Weapon Master
About classes | Class list | Skill list | Extended Mastery
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| Class line | |||||||||||||||
| Description | Arm party members with real damage-dealing know-how. | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | Lvl 20 Warrior and Kung Fu Artist |
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| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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| Master Bonuses | |||||||||||||||
| Class Weapon | |||||||||||||||
| Release date | ? | Other sites | |||||||||||||
| Support Skills | |||||||||||||||
| Assault Step | Boost to double attack rate. | ||||||||||||||
| Toughness | Boost to maximum HP. | ||||||||||||||
| Base Multiattack Rates | |||||||||||||||
| Base DA RateIncluding Support Skills/Level Bonuses | Base TA RateIncluding Support Skills/Level Bonuses | ||||||||||||||
| Recommended Extended Mastery Perks | |||||||||||||||
| Attack, HP, Charge Attack Damage, Double Attack | |||||||||||||||
| Recommended Subskills | |||||||||||||||
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Skills
| Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
|---|---|---|---|---|---|---|---|
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Full Arsenal II | Gain Instant ChargeInstantly sets Charge Bar to 100% Unaffected by Charge Bar Gain status effects. No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and Strength: 25%Duration: 1 turn . |
5T | 1T | No | 1 | |
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Rampage | Gain Strength: 20%Duration: 3 turns and Strength: 10%Duration: 3 turns. |
6T | 3T | Yes | 5 | |
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Rage III | All parties gain Strength: 30%Duration: 3 turns. |
5T | 3T | Yes | 15 |
Extended Mastery Skills
| Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
|---|---|---|---|---|---|---|
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Brave Soul | Gain Duration: 3 turns. |
7T | 3T | 10 | For every 1 Max HP increase ATKNormal modifier by 0.0025%-0.0075% depending on %HP, capping at 20,000 Max HP. At 20,000 Max HP, a minimum ATKNormal modifier bonus of 50% at 1 HP up to a maximum of 150% at full HP.[1] |
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Power Raise | Gain Strength: 50% chance of dealing 50% more damage.Duration: 3 turns. |
7T | 3T | 8 |
Assessment
Primarily useful as a charge bar battery when Superstar or (Spear) Double Trouble III are not options, or for intentionally staggering charge attacks for character such as Korwa. For new players, the ATK +3% Master Bonus justifies the CP investment, but not before classes with more important subskills are unlocked.
Full Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn . is the main draw of the class, effectively granting 10% charge bar all allies in addition to the charge attack itself. It pairs excellently with mainhand weapons with powerful charge attack effects, such as Sword of Michael, but loses much of its value for teams that rely on chain bursts or must otherwise wait for the entire party to fill their charge bars. RampageGain
20% DA UpDouble attack rate is boosted
Strength: 20%Duration: 3 turns and 10% TA UpTriple attack rate is boosted
Strength: 10%Duration: 3 turns. helps catch up with the party after using Full Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn ., but is usually overshadowed by Double Trouble III as a subskill. Rage IIIAll parties gain
30% ATK UpATK is boosted
Strength: 30%Duration: 3 turns. generally provides less effective damage than Miserable MistInflict
25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual on all foes. or Armor Break100% elemental damage to a foe.
Inflict 20% DEF DownDEF is lowered
Strength: 20%Base Accuracy: 80%Duration: 180 secondsStacking: Single.[2] and has much more downtime, but can't miss. It also gains value in multiplayer content, where all parties benefit and foes will likely be debuffed already.- Weapon Master makes excellent use of the
Self ReflectionGain
60% ATK UpATK is boosted
Strength: 60%Multiplier: NormalDuration: 1 turn , ??% / 50% Critical Hit Rate UpDMG is slightly boosted for critical hits
Strength: ??% chance of dealing 50% more damage.Duration: 1 turn , and remove all debuffs from self.
(Consumes 30% of charge bar.) subskill (especially when the Lv3 Rallying Gong crew skill is active), as Full Arsenal IIGain Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects.
No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%. and 25% ATK UpATK is boosted
Strength: 25%Duration: 1 turn . counteracts the charge cost.
Overall, Weapon Master is rarely the best choice without an exceptional mainhand weapon or particular setup, but provides enough passive bonuses to rise above some of the more niche Row III classes.
- Neither Extended Mastery Skill are worth buying due to their long cooldowns and their general inferiority to many other subskills.
| Class Navigation | |
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| I | Fighter • Knight • Priest • Wizard • Thief • Enhancer • Grappler • Ranger • Harpist • Lancer |
| II | Warrior • Sentinel • Cleric • Sorcerer • Raider • Arcana Dueler • Kung Fu Artist • Archer • Bard • Dragoon |
| III | Weapon Master • Holy Saber • Bishop • Hermit • Hawkeye • Dark Fencer • Ogre • Sidewinder • Superstar • Valkyrie • Gladiator |
| IV | Berserker • Spartan • Sage • Warlock • Bandit Tycoon • Chaos Ruler • Luchador • Nighthound • Elysian • Apsaras |
| Chrysaor • Lumberjack • Cavalier • Monk • Robin Hood | |
| EX I | Alchemist • Ninja • Samurai • Sword Master • Gunslinger • Mystic • Assassin • Drum Master • Dancer • Mechanic |
| EX II | Doctor • Runeslayer • Kengo • Glorybringer • Soldier • Nekomancer • Tormentor • Rising Force |
References
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