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====== back to The breakdown of simple job combinations ~~~~~/[01H]

Keep in mind that I will not describe any combinations of jobs that run in a straight line.
(i.e. Cleric>Priest, Wizard>Sorcerer, Sorcerer>Warlock, Priest>Bishop, Monk>Inquirer, Inquirer>Soul
Arbiter, Bishop>Cardinal, Warlock>Grand Master just for laughs, Elemental Master>Rune Master)
This is meant for hybridizing purposes only.

~:~:~: 2nd -> 3rd job combos [01I]:~:~:~


(be clever, youll be in your 3rd one for a while)

~:~:~: 2nd -> 3rd job combos [01I]:~:~:~


(be clever, youll be in your 3rd one for a while)
Cleric>Sorcerer
A very popular combination which provides more than average survivability for a typical Sorcerer.
In the beginning of your job as a Sorcerer, Cleric will play a critical role in getting you at a good
distance from a mob (Bless Wind) before you release Blizzard upon them as well as allowing you
to regulate your health quickly (Fast Heal) without the use of potions (more inventory space &
saves money). Getting into parties with a support character under lv60 can prove to be rather
difficult, so your own added defense (Shield) helps keep you alive when no ones there to
cast Shield on you. Youd be capable of making yourself invincible for 3.2seconds (Holy Barrier)
to fight off over aggrod mobs (saving your life in those situations) as well as gaining an
upperhand in pvp. Furthermore, when pairing up with a tanker, you can kill mobs as well as heal
him, making you a very effective party member alongside a small bonus of +3 VIT & 1% more
MP, all at the cost of having a 2% lower magic attack boost & casting 2% slower than a standard
Wizard>Sorcerer.
Cleric>Monk
Alike to how Clerics role played to better situated the Sorcerer path above, Clerics role for a
Monk is no different however there are some things Cleric provides that assists a Monk more
than a Sorcerer. The added movement speed provided from Bless Wind is vital to how a Monk
trains, knowing that Monks are forced to move their position to 4meters from their target to kill
them with their holy attacks (Holy Swing/Spike/Uppercut). Each spell cools down relatively
quickly, allowing you to chain them one after the other leaving the only true downtime in being
the chore of moving from one target to another. As a monk, expect heavy soloing, which further
concerns the Clerics role. Youll be providing Shield on yourself for most of the time~ which
seems to pair greatly with the Monks Armor Link buff (increases physical def too). Dont concern
about Wizard too much, for a Monk provides the exact same Lv of Wizardry and Spell Craft a
Wizard is capable of. Furthermore, a few seconds of invincibility from Holy Barrier is all youll ever
need to be effective in pvp (due to speed of Monks attack skills). Enjoy having the support from
your Cleric job as well as 6 more VIT & 1% more MP than a Wizard>Monk at the cost of being
incapable of regulating your own MP without potions (lack of Bloodstream), having a 1% lower
magic attack boost, & casting 1% slower than a Wizard>Monk.
The main concept from picking Cleric (supportive class) prior to selecting Sorcerer or Monk (both
offensive classes) is to created a tough ground of independence, being able to solo very effectively as you
can support your own self sufficiently without the need of another person.
Fast Heal (Lv1)
recovers 224+??? of the targets HP. Casts in 1.2seconds within a range of 15meters from the
target. 0.2seconds left of cooldown before re-casting. 22MP expended per cast.
*shortest spell in range for direct healing. This skill only hurts you the more you invest in it. It is only truly

effective at Lv1 (with the expense of only 1 SP). The ??? value is dependent on your current magical attack
Bless Wind (Lv1)
increases the targets movement speed by 10% for 15minutes.
Shield (Lv1)
increases the targets physical defense by 8% for 15minutes.
Holy Barrier (Lv1)
renders the target invulnerable to all incoming attacks/skills except heals & Bloodstream for
3.2seconds. Casts in 1.2seconds. 31.4seconds left of cooldown before re-casting.
*means it repels buffs as well
Wizard>Priest
The only combination fit enough to solo effectively as a Priest when you just cant seem to find a
party to support. In soloing situations, keeping the Fireballyouve learned as a Wizard is the
perfect spell to pair up with Divine Sword (beats using just Divine Sword alone). Picking Wizard
beforehand shall allow you to cast spells all day and night without the use of potions
(Bloodstream youre already a support class, so regulating your own health is not a problem).
Remember that heals (includes Bloodstream) is affected by your magical attack. Keeping that in
mind, Wizard shall grant you a +1% magical attack bonus automatically as well as a +1% spell
casting bonus. To add on, a passive & a self buff attained from Wizard shall further enchance
your healing potency (Wizardry, Spell Craft). You may also aid your party in taking down mobs
ever so slightly with the capabilities of casting a weak Wind Spike (its really not much, since
early in the game, monsters die in a few hits but its great if youre bored of healing), all at the
cost of having 6 less VIT & 2% less MP than a standard Cleric>Priest.
Wizard>Monk
A Monk with Bloodstream, therefore being able to regulate MP, but not HP as much. Thats all Ill
say. Benefits from Wizardry & Spell Craft? Not at all. Monks already have those down. Due to
that, I consider this kind of running in a straight line, but in my opinion, Wizard isnt really like
Sorcerer since it fails at AoEing effectively and isnt really like Monk since it uses long ranged
single target spells lolly on Fireball. (Technically, skill-wise excluding Sorcerer AoEs, Wizard is
mostly like Sorcerer)
The main concept from picking Wizard (offensive class) prior to selecting Priest (supportive class) is to
carry across important traits, allowing healing & other spells to be augmented by magical attack
increasing skills as well as attaining the reverse heal to regain needed MP
Bloodstream (Lv1~10)
recovers 49~204+???MP in 2seconds. 15seconds left of cooldown before re-casting.
25~105HP expended per cast.
*may only be applied to yourself
*leveling it to lv10 is optional, since the ??? value is dependent on your current magical attack
Wizardry (Lv2)
increases your magical attack by 6% for 10minutes.
*Monks already have it
Spell Craft (Lv5)

increases your magical attack by 5% permanently.


*Monks already have it
Fireball (Lv10)
holds a (stable) damage magnitude of 174. Casts in 1.8seconds.1second left of cooldown before
re-casting. 62MP expended per cast.
*gives Priests something to cast while waiting for Divine Sword to cooldown (pertaining to soloing
situations). Ideal for eliminating a target with only a little HP remaining, rejecting the need of spending
another expensive Divine Sword spell to do the job instead

~:~:~: 3rd -> 4th job combos [01J]:~:~:~


(be very witty now, youre going to spend a heck of a long time on your 4th job)
Priest>Inquirer
One very critical pick for soloing as an Inquirer. Priest supports Inquirer closely to how a Cleric
supports a Monk. Monsters will be hitting you very roughly, so the extra defense (Shield) really
could help you out. In cases of over aggroing mobs, the moderate Holy Barrier could really save
your life as well as the +14% boost in movement speed (Bless Wind) to help flee from those
mobs. The most vital advantage from going Priest before Inquirer would be the provided Shrewd
Spell, which though cuts you off from constantly chaining your 3 main Holy spells over and over
due to the +20% increase in casting speed, would allow you to fit the occasional Holy Justice in
there. Furthermore, youd surely overcome any Cleric>Sorcerer>Inquirer in a typical duel (your
barrier lasts longer lolly no Im not kidding on how important that darn Holy Barrier is for
pvping every second counts)
Priest>Warlock
Surely, Priest would really be critical when youre still soloing to Lv90 (even as a Warlock)
however, every effective party after that should include a Bishop (takes care of the entire partys
heal & condition with buffs). A Priests role for a Warlock therefore is much lesser than for an
Inquirer (Bishops will overwrite all of your buffs). No you will not be soloing after Lv90, youd get
yourself killed and itll require too much work to remain alive. A Priest>Warlock by pure logic is
much more capable than a Sorcerer>Warlock in general situations.
Priest>Elemental Master
Makes your Elemental Master job not as bad as it looks with the fix in your lack of healing spells
(when supporting a Party). Priest is the sole lifesaver for anyone considering going Elemental
Master, however do note that your healing is less effective than a Bishop (esp. a Bishop who just
graduated from Sorcerer). Within a party with a Bishop, youll provide the missing buffs (very
effective for offensive fighters & rogues alike). With Priest in the back of your hand, you can
assist a Bishop with the healing. Itll make you feel even better to keep in mind that a
Priest>Elemental Master is far more potent in a party than a Sorcerer>Elemental Master.
Bless Wind (Lv2)
increases the targets movement speed by 14% for 16minutes.
Shield (Lv3)
increases the targets physical defense by 14% for 17minutes.
Holy Barrier (Lv2)
renders the target invulnerable to all incoming attacks/skills except heals & Bloodstream in
1.2seconds for 4.8seconds. 34.1seconds left of cooldown before re-casting.

*means it repels buffs as well


Shrewd Spell (Lv1)
enhances spell casting frequency by boosting casting speed by 20% for 15minutes.
Sorcerer>Bishop
Also a rather popular path for many Bishops out there. Sorcerer works very similarly by how
Wizard assisted Priest, making them very potent healers. Picking Sorcerer beforehand, as a
Bishop, youd gain more magic attack (Spell Craft) alongside a boost of additional magic attack
(Wizardry). Most importantly, you will have a strong Bloodstream under your arms to better keep
your MP in check while supporting a large party. You will be capable of soloing til Lv90 with your
Sorcerer AoEs (Lv10 Blizzard, Lv10 Fireblast) and be a better help in parties beyond that with an
option of assisting mob control when it is needed (Wind Spike, Blizzard). Furthermore, you have
the choice of becoming a very potent pvper with Lightning Stun (may stun target) added to your
list of battle spells.
Sorcerer>Inquirer
Basically an Inquirer capable of casting mediocre versions of Fireblast & Blizzard (the two main
Sorcerer AoE spells). Theres nothing more to that, since youll be using your Inquirer spells in
the end anyway (Sorcerer AoEs are just not enough). Youll think that getting Lightning Stun
would help in pvp, but honestly, I wouldnt count on it (lack of Holy Barrier). Sure being able to
stun some enemies while soloing is nice but sacrificing some protection and other convenience
from Priest doing so isnt really accounted for. Youll gain nothing from Spell Craft or Wizardry,
since those are merely exact repeats from Sorcerer (in other words, Inquirer provides the same
exact ones). In my opinion, this path doesnt look too good, however Id put down that
Sorcerer>Inquirer beats the straight line path, Monk>Inquirer.
Sorcerer>Elemental Master
Even worst than Sorcerer>Inquirer. Youre AoEs from Sorcerer will grow ineffective as you go
deeper into Elemental Master. Its pretty terrible to know a Sorcerer>Inquirer could use those
weak AoE spells better than you can (remember that Inquirer provides higher chances to hit
critical notes, alike to Monk, only better). Your role itself is place on a support hold, of which you
are still incapable of supporting the partys health (no Elemental Masters cant heal). So you cant
really support a party offensively, and you fail at supporting a party defensively. In other words,
youre doomed.
Bloodstream (Lv1~15)
recovers 49~378+???MP in 2seconds. 15seconds left of cooldown before re-casting.
25~190HP expended per cast.
*may only be applied to yourself
*leveling it to lv15 is optional, since the ??? value is dependent on your current magical attack
Wizardry (Lv4)
increases your magical attack by 12% for 10minutes.
*Inquirers already have it
Spell Craft (Lv10)
increases your magical attack by 10% permanently.
*Inquirers already have it

Wind Spike (Lv6~10)


holds a (stable) damage magnitude of 117~205. Casts in 1.8seconds within a range of 16meters.
Affects all targets within 3.5meters of the designated target (AoE). All targets within impact have
a 75~79% chance of a 50% movement speed reduction for 9seconds. 6seconds left of cooldown
before re-casting. 105~159MP expended per cast.
*gives Bishops something to cast at the partys mob when theyre bored of healing.
*ideal for mob control since it cripples monsters motion
Monk>Bishop
I know its Monk, but a Monk>Bishop will still support a party like how any Bishop would
(concerns Sorcerer>Bishop). Replacing the position of Sorcerer (more potency in healing spells
due to added magical attack), a Monk would grant you durability as a Bishop (Light-Armor
Expertise, Armor Link). You would also have two added target buffs of which a normal Bishop can
not pull alone, one that boosts critical probabilities for spells (Fortunate Magic for the Warlocks
who dont have it) & one that increases maximum HP (Bless Vital) to ensure more survivability for
the party. In a short sense, Monk plays a vital roll in keeping the healer (you) alive.
Monk>Warlock
Believe it or not, Monk makes a Warlock more devastating than ever. Monk itself increases a
Warlocks chances of survival against mobs very much like how it helps protect the Bishop path
above. However, I find that the critical buffs from a Monk the reason why it makes a Warlock a
much more potent AoEing character (Fortunate Magic, Twinkle Magic). Everyone knows that
critical strikes double the amount of damage. Thats exactly what we need from an offensive
mage.
Monk>Elemental Master(?)
Dont even ask, you know thats practically impossible
Light-Armor Expertise (Lv10)
+9.1% physical defense when light armor is worn.
*allows you to wear light armor
Armor Link (Lv4)
increases your physical defense by 21% for 10minutes.
Fortunate Magic (Lv1)
improves the targets chances of dealing twice as much damage with spells by increasing the
targets magical critical rate by 10.8% for 5minutes.
Twinkle Magic (Lv2)
improves your chances of dealing twice as much damage with spells by increasing your magical
critical rate by 15% for 18minutes.
Bless Vital (Lv4)
increases the targets maximum HP by 15% for 18minutes.

~:~:~: 4th -> 5th job combos [01K]:~:~:~


(thats it, this is your final choice)
Bishop>Grand Master
Advantageous yet somewhat unnecessary. Recall how I described how Priest contributed to

Warlock? Well the pattern is no different here. Your friendly supporting Cardinal buddy will
overwrite every single one of your Bishop buffs even the Shrewd Spell one. As a Grand Master
& considering the difficult monsters to be faced, you can not go on without others behind your
back. The only time Bishop shines for you is when you join a party without a Cardinal. Yet you
cant go on supporting and healing like you used to. You SP will be extremely tight when you
attempt to invest in your powerful AoEs & passive/selfbuff skills. With that logic, there has to be a
Cardinal around to heal everyone else. However I will say, Bishop>Grand Master can take down
any standard Warlock>Grand Master within a duel (mainly due to invincibility). Not only that, you
can flicker on your 9.6second Holy Barrier in times of trouble. Seriously, a Cardinal cant use
their Holy Barrier on everyone in the party, so thats one major advantage.
Bishop>Soul Arbiter
King of pvp on the mages side. Inside the heat of fighting other players, youll have your trusty
9.6second Holy Barrier with you, a moderately powerful Shrewd Spell (+35% casting speed ~Lv3
Shrewd Spell), alongside your own speed buff (+25% movement speed ~Lv5 Bless Wind). Not
only that, if your barrier ever falls down and you think you can keep going, your defensive buffs
from Bishop will guide you through just that (note that if your barrier does fall, youre going to
need a LOT of HP to start putting up a fight with your targets attacks (+stuns, slows, exc.) so I
wont mention those defensive buffs in detail). Even with the newly added AoE attack (Holy
Earthquake, range is lame like Fireblast however, hey look, it can stun) added to Soul Arbiter of
which its brothers Inquirer and Monk dont have if your role within a party is still limited, Bishop
is your #1 friend when you go back to soloing again (yeah, thats going to be difficult). I know
Warlock>Soul Arbiter sounds good, but those AoEs from Warlock will soon grow insufficient
when compared to what your Holy Earthquake and other spells can do.
Bishop>Necromancer
I could say the roughly same thing for this path as I did for Bishop>Grand Master: Advantageous
yet somewhat unnecessary. The main benefit would be the powerful Holy Barrier for pvping
situations & saving your life against mobs. Everything else a Cardinal should take care of. Im
very sure you cant play front row AoE mage & support mage at the same time by the looks of
your SP. Even if you could, itll be an extremely hectic job.
Bishop>Rune Master
The only path Id recommend for anyone striving to get those far-out buffs an Elemental Master
has. Rune Master will provide them in a more advanced fashion. Using logic, Bishop itself is a
very potent supporter. Going on from Bishop will still allow you to heal others effectively (Group
Heal still remains at 1.6seconds even for Cardinals). Im very curious on how a Rune Masters
Silence Rune spell works (noted to disable a targets capability to use skills)
Bless Wind (Lv5)
increases the targets movement speed by 25% for 19minutes.
Shield (Lv6)
increases the targets physical defense by 18% for 20minutes.
Holy Barrier (Lv5)
renders the target invulnerable to all incoming attacks/skills except heals & Bloodstream in
1.2seconds for 9.6seconds. 58.1seconds left of cooldown before re-casting.
*means it repels buffs as well

Shrewd Spell (Lv3)


enhances the targets spell casting frequency by the targets boosting casting speed by 35% for
20minutes.
Warlock>Cardinal
Very much the same pattern we went through before (more potency in healing, just like how
Wizard>Priest & Sorcerer>Bishop works). The main sense is all the same, only the skills are
more advanced. When I mean more advanced, Im talking about the nice Spell
Craft, Wizardry, Staff Training, & a topping ofBoost Spell. Id like to add that Warlock would prove a
Cardinals stunning AoE to be much more effective (damage-wise). Yes, the new catch is that
Cardinal is the first ever supporting based class which offers an AoE attack (not to mention, from
the looks of things, it seems to stun pretty well lolly, that means AWESOME mob control right
there).
Warlock>Soul Arbiter
<<< No one told me ^^ that I forgot to write about this combination >>>
Warlock>Necromancer
It might look like running in a straight line with this one, however it can be somewhat of an small
advantage. Warlock shall provide the missing Staff Trainingfor you, alongside that
momentary Boost Spell selfbuff. Youd get a decent Wind Spike to trim the movement of mobs, but
thats just about it. Everything else Im pretty sure gets overwritten by Necromancer. I personally
dont recommend doing this, however if you want to avoid Inquirer, its an alternative for damage
dealers going Necromancer. Be sure to plan your full path very well (hint hint, its already
planned on the formulae section above).
Warlock>Rune Master(?)
I wouldnt think so how are you going to support the party effectively? Recall what I mentioned
about Sorcerer>Elemental Master?
Bloodstream (Lv1~20)
recovers 49~551+??? of your MP in 2seconds. 15seconds left of cooldown before re-casting.
25~271HP expended per cast.
*leveling it to lv20 is optional, since the ??? value is dependent on your current magical attack
Wizardry (Lv6)
increases your magical attack by 18% for 10minutes.
*Soul Arbiters already have it
*Necromancers have a stronger version
Boost Spell (Lv2)
increases your magical attack by 15% for 30seconds. 8seconds left of cooldown before recasting.
*ideal for use in pvp/gvg or when you feel the need to deal slightly more damage due to short duration.
Spell Craft (Lv15)
increases your magical attack by 20% permanently.
*Soul Arbiters already have it
*Necromancers have a stronger version

Staff Training (Lv10)


increases your magical attack by 12.7% permanently. Boost only applies when youre equipped
with any kind of staff.
*wands apply as well since theyre considered to be 1handed staves
Wind Spike (Lv11~15)
holds a (stable) damage magnitude of 220~374. Casts in 1.8seconds within a range of 16meters.
Affects all targets within 3.5meters of the designated target (AoE). All targets within impact have
a 80~84% chance of a 60% movement speed reduction for 10seconds. 6seconds left of
cooldown before re-casting. 189~294MP expended per cast.
*ideal for mob control since it cripples monsters motion
Inquirer>Cardinal
Provides a comparable magic attack passive and self buff to a Warlocks
(Witchcraft, Concentration), though an Inquirers Spell Craft and Wizardry is lesser. Watch out with
Concentration though, once you have it on, itll eat some of your protection. All in all, Inquirer will
surly make your stunning AoE (oh yeah, its called Shield of Justice by the way) more deadly with
those nice magical critical buffs (Fortunate Magic, Twinkle Magic). Not only that, Inquirer will do
Monks job in the paths above with style pointing out a better Light-Armor Expertise , Armor Link,
& Bless Vital. Say hello to even more party assistance with two added mob controling AoEs (80%
sleep for 20sec ~Lv5 Tranquility, 80% immobilization for 16sec ~Lv5 Cripple).
Inquirer>Grand Master
Aka Grand Master of PAIN. The one and only pair of jobs which truly unleashes the wrath of a
Grand Master (yes, it is said they deal heavy damage with several AoEs). Grand Master already
has the best Wizardry, Spell Craft, Staff Training, & Boost Spell when they feel like they havent
done enough damage. What would an Inquirer do to that? Make it even better.
Remember Concentration & Witchcraft from Inquirer? Just stack all of those skills together as see
what you could create. Alongside that, Inquirer will do its job in making Grand Master less
vulnerable to death (term of squishy shared across all mages) & provide Grand Master the
best chances to dish out critical strikes with their AoEs. Just keep in mind that Grand Master
tends to cast their heavy damage spells very slowly
Inquirer>Necromancer
Works just like how Inquirer kicks more punch into Grand Master, more magical attack
with Witchcraft & Concentration (when you need it) alongside more chances to hit critical strikes
with Fortunate Magic. One thing to know, Necromancer surely has the same Spell Craft &
Wizardry as Grand Master, however theres no Staff Training or Boost Spell provided.
Necromancer wont get as much critical assistance compared to what Grand Master could
benefit from Inquirer, since Necromancer has its very own Twinkle Magic (exact level, just like an
Inquirers). Necromancer also wont gain anything at all from an Inquirers Light-Armor Expertise,
for a Necromancers own Light-Armor Expertise skill overwrites it (Lv20). Inquirer will still provide
its Bless Vital & Armor Link for a Necromancer though, giving you more survivability. You might
also find Tranquility and Cripple from Inquirer somewhat useful when a mob starts of over agrro
you (more mob control, yay!).
Inquirer>Rune Master(?)
No youre kidding

Light-Armor Expertise (Lv15)


+13.6% physical defense when light armor is worn.
*allows you to wear light armor
Armor Link (Lv6)
increases your physical defense by 24% for 10minutes.
Witchcraft (Lv3)
increases your magical attack by 13% permanently. Boost only applies when youre equipped
with a type of staff.
*wands apply as well since theyre considered to be 1handed staves
Concentration (Lv2)
increases your magical attack by 12% for 3minutes. 4minutes left of cooldown before re-casting.
*ideal for use when Holy Barrier is active or when youre not being aggrod by mobs/attacked by
fighters/rogues in pvp/gvg
*gives you a PK-mode effect (but youre not in PK-mode! XD)
Fortunate Magic (Lv3)
improves the targets chances of dealing twice as much damage with spells by increasing the
targets magical critical rate by 16.3% for 5minutes.
Twinkle Magic (Lv5)
improves your chances of dealing twice as much damage with spells by increasing your magical
critical rate by 20.1% for 20minutes.
Bless Vital (Lv6)
increases the targets maximum HP by 20% for 20minutes.
Elemental Master>Cardinal
A possibly tough path to pull out of the dark, however youd be a friendly Cardinal alright. As a
matter of fact, Im very sure many fighters and rogues would love to see you walking around their
street. Theyll be very eager to embrace your buffs from Elemental Master. As far as I can say,
this would make the most well rounded buffing (not healing) Cardinal (for fighters and rogues
again, mages would rather see an Inquirer>Cardinal due to their Fortunate Magic).
Elemental Master>Grand Master(?)
I seriously dont know why youll do this to yourself stop throwing more skills at yourself that
wont help you much at all. Your SP is on a budget.
Elemental Master>Soul Arbiter(?)
lolly? Dont even make me think about it. Funny thing is that youll get a Lv3 Holy Barrier (7.5
seconds) from doing this to yourself.
Elemental Master>Necromancer(?)
If youre half elf, half human, you might have a chance at it. Im sure youll have a really fun
time

====== The reason behind everything ~~~~~/[01L]


Read all of that and still couldnt figure out why people pick certain jobs to gain advantages
through hybridizing? Heres a gist of it all, one job at a time.

they pick Wizard in the beginning to


steal Bloodstream to regulate their MP without the need of potions
(esp. those making their journey to Priest or Monk & dont plan to return back to Wizard-like jobs on
their next job change)
score a LvUp on their automatic magic attack passive ASAP
(esp. those aiming for the most magical attack possible)
score a LvUp on their automatic casting speed passive ASAP
(for the very small added casting speed obviously)
they pick Cleric in the beginning to
steal Fast Heal to regulate their HP without the need of potions
(for those who are headed to Sorcerer & Monk alike)
steal a basic Holy Barrier
(3.2seconds of invincibility for survivability & a chance at pvp)
they pick Sorcerer next to
continue scoring a LvUp on their automatic magic attack & casting speed passives
(for the former Wizards)
begin scoring a LvUp on their automatic magic attack & casting speed passives
(for former Clerics)
steal Spell Craft & Wizardry to increase magical attack further
(for those heading into the support realm: Bishop)
steal a moderate Bloodstream to regulate MP
(for upcoming Inquirers planning for the best Cardinal and Bishops alike)
they pick Priest next to
attain as much supporting capabilities as possible before 4th job
(for those heading into the long road of an Inquirer or the risky ones optimizing themselves before
Elemental Master)
steal a moderately low Holy Barrier
(4.8seconds of invincibility for survivability & a chance at pvp)
they pick Monk next to
attain the best possibilities to hit critical notes with spells before 4th job
(for those preparing for Warlock who wish to dish out tons of damage)
(for those preparing for Bishop who wish to be devastating in pvp)
grab the new suit of protection known as light-armor as well as protective buffs
(for upcoming Warlocks or Bishops alike who wish to have better chances at survival)
they then pick Warlock last to
steal Staff Training & Boost Spell to improve magical attack
(for those directed to Soul Arbiter who wish to deal as much damage as possible)
(for those directed to Cardinal who avoided Inquirer but still wish to have high potency in healing &
their Shield of Justice AoE)
(for those directed to Necromancer who also avoided Inquirer but still wish to have high potency in
their attacking spells)
steal the best Bloodstream possible
(for those headed to Cardinal, Soul Arbiter & Grand Master alike)
LvUp on their automatic magic attack passive before their 5th job
LvUp on their automatic magic critical passive before their 5th job
they then pick Bishop last to

attain as much support capabilities as they can


(For those heading to Soul Arbiter who are still up for rough soloing)
(For those who want to optimize themselves for support before heading into Rune Master)
steal the best Holy Barrier for survivability & being lethal pvping agents
(maximum of 9.6seconds of invinciblity, pvp/gvg mainly concerns those going Soul Arbiter or
Necromancer, esp. Soul Arbiter though. Grand Masters will enjoy having the barrier around in case
of emergency)
LvUp on their automatic magic attack passive before their 5th job
LvUp on their automatic casting speed passive before their 5th job
they then pick Inquirer last to
attain the best possibilities to hit critical notes with spells before 5th job
(for those preparing for Grand Master who wish to dish out tons of damage)
(for Cardinals who wish to optimize their Shield of Justice AoE)
(for those heading to Necromancer who wish to have slightly better chances at criting)
grab the suit of protection known as light-armor as well as protective buffs if they missed out on it
before
(for those setting up for Grand Master or Cardinal alike who wish to have better chances at survival)
(for those heading to Necromancer who wishes to just gain more physical defense from Armor Link &
more HP from Bless Vital)
they then pick Elemental Master last to
attain those hard to get buffs that are beneficial for fighters/rogues only
(for those heading to Cardinal who wish to support their fighter/rogue friends even more)

====== BONUS: Rank me easy to hard ~~~~~/[01M]


Random added info on training difficulty of certain jobs.
I find that both Wizard AND Cleric are both fairly easy to Lv, none really faster than the other.
Wizard has generally more magical attack (its the darn Spell Craft I tell you) while a Cleric
generally moves around faster than a Wizard (+10% movement speed from Bless Wind, yes that
matters a lot). The main attack of a Wizard (omg itz Fireball) is (believe it or not) weaker in
damage magnitude than a Clerics main attack (no really, youre saying its Holy Strike?). Fireball
casts in 1.8seconds, cools down in 2.8seconds, & has a range of 1meter less than the range of
Holy Strike, while Holy Strike casts 0.2seconds slower than Fireball but cools down 0.3seconds
faster. Everything really cancels each other out. Youll just have to buy HP pots for a Wizard and
MP pots for a Cleric, lolly.
Id say a Sorcerer has an easier time training than a Monk. Why? I blame the AoEs, since AoEs
lead to the possibility of killing a lot of things at the same time in 1 shot (thats one button on the
keyboard, people). As for poor little Monk, youll have to stay active and cycle through several
button presses (thats more effort for you) as you mow down enemy targets. Its even possible for
a Priest to train at more ease than a Monk (Priests are horrible at soloing, Im DEAD serious
been there, done that) as long as they can find a good party to support (supporting is easy too
one dude? No problem, Great Heal em. A crowd of six? No problem, Group Heal em, lolly). As
for Monk, say hello to soloing torture (no birthday parties for you either!).
Now going into Inquirer hmm thats a good one. I already got sick of soloing with Monk, Im not
sure I can handle what it takes to be an Inquirer (in-game only, I can inquire all I want here).
Basically, parties will have a much easier time training and leveling up while youre stuck playing
punching bag with one monster at a time til you advance your job. Bishops will be wanted in

parties to support & Warlocks can get into parties to assist everyone in vacuuming mobs left and
right. Im not so sure about Elemental Master. In my own opinion, I think that job should be
ignored (Rune Master seems more worth the trouble, since the gap of effective support between
Priest and Bishop is MASSIVE).
As for the 5th job classes, who knows~ =D Im clueless, are you?

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