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Sunday, December 23, 2007

3rd Job Rogues Faq


==>Maplestory Leveling Guide List <==

==>Thief Guide List <==


General Rogue class related questions





General Rogue class related questions



1) Nimble Body, how does it help?



Passive skills are usually very helpful. Nimble body can be divided into 2: 20 accuracy & 20 avoidability. While it's true that 20 isn't too big of a number, but it certainly helps. The only times that 20 accuracy will be helpful is when you try to hit monsters much higher than your level, which is very discouraging because usually you don't hit monsters that high of level. You can use this to help you kill jr balrog at level 50 (with bless & accuracy equips). You can use this to hit gunboss before level 80. You can use this to help you hit firebull dogs much much earlier than warriors & mages can. But yet you shouldn't be because all the while hunting these monsters you could have stayed at better places to gain more EXP fighting monsters near your level.



I guess most people can see the real deal here is the 20 avoid. While you may not find that very useful now, but as you get to higher level, you would have gotten so used to getting missed by lower level monsters that you'll wish you could get more avoid by all means possible. Especially at the higher level places (the new clock tower monsters or simply firebulls or dark unicorns, or even jakum himself). In those level 100+ training places, each miss could save you from the 1k-2k HP pots you will be using, and also at times the difference of life & death.

Let me just tell you this, 20 avoid thief shoes sell over 20M in my sever.



You might also wanna note how the game calculates avoidability. I believe that each monster have possibly a minimum avoidability limit set that determines how often your avoid can happen, perhaps similar to how accuracy is calculated too. In this case, having even 1 avoidability can make a very large difference. In JMS I have seen bandits before level 90 having misses close to level 110s (at gunboss), and compared to many other bandits who get hit much more often. There almost seem to have a big gap. Avoid is not like defense, it's either a MISS or HIT. Logically speaking it dosen't matter what avoid you have if you got hit, but once it starts to miss, you will be having a much better time.





2) Dark Sight in 3rd job, is it useful at all?



First of all, hermits don't use this skill over the simple fact that flash jump cannot be used inside dark sight. Flash jump is a much better "scouting" or "escape" tactic skill, hermits use flash jump very often. Bandits on the other hand are melee characters, they love getting close to the enemies and they got meso guard to protect them from getting the big damage. As for exploration, chances are you won't be exploring in maple too often, especially when dark sight isn't exactly a safe skill to begin with (all level 75+ monsters have attacks that aren't dark sight immune). Ask yourself this question: "How many times will you be exploring in your maple life?" By the time you are level 100, this answer shouldn't be more than 0.



So is this skill not worth it? Well bandits still use this skill in my server when they are trying to find empty channels, it's semi useful but not practical. It is never a necesary skill. However things have changed a little since they released the new clock tower (high level mob area in toyland). In these places, there are many times where you can get trapped by the mobs, and generally need to pass through them or generally climbing back to the top from falling~ This only applies to hermits since bandits don't have to worry about melee. But even so, a level 10 dark sight should serve enough use for this purpose. (Level 10 dark sight will remove the haste effect, however. A maxed dark sight on the other hand dosen't have negative speed effects & dosen't take out bonus given by haste).





3) Disorder, when do we use it? If ever?



Disorder has 3 abilities: a) Deactivate the alarm or lock-on status on the monster, b) lower the monster's weapon defense by 20, c) lower the monster's weapon attack by 20. Firstly the weapon defense reduced is not a big deal at all, at higher levels monsters have over 500 defense, reducing their defense is not going to ever let you kill anything faster, period. Secondly, although the -20 weapon attack will reduce about 300 damage, that is still a small number for the higher level mobs, even for bandits since at higher levels you would be using the mob skill thieves and hitting multiple monsters, instead of hitting individual ones. The main ability from this skill is the first: deactivating the monster's lock-on status~ You would seldom use it to run away or buy sometime to chat or w/e. However a level 3 disorder can accomplish this task.



Of course disorder is melee, so it would be more practical for a bandit however as mentioned earlier the benefit you get from it is very minor to none. Whether master thief or hermit, they simply don't use it (to save themselves time & trouble).



There is but some subtle uses for disorder I should mention. In JMS people don't go hunt monsters much beyond our levels, but if you seriously want to do something like that, then disordering the monster will probably save you a lot of damage (the -20 weapon attack is pretty good for mid-high level monsters).



Also I should mention that since Disorder works on bosses, this means you could use it on Jakum (his arms & body). You may think that since jakum takes quite a number of hits to grind it down, that -20 defense might prove some use. True to that, however Jakum do have extremely high defense, 20 defense makes up very little of it if at all noticable. You maybe able to kill Jakum's arms a little quicker, but the time saved here would be less than some fractions of a percent of the total time you need to spend regularly.





4) Haste, does it remain a useful party skill at higher levels?



High level archers pretty much got passive haste, high level mages have maxed teleport -- only warriors might need haste but then so even people tend to party team (power level) at big maps, and warriors generally don't move much. People don't ask for haste unless you are right beside them by chance. But of course, thieves love it (hermits can train more effectively jumping higher & bandits can take the same advantage especially using assaulter & thieves) it's more like a solo skill later on.





5) Endure, why people max it?



Endure isn't a great skill, simply because the money you save from it is very minor. However those savings do add up in the long long run. Even though endure isn't a very exciting skill, it is at least more beneficial than having skills that are pretty much obsolete. Choosing endure over steal/disorder/darksight is generally recommended. Assasins don't max this skill simply because they got better second job skills than endure; ie Drain.













Bandit : Master Thief related questions



1) Assaulter, how does it work? When do / can you use it? Do you get hit inside and outside of the animation? Does it replace savage blow? Does the range you travel increase as you put more SP in it?



In addition to doing painful damage & stunning the monster, assaulter is actually a great movement skill. Basically your character will auto lock on a nearby enemy (in the direction you are facing) and perform a quick 1 hit attack, coming out from the other side. You can use assaulter freely anywhere, including in the air but with the restriction that there must be an enemy in the direction you are facing. Using assaulter in the air means that you can travel to places normally not possible by normal jumping means For example, a monster is on a platform high above you and to the right side, where it's impossible to touch it by normal jumping--- using jump assaulter here will teleport your character behind the monster (in addition to doing damage to it of course). You can even use it to take advantage of this flying ability in jumping quests that have monsters in it.



As for getting damaged, unfortunately if the monster is very big, at times you stll take damage using assaulter~ You are invincible in the starting dash in animation but not when you come out. In addition there is also a little lag when you come out, leaving you vulnerable. But don't worry, as you level higher the high damage from assaulter would ensure knockback on pretty much all the monsters you train on, so that vulnerability isn't as bad as it seems. Don't forget about the 80% stun bonus at maxed level.



Damage wise, 450% may seem like a smaller number, but remeber it hits only one time, compared to savage blow which is 80%x6 = 480%. Savage blow wins in stability terms & speed, generally assaulter is not a spammable skill, in melee battle most bandits like to savage blow the enemy for the stability & speed~ However assaultering solo targets will save you pots. It is not a savage blow, it dosen't replace it, but it's also very useful at the same time.



The distance you travel using a level 1 assaulter & level 30 assaulter is the same, but that shouldn't bother you because it should be long enough. But if you don't find assaulter very helpful to you, at least know that level 1 can accomplish the movement task.



2) Thieves, how does it work? Is it useful ? Are the members that come out from thieves randomly selected? Are there any difference in the members themselves? Is this skill only useful when maxed?



This is a very interesting skill, it acts like a normal melee mob skill in that you sort of target enemies around you, however it is very unique itself. Basically you have to get close enough to one enemy and attack it with thieves, you will perform a stabbing like attack but if there are additional enemies (near a big radius around that enemy) additonal members are summoned, doing similar damage to the rest of the monsters. In the event that your initial Thieves did not make contact with the enemy, none of the summons will come out! This encourages bandits to stick close to their enemies. Damage wise, it is pretty decent but not as strong as other skills~ So why people max it? The key here is the speed. Anyone having observed thieves for a minute can easily tell this is the fastest spammable, mob attack in maple. When I say spammable, I don't mean like Ice Strike or Arrow Rain spammable, the speed of thieves can be classified in its own class. It's more like savage blow spamming but except you are doing it on mobs this time.



Members are randomly selected each time you use this skill; there are however no difference between the members in terms of damage (this is a graphics aspect thing).



Because damage is lowered & raised as you gain the ability to summon more members, thieves is meant to be maxed ~~ the difference in maxing thieves and not makes a very big difference. So max it, if you want to use it, because this skill isn't very practical when it's not maxed. At max level, using thieves two times will usually outdamage savage blow & assaulter. This skill has a base damage of 250%.



With the release of the new area in ludibrium (from the recent 2nd anniversary update in JMS), thieves proved itself to be a very powerful skill. Especially on high level mobs, the rate at which thieves output damage is unmatched by other classes. This is one crazy skill for all bandits to love.





3) Meso Explosion, is this skill practical? How do people set up Meso Explosion usually? And what about Pickpocket?



Firstly, the damage of meso explosion is pretty much as much meso you can spend. It's not a skill you would be using in everyday training, but you might use it once in a while. It is very strong, mostly used to 1 hit KO bosses.. but at the same time not very practical unless you really got a lot of meso to burn. Since you can drop meso while in dark sight, people naturally use it in this way.



While Meoo Explosion isn't practical to be used in daily training, but it works very well with pickpocket. Pickpocket is an active-status skill which make the enemies drop small (I mean quite small) amount of mesos on the ground as you hit them hit by hit~ the amount of meso they drop is dependant on the damage, so using a skill such as savage blow will let you have 6 chances to trigger it on a target (60% chance per hit) however the amount dropped is usually very small since savage blow isn't very strong (per hit). Pickpocket works with all your attack skills, this includes double stab, savage blow, assaulter, thieves. I should mention that the money dropped from pickpocket cannot be picked up by your pet, which encourages people to use meso explosion with it. Besides serving money for meso explosion, I guess pickpocket can be used to let people know that you are using a channel since coins would be all over the place if you use this skill.



I guess you can say Meso Explosion (or nickname "meso bomb", or just "bomb") & Pickpocket work hand to hand, that they either work very very well together or they simply don't work well alone. So if you are going to use these skills, you ought to max them both.





4) Meso Guard, Chakra, & Shield Mastery



The recent 2nd anniversary update in JMS gave master thieves a new meso guard~ instead of having a damage limit each time you charge meso guard, it now has a timer. As a natural ability, meso guard blocks half damage from all physical attacks. The only requirement to activate meso guard is simply some initial mana charge, you will be taking 50% less damage as soon as you put 1 SP into this skill. UPDATE: They updated again, now taking damage will reduce mesos, depending on your level. But using Meso Guard ensures that you save money (less than 1 meso per 1 damage). More SP increases the timer as well as lowering the conversion costs.



As for chakra, it is simply a self heal ability that may save a bit of pots here & there. It works like cleric's heal in the sense that you use MP to recover HP, however chakra has two more conditions: a) your life bar must be less than or equal to half, b) you must be standing still during the time which you use chakra, getting hit while doing so will result in loss of HP. In addition to these restrictions, your character is also disabled from taking control until chakra ends. Decide for yourself if you find that useful or not~ Bandits very seldomly use Chakra.



Last but not least, shield mastery is a waste to put SP for. The only practical shields for a bandit is the palette (JMS exclusive) & those bandit claw shields. They all offer very little defense to make any meaning to your daily training~ shield mastery basically multiplies that defense number. Simply skip this skill like you would for steal.



5) Steal, how exactly does it work?



Steal works like this, you perform a slow & very weak attack, that costs some MP but doing so lets you have a moderate % (and not 100% even maxed) chance to get one more random drop from the enemy. The drop here is completely chosen from random (except for special monsters, such as the level 35-50 PQ, where steal will 100% give you an extra pass from the monster) it can be anything from an equipment, a Use item(including scrolls), an ETC item, pretty much anything that the monster could drop. While it's true that you can only get a maximum of 1 succesful drop from the monster, however the item stolen is completely independent from killing the monster itself. As I mentioned earlier, stealing on a monster in a PQ will give you an extra pass, where normally it would drop only 1 pass. This means that it's possible to receive a white potion from a zombie upon killing it even having to have stolen a white potion from it prior doing so. This also means stealing merely lets you have an extra chance to take a drop from the monster.



Of course we are only interested in getting a good drop, there is no point in getting an extra drake skull to having spend all that effort trying to steal something. Do realize that you could only get a maximum of 1 more drop from the same monster, which is the main flaw of steal. Unless you just started maple, you should note that the difficulty of finding drops in this game is far from being an easy task . Let alone getting a drop from killing the monster, out of the drops you get, what are your chances of getting something useful, say an equipment or scroll? Since killing a monster usually nets you 2 drops (a meso drop & their ETC part), this is logically equivalent to having double your chances of getting a 'good' drop using steal, yet even so what are your chance of getting the 'good' drop from killing? The logic here is that simply put, using the time to kill more monsters (instead of having to steal from them) increases your chance of finding drops over a period of time dramatically, thus randering this skill obsolete.



Bandits simply don't use this skill in 3rd job, it's probably wise to simply forget that the skill existed itself. No point in killing bosses such as jr.balrog or crimson, there are far better monsters who are much easier to kill that gives the same if not better drops.





6) How do bandits do comapre with other jobs? In terms of damage, since our main attack is still savage blow while the others get upgraded skills? How do M.Thief compare with Hermits?



To begin, savage blow isn't weak for its speed. While it's true that you might be killing a bit slower on a single monster, but you got assaulter & thieves~~ in a given period of time you could do the same amount of damage than other jobs if not more. Especially in the new clocktower in ludibrium which can be described as a thieves- abusable happy land, bandits take the spotlight in there.



As for hermits, they got two great advantages over bandits. Range, put quite simply, something that bandits lack very badly. While bandits overpower assasins in 2nd job (provided you have proper equips) they even out once they get shadow partner. It's true that assaulter can do much more stable damage on higher defense monsters, however hermits would have the speed edge here. In additon to this, hermits also get to move much more quickly so than bandits because of Flash Jump. Depending how you value things, movement may or may not be something as important as grinding out damage, but from a maple player's view, flash jump makes quite a bit of difference. These are some of the reasons why people think bandits simply aren't worth the effort compare to making a hermit. In order to truly make a succesful bandit, you'll really have to forget about the range & don't be tempted to jump around; bandits are up close & personal, that's why you started stabbing all those little mushrooms in the first place right?



I have mentioned many times about the clocktower mobs in ludibrium. While it's true that this place favors thieving, but that's only for JMS. What about global Maple ? Keep that in mind. Ask this question: "Will you have quitted global Maple Story by then?"





7) What are some recommended build orders for M.Thief?



People generally max assaulter first, mainly because the places you train on are usually 1-2 hit savage blow dependant. It speeds up training because it lets you move & attack more so rapidly than using savage blow only. Others recommend only 10 points into assaulter first, and then proceeding to thieves & other skills.



You would generally want to get assaulter & thieves first, dosen't really matter in which order.



Put in meso guard beforehand would help save quite a bit of money too.



Assasin : Hermit related questions



1) Shadow Partner, how does it work? Will using this skill make me poor (ie: does it consume more stars)? Can hermits train without it? Is this skill useless before maxed? Does it work with other skills besides lucky 7's?



Shadow Partner is a summon that mimics all your actions, including all your thief skills such as lucky 7's, Drain, Avenger. The damage of the mimic'ed skill however will output only 50% (at maxed level) of the damage you would normally deal. When it mimics a normal attack, it will do 80% of your normal damage. It requires a summon stone each time you use it, and lasts for 180 seconds at maxed level.



This is the single most important skill for hermits. It makes a great deal of difference to your training and you will see the benefits immediately. The key here is the stability, you have to realize that most of your L7 damage is dependant to critical hits. SP (Shadow Partner) improves exactly that, giving you two more chances to get critical, but however damage is halved (so in effect it almost let you do about 50% more damage than what you are normally doing without Shadow Partner. Especially fighting monsters 1-2 hit KOable, shadow partner makes quite a very big difference in ensuring those skills under consistent number of hits.



You get stronger, more stable (although still the job that does the least stable damage in the game with SP), what's the cost of such a skill? Shadow Partner requires a summoning stone to cast. But you must remember that you will still be using a first job skill after becoming a hermit, Lucky 7's costs only 16 MP to cast. As long as you train without taking too many breaks, you should be spending equally as much funding as most other jobs would (for example strafe costs 32 MP each shot). It is not a big problem, but you ought to make sure you make use of those summoning stones' time.



Unfortunately SP doubles all your star costs, meaning each L7 would consume 2x2 = 4 stars while each Avenger would consume 3x2 = 6 stars. This is the major drawback of SP, meaning you would most likely want to double the current amount of stars you are using before a hermit in order to train under the same amount of time.



SP still helps at various levels, before maxing. It's just that you might be spending too much money here & there, using SP within its non maxed timer. At level 21 Shadow Partner has 180 seconds, the maximum timer for this skill. Naturally people would start using this skill at lv 21.



SP works with everything, including attacking with a non star weapon in addition to all hermit skills, such as avenger.





2) Flash Jump, what is so good about this skill? Under what conditions can you use this skill? Can you attack within a Flash Jump? Is this skill spmmable? Should hermits max this skill early?



If there is one skill that defines a hermit from other jobs, it would be none other than Flash Jump. Being the single most fastest moving/travelling skill in maple, there isn't anything that could even come close to compare with it. Unlike teleport, you cannot use FJ to cancel in/out of skills, unlike avenger you can use FJ whether there are enemies in sight or not, flash jump is unique itself & extremely useful in simply moving across an area (horizontally).



If you thought haste was anything fast for you, be ready to get hopped over your heads by hermits. Flash Jump isn't a skill that you could call bad at all. Everyone having to used a (maxed) FJ for a few minutes, would be in love. This is the skill you assasins have been waiting for, after all that work.



The only condition for executing flash jump is when your character is in the mid air. It acts like an extra jump (with high horizontal acceleration) but with the exceptions 1) you cannot use any other aerial skill within a FJ, 2) you cannot change the direction you are facing until the moment prior to landing. Like other skills that can be used in the air, flash jump can be used coming off a ladder (and jumping onto a new ladder also).



NOTE: The recent update changed the hermit in that you can no longer use lucky 7 or any other attack skill while within a flash jump (before they let you use L7 while jumping with timing, but it's considered useless anyways since you cannot change your flying direction, so most of the time you will most likely land on the monster). So no, you cannot attack inside it.



As for spamming FJ, the interesting thing here is, the game sets it so that you can't always use FJ whenever you are in the air. There's a slight moment of delay you must wait before pressing the FJ button, in the case that you press FJ too early or too slow, your character will not perform any FJ, in addition you cannot attack from the air afterwards. Timing is important for FJ, but it's not too difficult. With practice you should be able to spam this skill at least 2-3 times in a row. From experimenting, I found out that a good keyboard (with good responses) work best with it~ You cannot use any "turbo" or "rapid fire" function because you would be hitting FJ too soon before the game accepts it. You would need a good internet connection to even out with the game's lag too. It's not a big problem. I could do a maximum of 12 FJ continously with minor effort, after practicing for a while, while some and many of my friends could not make beyond 4 jumps in a row. It varies from person to person.



At lower levels, FJ simply costs too much MP. Besides that, the horizontal & vertical distance is quite small to make it nearly anything near to its maxed counterpart. Although it dosen't necesarily help you train much faster, however it is certainly better than other skills. In addition it is also simply fun to play with. It totally redefines the "fun factor" for being an assasin. Most experienced hermits would tell you to max FJ right after Shadow Partner.

3) Avenger, what is this skill about? Is this skill practical? How does it compare with using Lucky 7's?



Basically you consume 3 stars (6 stars with SP) to create one giant star and throw it in a line in front of you, hitting all enemies in a line up to a maximum of 6 targets. It acts like the crossbower's Iron Arrow skill.



Avenger is really a mixed bag of things.

It's good in the sense that it kinda kills faster than lucky 7's (with a large line of mobs). It only works when the mobs are in a line; meaning you can't hit mobs slightly above/below the line at which you throw your avenger. Take note that it has some lag when you use it & after using it, so it takes some timing to get used to. The lag also leaves you vulnerable, it is extremely noticable when compared with Lucky 7's.



As for damage, it sometimes could do more, sometimes less. Avenger totally sucks without SP, so don't even think about using it without SP. But that's also a flaw in Avenger; using SP with Avenger consumes 6 stars each time. Hermits already have a tough time carrying the limited supply of stars, and as they get higher level that difficulty increases. You generally don't want to use Avenger too freely, it simply costs too much of your 'ammo'. And you will be using SP with you, at all times once you have 21 levels of it. I am not recommending anything here, just stating the facts.



A property I should emphasize here is that Avenger only travels horizontally. This means that it dosen't auto target enemies if they can't be touched horizontally by avenger. Of course you can't really use this skill too high in the air since it would most likely fly over the monsters' heads (unless the monsters are quite tall). Do note that Lucky 7's & Drain bends diagonally when you hit targets from a different height, Avenger dosen't have this property. You will not like it.



Avenger's range is also quite short, the range only increases if you hit on one target & when there's more monsters after it (in a horizontal line).



Overall it's quite a disapointing mob skill. It takes some work to make it really practical.





4) Alchemist, & Meso Up, how do they work?



Alchemist is a passive skill that gives 150% effect on all the potions & time based status pots. It does not do anything with ETC items, such as summoning rocks.



Example: a pure water recovers 800 mana normally. With maxed alchemist, you would recover 800x1.5 = 1200 mana per pure water. In effect saving you much much pots, & unlike Meso Up alchemist lets you save money immediately as soon as you start putting SP into alchemist (Whereareas Meso Up only benefits when you actually pick up the drops from individual monsters, and the task of looting becomes quite time consuming at higher level places). Hermits generally spend a lot of funds, and the extra recovery will let you train carrying less pots & therefore more room for extra stars. You will need to carry more & more stars as you level higher, obviously; to compensate the extra time needed to stay at certain areas.



As for pots that have a timer, the +5 attack chocolates sold at ludibrium lasts 10 minutes long. With maxed alchemist that extends it to last 15 minutes (600 seconds -> 900 seconds).



The only potions not effected by alchemist are elixirs, which are % based.



Meso Up is a party skill, that gives 150% meso drop bonus, that lasts 120 seconds when maxed. This skill could get you richer, but it isn't as great as it stands. Yes you would benefit very much fighting at maps where it's relatively easy to loot (ie zombie maps, various maps in El Nath). But at higher level mob places, you generally won't be looting, and thus randering this skill less appealing. In JMS gunboss & all the high level places in ludibrium have either very bad meso drops or that they simply drop at places that are difficult (& time costly) to loot.



Also note carefully that it only lasts two minutes (120 seconds), and that means you would have to spam this skill quite a bit, it is usually discouraged to use Meso Up to go around maps ~~ a lot of time is wasted which you could get everyone much more EXP in a party.



It isn't as good as it sounds, but of course any extra money is a good thing. Most hermits prefer alchemist first, however.



With both alchemist & Meso Up, Hermits become instantly the richest job in Maple. People do take advantage of this fact, and with the general high population of hermits, they tend to sell stars, claws & claw scrolls at much higher prices compared with equipments for other classes.

5) Shadow Mesos, is this skill useful? Is it strong? Does it ignore enemy defenses?.



The quickest answer would be No, No, and No.



Shadow Mesos charges 300-800 each time you use it, and double that amount if used with shadow partner. Relatively speaking Shadow Mesos is very unstable compared with L7 + SP, simply because one is 4 hits while this is 2. It does OK damage, but it has a 10% chance to do 1.5x damage. Using this skill for a period you will be amazed at how much mesos you burned.



I don't know where the people got the idea that it ignores enemy defenses from, because it dosen't. Shadow Mesos DOES NOT ignore enemy defenses, period.



Since it is not very strong, and it dosen't ignore enemy defenses, this skill can be totally discarded. You can almost forget that it existed in the first place. The only reason why people choose this skill is because it maybe slightly better than Shadow Web, which is generally disliked by most hermits.



And the only reason why it does more damage than L7 (only a little more) on higher defense monsters is because it hits the enemy twice, and not four times (all with shadow partner).



Shadow Mesos does ignore guard up skills if the enemies could ever cast it. In a Jakum battle, the priest could dispel this status on the monsters, so could crusaders (with more range too).





6) Shadow Web, does it offer protection? Is this skill practical?



Shadow Web is used at melee range, to lockdown on monsters, with a moderate (non 100%) success rate. The lockdown is only 8 seconds at maxed level... while you have to cast it on the run in. In addition the web breaks as soon as you hit the enemy again. Although the range is quite small, you may use the web on a ladder/rope.



Yes it offers protection, but it is worst form of this kind of skill. Think of Ice Strike that dosen't work most of the time, that is slower, has shorter range, and does much less damage, and the freeze state breaks as soon as you hit the enemy. Really, really bad.



Shadow Web has one use however, it is to kill crimson balrog.





7) Since most of the hermit skills are quite irrelevant, or just really bad, will we lose the motivation to level up?



Hermits are among one of the most enjoyable classes in the stage where you maxed flash jump. After SP & FJ you are pretty much done, a lot of motivation would been lost. But the people play hermits for the fun, or just that it's quite a relatively easier job to play compared with others.



Provided you don't get bored of maple & don't wanna make anymore new characters, you would have a lot of fun in the mid 80s 90s. You might lose the motivation to level up but you would probably still play it for fun.



Look at this on the bright side though, most jobs need to put much more effort to maximize their needs. Hermits really need only two skills. Of course, since you will most likely keep playing, you will eventually max Avenger, Alchemist & Meso Up. They do help, in particular Alchemist & Meso Up will help you getting better equipments, therefore more motivation to level. Really, you shouldn't be bothered about throwing those lucky 7's all day, as you have been doing so in the past anyways (which honestly isn't a bad thing).





8) What is the general build order for hermits?



Max Shadow Partner

Max Flash Jump (unlock with lv 5 Avenger)

Max Avenger and Alchemist (in any order you like).

Max Meso Up



rest is up to you.

This path will make you level at the fastest pace, and you will probably have the most fun doing so too, especially when you max FJ. As said, Avenger is not a really good skill, so postpone it as far away as you can.




==>Maplestory Leveling Guide List <==

==>Thief Guide List <==

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