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Friday, January 25, 2008

Warrior Enclyclopedia

==>All Maplestory Guide List<==

==>Warrior Guide List<==



Warrior Build Guide









========================================

0. VERSION

========================================



Version 1.0 (3/11/05) - First submission. Many things not done yet.

1.1 (3/12/05) - Edited titles, organize, etc.. Missing MP usage for some skills and missing stats. Guide goes up to Spearman SP Builds only.

1.2 (3/13/05) - Only things missing are 3rd Job builds, 4th Job Advancements and FAQ Section.

1.5 (3/15/05) - Fixed some 3rd Job skill stats, edited a lot of things, still waiting for Ossyria with 3rd Job stats, 4th Job Advancement, and I haven't started on FAQ yet. =P

1.7 (3/27/05) - Still doing FAQ section. I've been lazy lately, but this section is still being worked on.

1.75 (4/3/05) - More FAQ questions!!! These things are huge, so read them before you leave. Again.

1.83 (4/13/05) - More FAQ. Added Hybrid Spearman build and a finish table (end of build sections).

1.84 (6/25/05) - I'm bored, so I'm updating again. Some 3rd Job FAQ, cleaning up here and there.

1.85 (7/09/05) - Bored. Added some FAQ questions, fixed 3rd Job skill avatar pictures.

1.86 (8/17/05) - Editted title, editting things, experimenting with the code tags.

1.87 (9/22/05) - Coming around.

1.90 (11/11/05) - Replacing table with fewer tables.

1.91 (11/12/05) - I felt like adding a question or two.

2.00 (12/7/05) - Gonna revamp and remove various things here and there.







========================================

1. TABLE OF CONTENTS

========================================



1. Table Of Contents 2. Introduction 3. How To Be A Warrior a. Pre-Beginner b. The Beginner 4. 1st Job Advancement a. Ability Points Builds b. Skill Points Builds 5. 2nd Job Advancement a. Job Selection b. Ability Points Builds c. Fighter SP Builds d. Page SP Builds e. Spearman SP Builds 6. 3rd Job Advancement (skill descriptions only) a. Ability Points Builds b. Crusader SP Builds c. Knight SP Builds d. Dragon Knight SP Builds 7. 4th Job Advancement (not available) 8. Copyright 9. Contact 10. Finalment 11. FAQ Section (incomplete)












Note: Use the find function (Ctrl + F) to skip to a section.







========================================

2. INTRODUCTION

========================================



V2.



This is both a guide and a reference guide. First part is the guide, second is the FAQ and various other things. Please have fun browsing through various warrior-related things.







========================================

3. HOW TO BE A WARRIOR

========================================



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

a. PRE-BEGINNER

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Create a character. When rolling for stats, make sure INT and LUK are both at 4 - INT and LUK are useless for warriors. Let me emphasize: INT and LUK are both useless for warriors. First, they don't contribute to damage. Second, DEX is better than LUK. Third, warriors aren't thieves.



If you're making a Pure-STR warrior, make DEX low, too. For perfectionists, a 13/4/4/4 is possible.





>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

b. THE BEGINNER

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Go hit snails and level. Stay on the first map for 6 levels. Go for Red Snails in the later maps until lv8. Go do the Orange Mushroom Cap/Dagger quest from Lith Harbour. Get a hat. Train at A Split Path until lv10. Leave Maple Island.



Everytime you level up and get 5 AP to spend, spend it all on STR.



Level, DEX, STR

1, 4, 13

10, 4, 58



Everything into STR. ^^



If your DEX is different, just subtract and stuff. Basic math. Don't get fussy.



Once you've reached lv10, completed the quests available, bought new gear (optional), and still have more than 270 mesos remaining, go to Southperry and get on the ship to Victoria Island. The trip costs 150 mesos, which will leave you with 120+ mesos.



________________________________________



Once you arrive at Lith Harbor (the one-way port between Maple Island and Victoria Island, and remember, you cannot ever go back to Maple Island ever again), go down to the Ticket building. Double-click the NPC inside the building and click your way to a list of cities along with pricetags on them. Select Perion, and make sure you have more than 120 mesos handy, as the trip costs about that much and you'll be sent to Perion instead of wacking snails and other creatures if you walked instead.



Once you're at Perion, find your way to the very top of the city. There, you will find a temple that contains Dances With Balrog, the chief of the town and the NPC that allows you to become a warrior. Go inside the temple and click on him. Keep clicking until finally, you become a warrior. As you become a warrior, you will notice an increase in your HP bar, or the red bar at the bottom of your screen. Your HP should have increased by ~100 or more, depending on your luck with the random number generator. And also, make sure that you have more than 35 STR, or else you won't be able to become a warrior as it is a requirement you will see when you talk to Dances With Balrog. Now that you are a warrior, continue to the next section.





========================================

4. 1ST JOB ADVANCEMENT

========================================



Note: From here on out, it is purely statistical and I will not help you level and other stuff. If you wish to see what monsters you should train on, where should I train, how to make friends, how to do quests, etc., please refer to another guide, or skip to the FAQ section, where I will probably not have an answer for any of these and other related questions. (There is, however, another guide by me that's in the stickied. Refer to that one for where to train purposes.)



As a new warrior, it is your job to whack monsters with your new skills, sell your drops, buy new equipment, make friends, do quests, and many other things as you level through 20 levels as a Swordsman. As you level, consider this guide as a helpful suggestion to what you want your warrior to be, and what uniqueness lies within each build. If you are a new player, I suggest you turn back now and read other guides. If you are experienced and need a guide for a warrior, continue on to the boringness and dangers that lie ahead.





>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

a. ABILITY POINTS BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Ability points are your staple to the numbers that arise as you attack monsters with your favourite weapons. They are what make warriors all powerful, and how powerful you will be compared to other warriors.



For the normal warrior, follow the first table. Everything else in STR. Remember, INT and LUK are useless to warriors. For low-DEX warriors, try the second one. Pure-STRs are all STR. Yep.



Level, DEX, (STR)

11, 4

20, 11

25, 36

30, 53



If you're rich and know what you are doing:

30, 19



Pure-STR:

30, 4, 158







>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

b. SKILL POINTS BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Each job has its own unique skill book, which you can see by pressing K on your keyboard. Skills are what defines each job from the rest. Certain builds define unique warriors, and are the soul of your character. The best SP allocation tables available for the warrior are listed here. Choose one before you continue on to 2nd Job Advancement, or you will miss out on important skills needed for the middle of your character's life.



Warriors get the following skills in their 1st Job Advancement book:





Improving HP Recovery - While standing still, regenerate more HP every ten seconds.

lv1 - 10 +3 HP regenerated every ten seconds while standing still.

lv16 - 10 +50 HP regenerated every ten seconds while standing still.





Improving Max HP Increase - Everytime you level or put AP into HP, your HP will increase even more.

lv1 - Leveling up gives you base +4 HP, putting AP into HP gives you base +3 HP.

lv20 - Leveling up gives you base +40 HP, putting AP into HP gives you base +30 HP.

+Pre-Requisite of lv5 Improving HP Recovery.

*Warriors gain 24-27 HP per level. With this skill maxed, you'll gain 64-67 HP per level.





Endure - While hanging on a rope, regenerate HP even faster.

lv1 - Regenerate HP every 33 seconds.

lv8 - Regenerate HP every 10 seconds.

+Pre-Requisite of lv3 Improving Max HP Increase.





Iron Body - Use MP to provide additional weapon defense for a set amount of time.

lv1 - Use 8 MP, +2 wdef for 15 seconds.

lv11 - Use 16 MP, +22 wdef for 165 seconds.

lv20 - Use 16 MP, +40 wdef for 300 seconds.

+Pre-Requisite of lv3 Endure.

*MP and HP cost doubles at lv10. So forth for remaining skills.





Power Strike - Use MP to deliver a killer blow to 1 enemy with your weapon.

lv1 - Use 6 MP, attack with 108% your normal damage.

lv11 - Use 12 MP, attack with 188% your normal damage.

lv20 - Use 12 MP, attack with 260% your normal damage.





Slash Blast - Use HP and MP to attack up to 6 enemies in front of you with your weapon.

lv1 - Use 7 MP + 8 HP, attack with 56% your normal damage to each monster.

lv11 - Use 14 MP + 16 HP, attack with 94% your normal damage to each monster.

lv20 - Use 14 MP + 16 HP, attack with 130% your normal damage to each monster.

+Pre-Requisite of lv1 Power Strike.







Start of interesting SP allocation tables for lv10~30

________________________________________



*Every level gives you 3 SP to play with. Use them accordingly.



First things first: From lv10~15, you MUST do the following build (for every single warrior out there). No questions asked.



Level

10 Improving HP Recovery +1

11 Improving HP Recovery +3

12 Improving HP Recovery +1, Improving Max HP Increase +2

13 Improving Max HP Increase +3

14 Improving Max HP Increase +3

15 Improving Max HP Increase +2(MAX), Power Strike +1



By the end of lv15, you should have the following skills set:

Improving HP Recovery lv5

Improving Max HP Increase lv10(MAX)

Endure lv0

Iron Body lv0

Power Strike lv1

Slash Blast lv0



This maxes Improving Max HP Increase first. Now, you'll gain lots of HP per level, and you'll have lots of HP. If you maxed this later, or not at all, you'll have less HP than other warriors and you'll have regret.

_________________________



The following tables are for lv16~30. Please choose one, or make your own build (I bet you won't, as I will have covered all of them ;P).

Important: Read 2nd Job Advancement SP builds, too. This will help you choose your 1st Job Advancement build.



Normal Warrior:

Level

16 Slash Blast +3

17 Slash Blast +3

18 Slash Blast +3

19 Slash Blast +1, Power Strike +2

20 Power Strike +3

21 Power Strike +3

22 Power Strike +1, Save 2 SP

23 Save 3 SP

24 Save 3 SP

25 Power Strike +10 (MAX), Slash Blast +1

26 Save 3 SP

27 Save 3 SP

28 Slash Blast +10(MAX)

29 Optional

30 Optional



Improving HP Recovery: 5

Improving Max HP Increase: 10

Endure: 0

Iron Body: 0

Power Strike: 20

Slash Blast: 20

6 points remaining.



Slash Blast is put to lv10 first to take advantage of mobbing to level faster. Power Strike is put up next. You don't max Slash Blast right away because it both uses up lots of HP and MP, and you'll have noticed that your damage isn't that stable, so even having higher attack won't stabilize your damage (2nd Job stabilizes damage). Max Slash Blast near the end and have 6 points remaining.

_________________________



As for Optionals, here are what you can do with the remaining 6 SP at lv29~30.



Level 29 Endure +3 30 Endure +3 Improving HP Recovery: 5 Improving Max HP Increase: 10 Endure: 6 Iron Body: 0 Power Strike: 20 Slash Blast: 20 0 points remaining. Not recommended, but you'll be able to heal on ropes more efficiently. Works for all warriors. _________________________ Cookie Cutter: <--- highly recommended Level 29 Endure +3 30 Iron Body +3 Improving HP Recovery: 5 Improving Max HP Increase: 10 Endure: 3 Iron Body: 3 Power Strike: 20 Slash Blast: 20 0 points remaining. It is the cookie cutter. Works for all warriors. _________________________ I don't like Rage's -10 wdef penalty build: Level 29 Endure +3 30 Iron Body +1, Improving HP Recovery or Endure +2 Improving HP Recovery: 5/7 Improving Max HP Increase: 10 Endure: 3/5 Iron Body: 1 Power Strike: 20 Slash Blast: 20 0 points remaining. You activate Iron Body to negate the effects of Rage's -10, making it +2 instead of the latter. Works for all warriors, especially Fighter. _________________________ I like mesos build: Level 29 Improving HP Recovery +3 30 Improving HP Recovery +3 Improving HP Recovery: 11 Improving Max HP Increase: 10 Endure: 0 Iron Body: 0 Power Strike: 20 Slash Blast: 20 0 points remaining. Save on potions by standing still more. Works for all warriors. _________________________ Emergency! build: 29 Improving HP Recovery +3 30 Improving HP Recovery +2, Endure +1 Improving HP Recovery: 10 Improving Max HP Increase: 10 Endure: 1 Iron Body: 0 Power Strike: 20 Slash Blast: 20 0 points remaining. During emergencies, you may hang on a rope and afk for a little while before jumping back in. Works for all warriors. _________________________














If you've got a build, don't submit to me. Post it here if you would like.







========================================

5. 2ND JOB ADVANCEMENT

========================================



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

a. JOB SELECTION

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Now that you're lv30 with your AP and SP complete and you're dishing out damage by the hundreds, go to Dances With Balrog once again. (Be sure to stock up on at least 50 White and Blue Potions each). He will send you to West Rocky Mountain, where the 2nd Job Instructor for warriors lives. Go west one map, then go through the top portal. Once you reach the end, you'll find a map containing many Fire Boars, Lupins, and Stumps. Talk to the 2nd Job Instructor and you'll be sent to a private map. Here is the test to prove you're ready to change jobs.



This map contains Fire Boars and Lupins only. Three Power Strikes should be enough to take care of them. The object is to collect 30 Dark Marbles, which you will give to the Instructor to recieve a letter of proof. Start by killing monsters and hope every single one will drop you a Dark Marble. This should take no longer than 10 minutes. During this time, all monsters do not give EXP points, nor drop mesos or monster drops. Once you've gotten the letter of proof, go back to Dances With Balrog. He will give you three choices: Fighter, Page, or Spearman. The following are the descriptions of the pros and cons of each job, and their uniqueness within each.





Fighter -> Crusader -> Hero

Fighters are the most common type of lv30~70 warrior in the game. They are able to wield swords and axes and master them. They have Power Guard, a support skill that reflects damage during fighting. Lastly, what attracts most people to become Fighters is the skill Rage. Rage is a powerful skill that increases your attacking power for a set amount of time, thus doing at least 300 more damage than the other classes while activated. It is also a party skill, making Fighters a favourite among parties except magicians as it increases the physical attack power of everyone in the party while decreasing their weapon defense.



Fighters will move onto Crusaders, their 3rd Job. Crusaders have Combo Attack, a skill that increases their damage slightly and allow a "combo" to build up. To finish off Combo Attack, Crusaders get to use either Panic or Coma to finish off enemies. You can use as many Panics and Comas as possible in a Combo Attack until it runs out (at 200 seconds). Crusaders also get Shout and Armor Crash. Armor Crash is an ability that crushes the enemy's Guard-Up skill. Shout is the only area-attack ability that Crusaders have. Shout, at maximum potential, does 30% of your base attack and stuns up to 6 enemies around the area, making it a good skill to use in large crowds of hard-to-break enemies like Yeti And Pepe. Crusaders will continue using Power Strike and Slash Blast as their main attacks.





Page -> Knight -> Paladin

Pages are the least common type of lv30~70 warrior in the game. They are able to wield swords and maces and master them. They have Power Guard, a support skill that reflects damage during fighting. They differ from Fighters during 2nd Job Advancement by only one skill: Threaten. This is a mainly defensive, but nonetheless effective skill used on mobs to lower their damage and weapon defense.



Pages will move onto Knights, their 3rd Job. Knights have elemental charges, three separate skills that charges up their weapon with the power of an element and is used to exploit the enemy's weakness. The three charges: Fire, Ice, and Thunder, can be charged up. With Fire Charge, Pages get to whip Ossyria's ass with the majority of the monsters being weak to Fire, making Knights a warrior to be reckoned with on Ossyria. Ice Charge lets you freeze enemies while having a low base damage. Thunder Charge is the most powerful charge a Knight can charge. With Thunder Charge, Knights are able to deal up to 1.25x their base damage, plus 1.5x to monsters weak to lightning. To support these charges, the ability Charge Blow is also thrown in. This ability, while using a large amount of MP and HP to cast each time and ends your current charge, charges your weapon with the currently charged element, and throws it in the enemy's face. This skill can hit up to 6 surrounding enemies, just like when you charge up your element in the first place. Knights also get Magic Crash, which neutralizes the enemy's Magic Guard-Up. Knights will continue using Power Strike and Slash Blast as their main attacks.





Spearman -> Dragon Knight -> Dark Knight

Spearman are among the favourites of would-be-warriors. They are able to wield polearms and spears and master them. They have Hyper Body, which increases their and their party member's Max HP and Max MP by 60% for 155 seconds. They also have Iron Will, an ability that increases the weapon and magic defense of all party members, making the Spearman another party favourite.



Spearman will move onto Dragon Knights, their 3rd Job. Dragon Knights do not hold shields, therefore eliminating the need for the skill Shield Mastery, which Crusaders and Knights have. And instead of Relax, a skill that increases the rate of recovering MP, they get Magic Resistance, which makes them more resistant to magic-based attacks like the Jr.Barlog's claw attack and the Red Drake's fireball attack. Dragon Knights get to use Crusher, their main attack for hitting mobs in a constant stab motion, hitting up to 3 enemies at once 3 hits each. Dragon Fury is an alternate form of Slash Blast, and is faster, ranged, and does more damage. Sacrifice is a skill used to ignore an enemy's weapon defense while attacking. This skill is good for monsters with very high weapon defense, but it doesn't work on bosses. Dragon Blood drains your HP in order to increase attacking power. This skill is similar to a Fighter's Rage, except it's not a party skill. Power Crush neutralizes an enemy's Power Up skill, and finally, Dragon Knights get Dragon Roar, their signature attack. This attack costs an awful lot of HP and MP, but attacks up to 15 enemies across the screen. When partied with a cleric, the pair can level up quite fast in high spawning maps, making Spearman a force to be reckoned with in big spawning maps.





To summarize:

Fighters-

Good for soloing, partying.

Fast attack; moderate, stable damage.

Best on one-vs-one situations.



Pages-

Good for soloing, exploits elemental weaknesses.

Fast attacks; high, stable damage.

Good all-around warrior.



Spearman-

Good for partying, especially with a cleric.

Slow attack; very high, unstable damage.

Best in mobs.



No, Final Attack does not activate any 3rd Job skills, but will still activate for Power Strike and Slash Blast. While 2nd Jobs are unequal, 3rd Jobs are made equal. Here's a little chart:



2nd Job Comparison



Leveling speed: Fighter > Page > Spearman

Average Damage: Fighter > Page > Spearman

Maximum Damage: Spearman > Fighter > Page

Minimum Damage: Fighter > Page > Spearman

Weapon Speeds: Fighter > Page > Spearman



Offense: Fighter > Spearman > Page

Defense: Page > Fighter > Spearman

Party: Spearman > Fighter > Page



Weapons: Sword > Axe > BW, Polearm > Spear

HP: Spearman (Hyper Body) > Fighter > Spearman = Page

MP: Spearman (Hyper Body) > Spearman = Page > Fighter



3rd Job Comparison:



Leveling speed (sparse map): Knight > Crusader > Dragon Knight

Leveling speed (packed map): Dragon Knight > Crusader = Knight

Average Damage (sparse map): Knight > Crusader > Dragon Knight

Average Damage (packed map): Dragon Knight > Knight > Crusader

Maximum Damage: Crusader > Dragon Knight > Knight

Minimum Damage: Knight > Crusader = Dragon Knight






>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

b. ABILITY POINTS BUILD

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Now that you've picked the job you like most, and you're ready to start leveling again, here are the AP tables again.



Level, DEX, (STR)

35, 56

45, 65

50, 88

60, 111

65, 116



You're rich and know what you are doing:

50, 40

60, 43



Pure-STR:

30, 4, 158

70, 4, 358



If you wish to submit an AP build, post here.





>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

c. FIGHTER SP BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



I know you. You are like the rest of them. You like big numbers. You like owning monsters. You love seeing 2000 or 3000 pop up on your screen as you kill Red Drakes with ease. I know you, and I've got some perfect builds for you.



Fighters get the following skills in their 2nd Job Advancement book:

*Choose only one weapon path. You will only have enough skill points to master one weapon.





Sword/Axe Mastery - Master the ability to wield a sword/axe.

lv1 - 15% mastery, +1 accuracy.

lv20 - 60% mastery, +20 accuracy.

*Mastery increases your minimum damage. It stabilizes your base damage so you won't be whacking 200, 20, 1, 400. Instead, you'll be whacking 200, 250, 400, 300.





Final Attack: Sword/Axe - Do another attack after performing a Power Strike or Slash Blast.

lv1 - 2% chance of activating, 105% base attack.

lv30 - 60% chance of activating, 250% base attack.

+Pre-Requisite of lv3 Sword/Axe Mastery.

*This skill does another attack with that % base attack. It DOES NOT multiply your first attack. (which sucks, by the way).





Sword/Axe Booster - Use HP and MP to increase the attacking speed of your weapon for a set amount of time.

lv1 - Use 29 HP and 29 MP, duration of 10 seconds.

lv20 - Use 10 HP and 10 MP, duration of 200 seconds.

+Pre-Requisite of lv5 Sword/Axe Mastery.

*This skill only reduces HP and MP costs and increases duration time. It only increases attacking speed by one level throughout.





Rage/Fury - Use MP to increase you and your party's attacking power and decrease you and your party's weapon defense for a set amount of time.

lv1 - Use 12 MP, increase weapon attack by +1, decrease weapon defense by -1, duration of 8 seconds.

lv11 - Use 24 MP, increase weapon attack by +6, decrease weapon defense by -6, duration of 88 seconds.

lv20 - Use 24 MP, increase weapon attack by +10, decrease weapon defense by -10, duration of 160 seconds.





Power Guard - Use MP to reflect a percent of physical damage for a set amount of time.

lv1 - Use 15 MP, reflect 11% of damage for 3 seconds.

lv30 - Use 15 MP, reflect 40% of damage for 90 seconds.

+Pre-Requisite of lv3 Rage/Fury.

*See FAQ section to see how this skill works.







Start of awkward SP allocation tables for lv30~70

________________________________________



Once you've advanced, press K and you'll see that you'll have 1 SP to spend. Every time you level, you will still get 3 SP. By lv70, you should have spent 121 SP from your 2nd Job Advancement.



Please choose only ONE WEAPON TO MASTER. You will NOT have enough SP to master two weapons. Just pick ONE WEAPON to master.



2nd Job (Fighter)

20 Mastery

30 Final Attack

20 Booster

20 Rage

30 Power Guard

1 extra point to put into 1st Job skills



1. Mastery -> Final Attack -> Rage -> Power Guard -> Booster.

2. Optionally, shove in a lv6 Booster after you've maxed Mastery at lv37.







>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

d. PAGE SP BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Pages are the holy powers of MapleStory. They get to use FIRE to burn their enemies, ICE to freeze, or THUNDER to electricute!



Pages get the following skills in their 2nd Job Advancement book:

*Choose only one weapon path. You will only have enough skill points to master one weapon.





Sword/Mace Mastery - Master the ability to wield a sword/mace.

lv1 - 15% mastery, +1 accuracy.

lv20 - 60% mastery, +20 accuracy.






Final Attack: Sword/Mace - Do another attack after performing a Power Strike or Slash Blast.

lv1 - 2% chance of activating, 105% base attack.

lv30 - 60% chance of activating, 260% base attack.

+Pre-Requisite of lv3 Sword/Mace Mastery.





Sword/Mace Booster - Use HP and MP to increase the attacking speed of your weapon for a set amount of time.

lv1 - Use 29 HP and 29 MP, duration of 10 seconds.

lv20 - Use 10 HP and 10 MP, duration of 200 seconds.

+Pre-Requisite of lv5 Sword/Mace Mastery.





Threaten - Threaten the enemy to decrease its weapon attack and weapon defense for a set amount of time.

lv1 - Use 12 MP, surrounding enemies' weapon attack -1%, weapon defense -1%.

lv11 - Use 24 MP, surrounding enemies' weapon attack -11%, weapon defense -11%.

lv20 - Use 24 MP, surrounding enemies' weapon attack -20%, weapon defense -20%.





Power Guard - Use MP to reflect a percent of physical damage for a set amount of time.

lv1 - Use 15 MP, reflect 11% of damage for 3 seconds.

lv30 - Use 15 MP, reflect 40% of damage for 90 seconds.

+Pre-Requisite of lv3 Threaten.







Start of confusing SP allocation tables for lv30~70

________________________________________



2nd Job (Page)

20 Mastery

30 Final Attack

20 Booster

20 Threaten

30 Power Guard

1 extra point to put into 1st Job skills



1. Mastery -> Final Attack -> Power Guard -> Booster -> Threaten.

2. Optionally, shove in a lv6 Booster after you've maxed Mastery at lv37.







>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

e. SPEARMAN SP BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Spearman are one of the most liked warriors in the game. They have an awesome partying skill, a semi-awesome secondary partying skill, and they got the biggest and baddest 3rd Job Advancement skills ever seen by the Global MapleStory community (with the exception of the Chief Bandit's Meso Explosion and the likes). This is why Spearman is the 2nd most popular warrior in gMS.



Spearmen get the following skills in their 2nd Job Advancement book:

*Choose only one weapon path. You will only have enough skill points to master one weapon.





Spear/Pole-Arm Mastery - Master the ability to wield a spear/pole-arm.

lv1 - 15% mastery, +1 accuracy.

lv20 - 60% mastery, +20 accuracy.





Final Attack: Spear/Pole-Arm - Do another attack after performing a Power Strike or Slash Blast.

lv1 - 2% chance of activating, 105% base attack.

lv30 - 60% chance of activating, 260% base attack.

+Pre-Requisite of lv3 Spear/Pole-Arm Mastery.





Spear/Pole-Arm Booster - Use HP and MP to increase the attacking speed of your weapon for a set amount of time.

lv1 - Use 29 HP and 29 MP, duration of 10 seconds.

lv20 - Use 10 HP and 10 MP, duration of 200 seconds.

+Pre-Requisite of lv5 Spear/Pole-Arm Mastery.





Iron Wall - Use MP to increase you and your party's weapon defense and magic defense for a set amount of time.

lv1 - Use 12 MP, increase weapon defense by +1 and magic defense by +1 for a duration of 15 seconds.

lv11 - Use 24 MP, increase weapon defense by +11 and magic defense by +11 for a duration of 165 seconds.

lv20 - Use 24 MP, increase weapon defense by +20 and magic defense by +20 for a duration of 300 seconds.





Hyper Body - Use MP to increase you and your party's Max HP and Max MP by a certain percentage for a set amount of time.

lv1 - Use 25 MP, increase Max HP and Max MP by 2% for a duration of 10 seconds.

lv30 - Use 50 MP, increase Max HP and Max MP by 60% for a duration of 155 seconds.

+Pre-Requisite of lv3 Iron Wall.







Start of awesome SP allocation tables for lv30~70

________________________________________



Special Builds:



Hybrid Spearman A build: Level 30 Polearm Mastery +1 31 Polearm Mastery +3 32 Polearm Mastery +3 33 Polearm Mastery +3 34 Polearm Mastery +3 35 Polearm Mastery +3 36 Polearm Mastery +3 37 Polearm Mastery +1 (MAX), Polearm Booster +2 38 Polearm Booster +3 39 Polearm Booster +3 40 Polearm Booster +1, Iron Wall +2 41 Iron Wall +1, Hyper Body +2 42 Hyper Body +3 43 Hyper Body +3 44 Hyper Body +3 45 Hyper Body +3 46 Hyper Body +3 47 Hyper Body +3 48 Hyper Body +3 49 Hyper Body +3 50 Hyper Body +3 51 Hyper Body +1 (MAX), Spear Mastery +2 52 Spear Mastery +3 53 Spear Mastery +3 54 Spear Mastery +3 55 Spear Mastery +3 56 Spear Mastery +3 57 Spear Mastery +3 (MAX) 58 Polearm Booster +3 59 Polearm Booster +3 60 Polearm Booster +3 61 Polearm Booster +2 (MAX), Spear Booster +1 62 Spear Booster +3 63 Spear Booster +3 64 Spear Booster +3 65 Spear Booster +3 66 Spear Booster +3 67 Spear Booster +3 68 Spear Booster +1 (MAX), Optional 69 Optional 70 Optional Pole-Arm Mastery: 20 Spear Mastery: 20 Pole-Arm Final Attack: 0 Spear Final Attack: 0 Pole-Arm Booster: 20 Spear Booster: 20 Iron Wall: 3 Hyper Body: 30 9 points remaining.









Hybrid Spearmen are Spearman who decides that they want to maximize their 3rd Job skill efficiency with the stabbing and slashing. The two skills (Crusher and Dragon Fury) works better with one weapon or the other. Crusher, which stabs, can exploit the works of a spear, while Dragon Fury, which slashes, exploits the power of a polearm. Some people might want to use that to their advantage, so they get both masteries (since you'd want to have a powerful 3rd Job attack) and get Spear Crusher (stabbing power) and Dragon Fury: Pole-Arm (slashing power). The disadvantage of this build is the lack of Final Attack, which might slow down the leveling process. That's why there's a B build, which is next.

_________________________



Hybrid Spearman B build: Level 30 Polearm Mastery +1 31 Polearm Mastery +3 32 Polearm Mastery +3 33 Polearm Mastery +3 34 Polearm Mastery +3 35 Polearm Mastery +3 36 Polearm Mastery +3 37 Polearm Mastery +1 (MAX), Polearm Booster +2 38 Polearm Booster +3 39 Polearm Booster +3 40 Polearm Booster +1, Final Attack +2 41 Polearm Final Attack +3 42 Polearm Final Attack +3 43 Polearm Final Attack +3 44 Polearm Final Attack +3 45 Polearm Final Attack +3 46 Polearm Final Attack +3 47 Polearm Final Attack +3 48 Polearm Final Attack +3 49 Polearm Final Attack +3 50 Polearm Final Attack +1 (MAX), Spear Mastery +2 51 Spear Mastery +3 52 Spear Mastery +3 53 Spear Mastery +3 54 Spear Mastery +3 55 Spear Mastery +3 56 Spear Mastery +3 (MAX) 57 Spear Booster +3 58 Spear Booster +3 59 SpearBooster +3 60 SpearBooster +1, Iron Wall +2 61 Iron Wall +1, Hyper Body +2 62 Hyper Body +3 63 Hyper Body +3 64 Hyper Body +3 65 Hyper Body +3 66 Hyper Body +3 67 Hyper Body +3 68 Hyper Body +3 69 Hyper Body +3 70 Hyper Body +4 (MAX) Pole-Arm Mastery: 20 Spear Mastery: 20 Pole-Arm Final Attack: 30 Spear Final Attack: 0 Pole-Arm Booster: 9 Spear Booster: 9 Iron Wall: 3 Hyper Body: 30 0 points remaining.










This build will let you max out Final Attack for POLEARM, because you are to be using that as your leveling weapon. The reason is that naturally weapons tend to slash more than stab. This way, you can level up easier with a PoleArm since it's advantage is the slash and you'll be naturally slashing more. This prevents unwanted low damage and reduces it to a lower level than if you went Spear. Of course, 3rd Job skills don't have Final Attack attached, so you can train with no strings attached.



Remember, you can put the points in any order you want, as long as you get the end result (for example: you want more Booster in the beginning, or you want Hyper Body right away).

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6. 3RD JOB ADVANCEMENT

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Once you reach lv70, you are now eligable to advance to your 3rd Job.

Since it is not implemented yet in gMS, I will continue on with skill descriptions and ability points builds.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

a. ABILITY POINTS BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



There is no set rules for building your ability points, but here are some suggestions on what your AP should be from

lv70~120.



Start of some more AP allocation tables for lv70~120

________________________________________

*You don't necessarily have to follow the table accurately all the time, but this is the suggested AP points you should have

at that level.



Capped 120 DEX build:

Level 70 262 100 80 302 110 90 342 120 100 392 120 110 442 120 120 492 120 Capped 60 DEX build: Level 70 302 60 80 352 60 90 402 60 100 452 60 110 502 60 120 552 60 Pure-STR build: Level 70 358 4 80 408 4 90 458 4 100 508 4 110 558 4 120 608 4










You may cap your DEX at any number you want. It's just that with more DEX in earlier levels will help you hit tougher monsters, you lose precious attacking power that you will gain in later levels. Remember, there is no set rule for building your ability points, and this is just a reference chart.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

b. CRUSADER SP BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Crusaders get the following skills in their 3rd Job Advancement book:

*Remember, follow the weapon path you took during 2nd Job Advancement.





Increasing MP Recovery - Recover even more MP every 10 seconds.

lv1 - Recover +2 MP.

lv11 - Recover +21 MP.

lv20 - Recover +30 MP.





Shield Mastery - Master the ability to wield a shield.

lv1 - Shield gives +5% defense.

lv20 - Shield gives +100% defense.





Combo Attack - Activate this skill to start comboing up your attacks against an enemy. Finish off with either Panic or Coma when you get at least 3 orbs. Do as many Panics and Comas as you can within the 200 seconds.

lv1 - Use 25 MP, for 100 seconds, get up to 3 orbs with a +104% attack.

lv30 - Use 35 MP, for 200 seconds, get up to 5 orbs with a +220% attack.






Panic: Sword/Axe - Finish off a combo of Combo Attack with this skill. Attack the enemy with a Holy panic. (Deals ~20% more damage on Dark monsters)

lv1 - Use 10 MP, do +150% damage with a 32% chance of doing Holy damage.

lv30 - Use 24 MP, do +350% damage with a 90% chance of doing Holy damage.

+Pre-Requisite of lv5 Combo Attack.





Coma: Sword/Axe - Finish off a combo of Combo Attack with this skill. Attack up to 6 enemies and puts them in coma.

lv1 - Use 12 MP and 15 HP to do +84% damage with a 32% of stunning the enemy.

lv30 - Use 26 MP and 25 HP to do +200% damage with a 90% of stunning the enemy.

+Pre-Requisite of lv5 Combo Attack.





Armor Crash - Neutralize the enemy's Guard-Up (Defense).

lv1 - Use 35 MP with a 24% chance of neutralization.

lv20 - Use 7 MP with a 100% chance of neutralization.

+Pre-Requisite of lv3 Shout.





Shout - Shout to damage up to 6 enemies around you with a chance of stunning them.

lv1 - Use 8 MP to do 11% damage with a 52% chance of stunning the enemy for 5 seconds. Range of 110%.

lv30 - Use 16 MP to do 30% damage with a 90% chance of stunning the enemy for 10 seconds. Range of 200%.







3rd Job (Crusader)

30 Combo Attack

30 Panic

30 Coma

20 Improving MP Recovery

30 Shout

1 Armor Crash

10 SP leftover



1. At lv5 Combo Attack, put a point into Panic so you can use it (lv5 is a prerequisite for Panic).

2. At lv26 Combo Attack, start maxing Panic. The remainder points from that point on only increases damage.

3. You can choose to put those leftover points into Armor Crash or 1st Job skills.

4. Shield Mastery is useless.





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c. KNIGHT SP BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Knights get the following skills in their 3rd Job Advancement book:

*Remember, follow the weapon path you took during 2nd Job Advancement.





Increasing MP Recovery - Recover even more MP every 10 seconds.

lv1 - Recover +2 MP.

lv11 - Recover +21 MP.

lv20 - Recover +30 MP.





Shield Mastery - Master the ability to wield a shield.

lv1 - Shield gives +5% defense.

lv20 - Shield gives +100% defense.





Charge Blow - Charge up your weapon with the current element charged to deliver a devestating attack to up to 6 enemies around you. Ends an elemental charge.

lv1 - Use 12 MP and 15 MP to do +162% damage with a 32% chance of stunning the enemies.

lv30 - Use 26 MP and 25 MP to do +250% damage with a 90% chance of stunning the enemies.





Flame/Fire Charge: Sword/Mace - Charge up your weapon with the element of fire. When you charge, you will hit up to 6 enemies that are weak to fire.

lv1 - Use 25 MP to charge yourself for up to 12 seconds with a damage of +102%.

lv30 - Use 35 MP to charge yourself for up to 200 seconds with a damage of +120%.





Blizzard/Ice Charge: Sword/Mace - Charge up your weapon with the element of ice. When you charge, you will hit up to 6 enemies that are weak to ice. You may also freeze non-ice attributed enemies with this skill.

lv1 - Use 25 MP to charge yourself for up to 12 seconds with a damage of +95%.

lv30 - Use 35 MP to charge yourself for up to 200 seconds with a damage of +105%.





Thunder/Lightning Charge: Sword/Mace - Charge up your weapon with the element of lightning. When you charge, you will hit up to 6 enemies that are weak to lightning.

lv1 - Use 25 MP to charge yourself for up to 12 seconds with a base damage of +102%.

lv30 - Use 35 MP to charge yourself for up to 200 seconds with a base damage of +125%.





Magic Crush - Neutralize the enemy's Guard-Up (Magic Attack and Defense).

lv1 - Use 35 MP with a 24% chance of neutralization.

lv20 - Use 7 MP with a 100% chance of neutralization.

+Pre-Requisite of lv3 Charge Blow.





3rd Job (Knight)

30 Fire Charge

30 Ice Charge

30 Thunder Charge

20 Improving MP Recovery

30 Charge Blow

1 Magic Crash

10 SP leftover



1. Fire to train in Ossyria, Ice to train on Bains, Thunder to train in Ludi.

2. You can choose to put those leftover points into Magic Crash or 1st Job skills.

3. Shield Mastery is useless.





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d. DRAGON KNIGHT SP BUILDS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



Dragon Knights get the following skills in their 3rd Job Advancement book:

*Remember, follow the weapon path you took during 2nd Job Advancement.





Magical Resistance - A passive skill that makes you more resistant to magical attacks.

lv1 - Reduce magic attacks by 12%.

lv20 - Reduce magic attacks by 40%.





Spear/Pole-arm Crusher - Consecutively attack a group of enemies in front of you.

lv1 - Use 10 MP to do 55% damage 2 times against 1 enemy.

lv30 - Use 24 MP to do 170% damage 3 times against 3 enemies.





Dragon Fury: Spear/Pole-arm - Do a big swing with your weapon and attack up to 6 enemies in front of you.

lv1 - Use 10 MP and 20 HP to do 80% damage to each enemy.

lv30 - Use 20 MP and 30 HP to do 250% damage to each enemy.





Sacrifice - Ignore the enemy's defense skills with this attack. Does not work with bosses.

lv1 - Use 14 MP do to 205% while doing 20% damage to self.

lv16 - Use 18 MP do to 280% while doing 20% damage to self.

lv30 - Use 18 MP do to 360% while doing 5% damage to self.





Dragon Roar - Do a big roar and attack up to 15 enemies across your screen. You will stun yourself after the attack.

lv1 - Use 16 MP and 59% HP to do 96% damage with a stun time of 4 seconds at a range of 110%.

lv30 - Use 30 MP and 30% HP to do 240% damage with a stun time of 2 seconds at a range of 400%.

+Pre-Requisite of lv3 Sacriface.





Power Crush - Neutralize the enemy's Guard-Up (Attack).

lv1 - Use 35 MP with a 24% chance of neutralization.

lv20 - Use 7 MP with a 100% chance of neutralization.

+Pre-Requisite of lv3 Dragon Blood.





Dragon Blood - Drain your HP for a set amount of time to increase your attacking power.

lv1 - Use 12 MP, while draining 48 HP every 4 seconds for 8 seconds, your damage increases by +1.

lv11 - Use 24 MP, while draining 29 HP every 4 seconds for 88 seconds, your damage increases by +7.

lv20 - Use 24 MP, while draining 20 HP every 4 seconds for 160 seconds, your damage increases by +12.







3rd Job (Dragon Knight)

30 Spear Buster

30 Polearm Dragon Thresher

20 Dragon Blood

20 Magical Resistance

20 Sacrifice

30 Dragon Roar

1 Power Crush



1. If you're not Hybrid... you suck. Go Hybrid now!

2. You can use SP from Magical Resistance to max out Sacrifice if you want to.





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7. 4RD JOB ADVANCEMENT

========================================



4th Job Advancement is not out yet. =P









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8. FAQ SECTION

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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

a. BEGINNER QUESTIONS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



1. How do I play the game?

I will not answer that question.



2. Does STR really increase your HP as you level?

No.



In fact, for all four job classes, base HP increase per level is specific to their jobs, and stays at a constant rate. The reason why warrior have high HP is not because of STR, but because of the skill Improving Max HP Increase. Once you advance as a warrior, you will gain 24~28 HP per level, plus bonus from Improving Max HP Increase, and will be the same even after every job advancement (2nd, 3rd, 4th). During these times, you will ever increase your STR, but the HP increase per level will stay the same. It's been proven, and nothing will change it.



The only stat that affects stat increase per level is only INT, and only Magicans can benefit from increased MP rate per level. No other stat or class has this advantage.



3. Why don't warriors need INT and LUK?

Because they are useless to a warrior. Once you become a warrior, your MP gain per level is so little, that even ~5 points of INT won't raise it by much. LUK might be helpful since it raises accuracy and avoidablility, but it doesn't contribute to your damage.



4. What is DEX for?

DEX increases your accuracy and some avoidability. It's better than LUK because it raises your base damage.



5. What is base damage?

Open up the Skill window with "S". Go to "Details" and click on it. In the mini-pop-out box, it should display your damage range at the top. This is how much you do to a monster without any defense stats. Your attack may go lower than the range shown because defense reduces damage taken from your attacks.



Also known as damage range, base damage, minimum/maximum damage, normal damage, etc..



6. How much accuracy do I need to hit __________?

http://rain.prohosting.com/maoserr/acc/acc.html



7. What is Hands?

It's an add-up of your DEX, INT, and LUK. So far, it does not do anything. NO, IT DOES NOT INCREASE YOUR DROP RATE.



8. What is fame?

Fame is one of the components of MapleStory that sets it aside from other MMORPG. Fame is basically your popularity/spent mesos, and you need 10 fame for a certain quest, and 20 to wear certain high-level equipment. NO, IT DOES NOT INCREASE YOUR DROP RATE.



9. I leveled past lv10 and now I'm lv11. Will I still be able to certify for a warrior?

Yes, but I recommend restarting. By now you should realize how long 10 levels is at the beginning (and it's not that long) and you should level quicker each time you restart. The disadvantages of changing jobs at a higher level than you should are that you will lose out of skill points and HP/MP gain bonuses. This goes for all jobs (mages at lv8). You DO NOT want to go past the minimum level required, so if you accidently go over, restart.



10. Where is Perion?

Press "W" and look for it.



11. Does picking which weapon in the beginning matter?

No. They all do about the same damage. It is unnoticeable, and you shouldn't be concerned.



12. Should I add AP to HP or MP?

NO. You shouldn't. One, its a waste of AP. Two, your points are better spent on your two main stats (STR and DEX). Three, you'll get HP and MP everytime you level up, so there is no need to add AP to them.





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b. MISCELLANEOUS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



1. How much DEX do I need at X level?

First, Warriors don't have stat tables like Mages, Thieves, and Archers do. The only reason those classes have stat tables is because they are REQUIRED by their equipment limiting them. Warriors, on the other hand, have equipment that requires one stat only. You don't need a set amount of DEX by X level because you actually need a set amount of STR by X level in order to wear equipment.



Second, Warriors are the most flexible characters in the game AP wise. Because of this flexibility, DEX can be minimized while STR can be maximized (or vice-versa if you don't like spending money on scrolls, but you'll do weaker damage). In fact, warriors are so flexible they don't need anything but STR at all! Thus, the reason Pure-STR warriors exist.



Third, Warriors depend HEAVILY on scrolling. The main thing warriors have to worry about when scrolling is for DEX. Attack comes second after you've reached the required accuracy (Warriors need all the accuracy they can get!!!). The best thing to scroll is the Overall. The second best thing is the Glove. Keep both a DEX glove and Attack glove in handy, depending on the situation (Priest with Bless, enough accuracy even with Attack glove, etc.). To make money, scroll, resell, and scroll again. Keep your best, sell everything else. Depending on your scrolling, you don't have to add DEX again, or at least for a long time. This minimizes DEX and maximizes STR, as explained in the above.



Fourth, the term "capping" is widely used. This basically means to stop one's DEX at a point and never adding anymore. This minimizes DEX and maximizes STR, for one. Another is to set a limit to one so they don't get tempted to lose damage just for accuracy when it can be obtainable by scrolling. Lastly, it looks nice and a goal for scrolling can be set. People usually cap from 60-80 because they are 1) nice numbers, 2) easier scrolling goal, 3) sufficient amount from lv50-70, and 4) they get to equip top and bottom while having enough accuracy without an overall.



The most total DEX you'll ever need is 160, because no monsters have more than 40 avoidability, and any higher than that, go make another character to class to hit those (ex: Grampa Gunboss of jMS has 120 avoidability, which you will NEVER hit).



If you can't get X DEX by X level, learn to train at things you can hit 100% instead of getting frustrated by those MISSes. Don't go Mushmoming at lv40 because you can't hit it.



2. Where should I train?


Where to train, eh? First, please read the stickies. There's a sticky specifically that lists almost every single training area in the game (Victoria and current Ossyria). Then, read the guides that also have a list of training places.



After that, visit the Accuracy Calculator. Input your LEVEL and ACCURACY. Select a monster and click SOLVE. 100% Ref. Acc. refers to the minimum amount of accuracy you need to hit the monster. 100% Hit. Acc. refers to the amount of accuracy you need to hit it 100%. Hit Ratio is self-explanatory. So is 1% Hit. Acc..



Why can you not hit a Jr. Necki? It's because it has INSANE avoidability (25) and you need a MINIMUM of 92 accuracy to hit it. This goes for ALL other monsters. Also, you're wondering why you're lv93, have 91 accuracy, and STILL miss the Jr. Necki? YOU NEED 92 ACCURACY DUMBASS!?!?!? This goes for all monsters as well - if you are higher than the monster's level, you need a minimum amount of accuracy to hit it 100%. Try it with the Calculator! - input your level as 200 and select a monster. Input the 1% Hit. Acc. for that monster in the accuracy box - Hit Ratio should say 1. Try it one below the 100% Ref. Acc. - Hit Ratio should be 97-99.





So now you're stumped on where to train? I have a method for you:



1) Look at your damage range. Are you using Normal Attacks or Power Strikes? Find out what 60% of your damage range is (If it's 500-1000, you'll get 800).



2) What monster are you trying to train on? Look at it's HP. If your number from (1) exceeds the enemy's HP, then you have a good chance of OHKOing this monster, thus this is a good monster to train on. If you are training on something like Stone Golems at lv45, set the maximum amount of hits you want to spend on one monster (say this number is 4 hits). Make sure you can do more than the monster's HP in 4 hits, and so you will ALWAYS kill the Stone Golem in less than 4 hits, increasing your efficiency and whatnot. Don't forget to take weapon defense into consideration.



3) Drops. Money. Make sure the monster drops equal or more than the money you spent killing it. Don't hunt Snails if they drop 4-6 mesos and you've just spent 24 mesos killing it with a Power Strike. Don't hunt Dark Stone Golems if you keep getting hit and not knocking it back, because they hurt - A LOT. As for Drops, just hope you'll strike it lucky.



4) Map terrain. Go for easier maps such as flat Icy Paths or Evil Eye Caves I, not something like Golem Temple Entrance or Curse Eye trees. Warriors are melee and HATE slopes and too-high-to-jump-to platforms. And with the stab:slash thingy, you'll HATE the Curse Eye trees. I went insane after spending half an hour in there.



5) Experience. It's best if you go to as many places as possible, then pick a couple to stay with. You might either want the place because it's the fastest EXP/hr (Curse Eye trees, for example), or the terrain is very nice (I liked Orbis Tower floors 4-7), or easy money raking (don't know any). Only through experience will you know. You can't depend on what people say, because it's their opinions and you might not agree with them. Also, be sure to know how many people spend their hours in those maps. Maps such as Zombies are quite crowded, but are really fast, while places like Evil Forest are empty because nobody goes there (you shouldn't, either. I just don't know a not-crowded place ><). Experience says what you like, what you want, and when to get there. It's also your best friend.






>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

c. 1ST JOB ADVANCEMENT QUESTIONS

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<



1. What are the skills? How does each skill work?

READ THE GUIDE.



2. Why did you stress to max Improving Max HP Increase for the first 5 levels? Why is it sooo important?

Now, I want you to read and understand my words VERY carefully.



Improving Max HP Increase is a skill that improves your HP increase per level. When maxed, this skill will add a further 40 HP to your HP bar everytime you level up. So from lv15 and you level to lv16, you will get your usual HP bonus PLUS 40 from the maxed out skill. Not maxing this skill will prove long-time defects. What this means, is that if you put nothing into this skill and level up to lv40, you will have 1200 HP LESS THAN OTHER PLAYERS WHO HAVE MAXED THIS SKILL. This is why this skill is so important. It should be the first thing you max, or else your character will have less HP than the others who have actually read this guide or any other guide that suggests this skill to be maxed first.



3. Why not put Power Strike as your first point?

Power Strike is an important skill, yes, but it is not important during lv10~30. First off, look at your damage range. It will have ~80 numbers to work with when you attack. And since every attack you make is random but displays a number that's in between this range, your attack will go like this: 80, 1, 4, 1, 60, 25, 120, 20. Do you see how you go from 80 to 1? 25 to 120 all of the sudden? It stays low? This is called weapon mastery (explained in the next section). And so you say: how is this relevent to this question? Well, if you have your first point in Power Strike and start Power Striking, not only do you waste your MP doing so, but your attack will be like the number sequence above. 108% is not that much, and because your mastery is low, you will be wasting MP doing attacks that should take no MP to use. What I am trying to say is, Power Strike as your first point should NOT be. Don't put a point in Power Strike until you've maxed Improving Max HP Increase.



Put a point into Power Strike AFTER you've maxed Improving Max HP Increase.



4. I read a lot that Endure isn't worth it. Is Endure worth the SP?

No, its not worth it. From a lv50 warrior's experience, Endure is crap. When I was at a young level, I thought that Endure was good, but sooner or later, you'll realize your lv4~8 Endure isn't worth it and you'll regret putting SP into it. First off, you won't be healing on a rope very often. Secondly, why heal when you have potions to spare? At later levels, you'll realize that standing still/hanging on a rope to heal is a waste of time and you'll be waiting for 15 minutes just to get full HP after taking only 5 hits from the monster you're leveling on.



If you want to maximize the efficiency of HP healing on a rope, however, do this: in 1st Job, raise this skill to 6 using the 6 remaining SP. Use the extra point in 2nd Job and put this to 7. It's the highest HP healed per time on a rope and most efficient. This leaves you with 5 Improving HP Recovery and 7 Endure.



5. Is Improving HP Regeneration worth it, too?

Same as Endure. You're best at leaving it at lv5.



6. What's up with Iron Body? Why do some people like it and some people don't like it?

Iron Body is both a good skill and a not so good skill to learn. There is good to both sides of the arguement, however, and answering your question may let you decide if you want Iron Body or not.



What Iron Body does, is that it reduces damage taken by enemies by ~20 damage. This could prove useful during your time as a Swordsman. With Iron Body activated, you'll take less damage while leveling, and you'll get to fight longer and faster, so you level faster and reduce your intake of potions, saving you mesos and such. This is a good skill to use on monsters like Slimes, Pigs, and Ligators in Party Quest. You'll live longer and won't be on the verge of death so often. This is why some people like Iron Body.



Iron Body however, eventually becomes bad, and will be wasted skill points in the future to most warriors. While Iron Body helps you level easier in the beginning and on low damage monsters, it will become useless and less activated as you take on harder monsters that deal more damage. An example is the Stone Golem. These tough cookies do 200 damage whenever you touch them. With Iron Body activated, you'll reduce it to 180, which is still a pretty big number and you'll still be using the same amount of potions to heal yourself because your estimates will always be off since 200 and 180 is a close number and doesn't matter in your brain. Also, saving only 20 HP is not a big deal, as you'll potion it up anyhow and you've got lots of HP to spare as a warrior. So as you leveling on tougher monsters, you'll less and less often activate Iron Body, until it becomes totally useless and you'll regret putting points into it.



But there is always some opinions about Iron Body, irrelevent to these two arguements. As Fighters and Pages (if you decide to go that route), you have Power Guard (explained in next section). Iron Body will become useless to you, and Power Guard is activated more often. If you go Spearman, they don't have a skill like Power Guard, but Hyper Body (which works differently than Power Guard, explained next section) and Iron Wall. Since Spearman don't have a good defensive skill, most Spearman will choose to max Iron Body even though it becomes irrelevent at higher levels because it's a better defensive choice and is worth it for the Spearman.



In conclusion, Iron Body is good for leveling at the beginning, but becomes rarely used in later levels. Iron Body is recommended to would-be Spearman, and is not recommended to would-be Fighters and Pages. If this was unclear to you, USE THE SEARCH FUNCTION, or you may ask here and people will tell you to read this guide. That is all.



7. What about Power Strike and Slash Blast? How are they important, and how come some people leave them at lv10?

Power Strike and Slash Blast are VERY important. A basic run-down of these skills:



Power Strike does 260% your damage for 12 MP and maxed level, while at lv10, it does 180% for 6 MP only. When you level up from lv15~30, you'll find that Power Striking isn't very good because it will do a very high damage one time, then go back down to 1 the next. (This is true especially for Party Quest). But trust me, I have experienced this a lot, and I know that Power Striking isn't very effective during these times. But this doesn't mean that Power Strike is a bad skill. It's true power will shine once you hit lv36 and you mastery is at 60%, then you'll be hitting high damage all the time while you Power Strike!



Now for the second part: leaving this skill at lv10 is NOT RECOMMENDED. Would you rather be doing 180% damage or 260%? MP usage is not a problem, because your kills will cover the cost of MP potions. But if you really want to compare lv10 and lv20, you're doing 180% damage for 6 MP, and 80% more damage while using double the MP cost (12). The basic thing is, this skill gets less effective when you go past lv10 in technical terms. You could spend 12 MP doing 180% + 180% with lv10 while spending 12MP doing 260% with lv20. But of course, you're killing a lot slower since if you attack twice, spending 24 MP for more damage per time is a lot better than spending 12 MP for less damage per time.



Some reasons why Power Strike is ever so important to a growing Warrior: Knock-back power (ability to push monsters back away from you as you attack), fast killing abillity (spend less time killing monsters), numbers (why warriors rock!), and the skill is percentage based (grows in power as your normal attack gets higher).



Oh, and max this skill. Having lv10 Power Strike renders your warrior weak and pitiful.





Slash Blast does 130% damage to up to six monsters in front of you for 16 HP and 14 MP and maxed level. This is good considering 130% x 6 is worth the cost of this skill. Being a mob control skill, this skill is used a lot during your low levels (effective experience gainer, and I have experience) but will be used rarely once you start Power Striking. But this doesn't mean that Slash Blast is bad. Slash Blast is your only way out of messy situations and is effective at killing the hordes of Cold Eyes in Sanctuary II.



Now why people leaving this skill at lv10, they're not crazy, but they don't see the long-run (I know I didn't, and I used to have lv10 Slash Blast that I could not max any time soon because it's in BETA). Sure, its not as efficent in technical terms (doing 38% more damage at double the cost), but it does save on mesos as you are doing more damage per mana spent. But as you get to higher levels, you'll find that the damage per mana spent theory is a waste of time, and you'd rather go for damage per time, as stated in the Power Strike section. What this means, is that for more HP and MP spending, you get to kill quicker, therefore getting more experience per time and moving on to another horde of monsters.



Slash Blast is important because: Drive off mobs, kills quicker at maxed level, messy situation problem solver.



And I recommend you maxing it, from a guy who used to have only lv10 Slash Blast.





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d. 2ND JOB ADVANCEMENT QUESTIONS

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1. Where and how can I advance to a Fighter/Page/Spearman?

I believe I explained that in my guide.



2. What bonuses do I get after advancing as a Fighter/Page/Spearman?

Fighters will gain ~300 HP

Pages will gain 100~200 MP.

Spearman will gain 100~200 MP.



3. What skill should I put points into first?

If you've read my guide carefully, all jobs require you to put points into weapon mastery first.



4. What is Mastery? What does this skill do? Why is it so important?

Mastery comes in two for each job, as mastery is specific for what weapons that that job can wield. Fighters can master swords and axes, Pages can master swords and maces, and Spearman can master spears and pole-arms. Remember, choose only one path, as you won't have enough skill points to max both of the weapon's abilities.



Mastery basically increases your minimum attack. The higher this skill is, the higher your minimum damage will be. This skill is percentage based, so as your attack range increases, you minimum damage will rise slower than your maximum damage, as maximum damage increases by "1", while with maxed out mastery (60%), your minimum damage increases by "0.6". Check out the front page of the Hunting Grounds for damage calculations based on your weapon.



Mastery is ever so important to the warrior. Increasing mastery means consistantly hitting the same numbers over and over again. Your damage range will become tighter, allowing you to hit hundreds and hundreds of damage every time you attack.



Basically, with every two levels the skill is raised, mastery increases by 5%. Start at 15%, end at 60%. And for every level, +1 accuracy is given. Accuracy is not that big because your ability to hit monsters is determined mainly from your level. But this does mean that wielding your weapon of choice allows you to hit some monsters better than if you wielded another type of weapon. At lv19, you already have 60% (possible) mastery, and the next level will only give you another point of accuracy, which is found useless to most warriors and you're better off leaving it at lv19 until you have maxed other skills first.



Just max this skill (you should have enough points to do so), or leave it at lv19 until you have maxed other skills.



5. What is Booster? How does Booster work?

The Booster skill basically let's you attack faster for the specific weapon that you've chosen. It is advisable that you put Booster only in the weapon that you are going to master. At first, Booster begins as a high cost skill that works for a very short time, but as you master this skill, Booster will cost lesser and lesser and you get to attack faster for a longer period of time (up to 3.3 minutes).



Booster does only 3 things. It uses HP and MP (lowers as you master the skill), works for a duration of time (gets higher as you master the skill), and increases your weapon speed by ONE LEVEL (does not change as you master the skill). As disappointing as it seems, Booster only increases weapon attack speed by one level, so if you were holding a Highlander (Lionheart = gay name for such a beautiful sword) and you used Booster, the speed of the sword increases from "Fast" to "Faster". If you were holding a Zard and used Booster, the speed will increase from "Normal" to "Fast". All weapons have different attack speeds, as the description of the weapon speed just generalizes their speeds. So for example, the speed of a Zard and a Groonhill (DoomBringer?.?) may not be the same even though they both have "Normal" as their attack speed description.



People like to get lv6 Booster (60 seconds) at an early level, and that is fine. I've been using it for at least 10 levels and it has never bothered me. Booster really helps in leveling, too, as if you attack with Booster and Final Attack activates, the Final Attack may not knockback the monster, but since the attack is so quick, another attack triggers after Final Attack, and that attack may knockback the monster. This has been proven while fighting Crokos and Stone Golems. Try 60 seconds yourself and see if it suites you. If you are a Spearman, I'd advise you to get some more because too much slow speed may harm you.



6. What is Final Attack? How does it work? Does it expend MP? Etc..

Final Attack is basically an extra attack after you attack with either Power Strike or Slash Blast. It has a chance of activating, and deals a percentage of damage. No, it does not expend MP as it is like a bonus attack. There are usually three types of Final Attack graphics for each weapon, which may include: jump, spin, quick attack, stab, swing, jump-spin, etc..



Final Attack is triggered by chance after you've attacked with Power Strike or Slash Blast. You'll know because it will attack with flashy animation. Such a situation, you press Power Strike once, and Final Attack will come out after your Power Strike without doing anything at all if it triggers. You will notice you will only spend 12 MP (I hope you have Power Strike maxed) while doing two attacks instead of the usual one. Final Attack attacks faster than you regularly attack, so if Final Attack triggers once a monster has already been knocked back from your Power Strike, the monster may continue to advance upon you, and you'll have do deal another attack on it.



Final Attack can deal up to 250%/260%(Page typo?). What this means, is that your Final Attack will do 250% of your base damage. Yes, sadly, Final Attack does not go on top of Power Strike or Slash Blast. It DOES NOT deal 260% + (260% * 250%), but instead 260% + 250%. This means that your Final Attack is actually weaker than your Power Strike by 10%, but the difference is barely noticeable.



When you Slash Blast and Final Attack triggers, you will do 130% to each monster, then you'll do 250% SPLIT DAMAGE across the monsters. Here's a situation that will explain better: 6 Fire Boars come against you. You Slash Blast for around 500 damage to each bore, the Final Attack triggers. Final Attack will deal around 800 damage to the first boar, 400 damage to the next boar, 200, 100, 50, and MISS (yes, it does that sometimes) on the last pig. As you can see, damage from Final Attack does the most on the first monster in line, then decreases as damage is split among the monsters.This makes using Slash Blast a pain in the ass sometimes and makes Slash Blast less important when training. (Though it can be a good thing - it kills the monsters in the front faster so they won't hit you and stuff).



Now, before you put any points into Final Attack, I will tell you (and many other warriors will tell you), to SAVE UP POINTS FIRST BEFORE ADDING TO FINAL ATTACK! You should save around 15 points (5 levels) before adding to Final Attack. I will explain. In a situation where you have a low level Final Attack (lv3, let's say, 6% chance, 115% damage), and you try to train, you will be annoyed. Sometimes, Final Attack will trigger when you will not want it to. An example of when fighting Drakes, and Final Attack triggers, the Drake will not feel anything due to the fast speed of Final Attack, or the redundancy of no knock back from Final Attack (being at 115%, it isn't much people). This will allow the Drake to run into you, costing another 150 mesos worth of potions. Because if you constantly knock back a Drake with Power Strike, it will not get near you, so having Final Attack makes it annoying. Another thing is, is that Final Attack will trigger AFTER you've killed a monster. You will swing at nothing, and you'll waste time trying to get back on your feet. And, there might be another Fire Boar coming from behind your back, so that's annoying too. It's better to have a good probability of Final Attack, and a good % attack of it, too.



Good points on Final Attack: less MP expended, bonus attack, fast training.

Bad points on Final Attack: triggers when you don't want it to, redundant at low levels.



Final Attack currently only works with Power Strike and Slash Blast. It will NOT work with 3rd Job Skills: Panic, Coma, Shout, Charge Blow, Buster, Thresher, Sacriface, Dragon Roar.



7. What is Power Guard? How do I use it? What does it do?

Power Guard is a 30-level skill avaliable only to Fighters and Pages. Power Guard is essential to a warrior, and is very useful in all types of situations. Power Guard basically reflects back damage done to you back to the enemy. It works for a short amount of time, and you'll have to reactivate it very often.



When you first put points into Power Guard, you'll notice that you'll have to use 15% of your MP. Don't fret it. This is a typo. You're actually using 15 MP, not 15% of your MP. At lv16, it doubles in cost. You'll have to use 30 MP to activate it after lv16, so once you have lv15 Power Guard, I suggest you save up points then dump it all to max out the skill.



When you activate Power Guard, a flashy animation will occur on your character, and the effects of Power Guard will remain on your character for up to 90 seconds, in which then you'll have to reactivate it. During this time, this defensive skill will reflect a percentage of the damage you recieve from an enemy back to them. At max level, you will reflect 40% of the damage. What this means, is that from the 100% that the enemy hits you, only 60% of it hits you, while the 40% is "reflected" back to the enemy. Say if a Copper Drake hits you for 100 damage. When Power Guard is activated (max level), you will take 60 damage, while the Drake recieves 40 damage.



Power Guard will only work when the enemy hits you. Power Guard does not apply to magic attacks such as a Red Drake's fireball and a Taurospear's lightning attacks. Power Guard also reduces your knockback rate. When an enemy hits you without Power Guard on, you'll notice that you'll fly back a distance. With Power Guard, you'll only fly very little, which is very useful if you are about to be knocked off the edge of a cliff or you need close proximity to hit the enemy.



Because of its effects, Power Guard is costly, and needs to be reactivated often. But this skill is essential to all Fighters and Pages, so you must max this skill.



8. What is Hyper Body? What does it do?

The alternate skill to Power Guard, Hyper Body, is only available to the Spearman. It is essential to the Spearman that you max this skill during your 2nd Job, because it will come in handy once you advance as a Dragon Knight.



Hyper Body, like Power Guard, can be activated anytime you want, at a cost of 25MP/50MP. Once you activate Hyper Body, your MAX HP and MAX MP will surge up by up to 60%. Notice I only said MAX HP and MAX MP. The only thing that changes are those two numbers. It DOES NOT heal you to full. You'll have to do that yourself. This skill also affects any party members you have partied up with around you. That means that this skill has a proximity, and if party members stray out of your reach, they don't get any Hyper Body.



How does it increase MAX HP and MAX MP by 60%? When you activate, take note of your original MAX HP and MAX MP, then after. You'll notice that your MAX HP and MAX MP has increased by a certain percentage of the original. At max level, this number can be up to 60%. What this means, is that you take your MAX HP and MAX MP numbers and multiply them by 160% (1.6). This means that your new values will be 1.6x the original values, having the 0.6 as the 60% you've added to the original value, which is the 1.0. An example, would be if you had 3000 HP and 300 MP and maxed Hyper Body, and you activate it, you'll get 4800 HP and 480 MP. You will still have 3000 HP and 300 MP, so you'll need to use potions to heal yourself.



Hyper Body increases your MAX HP and MAX MP. So what? Well, once you advance to your 3rd Job (Dragon Knight), Hyper Body is a handy skill to hang on to. As you'll know, Dragon Knights have massive HP draining skills, such as Sacriface and Dragon Roar. These skills take a percentage of your HP as well as the MP to cast them. If you cast these skills with your original HP as compared to a hypered HP, you'll notice that your bar will drain the same way (same distance down the bar), but you'll take less HP with the original values than the hypered values. BUT, this doesn't mean that Hyper Body waste more of your HP to cast. NO. Once you hypered, you have MORE HP to work with, therefore lengthening your lifespan if you get hit during your stun time.



This skill is also a useful party skill. Parties love Spearman for this skill, as you'll lengthen their lifespan by 60% and MP, also. Spearman MUST be comboed with a cleric to make full use of this skill. Once hypered, the cleric can heal everyone to the full potential, instead of having them use Elixers to heal themselves, which can be costly and is not recommended in a party. This also applies to Dragon Knight + Priest comboes in pairs. When the Dragon Knight hypers up, the magician can heal, then you can start spamming Dragon Roar. Once most of your HP is used up, the Priest can heal you again, then you can start spamming away Dragon Roar. The pair can go a long way in EXP and mesos. This is pretty much one of the more powerful strategies in MapleStory to take down monsters, and you can level up pretty fast.



Hyper Body is essential to the Spearman, so max it!



9. What's the difference between Rage and Threaten?

They are two totally different skills. Rage is a Fighter-only skill, while Threaten is a Page-only skill. Rage is more offensive while Threaten is more defensive. It can still be used even in 3rd Job and 4th Job.



10. What's up with Iron Wall? Why don't some Spearman max it?

Iron Wall gives you 20 wdef and 20 mdef for 300 seconds at a cost at maxed level. This is a party skill, which means that any defense bonus that other party members have will be cancelled out by this skill once you activate it. The reason why it is bad, is because of clerics. You will almost always be in a party that includes a cleric, especially if you are a Spearman (because they like Hyper Body, but that's it). Since Hyper Body and Heal work together, party members don't have to worry about draining potions just to fill their bars up. Now, when you activate Iron Wall, they will hate you. Thing is, most clerics have Bless, which gives party members 20 wdef, 20 mdef, 20 accuracy and 20 avoidability, for about/more time than Iron Wall. This makes Iron Wall not needed if members are Blessed, since they give the same thing, and it's a waste of your MP to activate it anyways. Besides, wdef and mdef are considered to least stats in the game to care about, so party members will neither apprieciate nor dislike the fact that you've activated Iron Wall on them.



Now, most Spearman don't max it. Why? Because there's a better skill for them called Iron Body. Compare the two: they both have the same duration, and one gives 20 more wdef than the other, while neglecting mdef. Because most monsters in the game deal physical damage, mdef is next to useless. Monsters that do magic attack deal so much damage that the 20 mdef only reduces ever so slightly that its effect is not noticeable, and barely makes a difference once you potion yourself up. Besides, you get a skill called "Magical Resistance" later, so getting 20 mdef is also not needed, hence why Spearman choose Iron Body over Iron Wall.



Iron Wall gives 20 wdef and 20 mdef for 300 seconds, is a party skill, but is neglected by other people's defense skills such as Bless and Magic Armor. Iron Body gives 40 wdef for 300 seconds at a lower cost for yourself only. Mdef is next to useless, so which would you prefer?



11. How does Rage work? How does Threaten work?

Rage is a Fighter-only skill. You expend MP to increase your attack for a set amount of time, meaning that your attack output will be raised by a certain number, and you'll be able to do more damage than usual.



Rage, at maxed level gives you +10 attack. This stat is added to your WEAPON'S ATTACK STAT. This means that if you were holding a lv70 Groonhill at 85 attack, and you activated rage, your weapon becomes 85 + 10, which is 95. Of course, it runs for a set time before it goes back to normal, so don't count on it. It also doesn't stack, so you can't have uber high damage for unlimited amount of time.



Check out the equation: [(STR*(weapon type multiplier)) + DEX]/25 * weapon attack. For Fighters, the available weapon type multiplier would be 4.0 for one-handed swords, 4.2 for one-handed axes, 4.4 for two-handed swords, and 4.6 for two-handed axes. But we're focusing on weapon attack. Because it times the whole thing by weapon attack, the higher the number, the more increase in maximum attack you'll get. Also note, that the higher your STR stat, the more effect that one point of weapon attack will have on your maximum attack. This means that if you have lower STR and you use a 55 attack Highlander, you'll do less damage than someone who has higher STR and uses the same attack weapon. And once Rage activates, the higher STR warrior will have more affect from Rage than the lower STR warrior.

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Threaten, on the other hand, is a Page-only skill. You expend MP to "threaten" the enemies around you for up to 60 seconds. Of course, by then, all the enemies will be dead, but the effect of the skill also increases per level. At max, it reduces 20 weapon attack and 20 weapon defense from the enemy. The main focus of this skill is the 20 weapon attack reduction from the enemy. Note that this skill affects the enemy, not you.



With the 20 weapon attack reduction, enemies will hurt less when you bump into them. Same thing with Rage; weapon attack will reduce more to enemies of higher level because of their level, and their "STR" stat hidden in that. Of course, some enemies have very high weapon attack, but it will be noticeable none-the-less. Not sure if you can make the enemies' weapon attack go below zero, however, so don't count on a snail missing you or healing you.



With the 20 weapon defense reduction, you'll be able to hit for 8 more damage than usual, or 25 more damage with Power Strike to the enemy. See below for the effects of weapon defense. Because of this, you'll do more damage than usual to enemies' that have been Threatened, thus killing faster and using less time to kill them.



All together, Rage is the more offensive of the two, while Threaten is more defensive than offensive. These skills are what makes both warrior classes unique in their own way.





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e. 3RD JOB ADVANCEMENT QUESTIONS

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1. How do I advance as a Crusader/Knight/Dragon Knight?

Not enough information to complete.



2. What are the differences between Crusader, Knight, and Dragon Knight?

First, playing style. Second, difference ways of killing the enemy. Thrid, they specialize against certain types with their skills. Fourth, their names. Fifth, their different routes. Sixth, their skills. Other than that and some more stuff, they can wear the same equipment, wield anything weapon that is available (though classes specialize in different weapons), and are all melee.



3. What is the damage output potential for each class?

http://www.sleepywood.net/forum/showthread.php?t=129956&page=1



4. How does Improving MP Recovery work?

Basically, it increases the amount of MP you get to recover every 10 seconds. No, you do not have to sit down or be still to recover (it recovers even in battle). It adds to your original MP recovery amount (3) and improves it with each level. At max, you'll recover 33 MP per 10 seconds anywhere at anytime, unless you are dead. ;)



Advantages: It saves mana potions, attack more often, stay in battle longer. It's not a neccessary skill, but putting points into this skill is still a smart thing to do.



5. How does Shield Mastery work?

It improves the defense of your shield. For every level, your shield will reduce damage even more. Only works when a shield is equipped, however. At max level, you shield will have twice its original defense (100% + 100%). Does not improve stats, however.



Also, defense becomes useless against monsters that do hundreds of damage. 300 wdef only shaves off around 150 damage, and that's not noticable against a Yeti+Pepe's stomp attack which does 1000 damage.



Advantages: Improves weapon/magic defense when using shield.

Disadvantages: Does not improve stats on shield, you will use a shield very rarely. It's not worth it to put any points into this skill.



6. How does Magical Resistance work?

This skill reduces more damage from magic attacks. At max, it will reduce up to 40% of the damage recieved from a magic attack. This is an important skill, but not neccessary. Even though very few monsters deal magic attack, putting points or maxing this skill is still worth it. This skill is one of the reasons why Iron Wall is next to useless.



Advantages: Reduces damage taken from magic attacks.

Disadvantages: Very few monsters deal magic attacks.



7. What do Armor, Magic, and Power Crush do?

They remove the power-ups that some monsters have. Each Crash corresponds to the appropriate power-up. Armor Crash does not remove an Attack-Up, and Magic Crash does not remove a Defense-Up. Magic Crash can remove both Magic Attack-Up and Defense-Up.



The Priest's dispel makes this skill next to useless, and very few monsters use Power-Ups. You can have this skill at any level, just for show-off, or at max so there's no chance of failure.



8. How does Combo Attack work?

Combo Attack is the main component in a Crusader's success. This is the main skill for the Crusader, and the reason why people decide to go as a Fighter. Basically, Combo Attack is a duration skill, meaning that you activate it once and it will last for a long time. It works just like any other duration skill, such as Booster and Rage. Once it starts flashing, recharge it by reactivating it. At maxed level, Combo Attack will last for 200 seconds, has a capacity of 5 orbs, and does 220% damage. Please refer to #3 for more information on damage output.



Combo Attack basically starts the collection of "orbs" and the allowance of using "finishers", which are the next two skills below called "Panic" and "Coma". More on those skills later on. Combo Attack, once activated, will not need to be reactivated until time runs out. The "finishers" will NOT, I repeat NOT cancel out and stop Combo Attack. All they do is reset the orb count to zero, in which you have to charge up your combo again. This is basically what Combo Attack does: it allows you to charge up a combo and finish off with a powerful move.



Once Combo Attack is set, you can do one of the following: normal attack, Power Strike, Final Attack, and Slash Blast. They also get a bonus from the damage multiplier (220%). Every successful hit will increase ONE orb. That's one orb per one hit, so Final Attack does count as a hit. Combo Attack has a capacity of orbs. This means that there can only be a maximum number of orbs allowed during a Combo Attack. This number limits the power of the Crusader, as the orbs have an effect on the finishing move. Once you've charged up your orbs to your maximum capacity, you are allowed to do a finishing move. Simply switch your fingers over to "Panic" and "Coma" and let loose on the monsters in front of you. Once a finisher is used, the orbs will RESET to zero, and you can continue to combo again.



For example: Combo Attack is charged up. Go to some monsters and start comboing. Power Strike for an orb. Power Strike again for an orb, plus Final Attack for another orb. Slash Blast to get another orb, plus Final Attack for another orb. Now you should have 5 orbs (maximum) circling around you. Use Panic and deal insane damage to one monster. Orbs will reset, and you repeat the cycle. Once Combo Attack starts flashing, you can reactivate it to keep it alive.



You can use a finisher once you get at least 3 orbs, meaning you can use a finisher when you have 3, 4, or 5 orbs comboed up.



Power Strike increases to 380%.

Slash Blast increases to 250%.

Normal attacks increase to 220%.

Final Attack increases to 370%.



9. The "finishers" of which you speak of (Panic and Coma). How do they relate to Combo Attack?

Panic and Coma are the finishing moves of a Combo Attack. They can only be used during a Combo Attack, and they require a lv5 Combo Attack before you can start putting skill points into them.



Panic does at max 350% damage. It's damage formula is simply 350% * number of orbs. You can see how the number of orbs you gain during a combo affects the finishing move. Because there is a maximum capacity of 5 orbs, Panic does 1750% damage. Once its used, orbs reset and you must combo up again. Panic can only hit one enemy.



Coma does at max 200% damage. It's damage formula is simply 200% * number of orbs * number of enemies (up to 6). Again, you can see how the number of orbs you gain during a combo affects this finishing move. Because there is a maximum capacity of 5 orbs, Coma does 1000% damage per enemy. Once its used, orbs reset and you must combo up again. Coma can hit up to 6 enemies, allowing the maximum output of this skill to be 6000%. You won't always find groups of 6 enemies, but for the price, you should hit more than 3 enemies to be more effective than Panic. Of course, you can still hit 2 enemies at a time, but its less efficient than Panic if so in terms of cost (damage will be higher by 250%). Coma has a 90% chance when maxed of stunning the enemy. This allows you to charge up your combo while not getting hit by the monster. This is because 1000% may not even knockback the enemy, thus it will come close to you before you can start comboing up again. And because of mobs, you may want to stun the one behind so you can continue working on the ones in front.



Simply put, Panic is a powerful version of Power Strike, and Coma is a powerful version of Slash Blast, but can only be used in Combo Attack at the end of a combo and has status effects.



Panic also has a % chance of dealing Holy damage to an enemy. This only works when the % successes, and the enemy is a Dark monster. You'll do ~20% (from Panic's "100%") more damage to a Dark enemy if it connects. Max chance at 90%.



10. What does Shout do?

Shout should be maxed after the essential Crusader skills are maxed (the above). Bascially, this skill lets you attack nearby monsters and stun them. This skill may seem impractical, but it has its uses. This skill isn't about dealing damage (or its about clearing the path of low-level monsters, but that's not the point). This skill is mainly for stunning the enemy (plus the cool tiger roar) around you. The only situations in which I see this move is useful are to clear the path, or when your Combo accidently runs out, you can stun nearby monsters so you won't get hit while activating Combo again. Of course, this is a 30-level skill, so I don't see the point of you not maxing it anyways. The range gets bigger as the level goes up, and so does stun time and damage.



11. How do the Knight's elemental charges work?

Knights get elemental charges of fire, ice, and lightning. Basically, you "charge" yourself as any other skill works, and your weapon will be charged for as many seconds as the skill gives you. Your weapon will "inherit" the trait of the element, so now you get extra damage, plus if you exploit this trait, you can do 1.5x damage to monsters weak to your current charge (if they are strong against your charge, you'll do 0.5x damage instead). While charging, you can hit up to 6 more monsters that are weak to the element around you as a bonus. The charge wears out after time runs out or you use a Charge Blow, so you'd want to make use of the 200 seconds you're given before finishing the charge and recharging.



For elemental weaknesses, ice-types are weak to fire, fire-types are weak to ice, and water-types are weak to lightning. Among that, there are also other monsters that are weak to these three out of the blue, such as Slimes (being slime, not water) being weak to lightning, and sometimes monsters aren't affected by element as you wouldn't expect, such as Umtis and lightning. And while you have Ice charged up, you can freeze any non-ice attributed monsters, making Ice a very valuable charge, thus the lower damage you get from it.



During a charge, you can continue using your normal attack, Power Strike, or Slash Blast as usual. After your charge wears out, you must recharge it to regain your charge. If you used Charge Blow, you must recharge again. You can recharge anytime in the middle of a charge to keep the charge up. Because it has the same duration as a lv20 Booster, you can charge one after the other with no hidden fees.



Damage is increased by multiplication. Ex: Power Strike with Fire Charge does 468% against fire-weak (2.6 * 1.2* 1.5).



You will notice that your Matk goes up when you charge. This number currently is just for show - it doesn't do anything. This is proven in this example: Mages use Meditation and you get +20 Matk. Your attacks don't raise in any value.



12. What is Charge Blow?

Charge Blow is a Knight skill in which you can use whenever you have an element charged up. Charge Blow, when maxed, can do up to 250% to up to six monsters. That's like doing 6 Power Strikes in one go, making it a very good skill. Unfortunately, it cancels out your charge, so you must charge up after this skill. It also has a chance of stunning the enemies, allowing you to have time to charge up again.



For using Charge Blow, you'd want to use it when time nearly runs out, or when you want to switch charges. For example, in Sanctuary II, you should be using Fire Charge to kill the Cold Eyes. When a Tauromacis spawns, you can use Charge Blow to eliminate things in front of you (thus clearing a path to the Tauromacis), charge up Ice, and start attacking the Tauromacis. Since they are freezable, this makes it easier to kill them. Once the Tauromacis have been taken care of, you can charge up Fire again (damaging up to 6 Cold Eyes around you) and start training again.



13. What is Buster?

Buster is the main attack of Dragon Knights. Basically, it is an attack that attacks three times on up to three monsters. That's 9 hits total. Each hit does 170%, so you will be doing 510% to one monster, and 1530% in total. Buster also always stabs.



With 3 hits on an enemy, that's 3 times the reduction by weapon defense. This is a big disadvantage, especially when you are fighting against enemies with high weapon defense. Other than that, it is a good tool to train with and get rid of small mobs easily.



Buster always stabs. This advantages the Spear (which does better when stabbed) and does not do so well for Polearm users (which does better when slashed). Because of this, Buster will always be used by Spear users who have spears in their hands and are mastered in Spear mastery. With that, they do stable damage and can train effectively.



14. What is Dragon Thresher?

Dragon Thresher is the secondary attack of Dragon Knights. It hits 250% to up to 6 monsters. It's more of an upgraded Slash Blast, and with this skill, you can forget that Slash Blast existed. It can do up to 1500% in total. Dragon Thresher always slashes.



This skill is incredibly fast. You can do at least 3 of these in the time Buster does 2. Because it hits up to 6, this skill is good in high-mob maps where there can be at least 4 monsters at any given place.



Dragon Thresher always slashes. This advantages the Polearm (which does better when slashed) and does not do so well for Spear users (which does better when stabbed). Because of this, Dragon Thresher will always be used by Polearm users who have polearms in their hands and are mastered in Polearm mastery. With that, they can do stable damage and can train effectively.



15. If 13 and 14 is so, then how can I put it to my advantage?

Go Hybrid. Basically means getting both Spear and Polearm masteries. Refer to guide.



16. Dragon Blood is confusing. What is it?

Dragon Blood is the Rage of Dragon Knights. It increases your attack by +12 watk while at a cost. This skill is best used in conjunction with a Priest who can heal you while your HP drains away.



It is better than Rage because it gives 2 more watk than it, but at a tremendous cost. To activate it, use 24 MP. It will start draining your HP every 4 seconds and will work for 160 seconds. In that time, you'll have lost 800 HP, and in 5 minutes, 1600 HP. Compared to Rage, Rage costs only 96 mesos per 5 minute, and Warrior Potions, which gives only +5 watk for 3 minutes, will cost 800 mesos only. (As you can see, Rage is the best meso-wise).



Use this with a Priest to not pay for the tremendous cost. This will set this skill better than Rage, since it will cost the same, but you'll have 2 more than Rage. Max this skill definately.



Don't confuse this with Drake's Blood. This is a SKILL, not an item. Drake's Blood gives only +8 watk for a couple minutes and are found from blue Drakes, anyways.



17. Sacrifice? Is it worth it?

In the best cases, yes, but you don't have to max it. This is one of the few optional lv30 skills in the game. Once it reaches lv13, this skill will be better than Power Strike, without the annoying Final Attack. It's recommended this skill is either at lv19 or lv30, depending on what you're going for. At max, it will do 360% damage. It also ignores weapon defense and guard-ups, but doesn't do for bosses.



This skill is a single-attack skill. This means that the slash:stab ratio is involved. Because slashes occur 60% of the time and stabs do 40% of the time, this skill is more suitable for the POLEARM user. Not saying you can't use Spears with it, but it's more effective for Polearm users. If you're Hybrid, this almost doesn't matter.



Because it takes a huge portion of your HP just to attack, its recommended that you're partied with a Priest to use this skill. You should NEVER use this if you're not in a party with a Priest.



18. Dragon Roar is freaking cool! What does it do?

Dragon Roar is the signature move of the Dragon Knight. With a wide radius, it can attack up to 15 monsters on your screen, but at a cost. At max, it does 240% to up to 15 monsters with a 400 pixel radius and a stun time of 2 seconds.



Dragon Roar is a one-time skill. What I mean by this is that it attacks ONCE every time you use this skill. Should be obvious, but you're thinking that since the animation takes so long, it should attack DURING the animation, right? WRONG. You press the button, it sends the information to the server, attacks some monsters on your screen, and returns that packet to you - along with monster spawns. It attacks the monsters ONCE, then, if you're unlucky, some monster might spawn on top of you while the animation is still occuring, and you're stunned! This should be obvious since it doesn't rack up damage during the animation. To be even more clear, it attacks during the start of the attack and doesn't do anything else after that first millisecond. Gawd that was an awful paragraph full of confusion.



Because it drains so much HP and it has a stun time, this move should be used with a Priest. Contrary to popular belief, this skill does NOT require a Summoning Stone or Magic Rock. No warrior needs those things, anyways.



The good points of this skill:

-Awesome animation.

-Attacks up to 15 monsters.

-Wide radius.



The bad points:

-Awful stun time.

-High cost.

-240% is not a lot of damage.

-You won't be training with this skill.

-Rarely does 15 monsters appear on your screen.



==>All Maplestory Guide List<==

==>Warrior Guide List<==

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