Battle Sader Guide - Updated 2 - 13 - 2024
Battle Sader Guide - Updated 2 - 13 - 2024
This section is something most people will skip, but I’m inserting it in here anyway.
Hello, my name is Kenzie! I started playing Battle Sader in May of 2021, so I haven’t been
playing him since I first started the game in 2015. However since starting him, he’s come to be
my true passion in progressing in the game since. I’m confident in my knowledge of the class
and guiding others to succeed with him.
That being said, I hope this guide is helpful in your endeavor of playing my favorite class.
You’re free to contact me on discord (battlesader) for any questions, further advice, or just to
chat!
Due to the amount of gifs in this guide, it lags in some browsers. As long as you don’t hover
around the talisman section for too long it should be okay.
Basic Knowledge
da basics
While under the effect of HGM, you’re locked out of using/receiving the effects of
your own:
Spiritual Sacrifice, Heaven’s Melody, Light of Divinity, Sign of Protection,
Divine Invocation, Fountain of Life, and Healing Wind
Battle Passives
Grace of Courage
Go-to battle passive.
Scales at 2% per level.
Firm Will
Alternative battle passive. Scales at 1.5% per level.
Aura of Conviction
1A passive.
Scales at 2% per level.
Agent of God
3A passive.
Scales at 2% per level.
Thunder Hammer: Jupiter
Skills
Skill tree
This is a barebones build with only the ‘essentials’. The leftover skill points/TP is for your own
pref. I tie my 3A with my 2A as 1A is an install and I can continue casting skills during it. You
may get more damage with using 2A instead.
Skills in depth
EVERY skill in your kit has innate light inflict. With Jupiter, your basic attacks gain light
inflict. You do not need to run a cube contract.
Lv.20 Revenge of MAX Adds lightning strikes to your attacks. Good damage
Light and sustain.
Lv.20 Spear of
SP DUMP/MAX Short CD hold skill. Decent filler damage.
Victory
MAX Core damage skill. Attack that shoots forth a cross that
crashes :^)
Lv.25 Crashing Cross
Applies a 20% Basic/Advanced Skill Atk. Buff
See: A few notes
MAX Core damage skill. Quick single hit skill that places a
wall in front of you
Lv.30 Deflection Wall It can block enemy attacks but you’ll rarely see it happen. Has
a passive to smoosh 2 walls together.
See: Skill Passives
MAX Core damage skill. You flex REALLY HARD and it pulls
Lv.35 Hapitism
enemies in around you.
Lv.50 Apocalypse Giant disco ball in the sky that your enemies dance under. It’s
(1A) an install.
Lv.95 Holy Rage: MAX Core damage skill. Sprout wings and make Jupiter into
Astrape Astrape. Slams down with huge AOE and damage.
Lv.100 Final
T-Pose on your enemies to win.
Judgement (3A)
Skill Passives
Note: Flash Sphere has a passive called “Flash Shrapnel”. This skill allows Flash Sphere to
instantly detonate, and is generally better to use as opposed to the install. While on paper it
does less damage, it doesn’t suffer from needing the boss to be completely stationary.
Deflection Wall has a passive called “Pressure Wall”, it smooshes 2 walls together but
separates the damage into 2 parts. Not very useful, but it is funny.
A few notes
Righteous Judgement is really, really, really, not a good skill. You
have to channel it, its damage is lackluster and it’s generally just… not
good. If you choose to use the culmination weapon, it has better use.
However, generally avoid it.
Slow Heal (and the TP), the passive Fast Heal, and Cure are all
very important skills to consider having in your build for self sustain.
If you’re status you can use cure to mitigate the 50% damage from
attacks entirely. The heal is GOOD. On BOTH you and your party.
Take advantage of it if you plan to end game.
CRASHING CROSS
This skill is good damage, however, the most
important thing to note is upon hitting yourself with it you
will get a 20% damage buff. You must hit an enemy or an
object with it for the pentacle to appear under you
reliably. It’s integral you take and use this skill before you
do any damage. You will not get a Buff M.Saders CC as a
Battle Sader.
Manual Input Set-up
These are my personal preferences for easy manualing
as I run manual shoes+shoulder. Run whatever is most
comfortable for you if you decide to manual. General
benefits of manual command inputs are -5% cooldown
and -5% MP usage on most skills. Some do not benefit, or
benefit less. Kinda helps with your insane MP cost
though
Ignore locked skills commands as I don’t manual them.
Talisman Explanation
Talismans with stars next to them are preferred.
Without With
Without With
Without With
Without With
Without With
Gearing
Title/Aura/Creature/Avatars/Emblems/Everything
This section is copy-paste for the most part for all classes. Unfortunately, in DFO the
viability of your character in content is based on these things. They’re expensive, it’s not new
player friendly. But alas, it’s something everyone must face. There’s sometimes events that will
hand out everything you need in this category, but they’re far and few between. It mainly comes
down to whatever package is in circulation at the time.
Title
-BIS: 18% DV and +10% attack to related skill (+15% to level 30 only)
(Ideal skill level would be level 75 to hit Divine Flash and Holy Sanctuary.)
- Standard: 10/15% DV
- Budget: +1 level range title with +2 enchant to Grace of Courage
- Extreme Budget: Beast World (clear 4th pit in Pit of Incarceration) 5% critical hit rate.
Damage auras
- BIS: 10% DV, +1 2A Passive, Platinum Emblem Socket
(Grace of Courage platinum emblem ideally, Firm Will budget)
- Standard: 5/10% DV
- Budget: Any aura with stats on it is better than nothing.
Damage creature
- BIS: 20% DV, +1 2A Passive
- Standard: 18% DV +1 2A Passive
- Budget: 10/15% DV
- Extreme Budget: Any creature with stats is better than nothing.
Emblems/Avatars
- Your go-to battle passive is Grace of Courage. You want to take this as your platinum
emblems. Firm Will can be used as a budget option.
- The passive on your ‘battle’ top should be Grace of Courage. If you don’t have a
separate set of clone avatars, it’s ok to just take HGM.
- Take INT emblems for red slots, crit/int for green slots, movespeed for blue slots, attack
speed for yellow slots. Multicolored slots you can take whatever you want, but take crit if
you need to max your crit to 100% still, and INT for more damage.
- Take ANY Resist on your belt option, some gear requires certain types of resist. Keep
this in mind when selecting, but any will do for conditionals that only require a total
amount. The rest of the avatar options are your choice.
Rare Clone Weapon
TAKE LEVEL 80 AS IT PROVIDES +1 TO JUPITER. This
effectively gives you 2% skill attack which applies across your
whole kit. If you’ve already taken 75, don’t stress too hard. But if
you have the choice, go for 80.
Buffswap
The 2nd icon at the bottom left of your character information in your inventory is your
buff swap. In this UI you can place gear to increase the level/damage your buff gives you. You
can obtain Fragmented Abyss pieces from Operation Hope, and use materials to purchase
through Ceberin in Harlem. Weapon costs 900 Abyss Fragments, and every other piece is 500
Abyss Fragments. For 50 Abyss Fragments, you can purchase a recipe to upgrade the weapon
into an (S) variant for more damage.
Alternatively, read below.
You can also obtain all of this gear from the side content “Elvenmere” in Elvenguard.
You may do it once a week and the pieces cost 250 of the material. The (S) weapon can be
purchased outright through this method without having to obtain the materials for
upgrading.
12 pieces of Fragmented Abyss gear (NOT WEAPON) can be obtained through the
Adventure Token Shop once a month for 60 Tokens.
The Mileage Shop also offers Fragmented Abyss gear for 250 100 Mileage per
piece, and 500 150 for an (S) weapon.
Titles that give +1-3 to your buff also go here, obtainable through various methods,
usually via Cera shop items purchased from other players.
Creatures that give +1 to your buff are found through events sometimes but mostly through
Cera shop packages.
Fragmented Abyss sub equipment has 3 different options to choose from: Encroached,
Distorted, and Warped. Encroached gives +3 to HGM, this is the option you pick most of
the time. Distorted gives +2 to HGM and 1.5% Skill Atk, you only choose this option if
Encroached puts you OVER the cap of +10 levels by 1. Warped gives the least levels, +1 and
3% Skill Atk. This is the option you choose once you have a +3 title, a +1 creature, top w/ plat,
and bottom w/ plat. You cannot make use of more than +10 levels to your buff, as such you use
whichever will put you at or below that amount. It will vary based on what all you have inside it.
Equipment
Male Crusader scales on INT with battle. Any enchants or amplification should be specced as
such.
As a fixed class, we use refinement. Independent attack is only gained through refinement,
reinforcement will do nothing for our damage. You can trade ryan cores for powerful energy at
Kiri.
OTHER GEAR
You can go archon if you don’t feel up to spamming Cure/Slow Heal. Just keep in mind
Accelerator will NOT work until you get allied forces fusion.
If you’re reading this section for the first time- ignore the next words!
Thanks to my good friend Jho, as it turns out, I’m stupid and never did the math on the total
MP pool you’d have with all the archon pieces. You actually can’t hit the MP required for
Accelerator’s 5% skill attack on Male Crusader (without fusion, from my understanding). If
you’ve picked it anyway, just don’t use Accelerator. Sucks to lose the MP regen, but it’s fine.
Honestly, all magic stones besides Restrained Spirit Bead suck, but
I’m never going to recommend that because it requires at LEAST 10
pets to get the damage value. Using Finished Power Controller allows
you to hit the requirement for Atomic Core easier, but do the math on
your gear and enchants. You can honestly stick with Grey Cat Stone
as it hits almost all of your main damage skills (Flash Sphere,
Haptism, Deflection Wall, Crashing Cross, Revenge of Light, and
Spear of Victory). However, it suffers from the curse of being slightly
impractical to keep up.
Here is a site that has every build set-up and information you could
use instead.
While this build is viable for early content, i.e. daily dungeons/advanced
dungeons, in harder content its viability drops significantly. When you’re built for this,
you need to be basic attacking constantly to keep up your DPS. This means that you’re a
sitting duck during any mechanics a boss is throwing at you. You will die. If you want to
bring it to end game, you may do so, but please reconsider it if you want to play the class
seriously. On top of this, it’s damage does not keep up with a general skill focused build.
You may have seen videos of it in content like corridor- please note that groggies are not
the majority of gameplay. In damage testing, my basic attack still exists in my top 10
damaging skills without focusing it whatsoever— at 2% damage contribution. I’m biased,
but what I say objectively stands true.
If you must choose this build, spec your skill tree into entirely your non-cube
skills. You should be focusing them regardless, but know that these skills will be the
best contribution to your damage (even if you’re mostly basic attacking).
In the end, play whatever build or gameplay style you desire. But if your goal is damage,
a general build will serve you better.
Specifically lines that we want and not a complete guide for customs whatsoever. Here is that
though.
For lines that aren’t these, take any damage lines or QOL you might want.
These are just key options.
Ent Spirit Shoulder
● Cast skills through commands to increase their Skill Atk. +12%.
(Awakening Skills excluded)
● Non-Clear Cube Fragment Skill Atk. +15%.
Fusions
Ispins
Status Build
Bracelet: Black Dragon IF you have MP on hit OR Allied Forces
Necklace: Allied Forces
Ring: Allied Forces OR Gold Dragon (has damage fluctuation) OR Black Dragon
IF YOU HAVE MP ON HIT (or are archon)
Archon
Bracelet: Allied Forces
Necklace: Allied Forces
Ring: Black Dragon
Warpath
Shoulder: Communion (75/40 cooldown)
Top: Predation if you’re status OR Icebloom OR Lightning if you’re archon to
enable speeder.
Belt: Lightning (small damage difference from Predation and provides needed
defense) OR Predation if you have a source of MP on hit.
Bottom: Communion (35/70 cooldown)
Shoes: Communion (95 cooldown) OR Icebloom (QOL and highest DV) - if you
take Icebloom you gotta run back and forth a lot at the start of content, it doesn’t
matter for normal dungeons though honestly.
Hall of Dimensions
Sub Equip: Abyssal Concentration
Magic Stone: Abyssal Concentration
Earrings: Abyssal Concentration
Bakal Weapon
Honestly, this is your choice. Absolutely take the skill attack and 75 cooldown, but the second
option is free. Keep in mind attack speed from this will NOT count towards Speeder.
My Recommendation
Option 1: Skill Atk. 5%, all classes’ Lv. 75 skill cooldown -10%
Option 2: Skill Atk. 5%, all classes’ Lv. 35 - 40 skill cooldown -15%
OR a status inflict you need for a custom.
Option 3: Status inflict of choice/status damage 10%/anything you want
Reasoning for option two is it applies to both Flash Sphere and Haptism, both of which are good
damaging skills that are gonna be used constantly. I GUESS IT ALSO HITS HAMMER OF
REPENTANCE BUT HAHA it’s just ok.
If you only need one status inflict, choose it for your third Bakal weapon
option. The damage gain from the third line is smaller so using it for QOL is
best.
Enchants
Weapon
- BIS: 15 Light Elemental Damage
- Standard: 13 All Elemental Damage
- Budget: 10 All Elemental Damage
Top/Bottom
- BIS: 90/60 Independent Atk/INT (Neiser the Black Dragon)
- Standard: 70/40 Independent Atk/INT (Ispins token shop - 10 tokens)
- Budget: 50/20 Independent Atk/INT (Beryl shop)
-
Shoulder
- BIS: Horrendous Darkness Astaros
- Standard: Eternal Flame Captain Stark
- Okay: 100 INT, 10% Magical Crit
- Budget: 5% Magical Crit, 50 INT
Belt
- BIS: Death Dragon Spirazzi (4% skill atk. from +2 to passive)
- Standard: 1% Skill Atk., 30 PMI, 3% Crit (HOD token shop - 10 tokens)
- Okay: 100 INT, 35 INT/3% Magic Crit, 7% Crit
- Budget: 5% Magical Crit, 50 INT
Shoes
- BIS: 12% Movement Speed, 100 INT (He Who Hid the Dew)
- Okay: 50 INT, 35 INT/3% Magic Crit, 7% Magical Crit, 7% Movespeed
- Budget: 5% Magical Crit
Accessories
- BIS: 35 Light/whatever 2nd Elemental Damage
- Standard: 30 Light Elemental Damage (Ispins token shop - 10 tokens)
- Okay: 25 Light Elemental Damage (Beryl shop)
- Budget: 21-24 All Elemental/Light Damage
Sub Equip
- BIS: 12 All Elemental Damage, 3% Crit, 3% DV (Siv’s Bead/Nine-Tailed Blona)
- Standard: 110 Physical/Magical/Independent Atk. (HOD token shop - 10 tokens)
- Budget: 55 Physical/Magical/Independent Atk
Magic Stone
- BIS: 30 All Elemental Damage (Ispins token shop - 20 tokens)
- Standard: 17-25 All Elemental Damage
Earring
- BIS: 15 All Elemental Damage, 70 All Stat
- Standard: 11 All Elemental Damage, 50 All Stat (Warpath token shop - 20 tokens)
- Okay: 150 All Stat
- Budget: 90-110 All Stat
You get talismans and runes by doing The Exile Mountains. You can run this content
for rewards 1x a week for 8fp. You may enter twice a week, so if you D/C or something you can
try again. Getting the right color rune slots on your talismans is usually a grind, but it shouldn’t
take you too long. The important part is getting the talismans themselves. Purchasing the
talismans and runes can be done with the area material “Dark Night’s Remains”. It costs 235
for a selectable unique talisman box and 120 for a selectable unique rune box at Lucile
Redmayne. This is the likely path you’ll have to take in order to get the ones you want.
However, you can combine the runes and talismans you get at the end of the run for a chance
at them.
You can also obtain selectable unique Talisman/Runes from the Mileage Shop for 150/75
20/10 Mileage respectively.
I would say to take Divine Flash, Flash Sphere, and then dealers choice for your third
talisman (though I take Holy Sanctuary).
Stacking your runes for Divine Flash is ideal, but you can stack for whatever you like– if you use
the culmination weapon, stacking for Righteous Judgement might perform well. Flash Sphere
runes also can perform well.
If for whatever reason you go Basic Attack, Red/Purple Revenge of Light and Blue Divine Flash runes are ideal, though you can
take Purple Divine Flash as well. This will add more damage to your ROL procs as you basic attack, as the cooldown doesn’t
matter. You could also take Blue Slow Heal runes for survivability.
You want to aim your rune slots to be Purple/Blue/Red (Terra Cotta, The Guardians, Second
Pact) for optimal damage/cd.
Here is my talisman setup for easy reference.
General Gameplay/Advice
Your role is a mid-range melee DPS. You can kinda play it safe and hit things from a
good distance, and avoid mechanics. Your dash attack is very good and easy movement, take
advantage of it.
After buffing, start every fight with a Crashing Cross to apply your 20% damage self buff.
This is the only cookie cutter thing you must follow.
We scale very well with low level skill focused builds. With the talisman, Divine Flash
becomes a non-cube skill and benefits from any lines that target them. This doesn’t seem like
much, but it’s INCREDIBLY powerful in practice.
We have MP issues with lots of cooldown reduction. You’ll generally want some form of
MP on hit in your build whatever way you go (unless you’re not CDR minded). Divine Flash eats
a LOT of MP and it adds up significantly. The only support you’ll get in content outside of
potions is through another Male Crusader’s Healing Wind, and Female Crusaders with the
Grand Crashing Cross talisman (18% HP/MP). Before end-game, you shouldn’t have a
significant problem with this.
People will probably pass judgement on you for being battle. You will get accepted to
parties only to be kicked upon them realizing you aren’t a buffer. You get used to it after awhile.
It’ll be okay.
Closing
ok i ran out of energy to finish this guide if you have any questions hmu on discord or in game.
extra special thanks to anyone who doesn't want to party with a battle sader