Content

Sunday, 12 August 2012

Amiable's F.Brawler PvE Guide

   

http://i.imgur.com/NWH8Q.jpg
This is an updated version after the announced update on August 1, 2012.

Table of Contents
I. Skeleton Build
II. Builds, Builds, Builds! (Vulcan, Junk Spin, Mines)
III. Adding QP
IV. Avatar Choices (Emblems included)
V. Gear and Items (Armors and Weapons) 
VI. Accessories, Sub Equips, Magic Stones
VII. Status Specific Items
VIII. Heaven's Net Immobolization Stacking

IX. On Active and Passive Awakening
 


I. Skeleton Build
 








The follow skills have been altered in the recent update and become more viable in the 08-01-2012 update:
Taunt
Hit Rate decreasing increments reduced when the skill is used, and Abnormal Status Tolerance reduction rate increased

Ground Kick
Attack Strength increased, and adds additional damage to monsters that cannot be grabbed. Along with the new EX passive: Abnormal Status Level/Attack Strength increased, additional damage to monsters that cannot be grabbed increased.

Hidden Stinger
EX passive: Hit-recovery reduction rate increased, Bleeding Duration/Level increased, Attack Strength increased

Explosive Hook
Attack Strength increased upon EX passive. Just because it's no longer in the Skeleton build doesn't mean it's a bad skill, in fact it's actually a VERY good skill. Max both the EX and the skill itself and make sure to stack statuses beforehand! Damage increased by revamp, a very good Mount/Vulcan substitute although the grab time is much shorter.

Venom Mines
EX passive Upgrade: Level 1 Master Skill, number of Venom Mine pillars increased. Makes Venom Mine Builds even more viable. More mines will appear with the EX passive, meaning more damage, less spacing between the mines, all that good stuff.
 _________________________________

II. Builds, Builds, Builds!
If you aren't familiar with the different kinds of builds you can read about them here. They are notably called Vulcan, Junk Spin, and Venom Mine build. Each are very different and you can and should blend two of these builds together to overcome some of the downsides of each of them.


Vulcan Build
Why?
-Abuse invincible frames
-Heavy damaging skills
-Percent damage

Why not?
-Not very effective on non-grab enemies

The build consists of the must-max:
  • Mount
  • Raging Vulcan
  • EX Raging Vulcan Upgrade
  • Hidden Stinger

Again, we'll have some explanation for the following skills.

Mount If you're choosing the Vulcan Build, of course you'll need the actual skill first. Each hit on Mount deal 737% damage and the Final Shockwave is fixed at 7207.

Raging Vulcan gives a damage boost as well as shockwaves on every hit of Mount. At max it gives 11% more damage increase on Mount and increases range and damage for each status inflicted (much like Explosive Hook).

EX Raging Vulcan Upgrade gives Raging Vulcan three more hits on max. More hits, more damage, more invincible frame time.

Hidden Stinger is a fixed damage skill at 9613. However, we're not maxing this for damage, but rather to make it easier to land your Raging Vulcan. Despite the bleeding level of 71, it seems to bleed much easier than landing the other status's. This allows you to use Raging Vulcan immediately afterward.

Optimal Gear
Generally for this build, the optimal gear is Specialty Raging Vulcan chronicle2 gear. It is impossible to try to take the easy way out and get the chronicle3 version, because it doesn't exist. The green aura for Mount adds % damage and % less cool down time. However, you may want to mix and match the Specialty set with some pieces of chronicle3 double imbued blue and green Mount (green has the said effect, and blue decreases cooldown time).

Here's a video of this build in action. Cap is 26 hits now after Revolution.

Junk Spin, Double Throw Build
Why?
-Junk Spin already has a broken stun lock effect, might as well put it to good use

Why not?
-You can not cancel out of Junk Spin. If it doesn't connect, you're there for a long period of time, stationary.
-The user stays in super armor with no invincibility frame.
-Fixed damage

What you need for this build:
  • Junk Spin
  • Double Throw
  • EX Junk Spin Upgrade
Again, explanations.
Junk Spin is the main skill in the build so obviously we want this.

Double Throw allows both Sand Splash and Junk Spin to throw twice the amount of items. The damage of the second is hit is reduced. At max the reductions are -36% and -66% respectively.

Junk Spin Upgrade allows for more Special Items to come out by increasing the percent rate and also damage percentage of the Special Items. Normal Objects get a 10% increase per level, Special Objects get a 5% increase per level and also 10% rate per level of coming out of Junk Spin.

Optimal Gear
The optimal gear for this build is chronicle3 double imbued with blue and red aura or blue and green aura.
Blue aura reduces the cool down for Junk Spin. Red aura increases the Attack Strength of Junk Spin and stack multiplicative-ly. Green aura increases the throw count of Junk Spin and reduces it's strength by a small amount.

Also, Brutal Hoodlum 9 piece is a good choice too (Taunt: range + 20%, Junk Spin: cooldown -15seconds, attack strength +15%, Number of thrown Objects +5 Heavens net: cooldown -4 seconds Ground Kick: cooldown - 6 seconds ). But good luck with that, since set pieces are REALLY hard to collect.

Here's a video of Junk Spin in action. NOTE: the character in this video has no Junk Spin mod gear at all. This is basically the bread and butter Junk Spin, it would do more damage or have more items thrown if equipped with Chronicle 3 Junk Spin gear.

Venom Mine Build
Why?
-Does really good damage, without the need of a grab

Why not?
-User is in super armor position, may get hit.
-Can not cancel out of skill, until it is finished. Easily hit out of if not used correctly.
-Enemy must be juggled if all mines are to hit.

One easy step of just two skills, max:
  • Venom Mine and its EX passive
Explanations
Remember that Venom Mine is a magic percent skill. Raging Vulcan and Junk Spin are both physical skills. You can easily add Venom Mine to your build as a filler skill, but if you want to center around it, you must stack Magical Attack, which conflicts with both Raging Vulcan and Junk Spin.

Optimal Gear
The optimal gear for this is obviously Specialty Venom Mine from chronicle2. It adds a mine to the skill for each piece. However, luckily the chronicle3 green aura also gives the same effect! Therefore, it's much easier to get. It's best if one does green + blue aura or green + red aura; +hit and -cd, +hit and +damage respectively.

Here's a video of this build in action. NOTE: this is not the full set of + hit gear. The maximum number of hits for Venom Mines is 15 (17 if you include Sub Equip and Magic Stone from chronicle3)
_________________________________
Recall that Vulcan builds can NOT grab ungrabbables. A way to go around this is to pick up either Venom Mines or Junk Spin build. Ground Kick deals extra damage on ungrabbables, and is advised to get for all Vulcan Builds.

The opposite can be said about the other two builds as they lack invincibility. Also, a sole Venom Mine Build is not preferred since it will only leave Explosive Hook and Suplex as your only grab skills. We will call Junk Spin a semi-grab since it definitely acts like a grab by canceling out the enemy and putting it in a hold position, but no invincibility like most grabs... it can definitely fill the gaps in the Venom Mine Build.

Make sure to leave yourself SP to think about either Ground Kick, Explosive Hook, Seismic Punch, Apply Poison in some cases, Tornado Kick, or any skill that you prefer. These are only the bread and butter builds and are able to be changed around for your liking, meaning that you build around one of the above skills Vulcan, Junk Spin, Mines and work from there..

Anyways here are the builds done out for you:
NOTE: Most of these builds are INCOMPLETE, they have some SP left over for you to think about either Ground Kick, Explosive Hook, Seismic Punch, Apply Poison in some cases, Tornado Kick, or any skill that you prefer. These are only the bread and butter builds and are able to be changed around for your liking. 

NOTE#2: Just because you're mixing two different builds doesn't mean your decisions are all over. You still have to decide what to prioritize in. Sure you can get both Venom Mines and Vulcan, but remember that one is strictly a magic percent skill while the other a percent physical skill, so you have to decide what to focus on in terms of enchantments and other gear. 


Here's a quick run through: 

Vulcan, physical percent: Physical Attack Strength or STR as a substitute.
Venom Mines, magical percent, Magical Attack Strength or INT as a substitute.
Junk Spin, physical fixed, Base Attack Strength or STR.
Ground Kick, physical fixed, Base Attack Strength or STR.

Some minor things on other skills:
Quick Rebound is pretty much a must for all builds. Actually let's rephrase that. It's a must for everyone... ever... in DFO. 10SP to get back up after being hit onto the ground and it gives 3 second invincible frames!

Tornado Kick
is nice to approach enemies with or get out of tough places. It's actually pretty good maxed with the EX passive. However, we don't have the power of a Striker nor can we even spare the 2 SP for the passive EX. If you really want it, it's a pretty good skill...

Tiger Chain Strike can be added for various purposes. Take it at Lv 1 for the dash attack cancels. This allows you to cancel out of dash attacks into either skills or Backstep, which is very useful in some cases.

Physical Critical Hit is always a good thing to have for any build that isn't Pure Venom Mines build. It adds 10% more Physical Crit at maxed!

Magical Critical Hit  is also a good thing to pick up if your build has maxed Explosive Hook as well as maxed Venom Mines. The extra crit can help deal more damage overall.

 
Ancient Memory is only really good if you plan on using it before Venom Mines, much like how Double Throw is used right before Junk Spin. It adds 150 INT at maxed which is a significant increase.

Nenshot conversion is alright, the Electrocution helps a bit with our status's. It does quite a bit of damage, but not on par with our other skills, clearly it's a Nen-specific skill since we don't even have Nen cannon nor the amount of Magic Attack they have. Also, we have a chance of getting stunned if we use any Nen skills due to the Brawler passive, so again, another downside.

Suplex with max EX is pretty good. It's yet another grab skill however, so it doesn't work well on ungrabblable enemies. It's actually on par or even better than F.Grapplers using it, since it's a percent skill and it's much easier for F.Brawlers to stack Physical Attack due to having a Mastery.

Seismic Punch is a must-max if you want it. There's no in between, it's either all or nothing for this skill. It lowers the post delay time when its leveled. The skill itself is pretty decent, although fixed damage, has a nice range and launches enemies upwards.*
III. Adding QP
  • Strength for those with Vulcan/Junk Spin Builds.
  • Intelligence for those who prefer Venom Mines Builds.
  • Physical or Magical Crit. Rate matching the above two.
  • Hit Rate is recommended.
  • Vitality for those doing Otherverse.
  • Move Speed for those trying to speed run dungeons or dailies.
  • MP Replenish for those in need of MP.
  • Elemental Attack for those stacking an element.
  • All Base Attack Strength for those that REALLY love Junk Spin, makes it about 5% stronger.

IV. Avatar Choices
  • Hat/Hair: Intelligence, Intelligence
  • Face/Torso: Attack Speed, Attack Speed
  • Top: Heaven's Net, Taunt, Claw Mastery
  • Bottom: Max HP or Max MP
  • Waist: Evasion or Max Weight
  • Shoes: Strength
Emblems, Emblems!
  • Hat/Hair: Intelligence, Intelligence or Strength, Strength
  • Face/Torso: Attack Speed, Attack Speed or Abnormal Resist, Abnormal Resist
  • Top/Bottom: Town Speed or Heaven's Net or Venom Mine + Physical/Magical Crit or dual INT or STR 
  • Waist/Shoes: Hit Rate, Hit Rate or Move Speed, Move Speed or Abnormal Resist, Abnormal Resist

V. Gear and Items
Magic Seals!
With the release of the new patch, Revolution, DFO has added some new items called Magic Sealed items. You can break the seal and try to roll for some good effects on them! For a physical professionalization, you'll probably want Physical Crit, STR, or Physical Attack auras. For magic, Magic Crit, INT, or Magic Attack auras. Good choices for Weapon could be Smash or one of the said above effects. Inflict or more elemental damage is also pretty nice.

Spam Dat Net!
If you don't want to "professionalize" in one skill whether it be Junk Spin, Vulcan, or Venom Mine, then it's a great choice to go the Heaven's Net path. This isn't really a build but more of a gear plan. Normally we strive for more hits, less cool down, or more duration on the skill we build around, but since every build must have Heaven's Net, it's more than possible to gear towards this skill instead.
The optimal gear in this case would be Chronicle 3 Heaven's Net blue and green aura. The blue aura reduces the cool time for Heaven's Net and green allows it do have a greater damage boost. Keep in mind that Heaven's Net may not always net so it might not be as effective as the other types of gear, however, it does help in party play very well when it does work. You should also try to stack immobilization levels in this case.*
Sand Stacking
Another possibility of gear is to stack Sand Splash, since it's VERY spammable and has a decent percent. Use can Lone Bruiser set pieces plus some Chronicle 3 blue, red aura on Sand Splash.

Ground Kick Stacking
Use Chronicle 3 blue, red aura much like Sand Stacking, but also you may mix and match with some set pieces addressed below. It was reported in DnF that the sets that give bonuses to Ground Kick are bugged, but not sure if that is fixed yet.

Other types of Chronicle Sets
Other set pieces are great too, as long as you like the effect. I'm not going to go into much detail with set pieces. You're free to look at the C2, C3 pieces, here's a quick run through.

Devious Tricks Set
[3] Sand Splash: Increases damage by 20%, Decreases cooldown by 20%, Increases Blind level by 6
[6] Brick Buster: Increases damage by 30%, Decreases Cooldown by 20%, Increases Stun Level by 
Ground Kick: Increases damage by 20%, Increases Stun and Blind Level by 6
Taunt: Increases resist debuff by 20%
[9] Junk Spin: Increases damage by 20% Adds 10 more object throws, Requires 1 more clear cube
Heaven's Net: Increases damage amplifier by 15%, Increases hold duration by 20%, Increases immobilization level by 6, Requires 1 more clear cube

Street Disciple Set
[3]Explosive Hook: Increases Damage by 20%, Decreases cooldown by 20%
[6]Poisonous Explosive Hook: Increases Damage by 30%, Decreases cooldown by 30%
Hidden Stinger: Increases Damage by 20%, Decreases cooldown by 20%
[9]Raging Vulcan: Adds 9 more hits, Requires 1 more clear cube

Intense Bomb Set
[3] Venom Mine: Adds 2 more mines
[6]Venom Mine: Further adds 3 more mines, Increases damage by 20%, Decreases cooldown by 20%, Reduces the gap between mines by 20%
[9] Block Bomb; Adds 3 more explosion, Increases Range by 50%, Decreases cooldown by 30%, Requires 1 more clear cube
Poisonous Explosive Hook, Increases Exploding range by 50%

Weapons!
You have Claw Mastery. So ONLY use claws, it doesn't matter how good your Tonfa, Gauntlet, or even Knuckle is, with 21% or more Physical and Magical Attack Strength increase and 20% to Bleed and enemy, Claw Mastery basically demands for you to use a claw.

Notable claws are as follows, listed best down:
Empire Krug's Concealed Weapon - Lv 65 - This is the highest tier weapon you can get. It has a 5% chance on attacks to grant you inflict shadow element and 10% to debuff all enemies in the room's Shadow Resistance by 24, that's basically 12% damage increase everytime that procs. It also has the highest Physical and Magical Attack in game.

Kreuz: Poison - Lv 65 - Second highest Physical and Magical Attack claw in game. We want high attack because element stacking only affects base attack, which is one of the reasons this claw is up here. Also, it's a non-boss pink, making it much easier to obtain. The +2 Apply Poison is just another bonus as well as the 15% extra poison damage. One of the best items to over-reinforce due to its high supply and cheapness.

Wooyo's Thorn - Lv 60 - The proc on this weapon is pretty hack-tier worthy. Attack with 3% chance to cast the Invincible buff on all party members for 10 seconds. It's not like we don't have enough invincible frames already; if only we had more multi-hit skill to proc this claw...

 
Nail of Pain - Lv 64 - This is a Noire Exclusive item. It has a 15% chance to debuff 2500 Physical Defense for 10 seconds on enemies. It's really good on Vulcan and Junk Spin builds, since those are our main multihitting physical skills. The Revolution rework was nice enough to up the level on all ancient items, making this much better than before!


Armor Break Magic Sealed - Lv 65/70 - The thing is for Armor Breaker you need something that can DPS VERY FAST to take advantage of the short brief moment it procs and also you need something to proc it, notably a quick skill that hit many times. Of course you can only think of one. Junk Spin, which is nice to proc and damage at the same time. But that's only one skill... Vulcan takes forever to finish, Mines doesn't hit that many times, Ground Kick hits only once... all the other non cubes hit once or twice... It's great for party members though!

Scorpian Claws - Lv 60 - Inflict 25% extra damage on bleeding enemies! Also it has a 5% chance to bleed enemies when attacking. Sadly, our bleeds don't really last that long, and we can only rely on Hidden Stinger for such bleed, or get lucky and have the claw proc its own bleed.


Centipede's Maw - Lv 60 - This is a non-boss pink, meaning that it's not that hard to obtain. It increases the level of Apply Poison by 3, also it has an effect of dealing 10% extra damage on Poisoned enemies. This means that almost any skill will have a 10% damage bonus, thanks to Apply Poison!

Skasa's Claw - Lv 60 - Boss Pink from Skasa. Great for anyone stacking Water Damage. It already gives you an inflict Water Damage, that's great since water is really annoying to inflict since the only way is with Jack Frost Flasks. It also adds 2 levels on Claw Mastery making its attack about the same as a Lv 60 epic claw. Also it has a 15% chance to deal 10% extra damage when attacking. 

 
Smash Magic Sealed - Lv 65/70 - Smash is a nice choice for pretty much any class. It increases Physical and Magical damage by a set percent, it ranges from about 4% to 10%. It's a nice damage boost and isn't all too bad at all.


Death Nail - Lv 60 - Gabriel Recipe Item. It's perfect for any Venom Mine builds or anyone that loves the skill. It increases Venom Mine's attack strength by a whooping 30%!

Legacy: Wild Talon of Filleint - Lv 65 - A legacy item, having fun opening pots! Anyways, with the new rework all Legacy Weapons now have a +1 on all skills from Lv 1-65. Basically all your skills minus Special skills. The main thing that makes this claw decent is the Inflict Water Damage. Now you can stack your water element easily, there are only a few claws that have Inflict Water...

Any Set Piece Claw
- Lv 65/70 - Obviously wear one if you can complete your Chronicle set bonus. However, try to stay away from this since it has lower stats than most of your other weapons, just keep doing Otherverse until you can get another piece to use the set bonus for that isn't a weapon.

VI. Accessories, Sub Equips, Magic Stones
Well normally you want either Specialty Vulcan, Specialty Mines, Chronicle 3 aura-ed pieces or set pieces in these slots. However, for Sub Equip and Magic Stones as well as Accessories there are many options with a bit of sacrifice to some Chronicle 2 or 3 bonuses.

Accessories

Soul Chaser - Necklace - Increase Attack Strength by 20% by using 1 Spirit Crystal every minute. This works for both magic and physical. In a later update this even works for fixed damage skills! 

Siev's Masterpiece - Proof of Concept - Necklace - Highest Shadow Damage from this is +18. This is perfect for anyone that's stacking Shadow.

Pel Los Glory - Necklace - Increase Strength by 11% for 30 seconds at a 5% chance when using Physical Attacks. This is pretty nice for physical spec builds! Or even you can use it to swap; let it proc then swap it out.


Blue Storm Necklace - Necklace - Great for Water Damage stackers. I think highest from this is +12.

Necklace of Deadly Screams - Necklace - From Screaming Cavern Dailies. Physical and Magical damage increase by 8%, it's a nice necklace, it even works with piercing!

Necklace of Corrupt Blood - Necklace - Increases mainly Blind, Immobility, Stun, and Slow down levels by 6. Also, some other status's as well, but these are the main ones for F.Brawler. Excellent necklace, but it's a Noire exclusive item.

Black Ring: Poison - Ring - This ring basically works with most of your skills thanks to Apply Poison. It's perfect at places like Otherverse since you have a 10% chance to reduce the enemies HP by a 10% (1/3 to Champions and 1/6 to Hell Monsters).

Black Ring: Stun - Ring - Mainly for Junk Spin. It's multi-hit is nice to proc the ring, as well as the skill keeping enemies into stun.

Fire/Water/Light/Dark Spirit Rings - Ring - Purchased from Grandis at the cost of 450 Radiant Demon Eyes. They are respectively for fire, water, light, and dark element stackers. Highest is +16 elemental damage. PS: Annoying spawns may occur when being hit; you have a chance to summon an Ador, Naias, Wisp, or Stalker depending on the ring.

Krazy Ivan's Explosives
- Ring - Perfect for fire stackers. +18 Fire Damage at Superior stats.  Also you won't be getting those annoying spawns from the Spirit rings from Grandis.

Black Pearl - Mist - Ring - Counter Magic Attack Strength +20%. Basically made for Venom Mines, it can counter easily if used against Super Armor enemies as well as enemies attempting to attack. Not the best ring, but a good one; although, magic builds only.

Ancient Elven Ring - Ring - Magic Attack with 6% chance to increase Intelligence by 6% for 30 seconds. Can stack twice. It's only really good if you LOVE Venom Mines. HOWEVER, it's going to be very hard to proc this since we don't actually have a ton of magic skills...


Soul Power of Phantom
- Bracelet - Noire exclusive. Attack with 5% chance of generating an Intelligence aura. Great for magic builds, but then again, Venom Mines is our only magic skill worthy.

Sub Equips
Aska's Travel Gloves - Lv 60 - Adds over 100 Physical/Magic Attack Strength; easily the best Sub Equip for percent builds.

Sharp Wind Fist Blow - Lv 65 - Adds 72 Physical and Magical Attack Strength at Superior. Again, mainly for percent builds.

Burning Gail
- Lv 60 - Adds 66 Physical and Magical Attack Strength at Superiors. Same deal as the rest.

Warlord Tailsman - Brawler - Lv 60 - Crouch, Raging Vulcan, Heaven's Net Upgrade all +1. Basically adds more invincible time to Crouch 0.2 seconds, 2 more hits on Raging Vulcan, and more damage bonus and less delay on Heaven's Net.

Song of Himan Stella - Lv 60 - Adds 0.2 seconds of invincible time to Crouch by adding +1 to the upgrade and +1 on Raging Vulcan Upgrade, meaning 2 more hits. Great for Vulcan Builds!

Ceave's Tailsman: Brawler - Lv 65 - Adds
0.2 seconds of invincible time to Crouch by adding +1 to the upgrade and +1 on Heaven's Net Upgrade, meaning less delay time and more damage bonus. 

Veiled Inheritance: Brawler - Lv 65 - Adds +1 Raging Vulcan Upgrade. Basically, 2 more hits on Vulcan. Great for Vulcan Builds that don't want to get Song of Himan Stella.

Wind Fist School Gloves - Lv 70 - Adds mid 30s to
Physical and Magic Attack Strength at Superior. Great for percent builds that don't want to use unique versions.

S
uju's Death Squad's Assassination Gloves - Lv 65 - Adds about 30 Physical and Magic Attack Strength at Superior. Great for percent builds that don't want to use unique versions.

Shonan Drill Gloves - Lv 60 - The lowest of the Sub Equips that add Physical and Magic Attack Strength. Adds around mid to high 20s. Decent, if you are on a low budget.

Magic Stones
Flame Hulk/Aquarius/Glaerin/Dead Murker's Tear - Lv 65 - Adds 40 elemental damage at Superior. They are respectively fire, water, light, dark. Make sure you have the Inflict elemental damage first, before attempting to stack.

Selist/Ratria/Alicia/Sheyd's Tear - Lv 65 - Adds 30 elemental damage at Superior. They are respectively fire, water, light, dark. Make sure you have the Inflict elemental damage first, before attempting to stack.

Fused High Spirit Tear - Lv 65 - Adds about the same as the Unique Tears that give elemental damage. However this is an epic so it scales better with upgrades. And it adds all elements instead of just one. Since Poisonous Explosive Hook always does Shadow Damage, you can stack two elements at once...

Samm Jang's Mediation
- Lv 65 - Adds about 18-20% damage for fixed skills such as Junk Spin, Hidden Stinger, and Ground Kick from the Base Attack Strength increase.


Red Eye of Corrupt Blood - Lv 65 - Rephon exclusive. Adds Shadow Damage and +5 Basic Training. It's great for people either stacking Shadow Damage or those who love to xxx combo!

Evil-Spirited Flame Stone
- Lv 65 - Ghost Train exclusive. Adds some Fire Damage as well as 10% additional damage to demons! This is really nice at Resphon or even for Hell Demons. Otherverse is another good place too.

Antibody Stone of Lost Treasures - Lv 65 - Ghost Train exclusive. The +50 Exorcism Parameter is nice in Otherverse. However, the 5% chance of summoning an Otherverse monster to fight for you may or may not be a good thing. It can discrupt attacking patterns and ruin runs!

Titan's Reinforcement Bead
- Lv 65 - Adds about 10-12% damage for fixed skills such as Junk Spin, Hidden Stinger, and Ground Kick from the Base Attack Strength increase.

Ador/Naias/Wisp/Stalker's Tear - Lv 60 - Adds 9 elemental damage at Superior. They are respectively fire, water, light, dark. Make sure you have the Inflict elemental damage first, before attempting to stack.

Raijo's Stone Bead - Lv 65- Adds about 4-5% damage for fixed skills such as Junk Spin, Hidden Stinger, and Ground Kick from the Base Attack Strength increase.

VII. Status Specific Items
The following items are either here to increase your status level or help increase damage dealt by status effects. NOTE: that unlike M.Brawlers, F.Brawlers don't really rely on status damage ticks as much; but they are still useful and nice to have depending on personal preference and builds.
Necklace of Corrupt Blood - Necklace - Increases mainly Blind, Immobility, Stun, and Slow down levels by 6. Also, some other status's as well, but these are the main ones for F.Brawler. Excellent necklace, but it's a Noire exclusive item.

Tooae Nipaive - Sub Equip - Poison Level +5, Poison Damage +25%, Bleeding Level +5, Bleeding Damage +25%, it also has the same effect for Electrocution, but F.Brawlers can't really inflict that unless we pick up Nenshot and our passive Overstrain makes us stay away from that since we can get stunned for using Nen Master skills.

Dread Phantom - Sub Equip - Poison Level +6, Poison Damage +29%, Bleeding Level +6, Bleeding Damage +29%, it also has the same effect for Electrocution, but F.Brawlers can't really inflict that unless we pick up Nenshot and our passive Overstrain makes us stay away from that since we can get stunned for using Nen Master skills.

Triple Scar - Sub Equip - Poison Level +3, Poison Damage +11%, Bleeding Level +3, Bleeding Damage + 11%, it also has the same effect for Electrocution, but F.Brawlers can't really inflict that unless we pick up Nenshot and our passive Overstrain makes us stay away from that since we can get stunned for using Nen Master skills.

Values of the Slums - Sub Equip - Poison Level +2, Poison Damage +9%, Bleeding Level +2, Bleeding Damage + 9%, it also has the same effect for Electrocution, but F.Brawlers can't really inflict that unless we pick up Nenshot and our passive Overstrain makes us stay away from that since we can get stunned for using Nen Master skills.

Duke's Disgusting Cloak - Sub Equip - When attacking an enemy in Bleeding, Electrocution, Burning, or Poison, 30% chance to use a Clear cube to put them into either Stun, Immobolization, Freeze, Petrify, Curse, Chaos, or Blind conditions. This is REALLY reliable for us due to having Apply Poison. So basically almost every skill can have a chance to proc the effect!

Blood Jade Bracelet of Lowe - Bracelet - Bleeding Level +6, Bleeding Damage + 20%. We can't really make sure of Bleed like M.Brawlers, but if you want to increase damage of Hidden Stinger ticks, I guess it could be nice.

HeartNeck Fang - Bracelet - Vilmark exclusive. Poison Damage + 10%, Bleeding Damage + 40%, also Electrocution and Burn +10% as wel. We can make use of the Poison Damage increase from Apply Poison and also again, if you're a Hidden Stinger fan, 40% damage more from its ticks!

Apparition Fighter Bracelet - Bracelet - +1 Heaven's Net. It's a nice swap bracelet for stacking Heaven's Net Immobolization! This basically means +2 Immobolization Level.

VIII. Heaven's Net Immobilization Stacking

The following is a way to stack Heaven's Net Immobilization as well as damage bonus up to obscure levels. NOTE: please try not to use disc spam when using high levels of Heaven's Net since players were capcha-ed and even auto-banned for doing too much damage too quickly before.
Base..............................18 Net / 72 lv Immobility
Avatar top.......................+1 Net / +2 lv Immobility 
Morgan Scratch................+2 Net/ +4 lv Immobility
Apparition Fighter Brace....+1 Net/ +2 lv Immobility
Sand Rider Fighter title......+1 Net/ +2 lv Immobility
Ornate Blitz top.................+1Net/ +2 lv Immobility
Necklace of Corrupt Blood.............+6 lv Immobility

(Potential lv 92 net with essence set, too hard to swap in dungeon though)
The good thing is Net duration actually increases when it gets stack higher, giving more time to swap back to actually PvE gear. 

Update with "new" stuff:

York the Nightmare .................... +1Net/ +2 lv Immobility
Platinum Emblem Heaven's Net .... +2Net/ +4 lv Immobility

New net total: Lv 98 Heaven's Net Immobility

IX. On Active and Passive Awakening
The following is a test done by myself to test the usefulness or uselessness of both active and passive awakening, notably called Poison Mist and Deadly Poison respectively. The first test was displays the damage of just Apply Poison and Venom Mines without the addition of Deadly Poison. Secondly, the next test we maxed out Deadly Poison to test out the outcome of the poison damage increase. In fact, the damage increase was actually almost unnoticeable, a very, very, very small damage increase. The last test we pick up Poison Mist at Lv 1, then maxed it later. The skill actually has a pretty nice scaling to it, however, it's actually a large SP drain for decent damage, making it not really worthy, which is why it was not even mentioned until much later in this guide. It's easily out-damaged by other skills. In simpler terms, the two skills are very mediocre, however, in a later rework, they may become much more viable!

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So that concludes everything that you need to know about F.Brawlers. Thanks for reading this guide. Feel free to post any comments or questions that come up. Good luck and have fun playing your F.Brawler!

1 comments:

  1. If you max out deadly poison for the poison drop, would that be any better? how would it go against lvl 70 monsters?

    ReplyDelete

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