Band of Seven Union

Would you like to react to this message? Create an account in a few clicks or log in to continue.

Welcome to the band of seven guild forums


    Mercenary Help and Guide

    Sarutobi
    Sarutobi
    Admin
    Admin


    Posts : 66
    Join date : 2009-01-15
    Age : 30
    Location : at home on my computer

    Mercenary Help and Guide Empty Mercenary Help and Guide

    Post  Sarutobi Sun Jan 25, 2009 2:10 pm

    Pros:

    Highest defense
    Good Hp
    Group friendly
    Spear has a great Area attack

    Cons:

    Armor degrades quickly
    Low magic defense
    Low accuracy

    Mercenary Qualification
    Prepare 83 gold and 4 empty equipment slots.

    Exit from the south of Eversun City (if you can fly, you can go north.) Head west to reach Swan Lake Basin. In Tranquilton is the mercenary instructor; pay him the 83 gold to receive a sword, saber, staff, and certificate. Wear the three weapons down to 99 durability or lower (by attacking things, of course). Return the three items, but not the certificate, and you will unlock the mercenary job.



    Mercenary Skill List
    Ax Attacks
    Except for the two taunting and one shield skill, all of these require an axe.

    Skysplitting Chop: A powerful ax attack that seems to split the heavens. User is vulnerable for a short while after use. (require Ax)
    Owl Slash: A powerful single target attack skill with low accuracy. User is vulnerable for a short while after use. (require Ax)
    Precision Strike: Focuses on the target's weak points, increasing attack by 3% and accuracy by 5. (require Ax)
    Better-Blocker: Protective shield blocks which increase defense by 20%, have a block rate of 2, and reduce movement by 15%. (require Shield)
    This skill does not require an axe, but does require a shield, which cannot be used with a spear.
    Taunt: Attracts the attention of a monster and draws its attacks. User is vulnerable to attack for a short while after use.
    This skill can be used with any or no weapon. The delay between uses is 10.
    Cross Chop: An ax attack that makes a cross shape, damaging nearby enemies. User is vulnerable for a short while after use. (require Ax)
    All Bets Are Off: Ignore damage to self and engage the enemy in a contest of power. User is vulnerable for a short while after use. (require Ax)
    All or Nothing: Sacrifices 10% of defense to raise attack by 6%. (require Ax)
    Iron Curtain: Creates an iron wall using an ax that temporarily increases defense by 100 and magical defense by 80. (require Ax)
    Mock Monsters: Attracts the attention of a group of monsters and draws their attacks. User is vulnerable for a short while after use.
    This skill can be used with any or no weapon. The delay between uses is 10.
    Spear Attacks
    All of these skills require a spear.

    Casting a formation skill temporarily raises your attack speed by 2.

    Stabbing Strike: A thrusting spear attack. User is vulnerable for a short while after use.
    The delay between uses is 15.
    Wicked Windmill: Damages all enemies in the surrounding area. User is vulnerable to attack for a short while after use.
    The delay between uses is 20.
    Goose Formation: Offensive formation that increases movement speed and attack, at the expense of defense. More people improve the effect.
    This skill has a stronger effect when more team members are within visible distance, to a maximum of six people, including the caster. They must be even closer to receive the benefit of the skill themselves.
    Circle Formation: Defensive formation that increases defense, at the expense of movement speed. More people improve the effect.
    This skill has a stronger effect when more team members are within visible distance, to a maximum of six people, including the caster. They must be even closer to receive the benefit of the skill themselves.
    Dustpan Formation: Defensive formation that increases magical defense. More people improve the effect.
    This skill has a stronger effect when more team members are within visible distance, to a maximum of six people, including the caster. They must be even closer to receive the benefit of the skill themselves.
    Stick and Twist: A thrust followed by a twist of the spear inside the wound. User is vulnerable for a short while after use.
    Corkscrew Slice: A penetrating thrust using a screwing action. User is vulnerable for a short while after use.
    Arrow Formation: Offensive formation that increases attack. More people improve the effect.
    This skill has a stronger effect when more team members are within visible distance, to a maximum of six people, including the caster. They must be even closer to receive the benefit of the skill themselves.
    Snake Formation: Defensive formation that increases defense, block and attack speed. More people improve the effect.
    This skill has a stronger effect when more team members are within visible distance, to a maximum of six people, including the caster. They must be even closer to receive the benefit of the skill themselves.
    Crane Formation: Offensive formation that increases magical attack. More people improve the effect.
    This skill has a stronger effect when more team members are within visible distance, to a maximum of six people, including the caster. They must be even closer to receive the benefit of the skill themselves.
    Mercenary Skills
    Equip Spear: The ability to equip spears.

    Equip Ax: The ability to equip axes.

    Equip Heavy Armor: The ability to equip heavy armor.

    Equip Shield: The ability to equip shields.

    Spear Mastery: Allows spears to be used regardless of job at 5% of their full strength.

    Ax Mastery: Allows axes to be used regardless of job at 5% of their full strength.




    Builds
    Build Overview: Mercenaries are a valuable asset to any party due to their tanking abilities. Their high defense in combination with powerful attacks make them a dominant hand-to-hand fighter. There are several different ways to build a mercenary's stats, and none are particularly better than any others; they each have their own uses. In order to create a mercenary with high attack it is a good idea to wear leather armor. Though it has lower defensive capabilities than the more commonly worn heavy armor, it has an attack bonus that is very useful. Since all of the leather armor gives only a 2 stat increase in physical attack, however, it may be a good idea to keep a good balance between light and heavy armor. Try epuipping heavy armor to parts of the body that give larger bonuses, such as the body and leggings, and leather armor to those such as gloves and boots. In addition, if you are one who prefers to fight alone, an axe and shield may be a good idea rather than a spear, for it has many powerful single-enemy attacks. On the other hand, a mercenary with a spear is great for parties due to its formation skills and aoe attacks. As far as stats go, though some may want to go full out strength in order to increase the mercenary's attack power, it is a good idea to level up a mercenary's durability as well, because it is one of the only classes that has a durability skill that increases both attack and defense. Keep in mind, though, that it is always your choice to create any type of mercenary you wish. --LordRehmann-1368 19:10, 23 January 2008 (EST)

    Mercenary Guide
    A few notes about skills for tanking.
    1 Pow/2 Durability: Good Physical Attack and Physical Defense. Low accuracy.
    Full Durability: Good Physical Attack. Best Physical Defense. Low accuracy.
    2 Durability/1 Dex: Good Physical Attack and Physical Defense. Fair accuracy. Soloist Build.
    1 Pow/1 Dex/1 Durability: Good Physical Attack. Fair accuracy and Defense. Soloist Build.
    2 Durability/1 Agility:This is what I would call a "Perfect Tank" build just for the fact that the DUR will give you incredible DEF capibilities and the AGI will allow you to dodge a large amount of hits increasing your surviblity through the roof.

    Stats
    1 Power = 2.27 Attack
    1 Wisdom = 1.73 MP + .47 MagAtt + .33 MagDef
    1 Agility = 1.33 Evasion + .27 MagEvasion
    1 Dexterity = 1.33 Acc + .2 MagAtt + .27 MagAcc + .13 Critical
    1 Physique = 1 Attack + .4 Defense + .13 MagDef + 6.53 HP
    1 Durability = 1.53 Attack + 1.07 Defense

      Current date/time is Fri May 10, 2024 9:13 am