The Full Swings power up our staple attacks, which is always nice. Smart Knockback makes it easier to reduce how often enemies will attack you. The reason I put spare points for Final Toss is because the damage increase for the enemies in the air seem really minuscule because it requires setting up the enemy for the bonus damage.
Increases up to 10 times. The buff disappears when you lose your combo count. Requires Double Swing Lv Double Swing Max: Lv20 Press the attack key twice to attack up to 12 monsters two times. Which means two things: First, you will be burning lots of MP. Combat Step Max: Lv15 Press the arrow keys twice to move quickly to another distance. Cannot be used while jumping.
Requires Double Swing Lv5. Can only be used when having a polearm equipped. Requires Lv5 Combat Step. This is what sets you apart from spearmen and DKs. When maxed, this increases your attack speed by 3. Only applied with a polearm equipped. Requires Lv3 Triple Swing.
Like all warriors, you have to max this. However, you have another reason to do so: Aggression see 4th Job Skills. Triple Swing Max: Lv20 Press the attack key three times to attack up to 12 monsters three times.
Requires Lv20 Double Swing. This last hit does the most damage out of all three when maxed. The damage multiplier listed is the damage of the third hit; the total damage dealt is this multiplier added on to Double Swing. Triple Swing will be your main attack combo for 2nd Job…. You have to use Triple Swing first before using this skill.
Requires Lv20 Triple Swing. Requires Lv1 Combo Ability. That damage multiplier is just ridiculous for a 2nd Job skill. Use this to clear Monster Carnival monsters e.
Watch this video tutorial on how to obtain this skill. Body Pressure Max: Lv20 For a short period of time, you can attack monsters with your own body. The attacked monster has a small probability to get stunned for 5 seconds.
Therefore, Body Pressure is more of a skill to let you avoid getting hit by touch damage like Dark Sight except that Dark Sight works on bosses. The buff effect from this skill does not affect boss and mini boss. Affects non-boss monster in Monster Carnival 1. Great asset for Aran to earn additional combo when bumping into mobs of monster while swinging his Polearm.
Works hand in hand with Combo Drain. Also, you might want to reconsider activating Body Pressure for some monster such as those who deals magic damage, you want to bump into them to get physical damage instead of magic damage because magic damage deals lots more damage to Aran. This is due to Aran poor magic defense compare to weapon defense. It gets kinda useful for saving people I guess. Apparently, all mobs in Monster Carnival 2 are immune to this. Aran 3rd Job Advancement Video.
This is a must-have! For every 10 combos, your critical damage and critical rate goes up. Requires Lv10 Combo Ability. This is the second jewel that makes an Aran shine like the heavens. A warrior hitting criticals is just awesome.
Final Toss Max: Lv30 Toss up to 12 monsters in the air. If you attack monsters in the air, they will receive additional damage. Can you imagine hitting a critical on tossed monsters? Fenrir Phantom Max: Lv30 The soul of the wolf is summoned and merged into the sword to attack monsters twice from a wide range.
Requires Lv10 Combo Smash. Snow Charge Max: Lv20 Adds an ice element to the polearm for a short period of time. Be very careful when fighting mobs like Bain! Smart Knockback Max: Lv20 Lower the damage required to knockback a monster. This means that, at max level, if a mob normally requires 10k damage to KB, only 1k damage will be needed after casting. Whirlwind Max: Lv20 Push away monsters to the left and right side with a powerful wind. Aggression Max: Lv30 Passive Increases the pole arm mastery as well as weapon attack.
Requires Lv20 Pole Arm Mastery. Training is never going to be the same again. Requires Lv20 Full Swing. This is WAY over extreme. You bet I am. Button-mashing happy? Lv1: Damage taken It should. This is a carbon copy of Achilles. Final Blow Max: Lv30 Swing your polearm widely to attack fiercely up to 12 monsters. You can rush mobs with Polearm Push, or maul them with this. Here comes the Polar Bear!!! Combo Tempest Max: Lv30 Turn surrounding monsters into ice that makes them die instantly.
It deals four consecutive hits of powerful damage to boss monsters. Requires Lv10 Fenrir Phantom. HT popsicle, anyone? Combo Barrier Max: Lv30 Grants a buff that makes party members to receive less damage for a limited time. Requires Lv10 Combo Drain.
Freezing Posture Max: Lv30 Just like a frozen glacier you cannot be pushed back by an attack of a monster due its massive weight. The higher the skill level, the more types of abnormal conditions one can nullify.
Lv1: MP , Escape from any abnormal condition, Cooldown time: 10 minutes Lv5: MP , Escape from any abnormal condition, Cooldown time: 6 minutes Notes — Again, this is exactly the same as the one that Adventurer characters get during 4th Job. It is rather powerful, though. This will take over from Double Swing. Take note that the last hit moves you forward a little bit, so keep some potions handy.
This makes sure that you deal a little extra damage when the last hit moves you a little too far forward. Still, keep some potions handy at all times. At max level, this will slash 12 enemies 3 times each then slash once more to pile them up. This will be your main attack combo for mobbing once you get Polearm Push. Note that you can press to rush toward the left. This will probably kill off most of the enemies closer to you. Just continue whacking before they land to deal maximum damage.
Just be quick with it or you may miss your chance to hit them with Combo Smash. In such a case, you can use Polearm Push to pile them up first, then use Polearm Finale to crush them. Polearm Push or Polearm Finale? Use Polearm Push when facing a large group of spaced-out monsters. For example, there are 2 groups of monsters, one in front of you and the other behind.
You kill off one group, then turn and Combat Step to the other group and start hitting them. Therefore, Combat Step might be a better choice to max compared to Polearm Booster. Super Rush on Snow.
Smart Knockback reduces the minimum damage requirement to knockback a monster. This skill is very helpful for party members especially DPS players damage per second such as Pirate, Bow Master, Night Lord to spam their attacking skill without having knockback by monster attack! Like the Knights of Cygnus, the Arans get their first mount at Lv The mounts get an upgrade every 50 levels.
Yeti Skin, 50 Seal Meat. Notes — I would recommend mobbing monsters around your level with the weakest polearm you can find to get the last 2 medals. Aran the Hero W. From quest given by Cassandra.
You have to be level 15 to do this quest. When you become level 15 , A light bulb will pop up above your character. Double click the light bulb and follow the steps. You will have to add Combo ability for this quest. A: There are two methods you can choose: Fast or Slow way.
If the monster has high avoid, you will be getting misses and no combo. Or you could use the conventional method where you train as normal but in an area with mobs lots of monstesr [Slow Method but Takes Long Duration to Complete] The slow method does not require you to burn ANY potion. It can be done at ANY level! Cool right? Ok, first, head to a place such as Southern Forest 3 green mushrooms or any place where you can find many close gap platform.
Poke deals a maximum and minimum damage of 1. One green mushroom has HP, poking them times earns combo. Repeat this step on the 2nd mushroom to earn another combo! Q: Which place is best to gain lots of combo? Visit noo noo the snowman boss in town Visit one map before sleepywood town with hordes of curse eyes and evil eyes Visit perion with alots of dark axe stumps.
The advantage of this method is you can earn your combo expert medal at a very early stage when you have not much meso to buy those potions. Here is a tip! Leave monster behind as backup while waiting for the next spawn to appear, then round up those mob once they spawn. Only Aran can obtain the medal because this is the only class that have combo counters.
Combo Medal Quest are specially for Aran only. After using Beyond Blade 3rd Hit, you will not be pushed back by any enemy attacks when using Beyond Blade. Enemies hit by the blizzard will resist stuns for 90 seconds and won't be stunned by other skills, such as Blizzard Tempest, either.
If Aran's direct attack skills, aside from Finisher - Storm of Fear, successfully hit enemies who are under the Dire Wolf's Curse, the curse grows stronger, whereupon falling ice chunks -- which ignore attack reflection -- will deal additional damage to enemies under the curse near that enemy and Aran.
Max Level Cooldown Attack Skill. Comments Section. Uzify Guest. All comments are moderated before being posted. Sengoku Kanna Hayato. Flora Illium Ark Adele. Tools Farming Timer.
Adds your attacks to your Combo Count. Surround yourself with bitingly cold air to reflect damage taken from bumping into enemies. Through intense study, you've perfected your polearm swing. Permanently increases damage and infuses your polearm with the powers of the ice spirit for a short time. Uses centrifugal force to spin your polearm in place, lifting nearby enemies.
Lifts multiple enemies in front of you into the air. Absorbs some of the damage you dealt to the enemies as HP. Swing your polearm around to deal massive damage, ignoring some DEF. Permanently increases Attack Power and Defense, and allows you to knock enemies back with a small amount of damage. Slams your polearm into the ground with great force, launching nearby enemies into the air. Uses your polearm blade as a hook to gather nearby enemies in front of you.
Allows you to use Smash Swing while airborne. Masterfully counts up your attacks in a Combo Count. A rush of adrenaline pushes your battle prowess to its maximum. Calls upon all of Aran's might to sweep enemies away with Maha. Through intense study, you've perfected your polearm swing and Smash Swing technique. Temporarily increases the stats of all party members.
Hones your resolve to ignore certain abnormal status effects. Pummel your enemies with a series of swings so quick that your polearm becomes invisible.
What was the name of the island where Aran was asleep for centuries Maplestory? How do you do 2nd job advancement for bowman in Maplestory Episode 2? How do you get 3rd job advancement for dual blades in maplestory?
Where do you get Polearm booster skill from Maplestory? How did Maplestory begin? How do you make a aran in Maplestory? Where can you find the seconed job advancement person for pirates in Maplestory? How does a warrior make a job advancement in Maplestory? Where are octopusesrates in Maplestory? How can you change your combos in Maplestory? Is aran the best Maplestory job? Is Maplestory getting a fifth job advancedment?
What if you want to make your second job advancement in Maplestory at level 38? Where do you get dim aran memory fragments in Maplestory? Study Guides. Trending Questions. Just like any other third job classes, the Arans have a plethora of almost godly attacking and buffing skills at their disposal. Many builds as such can come out of this power buffet. Go to Erev to obtain Full Swing from Nineheart. Next on the list, Full Swing is maxed next to provide great damage.
Now from here on there are two different builds: the Snow Charge build for slowing monsters down and the Final Toss build for large damage numbers. The reasoning behind this build is that the primary addition to Snow Charge slows down monsters and prevents them from doing touch damage. Final Toss is maxed next to provide some extra damage on top of Triple Swing.
The reasoning behind this build is the same as above, except it is reversed. Aran fourth job skills are obtained in the usual way, through the completion of quests and the usage of mastery books. This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds. There are a multitude of builds that can be used.
The reasoning for this build, is you start off with two in Overswing, because like Full Swing, it replaces Triple Swing with a whole new animation, and adds more damage. Then you add one to Final Blow, because it kind of acts like a Final Attack that you can use whenever you like.
This beginning build is quite simple. First, High Mastery is increased to give more stable damage. Then Over Swing gives you five attacks. More attacks means more damage. Then Final Blow gives even more damage on top of Over Swing.
Finally, High Mastery is increased to 26 to give the maximum mastery possible. Combo Barrier is first increased to decrease damage taken in a party. Then Maple Warrior is increased to give that little stat boost. After that some SP is put into Over Swing for the damage. Then high mastery is increased to give more stable damage. You are commenting using your WordPress. You are commenting using your Google account.
You are commenting using your Twitter account.
0コメント