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

Battle Series: True DPS/Swordsman Build [UPDATED VER 11.0]

Created by Vahn on Aug 26th 2015 (Last Updated: Oct 21st 2016).
This is a public build.
105
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<<BATTLE SERIES>>
--True DPS for Swordsman--

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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 -----------------------------Highlander ---------------------Swordsman
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-----------C2 -----------------------------------------------------------C3 ---------------------------------------------------C1 ----------------------------------------------------C1
----------------------------------------------------------------------------------------------------------------------------------------------------------------------Awesome at PvE. But, we don't compromise PvP either. The 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!

NOTE: THIS BUILD WILL UPDATE ON THE 1ST OF EVERY MONTH

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OTHER BUILDS:
For those of you who what a semi-tank version of this build with the same great DPS and AOE, but need that Peltasta Aggro for tower dungeons: Battle Series: True DPS/Swordman Build PvE Version [UPDATED VER 2.0]


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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If you plan to be a DPS power house then you can't just focus on offense without a decent enough defense to make sure you live long enough to land the next hit. Ever heard a good defense is the best offense? Especially in PvP/World Boss if you ignore defense you won't last very long. So this build focuses on a little defense with a very high offense at the same time.

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:
How to use a game-feedback to decide on which stats to invest in.
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 two hand sword. It focuses only on attack (even more on auto-attack) , it's weakness is defense. You need to focus more on High attack and high defense(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. If you want to decide on them yourself then read the section above.

Stat percentage% (for PvE):
For those who want the PvP stats. Check the PvP stats 2 sections below this one.
Strength:
45
Concentration: 20
Spirit: 15
Dexterity: 20


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:
Save 20 points at once and use them all each time.
Str-->9 points
Con-->4 points
Spr-->3 points
Dex-->4 point

For every 10 points of Stats:
Save 10 points of stat before using each set in order(1,2). After set-2, save 10 points and go back to set-1. It's a continuous cycle, that never ends.

Set-1:
Str-->5 points
Con-->2 points
Spr-->1 points
Dex-->2 point

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

For every 5 points of Stats:
Save 5 points of stat before using each set in order(1,2,3,4). After set-4, save 5 points and go back to set-1. It's a continuous cycle, that never ends.

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

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

As you can see above if you are using sets of 5 or 10 then you have to remember which set you are using
After using the (Set-2 for 10)/(Set-4 for 5) you can alternate back to set-1 the next time. 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 20, 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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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 45%-50% 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:
Plate Mastery: Defense
Bash: Knock Down
Provoke

[NOT IMPORTANT]
C1:
Concentrate: Enhance
Gung Ho: Enhance
Bash: Enhance
Thrust: Continuous Attack
Thrust: Enhance
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HIGH LANDER [IMPORTANT]:
C1:
Use Two-handed Swords
Two-handed Sword Mastery: Critical Attack
Cartar Stroke: Collision Damage
Cartar Stroke: Increased Knockback
Weapon Swap
Cartar Stroke: Remove Knockback
Cross Guard: Extend Stagger

[NOT IMPORTANT]:
C1:
Crown: Reduce
Cross Guard: Enhance
Crown: Enhance
Cartar Stroke: Enhance
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BARBARIAN [IMPORTANT]:
C1:
none
C2:
Warcry: Duration
Warcry: Enhance
C3:
Increased Maximum Buff Count
Frenzy: Maintain Stacks
Warcry: Add Target

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

[NOT IMPORTANT]:
C1:
Cyclone: Enhance
C2:
Zucken: Enhance
Redel: Enhance
Zonhau: Enhance

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What equipment should I wear?


Weapon:
2H sword since many skills use it like:
Cartar Stroke
Cross Guard
Redel
Zucken
Zornhau

Also they have the most AoE and Damge of any weapons. This build focuses on that Damage and AoE.

If you want to go with 1H weapons just remember that there will be lots of swapping.

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. See the 'Glove Guide' below.
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:



Here is a link more on Gems
Here is a gem guide:


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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 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 ACHEIVEMENTS:
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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WHAT DO I DO EACH TIME YOU UPDATE THE BUILD?

@All & dLiew & Anarcho
First of all let me apologize for my constant updates. I know some of you are pissed. Now...

There are two approaches I can follow:
1. Either update the build extremely infrequently:
Advantages:
-Helps older players
Disadvantages:
-Screws new ones over

2. Update the build with suggestions from community and not delay:
Advantages:
-Helps newer players
Disadvantages:
-Screws older ones over

I know some builds follow the first approach. Heard their members beg for an update. But they don't update it due to this reason. I follow the second one. Since the beginning my aim was to improve the build with suggestions from the community as much as possible and as quickly as possible. So I follow the second approach due to that reason. I wouldn't recommend you changing you builds as they may get outdated again.
There are a couple of games were they've had this same problem and so skill resets can be bought with money for a low price. I wish they did that here.


Skills are Constantly changing!
You guys are not the only ones who are pissed. I'm pissed too. In the last 8 months that this build was public. Everything has changed and has made me go through a lot of different classes to get here. The problem is they still haven't stopped. Just a few days ago someone pointed out that on the Korean OBT they reduced Cleave's CD and gave it a debuff to increase Slash damage by 50% for 5 seconds. Now That is quite a buff if it comes down to the international OBT and I'll be forced to consider putting more points into cleave. So this is what I'm going to do:

FOR FUTURE UPDATES:
I will update the build monthly from now on. I will have a section indicating changes that will appear on the next update. The update date will be 1st of every month. Before you decide to reset your skills and change it make sure of two things:
1. You get it at the 1st of every month.
2. You're level is above 200. Then search for a build every 100 level from then on.
OR
Wait till you hit max level.

What I can say for now is. The build is stable for most of the lower ranks (1-5). It looks like I might have to do a few changes for Doppel. Which will appear on May 1st, June 1st etc

New changes useful for PvP, Useless for PvE:
Yes, I believe that all the new changes I made: Wagon wheel, Pouncing, Embowl etc.. are going to have a significant impact on PvP. But are next to useless for PvE. So until you hit max level you aren't going to find a difference with leveling, dungeons, mobs, towers etc. Until you start seriously focusing on PvP at max. So I'd say either hold off on it till Lv200 or wait till max lv. These changes are not going to affect you much till then.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------
FUTURE UPDATES:

More to come soon.

NOTE: All updates take place on the 1st of every month.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------
THIS BUILD IS MADE POSSIBLE ONLY BY THE FEED BACK OF THE COMMUNITY. PLEASE POST YOUR COMMENTS. IT WILL BE MUCH APPRECIATED AND WILL GO A LONG WAY IN HELPING TO REFINE AND IMPROVE THIS BUILD. THIS BUILD NEEDS TO BE TESTED BY LOTS AND LOTS OF PEOPLE. SO, IF YOU ARE ABLE TO TEST THIS BUILD PLEASE POST YOUR EXPERIENCE OF IT AND YOUR SUGGESTIONS ON HOW TO IMPROVE IT. IT WILL BE MUCH APPRECIATED!
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Copy Build
Rank 1
circle 1
Swordsman
5 / 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 5:
Attack: 169%
AoE Attack Ratio: 1
SP: 19

Type: Melee / Attack
Cooldown: 10s
3 / 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 3:
Attack: 182%
AoE Attack Ratio: 0
SP: 15

Type: Melee / Attack
Cooldown: 6s
3 / 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 3:
Physical Damage: +14
Physical Defense: -7
Duration: 300 seconds
SP: 14

Type: Melee / Buff
Cooldown: 40s
3 / 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 3:
Additional Damage: +8
Number of Hits: 6
Duration: 45 seconds
SP: 18

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
Highlander
1 / 5
Wagon Wheel
Highlander13
Wagon Wheel: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Wagon Wheel] by 0.5% per attribute level
* +10% added damage at maximum level

Highlander 1st Circle required
Wagon Wheel: Splash
Type: Active
* Increases AoE attack ratio of [Wagon Wheel] by 1
* Increases SP consumption by 10%

Highlander 2nd Circle required
Wagon Wheel

[Physical] - [Slash]
Perform an upward swing with your weapon, launching an enemy.

Level 1:
Attack: 284%
AoE Attack Ratio: 1
SP: 16

Type: Melee / Attack
Cooldown: 18s
4 / 5
2
Cartar Stroke
Highlander11 Highlander3 Highlander2 Highlander28
Cartar Stroke: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cartar Stroke] by 0.5% per attribute level
* +10% added damage at maximum level

Highlander 1st Circle required
Cartar Stroke: Increased Knockback
Type: Active
* Increases the knockback power of [Cartar Stroke] by 50 per attribute level
* increases SP consumption by 20%

Highlander 1st Circle required
Cartar Stroke: Collision Damage
Type: Active
* Deals additional damage equal to 50% of your physical attack to enemies knocked back by [Cartar Stroke]
* Increases SP consumption by 10%

Lv3 Cartar Stroke required
Cartar Stroke: Remove Knockback
Type: Active
* [Cartar Stroke] no longer knocks enemies back
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Highlander 1st Circle required
Cartar Stroke

[Physical] - [Strike]
Gather up power and use your weapon to attack targets by smashing it to the ground.

Level 4:
Attack: 123% x 4
Casting Time: 0.4 seconds
AoE Attack Ratio: 1
SP: 30

Type: Melee / Attack
Cooldown: 21s
5 / 5
Crown
Highlander12 Highlander4
Crown: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Crown] by 0.5% per attribute level
* +10% added damage at maximum level

Highlander 1st Circle required
Crown: Reduce
Type: Active
* Increases enemy INT and SPR reduction from [Crown] by 2% per attribute level
* Increases SP consumption by 10%

Highlander 1st Circle required
Crown

[Physical] - [Strike]
Smack your weapon down on an enemy's head. Temporarily decreases the target's INT and SPR.

Level 5:
Attack: 443%
[Shock] Duration: 13 seconds
AoE Attack Ratio: 0
SP: 37

Type: Melee / Attack
Cooldown: 30s
5 / 5
Cross Guard
Highlander15 Highlander1
Cross Guard: Enhance
Type: Passive
* Enhances physical defense increase effect of [Cross Guard] by 3 per attribute level

Lv3 Cross Guard required
Cross Guard: Extend Stagger
Type: Active
* Enemies blocked by [Crossguard] remain staggered for 1 second longer per attribute level
* Increases SP consumption by 10%

Highlander 1st Circle required
Cross Guard

Take a defensive stance, using your weapon to block. Blocked enemies become vulnerable to [Pierce]-type attacks.

Level 5:
Block: +250
SP: 28

Type: Melee / Attack
Cooldown: 0s
Required Stance: TwoHandSword
Rank 3
circle 1
Barbarian
1 / 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
4 / 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 4:
Attack: 254%
Critical Rate: +50
AoE Attack Ratio: 3
SP: 37

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 4
circle 2
Barbarian
1 / 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
8 / 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 8:
Attack: 234% x 2
AoE Attack Ratio: 3
SP: 49

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 5
circle 3
Barbarian
1 / 15
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 / 15
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 / 15
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
8 / 15
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 8:
Attack: 234% x 2
AoE Attack Ratio: 3
SP: 49

Type: Melee / Attack
Cooldown: 20s
3 / 10
Warcry
Barbarian11 Barbarian1 Barbarian2 Barbarian30
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
10 / 10
Frenzy
Barbarian22
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 10:
Attack per Stack: +1.5%
Maximum Stacks: 20
Attack Speed: +250
Duration: 50 seconds
SP: 82

Type: Melee / Buff
Cooldown: 70s
10 / 10
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 10:
Attack: 256% x 3
AoE Attack Ratio: 5
SP: 84

Type: Melee / Attack
Cooldown: 18s
0 / 5
Giant Swing
Giant Swing

[Physical] - [Strike]
Swing an enemy around, using centrifugal force to throw it away.

Level 1:
Attack: 2092%
Rotates 9 times
Distance Thrown: 150
SP: 30

Type: Melee / Attack
Cooldown: 60s
5 / 5
Pouncing
Barbarian24 Barbarian4
Pouncing: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Pouncing] by 0.5% per attribute level
* +10% added damage at maximum level

Barbarian 3rd Circle required
Pouncing: Knockdown
Type: Active
* Enemies hit by [Pouncing] have a 8% chance per attribute level of being knocked down
* Increases SP consumption by 5
* Increases SP consumption by 30%

Barbarian 3rd Circle required
Pouncing

[Physical] - [Slash]
Charge forward while slashing, attacking any enemies that block your way. Has a chance to deal additional damage to a stunned enemy.

Level 5:
144% Attack per 0.5 seconds
Maximum Duration 10 seconds
Consume STA
SP: 54

Type: Melee / Attack
Cooldown: 81s
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
0 / 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 1:
Attack: 685%
AoE Attack Ratio: 2
SP: 44

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
0 / 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 1:
Attack: 491%
AoE Attack Ratio: 15
SP: 48

Type: Melee / Attack
Cooldown: 10s
5 / 10
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
0 / 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 1:
Attack: 685%
AoE Attack Ratio: 2
SP: 44

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
5 / 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 5:
Attack: 975% x 1
[Shock] Duration: 5 seconds
SP: 98

Type: Melee / Attack
Cooldown: 15s
Required Stance: TwoHandSword
5 / 5
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 5:
Attack: 274% x 4
SP: 115

Type: Melee / Attack
Cooldown: 15s
Required Stance: TwoHandSword
5 / 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 5:
Attack: 289% x 5
SP: 118

Type: Melee / Attack
Cooldown: 30s
Required Stance: TwoHandSword
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Comments (705)

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Jan 5th 2017 05:33:40
can u show me how to up my skill for Swordsman X3 > peltast > Corsair x2 > Shinobi
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Dec 18th 2016 11:50:14
@Vahn Is this build still working (current meta)?
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Dec 4th 2016 05:33:41
is it still live?
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Dec 4th 2016 05:39:43
@lesan wrong comment post
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Nov 12th 2016 15:16:03
Can you tell me how much up status ?? plzz
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Oct 22nd 2016 00:13:13
Guys .. what's your opinion about my build?
http://www.tosbase.com/tools/skill-simulator/build/72e1c0xbin/
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Oct 1st 2016 09:52:36
would this work :

http://www.tosbase.com/tools/stat-calculator/build/xz2djz2d0t/ 2str/1con/1spr/1dex
http://www.tosbase.com/tools/skill-simulator/build/f61av9s06k/

also, does any one know how much crit rate is needed to crit often end game.
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Sep 7th 2016 11:57:33
how about this build? http://www.tosbase.com/tools/skill-simulator/build/vs0h8em3g3/
im looking for pve not pvp. thx :D
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Sep 13th 2016 12:27:11
@sandyHakim
Almost everythings are okay though.
Highlander need a bit adjustment, swap skill points allocation into Lv4 Cartar Stroke & Lv1 Wagon Wheel might be good.
Wagon Wheel used mostly for knock up, while Cartar Stroke now receive some charging speed buff and has better scaling for DPS.

By the way, regarding Doppel C3 skills.
You might want Lv1 Zwerchau instead since the main use in PvE is for applying debuff that boost up slash damage. (In PvP might be different, I'm not very sure)
Lv1 Zornhau and Some Lv of Zucken is good for DPS too. Lv10 Zucken combine with Lv1 Zornhau actually deal higher DPS than Redel though since Zornhau's debuff double up Zucken's damage.

Just in case you haven't watch this yet, I will put VonFreya's Doppel C3 introduction here.
https://www.youtube.com/watch?v=jixwFKqNMoA
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Aug 30th 2016 23:52:12
this works for dragoon ? i mean the attributes and stats if im allowed to say that (newb)
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Sep 4th 2016 05:51:03
@shirou
Most of Dragoon's skills rely on using Spear, which revolves around most of the Piercing attacks.

Meanwhile, despite Highlanders and Barbarians don't required stance to be 2H Swords, most of their skills tended to gain boost toward Slash attacks (For example, Cleave will give +50% attacks damage. but its coming soon though).
So that's why High and Barb have synergy with pure Doppel Soeldner build.
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Sep 5th 2016 22:19:56
@tannegimaru
thx i see what you mean.

btw which one you think gonna work better for a hybrid dragoon ? Hoplite or cataph + doppel (rank6) =) dragoon
Reply
Sep 6th 2016 02:49:15
@shirou
Cataphract-Doppel might not really be what you're looking for unless you really need Deed of Valor for specifically boost Cataphract C3 and Lancer's skills and skipped Dragoon C1 in place of Doppel C1.
(Also, Doppel's Cyclone can't be used while mount too. That limited your option a lot.)

Between Cataphract and Hoplite variants, the differences between these two are :
-Hoplite rely solely on stand-still casting skills such as Stabbing and Pierce, then proceed to spam Spear Throw or just auto attacks when everything's on cooldown.
Most of Hoplite's kit revolve around damage dealing heavily.
-Cataphract does pack a power, but not as much as Hoplite. Meanwhile, its kit offered a lot more mobility to the build, resulting in be able to moving around kiting bosses or even rushing in versus players. (in which is completely opposite from Hoplite that need to stay at the same spot while attacking.) Notably, Cataphract's max level Rush and Trot.

For a hybrid Dragoon, I think it might be able to pulled off with Hoplite C2 combine with some other classes such as Corsair or Highlander. Those two might give you some gimmick when combine with Hoplite's Spear Lunge.
Cataphract usually works best when you completed its 3 Circle. So that is kinda hard to build into something hybrid unless you skipped Dragoon, find something else in R7, then advanced to Lancer instead in R8.
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Sep 7th 2016 04:01:39
@tannegimaru

i think i will go with two Handed spear at the end and the cataph c1 for mobility and impaler (huehueuhe) and hoplite c2 + doppel then dragoon and finish with a godly lancer i just dont know if the 2H spear is stronger than 1H spear because ive so many 2H with double atk power compared to 1H ones i wasnt really that confused in ragnarok (:D)

btw thx for the detailed explanation bro i got so many infos from this ! you should start a youtube channel or something id be the first to sub !

thx again man.
Reply
Sep 7th 2016 13:16:07
@shirou
Well, you may try that build though.

By the way, I have a guide here in Tosbase and youtube channel.
But they're mostly about Archer's Schwarzer Reiter class since I'm main SR Archer. lol
- http://www.tosbase.com/tools/skill-simulator/build/oq3k0hklpw/
- https://www.youtube.com/channel/UCVmBSBdHmgroPoK9GIJFKGg
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Aug 6th 2016 13:09:13
I really do not understand. Thrust 5 Why?
This is a useless skill. Especially at high levels. Explain to me please!
And how the attribute Continuous Attack?
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Aug 13th 2016 01:12:20
@Psionic-485
1 . If u check this build again .. there's no pierce skills from swordman-doppelsoldner c2 (only slash skills all the way .. except helm chopper and cartar stroke) .. so max thrust is a good choice
2 . The Attribute only give you small percentage to do .. if u're lucky and the attribute's on .. u can thrust 3x times in one shot (but the second,third hit/dmg isn't good as the first)
#SorryIfMyEnglish'sRIP
If you want to thrust .. dont forget to staggered them using crossguard with attribute first for sure 2x hit
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Sep 4th 2016 20:22:27
@Brillant thrust is useless. not agree??? lvl up to 50 and see if you think thrust is still usefull even at early lvl it does not give good, what will it do at higher lvl?
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Sep 5th 2016 14:57:14
@johanriady
It actually has it use for Highlander C2-3 Doppel Soeldner.
Something like Crossguard for Staggered boost combine with 50-70 Att Thrust is pretty powerful for a filler when all of your main damage dealing skills are on cooldown.

It go even better if you hit Leather bosses that weak to Pierce or Plate bosses that resist Slash.

Otherwise, it might not be the best choice for many builds out there.
This build also got only single circle of Highlander only too. So it might arguably not the best choice anyway.
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Sep 6th 2016 05:01:46
@tannegimaru hmmm, never tested bout that, but i make fencer still on highland2 though, cartar, moulinet, cross, and skyliner almost make not use normal attack. so I think using crossguard and then stab waste too much time.
even if you have 100% atri for thrust, its still only 2x your normal attack. on higher level
for low level it would be quite nice since my first barb ( already rerolled) find thrust giving DPS a lot against plare and leather enemy.
if animation are made faster like normal attack, thrust will be a very good skill that can be used until late game, sadly animation was very slow
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Sep 6th 2016 09:37:09
@johanriady
Doppel Soeldner's main skills will always dealing way more damage than Thrust.

Thrust can still be useful after Lv240+ in bossing against Leather/Plate bosses.
(IE: Golems, Mole, and Tree in Siauliai Mission)
But its just a filler choice for High-Doppel when all of the reliable skills are on cooldown though.
For example, VS Leather & applied Staggered to them with CG.
You'll do around [(PhysAtk+56)x2.25]xAttribute, which is quite decent.

By the way, in case of Fencer build there is a completely different story since you'll probably have Attaque Composee & Falconade that deal tons more damage than Thrust. (Also drain more SP too)

Oh, and also, you may try Attaque Coquille + Preparation + Sept Etoiles after applying Crossguard's staggered to boss too.
That one got some nice burst there, but it would required you to revolve around dual stance between Rapier and a 2H Sword which is kinda tricky.
Reply
Sep 7th 2016 02:48:47
@tannegimaru hmmm, interesting....
i guess i won't be depending on crossguard since fencer3 come out now.... epee stance will probably locked on rapier and will dissapear if I change weapon. need some confirmation since skill explanation still on korean and I cannot read em
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Sep 7th 2016 13:10:30
@johanriady
I recalled it is stance locked too.
So may be this will be an alternative early choice prior to Fencer 3 only.
Reply
Nov 3rd 2016 01:08:25
@Psionic-485 thrust 1 vs thrust 5 zero difference past 100lvl, while pain barier 5 vs pain barier 1 huge difference. Anyway Thrust is a great skill vs leather armored elites, Cros Guard -> Thrust to death, and on regular mobs it's Overkill with crit in most caseses even without stagger, i have 50% atribute and quite satisfied with lvl 1 Thrust.
This particular build have tons of bad skillpoints investments.
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Aug 3rd 2016 07:27:11
soo many new player blindly using this build, no offense but you know swordman is a tank in this game right ? at early game maybe this build feel good and deal nice damage but after 210++ u see the different
no matter how is ur build, u are a tank when u pick a swordman class, cuz no matter how ur build is, u can out dps an archer or a wizard, why ? because they have a scalling dmg (###% x ####) they way more better at dealing dmg,and there is too many new player who didnt pick pelt at rank 2 cuz they think pelt deal less dmg, like i said before swordman is a tank, and even if u have a huge amount of HP its useless if u cant taunt, because if u just running around trying to pull monster u can only pull six of them, when u hit the 7th monster, 1 of 6 monster that followed u will run away and that make ur party harder to hit , but if u pick pelt and use sb, just pressing one button u can pull 11/16/21. and some newbie doesnt believe that if they dont pick pelt they can have a hard time finding a party, let me tell u this, its true and its happening r8 now, no one want u if u cant taunt, maybe u r safe in instanced dungeon since u can auto party matching, but when u grind at alemeth,eva,etc no one want u because with taunt u can grind faster, faster grind = faster xp = happy party
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Aug 12th 2016 01:28:14
@Loxie U can pull 10 monsters with WarCry
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Aug 12th 2016 13:04:45
@Psionic-485 well guess what ? 11/16/21 are better than 10 lol
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Aug 12th 2016 15:54:28
@Loxie Nobody is obliged to adjust to you. Swordsman is not always the tank.
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Aug 13th 2016 09:51:48
@Loxie @Psionic-485 after playing this game about a month and doing some PvE things..
i think loxie got a point here... yes, swordsman is a tank in this game. they can't out dps archer/wizard...
this, i found no swordsman can pull boss aggro without provoke or swashbuckling, thats mean other classes have more dps, right? CMIIW...
but with the update buff for swordsman, i hope dps swordsman is balanced with other classes ...
#dontcheckmygrammarnotmynativetongue
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Aug 13th 2016 21:57:40
@Loxie I am right now level 271 swordsman with out taunt / swash buckling, yes is true it is easier if you have taunt / swash buckling and saver for your teammate when doing a mob.
but least dps or buff to boost your dps.

Example if you go swordsman c2 and max both gungho and concentrate plus attribute, you will get easily 85 damage and 119 from concentrate. 85 damage its quite a lot, why ? because max petamion that give 14 point strength only give you 14 damage pure. So where you will find another 71 damage ?!. Yes you can forge weapon but its required a lot silver, time, and luck. Even if you compare it, swordsman with circle 2 or 3 and max out buff still had the edge.

So what about hunting, in my experience hunting in team is a lot faster because you can hit higher level mob. So you can't leveling solo until 280 ?, the answer is nope. Because there are certain map that mob had bigger HP but least defend and reward a lot exp.

In my server discrimination is real for swordsman no peltas (indonesia server), any party searching for peltas but when you swordsman with out peltas enter and hit mob in storage or maven, give damage around 5000 and critical 8000. no one complain.
if you build it right and get decent gear, you can almost solo all map.

Yes swordsman is tank, but its back again to the way you prefer to play. I had seen peltas c3 and full tank with hp 50.000 (plus swashbuckling buff) doing World Boss and there is ! that class shine.

So the verdict is, if you real real decide to full dps swordsman build, make sure you had a ton big damage and hp around 20.000 , 24.000, 30.000.
If you can mob and solo all alone, who need party ?
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Jul 31st 2016 09:37:56
Did you update this build for the recent updates? I'm curious because I was told that pure STR swordie is now the best and that some old builds are now bad?
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Jul 27th 2016 18:34:56
is this work? after update?
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Jul 28th 2016 21:52:11
@morkie This build sucks bro...doesnt worth on pvp and u do u very low damage on mobs/boss (only cyclone works ok)
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Jul 27th 2016 15:08:05
An update, now for every point in str don't give you 1 extra damage, in swordies are 1,3 damage so this build it's better now.
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Jul 23rd 2016 19:26:42
so far this has been very helpful for me, thanks!

with the new swordsman rank 8 update, is this gonna get an update too?
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Jul 3rd 2016 16:43:05
permission to ask sir
what if i change the barbar C3 to corsair C1?
so my build will be S C1 -> H C1 -> BARBAR C2 -> Corsair C1 -> Doppel C2
just need the joolly roger skill

is this okay?
need your opinion
thx :)
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Jun 25th 2016 22:43:36
CON means "Constitution" not "Concentration".
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Jun 22nd 2016 08:49:59
Stats in level 40 PLEASEE GOD ;__; I LOST
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Jun 18th 2016 00:05:27
If you like this build im 100% sure you will like mine too <3 FOR BADASS PVP SW CLASS
http://www.tosbase.com/tools/skill-simulator/build/z6vtim5td4/
http://www.tosbase.com/tools/skill-simulator/build/z6vtim5td4/
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Jun 17th 2016 20:55:51
@vahn i want to ask what skill i need to learn 1st when reach doppel for c1 and c2 thanks
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Jun 18th 2016 02:11:43
@xiaolent
Hi man,
IMO, Doppel C1: Cyclone 5 first and after Deeds of Valor 5. Save the next 5 points.
To Doppel C2: Cyclone 10 (with these 5 points saved), 1 point Zornhau > 3 points Zucken > 1 point Redel.

So, the next 10 points you may alternate beetwen Zornhau and Redel or max Zornhau first, cause it has high dmg at lvl 5 (2540).
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Jun 14th 2016 16:29:34
How can we fight with a character that have block?
Reply
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