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

Jolly Fencer by BJD - Complete Guide

Created by Suzushii on Sep 22nd 2016 (Last Updated: Dec 11th 2018).
This is a public build.
13
Ok, because this build are now very valuable and promising it's time to put some guide here. Feel free to asking me about Fencers tree because my main is Fencer too.


Click here to visit artist page
Welcome to the guide for Fencers!
one of many here


Explanation


- Why Swordsman C3?
Because the IMC can't into % scales! Which in practice means that all the skills of previous classes in practice not cause damage in endgame content. Seriously! Monsters there usually have 250k+ HP and a lot mdef and pdef. Rank 7 Fencers many (including myself) has the Barbarian C3 what was intended to fill gaps like AoE or Slash damage. Well Cleave maximum hits for around 10k damage so it's useless as hell now if we don't look in barbarian for stuns or buffs. This is why Swordsman C3 suit here well. At first you have Pain Barrier 15 and this is propably most important part here. Rank 7 was full of monsters that knocking down us? Bosses were annoying? Now it's even worse so Pain Barrier help here a lot. Another thing is Restrain because stun affect with any skill you use, like Sept Etoiles or Lunge so passive ability to stun enemies is usefull.
Oh and I forgot about Swordsman Circle 3 Costume! One of the best outfit from TP shop! If wanna look stylish you can buy it! Yes to wear this costume you must be Swordsman C3. So sad...

- Why Peltasta C1?
This isn't even question ok? At first Guardian help here a lot as always. Now when they change this skill and scale with % value is value not only for 18% more evasion, but for 17% more pdef too! Another skill of course is Swash Buckling and it's a taunt of course and don't forget you have +25% Hp bonus while this skill is active. You should take this class on Rank 2.

- Why Corsair C1?
Well because gap between ranks 4 and 6 must be filled with something and Corsair suit here perfect. Reason? At first of course Jolly Roger! How this work? You put flag and kill near opponents so far as you are able. Another reason is Unity attribute who gives up 12.5% chance to ignore damage from your opponents while Jolly Roger is active and you are in range of flag. Note that this value is equal only when you are in five man party. Oh and you have a chance to pillage items from enemies, what this mean? Somethime he can drop something before he die. Double drop is always nice right? But on 5 lvl skill this chance isn't high. And don't forget about Iron Hook perfect in TBL and to stop some non boss type monsters.

- Why Fencer C3?
Because without all circles the entire process of building this class make no sense. Let me explain why a little later.

All about Fencer


Whole Fencer mechanics work on a combination of skills and synergy. It will be easier to explain how each skill work.


Epee Garde [5/5] - The reason of all this excitement around the third Fencer circle. 30 seconds buff increases critical damage we inflict. Basically is 150% damage but with the Epee increases the value of 100%, which makes it critical damage amount to 300% of our damage that normally would we deal. Thanks to this fencer is now one of the strongest Damage Dealer in the game.

Attaque Composee [1/10] - Your main damage generator 2 hit pierce type skill without cooldwon perfectly replaces the normal attack. Strongly advise against raising it higher. Damage does not increase proportionally to the cost of SP.

Attaque Coquille [4/15] - 1 hit strike type skill that leaves a debuff, 8 seconds duration (must be on 4 lvl) which allows all pierce type attacks ignore opponent armor (no damage reduction from armor), skill have cooldown 8 seconds so you have 100% uptime here what is a huge burst especially at high levels.

Lunge [13/15] - 4 hit pierce type skill leaves a debuff, 4 second duration enemy becomes more vulnerable to slash attacks and 4 second buff that increases your evasion rate +130% for 4 second. Really nice to use this as often as possible. Nice damage factor with nice buff for you every 14 seconds.

Sept Etoiles [10/15] - Still one of the best skill what Fencer have. 7 hit hit pierce type skill. Multi hit work perfect with Concentrate and Restrain. Why not 13/15? The last 3 points in general, you can distribute as you wish. But 29 seconds cooldown it's too long for me.

Preparation [1/10] - Very nice buff which makes the next pierce attack deals double damage. Specifically skill, which means that if you use Sept Etoiles after Preparation all 7 hits deal double damage. Higher skill level increases only chance to block attack. So one point is enough.

Balestra Fente [5/5] - 1 hit pierce type skill, leaves debuff which reduces the resistance to critical damage by 30%. It has a long range and this is a skill allows you to achieve the damage cap in combination with Preparation and Serpentine (199k dmg). 28 second cooldown.

Flash (Fleche) [5/5] - 3 hits and 3 overheat pierce type skill. This is not the best our ability because we had much higher expectations of it. Nevertheless, it's still a very useful skill which gives us a total of 9 hits after unfortunately long 42 second cooldown. An additional problem is not breaking through opponents. What does it mean? Only the first line will receive damage and every enemy that is behind another no don't receive damage. Ability good mainly against the Boss.

Attque Au Fer [1/5] - 1 hit pierce type damage, pretty nice damage even if you spend only 1 point here. Another effect that works only against players. It's the ability to eject from the hands of enemy weapons for a while. He can still fight and use all abilities (even if he need a weapon), but until they pick up weapons don't receive bonuses from it (a similar effect is at 0 durability of weapons). Of course player picks up the weapon automatically after duration.

What about Esquive Toucher and Flanconnade? Both skills require a perfect timing so with the high ping is almost impossible. While the first skill in practice is useless so the second is the slash type skill so have poor synergies with our other buffs and deal weak damage anyway.

Attributes

Apart from the mountains of silver that are needed for Fencer attributes. There are several previously worth up to invest.
Swordsman
Leather Mastery: Dexterity - 50 lvl
Provoke - 10 lvl
Weapon Swap - 1 lvl
Increased Maximum Buff Count - 1lvl
Bash: Knockdown - 1 lvl
Bash: Splash - 3 lvl
Concentrate: Enhance - 50 lvl
Gung Ho: Enhance - 50 lvl
Restrain: Slow - 4 lvl
Peltasta *Only first two are required, others are very helpful in leveling.
Guardian: Evasion - 3 lvl
Swash Buckling: Maximum HP - 5 lvl
Guard: Defense - 5 lvl
Shield Guard - 1 lvl
Shield Mastery: Block - 5 lvl
Umbo Blow: Stun - 5 lvl
Umbo Blow: Add Knockdown - 3 lvl
Corsair*Only first two are required, others are very helpful in leveling.
Jolly Roger: Unity - 5 lvl
Keel Hauling: Bleeding - 5 lvl
Dagger Mastery: Sudden Attack - 5 lvl
Obtain Chest Item - 3 lvl
Fencer
Use Rapiers - 1 lvl
Rapier Mastery: Aggression - 5 lvl
Attaque Composee: Enhance - 50+ lvl
Lunge: Enhance - 50+ lvl
Sept Etoiles: Enhance - 50+ lvl
Balestra Fente: Enhance - 50+ lvl
Attque Au Fer: Enhance - 50+ lvl
Attaque Coquille: Enhance - 50+ lvl

Statistics


Our main statistic isnow STR instead DEX. Reason is simple, they change how crit chance work so don't go full DEX. This is suicide and considerable reduction of our character.

CON recommend a minimum spend 50 points or more. Especially because after level 280+ opponents hits look like collision with a truck or even train and even against physical attacks sometimes evasion doesn't help.

Equipment


Despite collisions with tanks and trains still recommend leather armor. If you are patient, I recommend for some time Cafrisun Set at least for a while. While the 170 level switch already to Roxona Leather "Set". After 220 level if you patient and lucky you should wear Virtov Leather Set at least 3 pieces. Why? Because from 40 level you obtain Rokas Leather Armor and this is one of the best armor what we can have. Until 220 level where at least Virtov is better. But what we should wear on 330 level you ask? Well i have one really nice armor here.
Set called Manahas and the result is a much stronger version of Cafrisun.


Each part separately does not give anything extraordinary. However, the set bonus is the main reason why I recommend this set to get.

2+ pieces - HP Recovery +240
3+ pieces - All Stats +6
4+ pieces - Additional Frost Attribute Damage +110 & STR, SPR +12

Each of the bonus is effective in our case. Additional Frost Attribute Damage which will scale with all of our elemental bonuses and other skills is beneficial for the growth of our damage after all. This type of bonus doesn't add to our base damage and is counted separately, so in practice we made two attacks simultaneously. What other basically deal only 110 damage, but receives all our property attacks and other bonuses. If you previously were using Cafrisun to understand why it is worth it to pay attention.

About other items, before we look for weapons, let's look on jewelry.
Necklace - At the moment there are only two worthy of anything. First is Max Petamion and second is Terrallion. And faster you earn first one.
Bracelet - You should wear Sissel Bracelet and Sissel Bracelet. Equally hard to get as Gladiator Bands but much better. At first 21 Physical Attack isn't equal to 15 STR even in half. And you need a lot Critical Rate. At the 330 level, minimum is 600+. Even this value is extremely difficult to obtain.
Hair Accesory - Since when Enchant Scroll can be purchased at the auction house is much easier to get exactly what you want.
Priority have physical attack because another 60+ pdmg is high bonus. Of course you should have Any property attack here too this is very value too! If by any chance on all accesory you get +1 AoE attack ratio it will be a salvation for you. Because +3 give you 7 AoE Attack ratio what allow you to hit 4 medium type monster at once. We must remember that the biggest Fencers problem is fight with multiple opponents at once.
Weapons - In order to not miss anything I introduce to you the reality of what we face.

1. Myth and Legend - Solmiki Rapier 2. Still beyond your reach - Lolopanther Rapier 3. Available - Venier

As you can see only on Venier is your choice. And this is still the very good one even on 330 level! All thanks to All Fencer skill +2 because it raises all our owned skills up two levels. Even if we have it at level 5/5 it means that there are now at 7/5. What particularly gives us a huge advantage at Epee Garde. Not only extends duration but also increase it by an additional 20%. For the moment I recommend at least upgrade to +7 or +10 and transcendence on the 1st or 2nd stage. Nobody said that the Fencer is a cheap class. Your second hand should hold a dagger. After all no matter what, because attribute Rapier Mastery: Aggression is very strong bonus for Fencer skills. There is not much talk about it. For the moment, only worth it's Karacha Dagger then at the 315 level you should get a new Lionhead Dagger. Which is basically a better version of the previous one.

Gems - Try a little to invest in them. Especially that kToS messed up again. If you are patient enough, you can even try to raise gems level to 10. But even 7 is already a very big bonus.
Top - Red Gems
Bottom - Red Gems
Gloves - Yellow Gems
Boots - Green Gems
Weapon - Green Gems
Off hand - Green Gems

Cards - Ok, now a little more about Card system. Now each card we can use in our Card slot and this is great mechanic after all. Remember that each new rank gives us additional space for cards.

Sadly but for Fencer only few cards are worth to obtain at now. At start I recommend above 5 - 10 lvl Ellaganos Cards which together will give you an additional 50 DEX. Another 3 card it depends on your luck. You can simply put an additional 3 Ellaganos Cards or use one or more suggested by me here:
- One 10 lvl Dullahan Card
- One or more 10 lvl Nuaele Card *Actually this give % bonus.
- One or more 10 lvl Glass Mole Card
- One or more 1 lvl Centaurus Card *Use it only to get an odd value AoE Attack Ratio. Despite the fact that the boss exist in the game, chance to get this card is almost impossible.
Of course, choice is yours. There are a lot of interesting cards. But the ones that I mentioned is the safest option when it comes to their benefits for our character.

What we can expect in future? Well, at the moment we can expect that rather not abandon Fencer class. If our suspicions prove to be true probably Rank 9 offer us a class Matador.

And as we know Matador avoid attacks and also use a rapier or spear, which will be a great for both the Dragoons and Fencers. We do not know what we can expect in the future, but for now let's enjoy what we have.
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
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
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
4 / 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 4:
Duration: 18 seconds
SP: 52

Type: Melee / Buff
Cooldown: 39s
Rank 2
circle 2
Swordsman
0 / 10
5
Thrust
Video
Swordman2 Repeat Swordman3
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
3 / 10
3
Bash
Swordman1 Penetration 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 / 10
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
7 / 10
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 7:
Additional Damage: +14
Number of Hits: 14
Duration: 45 seconds
SP: 29

Type: Melee / Buff
Cooldown: 20s
9 / 10
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 9:
Duration: 23 seconds
SP: 86

Type: Melee / Buff
Cooldown: 39s
5 / 5
Restrain
Swordman4
Restrain: Slow
Type: Active
* Enemies stunned by [Restrain] become slowed down after stun wears off
* Increases duration of slow effect by 3 seconds per attribute level
* Increases SP consumption by 10%

Swordsman 2nd Circle required
Restrain

Lowers your maximum HP, but your attacks have a high chance of stunning enemies.

Level 5:
Chance of Stunning Enemy: 30%
Maximum HP: -75
Duration: 45 seconds
SP: 30

Type: Melee / Buff
Cooldown: 120s
0 / 5
3
Pommel
Swordman25
Pommel Beat: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Pommel Beat] by 0.5% per attribute level
* +10% added damage at maximum level

Swordsman 2nd Circle required
Pommel

[Physical] - [Strike]
Strike enemies with the hilt of your sword.
Inflicts additional damage on stunned monsters, and partially ignores the defense of small and medium sized enemies.

Level 1:
Attack: 335%
Ignores Small, Medium Target Defense: 1%
AoE Attack Ratio: 2
SP: 15

Type: Melee / Attack
Cooldown: 14s
Rank 3
circle 3
Swordsman
0 / 15
5
Thrust
Video
Swordman2 Repeat Swordman3
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
3 / 15
3
Bash
Swordman1 Penetration 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 / 15
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
14 / 15
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 14:
Additional Damage: +24
Number of Hits: 28
Duration: 45 seconds
SP: 49

Type: Melee / Buff
Cooldown: 20s
15 / 15
Pain Barrier
Swordman29
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 15:
Duration: 29 seconds
SP: 127

Type: Melee / Buff
Cooldown: 39s
10 / 10
Restrain
Swordman4
Restrain: Slow
Type: Active
* Enemies stunned by [Restrain] become slowed down after stun wears off
* Increases duration of slow effect by 3 seconds per attribute level
* Increases SP consumption by 10%

Swordsman 2nd Circle required
Restrain

Lowers your maximum HP, but your attacks have a high chance of stunning enemies.

Level 10:
Chance of Stunning Enemy: 60%
Maximum HP: -100
Duration: 60 seconds
SP: 47

Type: Melee / Buff
Cooldown: 120s
0 / 10
3
Pommel
Swordman25
Pommel Beat: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Pommel Beat] by 0.5% per attribute level
* +10% added damage at maximum level

Swordsman 2nd Circle required
Pommel

[Physical] - [Strike]
Strike enemies with the hilt of your sword.
Inflicts additional damage on stunned monsters, and partially ignores the defense of small and medium sized enemies.

Level 1:
Attack: 335%
Ignores Small, Medium Target Defense: 1%
AoE Attack Ratio: 2
SP: 15

Type: Melee / Attack
Cooldown: 14s
0 / 5
3
Double Slash
Swordman27 Swordman10
Double Slash: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Double Slash] by 0.5% per attribute level
* +10% added damage at maximum level

Swordsman 3rd Circle required
Double Slash: Critical
Type: Active
* Increases critical chance of [Double Slash] by 7% per attribute level
* Increases SP consumption by 10%

Swordsman 3rd Circle required
Double Slash

[Physical] - [Slash][{img tooltip_speedofatk}Attack Speed]
Perform a side slash on enemies.
Enemies afflicted with [Bleeding] take additional damage.

Level 1:
Attack: 206% x 2
AoE Attack Ratio: 2
SP: 18

Type: Melee / Attack
Cooldown: 21s
Rank 4
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 5
circle 1
Corsair
5 / 5
Jolly Roger
Corsair14
Jolly Roger: Unity
Type: Active
* Nullifies an enemy's attack by a certain chance when [Jolly Roger] is active
* Applies the chance by 0.5% per attribute level and increases chances depending on number of pirate members
* Does not apply if nobody other than you is a pirate member
* Increases SP consumption by 10%

Lv2 Jolly Roger required
Jolly Roger

Place a flag that raises the combat abilities of the pirate crew. A combo is activated if multiple enemies are defeated near the Jolly Roger. Achieving a combo of 300 activates a fever buff that grants additional damage to missile attacks.

Level 5:
Flag Duration: 35 seconds
Missile Attack Damage: +27%
Fever Duration: 10 seconds
SP: 64

Type: Melee / Attack
Cooldown: 35s
5 / 5
Iron Hook
Corsair7
Iron Hook: Chain
Type: Active
* Sequentially fling up to 3 enemies with [Iron Hook]
* Cannot use [Keel Hauling] while capturing multiple enemies
* Unable to turn ON/OFF during [Guard]

Corsair 1st Circle required
Iron Hook

Capture enemies with a hook.

Level 5:
Capture Time: 9 seconds
SP: 59

Type: Melee / Attack
Cooldown: 25s
1 / 5
Keel Hauling
Corsair11 Corsair4
Keel Hauling: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Keel Hauling] by 0.5% per attribute level
* +10% added damage at maximum level

Corsair 1st Circle required
Keel Hauling: Bleeding
Type: Active
* Inflicts [Bleeding] on enemies attacked with [Keel Hauling] for 5 seconds
* Increases the duration of [Bleeding] by 1 second per attribute level
* Bleeding damage is proportional to character's STR
* Increases SP consumption by 10%

Corsair 1st Circle required
Keel Hauling

[Physical] - [Strike]
Drag and pull enemies captured with Iron Hook. The enemy will receive damage each time it is pulled.

Level 1:
Attack: 806% x 2
SP: 31

Type: Melee / Attack
Cooldown: 25s
4 / 5
3
Dust Devil
Corsair12
Dust Devil: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Dust Devil] by 0.5% per attribute level
* +10% added damage at maximum level

Corsair 1st Circle required
Dust Devil

[Physical] - [Slash] [{img tooltip_speedofatk}Attack Speed]
As you spin, attack an enemy repeatedly using a weapon in each hand. The enemy will be immobilized temporarily. If the attack is accurate, applies 80% physical attack + 60% subweapon physical attack.

Level 4:
Attack: 225% x 3
SP: 47

Type: Melee / Attack
Cooldown: 20s
Required Stance: OneHandSwordDagger, OneHandSpearDagger, RapierAndDagger, OneHandSwordPistol, RapierAndPistol, OneHandSpea
Rank 6
circle 1
Fencer
5 / 5
Lunge
Fencer3
Lunge: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Lunge] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Lunge

[Physical] - [Pierce]
Lower your stance and reach out to attack an enemy. Your evasion rate increases and the enemy becomes more vulnerable to [Slash] attacks.

Level 5:
Attack: 181% x 4
Evasion Rate: +150
Duration: 4 seconds
SP: 61

Type: Melee / Attack
Cooldown: 14s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
5 / 5
2
Sept Etoiles
Fencer4
Sept Etoiles: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Sept Etoiles] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Sept Etoiles

[Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed]

Stab an enemy in front of you.

Level 5:
Attack: 151% x 8
SP: 93

Type: Melee / Attack
Cooldown: 29s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
4 / 5
Attaque Coquille
Fencer5
Attaque Coquille: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Attaque Coquille] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Attaque Coquille

[Physical] - [Strike]
Attack an enemy with the guard of your sword. The enemy's defense is ignored when attacked again with [Pierce] attacks.

Level 4:
Attack: 619%
Duration: 8 seconds
SP: 61

Type: Melee / Attack
Cooldown: 8s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
0 / 5
Esquive Toucher
Fencer6
Esquive Toucher: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Esquive Toucher] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Esquive Toucher

[Physical] - [Pierce]Move swiftly to avoid enemy attacks and deliver complex successive attacks.
(The Buff Durations will be changed to 4 seconds once you enter PvP server.)

Level 1:
Attack: 169% x 5
Evasion Rate: +10%
SP: 51

Type: Melee / Attack
Cooldown: 30s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
0 / 5
5
Flanconnade
Fencer7
Flanconnade: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flanconnade] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Flanconnade

[Physical] - [Slash] [{img tooltip_speedofatk}Attack Speed]
Perform a complex upward attack with your rapier. This attack protects you against an enemy attack.

Level 1:
Attack: 201% x 2
SP: 36

Type: Melee / Attack
Cooldown: 10s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
Rank 7
circle 2
Fencer
10 / 10
Lunge
Fencer3
Lunge: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Lunge] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Lunge

[Physical] - [Pierce]
Lower your stance and reach out to attack an enemy. Your evasion rate increases and the enemy becomes more vulnerable to [Slash] attacks.

Level 10:
Attack: 222% x 4
Evasion Rate: +250
Duration: 4 seconds
SP: 93

Type: Melee / Attack
Cooldown: 14s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
10 / 10
2
Sept Etoiles
Fencer4
Sept Etoiles: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Sept Etoiles] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Sept Etoiles

[Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed]

Stab an enemy in front of you.

Level 10:
Attack: 185% x 8
SP: 152

Type: Melee / Attack
Cooldown: 29s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
4 / 10
Attaque Coquille
Fencer5
Attaque Coquille: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Attaque Coquille] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Attaque Coquille

[Physical] - [Strike]
Attack an enemy with the guard of your sword. The enemy's defense is ignored when attacked again with [Pierce] attacks.

Level 4:
Attack: 619%
Duration: 8 seconds
SP: 61

Type: Melee / Attack
Cooldown: 8s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
0 / 10
Esquive Toucher
Fencer6
Esquive Toucher: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Esquive Toucher] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Esquive Toucher

[Physical] - [Pierce]Move swiftly to avoid enemy attacks and deliver complex successive attacks.
(The Buff Durations will be changed to 4 seconds once you enter PvP server.)

Level 1:
Attack: 169% x 5
Evasion Rate: +10%
SP: 51

Type: Melee / Attack
Cooldown: 30s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
0 / 10
5
Flanconnade
Fencer7
Flanconnade: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flanconnade] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Flanconnade

[Physical] - [Slash] [{img tooltip_speedofatk}Attack Speed]
Perform a complex upward attack with your rapier. This attack protects you against an enemy attack.

Level 1:
Attack: 201% x 2
SP: 36

Type: Melee / Attack
Cooldown: 10s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
1 / 5
5
Attaque Composee
Fencer2
Attaque Composee: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Attaque Composee] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 2nd Circle required
Attaque Composee

[Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed]

Stab an enemy in front of you.

Level 1:
Attack: 250% x 2
SP: 38

Type: Melee / Attack
Cooldown: 10s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
1 / 5
Preparation
Preparation

Twirl the tip of your sword to parry an enemy attack and prepare for the next attack. The next [Pierce]-type attack you make will inflict twice as much damage.

Level 1:
Maximum Duration: 4 seconds
+55% Block during skill duration
Duration: 15 seconds
SP: 55

Type: Melee / Attack
Cooldown: 35s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
Rank 8
circle 3
Fencer
13 / 15
Lunge
Fencer3
Lunge: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Lunge] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Lunge

[Physical] - [Pierce]
Lower your stance and reach out to attack an enemy. Your evasion rate increases and the enemy becomes more vulnerable to [Slash] attacks.

Level 13:
Attack: 247% x 4
Evasion Rate: +310
Duration: 4 seconds
SP: 112

Type: Melee / Attack
Cooldown: 14s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
10 / 15
2
Sept Etoiles
Fencer4
Sept Etoiles: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Sept Etoiles] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Sept Etoiles

[Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed]

Stab an enemy in front of you.

Level 10:
Attack: 185% x 8
SP: 152

Type: Melee / Attack
Cooldown: 29s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
4 / 15
Attaque Coquille
Fencer5
Attaque Coquille: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Attaque Coquille] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Attaque Coquille

[Physical] - [Strike]
Attack an enemy with the guard of your sword. The enemy's defense is ignored when attacked again with [Pierce] attacks.

Level 4:
Attack: 619%
Duration: 8 seconds
SP: 61

Type: Melee / Attack
Cooldown: 8s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
0 / 15
Esquive Toucher
Fencer6
Esquive Toucher: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Esquive Toucher] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Esquive Toucher

[Physical] - [Pierce]Move swiftly to avoid enemy attacks and deliver complex successive attacks.
(The Buff Durations will be changed to 4 seconds once you enter PvP server.)

Level 1:
Attack: 169% x 5
Evasion Rate: +10%
SP: 51

Type: Melee / Attack
Cooldown: 30s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
0 / 15
5
Flanconnade
Fencer7
Flanconnade: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flanconnade] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 1st Circle required
Flanconnade

[Physical] - [Slash] [{img tooltip_speedofatk}Attack Speed]
Perform a complex upward attack with your rapier. This attack protects you against an enemy attack.

Level 1:
Attack: 201% x 2
SP: 36

Type: Melee / Attack
Cooldown: 10s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
1 / 10
5
Attaque Composee
Fencer2
Attaque Composee: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Attaque Composee] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 2nd Circle required
Attaque Composee

[Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed]

Stab an enemy in front of you.

Level 1:
Attack: 250% x 2
SP: 38

Type: Melee / Attack
Cooldown: 10s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
1 / 5
Preparation
Preparation

Twirl the tip of your sword to parry an enemy attack and prepare for the next attack. The next [Pierce]-type attack you make will inflict twice as much damage.

Level 1:
Maximum Duration: 4 seconds
+55% Block during skill duration
Duration: 15 seconds
SP: 55

Type: Melee / Attack
Cooldown: 35s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
5 / 5
2
Balestra Fente
Fencer8
Balestra Fente: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Balestra Fente] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 3rd Circle Required
Balestra Fente

[Physical] - [Pierce]
Charges forward. The attack decreases enemy critical resistance.

Level 5:
Attack: 1214%
Maximum Targets: 10
SP: 147

Type: Melee / Attack
Cooldown: 28s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
1 / 5
Attaque au Fer
Fencer9
Attaque au Fer: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Attaque au Fer] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 3rd Circle Required
Attaque au Fer

[Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed]
Strikes the enemy hands to drop their weapons with a rapier. The enemy cannot get the effect of the weapon until they pick it up. (The enemy picks up the weapon automatically after duration.)

Level 1:
Attack: 1486%
Length of Time Enemy Is Disarmed: 15 seconds
SP: 82

Type: Melee / Attack
Cooldown: 35s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
5 / 5
Epee Garde
Epee Garde

Gives up the physical defense of the equipped shield to increase critical damage dealt with piercing attacks.

Level 5:
Critical Attack Increment: 50%
Duration: 30 seconds
SP: 202

Type: Melee / Buff
Cooldown: 45s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
5 / 5
3
Fleche
Fencer10
Fleche: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fleche] by 0.5% per attribute level
* +10% added damage at maximum level

Fencer 3rd Circle Required
Fleche

[Physical] - [Pierce]
Stabs the enemy three times.

Level 5:
Attack: 732% x 3
SP: 141

Type: Melee / Attack
Cooldown: 42s
Required Stance: RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
Rank 9
circle 1
Matador
1 / 5
Capote
Matador6 Matador13
Capote: Excitement
Type: Active
* Enemies affected by [Capote] have their critical resistance reduced by 50%
* Increases SP consumption by 20%

Matador 1st Circle Required
Capote: Charismatic
Type: Active
* Increases the number of enemies provoked by [Capote] per attribute level
Increases SP consumption by 20%

Matador 1st Circle Required
Capote

Provoke nearby enemies to chase you. If there is a boss monster in the vicinity, the boss monster will be provoked first. Reduces accuracy and evasion of provoked enemies. Provoked enemies' movement speed increases and become immune to provocation skills for 30 seconds.

Level 1:
Provoked targets: 5
Capote Debuff Duration: 11 sec
SP: 58

Type: Melee / Buff
Cooldown: 30s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
3 / 5
Muleta
Matador1 Matador7
Muleta: Counterattack Enhance
Type: Passive
* Increases damage with [Muleta] by 0.5% per attribute level

Matador 1st Circle Required
Muleta: Duration
Type: Active
* Increases the duration of [Muleta] by 0.5 sec per attribute level
* Increases SP consumption by 10%

Matador 1st Circle Required
Muleta: Counterattack Master
Type: Active
* Removes attack type restrictions for counterattack
* Increases SP consumption by 20%

Matador 2nd Circle Required
Muleta

[Physical] - [Pierce]
Take out the cape and fight back against the enemy who attacks you. If the counterattacked enemy is a Beast type, it attacks first. Successful counterattack nullifies the damage and increases critical rate for a certain amount of time. Blocks all melee type attacks while counterattacking.

Level 3:
Counterattack: 1014%
Counterattack Duration: 1 sec
Increases Critical Rate by 30 when successfully counterattacked
SP: 63

Type: Melee / Buff
Cooldown: 10s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
5 / 5
2
Faena
Matador2 Matador3
Faena: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Faena] by 0.5% per attribute level
* +10% added damage at maximum level

Matador 1st Circle Required
Faena: Risk-taking
Type: Active
* Cannot block even when a shield is equipped, but adds +50% damage to [Faena]
* Increases SP consumption by 30%

Matador 1st Circle Required
Faena

[Physical] - [Pierce]
Use a Rapier weapon to rapidly hit successive strikes on the enemy. Number of attack counts increases by skill level. 20% increased damage to large enemies.

Level 5:
Attack: 282%
Number of attacks: 4 ~ 7
SP: 81

Type: Melee / Attack
Cooldown: 30s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
5 / 5
Ole
Matador4
Ole: Duration
Type: Active
* Increases [Ole] buff duration by 1 second per attribute level
* Increases SP consumption by 10%

Matador 1st Circle Required
Ole

Flaps the cloak and focuses the attention on the surrounding area. Critical rate increases and critical rate doubles on enemies with a maximum provocation value.

Level 5:
Critical Rate: 10%
Critical Rate to Max. Provoked Enemy: 20%
Duration: 20 sec
SP: 78

Type: Melee / Buff
Cooldown: 50s
Rank 10
circle 2
Matador
1 / 10
Capote
Matador6 Matador13
Capote: Excitement
Type: Active
* Enemies affected by [Capote] have their critical resistance reduced by 50%
* Increases SP consumption by 20%

Matador 1st Circle Required
Capote: Charismatic
Type: Active
* Increases the number of enemies provoked by [Capote] per attribute level
Increases SP consumption by 20%

Matador 1st Circle Required
Capote

Provoke nearby enemies to chase you. If there is a boss monster in the vicinity, the boss monster will be provoked first. Reduces accuracy and evasion of provoked enemies. Provoked enemies' movement speed increases and become immune to provocation skills for 30 seconds.

Level 1:
Provoked targets: 5
Capote Debuff Duration: 11 sec
SP: 58

Type: Melee / Buff
Cooldown: 30s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
3 / 10
Muleta
Matador1 Matador7 Matador8
Muleta: Counterattack Enhance
Type: Passive
* Increases damage with [Muleta] by 0.5% per attribute level

Matador 1st Circle Required
Muleta: Duration
Type: Active
* Increases the duration of [Muleta] by 0.5 sec per attribute level
* Increases SP consumption by 10%

Matador 1st Circle Required
Muleta: Counterattack Master
Type: Active
* Removes attack type restrictions for counterattack
* Increases SP consumption by 20%

Matador 2nd Circle Required
Muleta

[Physical] - [Pierce]
Take out the cape and fight back against the enemy who attacks you. If the counterattacked enemy is a Beast type, it attacks first. Successful counterattack nullifies the damage and increases critical rate for a certain amount of time. Blocks all melee type attacks while counterattacking.

Level 3:
Counterattack: 1014%
Counterattack Duration: 1 sec
Increases Critical Rate by 30 when successfully counterattacked
SP: 63

Type: Melee / Buff
Cooldown: 10s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
10 / 10
2
Faena
Matador2 Matador3
Faena: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Faena] by 0.5% per attribute level
* +10% added damage at maximum level

Matador 1st Circle Required
Faena: Risk-taking
Type: Active
* Cannot block even when a shield is equipped, but adds +50% damage to [Faena]
* Increases SP consumption by 30%

Matador 1st Circle Required
Faena

[Physical] - [Pierce]
Use a Rapier weapon to rapidly hit successive strikes on the enemy. Number of attack counts increases by skill level. 20% increased damage to large enemies.

Level 10:
Attack: 282%
Number of attacks: 7 ~ 12
SP: 111

Type: Melee / Attack
Cooldown: 30s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
10 / 10
Ole
Matador4
Ole: Duration
Type: Active
* Increases [Ole] buff duration by 1 second per attribute level
* Increases SP consumption by 10%

Matador 1st Circle Required
Ole

Flaps the cloak and focuses the attention on the surrounding area. Critical rate increases and critical rate doubles on enemies with a maximum provocation value.

Level 10:
Critical Rate: 15%
Critical Rate to Max. Provoked Enemy: 30%
Duration: 20 sec
SP: 110

Type: Melee / Buff
Cooldown: 50s
5 / 5
Paso Doble
Matador5 Matador12
Paso Doble: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Paso Doble] by 0.5% per attribute level
* +10% added damage at maximum level

Matador 2nd Circle Required
Paso Doble: Remove Knockdown
Type: Active
* Removes Knockdown of [Paso Doble]
Increases SP consumption by 10%

Matador 2nd Circle Required
Paso Doble

[Physical] - [Pierce]Rotate 360 degrees and attack enemies in front of you. Caster is invulnerable during the attack. Enemies struck are knocked down.

Level 5:
Attack: 2095%
AoE Attack Ratio: 8
SP: 101

Type: Melee / Attack
Cooldown: 20s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
1 / 5
Back Slide
Matador9
Back Slide: Evasion
Type: Active
* Evasion +50% for 5 seconds after using Back Slide
* Increases SP consumption by 20%

Matador 2nd Circle Required
Back Slide

Move backwards a set distance. Cooldown time decreases with skill level.

Level 1:
Cooldown -1 sec
100% evasion when casting Back Slide
SP: 64

Type: Melee / Buff
Cooldown: 19s
Required Stance: Rapier, RapierAndShield, RapierAndDagger, RapierAndArtefact, RapierAndPistol
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Comments (34)

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Apr 23rd 2018 13:31:19
Would be awesome if you could tell some of the "combos" and skill sequences you use :)
Reply
Apr 23rd 2018 10:24:38
is this for PVE or PVP?
Reply
Apr 22nd 2018 07:29:02
So to make this build most viable we go STR with about 50 CON? Do we use Dex at all now or just get it from items?
Reply
Feb 8th 2018 23:53:04

full str?
Can it show the dots?
Reply
Oct 15th 2017 19:19:27
Hello! Why Attaque Composee lv1 ?
Reply
Dec 2nd 2017 17:09:38
@kuan15501 reading helps...


"Attaque Composee [1/10] - Your main damage generator 2 hit pierce type skill without cooldwon perfectly replaces the normal attack. Strongly advise against raising it higher. Damage does not increase proportionally to the cost of SP."
Reply
Sep 23rd 2017 06:38:53
Your thoughts about changing Peltasta at R4 to Barbarian? I'll be honest here and say that i want the barbarian costume. What are the pros/cons here? Did you already try something like this?

Thanks in advance
Reply
Sep 23rd 2017 08:57:39
Nevermind. I learned to read.
Reply
Sep 11th 2017 17:24:38
Are you still insist in DEX build?
Reply
Apr 6th 2017 21:04:51
With the new combat system changes (more specifficaly the DEX stat change), what to expect? Just sit and cry as fencers are forgotten into oblivion and every crit build just ceases do exist?
https://treeofsavior.com/uploads/ckeditor/4e9a8a83486ccb823bcabd3b8f45b098.png
Reply
Jan 18th 2017 05:36:07
Question: Why leather armor?
Reply
Jun 2nd 2017 18:52:28
@hirune Because they improve your critical damage, with is the core of the Fencer as far as you can tell.
Reply
Jun 2nd 2017 18:53:04
@Delrog: (...)*Which is the core(...)
Reply
Jan 17th 2017 09:53:57
Hello i have fencer with lvl 298 (Atm i m still lvling)
3x virtov leather + windrunners (i was 2 weak and 2 poor for plate ones + krivos plate 100+ mdef boots)
can You tell me why You prefer leather armor over plate?
and why You are using green gems on boots instead of yellow/blue?
and why red gems on top/pants instead of yellow?
thanks in advance
Reply
Jan 3rd 2017 23:46:15
Thinking of doing your build as a first character, this build needs anything expensive?

The order should be
Swordsman C1 > Peltasta C1> Swordsman C2 > Swordsman C3 > Corsair C1 > Fencer C1 > Fencer C2 > Fencer C3?

Should i follow the second option of distribution of stats(i kinda think so)?

Why the fight about Full Dex and Dex/Con? I'm kinda of a newbie and only know the things friends taught me.
Reply
Jan 4th 2017 00:34:22
@Rydki Also, how does the build work on dungeon and that stuff.

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Jan 4th 2017 15:45:05
@Rydki
>Thinking of doing your build as a first character, this build needs anything expensive?
- Venier, prepeare a lot of time to farm materials or 10+ milion of silver. Every Fencer need this weapon.

>The order should be...
- The order IS like you said, Mentioned in description.

>Why the fight about Full Dex and Dex/Con?
- Because IMC still can't in balance and you don't always have top healer at your side.

>Also, how does the build work on dungeon and that stuff.
- I focus on killing bosses without depriving the other options. Check well on ET or Library. Linker your best friend here.
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Jan 4th 2017 18:46:46
@Suzushii Thanks a lot!
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Jan 31st 2017 17:26:41
@Suzushii if the order is like HE said then why do you have Swordsman C1 > Swordsman C2 > Swordsman C3 > Peltasta C1 > Corsair C1 > Fencer C1 > Fencer C2 > Fencer C3?
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Feb 1st 2017 16:52:36
@wavey To make it look clear.
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Nov 23rd 2016 18:52:54
Hello mon amie.
I'm actually rank 3, around level 70 making a build alike.
So, a problem, i have around 100 DEX, and making full DEX. However you say for don't go full DEX. Should i put 50 STR and start again DEX, or like 4:1 STR/DEX?
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Nov 24th 2016 09:52:47
@ltdiaz CON, actually better go CON/DEX
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Oct 25th 2016 00:19:41
Rank 4 and Class from Rank 2...and once again Corsair C1 only...
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Oct 25th 2016 00:20:12
@Rugal
Like for description thou.
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Oct 24th 2016 08:33:17
can i take bar1 instead of pelt?
sw3-bar-cor-fen3?
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Oct 24th 2016 12:23:01
@divine I don't understand why defensive class is such disliked when we talk about Fencer.
Ok that make sense when we look on Doppel or even Dragoon. But why you need Barbarian for Fencer? Cleave give you flat crit bonus only for 4 second and this is only one thing that could convince to choose this class. Personally, I am opposed to and strongly advise Barbarian C1 here.
A more reasonable is - Sword 3/Barb 2/Fencer 3 - because Warcry 5/5.
But actually more practical class is definitely Peltasta. And more comfortable is just massively pull enemies to slaughter. Whether if you are on 22, 76, 145, 220 or 330 level.
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Oct 23rd 2016 22:15:16
Nice build, thought about lvling same fencer, but loving my Sw1Pe1Ba2Co1Fe1 too much ;_; also knowing IMC who gonna know if we don't get boosts for low rank skills like murmillo ~
As corsair myself most satisfaction thing that jolly roger acts as 2nd aggro point for mobs, and dust devil disturb mobs for enough time to use 1 skill without getting hit (imo jolly lvl4 is enough with 16sec cooldown, pillage most of the time give only money)
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Oct 23rd 2016 22:21:38
"also knowing IMC who gonna know if we don't get boosts for low rank skills like murmillo"
on rank 9 ofc I mean
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Oct 23rd 2016 22:54:42
@Lomarion This is why Dust Devil I propose 4/5 because you need this only to leveling and CC. Damage there later is weak as all Barbarian skills.
Well my main is SW1/Pelta/Barb3/Fencer3 and still work because Warcry 10/10.
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Oct 23rd 2016 23:09:00
@Suzushii
for some reason restrain in you build show only 40%chance*, same for concentrait without stat bonus description
also suggestion: write somewhere that taking peltasta on rank 2-3 easier to rank, and more helpful in parties
might confuse new players
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Oct 24th 2016 00:53:46
@Lomarion Propably site problems. Well many skills are still untranslated so this doesn't in game anyone will see stronger version anyway.
And added advice to Peltasta. Sometimes I forget about obvious things.
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Oct 22nd 2016 07:50:50
I like the Fencer fanart pic XD did you drew it?
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Oct 22nd 2016 09:20:20
@Oesirys God damn it I knew it and forget leave addnotation to artist. I will soon do this.
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Jan 20th 2017 14:55:10
@Suzushii

What do you think of Swordsman-pesltasta - hoplite and C3? thx :)
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