Grand-Chef's-Skill-Tree:
Donkey-Slash
(Physical ATK 714/Physical ATK 252%/ 32 Targets within 7m[CD:8sec./EP:249]
This is our secondary-damage tool as this deals lesser damage as the ''Gian-Donkey-Slash'' which doesn't mean the damage on it is bad! You will gain a two and a half multiplier on your physical ATK and will finish the job in destroying Crowds.
This is our only physical AoE move iwth ''Giant Donkey Slash'' and therefore skills we are looking for .
Only because of the new enhancements on our passives it's more worth putting your SP on damaging AoE skills than putting some into supportive skills.
Unlike ''Giant Donkey Slash'' this skill has no cast-time but the animation is still kinda-long before the damage comes out. This is why you will go for tanky-gear but I will come to that later on.
If you dont feel like maxing this skill , you could always put like 5 points away from it and invest them to ''genocide- blast''. You won't decline too much damage by not maxxing this skill , as the multiplier increases/decreases by a low amount from skill-LVL to skill-LVL. Only the raw damage increases by ''high'' amounts, but raw damage isn't what you are looking for by damaging skills.
Giant Donkey Slash:
(Physical Damage 933/Physical Damage: 425%/32 Targets within 10m[CD:10sec./EP:213/Cast-Time:2sec.]
This is our primary-damage tool and on that it does AoE damge on 32 targets. Pretty good.
With 933 damage and a 4,25x multiplier on your physical ATK rate the damage outcome will be really high, even higher than Kid-Buu's ''Genocide Blast!!''. Farm up all of your Mobs together and you will mash their hats with one strike! If that's not enough , you still have your ''Donkey-Slash'' which is weaker (especially on lvl1) but it may take care about the leftover hp from the mobs.
This skill has one-shot potential to a crowd , if you have enough Physical Atk. So yea get ready to farm Strenght-Gear!
Since you have a DEX passive and ''physical-critical-hit-rate'' buffs , you might run weapons (primary or secondary) with more physical-critical-hit-rate on it , so you increase your odds of critting enemys. Because you will use this skill on heavy crowds , you will find youself atleast critting 3 or more mobs (depends on the crowd).
Cast-Time is always a downside , it doesn't matter on which skill , but a Cast-Time with 2 seconds is really ok.
Another downside is its CD, which takes 10 seconds. I know you could fix it with CDR-Accessories but not everyone has it. in fact you will find youself on doing no damage for like 2-4 seconds in Boss-Battles (depends on your CDR), which is a perfect oppurtinity for you to RP/HP-Recover. Then you simply loop your Aoe-Abilitys ( you might even use ''Crazy-Rush'' as the damage is still ok-ish for a 1SP-Skill).
Unlike both Spins you can spam both Donkey-Slashes and therefore you will become like a Physical AoE-DPS member in a Party while being super tanky.
Scent Marking:
(Increases: Hit Rate by 216/ Increases Dexterity by 24 /8 allies within 8m[CD:19/EP:196/Duration:20min])
All criters will love you for that buff. A dexterity increasment by 24 points is damn high and gives a huge boost on the critical hit-rate. Secondly it buffs the Hit Rate by a decent amount, but it isn't the stat you are looking for.
You boost your own critical hit-rate aswell , so you may crit with your ''Giant Donkey Slash'', so keep that in mind for odd crit-builds if you are mob-farming (yes this info is useless when you're inside of a party)
Ultimate Majins do NOT cover this stat , so this is where the difference between both bufffers begin. I will compare these two later on.
On the other hand , Plasma Majins have a better Buff for Dexterity with their ''Harmonous Drumbeat''(which boosts your DEX to 42, these are 18 points more!). I don't know if that buff stacks with our ''Scent-Marking'', but if it does , teaming up with a Plasma-Majin wouldn't be a bad idea :).
What DOES stack are ''Critical Defense'' and our enhanced ''Rising Strenght'' which makes this skill crucial for Criting crowds with our AoE's.
Since you can't crit with both spins , you can throw them right into the trash-can with GC's atleast and be more mobile with our 2 other AoE options while dealing tons of damage.
Spiritual Fountain Fragrance:
(Increases: Soul by 20/ Strenght by 21 / 8 Allies within 8m[CD:19sec./EP:179/Duration:20min])
Covering both Soul and Strenght is definitely a helpfull ability for physical/energy DPS units.
Your heal only will benefit by the Soul increasment.With the Soul Dragon-Buff you will find youself healing good amounts of HP.
The increasment in Strenght will help you dealing more Damage with your AoE's and as far as I know , there arent many Strenght buffs , so it should stack with other Buffs In-Game. Especially the fact that this skill increases Soul aswell , should let it stack with other Buffs.
It's time to shine again compared to our Ultimate-Majin-friends! They don't cover the Strenght stat in terms of buffs and have a weaker Soul buff , which is locked inside their Mighty-Majin-Tree ''Spirit-Up''(which increases Soul by 14, 6 points less than our buff). Let's not forget , that their property buff is still higher and makes this ''disadvantage'' equal.
Sting Alone:
(Taunt/One Target within 35m[CD:35sec./EP:350/Duration:10sec.])
This is another side-tool which becomes handy in specific situations.
Let's say the main-tanker runs low on hp , this is the situation you want to use this skill in order to draw the aggro to you.
Because you don't want the whole aggro for a long time , the Duration of 10 seconds is completely fine and the CD aswell.
It's really practical that this skill lies right before ''Fountain of Smell'' (which I will talk about after this one), so it's not directly a waste of your SP.
You have one more taunt on your mighty-tree so the odds on landing this skill are doubled!
Fountain of Smell:
(Increases: Contitution by 23%/8 allies within 8m [CD:2min/EP:76/Duration:20min])
This one is awesome. An % increasment for Constitution above 20%? This thing is better than the Dragon Buff!
Furthermore this Skill stacks with other Constitution Skills and boosts your party's HP to the maximum. With ''Defense Breath'' and Dende's ''Unleashed Spirit'' everyone of your party becomes a tank! Just kidding but the HP boost is really insane.
There is no better Constitution Skill compared to this in my opinion.
Curing Scent:
(Paralysis Treatment (100%)/Rp increased by 100(1 RP Ball)/ 8 Allies within 8m[CD:24sec./EP:216])
A free RP Ball for the entire Party? Hell I'll take this one, it'll help the DPS members to use their RP-Skills for more Damage.
Even better , it helps you to refresh 1 RP-Ball for more damage out of your ''Giant Donkey Slash'' or for your Knock-Down on your ''Hyper-Bomb''.
Let's don't forget about the Paralysis Treatment ,which can come in handy , but it's not the main-purpose of this skill.
Defense Breath
(Increases: Constition by 35/ Physical DEF by 614/*new*: All allies within 8m[CD:1min/EP:150EP/Duration:20min])
Another Constitution buff? And it increases it up to 35? AND IT STACKS WITH OUR ''Fountain of Smell''??!! Who doesn't want to max this one? Another factor is it's decent Physical DEF boost > 614 isn't little...
Like I mentioned before , combined with ''Fountain of Smell'' ,the party's LP is going to crazy places. (And there is still a little surprise for your Grand Chefs HP later on...)
Yet again , no other class buffs the Constition this high. Ultimate Majins may use their ''Defense Breeze'' on the previous Mighty-Majin-Tree (which boosts Constitution to 14) to keep up , but it wouldn't be as good as this buff. However they can buff a fixxed amount of HP to the Party which stacks with both of the LP buffs from the Grand-Chef (''Defense-Breath'' and ''Fountain of Smell''). You guys probably think what I'm about to say , Ultimate Majins und Grand Chefs are a good combo on each party ,but let's talk about that later on^^.
Finally this became an AoE- buff so you dont have to wait for 2 minutes in order to buff other members with this.
Gourmet Mastery:
(̶in̶̶c̶̶r̶̶e̶̶a̶̶s̶̶e̶̶s̶̶:̶̶ ̶̶m̶̶a̶̶x̶̶ ̶̶l̶̶p̶̶ ̶̶b̶̶y̶̶ ̶̶3̶̶1̶̶1̶̶7̶/̶ ̶̶m̶̶a̶̶x̶̶ ̶̶e̶̶p̶̶ ̶̶b̶̶y̶̶ ̶̶2̶̶4̶̶1̶̶1̶ *new*Increases: Constitution by 35/ Energy by 55)
I was amazed when I saw this enhancement, why? Because finally this passive stacks with our ''Fountain of Smell'' and the HP dragon buff , so we will reach high amount of HP while building on crit/physical ATK!
Our raw HP-increasment (when maxxed) is 3325... 200 HP more but like I said , the fact that this skill finally stacks with the mentioned buffs is insane.
The Energy inceasment is good too , since we will gain not only more ep but more ep-recovery. Of course this is not the fact why we maxxed this passive.
Rising Strenght
(̶i̶̶n̶̶c̶̶r̶̶e̶̶a̶̶s̶̶e̶̶s̶̶ ̶̶s̶̶t̶̶r̶̶e̶̶n̶̶g̶̶h̶̶t̶̶ ̶̶b̶̶y̶̶ ̶̶3̶̶0̶ *new* Increases: Strenght 60/Dexterity 60)
Wow... Just wow I mean the the amount of the strenght stat is doubled... and with the additional Dex this skill became 5-6x more powerfull than before. Why?
Well first of all Dex gives you one physical Atk points which means we will get 120physical Atk out of this passive.
Second of all we will get more crit.-hit-rate, 15 when maxxed if I'm not wrong. One Dex should give you about 0.25 more crit.-hit-rate.
And lastly we will get more Dodge-Rate out of the DEX in this passive (I don't know about the amounts of this one).