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| Full Warrior Guide (AP and SP distribution) | |
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| Tweet Topic Started: Jan 5 2009, 07:59 AM (299 Views) | |
| Enemy | Jan 5 2009, 07:59 AM Post #1 |
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These guides have been written in full and have not been plagiarised/stolen from any other existing guides in any form. I am the proud owner of both a Dark Knight and a Hero in Broa GMS, which probably makes me more qualified to write such a guide than most players. Job Advancements will not be explored, as players can advance using Cody, or the player command @jobadvance. For complete skill information on all jobs visit: global.hidden-street.net Warriors: Of all the jobs, this would have to be my favourite. Towards the higher levels of the game, say level 150+, most players turn to bossing as their main means of gaining EXP. For this reason, why not choose the ultimate bossing job. Warriors have good melee range, speed, grouping skills, exceedingly good HP and HP oriented skills (Power Guard, Hyper Body) to allow you to easily survive most boss encounters. It also has many weapon options, with the use of both 1-handed and 2-handed weapons, and the use of 6 weapon types. Builds: (AP Distribution) Few warrior weapons or armours have a DEX requirement, with only a Ribgol/Stonetooth Sword and the Taru Spirit Cape requiring DEX. For this reason, warriors tend to go dexless, or leave their DEX at 4. Warriors only require DEX for accuracy, with one DEX adding 0.8 accuracy. Without accuracy, a warrior is unable to hit many monsters, so good accuracy/DEX items are required. I suggest going dexless, allowing all available points to be added to STR, maximising your character’s damage. First Job: Swordsman This is a standard Swordsman Build, aimed at maxing HP Increase as fast as possible, then focusing on attacking skills. I suggest maxing both Slash Blast and Power Strike at the same time, as situations will arise during training where you may need both skills to train effectively. This is also subject to where you are training at the time and whether you choose to PQ. Level 10: 1 Improving HP Recovery Level 11: 3 Improving HP Recovery Level 12: 1 Improving HP Recovery, 2 Improving Max HP Increase Level 13: 3 Improving Max HP Increase Level 14: 3 Improving Max HP Increase Level 15: 2 Improving Max HP Increase, 1 Power Strike Level 16: 3 Power Strike/Slash Blast Level 17: 3 Power Strike/Slash Blast Level 18: 3 Power Strike/Slash Blast Level 19: 3 Power Strike/Slash Blast Level 20: 3 Power Strike/Slash Blast Level 21: 3 Power Strike/Slash Blast Level 22: 3 Power Strike/Slash Blast Level 23: 3 Power Strike/Slash Blast Level 24: 3 Power Strike/Slash Blast Level 25: 3 Power Strike/Slash Blast Level 26: 3 Power Strike/Slash Blast Level 27: 3 Power Strike/Slash Blast Level 28: 3 Power Strike/Slash Blast Level 29: 3 Endure Level 30: 3 Iron Body ** Level 29 + 30: The last 6 points are pretty much fillers, Spearman often tend to put 6 in Endure for their last 6 points, as Iron Will is often the preferred destination of remaining SP in higher advancements, thus rendering Iron Body completely useless. At level 30: 5 Points: Improving HP Recovery Max: Slash Blast Max: Power Strike Max: Improving Max HP Increase 3 Points: Endure 3 Points: Iron Body Fighter/Crusader/Hero Possibly the most favoured of the warrior jobs, the Fighter/Crusader/Hero character is exceedingly strong. Its impressive fourth job makes it popular amongst long-term players, due to its high damage and flexibility in both bossing and training alike. The skill Brandish is of equal range for both 1-Handed and 2-Handed weapon users, making the 1-Handed option Par with that of 2-Handed weapons. The speed and added attack of Shields gives 1-Handed Heroes the highest DPM in bossing situations of any job. Second Job: Fighter This build is aimed at developing your Fighter as fast as possible. Mastery is maxed first, allowing your damage to become more stable and adding much needed accuracy. 6 points are added to Booster once its prerequisite is met, allowing adequate duration of the skill with little cost to your SP. Final Attack is maxed once Mastery is completed, improving both training speed and decreasing pot consumption. I have chosen to max Power Guard before Rage, as Rage is easily supplemented by Warrior Elixers (12 attack Pots) and Power Guard greatly increases a Fighter’s HP pot economy. Level 30: 1 Sword/Axe Spear Mastery Level 31: 3 Sword/Axe Spear Mastery Level 32: 1 Sword/Axe Spear Mastery, 2 Sword/Axe Booster Level 33: 3 Sword/Axe Booster Level 34: 1 Sword/Axe Booster, 2 Sword/Axe Spear Mastery Level 35: 3 Sword/Axe Spear Mastery Level 36: 3 Sword/Axe Spear Mastery Level 37: 3 Sword/Axe Spear Mastery Level 38: 3 Sword/Axe Spear Mastery Level 39: 1 Sword/Axe Spear Mastery, 2 Final Attack: Sword/Axe Level 40: 3 Final Attack: Sword/Axe Level 41: 3 Final Attack: Sword/Axe Level 42: 3 Final Attack: Sword/Axe Level 43: 3 Final Attack: Sword/Axe Level 44: 3 Final Attack: Sword/Axe Level 45: 3 Final Attack: Sword/Axe Level 46: 3 Final Attack: Sword/Axe Level 47: 3 Final Attack: Sword/Axe Level 48: 3 Final Attack: Sword/Axe Level 49: 1 Final Attack: Sword/Axe, 2 Power Guard Level 50: 3 Power Guard Level 51: 3 Power Guard Level 52: 3 Power Guard Level 53: 3 Power Guard Level 54: 3 Power Guard Level 55: 3 Power Guard Level 56: 3 Power Guard Level 57: 3 Power Guard Level 58: 3 Power Guard Level 59: 1 Power Guard, 2 Rage Level 60: 3 Rage Level 61: 3 Rage Level 62: 3 Rage Level 63: 3 Rage Level 64: 3 Rage Level 65: 3 Rage Level 66: 3 Sword/Axe Booster Level 67: 3 Sword/Axe Booster Level 68: 3 Sword/Axe Booster Level 69: 3 Sword/Axe Booster Level 70: 2 Sword/Axe Booster, 1 Iron Body ** The last point can be added to any skill, I suggest adding it to Iron Body if 3 points were added to the skill in First Job. At Level 70: Max: Sword/Axe Spear Mastery Max: Sword/Axe Booster Max: Final Attack: Sword/Axe Max: Power Guard Max: Rage 4 Points: Iron Body Third Job: Crusader This is a pretty standard Crusader Build, apart from the maxing of Coma before Panic. I find Coma to be a much more useful skill, as when using Panic, much damage is lost in the recharging of the orbs. I tend to hold onto my Combo, making the most of its damage benefits, then releasing it on a pack of monsters. Not only will this stun them, but ~20,000 damage to a group of monsters is worth releasing the orbs, and the time it takes to recharge them. Despite the skill’s description, Panic will not put a monster into Darkness. Level 70: 1 Combo Attack Level 71: 3 Combo Attack Level 72: 3 Combo Attack Level 73: 3 Combo Attack Level 74: 3 Combo Attack Level 75: 3 Combo Attack Level 76: 3 Combo Attack Level 77: 3 Combo Attack Level 78: 3 Combo Attack Level 79: 3 Combo Attack Level 80: 2 Combo Attack, 1 Coma Sword/Axe Level 81: 3 Coma Sword/Axe Level 82: 3 Coma Sword/Axe Level 83: 3 Coma Sword/Axe Level 84: 3 Coma Sword/Axe Level 85: 3 Coma Sword/Axe Level 86: 3 Coma Sword/Axe Level 87: 3 Coma Sword/Axe Level 88: 3 Coma Sword/Axe Level 89: 3 Coma Sword/Axe Level 90: 2 Coma Sword/Axe, 1 Panic Sword/Axe Level 91: 3 Panic Sword/Axe Level 92: 3 Panic Sword/Axe Level 93: 3 Panic Sword/Axe Level 94: 3 Panic Sword/Axe Level 95: 3 Panic Sword/Axe Level 96: 3 Panic Sword/Axe Level 97: 3 Panic Sword/Axe Level 98: 3 Panic Sword/Axe Level 99: 3 Panic Sword/Axe Level 100: 2 Panic Sword/Axe, 1 Shout Level 101: 3 Shout Level 102: 3 Shout Level 103: 3 Shout Level 104: 3 Shout Level 105: 3 Shout Level 106: 3 Shout Level 107: 3 Shout Level 108: 3 Shout Level 109: 3 Shout Level 110: 2 Shout, 1 Armor Crush Level 111: 3 Armor Crush Level 112: 3 Armor Crush Level 113: 3 Improving MP Recovery Level 114: 3 Improving MP Recovery Level 115: 3 Improving MP Recovery Level 116: 3 Improving MP Recovery Level 117: 3 Improving MP Recovery Level 118: 3 Improving MP Recovery Level 119: 2 Improving MP Recovery, 1 Armor Crush Level 120: 3 Armor Crush At Level 120: Max: Combo Attack Max: Coma Sword/Axe Max: Panic Sword/Axe Max: Shout Max: MP Recovery 11 Points: Armor Crash Fourth Job: Hero Arguably the best of the Fourth Jobs, Heroes come with a bit of everything skill wise. A new attacking skill in Brandish replaces pretty much all past attacking skills, whilst Rush immediately replaces Slash Blast due to its outstanding range. Advanced Combo adds a healthy 30% extra damage and Enrage adds a hefty 26 attack (if only it didn’t have its cool-down). Like all Fourth Jobs, we tend to run out of useful skills by 190 especially as Monster Magnet and Achilles are particularly pointless. Level 120: 2 Brandish, 1 Rush Level 121: 3 Brandish Level 122: 3 Brandish Level 123: 3 Brandish Level 124: 2 Brandish, 1 Advanced Combo Level 125: 3 Brandish Level 126: 3 Brandish Level 127: 3 Brandish Level 128: 3 Brandish Level 129: 3 Brandish Level 130: 2 Brandish, 1 Advanced Combo Level 131: 3 Advanced Combo Level 133: 3 Advanced Combo Level 134: 3 Advanced Combo Level 135: 3 Advanced Combo Level 136: 3 Advanced Combo Level 137: 3 Advanced Combo Level 138: 3 Advanced Combo Level 139: 3 Advanced Combo Level 140: 3 Advanced Combo Level 141: 2 Advanced Combo, 1 Maple Hero Level 142: 3 Maple Hero Level 143: 3 Maple Hero Level 144: 2 Maple Hero, 1 Stance Level 145: 3 Stance Level 146: 3 Stance Level 147: 3 Stance Level 148: 3 Stance Level 149: 3 Stance Level 150: 3 Stance Level 151: 1 Stance, 2 Maple Hero Level 152: 3 Maple Hero Level 153: 3 Maple Hero Level 154: 3 Maple Hero 1-Handed Sword/Axe Users: Level 155: 3 Guardian Level 156: 3 Guardian Level 157: 3 Guardian Level 158: 3 Guardian Level 159: 3 Guardian Level 160: 3 Guardian Level 161: 3 Guardian Level 162: 3 Guardian Level 163: 3 Guardian Level 164: 3 Guardian Level 165: 3 Enrage Level 166: 3 Enrage Level 167: 3 Enrage Level 168: 3 Enrage Level 169: 3 Enrage Level 170: 3 Enrage Level 171: 3 Enrage Level 172: 3 Enrage Level 173: 3 Enrage Level 174: 3 Enrage Level 175: 3 Stance Level 176: 3 Stance Level 177: 3 Stance Level 178: 1 Stance, 2 Rush Level 179: 3 Rush Level 180: 3 Rush Level 181: 3 Rush Level 182: 3 Rush Level 183: 3 Rush Level 184: 3 Rush Level 185: 3 Rush Level 186: 3 Rush Level 187: 3 Rush Level 188: 3 Achilles Level 189: 3 Achilles Level 190: 3 Achilles Level 191: 3 Achilles Level 192: 3 Achilles Level 193: 3 Achilles Level 194: 3 Achilles Level 195: 3 Achilles Level 196: 3 Achilles Level 197: 3 Achilles Level 198: 2 Monster Magnet, Awakening Level 199: 3 Monster Magnet Level 200: 3 Monster Magnet At Level 200: Max: Brandish Max: Advanced Combo Max: Maple Hero Max: Stance Max: Guardian Max: Enrage Max: Rush Max: Achilles 8 Points: Monster Magnet 1 Point: Awakening 2-Handed Sword/Axe Users: Level 155: 3 Enrage Level 156: 3 Enrage Level 157: 3 Enrage Level 158: 3 Enrage Level 159: 3 Enrage Level 160: 3 Enrage Level 161: 3 Enrage Level 162: 3 Enrage Level 163: 3 Enrage Level 164: 3 Enrage Level 165: 3 Stance Level 166: 3 Stance Level 167: 3 Stance Level 168: 1 Stance, 2 Rush Level 169: 3 Rush Level 170: 3 Rush Level 171: 3 Rush Level 172: 3 Rush Level 173: 3 Rush Level 174: 3 Rush Level 175: 3 Rush Level 176: 3 Rush Level 177: 3 Rush Level 178: 3 Achilles Level 179: 3 Achilles Level 180: 3 Achilles Level 181: 3 Achilles Level 182: 3 Achilles Level 183: 3 Achilles Level 184: 3 Achilles Level 185: 3 Achilles Level 186: 3 Achilles Level 187: 3 Achilles Level 188: 3 Monster Magnet Level 189: 3 Monster Magnet Level 190: 3 Monster Magnet Level 191: 3 Monster Magnet Level 192: 3 Monster Magnet Level 193: 3 Monster Magnet Level 194: 3 Monster Magnet Level 195: 3 Monster Magnet Level 196: 3 Monster Magnet Level 197: 3 Monster Magnet Level 198: 2 [Anything], 1 Awakening Level 199: 3 [Anything] Level 200: 3 [Anything] At Level 200: Max: Brandish Max: Advanced Combo Max: Maple Hero Max: Stance Max: Enrage Max: Rush Max: Achilles Max: Monster Magnet 8 Points: Anything 1 Point: Awakening I have included an alternate 2-Handed Hero build, which maxes Guardian. I believe this to be a better use of your final points as it allows for the use of both 1-Handed and 2-Handed weapons to their full potential. If you have no intention of using a 1-Handed weapon in future, then simply use the first build. This second build is recommended however, owing to the uselessness of Monster Magnet and Achilles. 2-Handed Sword/Axe Users: Level 155: 3 Enrage Level 156: 3 Enrage Level 157: 3 Enrage Level 158: 3 Enrage Level 159: 3 Enrage Level 160: 3 Enrage Level 161: 3 Enrage Level 162: 3 Enrage Level 163: 3 Enrage Level 164: 3 Enrage Level 165: 3 Stance Level 166: 3 Stance Level 167: 3 Stance Level 168: 1 Stance, 2 Rush Level 169: 3 Rush Level 170: 3 Rush Level 171: 3 Rush Level 172: 3 Rush Level 173: 3 Rush Level 174: 3 Rush Level 175: 3 Rush Level 176: 3 Rush Level 177: 3 Rush Level 178: 3 Guardian Level 179: 3 Guardian Level 180: 3 Guardian Level 181: 3 Guardian Level 182: 3 Guardian Level 183: 3 Guardian Level 184: 3 Guardian Level 185: 3 Guardian Level 186: 3 Guardian Level 187: 3 Guardian Level 188: 3 Achilles Level 189: 3 Achilles Level 190: 3 Achilles Level 191: 3 Achilles Level 192: 3 Achilles Level 193: 3 Achilles Level 194: 3 Achilles Level 195: 3 Achilles Level 196: 3 Achilles Level 197: 3 Achilles Level 198: 2 Monster Magnet, 1 Awakening Level 199: 3 Monster Magnet Level 200: 3 Monster Magnet At Level 200: Max: Brandish Max: Advanced Combo Max: Maple Hero Max: Stance Max: Enrage Max: Rush Max: Guardian Max: Achilles 8 Points: Monster Magnet 1 Points: Awakening Spearman/Dragon Knight/Dark Knight The Spearman/Dragon Knight/Dark Knight used to be a favourite amongst veterans; its outstanding Third Job is arguably the best in the game. The tainted Fourth Job, Dark Knight, has lead to a decline in its popularity, with some players even abandoning their characters. A Dark Knight can no longer survive in some of the high-end bosses if the player attempts to maintain the <40% HP requirement of Berserk for its 2x damage bonus. Second Job: Spearman (Hybrid) A Dragon Knight should be utilizing both its Pole Arm and Spear options by maxing both Masteries and Boosters in its Spearman advancement, along with maxing Spear Crusher and Dragon Fury (Pole Arm) in its Third Job. This build allows for training in more maps with stunning efficiency in all its advancements, whilst making the most of its weapon-based duality. Level 30: 1 Spear Mastery Level 31: 3 Spear Mastery Level 32: 1 Spear Mastery, 2 Spear Booster Level 33: 3 Spear Booster Level 34: 1 Spear Booster, 2 Spear Mastery Level 35: 3 Spear Mastery Level 36: 3 Spear Mastery Level 37: 3 Spear Mastery Level 38: 3 Spear Mastery Level 39: 1 Spear Mastery, 2 Iron Will Level 40: 1 Iron Will, 2 Hyper Body Level 41: 3 Hyper Body Level 42: 3 Hyper Body Level 43: 3 Hyper Body Level 44: 3 Hyper Body Level 45: 3 Hyper Body Level 46: 3 Hyper Body Level 47: 3 Hyper Body Level 48: 3 Hyper Body Level 49: 3 Hyper Body Level 50: 1 Hyper Body, 2 Spear Booster Level 51: 3 Spear Booster Level 52: 3 Spear Booster Level 53: 3 Spear Booster Level 54: 3 Spear Booster Level 55: 3 Pole Arm Mastery Level 56: 2 Pole Arm Mastery, 1 Pole Arm Booster Level 57: 3 Pole Arm Booster Level 58: 2 Pole Arm Booster, 1 Pole Arm Mastery Level 59: 3 Pole Arm Mastery Level 60: 3 Pole Arm Mastery Level 61: 3 Pole Arm Mastery Level 62: 3 Pole Arm Mastery Level 63: 2 Pole Arm Mastery, 1 Pole Arm Booster Level 64: 3 Pole Arm Booster Level 65: 3 Pole Arm Booster Level 66: 3 Pole Arm Booster Level 67: 3 Pole Arm Booster Level 68: 1 Pole Arm Booster, 2 Iron Will Level 69: 3 Iron Will Level 70: 3 Iron Will At Level 70: Max: Spear Mastery Max: Hyper Body Max: Spear Booster Max: Pole Arm Mastery Max: Pole Arm Booster 11 Points: Iron Will Third Job: Dragon Knight The Dragon Knight is the most varied of the warrior advances, and its SP distribution is highly debated. This build makes the most of its skills and is considered both a Hybrid and Pure Spear build. The reason I prefer this build is it allows the player to use Spears as its main weapon, utilising both Spear Crusher and Dragon Fury (Spear) just as a Pure Spear Dragon Knight would. The twist in this build is that Dragon Fury (Pole Arm) is also maxed, giving your character the Hybrid advantage. Many high level Dragon Knights would use their Pole Arm and Dragon Fury (Pole Arm) to train more efficiently in maps such as Himes and Gobys/Bonefish. This build has only 3 Dragon Blood, which was only added to meet the prerequisites of Power Crash. This is owing to a lack of points after maxing other skills and that this skill is easily replaced by Warrior Elixers. This skill also becomes very irritating for many Dark Knights, as your HP is constantly decreasing, hurting your chances of maintain both a HP high enough to survive the hit, and remain under 40% HP. Level 70: 1 Spear Crusher Level 71: 3 Spear Crusher Level 72: 3 Spear Crusher Level 73: 3 Spear Crusher Level 74: 3 Spear Crusher Level 75: 3 Spear Crusher Level 76: 3 Spear Crusher Level 77: 3 Spear Crusher Level 78: 3 Spear Crusher Level 79: 3 Spear Crusher Level 80: 2 Spear Crusher, 1 Dragon Fury (Spear) Level 81: 3 Dragon Fury (Spear) Level 82: 3 Dragon Fury (Spear) Level 83: 3 Dragon Fury (Spear) Level 84: 3 Dragon Fury (Spear) Level 85: 3 Dragon Fury (Spear) Level 86: 3 Dragon Fury (Spear) Level 87: 3 Dragon Fury (Spear) Level 88: 3 Dragon Fury (Spear) Level 89: 3 Dragon Fury (Spear) Level 90: 2 Dragon Fury (Spear), 1 Sacrifice Level 91: 2 Sacrifice, 1 Dragon Roar Level 92: 3 Dragon Roar Level 93: 3 Dragon Roar Level 94: 3 Dragon Roar Level 95: 3 Dragon Roar Level 96: 3 Dragon Roar Level 97: 3 Dragon Roar Level 98: 3 Dragon Roar Level 99: 3 Dragon Roar Level 100: 3 Dragon Roar Level 101: 2 Dragon Roar, 1 Elemental Resistance Level 102: 3 Elemental Resistance Level 103: 3 Elemental Resistance Level 104: 3 Elemental Resistance Level 105: 3 Dragon Fury (Pole Arm) Level 106: 3 Dragon Fury (Pole Arm) Level 107: 3 Dragon Fury (Pole Arm) Level 108: 3 Dragon Fury (Pole Arm) Level 109: 3 Dragon Fury (Pole Arm) Level 110: 3 Dragon Fury (Pole Arm) Level 111: 3 Dragon Fury (Pole Arm) Level 112: 3 Dragon Fury (Pole Arm) Level 113: 3 Dragon Fury (Pole Arm) Level 114: 3 Dragon Fury (Pole Arm) Level 115: 3 Elemental Resistance Level 116: 3 Elemental Resistance Level 117: 3 Elemental Resistance Level 118: 1 Elemental Resistance, 2 Dragon Blood Level 119: 1 Dragon Blood, 2 Power Crash Level 120: 3 Power Crash At Level 120: Max: Spear Crusher Max: Dragon Fury (Spear) Max: Dragon Roar Max: Dragon Fury (Pole Arm) Max: Elemental Resistance 3 Points: Sacrifice 3 Points: Dragon Blood 5 Points: Power Crash Fourth Job: Dark Knight This Dark Knight build is designed to first improve your Dark Knight’s attack through Berserk, Beholder and Maple Hero, then maxing skills to keep your character alive. Beholder is maxed first as it adds both accuracy and attack, followed by Maple Hero as it adds roughly 7atk to a Dexless Dark Knight of this level. Level 120: 2 Beholder, 1 Rush Level 121: 3 Beholder Level 122: 3 Beholder Level 123: 2 Beholder, 1 Maple Hero Level 124: 3 Maple Hero Level 125: 3 Maple Hero Level 126: 2 Maple Hero, 1 Berserk Level 127: 3 Berserk Level 128: 3 Berserk Level 129: 3 Berserk Level 130: 3 Berserk Level 131: 3 Berserk Level 132: 3 Berserk Level 133: 3 Berserk Level 134: 3 Berserk Level 135: 3 Berserk Level 136: 2 Berserk, 1 Power Stance Level 137: 3 Power Stance Level 138: 3 Power Stance Level 139: 3 Power Stance Level 140: 3 Achilles Level 141: 3 Achilles Level 142: 3 Achilles Level 143: 3 Achilles Level 144: 3 Achilles Level 145: 3 Achilles Level 146: 3 Achilles Level 147: 3 Achilles Level 148: 3 Achilles Level 149: 3 Achilles Level 150: 3 Power Stance Level 151: 3 Power Stance Level 152: 3 Power Stance Level 153: 3 Power Stance Level 154: 3 Power Stance Level 155: 3 Power Stance Level 156: 2 Power Stance, 1 Maple Hero Level 157: 3 Maple Hero Level 158: 3 Maple Hero Level 159: 3 Maple Hero Level 160: 1 Maple Hero, 2 Beholder’s Healing Level 161: 3 Beholder’s Healing Level 162: 3 Beholder’s Healing Level 163: 3 Beholder’s Healing Level 164: 3 Beholder’s Healing Level 165: 3 Beholder’s Healing Level 166: 3 Beholder’s Healing Level 167: 3 Beholder’s Healing Level 168: 2 Beholder’s Healing, 1 Rush Level 169: 3 Rush Level 170: 3 Rush Level 171: 3 Rush Level 172: 3 Rush Level 173: 3 Rush Level 174: 3 Rush Level 175: 3 Rush Level 176: 3 Rush Level 177: 3 Rush Level 178: 1 Rush, 2 Beholder's Buff Level 179: 3 Beholder's Buff Level 180: 3 Beholder's Buff Level 181: 3 Beholder's Buff Level 182: 3 Beholder's Buff Level 183: 3 Beholder's Buff Level 184: 3 Beholder's Buff Level 185: 3 Beholder's Buff Level 186: 2 Beholder's Buff, 1 Monster Magnet Level 187: 3 Monster Magnet Level 188: 3 Monster Magnet Level 189: 3 Monster Magnet Level 190: 3 Monster Magnet Level 191: 3 Monster Magnet Level 192: 3 Monster Magnet Level 193: 3 Monster Magnet Level 194: 3 Monster Magnet Level 195: 3 Monster Magnet Level 196: 2 Monster Magnet, 1 Awakening Level 197: 3 [Anything] Level 198: 3 [Anything] Level 199: 3 [Anything] Level 200: 3 [Anything] At Level 200: Max: Beholder Max: Berserk Max: Achilles Max: Power Stance Max: Maple Hero Max: Beholder’s Healing Max: Rush Max: Beholder’s Buff Max: Monster Magnet 1 Point: Awakening 9 Points: [Anything] Page/White Knight/Paladin The least played job of all those in Maple Story, the Page/White Knight/Paladin job is often overlooked by many players. A Page is often considered a “defensive class” as it relies on reducing enemy attack, enemy defence and damage taken. Through both its Third and Forth Job advancements, this job acquires 4 very useful Elements, which both maximise damage and its Ice Element freezes most monsters. The weapon options for this character are rather limited, as the 1-Handed option really isn’t advised due to its very limited range, making it quite hard to train. Second Job: Page This build is aimed at developing your Page as fast as possible. Mastery is maxed first, allowing your damage to become more stable and adding much needed accuracy. 6 points are added to Booster once its prerequisite is met, allowing adequate duration of the skill with little cost to your SP. Final Attack is maxed once Mastery is completed, improving both training speed and decreasing pot consumption. Level 30: 1 Sword/Blunt Weapon Mastery Level 31: 3 Sword/Blunt Weapon Mastery Level 32: 1 Sword/Blunt Weapon Mastery, 2 Sword/Blunt Weapon Booster Level 33: 3 Sword/Blunt Weapon Booster Level 34: 1 Sword/Blunt Weapon Booster, 2 Sword/Blunt Weapon Mastery Level 35: 3 Sword/Blunt Weapon Mastery Level 36: 3 Sword/Blunt Weapon Mastery Level 37: 3 Sword/Blunt Weapon Mastery Level 38: 3 Sword/Blunt Weapon Mastery Level 39: 3 Final Attack: Sword/Blunt Weapon Level 40: 3 Final Attack: Sword/Blunt Weapon Level 41: 3 Final Attack: Sword/Blunt Weapon Level 42: 3 Final Attack: Sword/Blunt Weapon Level 43: 3 Final Attack: Sword/Blunt Weapon Level 44: 3 Final Attack: Sword/Blunt Weapon Level 45: 3 Final Attack: Sword/Blunt Weapon Level 46: 3 Final Attack: Sword/Blunt Weapon Level 47: 3 Final Attack: Sword/Blunt Weapon Level 48: 3 Final Attack: Sword/Blunt Weapon Level 49: 3 Threaten Level 50: 3 Power Guard Level 51: 3 Power Guard Level 52: 3 Power Guard Level 53: 3 Power Guard Level 54: 3 Power Guard Level 55: 3 Power Guard Level 56: 3 Power Guard Level 57: 3 Power Guard Level 58: 3 Power Guard Level 59: 3 Power Guard Level 60: 1 Sword/Blunt Weapon Mastery, 2 Sword/Blunt Weapon Booster Level 61: 3 Sword/Blunt Weapon Booster Level 62: 3 Sword/Blunt Weapon Booster Level 63: 3 Sword/Blunt Weapon Booster Level 64: 3 Sword/Blunt Weapon Booster Level 65: 3 Threaten Level 66: 3 Threaten Level 67: 3 Threaten Level 68: 3 Threaten Level 69: 3 Threaten Level 70: 2 Threaten, 1 [Anything] At Level 70: Max: Sword/Blunt Weapon Mastery Max: Sword/Blunt Weapon Booster Max: Final Attack: Sword/Blunt Weapon Max: Power Guard Max: Threaten 1 Point: Anything Third Job: White Knight The standard SP Distribution for a White Knight with a very important choice to make. Although Ice Charge only adds 105% weapon attack, I advice choosing it as the first skill you max, as it freezes most monsters. This ability greatly enhances a White Knight’s training, especially on high HP monsters, such as Death Teddies and Wolf Spiders. Fire Charge is very effective on many types of monsters, not to mention its 120% weapon attack bonus, but should be reserved for later levels. Thunder Charge is maxed later on as this element is mainly effective on bosses and is often second choice to Fire Charge in normal training situations. White Knight: Build 1 Level 70: 1 Ice Charge Level 71: 3 Ice Charge Level 72: 3 Ice Charge Level 73: 3 Ice Charge Level 74: 3 Ice Charge Level 75: 3 Ice Charge Level 76: 3 Ice Charge Level 77: 3 Ice Charge Level 78: 3 Ice Charge Level 79: 3 Ice Charge Level 80: 2 Ice Charge, 1 Fire Charge Level 81: 3 Fire Charge Level 82: 3 Fire Charge Level 83: 3 Fire Charge Level 84: 3 Fire Charge Level 85: 3 Fire Charge Level 86: 3 Fire Charge Level 87: 3 Fire Charge Level 88: 3 Fire Charge Level 89: 3 Fire Charge Level 90: 2 Fire Charge, 1 Charged Blow Level 91: 3 Charged Blow Level 92: 3 Charged Blow Level 93: 3 Charged Blow Level 94: 3 Charged Blow Level 95: 3 Charged Blow Level 96: 3 Charged Blow Level 97: 3 Charged Blow Level 98: 3 Charged Blow Level 99: 3 Charged Blow Level 100: 2 Charged Blow, 1 Thunder Charge Level 101: 3 Thunder Charge Level 102: 3 Thunder Charge Level 103: 3 Thunder Charge Level 104: 3 Thunder Charge Level 105: 3 Thunder Charge Level 106: 3 Thunder Charge Level 107: 3 Thunder Charge Level 108: 3 Thunder Charge Level 109: 3 Thunder Charge Level 110: 2 Thunder Charge , 1 Improving MP Recovery Level 111: 3 Improving MP Recovery Level 112: 3 Improving MP Recovery Level 113: 3 Improving MP Recovery Level 114: 3 Improving MP Recovery Level 115: 3 Improving MP Recovery Level 116: 3 Improving MP Recovery Level 117: 1 Improving MP Recovery, 2 Magic Crash Level 118: 3 Magic Crash Level 119: 3 Magic Crash Level 120: 3 Magic Crash White Knight: Build 2 Level 70: 1 Fire Charge Level 71: 3 Fire Charge Level 72: 3 Fire Charge Level 73: 3 Fire Charge Level 74: 3 Fire Charge Level 75: 3 Fire Charge Level 76: 3 Fire Charge Level 77: 3 Fire Charge Level 78: 3 Fire Charge Level 79: 3 Fire Charge Level 80: 2 Fire Charge , 1 Ice Charge Level 81: 3 Ice Charge Level 82: 3 Ice Charge Level 83: 3 Ice Charge Level 84: 3 Ice Charge Level 85: 3 Ice Charge Level 86: 3 Ice Charge Level 87: 3 Ice Charge Level 88: 3 Ice Charge Level 89: 3 Ice Charge Level 90: 2 Ice Charge , 1 Charged Blow Level 91: 3 Charged Blow Level 92: 3 Charged Blow Level 93: 3 Charged Blow Level 94: 3 Charged Blow Level 95: 3 Charged Blow Level 96: 3 Charged Blow Level 97: 3 Charged Blow Level 98: 3 Charged Blow Level 99: 3 Charged Blow Level 100: 2 Charged Blow, 1 Thunder Charge Level 101: 3 Thunder Charge Level 102: 3 Thunder Charge Level 103: 3 Thunder Charge Level 104: 3 Thunder Charge Level 105: 3 Thunder Charge Level 106: 3 Thunder Charge Level 107: 3 Thunder Charge Level 108: 3 Thunder Charge Level 109: 3 Thunder Charge Level 110: 2 Thunder Charge , 1 Improving MP Recovery Level 111: 3 Improving MP Recovery Level 112: 3 Improving MP Recovery Level 113: 3 Improving MP Recovery Level 114: 3 Improving MP Recovery Level 115: 3 Improving MP Recovery Level 116: 3 Improving MP Recovery Level 117: 1 Improving MP Recovery, 2 Magic Crash Level 118: 3 Magic Crash Level 119: 3 Magic Crash Level 120: 3 Magic Crash At Level 120: Max: Fire Charge Max: Ice Charge Max: Charge Blow Max: Thunder Charge Max: Improving MP Recovery 11 Points: Magic Crash Fourth Job: Paladin A very standard and balanced Paladin build. Advanced Charge is maxed first to maximise the Third Job skill Charge Blow, making it much more “user friendly” as the charges are maintained after Charge Blow is used. The fourth and final Element is then acquired, with a 140% weapon attack bonus (the most of all its elements) and allowing your character to train at Skelegons/Skelosaurus, Himes and Grim Phantom Watches with excellent damage. Blast replaces Power Strike/Charge Blow as the main attack with an impressive 550% damage multiplier. Level 120: 2 Advanced Charge, 1 Rush Level 121: 3 Advanced Charge Level 122: 3 Advanced Charge Level 123: 2 Advanced Charge, 1 Divine Charge Level 124: 3 Divine Charge Level 125: 3 Divine Charge Level 126: 3 Divine Charge Level 127: 3 Divine Charge Level 128: 3 Divine Charge Level 129: 3 Divine Charge Level 130: 1 Divine Charge, 2 Blast Level 131: 3 Blast Level 132: 3 Blast Level 133: 3 Blast Level 134: 3 Blast Level 135: 3 Blast Level 136: 3 Blast Level 137: 3 Blast Level 138: 3 Blast Level 139: 3 Blast Level 140: 1 Blast, 2 Maple Hero Level 141: 3 Maple Hero Level 142: 3 Maple Hero Level 143: 1 Maple Hero, 2 Power Stance Level 144: 3 Power Stance Level 145: 3 Power Stance Level 146: 3 Power Stance Level 147: 3 Power Stance Level 148: 3 Power Stance Level 149: 3 Power Stance Level 150: 3 Power Stance Level 151: 3 Power Stance Level 152: 3 Power Stance Level 153: 1 Power Stance, 2 Maple Hero Level 154: 3 Maple Hero Level 155: 3 Maple Hero Level 156: 3 Maple Hero Level 157: 3 Heaven’s Hammer Level 158: 3 Heaven’s Hammer Level 159: 3 Heaven’s Hammer Level 160: 3 Heaven’s Hammer Level 161: 3 Heaven’s Hammer Level 162: 3 Heaven’s Hammer Level 163: 3 Heaven’s Hammer Level 164: 3 Heaven’s Hammer Level 165: 3 Heaven’s Hammer Level 166: 3 Heaven’s Hammer Level 167: 3 Rush Level 168: 3 Rush Level 169: 3 Rush Level 170: 3 Rush Level 171: 3 Rush Level 172: 3 Rush Level 173: 3 Rush Level 174: 3 Rush Level 175: 3 Rush Level 176: 2 Rush, 1 Achilles Level 177: 3 Achilles Level 178: 3 Achilles Level 179: 3 Achilles Level 180: 3 Achilles Level 181: 3 Achilles Level 182: 3 Achilles Level 183: 3 Achilles Level 184: 3 Achilles Level 185: 3 Achilles Level 186: 2 Achilles, 1 Monster Magnet Level 187: 3 Monster Magnet Level 188: 3 Monster Magnet Level 189: 3 Monster Magnet Level 190: 3 Monster Magnet Level 191: 3 Monster Magnet Level 192: 3 Monster Magnet Level 193: 3 Monster Magnet Level 194: 3 Monster Magnet Level 195: 3 Monster Magnet Level 196: 2 Monster Magnet, 1 Awakening Level 197: 3 [Anything] Level 198: 3 [Anything] Level 199: 3 [Anything] Level 200: 3 [Anything] At Level 200: Max: Advanced Charge Max: Divine Charge Max: Blast Max: Power Stance Max: Maple Hero Max: Heaven’s Hammer Max: Rush Max: Achilles Max: Monster Magnet 1 Point: Awakening Edited by Enemy, Jan 5 2009, 08:09 AM.
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| wietepiet | Jan 5 2009, 10:31 AM Post #2 |
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~Never Alone~
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Ok a few small things I would like to say: Well first, you suggest putting 3 points into endure AND 3 in iron body. Iron body is completely useless really. Why? 2 def points save you 1 hp. At lvl 3 iron body saves (6/2=) 3 hp which just isn't worth it. In 2nd job there is also 1 point left which CAN go into iron body which would make it lvl 4 thus saving 4 hp, I suggest putting it in endure. With White Knights, The standard build is Fire Charge first. Of course you can't freeze things but Warriors are meant to take hits, they're build for it. And don't forget that if you were to go ice first you wouldn't be able to train at one of the best WK training places until lvl 83: Dual Ghost Pirates! Note that Freezing is useless here as: they're strong against ice, don't use their magic attack unless you stand far away (which won't happen because warriors are close range) or jump attack them. I also suggest not going dexless until you have a good overall. You can always reset your stats anyway. So why do misses when you can hit a little lower but hit all the time. That's all for now. Other than those few small points I really like this guide
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| Enemy | Jan 5 2009, 10:53 AM Post #3 |
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Personally I never find myself using either Endure or Iron Body, I just like having Iron Body as an extra skill when spamming all the skills I own, or for making my character look extra big! xD YvanPig (highest WK in Broa) was my main source on anything WK related. He suggested to go Ice first. I dont know much about WKs other than what each skill does, as I haven't owned one. As for not going dexless, my Hero has been dexless since day 1, and uses Str Top, Dex/ACC bottom, FSs, SCG, STR Scrolled PAC, Scrolled ZHelm, HT Pendant and a Branch (Face Acc). It has 157 ACC and has never struggled to hit anything. I wouldn't say that an overall is required to go dexless from an early level, however a ZHelm really does help. (I did originally write this guide for GMS so DEX reseting wasn't really an option :P) Thanks for your input. Edited by Enemy, Jan 5 2009, 10:56 AM.
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| wietepiet | Jan 5 2009, 11:50 AM Post #4 |
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~Never Alone~
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Well as you know endure is a passive skill so if you're in a map with no safe platforms but with a rope then it is useful as you heal on a rope. Of course endure is useless here but it is still a better option than iron body. And in a pserver most won't get a zhelmet and/or ht necklace early on. And if you're unfunded then the chance of having one of these items is even lower. but as you said it was written for GMS so that explains everything. |
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| Zeek | Jan 5 2009, 12:03 PM Post #5 |
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Just another average member
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Here's my two cents on this. The last two points of Rush are usually held of on because the range maxes at 28. While Rush can hit 15 targets, it's not doing big damage on its own, and can't really be spammed, so that last 4% damage is fairly negligable. I don't think you give Achilles enough credit. For the boss-happy warrior that HP washes just because, that 15% damage reduction can provide a cushion against 1/1 attacks, because it does reduce the HP loss. If a Hero has 20K HP from washing, a 1/1 attack will still leave 3000 HP, which, with Achilles still active, is enough to survive the next attack at Zakum unless they walk into the body itself. In times of lag, that can be a lifesaver, as opposed to most other classes that will automatically die in two hits if a 1/1 connects first. I would actually put it before Guardian in one-handed builds, because the 15% damage reduction is static and predictable, verses the more random 15% of attacks "missing" and not doing damage. Unless it's new, we don't have the stun effect that goes with the block anyway. Also, Paladins can go one-handed too, although you might want to bump Rush up to just after Power Stance for that build, because they do end up with range issues. While the Hero has a fixed Brandish range, the Paladin needs to be a bit closer, even if going two-handed. At Skelegons with Rush and Stance, that's not really a problem though, and being able to ACB 6 at once will beat out anything a Hero can do. Heck, with that training, you may not even need Blast early because of the sick spawn we have here. Dark Knights don't need Power Stance as much as the other warriors. It's good, yes, but if you're grinding with a polearm like you should, you have so much range on Fury that getting bumped around is a mere formality, in contrast to the Paladin that needs position for attacks to properly connect. I also like maxing Sacrifice over Spear Fury in 3rd job, but 90-120 goes by pretty fast here, and Sacrifice with Beserk is rather suicidal. Edited by Zeek, Jan 5 2009, 12:04 PM.
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| Neko | Jan 5 2009, 12:37 PM Post #6 |
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Insanity
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Divine charge? Who goes blunt weapon build in private servers? Also, maxing blast 1st makes things faster since you can just train at bigfoot easily. Also for WK, going fire charge 1st is more useful and faster, you level really fast at dual ghost pirates and it's the best exp you could get until lvl 100-110. |
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| wietepiet | Jan 5 2009, 01:02 PM Post #7 |
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~Never Alone~
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Umm just so you know I am 2handed bw on my paladin. I thought you knew that. And going blast first isn't really handy cause you would have to rely on boss monsters, and seeing how everyone hunts bf in this server I'd say that going blast first for the sole purpose of bf'ing would be a waste because there aren't always bigfoots around. |
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| Panda | Jan 5 2009, 01:14 PM Post #8 |
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this is My Hero Build Level 120: 2 Brandish, 1 Rush Level 121: 3 Brandish Level 122: 3 Brandish Level 123: 3 Brandish Level 124: 2 Brandish, 1 Advanced Combo Level 125: 3 Brandish Level 126: 3 Brandish Level 127: 3 Brandish Level 128: 3 Brandish Level 129: 3 Brandish Level 130: 2 Brandish, 1 Advanced Combo Level 131: 3 Advanced Combo Level 133: 3 Advanced Combo Level 134: 3 Advanced Combo Level 135: 3 Advanced Combo Level 136: 3 Advanced Combo Level 137: 3 Advanced Combo Level 138: 3 Advanced Combo Level 139: 3 Advanced Combo Level 140: 3 Advanced Combo Level 141: 2 Advanced Combo, 1 Maple Warrior Level 142: 3 Maple Hero Level 143: 3 Maple Hero Level 144: 2 Maple Hero, 1 Stance Level 145: 3 Stance Level 146: 3 Stance Level 147: 3 Stance Level 148: 3 Stance Level 149: 3 Stance Level 150: 3 Stance Level 151: 1 Stance, 2 Maple Hero Level 152: 3 Maple Hero Level 153: 3 Maple Hero Level 154: 3 Maple Hero Level 155: 3 Stance Level 156: 3 Stance Level 157: 3 Stance Level 158: 1 Stance,2 Achilles Level 159: 3 Achilles Level 160: 3 Achilles Level 161: 3 Achilles Level 162: 3 Achilles Level 163: 3 Achilles Level 164: 3 Achilles Level 165: 3 Achilles Level 166: 3 Achilles Level 167: 3 Achilles Level 168: 1 Achilles, 2 Enrage Level 169: 3 Enrage Level 170: 3 Enrage Level 171: 3 Enrage Level 172: 3 Enrage Level 173: 3 Enrage Level 174: 3 Enrage Level 175: 3 Enrage Level 176: 3 Enrage Level 177: 3 Enrage Level 178: 1 Enrage 2 Rush Level 179: 3 Rush Level 180: 3 Rush Level 181: 3 Rush Level 182: 3 Rush Level 183: 3 Rush Level 184: 3 Rush Level 185: 3 Rush Level 186: 3 Rush Level 187: 3 Rush Level 188: 3 Monster Magnet Level 189: 3 Monster Magnet Level 190: 3 Monster Magnet Level 191: 3 Monster Magnet Level 192: 3 Monster Magnet Level 193: 3 Monster Magnet Level 194: 3 Monster Magnet Level 195: 3 Monster Magnet Level 196: 3 Monster Magnet Level 197: 3 Monster Magnet Level 198: 2 [Anything], 1 Awakening Level 199: 3 [Anything] Level 200: 3 [Anything] |
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| Neko | Jan 5 2009, 01:16 PM Post #9 |
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Insanity
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At 120 1 bigfoot gives you almost 3 levels, is not that hard to find one and takes you what? 30minutes or less to kill. I've played a Paladin 3 times and got them to 18x in no time. Most people go BW because nobody wants bw scrolls or weapons, but in a private server with these meso droprate I find it pretty useless. |
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| butterfli | Jan 5 2009, 01:18 PM Post #10 |
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It's not like dark knights have anything else to max. In 4th job, all they critically need is berserk. Stance is nice, especially in mobs because you don't have to waste time jumping around trying to hug a mob. Once you get KB'd out of a mob, you have to get back in. And being a melee character, you're gonna get KB'd a lot. That's where stance comes in. The only time sacrifice is "useful" in 4th job is to get into berserk mode. Depending on how much hp you have, you sacrifice can lower your HP by 1-2k which is less than taking a skele hit. Or you can just take bump damage. Sacrifice is pretty useless overall. You even said so yourself sacrifice with berserk is stupid. Why recommend maxing it? Spear fury is useful even to hybrids. Crusher only hits 3 targets. When you want to keep a mob aggravated or when you're luring in places like himes, spear fury > crusher. Level 1 spear fury is fine but it just doesn't do satisfactory damage. For the guide: For heroes: first three points from 4th advance: 1 brandish, 1 rush, and 1 AC. Level 1 AC gives you 6 orbs which is additional damage. stance > mw. mw barely increases your damage. stance makes a noticeably different training experience. For DrKs: 120-124 - beholder 12x-13x - If you have enough hp, max berserk 13x-14x - power stance 14x-15x - achilles or mw Monster magnet doesn't work here. Don't use Cody to advance because he doesn't give you 5 AP for 3rd and 4th job and you'll get glitched for 4th job. I don't really think an AP is too important in this server. You can buy reset cards for 25k. Just build your character with some common sense; NLs need TT, bishops need genesis, heroes need brandish, DKs need crusher. If you think you messed up, just reset it. Edited by butterfli, Jan 5 2009, 01:24 PM.
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| Enemy | Jan 6 2009, 01:28 AM Post #11 |
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The reason why we add 1 into Advanced Combo later on is so that Heroes can hit 2 monsters with Brandish a level earlier. Level 10: MP - 16 , Damage 180%, Attack 1 enemy. Level 11: MP - 24 , Damage 184%, Attack up to 2 enemies. Maple Warrior Adds ~7 atk to a Dexless warrior at that level. Stance is handy, however Maple Warrior shouldn't be overlooked, especially in a Private Server where people prefer to avoid parties... I never found Stance overly useful when training, I found it far more useful when bossing, and hence I put off adding points into it. I found it easy to stick with the mobs with tactical use of Rush and Brandish's large range. Edited by Enemy, Jan 6 2009, 01:31 AM.
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| Jordan | Feb 18 2009, 08:26 PM Post #12 |
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Erm, I don't think It's a very good idea encouraging new players to go dexless. It requires alot of money for WG's, Bandanas/ZHelm, Overalls, Etc. |
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| butterfli | Feb 18 2009, 08:31 PM Post #13 |
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In a private server? No it doesn't. The reason not to go dexless is because resetting stats in pservers is free. Add all the dex you need and reset when your equips will let you. Edited by butterfli, Feb 18 2009, 08:32 PM.
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| Jordan | Feb 18 2009, 08:33 PM Post #14 |
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My bad, didn't know there was a stat resetter. |
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| Kamikaze | Feb 18 2009, 08:55 PM Post #15 |
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RazorNion Productions
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Lol, did you type this or did you just copy and paste. |
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