Circle required
Mordschlag

[Physical] - [Strike]
Hold your sword backwards and use its handle to smack down an enemy.

Level 10:
Attack: 1024%
AoE Attack Ratio: 2
SP: 125

Type: Melee / Attack
Cooldown: 30s
0 / 10
Double Pay Earn
Doppelsoeldner1
Double Pay Earn: Damage Taken
Type: Active
* Decreases damage taken from x3 to x2 while [Double Pay Earn] is active
* Increases SP consumption by 10%

Doppelsoeldner 1st Circle required
Double Pay Earn

Doubles your EXP and loot dropped when you defeat an enemy within a certain number of attacks. You take 3x damage while the effect is active, and lose more durability when you become incapable of combat.

Level 1:
Attack Limit: 1
Doubled EXP & loot dropped
SP: 42

Type: Melee / Buff
Cooldown: 57s
10 / 10
2
Cyclone
Doppelsoeldner11 DustDevil Doppelsoeldner17
Cyclone: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cyclone] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 1st Circle required
Cyclone: Movement
Type: Active
* Allows movement when using [Cyclone]
* Increases SP consumption by 30%

Doppelsoeldner 1st Circle required
Cyclone: Resistance
Type: Active
* Increases chance to block harmful effects by 15% per attribute level during [Cyclone]
* Increases SP consumption by 10%

Lv. 3 Cyclone required
Cyclone

[Physical] - [Slash]
Use centrifugal force to continuously attack enemies.

Level 10:
219% Attack per 0.2 seconds
Duration: 5.5seconds
AoE Attack Ratio: 8
SP: 144

Type: Melee / Attack
Cooldown: 45s
0 / 5
Zornhau
Doppelsoeldner14 Doppelsoeldner22
Zornhau: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Zornhau] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 2nd Circle required
Zornhau: Deep Cut
Type: Active
* [Zornhau] attack strikes the enemy multiple times
* Number of hits increases by 1 per attribute level
* Increases SP consumption by 150%

Lv6 Zornhau required
Zornhau

[Physical] - [Slash]
Inflict damage and put the enemy into a state of shock by making a big slash with all your might.

Level 1:
Attack: 762% x 1
[Shock] Duration: 5 seconds
SP: 50

Type: Melee / Attack
Cooldown: 15s
Required Stance: TwoHandSword
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Zucken
Doppelsoeldner16 Doppelsoeldner20
Zucken: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Zucken] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 2nd Circle required
Zucken: Multi Cuts
Type: Active
* Increases [Zucken] attack count, raising total amount of damage by +100%
* Increases SP consumption by 150%

Lv6 Zucken required
Zucken

[Physical] - [Slash]
Inflict damage on a frontal enemy through a series of lateral slashes. Deals additional damage to enemies afflicted with [Shock].

Level 1:
Attack: 214% x 4
SP: 51

Type: Melee / Attack
Cooldown: 15s
Required Stance: TwoHandSword
0 / 5
2
Redel
Doppelsoeldner15 Doppelsoeldner21
Redel: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Redel] by 0.5% per attribute level
* +10% added damage at maximum level

Doppelsoeldner 2nd Circle required
Redel: Multi Cuts
Type: Active
* Increases [Redel] attack count, raising total amount of damage by +180%
* Increases SP consumption by 150%

Lv6 Redel required
Redel

[Physical] - [Slash]
Deals successive attacks to a frontal enemy by swinging your weapon.

Level 1:
Attack: 226% x 5
SP: 54

Type: Melee / Attack
Cooldown: 30s
Required Stance: TwoHandSword
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Comments (101)

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Jan 5th 2017 17:24:42
is the stat and skill still viable??
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Dec 15th 2016 13:07:25
@Vahn

Hi, are you still active with your builds? and are they "up-to-date" and still useful?
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Dec 3rd 2016 16:20:32
Hi,

Is this build still viable?
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Jun 28th 2016 19:02:17
vahn , thank for this build, iam new here and this build is first i saw and i like this.

i have problem , i forget my stat point . so do u have idea what should i do ?

iam in lvl 60 but i felt my damage so low. can you enlighten to me ?

sorry

i relly like ur job
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May 26th 2016 13:05:05
Hello Vahn

I like this build. I will go on that Stat's percentage[PVE] like Str:40 Con:30 Spr:15 Dex:15 .
But I would like to change from Hop1 to Barb3. And i'd like to use one-handsword&Shield only.
Personally, I like one-handsword than one-handspear.

In barb3 i will use the points for up lv.'s skill like Helm,Cleave,Seism and Frenzy.
This is my build.>>> http://www.tosbase.com/tools/skill-simulator/build/yzt2ujle9d/

I want your opinion about my build. Is it work ? Or hop1 is worth than Barb3 ?
Should i change anything else ?
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May 20th 2016 18:03:12
@All
Update:
Gung ho and Concentrate maxed
Reply
May 20th 2016 04:36:53
Why not max Gung Ho and Concentrate and leave a few points for Pain Barrier?
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May 20th 2016 18:03:42
@3154
Done.
Reply
May 19th 2016 14:58:47
@All
Update:
Stabbing remove and Pierce is added to Hoplite
Reply
May 19th 2016 02:15:09
Hi, been following your guide for the most part (stats kinda different) and I got to Hop1 and am wondering why you pick synchro over pierce in this build. I'm consulting people in my build and its overwhelmingly in favor of pierce due to damage. Great work on this detailed guide btw,very very helpful.
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May 19th 2016 14:56:24
@maxter500
Not really. Synchro is the king when it comes to damage in Hoplite classes. Pierce can't be compared to that. Rather Pierce should be compared to stabbing instead. And yes Pierce is better than stabbing (keep forgetting that this is for PvE and not PvP). So I'll remove Stabbing and add Pierce to the build. But, let's take a look at some facts:
Pierce deals more attacks the larger an enemy is:
Pierce
1 Hit (S)
2 Hits (M)
3 Hits (L)
4 Hits (XL)

Only bosses can fall into the XL category and only normal monsters can fall into the S category. Both bosses(dungeons and world) and normal monsters can share the M and L size. Your base attack is added for every consecutive hit.

Synchro Thrusting:
Flexibility with an attribute to toggle +50% damage on Piercing Vs Strike
Spear will deal Piercing and Shield will deal strike
Since all your auto-attacks will be piercing by default, the moment you see a +50% damage getting added to each hit, you know your enemy is wearing leather and it's time to turn on the Pierce attribute.

Your base physical attack will get added to only the spear attack part and not the shield attack that follows. Though this doesn't make a difference since it is equivalent to adding your base attack to the combination of spear + shield.

It deals additional damage if done in retaliation to an attack within a certain time frame. This is assumed to be at least 50% or could go up to 100% additional damage.

Now let's take a look at single activation of both Synchro Thrusting and Pierce with different Shields throughout the game:
Pierce will always yield the following skill attack:
414 (S)
828 (M)
1242 (L)
1656 (XL)

I'll indicate how comparable Synchro skills attacks are compared to Pierce using S,M,L,XL
Synchro-Lolopanther:
((284*5)+336)+336
1417(1) [L+]
2092(+15) [XL+]

Synchro-Wall Guard:
((190*5)+336)+336
1082(1) [M+]
1622(+15) [L+]

Synchro-Beetleback:
((120*5)+336)+336
867(1) [M+]
1272(+15) [L+]

Now Ledas is a special case since it offers +Elemental damage to any attack like arde,karcha and mana-mana weapons

Thrusting with Ledas (102 Ice property atk):
516
1032
1548
2064

Synchro-Ledas Shield:
((153*5)+102+336)+336+102
1236(1) [M+]
1641(+15) [L+]

But, now you may say Pierce still does more damage since phy atk base is added to each hit, whereas for Synchro it is added only once (during the spear attack).
But, you are forgetting that Synchro can be used twice before it's CD and it's CD is half of Pierce on top of that. With that is mind, let's look at damage per time frame (X4 Synchro) or Damage per CD (X2 Synchro)

Damage Per CD/Damage Per time Frame (30 sec):
Synchro-Lolopanther:
2834/5668(1) [1.7*XL]/[3.4*XL]
4184/8368(+15) [2.5*XL]/[5.05*XL]

Synchro-Wall Guard:
2164/4328(1) [1.3*XL]/[2.6*XL]
3244/6488(+15) [1.95*XL]/[3.9*XL]

Synchro-Beetleback:
1734/3468(1) [1.04*XL]/[2.08*XL]
2544/5088(+15) [1.5*XL]/[3.0*XL]

Synchro-Ledas Shield:
2472/4944(1) [1.2*XL]/2.4*XL]
3282/6564(+15) [1.6*XL]/[3.2*XL]

For the above calculations the additional damage due to the counter attacks was not taken into account as the percentage (50-100%) is still unknown.
As you can see above Synchro has low CD, Overheat, damage scales with Shield used or enhanced and Flexibility (Pierce attribute) and it deals additional damage on counter attack (at least +50% more)
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May 19th 2016 21:23:07
I've heard complaints that the weapon swapping is kinda buggy and that it won't be reliable when trying to dish out dps and swapping back and forth to use skill that require a shield/ 2h sword. What do you think of that?
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May 20th 2016 18:44:22
@maxter500
Yes, weapon swapping is bad to do often. When ever you make a build with weapon swapping you want to ensure that all the skills sets that require one weapon are pretty much independent and self sustained from the skill sets that use another weapon.

Rules to remember:
1. Once you do a weapon you have to have enough skills to use, usually spanning multiple classes (at least two) to get the variety to stick with these skills for a while 15-20 sec
2..Having a weapon swap for block skills are a bad idea. These skills you will be using much too frequently and when you switch to the set that can't use this block skill, you can't say that the skill set is self sustained, since both skill sets need this block skill.
3.. Having a weapon swap for buffs are tolerateable, as long as all your buffs aren't on one side of the skill set for a particular weapon.
4. Having rare skills for a skill swaps are also fine. Since these situations don't occur often and are very specific. For example having to switch to spear/shield for rare cases when your enemy is too far away and you need a ranged attack to throw these weapon. Do a skill swap access this weapon , throw it and swap back again. Chances are since you enemy is at a far off distance this swapping delay won't hurt as badly as if you did it during battle.
5. Swapping based on the armor your enemy has. Even if your skills on this side of the weapon divide have low damage it still might be better if you swap your weapon to this skill set to get the +50% damage bonus on all skills and auto-attacks. It might seem small but that +50% will keep adding up over all those hits and give you a tremendous advantage


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May 18th 2016 08:48:47
What your opinion about Sword>Peltasta C1 > Barbarian C3 > Doppel C2?
-Peltasta I want to PVE
-Barbarian C3 instead (Hoplite C1+BarbarianC2) because I prefer 2H Swords and not spears...
Reply
May 18th 2016 15:37:40
@Zuniork
Hoplite is chosen for it's Finestra attribute: 3 AoE + 50 Crit.
The norm usually is Swords have a wider attack (More AoE), but Spears have a longer reach (+5/+10 range). But, finestra's 3 AoE to all skills and auto-attacks reverses the tables making you have both the furtherest reaching attack (enemy penetration) and the widest (4 AOE + skills AOE + Weapon AOE) for any melee class.

If you want to use 2H swords, you can weapon swap after using Finestra. It's effect will still remain after a weapon swap. In that case you'll want to make some adjustments to Doppel since you have a 2h sword anyway.
try this: Since you'll anyway have to do a weapon swap for Pel to make use of 2h swords.
http://www.tosbase.com/tools/skill-simulator/build/ndh59jdaag/
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Jul 4th 2016 21:10:00
@Vahn
Man, Finestra buff actually desapear if you switch weapon :(
Reply
May 17th 2016 20:46:20
@Vahn if you wouldnt mind could you reveal what your current stats are invested into each with your current level?

Example being.

Str 4
Con 50(39 invested points)
Int 323 (155 Invested Points)
Spr 100 (75 Invested Points)
Dex 4

Level 270 Rank 7
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May 18th 2016 15:28:40
@enoki.soju
I don't have a character following this build yet, if that's what you are asking. So I rely on community feed back.
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May 17th 2016 06:38:46
Hi Vahn, your build is awesome, thanks for the effort.

there is one question i would like to ask. i see you dint invest any Double Pay Earn in Doppel circle, may i know why? If i want to get that skill for the double exp and droprate, which skill should i sacrifice it's point for?
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May 18th 2016 14:09:26
@NoraRay
I would have definitely gone for it if it had a duration instead of being used on only 1 enemy and then having almost a minute on Cool down. But, then It probably is useful with a boss or world boss rather than the regular mob. So take points from Mords. Deeds will actually help you kill the boss faster provided you can dodge well since Deeds (50% decrease in armor) + Double pay Earn(X2 damage with attribute) = 100% decrease in armor. It's like having no armor at all and zero phy and mag def. If that's too much for you then take two points from Deeds and the rest from Mords.
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May 18th 2016 20:01:26
@Vahn ok, thanks for the advice ! stay awesome !
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May 16th 2016 23:00:36
I was wondering, you said that the royal shield was the best for levels 1-40. Where do you get the Royal shield? I was trying to find it but have not come across it yet...
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May 17th 2016 03:26:01
@OneeChan2
Check the below comment: 'enoki.soju'. Same as that one. But, I should probably remove both Royal and Emperor shield from the guide. Too many people are focusing on it. I'd rather have you focus on lv75+ shields
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May 16th 2016 09:57:09
Anyone know where this "Emperor Shield" drops or is located that this Guide is referring too? Thanks in advance.
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May 16th 2016 11:04:44
@enoki.soju
Anything on the item database which is filled in detail but has no drop location can be assumed to be a dungeon only Or a plausible World boss (no world/field boss is yet confirmed to drop the recipe or the item) drop. Your best bet is Tenet chapel Instance Dungeon. You can also access the Dungeon through Novaha Assembly hall. Lv 50 dungeons. It'd probably be easier to get either the recipe or the shield itself from the auction due to the low drop rates.
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May 17th 2016 20:40:41
@Vahn Thanks for the speedy reply. Thank you again for your intel.
Reply
May 15th 2016 19:47:44
Hi there! I saw this version after using your more popular build, True DPS for Swordsman for PVE & PVP.

I just realized I don't want to do PVP anymore so I want to transition to a pure PVE build. However, after 30 hours in the game, I have loyally followed your other guide up to Rank 3.

So I am a Swordsman>Highlander>Barbarian

Is it possible to smoothly transition to this build, especially since I already wasted a rank on Highlander? If so, how? Which classes should I do next?
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May 15th 2016 20:44:40
@Tsuyumi_Hara
I'm afraid not. That high lander will really screw it up. You can still continue but you'll either have to sacrifice all of barbarian's buffs that come with Barb C2 and that basically ruins the point of going barb, same with Doppel C2. You can still continue but it just makes me cringe on that high lander sitting and taking up a rank slot on your build. But since you spend 30 hours if you do plan to continue the best rank to cut of that will hurt the least is Doppel C2. But, as much as it hurts I'd still strongly advice you to leave your character where it is in case you decided to take up PvP in the future and create a new characters just for PvE. My original build (the famous one) does well in PvE too, but it can't tank and that's why I made this build for AoE and tanking capability in dungeons. And you are not going to see how great this build is at PvE with that High lander ruining it. So, if you plan to continue with the transition though I strongly advise against it, I'll have to make you a custom build that can at least make use of highlander cross guard abilities through weapon swap into two hand sword from 1H spear + Shield. So, you're tanking abilities might actually increase, but your late game damage on mobs and bosses will take a drastic hit. What do you want to do?
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May 16th 2016 10:02:18
@Vahn Wow, thank you for the fast response!

I understand! If it will affect my damage output that much, I'll just continue following your original build! :)
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May 16th 2016 10:16:19
But I was thinking of investing more on STR and CON and no more points on DEX. Is that plausible? :)
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May 16th 2016 10:49:53
@Tsuyumi_Hara
At late game lv 200+ PvE players miss a lot if they don't have at least 80 Dex. So, you shouldn't totally ignore Dex, but, other than that it's pretty much useless in PvE. So, like you said just focus on other stats (Str, Con and Spr) and as soon as you start seeing misses on mobs invest in Dex for a few levels and you should be fine.
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May 16th 2016 10:51:38
@Vahn
Also, using leather gloves with high accuracy and equipping green gems on them, lessens the need for you to invest more points on Dex and you can diverge those points elsewhere. If you use plate Gloves this isn't possible though and you'll get more def but need to spend more points to keep your Dex up.
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May 14th 2016 05:41:16
@All
Update:
I know not all who use this build, will be solely focusing on PvE and even those who do at some point may wish to take up PvP late game. Well this build can be used for PvP too, but it would needs a completely different stat allocation system for that. In order to transition to a PvP stat build make sure you have at least 50 points for it or 50 level more to go until max level (280 for now). This could be less and this depends on how you invested your stats.

For those of you who want to do PvP, I have a different set of stats now, check the above build description there is a new section below the PvE stat section.
If you plan to transition from PvE stats to PvP, then before using the new PvP set make sure that your Dex stat is at least 60-65% of your current Str stat. Then start using the new PvP stat allocation.

Here are the changes from PvE to PvP.
If you plan to transition then make sure you do it before lv230, so that you get enough new stat points to complete the transition.
% stats
Str:40
Con:30->25
Spr:15->10
Dex:15->30
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May 14th 2016 03:39:19
Hey! I've recently started playing (three lv 30 characters) and have been reading a lot to try not to mess up my builds. I simply love your guides, thank you! I have some friends playing with me but as I am the one that plays the most I am looking forward to soloing with another character.
My question is: would you recommend this build for a starting solo character?
Feel free to suggest other builds or classes (even Rank 1).
Thanks!
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May 14th 2016 03:47:53
@Nerian also, I haven't spent my skill points yet and I pretend doing so only for skills still useful for later levels instead of the ones exclusive for leveling. Based on that, should there be any changes to this build? For example, until when will Thrust, Gung Ho and Bash be useful? (eventhough I'd have to choose at least one to max).
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May 14th 2016 05:23:49
@Nerian
This build has a lot of AoE and defense options. It gives a very fast leveling rate but isn't the fastest leveler i've made. But, it can handle itself really well in party dungeons serving as a tank at least until lv240-250 after which this turns into a support tank since it can't compete with full tanks (Pel C3 builds).
So,
Pel - Provides the tankiness
Hop - Provides the AoE
Barb - Provides the auto-attack buffs
Doppel - Provides the pure AoE damage

I'd say it's pretty balanced and perfect for soloing.

Each rank has 15 class ranks to complete. So that means when you get to class 15 in a rank you would have accumulated 15 points. Then you get the option to continue advancing the same rank or advancing to a new one. If you have any unspent points in a class, then if you chose to advance this class to circle 2 or circle 3 then you use any unspent points carried over from circle 1 of this class. But, if you chose to get a different class, no points gets carried over.

The above means you can't use any skill points you save from one class to another unless it is an advancement of the same class. So there is no point saving skill points unless you plan to take circle 2 or circle 3 of the same class. There are also skill reset potions that you can buy from the TP merchant. Before you spend it on anything make sure you at least get one, in case you screw up your skill build.
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May 13th 2016 13:02:26
@All
Update:
Reduced thrust: lv5->lv1 since without High lander's cross guard it won't be dealing double damage.
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May 13th 2016 12:22:19
@All
Update:
I put some point to punish from Deeds, since lv10 Deeds means zero defense (both phy and mag). SO, that would ruin the point of choosing a Pel C1. I think 60% is a much better place to be in.
Reply
May 13th 2016 02:16:06
Hello bro, first I want to thank u for doing those guides for us!!

I'm a new player and I'm so confuse what build I should go for, i really like to do DPS and tank, thats why this build is kind my thing. But, my question is: could I tank dungeons on higher lvl with this build? Or I should do ur other build on full TANK. I dont want to stay foverer to kill a mob. SOrry about the stupid questions, like I said, I'm new.

Ty u!!
Reply
May 13th 2016 12:18:08
@ianvaz
This build is basically a pseudo-tank not a full one. So, you still should be able to tank at high level, but not from lv250 onwards. There the dungeons pretty much require a full tank, though the party would still benefit from a support tank.

"I dont want to stay foverer to kill a mob"
Do you mean you want to do a PvP build as well? Well even a full tank build is good in PvP. it's quite difficult to deplete their life, but they have low attack and CC to compensate for that.

So this build has DPS only second to a full DPS build. So choosing this build will allow you to kill mobs, bosses much faster than a full tank build.
This build balances tank, AoE and DPS quite nicely. Though this build won't be as good in PvP compare to other full PvP builds. But, you can't be the best in everything. But, it still gives out a pretty good damage and secondary effects (25% HP increase, evasion increase, crit increase etc).
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