Do remember that you have to finish all previous skill quests in order to get the next one. Do all of them or you won't be able to follow the SP guides accurately. The SP guides posted below only give an indication on how to build your Aran. Don't be afraid to try different builds! Don't be scared, Aran builds aren't as easy to mess up with!
You can choose either to add strength (key stat) or Dexterity (Accuracy).
Aran are very similar to Warriors. However since they depend on large combos for more powerful attacks, Arans should have at least 2.0–2.2 times more DEX than their level to hit stronger monsters with ease, so if you are at level 25 you should have at least 50–55 DEX. Add everything else to STR.
They do not require INT or LUK. Adding to them is an absolute waste of AP.
Most AP goes into STR and DEX. If you apply your stats correctly, you should have enough accuracy and power to defeat monsters slightly above your level. However, you will deal less damage than a DEX-less Aran. However, it will be cheaper to fund a normal Aran compared to a DEX-less one.
Note: Since the Aran quests are required to kill monsters that are similar to your level, or higher, the accuracy gained from DEX helps Aran complete advancement quests (skill and job) more quickly.
DEX-less Arans are a real challenge, and trying this will require a large amount of money. Being DEX-less means that you're putting all your AP into STR and none into DEX.
Since an Aran cannot possibly attack strong monsters without DEX, instead of adding AP into DEX, you will need a lot of equips that are scrolled to add DEX. This requires a lot of luck, since scrolls can fail and sometimes destroy your equipment. The lower the success rate of the scroll, the higher the stat boost from said scroll. It's a trade off that could end up costing you a lot for nothing at all.
Another downfall to a DEX-less Aran is that the combo system is based on hitting the monsters. If you miss when fighting high level monsters because the lack of DEX, your combo will not go up, and the large amount of combo based attacks cannot be used.
If this is done successfully, a DEX-less Aran will deal much more damage compared to a regular build.
Low DEX Arans are for semi-funded people. You cap your DEX from 40-60. Low DEX Arans do more damage than a regular build Aran but MAY do less damage than a DEX-less Aran depending if you're funded or not.
Unlike other jobs, most Aran skills require you to press certain keys to attack. This is the main Aran SP build.
Once you've advanced to Aran, you will not have all the skills available. You will need to complete quests to obtain the Combo Ability and Polearm Booster skill. The list of levels, below, denotes what skills should be added at what levels. An italicized name represents the time at which the skill becomes maxed.
Double Swing and Combo Ability have to be at their maximum levels, because some of the second job skills require them to be maxed. Polearm Booster from 15–20 does not increase the effectiveness of the skill; it only increases the duration of the buff and reduces the cost of MP and HP. Therefore, it is more effective to add SP to Combat Step up to level 15 (max). Alternatively, you can max Polearm Booster to increase the duration by an additional 40 seconds while reducing the cost by 5 MP and 5 HP.
Once you completed your second job advancement, you will not have all the skills available since there are special quests that will give you the necessary skills.
or (not recommended)
This second situation is really not recommended. Combo Drain fully reduces the use for HP potions flat, therefore, you don't have to buy as many HP potions. Final Charge is rarely used and doesn't need to be maxed!
When you advance to your third job at level 71, there is only one skill missing that can be acquired by completing a quest: Full Swing. Just like any other third job classes, the Arans have a plethora of almost godly attacking and buffing skills at their disposal. Many builds as such can come out of this power buffet. (Go to Erev to obtain Full Swing from Nineheart.)
The reason for this core build is that with Smart Knockback maxed early, only 10% on the KB damage is necessary to knockback a monster (does not apply to bosses). Next on the list, Full Swing is maxed next to provide great damage. Then Combo critical is maxed to give the godly chance of 60% for all attacks to hit critical damage. Now from here on there are two different builds: the Snow Charge build (for slowing monsters down) and the Final Toss build (for large damage numbers).
The reasoning behind this build is that the primary addition to Snow Charge slows down monsters and prevents them form doing touch damage. Combined with Smart Knockback, you'll be doing very stable KB damage. With 15 SP into Combo Fenrir, you can do 1,300% damage to monsters as a finisher. Final Toss is maxed next to provide some extra damage on top of Triple Swing. Then Combo Fenrir is maxed to give the full 1,600% damage and you are left with 10 free SP.
The reasoning behind this build is the same as above, except it is reversed. No SP is put into Rolling Spin because you don't often see mobs of 10 monsters compared to mobs of 12 monsters, and secondly, you would not want to be fighting mobs on both sides.
At level 120, the Aran class doesn't just get more powerful, they even get an Area of Effect attack that can one-hit KO monsters with a chance. Aran fourth job skills are obtained in the usual way, through the completion of quests and the usage of mastery books. This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds. There are a multitude of builds that can be used.
The reasoning for this build, is you start off with two in Overswing, because like Full Swing, it replaces Triple Swing with a whole new animation, and adds more damage. Then you add one to Final Blow, because it kind of acts like a Final Attack that you can use whenever you like. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second. Then Combo Barrier, since it makes monsters do 20% less damage on you and your whole party. Then Final Blow because it's very strong. After that, you start on Maple Warrior and Combo Tempest for damage and High Defence to reduce the damage you take. You end with a few in Hero's Will, although you're free to add the points in earlier if you plan to HT and Pink Bean before level 199.
High Mastery is left at 26 because Level 26 adds 90% mastery. The mastery level stays the same until it's maxed, only for an extra two attack will you change anything by maxing it. And level 29 Maple Warrior adds the same stats as 30, but with a few seconds less time, so it's one spare point.
This beginning build is quite simple. First, High Mastery is increased to give more stable damage. Then Over Swing gives you five attacks. More attacks means more damage. Then Final Blow gives even more damage on top of Over Swing. Finally, High Mastery is increased to 26 to give the maximum mastery possible.
Combo Barrier is first increased to decrease damage taken in a party. Then Maple Warrior is increased to give that little stat boost. After that some SP is put into Over Swing for the damage. Then high mastery is increased to give more stable damage.