Home/Classes/Bouncer

First job

Bouncer

Fists and punch combos. The first casting skills in the tree, too.

Plays as
Physical damage, Durable
Difficulty
Moderate
Skills
11
Weapons
Fists

At a glance

Changes from
Orphan
Leads to
Pit Boss

How it plays

What it is

  • Quick punch combos that build stacks, and the first casting skills in the tree.
  • Tanky and flexible in how you build it, with real survivability for a first job.
  • The cost is an enormous SP sink. You can make it move fast, but speed eats your bar.
  • Designed by Ornstein, themed by Metta, commissioned specifically for this server.

The job change quest

Start
Pit Boss Brann, Geneticist Lab job3_gen01 23,63
Required
  • Orphan Job Level exactly 10
  • No skill points left unspent
What you do
  • Enrol with Brann. He will not take you at Job Level 9 or 11, and he will not take you with a skill point in hand.
  • Ask Gatekeeper Holt what the work is, if you want the reason behind the drill.
  • Drillmaster Rook calls a direction every few seconds. Touch the matching plaque before his next call.
  • A right plaque is 1 point and a wrong one is minus 2. The score never falls below zero, so a bad run costs time and nothing else.
  • Reach 10 points and go back to Brann.
What you get
The Bouncer job

The lab is through the warp at lighthalzen 52,132.

Skills

All 11 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.

ActiveSupportivePassive

Active6

  • Direct Jab ActiveOne enemy Lv 10

    Consumes extra 5% Max SP

    Directly hits an enemy's opening

    Damage is 100+5% per level

    Rapid Chain and Triple Threat auto-target enemy if not used in repetition, but alternating

    Base Starting Cooldown is 5 seconds.

    Skill activates Combo Ready for 5s

    The numbers (opens the database, another site)
  • Rapid Chain ActiveOne enemy Lv 5

    Consumes extra 5% Max SP

    Strikes an exposed enemy quickly

    Damage is 125+10% per level, 2 hits

    Extra 1% per VIT during Combo Ready

    Grants 1 Combo Stack on hit (max 5).

    Each Combo Stack adds 5% damage.

    Base Starting Cooldown is 0.5 seconds.

    Learn firstDirect Jab Lv 1

    The numbers (opens the database, another site)
  • Smashing Uppercut ActiveOne enemy Lv 5

    Consumes extra 7% Max SP

    Deals a finishing blow

    Damage is 200+10% per level

    Extra 25% +1% per VIT for each Combo Stack.

    Hits once per Combo Stack.

    Consumes all Combo Stacks.

    At 5 Combo Stacks, also stuns the target for 2 seconds.

    Can deal critical hits with Ruthless Mastery maxed.

    Base Starting Cooldown is 5 seconds.

    Fixed cast time is 1s and cannot be interrupted.

    Learn firstRapid Chain Lv 1

    The numbers (opens the database, another site)
  • Triple Threat ActiveOne enemy Lv 5

    Consumes extra 7% Max SP

    Beats down an enemy further

    Damage is 125+10% per level, 3 hits

    Extra 1% per AGI during Combo Ready

    Grants 1 Combo Stack on hit (max 5).

    Each Combo Stack adds 5% damage.

    Base Starting Cooldown is 0.5 seconds.

    Learn firstRapid Chain Lv 1

    The numbers (opens the database, another site)
  • Heroic Landing ActiveSeveral enemies Lv 5

    Dashes up to 7 cells and smashes all enemies around.

    Damage is 200+10% per level +2% per VIT

    Damage doubled if enemies are at full health

    Deals damage on 7x7 around target cell

    Variable cast time is 2s

    Base Starting Cooldown is 5 seconds

    Learn firstTriple Threat Lv 1Smashing Uppercut Lv 1

    The numbers (opens the database, another site)
  • Scatterbrain ActiveOne enemy Lv 10

    Delivers a prepared strong hit

    Damage is 200+20% per level +4% per Luk

    Skill can be critical

    Fixed cast time is 1.5s

    Base Starting Cooldown is 3 seconds.

    50% extra damage vs enemies under half health

    125% extra damage vs enemies under 25% health

    Learn firstHeroic Landing Lv 1

    The numbers (opens the database, another site)

Supportive2

  • Cover SupportiveOne ally Lv 5

    Protects a party member by receiving all damage intended for the targeted ally. Cover only works when level difference between caster and party member is less than 15. The skill's effect is canceled when the party member moves out of the skill's range or dies.

    Reduces Damage taken by 75% while active

    Range is 2+1 cells per level

    Base Starting Cooldown is 15 seconds

    Requires Cooldown reduction to use on multiple players

    Learn firstShield Mastery Lv 1

    The numbers (opens the database, another site)
  • Prestige SupportiveYourself Lv 5

    Adds a chance to completely evade damage from magic attacks while increasing physical defense. The evasion rate depends on your Luck

    Duration is 30+15 seconds per level.

    Variable cast time is 1s

    Fixed cast time is 0.5s

    Base Starting Cooldown is 60 seconds.

    Base DEF Increased: 15+5 per Improve Defense level

    Magic Evasion Chance: 1% per 10 LUK

    +1% per Improve Dodge level

    The numbers (opens the database, another site)

Passive3

In the database Every number for every one of these Damage formulas, SP per level, cooldowns, cast times, weapon requirements and what each skill ignores. (opens the database, another site)

This job is new in the Refuge, so there is no inherited documentation for it. Everything here comes from the designer's own posts.