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MapleStory Guide: Guide to Post Chaos Arans
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Likes: 21
Recent Updates
Mar 08 2013
Changed 4th job hyper build to include Final Blow - Guardbreak
Mar 01 2013
Brought builds up to date; closed some areas for renovation.
Sep 02 2012
Changed the title picture (As taken from iguy's guide)
BasilMarket Contributors


Notice: The skill builds have been properly updated!
^Welcome
Welcome to the guide to post chaos Arans! With the chaos update now out, it's time to look at the interesting changes made to Aran. Most importantly, I want other Arans to contribute! That way, I can get a rounded view of how the builds should work. If you think ANYTHING on this guide is incorrect, by all means correct me/give suggestions. With that in mind, let�s begin!

^Summary of Arans
Arans are the first hero class created by Nexon. Unlike adventurers, Arans have a story line that they follow. This story line involves required quests. These quests always end in receiving a new skill as a reward. Arans use warrior equips. However, they are not considered adventurers. Arans must use pole arms. Unlike warriors, who get different attack skills over time, Aran�s main attack is based around ctrl. Arans also get �combos&

148;. The more combos an aran has (combos are gained by attacking monsters), the more damage the Aran will do. However, Arans have less hp than other warriors. This can make bossing a hassle. Arans do less damage per hit than other warriors, but are much faster. A common misconception about Arans is that without their combos, they are extremely weak. From experience, I can tell you that combos do dramatically improve damage, but overall, your level and equips determine damage more than combos do.


^AP Assignment
As of the Tempest update, Arans do not require a secondary stat for any function. All AP should go into STR.

^Weapon Choice
Section out of date. Receiving update soon.

^First Job
Level 10: +4 Double Swing (4)
Level 11: +1 Double Swing (5) +2 Combat Step (2)
Level 12: +3 Combat Step (5) {MAX}
Level 13: +3 Double Swing (8)
Level 14: +3 Double Swing (11)
Level 15: +3 Double Swing (14)
Level 16: +3 Double Swing (17)
Level 17: +3 Double Swing (20) {MAX}
Level 18: +3 Combo Ability (3)
Level 19: +3 Combo Ability (6)
Level 20: +3 Combo Ability (9)
Level 21: +1 Combo Ability (10) {MAX} +2 Combo Smash (2)
Level 22: +3 Combo Smash (5)
Level 23: +3 Combo Smash (8)
Level 24: +2 Combo Smash (10) {MAX} +1 Pole Arm Booster (1)
Level 25: +3 Pole Arm Booster (4)
Level 26: +3 Pole Arm Booster (7)
Level 27: +3 Pole Arm Booster (10)
Level 28: +3 Pole Arm Booster (13)
Level 29: +3 Pole Arm Booster (16)
Level 30: +3 Pole Arm Booster (19) {MAX}

MAX Combat Step
MAX Double Swing
MAX Combo Ability
MAX Combo Smash
19 Pole Arm Booster

Explanation: This build is pretty straight forward. After getting Double Swing to Level 5, max Combat Step for mobility. Then finish off Double Swing. Afterwards, max Combo Ability and Combo Smash, to major building blocks for Aran skills later to come. Conclude by raising Pole Arm Booster to 19. This skill will help greatly once you get more hits per ctrl combo, so it was raised at the end of First Job.

^Second Job
Level 30: +3 Triple Swing (3) +1 Combo Fenrir (1)
Level 31: +3 Pole Arm Mastery (3)
Level 32: +3 Pole Arm Mastery (6)
Level 33: +3 Pole Arm Mastery (9)
Level 34: +1 Pole Arm Mastery (10) {MAX} +2 Triple Swing (5)
Level 35: +3 Triple Swing (8)
Level 36: +3 Triple Swing (11)
Level 37: +3 Triple Swing (14)
Level 38: +3 Triple Swing (17)
Level 39: +3 Triple Swing (20) {MAX}
Level 40: +2 Snow Charge (2) +1 Final Charge (1)
Level 41: +3 Snow Charge (5)
Level 42: +3 Snow Charge (8)
Level 43: +2 Snow Charge (10) {MAX} +1 Combo Drain (1)
Level 44: +3 Combo Drain (4)
Level 45: +3 Combo Drain (7)
Level 46: +3 Combo Drain (10) {MAX}
Level 47: +3 Physical Training (3)
Level 48: +2 Physical Training (5) {MAX} +1 Combo Fenrir (2)
Level 49: +3 Combo Fenrir (5)
Level 50: +3 Combo Fenrir (8)
Level 51: +1 Combo Fenrir (9) +2 Final Charge (3)
Level 52: +3 Final Charge (6)
Level 53: +3 Final Charge (9)
Level 54: +1 Final Charge (10) {MAX} +2 Final Attack (2)
Level 55: +3 Final Attack (5)
Level 56: +3 Final Attack (8)
Level 57: +3 Final Attack (11)
Level 58: +3 Final Attack (14)
Level 59: +3 Final Attack (17)
Level 60: +3 Final Attack (20) {MAX}

MAX Pole Arm Mastery
MAX Triple Swing
MAX Snow Charge
MAX Combo Drain
MAX Physical Training
MAX Final Charge
MAX Final Attack
9 Combo Fenrir
0 Body Pressure

Explanation: Start with 3 points for Triple Swing, followed by 1 point for Combo Fenrir, which is already stronger than Combo Smash at Level 1. Max out Pole Arm Mastery for balance, followed by Triple Swing. Raise one Final Charge for mobbing when available. Then raise Snow Charge for a great passive damage/elemental advantage boost. Combo Drain should come next; it will be very useful for conserving HP, which may not matter at the moment as much because mobs don't do much damage. Then raise Physical Training and get Combo Fenrir to level 9. It will be maxed in Third Job. Then max Final Charge, followed by Final Attack. Body Pressure isn't needed at this time, seeing as its primary purpose is to damage boss monsters or protect from lethal damage, none of which is really present for an Aran in Second Job. It will be raised in Third Job and maxed in Fourth Job.

^Third Job
Level 60: +1 Full Swing (1) +1 Final Toss (1) +1 Rolling Spin (1) +1 Cleaving Blows (1)
Level 61: +3 Full Swing (4)
Level 62: +3 Full Swing (7)
Level 63: +3 Full Swing (10) {MAX}
Level 64: +3 Cleaving Blows (4)
Level 65: +3 Cleaving Blows (7)
Level 66: +3 Cleaving Blows (10) {MAX}
Level 67: +3 Maha Blessing (3)
Level 68: +3 Maha Blessing (6)
Level 69: +3 Maha Blessing (9)
Level 70: +1 Maha Blessing (10) {MAX} +2 Might (2)
Level 71: +3 Might (5)
Level 72: +3 Might (8)
Level 73: +3 Might (11)
Level 74: +3 Might (14)
Level 75: +3 Might (17)
Level 76: +3 Might (20) {MAX}
Level 77: +3 Combo Critical (3)
Level 78: +3 Combo Critical (6)
Level 79: +3 Combo Critical (9)
Level 80: +1 Combo Critical (10) {MAX} +2 Combo Recharge (2)
Level 81: +3 Combo Recharge (5)
Level 82: +3 Combo Recharge (8)
Level 83: +2 Combo Recharge (10) {MAX} +1 Combo Fenrir (10) {MAX}
Level 84: +3 Combo Judgment (3)
Level 85: +3 Combo Judgment (6)
Level 86: +3 Combo Judgment (9)
Level 87: +1 Combo Judgment (10) +2 Rolling Spin (3)
Level 88: +3 Rolling Spin (6)
Level 89: +3 Rolling Spin (9)
Level 90: +3 Rolling Spin (12)
Level 91: +3 Rolling Spin (15)
Level 92: +3 Rolling Spin (18)
Level 93: +2 Rolling Spin (20) {MAX} +1 Final Toss (2)
Level 94: +3 Final Toss (5)
Level 95: +3 Final Toss (8)
Level 96: +3 Final Toss (11)
Level 97: +3 Final Toss (14)
Level 98: +2 Final Toss (17)
Level 99: +3 Final Toss (20) {MAX}
Level 100: +3 Body Pressure (3)

MAX Full Swing
MAX Cleaving Blows
MAX Maha Blessing
MAX Might
MAX Combo Critical
MAX Combo Recharge
MAX Rolling Spin
MAX Final Toss
MAX Combo Fenrir (2nd Job Skill)
10 Combo Judgment
3 Body Pressure

Explanation: Start off by putting points into Full Swing, adding points to Cleaving Blows for additional damage; also add points into Rolling Spin and Final Toss for combo building and variety, respectively. Then max out Full Swing and Cleaving Blows, followed by Maha Blessing and Might for extra attack. Then raise Combo Critical and Combo Recharge to increase damage and keep combos high. Then max Combo Fenrir and get Combo Judgment to level 10, followed by maxing Rolling Spin (primarily used for building combos, not damage at lower levels) and Final Toss. Finish off with 3 Body Pressure for defense against stronger mobs and bosses.

^Fourth Job
Level 100: +1 Overswing (1) +1 Final Blow (1) +1 Sudden Strike (1) +1 Advanced Final Attack (1)
Level 101: +3 Overswing (4)
Level 102: +3 Overswing (7)
Level 103: +3 Overswing (10)
Level 104: +3 Overswing (13)
Level 105: +3 Overswing (16)
Level 106: +3 Overswing (19)
Level 107: +3 Overswing (22)
Level 108: +3 Overswing (25)
Level 109: +3 Overswing (28)
Level 110: +2 Overswing (30) {MAX} +1 High Mastery (1)
Level 111: +3 High Mastery (4)
Level 112: +3 High Mastery (7)
Level 113: +3 High Mastery (10)
Level 114: +3 High Mastery (13)
Level 115: +3 High Mastery (16)
Level 116: +3 High Mastery (19)
Level 117: +1 High Mastery (20) {MAX} +2 Advanced Final Attack (3)
Level 118: +3 Advanced Final Attack (6)
Level 119: +3 Advanced Final Attack (9)
Level 120: +3 Advanced Final Attack (12)
Level 121: +3 Advanced Final Attack (15)
Level 122: +3 Advanced Final Attack (18)
Level 123: +3 Advanced Final Attack (21)
Level 124: +3 Advanced Final Attack (24)
Level 125: +3 Advanced Final Attack (27)
Level 126: +3 Advanced Final Attack (30) {MAX}
Level 127: +3 Freeze Standing (3)
Level 128: +3 Freeze Standing (6)
Level 129: +3 Freeze Standing (9)
Level 130: +3 Freeze Standing (12)
Level 131: +3 Freeze Standing (15)
Level 132: +3 Freeze Standing (18)
Level 133: +2 Freeze Standing (20) {MAX} +1 Final Blow (2)
Level 134: +3 Final Blow (5)
Level 135: +3 Final Blow (8)
Level 136: +3 Final Blow (11)
Level 137: +3 Final Blow (14)
Level 138: +3 Final Blow (17)
Level 139: +3 Final Blow (20)
Level 140: +3 Final Blow (23) (+1 S.P Hyper Strength)
Level 141: +3 Final Blow (26)
Level 142: +3 Final Blow (29)
Level 143: +1 Final Blow (30) {MAX} +2 Body Pressure (5) {MAX}
Level 144: +3 Sudden Strike (4)
Level 145: +3 Sudden Strike (7)
Level 146: +3 Sudden Strike (10) {MAX}
Level 147: +3 Combo Tempest (3)
Level 148: +3 Combo Tempest (6)
Level 149: +3 Combo Tempest (9) (+1 P.P Final Blow - Bonus)
Level 150: +3 Combo Tempest (12) (+1 A.P Unlimited Combo)
Level 151: +3 Combo Tempest (15)
Level 152: +3 Combo Tempest (18)
Level 153: +3 Combo Tempest (21)
Level 154: +3 Combo Tempest (24)
Level 155: +3 Combo Tempest (27)
Level 156: +3 Combo Tempest (30) {MAX}
Level 157: +3 High Defense (3)
Level 158: +3 High Defense (6)
Level 159: +3 High Defense (9)
Level 160: +3 High Defense (12) (+1 P.P Combo Tempest - Release)
Level 161: +3 High Defense (15)
Level 162: +3 High Defense (18)
Level 163: +2 High Defense (20) {MAX} +1 Combo Barrier (1)
Level 164: +3 Combo Barrier (4)
Level 165: +3 Combo Barrier (7) (+1 S.P Hyper Weapon Defense)
Level 166: +3 Combo Barrier (10)
Level 167: +3 Combo Barrier (13)
Level 168: +3 Combo Barrier (16)
Level 169: +3 Combo Barrier (19)
Level 170: +3 Combo Barrier (22) (+1 A.P Beyond Blade)
Level 171: +3 Combo Barrier (25)
Level 172: +3 Combo Barrier (28)
Level 173: +2 Combo Barrier (30) {MAX}
Level 174: +3 Hero's Will (3) (+1 S.P Hyper Magic Defense)
Level 175: +2 Hero's Will (5) {MAX +1 Combo Judgment (11)
Level 176: +3 Combo Judgment (14)
Level 177: +3 Combo Judgment (17)
Level 178: +3 Combo Judgment (20) {MAX}
Level 179: +3 Maple Warrior (3)
Level 180: +3 Maple Warrior (6) (+1 P.P Final Blow - Guardbreak)
Level 181: +3 Maple Warrior (9)
Level 182: +3 Maple Warrior (12)
Level 183: +3 Maple Warrior (15)
Level 184: +3 Maple Warrior (18) {MAX}
Level 185: +3 Maple Warrior (21)
Level 186: +3 Maple Warrior (24) (+1 S.P Hyper Mana)
Level 187: +3 Maple Warrior (27)
Level 188: +3 Maple Warrior (30) {MAX}
Level 189: +1 Pole Arm Booster (20) {MAX} +2 Skill Points (2)
Level 190: +3 Skill Points (5) (+1 P.P Final Blow - Reinforce)
Level 191: +3 Skill Points (8)
Level 192: +3 Skill Points (11) (+1 S.P Hyper Health)
Level 193: +3 Skill Points (14)
Level 194: +3 Skill Points (17)
Level 195: +3 Skill Points (20)
Level 196: +3 Skill Points (23)
Level 197: +3 Skill Points (26)
Level 198: +3 Skill Points (29)
Level 199: +3 Skill Points (32)
Level 200: +3 Skill Points (35) (+1 S.P Hyper Critical) (+1 P.P Combo Tempest - Bonus) (+1 A.P Heroic Memories)

MAX Overswing
MAX High Mastery
MAX Advanced Final Attack
MAX Freeze Standing
MAX Final Blow
MAX Sudden Strike
MAX Combo Tempest
MAX High Defense
MAX Combo Barrier
MAX Hero's Will
MAX Maple Warrior
MAX Combo Judgment (3rd Job Skill)
MAX Body Pressure (2nd Job Skill)
MAX Pole Arm Booster (1st Job skill)
Hyper Skill Hyper Strength
Hyper Skill Final Blow - Bonus
Hyper Skill Unlimited Combo
Hyper Skill Combo Tempest - Release
Hyper Skill Hyper Weapon Defense
Hyper Skill Beyond Blade
Hyper Skill Hyper Magic Defense
Hyper Skill Final Blow - Guardbreak
Hyper Skill Hyper Mana
Hyper Skill Final Blow - Reinforce
Hyper Skill Hyper Health
Hyper Skill Hyper Critical
Hyper Skill Combo Tempest - Bonus
Hyper Skill Heroic Memories

Explanation: First, put some points into Overswing, Final Blow, Sudden Strike, and Advanced Final Attack to add variety. Then max Overswing, seeing as it is the backbone of your combos, especially at level 170 when you acquire that beyond blade. Then, raise High Mastery and Advanced Final Attack for damage output. Move on to Freeze Standing for stability against mobs, followed by final blow. Once these building blocks of Aran are mastered, you can really go anywhere with your builds. Following the order of Hyper Skills, however, Combo Tempest makes a good choice after maxing Sudden Strike and Body Pressure. Now with Unlimited Combo and Combo Tempest - Release, it is very easy to spam Combo Tempest. After testing, I found that it it always deals damage to bosses (as expected), but if you freeze regular mobs and hit them again, it also deals damage. This is great for maps with multiple platforms that are covered with mobs. I tried it out at Azwan and it was an excellent way to eliminate any of the massive mobs. After Combo Tempest, High Defense and Combo Barrier should be raised to buff Aran up for heavy bossing. Hero's Will being maxed next will only help that cause further. Then max Combo Judgment so it will be at its fullest potential if you want to take out a small group of mobs, though with Beyond Blade this won't likely be necessary. Then raise Maple Warrior, concluding with a final point for Pole Arm Booster. You are left with 35 extra Skill Points at the end of this build.

^Mount Quests
Level 50: You should have recieved a quest from a penguin. He is located through the portal to the right of the main town. He will say that the wolf needs food. You will end up going to Aqua Road, where you will meet Kenta. You will find her to be greedy. She wants 10 million mesos to make the formula. On top of that, you need to see Nanuke and get 50 seahorse tails, which drop from Seacle. Then, go to Rein and get the wolf. You can't ride it yet. Now you have to go all the way back to Scaldur in ElNath. He will teach you to ride it for 50 Jr. Yeti Skins. After that you can ride your wolf.

Level 100: Talk to Pucci (the penguin from the previous wolf quest), who will tell you complete Scaldur and Nanuke's tasks. Scaldur tells you to go and do a jump quest that is located in El Nath: Icy Cold Field. The jump quest has a time limit, but is very easy. For Nanuke's task, you need to collect 200 lime powder bottle, 200 butter toasted squid, 200 ink bottles, and 1 Puberty Vitamin. Those items come from Bone Fish, Squid, and Dark Squid respectively. The Vitamin comes from Kenta. She charges 40mil for the Vitamin. Once you burn a hole in your pocket for them, talk to Pucci again, and the Level 100 wolf is all yours.

Level 150: Talk to the penguin that you have been talking to for the other quests, and he will tell you to talk to the guard wolf. You will then meet the head wolf, which you must prove yourself to. To do that, you must eliminate a room full of wolfs in 10 minutes. After that, you have to find some life water from skelegons.

Level 200: This one is rather simple. All that you have to do is go back to Rein and talk to Maha. He will give you the Level 200 mount along with the skill Echo of Hero.

^Training Spots
NOTICE: This area is in need of renovation. It will be updated shortly.

^Thanks
I would like to thank�

iguy, for being my main inspiration to make this guide (he made the original Aran guide)
http://www.southperry.net/showthread.php?t=34424 , for providing skill master levels for all the Aran skills
Spadow, for providing information on the chaos update
Zhizhing, for his info on level 130+ training spots & for the info on the level 150 mount quest.
ExoCombos, for correcting the required DEX on the level 130 pole arm
xRaito, tadaitsdavid, TwinStarX, ShatterCastle, darthshawn2, & peetaXD, for their help with my fourth job build
zhao47, for noticing an error in my 3rd job build
Pedzilla, for info on the level 50 mount quest and his contribution to the AP Assignment section
TheVu, for an addition to the level 130+ part of the training guide
Kersje, for recommending that Maple Karstan should be one of the weapons listed on this guide
Auralogica, for recommending that the Lv. 77 Maple Weapon should be one of the weapons listed on this guide
DopeTurtle, GryfenderCool, dragonice1, for helping with the Level 100 mount quest
DemoDango, for showing me Cleaving Attack's true power, and helping me revise the third job build
jitterbug118, for his fine aran training guide
Creation4Meh, for some helpful info on the Lionheart Partisan (The stats were of the Agares Bloody Pole Arm)
Iamboobear, for bringing up alternate options in the job builds
Aralos & iguy, for very important info on skill quests being non existent in KMS
anhicecream, for info on the Level 200 mount
Lenitos, for showing me that rolling spin only hits four times, not five
http://crezoe.blogspot.com/2011/05/maplestory-guide-guide-to-post-chaos.html , for copy pasting my guide (though most don�t like when others do it), which ultimately saved my guide when it was destroyed
Those who posted on my "KMST 1.2.398: The Toss or Spin Debacle" thread. Though the opinions of the time changed, I would have never got the feedback I did if you guys didn't post your points there.
phoenix23, hyperfreak, and Iamboobear, for helping revise my builds for the alliance update.
phoenix23, for showing me the possible alternative of raising sudden strike first.
pheonix23, who was the basis of my First, Second, and Third Job builds. I essentially just took out a few minor skill points from his builds in those areas.
kersje, for suggesting I take my guide being stickied up with a mod
Eeveepony, for taking my guide being stickied with with MrBasil
MrBasil, for approving my guide

^Closing
Well, that�s it for the guide to post chaos Arans. I hope I covered everything important. Also, if anyone wants to use this guide elsewhere, just ask me first. And remember, if you think anything in this guide should be changed, just tell me!

Once again, thanks for reading!
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