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Full Warrior Guide (AP and SP distribution)
Topic Started: Jan 5 2009, 07:59 AM (299 Views)
Enemy

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
~Never Alone~
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 :D
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Enemy

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
~Never Alone~
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
Just another average member
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
Insanity
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
~Never Alone~
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
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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
Insanity
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
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Girlfriend
Jan 5 2009, 12:03 PM
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.

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.

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

Quote:
 
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.


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
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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
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Jordan
Feb 18 2009, 08:26 PM
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.
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
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butterfli
Feb 18 2009, 08:31 PM
Jordan
Feb 18 2009, 08:26 PM
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.
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.
My bad, didn't know there was a stat resetter.
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Kamikaze
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RazorNion Productions
Lol, did you type this or did you just copy and paste.
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