Dual class skills is part of the “free stats” you get by default from ingame features and can be acquired after reaching 105 on your main and add a subclass.
Getting to 105 on your main and then 105 on your dual class, is something that takes a bit of time, around a week for the most part, it may vary depending on class and knowledge of the game, obviously someone that has done this more than once, will be able to do this in about week for those that are just starting, it might take 1 or 2 toons to get the hang of it and then be able to reach those times. The reason that it “should” be done in a week is the “7 day vitality maintaining rune” you get once you hit 85 and is part of the main story.
You will hear me say this a lot, but the answer to every question in L2 is “it depends”, the reason for it is that for people that have a bit of “knowledge” start to calculate all possibilities before giving the proper answer, let me explain. (*this is for toons with duals that are level 105)
What Dualclass skills should I use for my DK (deathknight)?
Well for this one the answer is a bit universal, since DK is patk based and reuse is “key” stat for the class, you go all the way Patk ( a total of 5 certificates) and Reuse (2 certificates), this one is easy, but lets try this one:
What Dualclass skills should I use for my Eviscerator?
In this case “it depends” what level and gear your character has, early on you really do not need reuse, so Patk ( a total of 5 certificates) and Critical Damage (2 certificates).
Later on when you have some more gear and you have built up your reuse, it is very important to get
Reuse – 2 certificates
Critical Damage – 2 certificates
Patk – p/m def – 2 certificates and
Patk – 1 certificate for a total of 7 you can obtain.
Dualclass skills change depending on your gear/class and levels so here is a indication of classes and dualclass skills.
At this point I want to make players aware of a fundamental feature that we need in order to make every stat count. If your character plays with “skills” lets say a Tank and you do not have enough Skill Crit Rate, then all your crit dmg items/stats are “useless”, you need to Crit on every skill to make that stat (Crit Damage) count.
Tanks and DK’s:
It is all the way Patk and Reuse.
Patk ( a total of 5 certificates) and Reuse (2 certificates)
Tyrr’s and Evis:
Early game where your best dmg comes from melee attacks, its best if you follow this setup:
Patk ( a total of 5 certificates) and Critical Damage (2 certificates), later on, you can either replace Critical Damage with Reuse or keep Crit Damage (if you crit often enough) and replace 2 Patk certificates.
Othell’s:
This one is also a bit universal, it is really easy to reach critical hit on every skill, you need about 190% Skill Crit Rate so dual class skills should be the following: Reuse – 2 certificates, Critical Damage – 2 certificates,
Patk – p/m def – 2 certificates and Patk – 1 certificate.
Feohs / Wynns / Healers/ Shinemakers ( Seers too):
Since all classes have been revamped everyone can do damage now, the “issue” with mages in general are that while 1% Patk == 1% Damage, 1% Matk is way less, unlike fighters we cannot get an exact estimate but is about (rough estimation) 0.25% damage or 0.33%, it varies.
That is the reason that most mage classes have skill crit rate/ skill crit damage and skill power builds and that is why some items/stats are higher for mages e.g Brooch BR or Iss BR ( 100% patk/ 400% matk).
The suggested build for this is Reuse – 2 certificates, Critical Damage – 2 certificates,
Matk – p/m def – 2 certificates and Matk – 1 certificate.
Enchanters:
Enchanters are similar to tyrrs, but after the latest patch that gave enchanters a huge boost, those classes can play with both regular hits and skills in higher level zones.
Depending on the skills you have learned, its not very common for new players to have the lv110 skills (Redemption for Hierophant/Dominator/DoomCryer and Inspiration for Sword Muse and Spectral Dancer) that require 2 Greater Rune stones, it is possible to play with skills from level 110, especially for the “offensive” Enchanters (Hierophant/Dominator/DoomCryer), the reason for that is that those buffs, PoM/VoP/Bison give 20% Skill Crit Rate and when Redemption is used, the Caster gets 25% Patk/Pdef/Matk/Mdef/Skill Crit Rate/Skill Crit Damage, add the self buffs that each one of the classes have and there is a stong foundation to play with skills early on, for that reason you need reuse on your dualclass skills.
I would suggest, the same dualclass skills as the Othells: Reuse – 2 certificates, Critical Damage – 2 certificates, Patk – p/m def – 2 certificates and Patk – 1 certificate.
Some older players still have the “procs”, there are 3 dualclass skills, that proc at a certain rate for ~30 seconds those skills are 27% skill power, 27% Patk and 27% pdef/mdef and while they might sound as a big damage increase, early to mid game, they can cause more harm than good. The reason for that is the downtime, its Damage Given vs Damage Taken, or rather not having consistent damage. If your character really needs that 27% proc to clear a spot, then while there is downtime, it is highly likely the damage from mobs might kill you.
Level 110 Dualclass Skills
There are skills for dualclasses up to level 110, 7 certifcates from 85 to 105 and 3 from 107 to 110. The most important one is to get your dual 107, this is where you can pick your first “Advanced” Dual Class skill. The most important is the 50 Element Attack, while the others are 50 Element defense, 50 Weapon Patk, 50 Weapon Matk, 5% Crit Dmg received, 3% adena, 10% XP.
Most players do the following combination ( in PvE), 50 Element Atk, 50 Element Defense, 50 Weapon Patk), later on when you can farm in higher level zones, that 50 Element Defense, becomes 3% Adena ( in combination with the AP tree it is a nice boost on your daily income).