Weapon Master

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Weapon Master gran icon.jpgWeapon Master djeeta icon.jpg
Class Data
Description Arm party members with real damage-dealing know-how.
Style Label Type Attack.png Specialty Label Weapon Sabre.png Label Weapon Axe.png
Prerequisites 300 CP, Lvl 20 Warrior and Kung Fu Artist
Level Bonuses ATK +900, total +4500
Master Bonuses ATK +3%
Support Skills
Assault Step Increases the chance of Double Attacks
Toughness Increases Max HP
Recommended Extended Mastery Perks
Attack, HP, Charge Attack Damage, Double Attack
Recommended Subskills
  • Miserable Mist: Massive increase to effective damage and survivability
  • Self Meditation: Effective use of excess charge bar; see assessment
  • Pandemonium: Further charge bar generation
  • Double Trouble III: Guaranteed triple attack and (with Axe) DA/TA debuff

Skills

Icon Skill Name Effect
C/DCooldown in Turns
DurDuration in Turns or Seconds
SubSubskill usable on other classes
LVLClass level required
Notes
Ability Burst.png Full Arsenal II Gain
C.A. Instant StandbyInstantly sets Charge Bar to 100%

Unaffected by Charge Bar Speed status effects.
No effect when afflicted by Shorted debuffs.
No effect when Charge Bar is above 100%.
and
Status AttackUp.png25% ATK UpATK is boosted

Strength: 25%
Duration: 1 turns
.
5T 1T No 1
Ability Rampage.png Rampage Gain
Status DoubleUp.png20% DA UpDouble attack rate is boosted

Strength: 20%
Duration: 3 turns
and
Status TripleUp.png10% TA UpTriple attack rate is boosted

Strength: 10%
Duration: 3 turns
.
6T 3T Yes 5
Ability Rage.png Rage III All parties gain
Status AttackUp.png30% ATK UpATK is boosted

Strength: 30%
Duration: 3 turns
.
5T 3T Yes 15 Affects all players.

Extended Mastery Skills

Icon Skill Name Effect
C/DCooldown
DurDuration
EMPCost in EMP
Notes
Ability Rage.png Brave Soul Gain
Status Strength.pngStrengthATK is greatly boosted as HP is raised

Duration: 3 turns
.
7T 3T 10 For every 1 Max HP increase
ATKNormal modifier
by 0.0025%-0.0075% depending on %HP, capping at 20,000 Max HP. At 20,000 Max HP, a minimum
ATKNormal modifier
bonus of 50% at 1 HP up to a maximum of 150% at full HP[1]
Ability Critical.png Power Raise Gain
Status CriticalUp.pngCritical Hit Rate UpDMG is slightly boosted for critical hits

Strength: 50% chance of dealing 50% more damage.
Duration: 3 turns
.
7T 3T 8

Assessment

Primarily useful as a charge bar battery when Superstar or (Spear) Double Trouble III are not options, or for intentionally staggering charge attacks for character such as Korwa. For new players, the ATK +3% Master Bonus justifies the CP investment, but not before classes with more important subskills are unlocked.

  • Ability Burst.png 
    Full Arsenal IIGain
    C.A. Instant StandbyInstantly sets Charge Bar to 100%

    Unaffected by Charge Bar Speed status effects.
    No effect when afflicted by Shorted debuffs.
    No effect when Charge Bar is above 100%.
    and
    Status AttackUp.png25% ATK UpATK is boosted

    Strength: 25%
    Duration: 1 turns
    .
    is the main draw of the class, effectively granting 10% charge bar all allies in addition to the charge attack itself. It pairs excellently with mainhand weapons with powerful charge attack effects, such as Sword of Michael, but loses much of its value for teams that rely on chain bursts or must otherwise wait for the entire party to fill their charge bars.
  • Ability Rampage.png 
    RampageGain
    Status DoubleUp.png20% DA UpDouble attack rate is boosted

    Strength: 20%
    Duration: 3 turns
    and
    Status TripleUp.png10% TA UpTriple attack rate is boosted

    Strength: 10%
    Duration: 3 turns
    .
    helps catch up with the party after using Ability Burst.png 
    Full Arsenal IIGain
    C.A. Instant StandbyInstantly sets Charge Bar to 100%

    Unaffected by Charge Bar Speed status effects.
    No effect when afflicted by Shorted debuffs.
    No effect when Charge Bar is above 100%.
    and
    Status AttackUp.png25% ATK UpATK is boosted

    Strength: 25%
    Duration: 1 turns
    .
    , but is usually overshadowed by Double Trouble III as a subskill.
  • Ability Rage.png 
    Rage IIIAll parties gain
    Status AttackUp.png30% ATK UpATK is boosted

    Strength: 30%
    Duration: 3 turns
    .
    generally provides less effective damage than Ability Miserable.png 
    Miserable MistInflict
    Status AttackDown.png25% ATK DownATK is lowered

    Strength: 25%
    Base AccuracySee Debuff Resistance for details.
    : 80%
    Duration: 180 seconds
    and
    Status DefenseDown.png25% DEF DownDEF is lowered

    Strength: 25%
    Base AccuracySee Debuff Resistance for details.
    : 80%
    Duration: 180 seconds
    on all enemies.
    or Ability ArmorBreak.png 
    Defense BreachElemental DMG to one enemy and inflict
    Status DefenseDown.png20% DEF DownDEF is lowered

    Strength: 20%
    Base AccuracySee Debuff Resistance for details.
    : 80%
    Duration: 180 seconds
    .
    and has much more downtime, but can't miss. It also gains value in multiplayer content, where all parties benefit and foes will likely be debuffed already.
  • Weapon Master makes excellent use of the Ability Meditation.png 
    Self MeditationGain
    Status AttackUp.pngATK UpATK is boosted

    Duration: 1 turns
    ,
    Status CriticalUp.pngCritical Hit Rate UpDMG is slightly boosted for critical hits

    Duration: 1 turns
    and remove all debuffs from self. Costs 30% charge bar.
    subskill (especially when the Lv3 Rallying Gong crew skill is active), as Ability Burst.png 
    Full Arsenal IIGain
    C.A. Instant StandbyInstantly sets Charge Bar to 100%

    Unaffected by Charge Bar Speed status effects.
    No effect when afflicted by Shorted debuffs.
    No effect when Charge Bar is above 100%.
    and
    Status AttackUp.png25% ATK UpATK is boosted

    Strength: 25%
    Duration: 1 turns
    .
    counteracts the charge cost.

Overall, Weapon Master is rarely the best choice without an exceptional mainhand weapon or particular setup, but provides enough passive bonuses to rise above some of the more niche Row III classes.

  • Neither Extended Mastery Skill are worth buying due to their long cooldowns and their general inferiority to many other subskills.

References[edit]

  1. Great Sundome http://greatsundome.hatenablog.com/entry/2015/10/11/175521
  2. Great Sundome http://greatsundome.hatenablog.com/entry/2015/10/11/175521
  3. Great Sundome http://greatsundome.hatenablog.com/entry/2015/10/11/175521
  4. Great Sundome http://greatsundome.hatenablog.com/entry/2015/10/11/175521