Arcer Skill Build Guide
Posted: Mon Jun 22, 2009 2:47 am
------------------------------------------ First Job Skill Builds – Enter the Power of the Bowman ------------------------------------------
Standard 1st Job Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon (3)
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (8), 1 Critical Shot (1)
Level 15~20 - 3 Crit (19)
Level 21 - 1 Crit (20), 2 Double Shot (2)
Level 22~27 - 3 DS (20)
Level 28~30- 3 Blessing of Amazon (12)/Focus (9) (Arrow Blow is possible, but not recommended since you already have maxed DS)
End Results:
Max Double Shot
Max Eye of the Amazon
Max Critical Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:
This build is most recommended due to the fact that it takes the cost of arrows and pots into consideration at the beginning of the build to avoid wasting money. The build also utilizes Double Shot, which has the potential to out damage Arrow Blow.
A player that chooses to go with Focus at the end, most likely prefers to utilize the power of the skills’ ability to increase accuracy and avoid simultaneously. An advantage of having Focus at a decent level is that it can potentially increase the possibility of a player receiving a MISS from a monster’s touch or attack. The disadvantage to Focus is that it requires the use of MP and must be recast over time.
Those who prefer to have passive accuracy will put their remaining points into Blessing of the Amazon. The Bowman will be able to hit certain monsters at an earlier level, and unlike Focus will not have to recast or waste MP due to its passiveness. The disadvantage to this build is that archers already have a decent amount of accuracy and extra may not be all that necessary. It will also lack the extra avoid that Focus would give.
Arrow Blow Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon (3)
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (8), 1 Critical Shot (1)
Level 15~20 - 3 Crit (19)
Level 21 - 1 Crit (20) 2 Arrow Blow (3)
Level 22~26 - 3 AB(18)
Level 27 - 2 AB (20) 1 Blessing (4)/Focus (1) (DS is possible, but not recommended since you have maxed AB)
Level 28~30 - 3 Blessing (13)/Focus (10)
End Results:
Max Arrow Blow
Max Eye of the Amazon
Max Critical Shot
3 (or 13) Blessing of Amazon
0 (or 10) Focus
Explanation of Build:
This build is for Bowmen who prefer the ability of Knock back, or KB (not to be confused with PKB). Since Arrow Blow does a great deal of damage on one blow, it has a greater potential than DS to KB a monster, making it flinch and become unable to attack or move for a short period of time. Against mobile monsters and bosses such as Mushmom and Alishar, the numbers of attacks the boss or monster will attempt to deliver to the person using this skill build will most likely decrease due to KB. Arrow Blow can also keep monsters and bosses at a distance from the Bowman. Although 2 less MP per fire compared to DS is not a big difference, over time an Arrow Blow Archer may save money on pots.
The disadvantage to this build is that DS has the potential to be stronger than Arrow Blow due to the activation of Critical Shot on each arrow of DS. A person who decides to go Arrow Blow should attempt to have above average equips to compensate for the damage difference and still stay on par damage-wise with OTHER average DS archers.
(In regards to whether or not to put the remaining points into Focus or Blessing of the Amazon; see Standard 1st Job Build)
Note: Currently level 19 Arrow Blow does more damage than level 20 Arrow Blow. It is recommended you leave Arrow Blow at level 19. For more information, check the [url=http://www.basilmarket.com/forum/614193/1//Frequently_Asked_Questions.html#07
Slightly Funded Power Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 1 Double Shot (1), 2 Critical Shot (2)
Level 12~17 - 3 Crit (20)
Level 18 - 3 Blessing of Amazon (3)
Level 19 - 3 Eye of Amazon (3)
Level 20 - 3 Eye of Amazon (6)
Level 21 - 2 Eye of Amazon (8), 1 Double Shot (2)
Level 22~27 - 3 DS (20)
Level 28~30 - 3 Blessing (12)/Focus (9)
End Results:
Max Eye of Amazon
Max Critical Shot
Max Double Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:
The Slightly Funded Build is for people that can easily give/obtain pots, arrows and etc. Basically, anyone who is making a new character that is not starting in a new server could use this type of build since they have the money to spend by following this build.
The end result is identical to the Standard 1st Job Build. However, the order in which you get the skills is different. If you use this build, you will be able to use DS immediately, and along with Critical Shot, the player will have extra power early. But in order for it to work correctly, you will need to be able to supply the new character with potions and arrows, making this build difficult to use for a character on a new server.
DS Before Critical Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (8), 1 Double Shot (1)
Level 15~20 - 3 DS (19)
Level 21 - 1 DS (20), 2 Critical Shot (2)
Level 22~27 - 3 Crit (20)
Level 28~30 - 3 Blessing (12)/Focus (9)
End Results:
Max Eye of Amazon
Max Critical Shot
Max Double Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:
This build is exactly the same as the Standard 1st Job Build, except Critical and DS are reversed. It is founded on the idea that Critical's effects are greatly diminished without Double Shot, because the chances of activating Crit when attacking twice (and with improved attack) are higher. Shooting two arrows without Critical is better than shooting single arrows with Critical. DS can be used well without Crit, while Crit isn't that good without DS.
However, as with the Slightly Funded Build, you will need to provide for MP potions.
----------------------------------------------- Second Job Skill Builds – The Dividing Path -----------------------------------------------
What makes 2nd job skill builds vastly different
The thing that separates Bowmen the most, other than the difference between a Hunter and a Cross Bowman, is the skill Final Attack. Skill builds are either sorted as FA-less or FA depending on whether they include FA or not.
Final Attack is a skill that allows a Bowman to fire another shot with at certain succession rate, right after the activation of a 1st or 2nd job skill. Unlike the current popular bias that Final Attack is a skill that will damage a Bowman’s structure, as well as the bias that it will ALWAYS increase training speed, Final Attack is neither good nor bad, but like most skills contains both Pros and Cons. Before the 2nd job skill builds will be shown, the Pros and Cons of Final Attack will be listed:
Pros
• If you are a Hunter, FA will increase your damage over time compared to FA-less DS or AB.
• FA is a free attack and therefore costs no MP. This means that, in those levels, you save money on potions.
• FA fires at a faster rate than any regular attack.
• On certain HP brackets, depending on your damage, FA can act as a finisher, speeding up kills. This "finisher" effect generally has a greater impact on training rate than the sheer damage over time increase.
• It has no minimum range.
• FA does not work with 3rd job skills. (FA is incompatible with most 3rd job skills and if it activated it would greatly hinder your bowmen)
Cons
• If you are a Crossbowman, FA will decrease your damage over time, compared to FA-less with DS.
• It uses up to 20-30 SP, which could've been used on other skills.
• It ruins the spam ability to stun with Arrow Bomb, as well as the damage.
• It hinders mobbing and damage with Iron Arrow.
• When FA activates, you will be unable to move for .2 seconds, leaving you vulnerable to attack and possibly take more damage.
• Because FA activates at random, it may fire when there's nothing to hit.
• When FA is less than level 20, it will actually weaken your damage over time.
Common misconceptions
• You cannot use potions when FA fires.
• Having FA will result in more deaths. (Use potions! Unless the monsters you're fighting can kill you in one hit, but you should never be at that sort of monster during 2nd job.)
• If you go FA, you can’t get or max PKB. (If you max PKB and FA, the only thing that may hurt you in the long run is that Booster and Soul arrow last shorter.)
• You shouldn't get FA, because it is useless in 3rd job. (FA has various uses in 3rd job depending on how you use the skill)
• With booster, DS or AB is the same speed as FA. (In reality, FA is still a little faster.)
For reference, Final Attack's shooting speeds are noted in the appendix.
Standard FA-less Build
Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 35 - 3 Mastery (15)
Level 36 - 2 Mastery (17) 1 Booster
Level 37 - 2 Mastery (19) 1 Booster
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 Soul Arrow (2)
Level 40 - 3 Iron Arrow/Arrow Bomb (4)
Level 41~48 - 3 IA/Bomb (28)
Level 49 - 2 IA/Bomb (30), 1 PKB (1)
Level 50~55 - 3 PKB (19)
Level 56 - 1 PKB (MAXED), 2 Booster (8)
Level 57~62 - 2 Booster (20), 1 SA (8)
Level 63~66 - 3 SA (20)
Level 67 - 3 first job skill (+3)
Level 68~69 - 3 first job skill (+9)
Level 70 - 2 first job skill (+11), 1 Mastery (20)
End Results:
Max(Cross)Bow Mastery
Max Booster
Max Soul Arrow
Max PKB
Max IA/Bomb
11 points into 1st job skills
Explanation:
This build is preferred by some bowman, mainly due to the fact that every skill that is maxed will most likely be useful during 3rd job and beyond. The downside to this build compared to a FA-user, is that a FA-less Bowman may level slower and will most likely use more MP than a FA-user during 2nd job.
Leave Mastery at 19 initially because the only difference between level 19 and level 20 is an added point of Accuracy. Bowmen don't require any extra Accuracy, so it's a waste of a point. (However, if you choose to add the last point, or forget not to, it's not detrimental to your Bowman.)
Soul Arrow and Booster are left at 2 and 6, respectively, for most of 2nd job. This is because at those levels, both skills last for one minute. Synchronizing them may or may not be more efficient, but most Bowmen like to do this.
IA/Bomb's MP cost doubles at level 16, and that is why we recommend saving up points and adding them all at once.
1 Booster is gotten early, because there is no benefit to raising Mastery to 18 instead of 17, so you can easily place 1 into Booster early with no detriment. (Thank you ChopSuey for pointing this out)
Alternate Beginning - Soul Arrow Early
Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 3 Mastery (3)
Level 32 - 2 Mastery (5), 1 Booster (1)
Level 33 - 3 Booster (4)
Level 34 - 1 Booster (5), 2 Soul Arrow (2)
Level 35 - 1 Booster (6), 2 Mastery (7)
Level 36~39 - 3 Mastery (19)
Explanation of Build:
This is not a complete build. Rather, it is simply a different way to begin your build. It is interchangeable with the beginnings on all of the listed 2nd job builds in this section. (If you notice, they all begin the same.)
The advantage of this build is that you get your buffs, Booster and Soul Arrow, earlier than the standard beginning. However, as a result, you will have to wait longer to max Mastery.
Alternate Beginning - Booster Early
Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 3 Mastery (3)
Level 32 - 2 Mastery (5), 1 Booster (1)
Level 33 - 2 Mastery (7), 1 Booster (2)
Level 34~37 - 3 Mastery (19)
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 Soul Arrow (2)
Explanation of Build:
Like the previous build, this one is also interchangeable with the beginnings on all of the listed 2nd job builds.
This build is identical to the standard build, except for the fact that Booster is elevated to 2 as soon as possible. 20 seconds is not long enough to use regularly, but it may be a good idea to cast it right before taking on a mob with IA/Bomb.
FA-less Build Variations
Some variations on the Standard FA-less Build are shown here. Other than the two Alternate Beginnings, which have already been shown, these all have to do with the placement of PKB within your build.
PKB Early
Level 30~39 - same as Standard FA-less Build
Level 40~43 - 3 Iron Arrow/Arrow Bomb (13)
Level 44 - 2 IA/Bomb (15), 1 PKB (1)
Level 45~50 - 3 PKB (19)
Level 51 - 1 PKB (20), 2 IA/Bomb (17)
Level 52~55 - 3 IA/Bomb (29)
Level 56 - 1 IA/Bomb (30), 2 Booster (8)
Level 57~70 - same as Standard FA-less Build
This build allows the user to obtain PKB earlier than usual. Bomb is elevated to 15, a reasonable level, before maxing PKB. Some people prefer to go with this build, although, PKB does not become really useful until later on.
Late PKB
Level 30~48 - same as Standard FA-less Build
Level 49 - 2 IA/Bomb (30), 1 Booster (7)
Level 50~54 - 2 Booster (17), 1 SA (7)
Level 55 - 3 Booster (20)
Level 56~59 - 3 SA (19)
Level 60 - 1 SA (20), 2 PKB (2)
Level 61~66 - 3 PKB (20)
Level 67~70 - same as Standard FA-less Build
This build maxes both Booster and Soul Arrow before PKB. The advantage of this build is that you no longer have to recast your buffs nearly as often. The disadvantage is the lack of PKB until level 60, which may pose difficulties in training.
FA Build: No PKB
Level 30~37 - same as Standard FA-less Build.
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 SA (2)
Level 40 - 2 SA (4), 1 IA/Bomb (2) (Your SA and Booster is now synced together, for every SA you cast Booster 2 times.)
Level 41~50 - 3 Final Attack (30)
Level 51~59 - 3 IA/Bomb (29)
Level 60 - 2 Booster (8), 1 IA/Bomb (30)
Level 61~62 - 3 Booster (14)
Level 63~65 - 2 Booster (20), 1 SA (7)
Level 66~69 - 3 SA (19)
Level 70 - 1 SA (20), 1 first job skill(+1), 1 Mastery (20)
End Results:
Max Mastery
Max Booster
Max Soul Arrow
Max FA
Max IA/Bomb
1 point into first job skill
Explanation:
This build is for Bowmen who wish to utilize the pros of Final Attack and still max a majority of their skills. A downside to this build is the obvious lack of PKB, which may cause the FA Bowman difficulty training in certain locations or seek other strategic alternatives.
Notice how SA and Booster casting times are always more or less synchronized until level 63.
FA Build with PKB
Level 30~37 - same as Standard FA-less build.
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 SA (2)
Level 40 - 2 SA (4), 1 IA/Bomb (2) (Your SA and Booster is now synced together, for every SA you cast Booster 2 times.)
Level 41~50 - 3 Final Attack (30)
Level 51 - 2 PKB (2), 1 IA/Bomb (3) (You need at least 2 PKB to efficiently gather a mob at Jr. Yeti’s)
Level 52~60 - 3 IA/Bomb (30) (It’s been long without it, its time to max it)
Level 61~62 - 3 Booster (12)
Level 63 - 2 Booster (14), 1 SA (5)
Level 64 - 2 Booster (16), 1 SA (6)
Level 65 - 2 Booster (18), 1 PKB (3)
Level 66~69 - 3 PKB (15)
Level 70 - 2 PKB (17), 1 Mastery (20)
End Results of Build:
Max Mastery
Max FA
Max IA/Bomb
18 Booster
17 PKB
6 SA
Note: If a person wants Max PKB, then they should decrease from Soul Arrow and Bow Booster.
Explanation:
This build is for Bowmen that want to utilize the Pros of Final Attack. Other than the Cons of Final attack, the only downside to this build is that it does not have max PKB, which although may be useful isn’t necessary.
----------------------------------------- Third Job Skill Builds – The Results of Dedication Emerge -----------------------------------------
Because 3rd Job has such a variation of ending builds, this section has been divided into 2 sections. Core Skill builds, and Variation skill builds.
---------------------------------------------------------------- Core Builds ----------------------------------------------------------------
Standard Ranger Build
Level 70 – 1 Strafe (1)
Level 71 – 3 MB (3)
Level 72 – 2 MB (5), 1 AR (1)
Level 73~78 – 3 Strafe (19)
Level 79 – 2 Strafe (21), 1 Inferno (1)
Level 80~81 – 3 Puppet (6)
Level 82~84 – 3 Strafe (30)
Level 85 ~93 - 3 AR (28)
Level 94 – 2 AR (30)
Explanation:
This is a Standard Ranger Build. Using this build allows you to train at any spot suitable for a Strafe First build, as well as giving you a small amount of AR to work with. It is ideal to add Puppet after 20 Strafe, because after level 20, Strafe begins to increase in power at a slower rate, and Puppet is necessary for training effectively at Squids.
Strafe First Ranger Build
Level 70 – 1 Strafe (1)
Level 71~79 – 3 Strafe (28)
Level 80 – 2 Strafe (30), 1 Inferno (1)
Level 81~82 – 3 Puppet (6)
Level 83 – 3 MB (3)
Level 84 – 2 MB (5), 1 AR (1)
Level 85~93 – 3 AR (28)
Level 94 – 2 AR (30)
Explanation:
This is a Strafe First build. This build allows you to train at Squids at level 80, and move on to Gobies or Newties later on. Because most Strafe First training spots from 70~80 don't require any level of Puppet or AR, those skills can easily be left for later.
Arrow Rain Ranger Build
Level 70 – 1 Strafe (1)
Level 71 – 3 MB (3)
Level 72 – 2 MB (5) 1 AR (1)
Level 73~78 – 3 AR (19)
Level 79 – 2 AR (21) 1 Inferno
Level 80~85 – 3 Strafe (19)
Level 86~87 – 3 Puppet (6)
Level 88~90 – 3 Strafe (28)
Level 91 – 2 Strafe (30) 1 AR (22)
Level 92~93 – 3 AR (28)
Level 94 – 2 AR (30)
Explanation:
This is an Arrow Rain first build. This build will allow you to train effectively at MP3, Magatia, or Gryphons, and then move to Pirates or Typhons. This build emphasizes the use of AR to mob large numbers of weak enemies, rather than using Strafe to kill strong enemies 1 at a time. Stopping AR at level 21, rather than maxing it, is recommended because the maximum range for AR increases at level 21. Alternatively it is possible to stop adding AR at level 11, and head to squids earlier, and Gobies soon after.
Standard Sniper Build
Level 70 – 1 Blizzard (1) or 1 Strafe (1)
Level 71 – 1 Blizzard (1) 2 Strafe, (3) or 3 Strafe (3)
Level 72 – 3 MB (3)
Level 73 – 2 MB (5), 1 AE (1)
Level 74~79 – 3 Strafe (21)
Level 80~81 – 3 Puppet (6)
Level 82~84 – 3 Strafe (30)
Level 85~93 – 3 AE (28)
Level 94 – 2 AE (30)
Explanation:
This is a Standard Sniper Build. Using this build allows you to train at any spot suitable for a Strafe First build, as well as giving you a small amount of AE to work with. It is ideal to add Puppet after 20 Strafe, because after level 20, Strafe begins to increase in power at a slower rate, and Puppet is nescessary for training at Squids.
Strafe First Sniper Build
Level 70 – 1 Blizzard (1) or 1 Strafe (1)
Level 71 – 2 Strafe(3), 1 Blizzard (1) or 3 Strafe (3)
Level 72~80 – 3 Strafe (30)
Level 81~82 – 3 Puppet (6)
Level 83 – 3 MB (3)
Level 84 – 2 MB (5), 1 AE (1)
Level 85~93 – 3 AE (28)
Level 94 – 2 AE (30)
Explanation:
This is a Strafe First build. This build allows you to train at Squids at level 80, and move on to Gobies or Newties later on. Because most Strafe First training spots from 70~80 don't require any level of Puppet or AE, those skills can easily be left for later.
Arrow Eruption Sniper Build
Level 70 – 1 Blizzard (1) or 1 Strafe (1)
Level 71 – 2 Strafe (3), 1 Blizzard (1); 3 Strafe (3); 3 MB; or 2 MB, 1 Blizzard (1).
Level 72 – 3 MB (3)
Level 73 – 2 MB (5) 1 AE (1)
Level 74~80 – 3 AE (19)
Level 81 – 2 AE (21) 1 Strafe (4)
Level 81~85 – 3 Strafe (19)
Level 86~87 – 3 Puppet (6)
Level 88~90 – 3 Strafe (28)
Level 91 – 2 Strafe (30) 1 AE (22)
Level 92~93 – 3 AE (28)
Level 94 – 2 AE (30)
Explanation:
This is an Arrow Eruption First build. This build will allow you to train effectively at MP3, Magatia, or Gryphons, and then move to Pirates or Typhons. This build emphasizes the use of AE to mob large numbers of weak enemies, rather than using Strafe to kill strong enemies 1 at a time. Stopping AE at level 21, rather than maxing it, is recommended because the maximum range for AE increases at level 21. Alternatively it is possible to stop adding AE at level 11, and head to squids earlier, and then Gobies soon after.
--------------------------------------------------------------------------Finishing your Core Build---------------------------------------------------------------------------
From 95 onwards, builds really vary, so instead of a direct cookie cutter build, here are some guidelines. See the Training Guide to help you decide which training location is best for you. Currently the 4 main training locations from 95+ are Squids, Gobies, Typhons, and Newties. Following these simple guidelines will make your training as efficient as possible at these places.
Squids
If you plan to train at Squids, then Puppet, as well as a higher level of Blizzard (For Snipers) or Hawk (for Rangers) is ideal. Good stopping points (stopping and maxing other skills before returning to investing points in the stopped skill) for high level Blizzard is 11 or 21. For Hawk, decent stopping points for a high level is 16 or 21.
Gobies
If you plan to train at Gobies, a higher level of Eagle/Hawk is recommended, and if you are a Ranger, then raising Puppet also helps. You should already have Rain and Eruption close to maxed at this time.
Newties
If you plan to train at Newties, a higher level of Eagle/Hawk is recommended, level 21 is most ideal. Maxing Puppet and/or Blizzard should be the next objective if you are a Sniper. Rangers don't need anything aside from Hawk and Strafe to train here effectively
Typhons
If you plan to train at Typhons, all you need is AR/AE. Max that, then work on anything else you want. Puppet is sometimes useful here to save potions, and if you are a Ranger, you can use Puppet and Inferno to save money over AR.
--------------------------------------------------------------------------------Variation Builds--------------------------------------------------------------------------------
While there are only a few ways to start a 3rd job build, there are countless possible ways to end it. Here are a few examples of the most effective places to leave your points at the end of 3rd job.
Common points to all 3rd job builds
Some skills are generally regarded as necessary to max, or get to a certain level.
Max Puppet:
Puppet is generally considered a skill that everyone should max. At a high level, it allows Archers to solo bosses like Papalatus or Bigfoot, without having nearly enough HP to take a hit. It also is a very effective luring tool when training, and allows Archers to minimize damage taken by forcing monsters to attack the Puppet instead of the player.
21 Blizzard:
Unlike Inferno for Rangers, Blizzard for Snipers is used for a completely different reason. Blizzard is very weak for damage on its own, but it immobilizes monsters. Unfortunately, even when maxed, Blizzard is weaker than Iron Arrow. Most Snipers leave Blizzard at level 21 for the 3 second freeze. Level 30 Blizzard carries next to no benefit.
Max AR/AE:
Being an Archer's main mob attack in 3rd job, and their only AoE attack without a minimum range, most Archers max these skills.
Possible Skill setups
Note, these are not the only places to end your points. Any skill build can be effective based on a player's playing style.
1 Inferno
If for some reason, you do not wish to use Inferno for damage, or effective luring, then leave it at level 1. While level 1 Inferno does not make as effective a lure as level 16, you are able to max most of your 3rd job skills, if you leave Inferno at level 1.
16 Inferno
For those who do not wish to use Inferno as a damaging mob skill, but instead want to use it as a luring tool, 16 Inferno is perfect. At level 16, the AoE of Inferno is increased to its maximum range, making it perfect for luring and aggroing monsters. 16 Inferno is not however effective for damage in any way, and the range increase is only slight. This level of Inferno is plausible, but not recommended.
28+ Inferno
While Arrow Rain may be a Ranger's strongest mob skill overall, Inferno is the final distance mob skill a Ranger will ever receive, as well as the most powerful elemental mob skill a Ranger will ever have. By maxing Inferno in 3rd job, a Ranger is able to maximize DPS on fire weak targets during 4th job, and deal slightly more damage than Arrow Bomb on normal targets during 3rd job. If you not plan on maxing Inferno, a high level (28+) is recommended. Please note that investing in 28+ points in Inferno is betting that there will be more maps for its usage released in the future, as currently there are few Level 120+ training spots that are mobbing-oriented or fire-weak. It should be noted that in GMS, as of version .7, Arrow Bomb is stronger than Inferno when SE is involved. This means that 28~30 Inferno would only be effective against fire weak monsters or in terms of strategy against monsters that you would not want stunned (such as those that fly or swim). Consider this before putting points in Inferno. For average damages of Inferno and Arrow Bomb, check the appendix.
21 Hawk
At level 21, Hawk still has an impressive stun rate (95%). Additionally the number of attacks per minute improves at an extremely slow rate after level 21, and adding 9 points into a skill for 4% more stun is a waste to some. Leaving Hawk at level 21 doesn't take advantage of its full potential, but it's still a decent level.
29/30 Hawk
With the absence of Blizzard for immobilization, Silver Hawk works as a very effective stunning tool for Rangers, and by either maxing Hawk or leaving it at level 29, you can maximize its capabilities. Phoenix does not ever fully replace Hawk, and most Bowmasters use Hawk late into 4th job, so a high level of this is recommended.
29 Hawk, 28 Inferno, 28 AR
After level 28 for both Inferno, Arrow Rain, and level 29 for Hawk, there is only a small increase in effectiveness. Both AR and Inferno gain 2% damage for the 2 points you put into them, and Hawk receives a 2 second increase in duration for maxing it. Leaving these skills at slightly below-maxed levels, can effectively take advantage of most of their potential, and give you an extra 5 points to place elsewhere.
15 Eagle
As stated previously, Freezer almost completely replaces Eagle in 4th job. For Snipers who wish to think ahead, and can make it past 3rd job with a low level of Eagle, 15 is recommended, as it allows you to maximize your 3rd job SP.
21 Eagle
At level 21, Eagle still has an impressive stun rate (95%). Additionally the number of attacks per minute improves at an extremely slow rate after level 21, and adding 9 points into a skill for 4% more stun is a waste to some. Leaving Eagle at level 21 doesn't take advantage of its full potential, but it's still a decent enough level to carry you into 4th job, where your Freezer takes over the job.
29/30 Eagle
During 3rd job, Eagle is the only passive immobilizer a Sniper has access to. By using Golden Eagle, a Sniper can spam Strafe on a target without worrying about it attacking back, because it will be stunned. Without using Eagle, the Sniper would lower damage dealt by having to use Blizzard to keep it immobilized. After 3rd job however, Eagle is almost entirely replaced by Freezer, which immobilizes mob targets. During 4th job, Eagle would only be used again Ice-Based targets who cannot be frozen. By either maxing Eagle or leaving it at level 29, you can maximize its capabilities.
Thrust
Thrust allows one to maximize speed, without sacrificing damage. With a high enough level of Thrust, an Archer can achieve maxed speed without relying on Haste, or Speed Equips. More speed allows you to move from target to target quicker, and still be ready for combat at any time, unlike using a Mount. Thrust should be at a level where your equips and any other boosts (Pet or Pills) will give you the desired speed you want or as close to maximum speed as possible. Please note that after level 10, points in Thrust are less effective than the previous points.
Mortal Blow
Mortal Blow works as a failsafe for Bowmen. If a monster gets too close, you become unable to fire. In the event of this, Mortal Blow helps to knock the monster back into shooting range. The higher level Mortal Blow, the higher chance of knocking back a monster far enough to safely shoot again; from either the added Damage of MB, or the higher success rate. Mortal Blow is generally left at a round number (i.e. 5, 10, 15, or 20), although there is no specific benefit to doing so.
Standard 1st Job Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon (3)
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (8), 1 Critical Shot (1)
Level 15~20 - 3 Crit (19)
Level 21 - 1 Crit (20), 2 Double Shot (2)
Level 22~27 - 3 DS (20)
Level 28~30- 3 Blessing of Amazon (12)/Focus (9) (Arrow Blow is possible, but not recommended since you already have maxed DS)
End Results:
Max Double Shot
Max Eye of the Amazon
Max Critical Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:
This build is most recommended due to the fact that it takes the cost of arrows and pots into consideration at the beginning of the build to avoid wasting money. The build also utilizes Double Shot, which has the potential to out damage Arrow Blow.
A player that chooses to go with Focus at the end, most likely prefers to utilize the power of the skills’ ability to increase accuracy and avoid simultaneously. An advantage of having Focus at a decent level is that it can potentially increase the possibility of a player receiving a MISS from a monster’s touch or attack. The disadvantage to Focus is that it requires the use of MP and must be recast over time.
Those who prefer to have passive accuracy will put their remaining points into Blessing of the Amazon. The Bowman will be able to hit certain monsters at an earlier level, and unlike Focus will not have to recast or waste MP due to its passiveness. The disadvantage to this build is that archers already have a decent amount of accuracy and extra may not be all that necessary. It will also lack the extra avoid that Focus would give.
Arrow Blow Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon (3)
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (8), 1 Critical Shot (1)
Level 15~20 - 3 Crit (19)
Level 21 - 1 Crit (20) 2 Arrow Blow (3)
Level 22~26 - 3 AB(18)
Level 27 - 2 AB (20) 1 Blessing (4)/Focus (1) (DS is possible, but not recommended since you have maxed AB)
Level 28~30 - 3 Blessing (13)/Focus (10)
End Results:
Max Arrow Blow
Max Eye of the Amazon
Max Critical Shot
3 (or 13) Blessing of Amazon
0 (or 10) Focus
Explanation of Build:
This build is for Bowmen who prefer the ability of Knock back, or KB (not to be confused with PKB). Since Arrow Blow does a great deal of damage on one blow, it has a greater potential than DS to KB a monster, making it flinch and become unable to attack or move for a short period of time. Against mobile monsters and bosses such as Mushmom and Alishar, the numbers of attacks the boss or monster will attempt to deliver to the person using this skill build will most likely decrease due to KB. Arrow Blow can also keep monsters and bosses at a distance from the Bowman. Although 2 less MP per fire compared to DS is not a big difference, over time an Arrow Blow Archer may save money on pots.
The disadvantage to this build is that DS has the potential to be stronger than Arrow Blow due to the activation of Critical Shot on each arrow of DS. A person who decides to go Arrow Blow should attempt to have above average equips to compensate for the damage difference and still stay on par damage-wise with OTHER average DS archers.
(In regards to whether or not to put the remaining points into Focus or Blessing of the Amazon; see Standard 1st Job Build)
Note: Currently level 19 Arrow Blow does more damage than level 20 Arrow Blow. It is recommended you leave Arrow Blow at level 19. For more information, check the [url=http://www.basilmarket.com/forum/614193/1//Frequently_Asked_Questions.html#07
Slightly Funded Power Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 1 Double Shot (1), 2 Critical Shot (2)
Level 12~17 - 3 Crit (20)
Level 18 - 3 Blessing of Amazon (3)
Level 19 - 3 Eye of Amazon (3)
Level 20 - 3 Eye of Amazon (6)
Level 21 - 2 Eye of Amazon (8), 1 Double Shot (2)
Level 22~27 - 3 DS (20)
Level 28~30 - 3 Blessing (12)/Focus (9)
End Results:
Max Eye of Amazon
Max Critical Shot
Max Double Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:
The Slightly Funded Build is for people that can easily give/obtain pots, arrows and etc. Basically, anyone who is making a new character that is not starting in a new server could use this type of build since they have the money to spend by following this build.
The end result is identical to the Standard 1st Job Build. However, the order in which you get the skills is different. If you use this build, you will be able to use DS immediately, and along with Critical Shot, the player will have extra power early. But in order for it to work correctly, you will need to be able to supply the new character with potions and arrows, making this build difficult to use for a character on a new server.
DS Before Critical Build
Level 10 - 1 Arrow Blow (1)
Level 11 - 3 Blessing of Amazon
Level 12 - 3 Eye of Amazon (3)
Level 13 - 3 Eye of Amazon (6)
Level 14 - 2 Eye of Amazon (8), 1 Double Shot (1)
Level 15~20 - 3 DS (19)
Level 21 - 1 DS (20), 2 Critical Shot (2)
Level 22~27 - 3 Crit (20)
Level 28~30 - 3 Blessing (12)/Focus (9)
End Results:
Max Eye of Amazon
Max Critical Shot
Max Double Shot
3 (or 12) Blessing of Amazon
0 (or 9) Focus
1 Arrow Blow
Explanation of Build:
This build is exactly the same as the Standard 1st Job Build, except Critical and DS are reversed. It is founded on the idea that Critical's effects are greatly diminished without Double Shot, because the chances of activating Crit when attacking twice (and with improved attack) are higher. Shooting two arrows without Critical is better than shooting single arrows with Critical. DS can be used well without Crit, while Crit isn't that good without DS.
However, as with the Slightly Funded Build, you will need to provide for MP potions.
----------------------------------------------- Second Job Skill Builds – The Dividing Path -----------------------------------------------
What makes 2nd job skill builds vastly different
The thing that separates Bowmen the most, other than the difference between a Hunter and a Cross Bowman, is the skill Final Attack. Skill builds are either sorted as FA-less or FA depending on whether they include FA or not.
Final Attack is a skill that allows a Bowman to fire another shot with at certain succession rate, right after the activation of a 1st or 2nd job skill. Unlike the current popular bias that Final Attack is a skill that will damage a Bowman’s structure, as well as the bias that it will ALWAYS increase training speed, Final Attack is neither good nor bad, but like most skills contains both Pros and Cons. Before the 2nd job skill builds will be shown, the Pros and Cons of Final Attack will be listed:
Pros
• If you are a Hunter, FA will increase your damage over time compared to FA-less DS or AB.
• FA is a free attack and therefore costs no MP. This means that, in those levels, you save money on potions.
• FA fires at a faster rate than any regular attack.
• On certain HP brackets, depending on your damage, FA can act as a finisher, speeding up kills. This "finisher" effect generally has a greater impact on training rate than the sheer damage over time increase.
• It has no minimum range.
• FA does not work with 3rd job skills. (FA is incompatible with most 3rd job skills and if it activated it would greatly hinder your bowmen)
Cons
• If you are a Crossbowman, FA will decrease your damage over time, compared to FA-less with DS.
• It uses up to 20-30 SP, which could've been used on other skills.
• It ruins the spam ability to stun with Arrow Bomb, as well as the damage.
• It hinders mobbing and damage with Iron Arrow.
• When FA activates, you will be unable to move for .2 seconds, leaving you vulnerable to attack and possibly take more damage.
• Because FA activates at random, it may fire when there's nothing to hit.
• When FA is less than level 20, it will actually weaken your damage over time.
Common misconceptions
• You cannot use potions when FA fires.
• Having FA will result in more deaths. (Use potions! Unless the monsters you're fighting can kill you in one hit, but you should never be at that sort of monster during 2nd job.)
• If you go FA, you can’t get or max PKB. (If you max PKB and FA, the only thing that may hurt you in the long run is that Booster and Soul arrow last shorter.)
• You shouldn't get FA, because it is useless in 3rd job. (FA has various uses in 3rd job depending on how you use the skill)
• With booster, DS or AB is the same speed as FA. (In reality, FA is still a little faster.)
For reference, Final Attack's shooting speeds are noted in the appendix.
Standard FA-less Build
Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 35 - 3 Mastery (15)
Level 36 - 2 Mastery (17) 1 Booster
Level 37 - 2 Mastery (19) 1 Booster
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 Soul Arrow (2)
Level 40 - 3 Iron Arrow/Arrow Bomb (4)
Level 41~48 - 3 IA/Bomb (28)
Level 49 - 2 IA/Bomb (30), 1 PKB (1)
Level 50~55 - 3 PKB (19)
Level 56 - 1 PKB (MAXED), 2 Booster (8)
Level 57~62 - 2 Booster (20), 1 SA (8)
Level 63~66 - 3 SA (20)
Level 67 - 3 first job skill (+3)
Level 68~69 - 3 first job skill (+9)
Level 70 - 2 first job skill (+11), 1 Mastery (20)
End Results:
Max(Cross)Bow Mastery
Max Booster
Max Soul Arrow
Max PKB
Max IA/Bomb
11 points into 1st job skills
Explanation:
This build is preferred by some bowman, mainly due to the fact that every skill that is maxed will most likely be useful during 3rd job and beyond. The downside to this build compared to a FA-user, is that a FA-less Bowman may level slower and will most likely use more MP than a FA-user during 2nd job.
Leave Mastery at 19 initially because the only difference between level 19 and level 20 is an added point of Accuracy. Bowmen don't require any extra Accuracy, so it's a waste of a point. (However, if you choose to add the last point, or forget not to, it's not detrimental to your Bowman.)
Soul Arrow and Booster are left at 2 and 6, respectively, for most of 2nd job. This is because at those levels, both skills last for one minute. Synchronizing them may or may not be more efficient, but most Bowmen like to do this.
IA/Bomb's MP cost doubles at level 16, and that is why we recommend saving up points and adding them all at once.
1 Booster is gotten early, because there is no benefit to raising Mastery to 18 instead of 17, so you can easily place 1 into Booster early with no detriment. (Thank you ChopSuey for pointing this out)
Alternate Beginning - Soul Arrow Early
Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 3 Mastery (3)
Level 32 - 2 Mastery (5), 1 Booster (1)
Level 33 - 3 Booster (4)
Level 34 - 1 Booster (5), 2 Soul Arrow (2)
Level 35 - 1 Booster (6), 2 Mastery (7)
Level 36~39 - 3 Mastery (19)
Explanation of Build:
This is not a complete build. Rather, it is simply a different way to begin your build. It is interchangeable with the beginnings on all of the listed 2nd job builds in this section. (If you notice, they all begin the same.)
The advantage of this build is that you get your buffs, Booster and Soul Arrow, earlier than the standard beginning. However, as a result, you will have to wait longer to max Mastery.
Alternate Beginning - Booster Early
Level 30 - 1 Iron Arrow/Arrow Bomb (1)
Level 31 - 3 Mastery (3)
Level 32 - 2 Mastery (5), 1 Booster (1)
Level 33 - 2 Mastery (7), 1 Booster (2)
Level 34~37 - 3 Mastery (19)
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 Soul Arrow (2)
Explanation of Build:
Like the previous build, this one is also interchangeable with the beginnings on all of the listed 2nd job builds.
This build is identical to the standard build, except for the fact that Booster is elevated to 2 as soon as possible. 20 seconds is not long enough to use regularly, but it may be a good idea to cast it right before taking on a mob with IA/Bomb.
FA-less Build Variations
Some variations on the Standard FA-less Build are shown here. Other than the two Alternate Beginnings, which have already been shown, these all have to do with the placement of PKB within your build.
PKB Early
Level 30~39 - same as Standard FA-less Build
Level 40~43 - 3 Iron Arrow/Arrow Bomb (13)
Level 44 - 2 IA/Bomb (15), 1 PKB (1)
Level 45~50 - 3 PKB (19)
Level 51 - 1 PKB (20), 2 IA/Bomb (17)
Level 52~55 - 3 IA/Bomb (29)
Level 56 - 1 IA/Bomb (30), 2 Booster (8)
Level 57~70 - same as Standard FA-less Build
This build allows the user to obtain PKB earlier than usual. Bomb is elevated to 15, a reasonable level, before maxing PKB. Some people prefer to go with this build, although, PKB does not become really useful until later on.
Late PKB
Level 30~48 - same as Standard FA-less Build
Level 49 - 2 IA/Bomb (30), 1 Booster (7)
Level 50~54 - 2 Booster (17), 1 SA (7)
Level 55 - 3 Booster (20)
Level 56~59 - 3 SA (19)
Level 60 - 1 SA (20), 2 PKB (2)
Level 61~66 - 3 PKB (20)
Level 67~70 - same as Standard FA-less Build
This build maxes both Booster and Soul Arrow before PKB. The advantage of this build is that you no longer have to recast your buffs nearly as often. The disadvantage is the lack of PKB until level 60, which may pose difficulties in training.
FA Build: No PKB
Level 30~37 - same as Standard FA-less Build.
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 SA (2)
Level 40 - 2 SA (4), 1 IA/Bomb (2) (Your SA and Booster is now synced together, for every SA you cast Booster 2 times.)
Level 41~50 - 3 Final Attack (30)
Level 51~59 - 3 IA/Bomb (29)
Level 60 - 2 Booster (8), 1 IA/Bomb (30)
Level 61~62 - 3 Booster (14)
Level 63~65 - 2 Booster (20), 1 SA (7)
Level 66~69 - 3 SA (19)
Level 70 - 1 SA (20), 1 first job skill(+1), 1 Mastery (20)
End Results:
Max Mastery
Max Booster
Max Soul Arrow
Max FA
Max IA/Bomb
1 point into first job skill
Explanation:
This build is for Bowmen who wish to utilize the pros of Final Attack and still max a majority of their skills. A downside to this build is the obvious lack of PKB, which may cause the FA Bowman difficulty training in certain locations or seek other strategic alternatives.
Notice how SA and Booster casting times are always more or less synchronized until level 63.
FA Build with PKB
Level 30~37 - same as Standard FA-less build.
Level 38 - 3 Booster (5)
Level 39 - 1 Booster (6), 2 SA (2)
Level 40 - 2 SA (4), 1 IA/Bomb (2) (Your SA and Booster is now synced together, for every SA you cast Booster 2 times.)
Level 41~50 - 3 Final Attack (30)
Level 51 - 2 PKB (2), 1 IA/Bomb (3) (You need at least 2 PKB to efficiently gather a mob at Jr. Yeti’s)
Level 52~60 - 3 IA/Bomb (30) (It’s been long without it, its time to max it)
Level 61~62 - 3 Booster (12)
Level 63 - 2 Booster (14), 1 SA (5)
Level 64 - 2 Booster (16), 1 SA (6)
Level 65 - 2 Booster (18), 1 PKB (3)
Level 66~69 - 3 PKB (15)
Level 70 - 2 PKB (17), 1 Mastery (20)
End Results of Build:
Max Mastery
Max FA
Max IA/Bomb
18 Booster
17 PKB
6 SA
Note: If a person wants Max PKB, then they should decrease from Soul Arrow and Bow Booster.
Explanation:
This build is for Bowmen that want to utilize the Pros of Final Attack. Other than the Cons of Final attack, the only downside to this build is that it does not have max PKB, which although may be useful isn’t necessary.
----------------------------------------- Third Job Skill Builds – The Results of Dedication Emerge -----------------------------------------
Because 3rd Job has such a variation of ending builds, this section has been divided into 2 sections. Core Skill builds, and Variation skill builds.
---------------------------------------------------------------- Core Builds ----------------------------------------------------------------
Standard Ranger Build
Level 70 – 1 Strafe (1)
Level 71 – 3 MB (3)
Level 72 – 2 MB (5), 1 AR (1)
Level 73~78 – 3 Strafe (19)
Level 79 – 2 Strafe (21), 1 Inferno (1)
Level 80~81 – 3 Puppet (6)
Level 82~84 – 3 Strafe (30)
Level 85 ~93 - 3 AR (28)
Level 94 – 2 AR (30)
Explanation:
This is a Standard Ranger Build. Using this build allows you to train at any spot suitable for a Strafe First build, as well as giving you a small amount of AR to work with. It is ideal to add Puppet after 20 Strafe, because after level 20, Strafe begins to increase in power at a slower rate, and Puppet is necessary for training effectively at Squids.
Strafe First Ranger Build
Level 70 – 1 Strafe (1)
Level 71~79 – 3 Strafe (28)
Level 80 – 2 Strafe (30), 1 Inferno (1)
Level 81~82 – 3 Puppet (6)
Level 83 – 3 MB (3)
Level 84 – 2 MB (5), 1 AR (1)
Level 85~93 – 3 AR (28)
Level 94 – 2 AR (30)
Explanation:
This is a Strafe First build. This build allows you to train at Squids at level 80, and move on to Gobies or Newties later on. Because most Strafe First training spots from 70~80 don't require any level of Puppet or AR, those skills can easily be left for later.
Arrow Rain Ranger Build
Level 70 – 1 Strafe (1)
Level 71 – 3 MB (3)
Level 72 – 2 MB (5) 1 AR (1)
Level 73~78 – 3 AR (19)
Level 79 – 2 AR (21) 1 Inferno
Level 80~85 – 3 Strafe (19)
Level 86~87 – 3 Puppet (6)
Level 88~90 – 3 Strafe (28)
Level 91 – 2 Strafe (30) 1 AR (22)
Level 92~93 – 3 AR (28)
Level 94 – 2 AR (30)
Explanation:
This is an Arrow Rain first build. This build will allow you to train effectively at MP3, Magatia, or Gryphons, and then move to Pirates or Typhons. This build emphasizes the use of AR to mob large numbers of weak enemies, rather than using Strafe to kill strong enemies 1 at a time. Stopping AR at level 21, rather than maxing it, is recommended because the maximum range for AR increases at level 21. Alternatively it is possible to stop adding AR at level 11, and head to squids earlier, and Gobies soon after.
Standard Sniper Build
Level 70 – 1 Blizzard (1) or 1 Strafe (1)
Level 71 – 1 Blizzard (1) 2 Strafe, (3) or 3 Strafe (3)
Level 72 – 3 MB (3)
Level 73 – 2 MB (5), 1 AE (1)
Level 74~79 – 3 Strafe (21)
Level 80~81 – 3 Puppet (6)
Level 82~84 – 3 Strafe (30)
Level 85~93 – 3 AE (28)
Level 94 – 2 AE (30)
Explanation:
This is a Standard Sniper Build. Using this build allows you to train at any spot suitable for a Strafe First build, as well as giving you a small amount of AE to work with. It is ideal to add Puppet after 20 Strafe, because after level 20, Strafe begins to increase in power at a slower rate, and Puppet is nescessary for training at Squids.
Strafe First Sniper Build
Level 70 – 1 Blizzard (1) or 1 Strafe (1)
Level 71 – 2 Strafe(3), 1 Blizzard (1) or 3 Strafe (3)
Level 72~80 – 3 Strafe (30)
Level 81~82 – 3 Puppet (6)
Level 83 – 3 MB (3)
Level 84 – 2 MB (5), 1 AE (1)
Level 85~93 – 3 AE (28)
Level 94 – 2 AE (30)
Explanation:
This is a Strafe First build. This build allows you to train at Squids at level 80, and move on to Gobies or Newties later on. Because most Strafe First training spots from 70~80 don't require any level of Puppet or AE, those skills can easily be left for later.
Arrow Eruption Sniper Build
Level 70 – 1 Blizzard (1) or 1 Strafe (1)
Level 71 – 2 Strafe (3), 1 Blizzard (1); 3 Strafe (3); 3 MB; or 2 MB, 1 Blizzard (1).
Level 72 – 3 MB (3)
Level 73 – 2 MB (5) 1 AE (1)
Level 74~80 – 3 AE (19)
Level 81 – 2 AE (21) 1 Strafe (4)
Level 81~85 – 3 Strafe (19)
Level 86~87 – 3 Puppet (6)
Level 88~90 – 3 Strafe (28)
Level 91 – 2 Strafe (30) 1 AE (22)
Level 92~93 – 3 AE (28)
Level 94 – 2 AE (30)
Explanation:
This is an Arrow Eruption First build. This build will allow you to train effectively at MP3, Magatia, or Gryphons, and then move to Pirates or Typhons. This build emphasizes the use of AE to mob large numbers of weak enemies, rather than using Strafe to kill strong enemies 1 at a time. Stopping AE at level 21, rather than maxing it, is recommended because the maximum range for AE increases at level 21. Alternatively it is possible to stop adding AE at level 11, and head to squids earlier, and then Gobies soon after.
--------------------------------------------------------------------------Finishing your Core Build---------------------------------------------------------------------------
From 95 onwards, builds really vary, so instead of a direct cookie cutter build, here are some guidelines. See the Training Guide to help you decide which training location is best for you. Currently the 4 main training locations from 95+ are Squids, Gobies, Typhons, and Newties. Following these simple guidelines will make your training as efficient as possible at these places.
Squids
If you plan to train at Squids, then Puppet, as well as a higher level of Blizzard (For Snipers) or Hawk (for Rangers) is ideal. Good stopping points (stopping and maxing other skills before returning to investing points in the stopped skill) for high level Blizzard is 11 or 21. For Hawk, decent stopping points for a high level is 16 or 21.
Gobies
If you plan to train at Gobies, a higher level of Eagle/Hawk is recommended, and if you are a Ranger, then raising Puppet also helps. You should already have Rain and Eruption close to maxed at this time.
Newties
If you plan to train at Newties, a higher level of Eagle/Hawk is recommended, level 21 is most ideal. Maxing Puppet and/or Blizzard should be the next objective if you are a Sniper. Rangers don't need anything aside from Hawk and Strafe to train here effectively
Typhons
If you plan to train at Typhons, all you need is AR/AE. Max that, then work on anything else you want. Puppet is sometimes useful here to save potions, and if you are a Ranger, you can use Puppet and Inferno to save money over AR.
--------------------------------------------------------------------------------Variation Builds--------------------------------------------------------------------------------
While there are only a few ways to start a 3rd job build, there are countless possible ways to end it. Here are a few examples of the most effective places to leave your points at the end of 3rd job.
Common points to all 3rd job builds
Some skills are generally regarded as necessary to max, or get to a certain level.
Max Puppet:
Puppet is generally considered a skill that everyone should max. At a high level, it allows Archers to solo bosses like Papalatus or Bigfoot, without having nearly enough HP to take a hit. It also is a very effective luring tool when training, and allows Archers to minimize damage taken by forcing monsters to attack the Puppet instead of the player.
21 Blizzard:
Unlike Inferno for Rangers, Blizzard for Snipers is used for a completely different reason. Blizzard is very weak for damage on its own, but it immobilizes monsters. Unfortunately, even when maxed, Blizzard is weaker than Iron Arrow. Most Snipers leave Blizzard at level 21 for the 3 second freeze. Level 30 Blizzard carries next to no benefit.
Max AR/AE:
Being an Archer's main mob attack in 3rd job, and their only AoE attack without a minimum range, most Archers max these skills.
Possible Skill setups
Note, these are not the only places to end your points. Any skill build can be effective based on a player's playing style.
1 Inferno
If for some reason, you do not wish to use Inferno for damage, or effective luring, then leave it at level 1. While level 1 Inferno does not make as effective a lure as level 16, you are able to max most of your 3rd job skills, if you leave Inferno at level 1.
16 Inferno
For those who do not wish to use Inferno as a damaging mob skill, but instead want to use it as a luring tool, 16 Inferno is perfect. At level 16, the AoE of Inferno is increased to its maximum range, making it perfect for luring and aggroing monsters. 16 Inferno is not however effective for damage in any way, and the range increase is only slight. This level of Inferno is plausible, but not recommended.
28+ Inferno
While Arrow Rain may be a Ranger's strongest mob skill overall, Inferno is the final distance mob skill a Ranger will ever receive, as well as the most powerful elemental mob skill a Ranger will ever have. By maxing Inferno in 3rd job, a Ranger is able to maximize DPS on fire weak targets during 4th job, and deal slightly more damage than Arrow Bomb on normal targets during 3rd job. If you not plan on maxing Inferno, a high level (28+) is recommended. Please note that investing in 28+ points in Inferno is betting that there will be more maps for its usage released in the future, as currently there are few Level 120+ training spots that are mobbing-oriented or fire-weak. It should be noted that in GMS, as of version .7, Arrow Bomb is stronger than Inferno when SE is involved. This means that 28~30 Inferno would only be effective against fire weak monsters or in terms of strategy against monsters that you would not want stunned (such as those that fly or swim). Consider this before putting points in Inferno. For average damages of Inferno and Arrow Bomb, check the appendix.
21 Hawk
At level 21, Hawk still has an impressive stun rate (95%). Additionally the number of attacks per minute improves at an extremely slow rate after level 21, and adding 9 points into a skill for 4% more stun is a waste to some. Leaving Hawk at level 21 doesn't take advantage of its full potential, but it's still a decent level.
29/30 Hawk
With the absence of Blizzard for immobilization, Silver Hawk works as a very effective stunning tool for Rangers, and by either maxing Hawk or leaving it at level 29, you can maximize its capabilities. Phoenix does not ever fully replace Hawk, and most Bowmasters use Hawk late into 4th job, so a high level of this is recommended.
29 Hawk, 28 Inferno, 28 AR
After level 28 for both Inferno, Arrow Rain, and level 29 for Hawk, there is only a small increase in effectiveness. Both AR and Inferno gain 2% damage for the 2 points you put into them, and Hawk receives a 2 second increase in duration for maxing it. Leaving these skills at slightly below-maxed levels, can effectively take advantage of most of their potential, and give you an extra 5 points to place elsewhere.
15 Eagle
As stated previously, Freezer almost completely replaces Eagle in 4th job. For Snipers who wish to think ahead, and can make it past 3rd job with a low level of Eagle, 15 is recommended, as it allows you to maximize your 3rd job SP.
21 Eagle
At level 21, Eagle still has an impressive stun rate (95%). Additionally the number of attacks per minute improves at an extremely slow rate after level 21, and adding 9 points into a skill for 4% more stun is a waste to some. Leaving Eagle at level 21 doesn't take advantage of its full potential, but it's still a decent enough level to carry you into 4th job, where your Freezer takes over the job.
29/30 Eagle
During 3rd job, Eagle is the only passive immobilizer a Sniper has access to. By using Golden Eagle, a Sniper can spam Strafe on a target without worrying about it attacking back, because it will be stunned. Without using Eagle, the Sniper would lower damage dealt by having to use Blizzard to keep it immobilized. After 3rd job however, Eagle is almost entirely replaced by Freezer, which immobilizes mob targets. During 4th job, Eagle would only be used again Ice-Based targets who cannot be frozen. By either maxing Eagle or leaving it at level 29, you can maximize its capabilities.
Thrust
Thrust allows one to maximize speed, without sacrificing damage. With a high enough level of Thrust, an Archer can achieve maxed speed without relying on Haste, or Speed Equips. More speed allows you to move from target to target quicker, and still be ready for combat at any time, unlike using a Mount. Thrust should be at a level where your equips and any other boosts (Pet or Pills) will give you the desired speed you want or as close to maximum speed as possible. Please note that after level 10, points in Thrust are less effective than the previous points.
Mortal Blow
Mortal Blow works as a failsafe for Bowmen. If a monster gets too close, you become unable to fire. In the event of this, Mortal Blow helps to knock the monster back into shooting range. The higher level Mortal Blow, the higher chance of knocking back a monster far enough to safely shoot again; from either the added Damage of MB, or the higher success rate. Mortal Blow is generally left at a round number (i.e. 5, 10, 15, or 20), although there is no specific benefit to doing so.