Why max Smart Knockback after Full Swing and Critical combo?
I have tested out Aran on monsters where most Adventurer class train. Sadly, Aran damage is not sufficient to knockback monsters to prevent them from casting their magic attacks. Aran can attack fast but their damage are low. To counter this, Smart Knockback is maxed to lower down the knockback requirement, so every hit allows Aran to keep knocking back the monster to prevent it from moving pass you and prevent them from casting spell (this skill also works on bosses). Apart from that, Final Toss works along with Smart Knockback. If you can’t knockback the monster consistently, you can’t keep the monster in air for long. Every successful knockback keeps the monster afloat in air (this prevents them to cast spell and makes them stationary at 1 place while you happily hit them without them hurting you abit!) Couple with Combo Drain and Body Pressure, you will be using less HP (health potion) compare to the rest of the Adventurer and Knight of Cygnus Class!
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