Page 1 of 2 12 LastLast
Results 1 to 10 of 19
  1. #1
    Horntail
    Join Date
    Dec 2011
    Posts
    409
    IGN
    BIackBeard
    Level
    178
    Class
    Viper
    World
    Culverin
    Celebrate!
Gift received at 08-14-2012, 10:22 AM from KremeChoco

    [Aran] Raz's Guide To The Ultimate Aran


    Hello, and welcome to my guide for making the Ultimate Aran, enjoy, comment, and feel free to criticize and suggest :D

    Directory:

    I. Introduction
    II. The Story of Aran
    III. Aran's Battle System
    IV. Aran's Tool of Destruction!
    V. Pros & Cons
    VI. Aran's Beginner Skills
    VII. Awakened Aran: 1st Job Skills and Skill Build
    VIII. Aran In Memory: 2nd Job Skills and Skill Build
    IX. Aran In Misery: 3rd Job Skills and Skill Build
    X. Aran In Hope: 4th Job Skills and Skill Build
    XI. Aran's Loyal Wolf (If anyone would want guides for the level 100, 150 and 200 mounts, I will be more than happy to add quest guides to those mounts :D )
    XII. Credits ~






    I. Introduction

    Hey guys, I'm Raz, and I have decided to make an Aran guide covering most of the information about Aran. I currently play a 3rd Job Aran called HowAranic.
    Why did I decide to create this guide? I never found an up to date guide for Aran. I have seen many in depth class guides people created. (Andy's DS guide, Nars's AB guide, Imaginal's Evan guide and so forth) So I thought a guide like that for Aran could be very useful.
    Back on topic, The Aran is the 1st Hero to be created by Nexon, obviously belongs to the "Hero" race, it is a warrior based class, using nothing but STR(Strength) as a primary ability, it uses two handed weapons called Polearms. Aran is the 1st class to be introduced with a new attacking system.



    II. The Story of Aran

    The story of Aran starts one hundred years ago, he was one of the 5 heroes who fought the Black Magician.

    Just before defeating the Black Magician along with the other heroes of Maple, the Black Magician used a last resort and put a curse on Aran that froze him in ice for a century.

    Thus, he forgot his memories and abilities. Aran soon finds out that the Black Magician will come back to the Maple World very soon and is determined to defeat the Black Magician once and for all.
    Upon waking up, you are escorted by Lilin, the very 1st person you meet in Rien, to Rien's campsite, Rien is located just outside of Victoria Island, to get there you take a whale ride from Lith Harbor. On the way to Rien, you meet the residence, The Penguins, they are in shock that you're alive and awake.

    Once reaching Rien, Lilin gives you a Polearm, and your road to lvl 200 starts.

    Later on, The Spirit of The Polearm, Maha, is revealed to you and guides you through your path.





    III. Aran's Battle System

    Aran The Hero, has a unique battle system called the "Combo System", you gain combo "points" by attacking monsters, for every attack you land on a monster, you gain 1 combo (misses don't count), the more monsters you hit with more hits, the higher your combo will get. However, in order to gain combo points you need to add at least 1 point to the 1st job skill "Combo Ability" (Will cover this later). For every few combo points, the color changes, by this order: Green (1-29 Combo) -> Blue (30-99) -> Purple (100-199) -> Orange (200-30,000. Yes, 30,000 o-o) "But why do I need this "Combo System"? It's useless!" Not at all my friends, for every few combo points, you gain extra speed and attack, when reaching 200 combo, your speed and attack will not go any higher. Also, you use your combo points to unleash powerful skills and buffs for you and your party members if you have any, having this combo system is very useful and original.




    IV. Aran's Tool of Destruction!

    Like I have mentioned before, Aran uses a weapon called a Polearm, it is a very heavy weapon, therefore a big part of the Polearms ranging from Level 10-140 have a "Slow" or "Normal" attacking speeds, unlike other weapon which have a "Fast" or even "Faster" attacking speeds, Aran cannot use his skills with a weapon other than a Polearm based on the fact that all your buffing/boosting skills require a Polearm to activate them.
    From what I saw and checked many times, some Polearms with "Fast" attack speed have lower attack than Polearms with "Slow" attack speed. (With a close level range of course. For example, a common Purple Surfboard(Level 95) has 99 attack(Fast attack speed) while the common Zedbug (Level 100) has 102 attack.





    V. Pros & Cons

    Pros
    1.Burns no HP potions because of drain.
    2.Monster damage reducing and healing skills
    3.Powerful in both bossing and training conditions
    4.Easy to train
    5.Tons of buffs that benefit both your damage and how much you get hit.
    6.Some of the farthest reaching melee moves in the game.


    Cons
    1.Very poor mobility.
    2.Uses a large amount of MP potions.
    3.Need to be killing constantly to keep up combos (although you won't die without them).
    4.The very definition of a 'key basher' class.
    5.Certain key combinations can be difficult and require practice to perfect.


    VI. Aran's Beginner Skills

    Well, basically Aran's beginner skills are the same as beginner ones, just wanted to make it clear since 3/5 of Hero classes have special "Beginner" skills.


    Three Snails: Hurls snail shells to attack monsters from long distance. At level 3: MP -7, 40 Damage

    Recovery: Enables the user to recover HP constantly for 30 sec. Has a cool down period. At level 3: MP -30, Recovers 72 HP over 30 seconds.

    Nimble Feet: Enables the character to move around quickly for a short period of time. Has a 60 second cool down. At level 3: MP -20, 120% Speed for 12 seconds.

    Blessing of the Fairy: Spirits who receive sponsor's energy will give your character a boost. 1 skill point will be granted each time sponsor's level increases by 10. At level 20: ATK +20 , M.ATK +40 , ACC and Avoid +20

    Empress's Blessing: Grants 1 skill level for every 5 levels your highest level Cygnus character has. Between Blessing of the Fairy and Empress's Blessing, the higher increase is applied. At level 30: ATK +30, M.ATK +30, ACC and Avoid: +30




    VII. Awakened Aran: 1st Job Skills and Skill Build

    Skills

    Double Swing: Press the attack key twice to attack up to 12 monsters two times. Press Attack, Attack. Active Skill. At max level (20): MP -5, Attacks 12 monsters 2 times for 250% Damage.

    Combo Ability: ATK +3, DEF and M.DEF +20, and Speed +3 for every 10 Combo Count. Passive Skill. Requires Double Swing Level 10. At max level (10): At 100 Combo: +30 ATK, DEF and M.DEF +200 and Speed +30.

    Combat Step: Press a direction key twice to quickly move a short distance. Active Skill. Requires Double Swing Level 5. At max level (5): MP -10, travels a short distance.

    Polearm Booster: Triples the attack speed of your weapon. Must have a polearm equipped. Active Skill. Requires Combat Step Level 5. At max level (20): MP -11, Duration: 200 sec.

    Combo Smash: Uses the polearm to fire a burst of energy at enemies in front of you. Can only be used when your Combo Count is 15 or higher. In order to activate it press Down key -> Right/Left key and Attack key. Active Skill. At max level (10): Attacks 8 monsters for 480% Damage.

    Skill Build:

    10. +4 Double Swing (4)
    11. +1 Double Swing (5), +2 Combat Step
    12. +3 Combat Step (MAX)
    13. +3 Double Swing (8)
    14. +2 Double Swing (10), +1 Combo Ability (1)
    15. +3 Combo Ability (4)
    16. +3 Combo Ability (7)
    17. +3 Combo Ability (MAX)
    18. +3 Combo Smash (3)
    19. +3 Combo Smash (6)
    20. +3 Combo Smash (9)
    21. +1 Combo Smash (MAX), +2 Double Swing (12)
    22. +3 Double Swing (15)
    23. +3 Double Swing (18)
    24. +2 Double Swing (MAX), +1 Polearm Booster (1)
    25. +3 Polearm Booster (4)
    26. +3 Polearm Booster (7)
    27. +3 Polearm Booster (10)
    28. +3 Polearm Booster (13)
    29. +3 Polearm Booster (16)
    30. +3 Polearm Booster (19)

    Summary: You MAX everything but booster by terms of usefulness.
    Reasoning: 1st off we add 4 points to Double Swing because that's our main attacking skill(and there isn't much to add to but that o-o), max Combat Step when Double Swing is 5 for better movement and mobility, maxing Combo Ability just lets you kill mobs faster, gain more ATK and Speed and allows you to use your combo attacks, you max Combo Smash before Double Swing so you could have a nice finisher with only 15 combo, it is far ranged and has high damage, by this point you can 1h/2h K.O all mobs around your level so booster isn't necessary, so you max Double Swing instead to finish off mobs even faster! We add points to Polearm Booster lastly because: 1.Like I said, you kill everything in 1 or 2 hits, so attack speed isn't that important. 2.That extra speed and mobility from Combat Step does the job well, so leveling slow isn't even an option.




    VIII. Aran In Memory: 2nd Job Skills and Skill Build


    Advancing to 2nd Job!

    So you've reached levell 30, eh? Alright!
    In order to advance, take Lilin's quest from the light bulb thing in the side of the screen, she wants you to come back to Rien and talk to Maha, the Spirit of the Polearm!
    You have no clue who is he or what is he to be exact, he wants you to find a way to remember him, Lilin tells you to go to the "Mirror Cave" and enter the "Mirror of Desire", upon entering you find yourself in a dream and you're suddenly in Mu Lung, you speak to Sir Blacksmith and tell him you want the best polearm there is, he tells you he made one when he was younger but it's so sharp it can even hurt it's master, you still want it, so he tells you to get 30 Sign of Acceptance from the Bears in the Training Site, after getting 30 signs go back to Sir Blacksmith and complete his quest, he then gives you the Ultimate Polearm, it's name is Maha, you wake up in the "Mirror Cave", go back to Rien and talk to Maha, he is disappointed in for forgetting him and then thinking you get away with it, you then remember Maha and he agrees to restore your abilities.
    Congratulations! You are now a 2nd Job Aran: An Aran In Memory.



    Skills

    Triple Swing: Press the attack key three times to deal a triple attack on up to 8 enemies. Active Skill. Requires Double Swing Level 20. At max level (20): MP -8, Damage: 500%.

    Polearm Mastery: Increases the mastery as well as accuracy. Only applied with a polearm equipped. Passive Skill. Requires Triple Swing Level 3. At max level (10): Polearm Mastery +50%, ACC +120 and increases Attacking Speed by 1.

    Final Charge: Charges forward, knocking back enemies in your path. Can only be activated after using Triple Swing. In order to activate it press Left/Right key -> Right/Left key and Attack key (Pressing left or right depends on which direction you are facing). Active Skill. Requires Triple Swing Level 20. At max level (10): MP -29, Damage: 230%, Max Monsters Pushed: 10, Has a 30% chance to inflict 10 second Stun.

    Body Pressure: Temporarily enables Body Attacks on enemies. Attacked enemies may be Stunned for 5 seconds. Active Skill. At max level (5): MP -20, Damage: 400%, Duration: 180 sec, Stun Chance: 40%

    Combo Drain: Activates a buff that absorbs a portion of damage received as HP. Can only absorb up to 20% of your Max HP. Can only be used when your Combo Count is 30 or higher. In order to activate it press Down key -> Down key and Attack key. Active Skill. Requires Combo Ability Level 1. At max level (10): Restores 10% of damage as HP for 240 seconds.

    Snow Charge: Permanently increases damage and infuses your pole arm with Ice. Active Skill. At max level (10): Permanent Damage Increase +35%, MP -33, Ice Duration: 200 sec, Enemy Speed -40 for 20 sec.

    Combo Fenrir: Fires the condensed energy of the wolves to attack enemies in front of you twice. Can only be used when Combo Count is 50 or higher. In order to activate it press Down key -> Left/Right key and Attack key. Active Skill. Requires Combo Smash Level 10. At max level (10): Damage: 480%, Max Enemies Hit: 8.

    Physical Training: Improves STR and DEX permanently through physical training. Passive Skill. At max level (5): Permanently increase STR by 30 and DEX by 30.

    Final Attack: Grants a chance to deal additional damage after an attack. Must have a polearm equipped. Passive Skill. Requires Polearm Mastery Level 3. At max level (20): Proc Rate 80%, Damage 200%.

    Skill Build:

    30. +1 Triple Swing (1), +3 Snow Charge (3)
    31. +3 Snow Charge (6)
    32. +3 Snow Charge (9)
    33. +1 Snow Charge (MAX), +2 Combo Drain (2)
    34. +3 Combo Drain (5)
    35. +3 Combo Drain (8)
    36. +2 Combo Drain (MAX), +1 Triple Swing (2)
    37. +1 Triple Swing (3), +2 Polearm Mastery (2)
    38. +3 Polearm Mastery (5)
    39. +3 Polearm Mastery (8)
    40. +2 Polearm Mastery (MAX), +1 Physical Training (1)
    41. +3 Physical Training (4)
    42. +1 Physical Training (MAX), +2 Triple Swing (5)
    43. +3 Triple Swing (8)
    44. +3 Triple Swing (11)
    45. +3 Triple Swing (14)
    46. +3 Triple Swing (17)
    47. +3 Triple Swing (MAX)
    48. +1 Final Charge (1), +2 Body Pressure (2)
    49. +3 Body Pressure (MAX)
    49. +3 Final Attack (3)
    50. +3 Final Attack (6)
    51. +3 Final Attack (9)
    52. +3 Final Attack (12)
    53. +3 Final Attack (15)
    54. +3 Final Attack (18)
    55. +2 Final Attack (MAX), +1 Combo Fenrir (1)
    56. +3 Combo Fenrir (4)
    57. +3 Combo Fenrir (7)
    58. +3 Combo Fenrir (MAX)
    59. +3 Final Charge (4)
    60. +3 Final Charge (7)


    Summary: You MAX everything but Final Charge.
    Reasoning: Firstly you add 1 point to Triple Swing since it's your main attacking skill, you want to max Snow Charge 1st since it adds 35% Damage! Thus you kill mobs faster. I personally think maxing Combo Drain after Snow Charge is important because if you're not funded Combo Drain makes you use absolutely NO HP potions. You max Polearm Mastery when Triple Swing is 3 to add that extra Attack Speed since all polearms so far have "Slow" attacking speeds and it adds Damage so monsters die even faster. You max Physical Training before Triple Swing for that extra Damage so by the time you max Triple Swing (Level 47) you can just go to Magatia, reaching 60 there is super fast, even with that insane Miss rate. You add 1 point to Final Charge to rush and drag monsters, making it easier to kill them, you then max Body Charge for Touch Damage to monsters (Killing is even easier and faster). Then you max Final Attack, again, killing is faster, easier to train. Lastly, you max Combo Fenrir INSTEAD of Final Charge based on the fact you need max Combo Fenrir to unlock Combo Judgement, and Final Charge is just a rushing skill, it doesn't have to do godly damage, just makes your life easier.




    IX. Aran In Misery: 3rd Job Skills and Skill Build


    Advancing to 3rd Job!

    You've reached Level 60, great job!
    To advance, take Lilin's quest, she tells you Maha is acting weird and needs you, once you get to Rien, talk to Maha, he notices you are level 60 and that you have trained very well. He then tells you someone took the "Red Jade" from the Giant Polearm placed next to him (Originally that is Maha, the NPC is the spirit that resides inside it), he tells you the thief probably disguised himself as a penguin and took the "Red Jade" when no one was looking, he also tells you the thief went towards the harbor. Lastly he tells you the thief is "Thief Crow" (Because apparently crows in Maplestory like gems o-o). Go to the harbor and defeat "Thief Crow", after defeating him go back to Rien and talk to Maha, it seems you forgot to take the "Red Jade" from the harbor after you beat 'Thief Crow", Maha tells you you must make a new "Red Jade" but you don't know how because you've lost your memory, Maha is frustrated so you rather not talk to him. Talk to Lilin, she says you have target, a desire, so you can enter the "Mirror of Desire" again. Go to the "Mirror Cave" and enter the "Mirror of Desire", you enter a dream again and find yourself in some map in the cliffs of El-Nath, go down a bit and you will find Tititi the yeti, he says he created a "Red Jade" but "Thief Crow" stole it, he points towards the portal saying the thief went there, enter the map and defeat "Thief Crow"! After beating him exit the map and talk to Tititi, the yeti is pleased with your work and gives you the "Red Jade", return to Rien and talk to Maha, he puts the "Red Jade" back in the polearm and restores more of your abilities.
    Congratulations! You are now a 3rd Job Aran: An Aran In Misery.



    Skills

    Full Swing: Increases the damage of Double Swing, Triple Swing, and Combo Smash. Passive Skill. Requires Triple Swing Level 20. At max level (10): Double Swing MP -12, Damage: 205%, Triple Swing MP -14, Damage: 570%, Combo Smash Damage: 50%.

    Critical Combo: Increases your Critical Hit Rate. Each time yout Combo Count increases by 10, your Critical Hit Rate will also increase. Passive Skill. Requires Combo Ability Level 10. At max level (10): At 100 Combo: Critical Hit Rate +20%, Critical Hit Rate (per 10 combos) +3%.

    Final Toss: Lifts 8 enemies in front of you into the air. Airborne enemies take more damage. Can only be used after using Triple Swing/Full Swing. Active Skill. Requires Triple Swing Level 20. At max level (20): MP -25, Damage: 400%, Additional Damage (to airborne enemies) 100%.

    Rolling Spin: Jump in place and attack surrounding enemies. Has a chance to stun targets for 2 seconds. Active Skill. At max level (20): MP -35, Damage: 160% x4, Max Enemies Hit: 6, Stun Chance: 90%.

    Might: Temporarily increases ATK and DEF and allows you to knock-back enemies even when only a small amount of damage is dealt. At max level (20): MP -30, Duration: 120 sec, ATK: +25, W.DEF: +215, M.DEF: +215, Knock-back Damage Requirement: -10%.

    Combo Recharge: Consumes HP and MP to instantly boost Combo Count. Cannot be used when HP is below 50%. Active Skill. At max level (10): HP -10%, MP -50, Combo Count +150, Cooldown: 30 sec.

    Cleaving Blow: Ignores a portion of the enemy's Defense and decreases the amount of damage that is dispersed when attacking multiple enemies. Passive Skill. At max level (10): Defense Ignored: 40%, Damage Against Boss Monster: +20%.

    Combo Judgement: Drops a giant axe of judgment on the enemies. Has a chance to freeze, and frozen enemies will receive damage over time. Can only be used when Combo Count is 100 or higher. To activate it press Up key -> Down key and Attack key. Active Skill. Requires Combo Fenrir level 10. At max level (20): Damage: 550%, Max Enemies Hit: 10, 200% damage every second for 6 sec, Freeze Duration: 10 sec.

    Maha's Blessing: Increases party members' Attack with the blessings of Maha, the spirit of the polearm. At max level (10): MP -13, ATK: +30, M.ATK: +30, Duration: 100 sec.

    Skill Build:

    60. +1 Full Swing (1), +1 Cleaving Blow (1), +1 Critical Combo (1), +1 Rolling Spin (1)
    61. +3 Maha's Blessing (3)
    62. +3 Maha's Blessing (6)
    63. +3 Maha's Blessing (9)
    64. +1 Maha's Blessing (MAX), +2 Full Swing (3)
    65. +3 Full Swing (6)
    66. +3 Full Swing (9)
    67. +1 Full Swing (MAX), +2 Critical Combo (3)
    68. +3 Critical Combo (6)
    69. +3 Critical Combo (9)
    70. +1 Critical Combo (MAX), +2 Might (2)
    71. +3 Might (5)
    72. +3 Might (8)
    73. +3 Might (11)
    74. +3 Might (14)
    75. +3 Might (17)
    76. +3 Might (MAX)
    77. +3 Combo Recharge (3)
    78. +3 Combo Recharge (6)
    79. +3 Combo Recharge (9)
    80. +3 Combo Recharge (12)
    81. +3 Combo Recharge (15)
    82. +3 Combo Recharge (18)
    83. +2 Combo Recharge (MAX), +1 Cleaving Blow (2)
    84. +3 Cleaving Blow (5)
    85. +3 Cleaving Blow (8)
    86. +2 Cleaving Blow (MAX), +1 Combo Judgement (1)
    87. +3 Combo Judgment (4)
    88. +3 Combo Judgment (7)
    89. +3 Combo Judgment (10)
    90. +3 Combo Judgement (13)
    91. +3 Combo Judgement (16)
    92. +3 Combo Judgement (19)
    93. +1 Combo Judgement (MAX), +2 Final Toss (2)
    94. +3 Final Toss (5)
    95. +3 Final Toss (8)
    96. +3 Final Toss (11)
    97. +3 Final Toss (14)
    98. +3 Final Toss (17)
    99. +3 Final Toss (MAX)
    100. +1 Polearm Booster (MAX), +2 Rolling Spin (3)


    Summary: You MAX everything but Rolling Spin
    Reasoning: You start off by adding 1 point to your main attacking skill as usual, you add 1 point to Cleaving Blow for some PDR, 1 point to Critical Combo to have more Critical Rate per 10 Combo Count and a point to Rolling Spin which helps building up combo(That's the only purpose of it by the way). You then max Maha's Blessing for a great Attack boost, followed by Full Swing for faster killing and training and then Critical Combo for that awesome Critical Rate boost. Afterwards you max Might for another ATK buff, then you max Combo Recharge to help you keep up a high combo most of the time. Then you max Cleaving Blow for that massive PDR boost, the 20% Boss Damage will come in handy once you hit 100/120, then you max Final Toss to freeze monsters and do extra damage, useful in terms of grinding, then just max Polearm Booster for some extra booster time, Rolling Spin is basically just sits there to build combos, it's not that much of a useful skill, so put the remaining points (2 SP) to it to have 3 Rolling Spin.





    X. Aran In Hope: 4th Job Skills and Skill Build


    Advancing to 4th Job!

    You've done it! You have reached Level 100, the requirement for 4th Job!
    To start, take Lilin's quest, she tells you Maha is acting weirder than ever, and that you must talk to him immediately! Once you get to Rien talk to Maha, he tells you that when you were frozen in ice, the Black Magician planted the seed of darkness inside him, and in order to keep Maha from corrupting, you must tame him. The evil and rage inside Maha takes over and you two engage in battle, you must defeat Maha. After defeating him he thanks you, he then realizes you are high leveled and restores your final abilities and tells you the remaining skills are scattered as Skill Books so in order to remember them you need to get Skill Books. You then advance to your 4th and final job!
    Congratulations! You are now a 4th Job Aran: An Aran In Hope!


    Skills

    Over Swing: Maxes out the damage of Double Swing, Triple Swing and Combo Fenrir. Passive Skill. Requires Full Swing level 10. At max level (30): Double Swing MP -20, Damage: 400% x2, Triple Swing MP -22, Damage: 490% x2, Combo Fenrir Damage: 40%.

    High Mastery: Maxes out Polearm Mastery while increasing Minimum Critical Damage and Weapon Attack. Passive Skill. Requires Polearm Mastery Level 10. At max level (20): Polearm Mastery +70%. ATK +30, Minimum Critical Damage +10%.

    Final Blow: Swing your pole arm to deal a powerful attack on up to 8 enemies. Final Blows always land a critical hit and can only be used after using Triple Swing. Active Skill. Requires Triple Swing Level 20. At max level (30): MP -35, Damage: 355%.

    Freeze Standing: Uses the power of Ice to hold your ground when struck, enabling you to resist being knocked back. Active Skill. At max level (20): MP -55, KB Resist Chance: 90%, Duration: 300 sec.

    High Defense: A new defense technique the permanently decreases damage received from enemies. Passive Skill. At max level (20): HP +20%, Damage Taken: -20%.

    Combo Tempest: Freezes the enemy to make them vulnerable to damage. Inflicts high damage against boss monsters up to 4 consecutive times. Can only be used when Combo Count reaches 200. Active Skill. Requires Combo Fenrir Level 10. At max level (30): Damage: 790% vs. Boss Monsters, Freezes normal monsters for 40 sec.

    Combo Barrier: Casts a party buff that temporarily decreases damage taken. Can only be used when Combo Count is 200 or more. Active Skill. Requires Combo Drain 10. At max level (30): Absorbs 20.0% of the damage received for 240 sec, increases Party's W.DEF and M.DEF by 60.

    Hero's Will: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects. Active Skill. At max level (5): MP -30, Cooldown: 240 sec.

    Swift Move: Allows the use of Final Charge and Final Toss without a preceding combo, and increases damage. Passive Skill. At max level (10): Final Charge and Final Toss Damage: +60%.

    Maple Warrior: Increase stats by a certain percentage for everyone in the party. Active Skill. At max level (30): MP -60; all stats +15% for 900 seconds.

    Advanced Final Attack: Permanently increases ATK and ACC. Greatly increases the damage and activation rate of your Final Attack. Passive Skill. Requires Final Attack Lv. 20. At max level (30): Permanently increases Attack by 20 and ACC by 10%, Proc Rate: 70%, Damage: 210%.

    Skill Build:

    100. +1 Over Swing (1), +1 Swift Move (1), +1 High Mastery (1), +1 Advanced Final Attack (1)
    101. +1 Final Blow (1), +2 Swift Move (3)
    102. +3 Swift Move (6)
    103. +3 Swift Move (9)
    104. +1 Swift Move (MAX), +2 Freeze Standing
    105. +3 Freeze Standing (5)
    106. +3 Freeze Standing (8)
    107. +2 Freeze Standing (10), +1 High Mastery (2)
    108. +3 High Mastery (5)
    109. +3 High Mastery (8)
    110. +3 High Mastery (11)
    111. +3 High Mastery (14)
    112. +3 High Mastery (17)
    113. +3 High Mastery (MAX)
    114. +3 Advanced Final Attack (4)
    115. +3 Advanced Final Attack (7)
    116. +3 Advanced Final Attack (10)
    117. +3 Advanced Final Attack (13)
    118. +3 Advanced Final Attack (16)
    119. +3 Advanced Final Attack (19)
    120. +1 Advanced Final Attack (MAX), +2 Over Swing (3)
    121. +3 Over Swing (6)
    122. +3 Over Swing (9)
    123. +3 Over Swing (12)
    124. +3 Over Swing (15)
    125. +3 Over Swing (18)
    126. +3 Over Swing (21)
    127. +3 Over Swing (24)
    128. +3 Over Swing (27)
    129. +3 Over Swing (MAX)
    130. +3 Freeze Standing (13)
    131. +3 Freeze Standing (16)
    132. +3 Freeze Standing (19)
    133. +1 Freeze Standing (MAX), +2 High Defense (2)
    134. +3 High Defense (5)
    135. +3 High Defense (8)
    136. +3 High Defense (11)
    137. +3 High Defense (14)
    138. +3 High Defense (17)
    139. +3 High Defense (MAX)
    140. +3 Final Blow (4)
    141. +3 Final Blow (7)
    142. +3 Final Blow (10)
    143. +3 Final Blow (13)
    144. +3 Final Blow (16)
    145. +3 Final Blow (19)
    146. +3 Final Blow (22)
    147. +3 Final Blow (25)
    148. +3 Final Blow (28)
    149. +2 Final Blow (MAX).
    From this point forward, it's up to you to decide what to max next, if you want more Damage, max Combo Tempest, if you want more protection and survivability max Combo Barrier, or if you want that 15% All Stat and you have the money to afford it, max Maple Warrior, it really doesn't matter because you have all the top priority skills all maxed out, Hero's Will comes in between so do as you like, either way, all your skills will be maxed by Level 181 and you will have 57 spare Skill Points.
    Reasoning: 1st off you add a point to Over Swing for more damage and because it's your main attacking skill, proceed by adding a point to Swift Move to spam Final Toss and Final Charge, helps Rushing, Freezing and doing extra Damage, then you add a point to High Mastery because it's very useful even in it's early stages, followed by Advanced Final Attack for more Final Attack Damage. At level 101 you add a point to Final Blow because it's an awesome and epic finisher for more Damage. You then max Swift Move for more Final Toss and Final Charge Damage, then you add 10 points to Freeze Standing for some Stance, maxing High Mastery early is super important because it has a massive Attack and Critical Rate boost, followed by AFA for more Final Attack Damage. Then, you max Over Swing and Freeze Standing to ensure both maximum Damage and Stance (extremely useful), proceed by maxing High Defense for reducing Damage Taken and to boost your HP by 20%! With your amount of HP by then that's extremely helpful in battle. You max Final Blow now because by now, your Damage is REALLY high without even funding your Aran, with Final Blow's 355% Damage after using Over Swing, your Damage is absolutely MASSIVE. From here on out max what ever YOU feel like in terms of usefulness, Damage, Protection and Survivability or Extra Stats (If you can afford it).




    XI. Aran's Loyal Wolf, Ryko!

    In order to obtain your Werewolf (Ryko) you must complete a series of quests that involve you paying 10 Million Mesos!
    To start, take the quest from Pucci the penguin.
    He asks you to go see Nanuke (He is located in the Icy Whale map thing near Aquarium).
    Nanuke realizes you have a Wolf Cub that you want to raise, he asks you to get him 50 Seal Meat and 1 Wolf Cub Vitamins.
    To get Wolf Cub Vitamins go see Kenta at the Aquarium Zoo, she asks for those 10 Million Mesos to give you the Wolf Cub Vitamins.
    Once you get the vitamins and 50 Seal Meat go back to Nanuke and finish the quest, you will then see Pucci's quest is also complete, go back to Pucci in Rien (Few maps left of Rien), he will give you your Werewolf also known as Ryko.
    But wait, you're not done yet! You will then get a quest from Scadur the Hunter of El Nath.
    He asks you to bring him 50 Jr.Yeti Skins in order to make the Wolf Saddle.
    Once getting 50 Jr.Yeti Skins talk to Scadur again, you will receive the Monster Riding skill and the Wolf Saddle.
    Equip the Werewolf and Wolf Saddle and you're ready to go :)
    Congratulations! You have received you're Wolf Mount, hit that Monster Riding hot key and have fun riding ;)




    XII. Credits

    Credits go to me(@VindictiveRaz) for making this guide, I hope you all enjoyed it :)
    @Andy for using his guide format (I hope it's okay)
    Max/Mysteriously of EllinForest.com for Skill Information and descriptions from his Blog (http://orangemushroom.wordpress.com/)
    MapleWiki.net for Skill Images

    ~ALL RIGHTS RESERVED~ IF YOU WANT TO COPY THIS TO OTHER FORUMS/WEBSITES, MAKE CHANGES TO IT YOU MUST INFORM ME/ ASK FOR MY PERMISSION, I WON'T TOLERATE STEALING.

  2. #2
    Red Snail
    Join Date
    Sep 2012
    Posts
    6
    World
    Culverin
    Wow nice guide.

  3. #3
    Red Snail
    Join Date
    Sep 2012
    Posts
    7
    World
    Culverin
    Thx for the guide ^_^

  4. #4
    Dodo
    Join Date
    Jan 2012
    Posts
    320
    IGN
    imVNbishop
    Level
    130
    Class
    Bishop
    World
    Culverin
    The Nice List
Gift received at 12-20-2012, 05:28 AM from Star
Message: :)Celebrate!
Gift received at 08-14-2012, 10:22 AM from KremeChoco
    Here's my opinion:
    -2nd job: You should max everything instead of Combo Fenrir. Why? You don't use it very often, that even slows you down. Keeping att from Combo Ability gets you better dps. And maxing Final Charge increase max monsters hit which is very important.
    -3rd job: Don't max Final Toss, it's pretty useless, that skill is just for fun there. I bet noone ever use it after learning Final Blow. My advice is don't max the skills you never touch in the future. So leave it at 1, max everything else. Rollling spin is good when you're surrounded and get faster combo. Also max Might right after Maha's Blessing would be a better idea since it adds more damage.
    -4th job: And wow, why do you have to max Swift Move there? You just need 1 to use Final Toss and Final Charge without combo.
    Again, it's just my idea. It's your guide so....depends on you.
    My name is my country

  5. #5
    Horntail
    Join Date
    Dec 2011
    Posts
    409
    IGN
    BIackBeard
    Level
    178
    Class
    Viper
    World
    Culverin
    Celebrate!
Gift received at 08-14-2012, 10:22 AM from KremeChoco
    Quote Originally Posted by imVN View Post
    Here's my opinion:
    -2nd job: You should max everything instead of Combo Fenrir. Why? You don't use it very often, that even slows you down. Keeping att from Combo Ability gets you better dps. And maxing Final Charge increase max monsters hit which is very important.
    -3rd job: Don't max Final Toss, it's pretty useless, that skill is just for fun there. I bet noone ever use it after learning Final Blow. My advice is don't max the skills you never touch in the future. So leave it at 1, max everything else. Rollling spin is good when you're surrounded and get faster combo. Also max Might right after Maha's Blessing would be a better idea since it adds more damage.
    -4th job: And wow, why do you have to max Swift Move there? You just need 1 to use Final Toss and Final Charge without combo.
    Again, it's just my idea. It's your guide so....depends on you.
    I know what you mean, I could have made alternate builds, but it's just too much work for a large amount of time I don't have, I see your point though, and you max every skill since you have 57 spare SP up till 200 :)
    Swift move: Maximizes damage for both Final Toss AND Final Charge
    Why not max Final Charge? At level 7, it's enough to push enough monsters when using Over Swing, even though you max Full Swing and Over Swing, max monsters hit (8) doesn't change, so pushing 10 monsters with max Final Charge and attacking only 8 is a waste while gaining 50 combo and using Fenrir to wipe all 8 monsters out is more efficient.
    Reasoning of maxing Final Toss: Freezing+ Damage over Time, you could call it a WIN WIN WIN, Freezing: stunned for a few monsters, DoT: every few seconds mobs take more damage and finishing them off with Full/Over Swing.
    I hope my reasons are clear now, great thoughts and points though :D

  6. #6
    Dodo
    Join Date
    Jan 2012
    Posts
    320
    IGN
    imVNbishop
    Level
    130
    Class
    Bishop
    World
    Culverin
    The Nice List
Gift received at 12-20-2012, 05:28 AM from Star
Message: :)Celebrate!
Gift received at 08-14-2012, 10:22 AM from KremeChoco
    Quote Originally Posted by VindictiveRaz View Post
    I know what you mean, I could have made alternate builds, but it's just too much work for a large amount of time I don't have, I see your point though, and you max every skill since you have 57 spare SP up till 200 :)
    Swift move: Maximizes damage for both Final Toss AND Final Charge
    Why not max Final Charge? At level 7, it's enough to push enough monsters when using Over Swing, even though you max Full Swing and Over Swing, max monsters hit (8) doesn't change, so pushing 10 monsters with max Final Charge and attacking only 8 is a waste while gaining 50 combo and using Fenrir to wipe all 8 monsters out is more efficient.
    Reasoning of maxing Final Toss: Freezing+ Damage over Time, you could call it a WIN WIN WIN, Freezing: stunned for a few monsters, DoT: every few seconds mobs take more damage and finishing them off with Full/Over Swing.
    I hope my reasons are clear now, great thoughts and points though :D
    I see your points there but...well, i still don't think maxing Final Toss is a good idea. With normal mobs around, you can easily kill them with Over Swing or Full Swing, you may not have a chance to use it. And what? Since when Final Toss has freezing and DoT? I have an Aran and i don't even know that. The only thing it does is lift mobs into the air and increases damage when we hit them in the air. Plus, it's USELESS AGAINST MINI BOSS AND REAL BOSS.
    Oh btw, i think you should add hyper skills guide.
    Last edited by imVN; 09-07-2012 at 10:22 AM.
    My name is my country

  7. #7
    Horntail
    Join Date
    Dec 2011
    Posts
    409
    IGN
    BIackBeard
    Level
    178
    Class
    Viper
    World
    Culverin
    Celebrate!
Gift received at 08-14-2012, 10:22 AM from KremeChoco
    Quote Originally Posted by imVN View Post
    Oh btw, i think you should add hyper skills guide.
    Great idea o:
    IDK what the max level of each skill, how many skills there are, i need the skill images and everything, but thanks for reminding me ;)

  8. #8
    Moon Bunny
    Join Date
    Aug 2012
    Posts
    58
    World
    Culverin
    Good job by the way! How long did you spend on it?

  9. #9
    Dodo
    Join Date
    Jan 2012
    Posts
    320
    IGN
    imVNbishop
    Level
    130
    Class
    Bishop
    World
    Culverin
    The Nice List
Gift received at 12-20-2012, 05:28 AM from Star
Message: :)Celebrate!
Gift received at 08-14-2012, 10:22 AM from KremeChoco
    Quote Originally Posted by VindictiveRaz View Post
    Great idea o:
    IDK what the max level of each skill, how many skills there are, i need the skill images and everything, but thanks for reminding me ;)
    Max level of each skill is 1. Idk how many cuz there are too many, you can check max' blog and contact him for more information.
    Anyway, in most aspects, your aran guide is the best so far haha, hope it will become perfect. Good luck.
    My name is my country

  10. #10
    Red Snail
    Join Date
    Sep 2012
    Posts
    9
    World
    Culverin
    Wow nice guide.,,

 

 
Page 1 of 2 12 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •