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Force Master iconForce Master
Hong character 10
Difficulty
3/5, Normal
Race(s)
Gon, Lyn, Yun
Weapon
Bangles

The Force Master (aka FM) is a ranged class that excels in dealing strong, continuous damage while offering moderate amounts of crowd control and utility. Using bangles to cast elemental projectiles, FMs effectively function as mobile "gunners" by relying on movement and positioning in order to kite around their enemies without compromising DPS. Within the lore of Blade and Soul, FMs epitomize the nature of duality, owing to their distinct fire and ice stances; which they use for damage and defense/utility, respectively. To walk the path of a Force Master, one must be wary of using the two stances together, lest they should accidentally cast the wrong spell at the wrong moment. In choosing a FM, you will find versatility and great damage potential, making you both an excellent party member and a capable solo player.

Compared to other classes, especially melee characters, Force Masters have a rather modest learning curve. Their fire attacks follow a fairly simple and straightforward pattern while their ice abilities only come into play when the situation calls for it. Although FMs can render themselves virtually immune to ranged attacks, they lack a repeatable block/counter at lower levels. Thus, most FMs prefer to outmaneuver their enemies either by freezing them in place or using a well-timed dodge to re-position themselves. Overall, FMs are typically considered to have an intermediate difficulty level of gameplay.


Races[ | ]

This class can be played as three races: the Yun, the Gon, and the Lyn. The Jin are the only race unable to choose Force Master as a class.

Resource Mechanic[ | ]

Force Masters use a resource called Focus to use their skills, represented by a series of circles beneath the HP bar. A Force Master has 10 units of Focus to spend. These will recover over time or by using certain skills that refill one's Focus.

Stances[ | ]

Force Masters have two stances depending on what skills they use: Fire Mode or Frost Mode. Each stance has its own minor benefit to being in it, as well as skills that they can only use while in one or the other. For example, using Blazing Palm will switch you to Fire Mode, thus allowing you access to skills such as Blazing Wall and Short Fuse. Stances last ten seconds and are refreshed by using a skill that places you in a stance. The benefits are as follows:

  • Fire Mode: Automatically apply a stack of Ember to any enemy that delivers a critical hit to you.
  • Frost Mode: Automatically gain a five second buff that increases Defense by 10%. Using any Frost Mode skill will apply the buff again (including the skill that brought the Force Master into Frost Mode).

Orbits[ | ]

Later, Force Masters will need to familiarize themselves with the concept of Orbits. After gaining the Fire Fury and Frost Fury skills, the Force Master has a chance to generate Fire Orbits and Frost Orbits, which manifest as small, glowing red or blue orbs that float around the character. Each can be stacked up to three times and grant bonus effects to the character.

Fire Fury and Frost Fury are activated by scoring a critical hit with a Fire Mode or Frost Mode skill, respectively. Upon successfully landing a hit with either, it will generate the appropriate Orbit. Later on, other skills and upgrades for skills also generate Orbits.

Each Orbit lasts 30 seconds upon activation, and the timer is reset when you stack another one. For example, if you have 12 seconds left on a Frost Orbit, you can stack it again to go back to 30 seconds (with double the beneficial effects). However, once three Orbits of one element are stacked, you cannot reset the timer even by using Fire Fury or Frost Fury again, and thus must let it run out.

You can have both elements active at once for a max of simultaneous three Fire Orbits and three Frost Orbits. Benefits:

  • Fire Orbit: When hit, inflicts 3%/6%/10% damage and 1 Ember on enemy.
  • Frost Orbit: Recovers 1/2/3 Focus on hit. At 3 stacks, inflicts Chill on enemy when hit.

Skills[ | ]

The following list is incomplete.

Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Mouse left click
Skill Icon ForceMaster 0 25
Blazing Palm
1 +1 16m Target Instant Instant Yes
Shoots a bolt of fire at the targeted enemy from a distance.

This ability stacks the Ember effect debuff on the enemy target, which you can stack up to five times. Ember lasts for 10 seconds, and its timer is reset each time you reapply the effect. These stacks can essentially be consumed by other skills such as Impact and Short Fuse to increase the damage those skills do.

Stance Change: Changes to Fire Mode

Upgrades:

  • Stage 1: Detonates on five Ember stacks. Secret: Creates one Flame Orbit on critical hits.
  • Stage 2: Does additional damage to Burning enemies and stacks more Ember on them.
  • Stage 3: Bounces between enemies within 8 meters and absorbs some damage dealt as HP. Secret: Recovers 5 Focus per enemy hit.
Barrage
Barrage
10 -1 16m Target Instant Instant During Dash, Jump, or Glide skills No
Fires three bolts that deal damage to a targeted enemy.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Mouse right click
Skill Icon ForceMaster 0 10
Frost Palm
1 -2 16m Target Instant Instant Yes
Shoots an ice bolt at the targeted enemy from a distance.

This ability stacks the Chill effect debuff on the enemy target, which slows their movement speed for ten seconds. If you stack the Chill debuff three times, the stacks are removed and the enemy is afflicted with the Frozen status. You can stack two additional Chill debuffs after that.

Stance Change: Changes to Frost Mode

Upgrades:

  • Stage 1: Additional damage and increased Chill duration. Secret: Chill pierces Defense.
  • Stage 2: Generates Frost Orbit on critical hit, doesn't increase Threat. Secret: Always critical hit Frozen enemies.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Num 1 128
Skill Icon ForceMaster 0 06
Impact
1 0 Centered on Caster 2x10m Instant Instant Yes
This skill deals direct damage to an area in front of you and has additional effects based on stacking debuffs already placed on the target.

For reach Ember stack on the target, this ability deals an additional flat amount of Explosion damage. After this is added, it does additional Flame damage based on how many Ember stacks are on the target past the first: 75% additional for 2 stacks, 100% additional for 3, 125% for 4, and 150% for 5. This is despite the tooltip claiming it does 75% additional damage.

If the enemy is currently in the Frozen state, Impact will knock them back five meters and stun them for one second. It then removes the Freeze state from the enemy. Using Impact in this way deals about five times the damage it normally would.

Both the additional damage from Ember stacks and the knockback/stun from the Frozen debuff can happen at the same time if the enemy has both.

Upgrades:

  • Stage 1: Synergy with Frozen enemies (Focus recovery and HP absorption), short block to ranged attacks with Focus gains on block. Secret: Counters as well as blocks, does knockback on countered enemies.
  • Stage 2: Synergy with Ember stacks (Burn and explosion on 5), larger attack area. Secret: Additional damage.
  • Stage 3, Stage 4: See Force Blast.
BoltBash
Bolt Bash
4 -1 3m Target Instant 5sec. During Phantom Grip No
Deals a large amount of damage to a Phantom Gripped enemy. If the enemy is currently airborne, this doesn't cost any Focus.

Bolt Bash deals more damage the more Ember stacks the enemy has. (need more details: how? does it remove Ember stacks?)

Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Num 2 128
Dragonchar
Dragonchar
1 -5 Centered on Caster 2x10m Instant Instant Yes
Deals Flame damage in a rectangular area in front of you. Any enemies hit by it are given an Ember stack.

The skill also pierces Parry. If the enemy is currently afflicted with the Burning status, Dragonchar deals over double the Flame damage it normally would.

If an ally is in the area you use this skill on, cold-related status effects such as Chill and Freeze will be removed from them. (Unconfirmed: does it still deal damage to allies?)

Stance Change: Changes to Fire Mode

Upgrades:

  • Stage 1: Costs 2 less Focus, additional damage, wider range, additional Flame damage on CCed enemies. Mastery: Much more damage and boosts on additional usage.
  • Stage 2: (18sec cooldown) Costs 2 less Focus, Dazes and knocks back enemies. Volume 1: Pierces Defense instead of Parry.
  • Stage 3: See Blazing Beam.
  • Stage 4: See Ice Rain.
BlazingBeam
Blazing Beam
Dragonchar Tier 2 -2 16m Target Instant Instant Yes (Dragonchar)
Deals Flame damage to a target at range, afflicting them with 1 Ember stack. If the enemy is currently Burning, it deals a significant amount more Flame damage.

Upon upgrading, it will stack 2 Ember instead of 1 on a Burning enemy. The Mastery upgrade makes it so Blazing Beam generates a Flame Orbit upon dealing a critical hit.

Stance Change: Changes to Fire Mode

IceRain
Ice Rain
Dragonchar Tier 2 -1 16m Target Instant Instant Yes (Dragonchar)
Deals Cold damage to a target at range. If you use it consecutively, it grows more powerful. (Unconfirmed: does it get faster like Sunder does?)

Upon upgrading, Ice Rain will deal over twice the normal Cold damage if the target is currently within range of Cold Snap. The Mastery upgrade makes Ice Rain recover 1 Focus on use while enemies are affected by Cold Snap.

Stance Change: Changes to Fire Mode

PhantomPush
Phantom Push
4 0 3m Target Instant 5sec. During Phantom Grip only No
Inflicts damage to a Phantom Gripped enemy, knocks them back 15 meters, and knocks them down for 2 seconds.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Num 3 128
Dragonwhorl
Dragonwhorl
4 +2 Centered on Caster 2x10m Instant 24sec Yes
Deals Cold damage in a rectangular area in front of you. Any enemies hit by it are Frozen for five seconds.

If an ally is in the area you use this skill on, heat-related status effects such as Ember and Burn will be removed from them. (Unconfirmed: does it still deal damage to allies?)

Upon upgrading, Dragonwhorl (and its other forms) will always generate a Frost Orbit on hit.

Stance Change: Changes to Frost Mode

Upgrades:

  • Stage 1: Absorbs all damage as HP and recovers Focus for each enemy hit, wider area. Undiscovered: Healing over time on critical hits.
  • Stage 2: See Frost Nova.
  • Stage 3: See Glacial Beam.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Num 4 128
Skill Icon ForceMaster 0 01
Phantom Grip
-2 4 8m Target Instant 18sec Yes
Pulls a target in from a range and paralyzes them in the air in front of you for 4 seconds. It deals initial damage on use and more damage over time. The damage pierces the enemy's Defense.

Upgrades:

  • Stage 1: Longer range and duration for longer cooldown, decreases Phantom Gripped enemy's Defense. Secret: Prevents enemies from using defense skills during Phantom Grip-related techniques.
  • Stage 2: Target a knocked-out ally to pull enemies, decreases Chi Recovery time needed for knocked-out allies. Secret: Creates a shield around allies using Chi Recovery.
  • Stage 3: See Shadow Grasp, Chi Bomb.
  • Stage 4: See Shadow Grasp, Multiple Blaze.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Alphabet V 128
File:BlazingWall.png
Blazing Wall
8 -1 2m 5x2m Instant 30sec. During Fire Mode only Yes
Creates a fire wall on the ground that lasts five seconds and damages any enemy that steps into it.

If the enemy is farther away than 5 meters, Blazing Wall materializes two meters ahead of you; otherwise it comes right up on the enemy's current position. Using it during Phantom Grip puts it on top of the enemy as well.

Upon upgrading, Blazing Wall will stack Ember on every hit.

Upgrades:

  • Stage 1: Detonates Ember stacks at 5, does additional damage on Phantom Gripped enemies.
  • Stage 2: See Meteor Shower.
File:FrostPrison.png
Frost Prison
10 -1 16m Target 1.5sec. 30sec. During Frost Mode only Yes
A 1.5 second channel skill that afflicts a targeted enemy with Frost Prison. While affected by Frost Prison, the enemy cannot take any action, but they cannot be damaged. Lasts 8 seconds.

Frost Prison costs no Focus upon upgrading.

Upgrades:

  • Stage 1: Chills after Frost Prison ends, affects area around target as well for longer cooldown.
  • Stage 2: See Frost Sheath.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Alphabet C 128
File:ShortFuse.png
Short Fuse
10 -3 16m Target Instant 18sec. During Fire Mode only Yes
Deals damage over time to a targeted enemy for five seconds. At the end of this 5 seconds, it will explode all Ember stacks and remove them from the target, regardless of whether they still had more time remaining. The more stacks are applied, the more damage it will do.

Upon upgrading, you'll stack an extra Ember if you land a critical hit on an enemy with Short Fuse on them.

Upgrades:

  • Stage 1: Sacrifices the 5-second Ember explosion for double damage applied instantly, inflicting Deep Wound, recovering Focus over time, creating a Flame Orbit on hit, and being able to detonate it with Flame Reap instead. Undiscovered: Resets its own cooldown on critical hits.
  • Stage 2: Applies in an AOE around the targeted enemy and stacks extra Ember when detonated. Undiscovered: Can use 3 consecutive times, but not on the same enemy, for a longer cooldown.
Key Alphabet X 128
File:Inferno.png
Inferno
-3 16m Target 2.5sec. 24sec. During Fire Mode only Yes
Deals a large amount of damage and inflicts Burn.

Upon upgrading, costs 2 Focus instead of 3.

Upgrades:

  • Stage 1: Lower cooldown, creates three Flame Orbits on hit, doesn't increase Threat. Volume 2: Casts instantly without using Focus after getting a critical hit.
  • Stage 2: Instant cast for less base damage and additional damage per Ember stack and attack speed. Deals more extra if enemy is Stunned or Dazed. Secret: Always critical hits Stunned or Dazed enemies.
  • Stage 3: Deals half the damage, but to all enemies nearby (??), piercing Defense and stacking 5 Ember instantly, for a longer cooldown. Volume 2: Deals damage over time to enemies nearby instead of flat damage.
File:Snowball.png
Snowball
24 0 16m Target Instant 36sec. During Frost Mode only Yes
Deals Cold damage to an enemy from a distance. Upon upgrading, Snowball's cooldown goes down to 30 seconds.

Upgrades:

  • Stage 1: Does nearly twice the Cold damage to Frozen enemies, creates a Frost Orbit on hit, pierces Parry. Undiscovered: Cooldown resets on critical hits.
  • Stage 2: Halves damage in exchange for higher ranged attack speed, canceling the opponent's defensive skills, Freezing them, and making the skills unavailable for a while. Undiscovered: Dazes enemy.
  • Stage 3: See Frost Tornado.
File:FrostTornado.png
Frost Tornado
Snowball Stage 3 0 16m 8m Instant 30sec. During Frost Mode only Yes (Snowball)
Deals Cold damage to an enemy from a distance and chains to hit up to three enemies. Frost Tornado will pierce enemies' Parry.

When your first attack hits, target will be unable to use all Attack and Defense skills for four seconds.

Upgrades:

  • Recovers 3 Focus when the attack hits any enemy. Undiscovered: Chains to hit up to five enemies instead of three.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Alphabet Z 128
File:IceCoil.png
Ice Coil
22 +3 16m 5m Instant 30sec. During Frost Mode only Yes
Deals Cold damage to an enemy and an area around it. Upon upgrading, this skill deals additional damage to Frozen enemies.

Upgrades:

  • Stage 1: Additional damage and Chill for 6 seconds.
  • Stage 2: See Frost Burst.
  • Stage 3: See Cold Snap.
Skill Level Focus Range Area Cast Time Cooldown Prerequisites Trainable
Key Alphabet F 128
File:FireFury.png
Fire Fury
0 16m Target Instant Instant During Fire Mode only, upon critical Fire Mode skill Yes
Fires five bolts of fire at the enemy, piercing Parry and generating one Flame Orbit.

When upgraded, does more damage, stacks Ember on each hit, and deals bonus damage to Burning enemies. Undiscovered: On Critical 5 uses can be used again.

File:FireFury.png
Frost Fury
0 16m Target Instant Instant During Frost Mode only, upon critical Frost Mode skill Yes
Fires five bolts of ice at the enemy, recovering Focus on each hit and generating one Ice Orbit.

Upgrades:

  • Stage 1: Deals bonus damage to Frozen enemies and recovers additional Focus on critical hits. Undiscovered: Always critical hits Frozen enemies.
  • Stage 2: Inflicts Chill which pierces Defense. Undiscovered: Deals 10% Focus damage on each hit.
  • Stage 3: Absorbs damage as HP, doubling on critical hits. Undiscovered: Decreases incoming damage by 50% while using the skill.


Skill Usage Tree[ | ]

This list is to make it easier to visualize the general skill setup of Force Masters.

  • Blazing Palm (LMB), Dragonchar (2) [enters Fire Mode]
    • Blazing Wall (V), Short Fuse (C), Fire Fury (F, upon critical hit)
  • Frost Palm (RMB), Dragonwhorl (3) [enters Frost Mode]
    • Frost Prison (V), Frost Fury (F, upon critical hit)
  • Phantom Grip (4)
    • Bolt Bash (1), Phantom Push (2), Blackout (3), Blazing Wall (V)
  • while Dashing, Gliding, or Jumping
    • Barrage (LMB)

PvP Combos[ | ]

Abbreviation:

  • T = Tier. S = Stage. T1S1 means Tier 1, Stage 1 of a skill.
  • [Hotkey] is the default hotkey of a skill. [LB] means left mouse button or left click. [RB] means right mouse button or right click.

Basic Combos:

  • 1. 4 Second Stun Combo - Fire Version
    • [3] T3S3 Artic Blast -> [RB] -> [LB] -> [X] Blaze Palm -> [RB] -> [LB] -> [1] -> [RB] -> [LB] -> [1]
  • 2. 4 Second Stun Combo: Ice Version
    • [3] T3S3 Artic Blast -> [LB] -> [RB] -> [X] Glacial Palm -> [LB] -> [RB] -> [1] -> [LB] -> [RB] -> [1]
  • 3. Aerial Combo - Tab Version
    • [Stun] or [Daze] -> [RB] -> [LB] -> [Tab]
  • 4. Aerial Combo - Z Version
    • [2 Chill] -> [Z] T2C2 Rising Flame -> [4] Phantom Grip -> [4] Drain OR [1] Flick -> [RB] -> [1]
  • 5. Stun Phantom Grip Combo
    • [2 Chill] -> [4] Phantom Grip -> [4] Drain OR [1] Flick -> [RB] -> [1]
  • 6. SS Stun Phantom Grip Combo
    • [4] Phantom Grip -> [SS] -> [4] Drain OR [1] Flick -> [RB] -> [1]
  • 7. Meteor Grip Combo
    • [V] T2C2 Firewall -> [RB] -> [LB] -> [4] Phantom Grip
  • 8. Firewall Grip Combo
    • [4] Phantom Grip -> [V] or [E] to change to fire stance, then [V]

Advanced Combos:

Combining these basic combos can create an advance combo. The most common advanced combo is the Double Aerial Combo.

  • Double Aerial Combo
    • [4 Second Stun Combo] -> [Aerial Combo - Tab Version] -> [Z] -> [RB] -> [4] Aerial Grip -> [Wait 2 ticks] -> [1] Flick -> [LB] -> [C] -> [RB] -> [F] -> [F] -> [F]

Media[ | ]

Screenshots[ | ]

The following screenshots were taken from the character creation screen at NA launch in 2016.

Videos[ | ]

Force Master Skills Force Master Skill & Combo Introduction

Trivia[ | ]

  • Jin were able to be Force Masters until the second closed beta test in Korea.


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