1. 12 July 2014
2. 6 January 2014
- Unnecessary information has been removed.
- Skill build has been updated.
3. 10 October 2013
- Images error has been fixed.
- MSEA first job skill build has been removed.
- Skill build has been reorganised.
- Skill information has been updated to the latest patch.
4. 11 June 2013
- Latest skill change has been added.
5. 12 June 2013
- Images and thumbnails error has been fixed.
6. 25 June 2013
- Skill build has been rearranged in a better order.
- Latest skill change has been added.
7. 2 July 2013
- Skill details have been updated.
- Skill build has been updated.
Introduction to Luminous
- Skill build has been updated.
Luminous is one of the five Heroes who sealed up Black Mage. He dealt the final blow to Black Mage once and for all, but became tainted with dark powers from the Black Mage and struggled to keep a hold of either Light or Darkness.
During the battle with the Black mage, Luminous and Phantom were the last to arrive upon Freud's instructions. After Phantom quietly vanishes, Guwaru, a Black Mage Commander, challenged Luminous but before they could start the fight, Magnus appeared and killed Guwaru. Luminous attacked Magnus but to no avail and Magnus told Luminous that he is done with the Maple World before leaving.
As Luminous pressed on, he came across Aran who was busy fending off Black Mage's minions. Aran urged him to continue into the Temple.
Upon entering the Black Mage's throne, Luminous found the injured Freud and fainted Mercedes. He communicated with Freud through telepathy. Freud told Luminous to seal off the Black Mage once and for all, and he borrowed power from the Goddess of Time and freezes time itself so that Luminous could perform the sealing spell.
After activating the seals, Freud requested Luminous to fight the Black Mage in order for him to use his full power, with Freud manipulating the power of time to help seal the Black Mage. However, when the Black Mage attempted to break free, Luminous was forced to physically clash with him. Though the Black Mage was ultimately defeated, Luminous was tainted in the process.
A hundred years later, Luminous woke up and found himself in Ellinia and met a girl named Lania. Unfortunately, the Black Mage's dark powers gained control and suddenly annihilated the entire area, fatally injuring Lania in the process.
After Luminous regained control over himself, he realised that his light and dark powers are at an imbalance as the dark powers he gained from the Black Mage has began to unseal itself.
Therefore, he has to make a choice, between the Light and the Dark......
Here’s tutorial for Luminous~ Unlike Luminous in other server, the quests and skills have been modified. You won't choose between light or dark in the beginning tutorial, and there will only be one story. The story will be based on the Dark side, where in Luminous is conflicted about the darkness within him. I don't this story... It's sad as you abandon Lania after you destroyed her home.
You will have access to light and dark skills, with the ability to switch between the two and activate buffs that will enhance one or the other attribute.
Luminous wields a double-sided staff, Shining Rod and a secondary weapon, Light Orb. Like Mercedes and Phantom, he cannot attack without equipping the secondary weapon. Like other mages, his primary stat is INT.
Create a Luminous
Luminous is depicted as a male in most pictures. All the official pictures I had seen of Luminous are male, in fact. Of course, Luminous is a hero and is supposed to be unique, so Nexon can't go changing the gender. You can create both a male and female gender though. Luckily, males and females doesn't look similar even with the default hair and face.
As you can see from the image above, you have a choice between two faces, Tenacious Odd Eye (top right and bottom left) and Calm Odd Eye (top left and bottom right), as well as two hairstyles, Delicate Hair (top) and Twinkle (bottom).
Pros and Cons
- Longer teleport range than other mage classes
- Outstanding damage even unfunded
- Most skills have very good range
- Good in both bossing and mobbing
- High MP
- Great link skill
- Fairly balanced class
- Invulnerable after teleport
Light/Dark Skills System
- Bossing ability is normal when not in Equilibrium state
- Standard Magic Guard is passive, burn pots at low level
- 30% Max MP is a buff with duration, can be cancelled by bosses
- There is a cooldown of 30 seconds between switch from Light to Dark or vice versa
Luminous has a very unique system, the light/dark skills system.
The crystal gem in the middle shows your current state, either Sunfire or Eclipse. Those wings beside the crystal gem are Light and Dark points you can accumulate. Each way will max out at 5.
Upon login, you will have one Light and Dark point. If the first skill you use is Light skill, it will consume one Light point and you will activate Sunfire. The opposite also happens. In both mode, the respective magic will deal 50% more damage and recover 1% HP. Modes can be switched by using the beginner skill, Change Light/Dark Mode. The gauge will flash to let you know which buff you have activated.
Upon 3rd job advancement, you will be getting a new status, the Equilibrium. During the brief moment when both Light and Darkness, that is Sunfire and Eclipse are changing, you will reach Equilibrium. In Equilibrium, both Light and Dark will be at disposal and you will gain 100% Power Stance with no cooldown for normal skills. All damage taken will be reduced to 1. Both Light and Dark magic will deal 50% more damage while Equilibrium magic will deal 100% more damage during Equilibrium. There are total of 2 Equilibrium skill which are Death Scythe and Ender.
Luminous Skill Build
Increases the potency of skills that have a Light attribute. These skills recover a portion of HP when this skill is active.
Light skills deal 50% more damage, recover 1% of HP for each attack. Master Level: 1
Increases the potency of skills that have a Dark attribute. These skills recover a portion of HP when this skill is active.
Dark skills deal 50% more damage, recover 1% of HP for each attack. Master Level: 1
[Link Skill] Light Wash
The power of light breaks down enemy DEF, allowing your attacks to penetrate.
10%/15%/20% of enemy DEF ignored. Master Level: 3
Increases Willpower, Insight, and Intelligence. The power of light deflects all Darkness.
Willpower Lv.20, Insight Lv.20, INT+20, more MP increased from leveling, permanent immunity to Darkness status. Master Level: 1
Transform into light and teleport to a random location on the field.
MP Cost: 40, Teleport to the random location on the field. Master Level: 1
Change Light/Dark Mode
Get upon 2nd job advancement
Allows you to use Light/Dark Points to change modes. Use during Light mode to change to Dark mode, or vice versa. Cooldown: 30 sec.
Uses up 1 point to change to opposite mode. Master Level: 1
Get upon 3rd job advancement
Has a chance to activate Power Stance. All damage received will be reduced to 1. No cooldown. Increases skill damage output. All light skills will recover 1% of your HP. Uses 0 MP.
100% chance for Power Stance to activate and reduce all damage taken to 1 for 10 sec. 50% bonus damage dealt with spells. 100% bonus damage when Equilibrium spells is used. Cooldowns not applied. 0 MP used. 1% HP restored with Light spells. Master Level: 1
Teleport in the desired direction by becoming a beam of light. Will be invulnerable for a short time after teleporting. Also permanently increases movement speed and jump.
At Master Level (10) : MP Cost: 20. Teleports a range of 300, 500. Become invulnerable to physical attacks for a short time after teleport. Passive Effect: Increases Speed by 20, Jump by 10.
Standard Magic Guard
Passively converts a portion of damage dealt so it affects MP instead of HP. Permanently increases physical and magic DEF.
At Master Level (10) : 85% of damage affects MP instead of HP. If your MP reaches 0, your HP takes the full amount of damage. Passive effect: Permanently increases physical and magic DEF by 150.
Increases Max MP for a short time.
At Master Level (20) : MP Cost: 0. Duration: 180 sec, MP: +30%. Can stack with other buffs.
[Dark Magic] Drops a condensed orb of darkness on multiple enemies in front.
At Master Level (10) : MP Cost: 19. Max Enemies Hit: 6, Damage: 107%, Number of Attacks: 3.
Permanently increases light/dark magic ATT.
At Master Level (5) : Increase light/dark magic ATT by 5%.
[Light Magic] Fires a condensed orb of light that penetrates enemies as it flies.
At Master Level (10) : MP Cost: 18. Max Enemies Hit: 5, Damage: 280%.
First Job Skill Build10: +1 Flash Shower (1), +1 Abyssal Drop (1), +3 Dark Affinity (3)
11: +2 Dark Affinity (5-MAX), +1 Light Speed (1)
12: +3 Light Speed (4)
13: +3 Light Speed (7)
14: +3 Light Speed (10-MAX)
15: +3 Mana Well (3)
16: +3 Mana Well (6)
17: +3 Mana Well (9)
18: +3 Mana Well (12)
19: +3 Mana Well (15)
20: +3 Mana Well (18)
21: +2 Mana Well (20-MAX), +1 Abyssal Drop (2)
22: +3 Abyssal Drop (5)
23: +3 Abyssal Drop (8)
24: +2 Abyssal Drop (10-MAX), +1 Flash Shower (2)
25: +3 Flash Shower (5)
26: +3 Flash Shower (8)
27: +2 Flash Shower (10-MAX), +1 Standard Magic Guard (1)
28: +3 Standard Magic Guard (4)
29: +3 Standard Magic Guard (7)
30: +3 Standard Magic Guard (10-MAX)
Summary : Everything MAX
Add 1 point into your mobbing skills. Since you already have the beginner skill, Flash Blink, which bring you to the mobs, so max the Affinity skill first to boost your damage. Then max Light Speed for higher mobility. Max out Mana Well next for more MP. Finish up with your mobbing skills, Abyssal Drop and Flash Shower depends on which skill you prefer more. Last but not least, dump all remaining SP into Standard Magic Guard. If you do not want to max Standard Magic Guard that early, then save you SP and add when you need it.
[Light Magic] Tosses a spear of light to hit multiple enemies.
At Master Level (20) : MP Cost: 31. Max Enemies Hit: 8, Damage: 180%, Number of Attacks: 4.
[Light Magic] Detonates a pillar of light that knocks back enemies and has a chance to stun.
At Master Level (20) : MP Cost: 15. Max Enemies Hit: 10, Distance: 350, Knockback Chance: 100%.
[Dark Magic] Directs an orb of darkness to battle enemies. Move the orb by holding the skill key and steering with the directional keys.
At Master Level (20) : MP Cost: 15. Enemies Hit: 8, Damage: 168%.
A dark orb forms when attacks are evaded for a short time in battle. Accumulating orbs will also increase Magic ATT. If there is any damage taken, one orb will destroy and absorb some of the damage.
At Master Level (20) : Creates a dark orb to protect you after evading all attacks for 5 sec. If you take damage, one orb of darkness will break absorb 70% of damage. 1 Orb: Magic ATT increased by 15. 2 Orbs: Magic ATT increased by 24. 3 Orbs: Magic ATT increased by 30.
Increases the attack speed of the weapon.
At Master Level (10) : MP Cost: 30. Attack Speed +2 for 180 sec.
Magic mastery and magic ATT increase.
At Master Level (10) : Magic Mastery: 50%, Magic ATT +10.
Permanently increases INT.
At Master Level (5) : Permanently increase INT by 40.
Second Job Skill Build30: +1 Sylvan Lance (1), +1 Pressure Void (1), +2 Magic Booster (2)
31: +2 Magic Booster (4), +1 Black Blessing (1)
32: +3 Black Blessing (4)
33: +3 Black Blessing (7)
34: +3 Black Blessing (10)
35: +3 Black Blessing (13)
36: +3 Black Blessing (16)
37: +3 Black Blessing (19)
38: +1 Black Blessing (20-MAX), +2 Spell Mastery (2)
39: +3 Spell Mastery (5)
40: +3 Spell Mastery (8)
41: +2 Spell Mastery (10-MAX), +1 High Wisdom (1)
42: +3 High Wisdom (4)
43: +1 High Wisdom (5-MAX), +2 Magic Booster (6)
44: +3 Magic Booster (9)
45: +1 Magic Booster (10-MAX), +2 Sylvan Lance (3)
46: +3 Sylvan Lance (6)
47: +3 Sylvan Lance (9)
48: +3 Sylvan Lance (12)
49: +3 Sylvan Lance (15)
50: +3 Sylvan Lance (18)
51: +2 Sylvan Lance (20-MAX), +1 Pressure Void (2)
52: +3 Pressure Void (5)
53: +3 Pressure Void (8)
54: +3 Pressure Void (11)
55: +3 Pressure Void (14)
56: +3 Pressure Void (17)
57: +3 Pressure Void (20-MAX)
58: +3 Blinding Pillar (3)
59: +3 Blinding Pillar (6)
60: +3 Blinding Pillar (9)
Summary : Everything MAX except Blinding Pillar
1 point into your new Light and Dark skills. I love fast attack, so I have put 4 point into Magic Booster which can last 72 sec. Max Black Blessing, Spell Mastery and High Wisdom for damage boost. Afterwards, max out Magic Booster so it lasts longer. Sylvan Lance should be maxed next. If you prefer Dark Magic, then max Pressure Void first. After maxing both mobbing skills, dump all remaining SP into Blinding Pillar.
[Light Magic] Fires controllable beams of light. Steer the beams by holding the skill button and using the directional keys.
At Master Level (20) : MP Cost: 20. Damage: 340%, Number of Attacks: 4, Max Enemies Hit: 8.
Ray of Redemption
[Light Magic] Heals party members and deal damage to enemies with power of light.
At Master Level (20) : MP Cost: 41. Damage: 180%, Number of Attacks: 3, Max Enemies Hit: 6, Recovery: 800%.
[Dark Magic] Fires a chain of dark moonlight from under the enemies' feet.
At Master Level (20) : MP Cost: 75. Damage: 361%, Number of Attacks: 2, Max Enemies Hit: 6.
[Equilibrium] A scythe-toting reaper descends to destroy enemies.
At Master Level (20) : MP Cost: 120. Damage: 230%, Number of Attacks: 6, Max Enemies Hit: 10, Cooldown: 24 sec.
Deflects all abnormal status effects. The shell breaks and must cooldown after a certain number of deflected status effects. Passively increases resistance to all elemental and abnormal status effects.
At Master Level (10) : MP Cost: 200. Ignore abnormal status 3 times. Cooldown: 300 sec when broken. Passive effect: Increase resistance to all elemental and abnormal status effects by 40%.
Temporarily increases physical and magic DEF and has a chance to ignore damage.
At Master Level (10) : MP Cost: 76. Duration: 180 sec, DEF/M.DEF: +300. 20% chance to ignore damage.
Temporarily increases party magic ATT. Stacks with Meditation.
At Master Level (20) : MP Cost: 55. Duration: 180 sec. Increases party Magic ATT by 40.
Increase either critical rate or ATT, depending on HP and MP.
At Master Level (20) : When MP is greater than HP, damage increases by 20%. When MP lower than HP, Critical Rate increases by 30%.
Third Job Skill Build60: +1 Spectral Light (1), +1 Moonlight Spear (1), +1 Death Scythe (1), +1 Ray of Redemption (1)
61: +3 Photic Meditation (3)
62: +3 Photic Meditation (6)
63: +3 Photic Meditation (9)
64: +3 Photic Meditation (12)
65: +3 Photic Meditation (15)
66: +3 Photic Meditation (18)
67: +2 Photic Meditation (20-MAX), +1 Lunar Tide (1)
68: +3 Lunar Tide (4)
69: +3 Lunar Tide (7)
70: +3 Lunar Tide (10)
71: +3 Lunar Tide (13)
72: +3 Lunar Tide (16)
73: +3 Lunar Tide (19)
74: +1 Lunar Tide (20-MAX), +2 Moonlight Spear (3)
75: +1 Moonlight Spear (4), +2 Spectral Light (3)
76: +3 Spectral Light (6)
77: +3 Spectral Light (9)
78: +3 Spectral Light (12)
79: +3 Spectral Light (15)
80: +3 Spectral Light (18)
81: +2 Spectral Light (20-MAX), +1 Death Scythe (2)
82: +3 Death Scythe (5)
83: +3 Death Scythe (8)
84: +3 Death Scythe (11)
85: +3 Death Scythe (14)
86: +3 Death Scythe (17)
87: +3 Death Scythe (20-MAX)
88: +3 Dusk Guard (3)
89: +3 Dusk Guard (6)
90: +3 Dusk Guard (9)
91: +1 Dusk Guard (10-MAX), +2 Shadow Shell (2)
92: +3 Shadow Shell (5)
93: +3 Shadow Shell (8)
94: +2 Shadow Shell (10-MAX), +1 Ray of Redemption (2)
95: +3 Ray of Redemption (5)
96: +3 Ray of Redemption (8)
97: +3 Ray of Redemption (11)
98: +3 Ray of Redemption (14)
99: +3 Ray of Redemption (17)
100: +3 Ray of Redemption (20-MAX)
Summary : Everything MAX except Moonlight Spear
1 point into your new Light and Dark skills as well as the new Equilibrium skill, Death Scythe. Add 1 point into Ray of Redemption for some party healing. Then max out Photic Meditation for the great 40 MA buff. Now max Lunar Tide for some damage. Then, cap Moonlight Spear at 4. Max Spectral Light and Death Scythe to speed up training, followed by Dusk Guard to be more tanking, thanks to 20% chance to ignore damage! After this max Shadow Shell. Finally, max Ray of Redemption for better HP recovery.
Some people will prefer to max Moonlight Spear instead to speed up training. So you can sacrifice Ray of Redemption. But this is not really recommended since after 4th job you will not be using Moonlight Spear anymore as it will be replace by a stronger skill, Apocalypse.
[Requires Mastery Book] Reflection
[Light Magic] Emits a powerful arrow of light that splits when it hits enemies to deal splash damage.
At Master Level (30) : MP Cost: 81. Damage: 420%, Number of Attacks: 4, Max Enemies Hit: 8.
[Requires Mastery Book] Morning Star
[Dark Magic] Drops explosive meteors on enemies.
At Master Level (30) : MP Cost: 50. Knockback Damage: 180%, Explosion Damage: 370%, Max Enemies Hit: 8, Cooldown: 5 sec.
[Requires Mastery Book] Apocalypse
[Dark Magic] Opens the Abyssal Rift under enemies to flood them with void energy.
At Master Level (30) : MP Cost: 100, Damage: 340%, Number of Attacks: 7, Max Enemies Hit: 8.
[Requires Mastery Book] Ender
[Equilibrium] Attacks enemies with a giant blade that instantly eliminates them. Deals great damage to monsters that do not fall instantly.
At Master Level (30) : MP Cost: 49. Max Instant KO's: 2, For enemies that cannot be Instant KO'd, Damage: 333%, Number of Attacks: 7. Cooldown: 12 sec.
[Requires Mastery Book] Dark Crescendo
Has a chance to increase damage with each consecutive hit for a short period of time.
At Master Level (30) : MP Cost: 80. Duration: 180 sec, Chance to Increase Damage with each hit: 80%, Damage: +1%. Can stack up to 30 times.
[Requires Mastery Book] Arcane Pitch
Ignores an opponent's DEF and resistance for a short period of time.
At Master Level (30) : MP Cost: 85 , Duration: 180 sec, Ignores DEF: 40%, Ignore resistance: 100%.
[Requires Mastery Book] Magic Mastery
[REQUIRE] Max Spell Mastery.
Magic Mastery and magic ATT increase.
At Master Level (30) : Magic Mastery: 70%, Magic ATT +30, Minimum Critical Damage +15%
[REQUIRE] Lv10 Death Scythe.
The buff duration of Equilibrium and the restoring speeds for both light and darkness skills increases. Also increases the ATT of Death Scythe.
At Master Level (5) : Equilibrium Duration: +5 sec. Time to reach Sunfire and Eclipse decreases when Light or Dark skills are used. Additionally, Death Scythe ATT: +100%
[Requires Mastery Book] Maple Warrior
Temporarily increases the stats of all party members.
At Master Level (30) : MP Cost: 70, All Stats: +15%, Duration: 900 sec.
Forth Job Skill Build100: +1 Reflection (1), +1 Apocalypse (1), +1 Ender (1), +1 Morning Star (1)
101: +3 Darkness Mastery (3)
102: +2 Darkness Mastery (5-MAX), +1 Magic Mastery (1)
103: +3 Magic Mastery (4)
104: +3 Magic Mastery (7)
105: +3 Magic Mastery (10)
106: +3 Magic Mastery (13)
107: +3 Magic Mastery (16)
108: +3 Magic Mastery (19)
109: +3 Magic Mastery (22)
110: +3 Magic Mastery (25)
111: +3 Magic Mastery (28)
112: +2 Magic Mastery (30-MAX), +1 Dark Crescendo (1)
113: +3 Dark Crescendo (4)
114: +3 Dark Crescendo (7)
115: +3 Dark Crescendo (10)
116: +3 Dark Crescendo (13)
117: +3 Dark Crescendo (16)
118: +3 Dark Crescendo (19)
119: +3 Dark Crescendo (22)
120: +3 Dark Crescendo (25)
121: +3 Dark Crescendo (28)
122: +2 Dark Crescendo (30-MAX), +1 Arcane Pitch (1)
123: +3 Arcane Pitch (4)
124: +3 Arcane Pitch (7)
125: +3 Arcane Pitch (10)
126: +3 Arcane Pitch (13)
127: +3 Arcane Pitch (16)
128: +3 Arcane Pitch (19)
129: +3 Arcane Pitch (22)
130: +3 Arcane Pitch (25)
131: +3 Arcane Pitch (28)
132: +2 Arcane Pitch (30-MAX), +1 Reflection (2)
133: +3 Reflection (5)
134: +3 Reflection (8)
135: +3 Reflection (11)
136: +3 Reflection (14)
137: +3 Reflection (17)
138: +3 Reflection (20)
139: +3 Reflection (23)
140: +3 Reflection (26)
141: +3 Reflection (29)
142: +1 Reflection (30-MAX), +2 Ender (3)
143: +3 Ender (6)
144: +3 Ender (9)
145: +3 Ender (12)
146: +3 Ender (15)
147: +3 Ender (18)
148: +3 Ender (21)
149: +3 Ender (24)
150: +3 Ender (27)
151: +3 Ender (30-MAX)
152: +3 Maple Warrior (3)
153: +3 Maple Warrior (6)
154: +3 Maple Warrior (9)
155: +3 Maple Warrior (12)
156: +3 Maple Warrior (15)
158: +3 Maple Warrior (18)
159: +3 Maple Warrior (21)
160: +3 Maple Warrior (24)
161: +3 Maple Warrior (27)
162: +3 Maple Warrior (30-MAX)
163: +3 Apocalypse (4)
164: +3 Apocalypse (7)
165: +3 Apocalypse (10)
166: +3 Apocalypse (13)
167: +3 Apocalypse (16)
168; +3 Apocalypse (19)
169: +3 Apocalypse (22)
170: +3 Apocalypse (25)
171: +3 Apocalypse (28)
172: +2 Apocalypse (30-MAX), +1 Morning Star (2)
173: +3 Morning Star (5)
174: +3 Morning Star (8)
175: +3 Morning Star (11)
176: +3 Morning Star (14)
177: +3 Morning Star (17)
178: +3 Morning Star (20)
179: +3 Morning Star (23)
180: +3 Morning Star (26)
181: +3 Morning Star (29)
182: +1 Morning Star (30-MAX), 2 Extra SP
183 and so on: 57 Extra SP
Summary : Everything MAX, 59 Extra SP
This build has very little choices because each skills is obvious in it's order of importance. We start off with putting 1 point in every important skill. There is some controversy in which skill out of Magic Mastery and Darkness Mastery to get first. It's up to you because both give a very good damage boost. But I prefer maxing Darkness Mastery first as Darkness Mastery increases the duration of Equilibrium and the damage of Death Scythe. So you will have longer duration to spam your powerful Equilibrium skills. Magic Mastery is next for extra mastery and MA as well as minimum critical damage. Dark Crescendo is something like Arcane Aim, max it next for more extra damage. You are going to be stronger by maxing Arcane Pitch that allow you to ignore 40% enemy DEF. It' stackable with Light Wash! Now max Reflection to speed up your training. Ender is up next so you will face no problem when bossing. Lastly, max Apocalypse, Morning Star and Maple Warrior simultaneously.
S type Hyper Skills are the same for all, so I'm not going to explain. Since I can only have a maximum image of 50. So I'm going to make it 3-in-1 for the skill icon of P type Hyper Skills. For A type Hyper Skills, no worries.
Reflection - Reinforce/Spread/Range Up
Apocalypse - Reinforce/Recharge/Extra Target
- Damage +20%
- Reduces split damage rate to 0%
- Range +50
Ender - Reinforce/Extra Target/Range Up
- Damage +20%
- Increase the effect of Apocalypse on the gauge
- Max Enemies Hit +2
- Damage +20%
- Max Enemies Hit +1
- Range +40
Puts you in Equilibrium mode immediately upon use.
MP -1000. Equilibrium status begins, Cooldown: 150 sec.
Renders enemies immobile and deals damage.
MP -1000. Max Enemies Hit: 15, Damage: 1000%, Immobile Duration: 20 seconds, Cooldown: 120 sec, Max Damage: 9999999
Increases damage and max damage cap.
MP -100. Duration: 60 seconds, Damage: +10%, Max Damage: +50000, Cooldown: 120 sec. Only applies to hero classes in party.
Hyper Skills BuildNothing much to say about Hyper Skills. MAX which you think is worthy and suits your playing style the most.
There are 3 types: S (Passive Stat Boost) ,P (Passive Skill Boost) ,A (Active Attack and Buff). You will received a total of 6 S SP, 5 P SP and 3 A SP.
The build below is the one I used. The skills are arranged in sequence.
- Hyper Intelligence
- Hyper Physical Guard
- Hyper Magical Guard
- Hyper Mana
- Hyper Health
- Hyper Critical
- Reflection - Reinforce
- Ender - Reinforce
- Reflection - Spread
- Ender - Extra Target
- Reflection - Range Up
- Heroic Memories
Luminous Skill Changes
Skill Change 1: Hyper Evolution
Skill Change 2: [KMS] Battle Mage, Aran, Evan, Mercedes, Luminous and Xenon Job Balancing
- (4th job) Darkness Mastery : Duration decreased from 10 sec to 5 sec.
- (4th job) Apocalypse : Damage decreased from 350% to 340%.
- (4th job) Morning Star : Duration increased from 3 sec to 5 sec.
- (4th job) Reflection : Damage increased from 300% to 400%. Range increased against initial target.
Skill Change 3: [KMS] FLY - Festival in Maple
- (Basics) Equilibrium : Damage done by Damage Reflect will now be reduced to 1 while in the Equilibrium state, Black Blessing's orbs will no longer disappear if hit while in the Equilibrium state.
- (2nd job) Black Blessing : Damage reduction effect will now apply to damage done by Damage Reflect, orbs will no longer disappear if a monster’s attack is guarded or avoided, damage reduction will now be applied before Standard Magic Guard’s effect
- (3rd job) Shadow Shell : Shadow Shell will now only be used up for status effects such as seduce, stun, zombify, and transform (among others), basic status effects (such as darkness or curse) will not use up the shield and will afflict you regularly, will not be used up if your resistance to states and elements activates and resists the status.
- (3rd job) Moonlight Spear : Damage increased from 361% to 371%.
This time, GMS modify the KMS version of Luminous a lot. Other than the Light/Dark Skills System, GMS also changes some skills effect.
I'm a player of both KMS and GMS. After I had been playing both Luminous, I realise KMS version of Luminous can deal higher damage instead. This is mainly because of the Light/Dark skills system. KMS system grants 100% more damage for respective spells in respective mode while GMS system only offers 50% extra damage. This is a huge difference even GMS version of Luminous have higher damage. But in GMS version, players can choose to focus on their strength of Light or Dark instead of balancing them.
I personally like to play the Hero class and I had tried them all until forth job. Among the 5 Heroes, I can tell you that Luminous is the strongest even after nerf! Aran is a high damage class even unfunded but Aran's range is a bit out. Evan is like Aran with very great range but Evan can only attack one direction and I think Evan has the highest attack speed among all other mages! Mercedes and Phantom is about the same, FAST AND ELEGANT! The only difference is that Mercedes is more to bossing while Phantom is more to training. But their damage is relatively low without good funding. Luminous, you will never feel weak without funding even after nerf!
Very thank you for reading. I hope it helps! Kindly give some feedbacks.
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