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MapleStory Guide: Paladins Guide
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^Skrato's Guide for Paladins Post-Big-Bang

^Is the Paladin class right for me?
Written generously by bojl

Traditionally, Paladins have been some kind of a hermit class, in the sense that no one really knew about them, and encounters with Paladins were few and far in between. With the advent of the Big Bang patch, and the UA system [to be explained in other sections], and with improvements being made to the class, Paladins have faced a somewhat of a bandwagon. Naturally, with every bandwagon in Maplestory, there are rumours circulating about the class. This section was designed to dispel the rumors and the lies, allowing you to understand what the Paladin class is about.

RUMOR: Paladins have the highest 1v1 DPS.

No one has the highest 1v1 DPS, it all depends on funding. A funded level 120 I/L mage could outpower an unfunded level 200 Paladin. As for who has the highest DPS between equally funded characters, thatís extremely difficult to calculate, and the differences in strength between the classes are so ridiculously small that it would be better to choose a class that you enjoy. The only exception of this rule would be the classes that lack an attacking move. In these cases, the classes are superior in other ways.

RUMOR: Paladins never use potions.

This answer is divided into two parts, training and bossing.

TRAINING: during training (LKC training in particular), HP potions are rarely used. HP Recovery is used nearly all the time, although on some higher damage mobs, HP potions may be used. MP pots are used just like any other class.

BOSSING: Weíre just like any other class, just that we take a bit less damage. Paladins have bounteous defensive skills including Divine Shield, Guardian, Achilles and Shield mastery, which reduce the damage we take.

RUMOR: Paladins can stack all charges.

Only two charges may be stacked at a time, and only lightning is stackable. That means the possible combinations are this:

Fire + Lightning
Ice + Lightning
Holy + Lightning

RUMOR: Paladins are boring

Fun is subjective. If paladins look fun to you, then they probably are fun to you. However, with the advent of LKC, basically all classes play the same. Itís also important to realize that we use the exact same mob attack from levels 70-200. Besides the attacking skills and divine shield, all 4th job skills are unrelated to damage.

RUMOR: Paladins are cheap

THE TRUTH: The only thing cheap about Paladins are blunt weapons, and blunt weapons are considered weaker than swords. The highest DPS equipment set for a paladin includes: a 1h sword with an attack shield. In addition, mastery book prices have skyrocketed. A single blast 20 can cost 200m+. Imagine failing one 5 times.

RUMOR: UA paladins don't need CB, or ACB

ACB at max level +2 gives you 94% mastery, to all attacks. In short, they are both needed, and at max level.

^Introduction

This guide aims to provide a complete reference database for players along their Page-WK-Paladin path.

There are some things to discuss before the guide starts. Firstly, the skillbuilds provided are split into two sections: A combat orders reliant skillbuild, and one not reliant on combat orders. Combat orders allows us to leave skills below max by 2 points, and after casting the skill is max. It's in third job, so if you do want to take advantage of this in 1st and 2nd job you are going to be a small amount weaker until you max it in 3rd job. If you don't want to be reliant on Combat Orders, you can easily take the points out of another skill. The "worst" skill at each job is quite obvious, but discussed in the skillbuild section.

^AP Distribution

Most of this issues in AP Distribution is to do with accuracy. Accuracy, ironically, is largely irrelevant to the ability of your warrior to hit monsters. The main factor is the level of your character. For this reason, the majority of warriors will add pure STR - their secondary stat, DEX, will remain at 4.

There are some exceptions to this:

1) Sword users may like to use a stonetooth, a fast 2h sword, which has a DEX requirement.
2) Some people might want to use a Taru Cape - again, this has a DEX requirement.

But for the normal warrior, DEX is irrelevant. This fact makes writing this section quite easy:

Add all your points into STR

^First Job Skills

Max HP Increase

LevelEffect
1+2% MaxHP
2+4% MaxHP
3+6% MaxHP
4+8% MaxHP
5+10% MaxHP
6+12% MaxHP
7+14% MaxHP
8+16% MaxHP
9+18% MaxHP
10+20% MaxHP

Magic Armour

LevelMP CostDuration/SecondsEffect
1-8110+10 WDEF
2-8120+20 WDEF
3-8130+30 WDEF
4-8140+40 WDEF
5-8150+50 WDEF
6-10160+60 WDEF
7-10170+70 WDEF
8-10180+80 WDEF
9-10190+90 WDEF
10-10200+100 WDEF
11-12210+110 WDEF
12-12220+120 WDEF
13-12230+130 WDEF
14-12240+140 WDEF
15-12250+150 WDEF
16-14260+160 WDEF
17-14270+170 WDEF
18-14280+180 WDEF
19-14290+190 WDEF
20-14300+200 WDEF

Power Strike

LevelMP CostDamage
1-5165%
2-5170%
3-5175%
4-5180%
5-5185%
6-7190%
7-7195%
8-7200%
9-7205%
10-7210%
11-9215%
12-9220%
13-9225%
14-9230%
15-9235%
16-11240%
17-11245%
18-11250%
19-11255%
20-11260%

Slash Blast

Prerequisite: Level 1 Power Strike
Attacks 6 Enemies
180 Range

LevelMP CostDamage
1-685%
2-690%
3-695%
4-6100%
5-8105%
6-8110%
7-8115%
8-8120%
9-8125%
10-10130%
11-10135%
12-10140%
13-10145%
14-10150%
15-12155%
16-12160%
17-12165%
18-12170%
19-12175%
20-14180%

First Job Skill Builds

Build 1: Combat Orders reliant

Level 10: 1 Power Strike [1]
Level 11: 3 Slash Blast [3]
Level 12: 3 Slash Blast [6]
Level 13: 3 Slash Blast [9]
Level 14: 3 Slash Blast [12]
Level 15: 3 Slash Blast [15]
Level 16: 3 Slash Blast [18=MAX*]
Level 17: 3 Power Strike [4]
Level 18: 3 Power Strike [7]
Level 19: 3 Power Strike [10]
Level 20: 3 Power Strike [13]
Level 21: 3 Power Strike [16]
Level 22: 2 Power Strike [18=MAX*], 1 HP Increase [1]
Level 23: 3 HP Increase [4]
Level 24: 3 HP Increase [7]
Level 25: 1 HP Increase [8=MAX*], 2 Magic Armour [2]
Level 26: 3 Magic Armour [5]
Level 27: 3 Magic Armour [8]
Level 28: 3 Magic Armour [11]
Level 29: 3 Magic Armour [14]
Level 30: 3 Magic Armour [17]

  • Note: The skills are left 2 below max to allow for Combat Orders which will put them at max Level. Magic Armour stays 1 below max but can be made up later in 2nd job, if you are very concerned about it.

Build 2: Non-Combat Orders reliant

Level 10: 1 Power Strike [1]
Level 11: 3 Slash Blast [3]
Level 12: 3 Slash Blast [6]
Level 13: 3 Slash Blast [9]
Level 14: 3 Slash Blast [12]
Level 15: 3 Slash Blast [15]
Level 16: 3 Slash Blast [18]
Level 17: 2 Slash Blast [20=MAX], 1 Power Strike [2]
Level 18: 3 Power Strike [5]
Level 19: 3 Power Strike [8]
Level 20: 3 Power Strike [11]
Level 21: 3 Power Strike [14]
Level 22: 2 Power Strike [17]
Level 23: 3 Power Strike [20=MAX]
Level 24: 3 HP Increase [3]
Level 25: 3 HP Increase [6]
Level 26: 3 HP Increase [9]
Level 27: 1 HP Increase [10=MAX], 2 Magic Armour [2]
Level 28: 3 Magic Armour [5]
Level 29: 3 Magic Armour [8]
Level 30: 3 Magic Armour [11]

So, in this build you aren't reliant on Combat Orders to have maxed skills, but you sacrifice points from Magic Armour.

^Page Skills

Weapon Mastery

This will apply to both BWs and Swords

LevelMasteryAccuracy
112%+3
214%+6
316%+9
418%+12
520%+15
622%+18
724%+21
826%+24
928%+27
1030%+30
1132%+33
1234%+36
1336%+39
1438%+42
1540%+45
1642%+48
1744%+51
1846%+54
1948%+57
2050%+60

Final Attack

Prerequisite: Level 3 Weapon Mastery

This will apply to both BWs and Swords

LevelDamageProbability
1100%2%
2105%4%
3105%6%
4110%8%
5110%10%
6115%12%
7115%14%
8120%16%
9120%18%
10125%20%
11125%22%
12130%24%
13130%26%
14135%28%
15135%30%
16140%32%
17140%34%
18145%36%
19145%38%
20150%40%

Improving Fundamentals

LevelPower StrikeSlash Blast
1+30%+16%
2+40%+22%
3+50%+28%
4+60%+34%
5+70%+40%
6+80%+46%
7+90%+52%
8+100%+58%
9+110%+64%
10+120%+70%

Weapon Booster

This will apply to both BWs and Swords

LevelMP CostDuration
1-3010 seconds
2-2920 seconds
3-2830 seconds
4-2740 seconds
5-2650 seconds
6-2560 seconds
7-2470 seconds
8-2380 seconds
9-2290 seconds
10-21100 seconds
11-20110 seconds
12-19120 seconds
13-18130 seconds
14-17140 seconds
15-16150 seconds
16-15160 seconds
17-14170 seconds
18-13180 seconds
19-12190 seconds
20-11200 seconds

Threaten

Note that only the mastery level is accurate due to the changes on SP.net not giving every single level - I left in the other levels to give you an idea of how it might increase. The numbers for the non-maxed level are estimates.

LevelDurationEffectsProbability
142 Seconds-11% Weapon attack, -11% Weapon Defense, -1% accuracy41%
244 Seconds-12% Weapon attack, -12% Weapon Defense, -2% accuracy42%
346 Seconds-13% Weapon attack, -13% Weapon Defense, -3% accuracy43%
448 Seconds-14% Weapon attack, -14% Weapon Defense, -4% accuracy44%
550 Seconds-15% Weapon attack, -15% Weapon Defense, -5% accuracy45%
652 Seconds-16% Weapon attack, -16% Weapon Defense, -6% accuracy46%
754 Seconds-17% Weapon attack, -17% Weapon Defense, -7% accuracy47%
856 Seconds-18% Weapon attack, -18% Weapon Defense, -8% accuracy48%
958 Seconds-19% Weapon attack, -19% Weapon Defense, -9% accuracy49%
1060 Seconds-20% Weapon attack, -20% Weapon Defense, -10% accuracy50%
1162 Seconds-21% Weapon attack, -21% Weapon Defense, -11% accuracy51%
1264 Seconds-22% Weapon attack, -22% Weapon Defense, -12% accuracy52%
1366 Seconds-23% Weapon attack, -23% Weapon Defense, -13% accuracy53%
1468 Seconds-24% Weapon attack, -24% Weapon Defense, -14% accuracy54%
1570 Seconds-25% Weapon attack, -25% Weapon Defense, -15% accuracy55%
1672 Seconds-26% Weapon attack, -26% Weapon Defense, -16% accuracy56%
1774 Seconds-27% Weapon attack, -27% Weapon Defense, -17% accuracy57%
1876 Seconds-28% Weapon attack, -28% Weapon Defense, -18% accuracy58%
1978 Seconds-29% Weapon attack, -29% Weapon Defense, -19% accuracy59%
2080 Seconds-30% Weapon attack, -30% Weapon Defense, -20% accuracy60%

Power Guard

LevelMP CostDamage ReflectedDuration
1-1012%10 seconds
2-1114%10 seconds
3-1116%20 seconds
4-1218%20 seconds
5-1220%30 seconds
6-1322%30 seconds
7-1324%40 seconds
8-1426%40 seconds
9-1428%50 seconds
10-1530%50 seconds
11-1532%60 seconds
12-1634%60 seconds
13-1636%70 seconds
14-1738%70 seconds
15-1740%80 seconds
16-1842%80 seconds
17-1844%90 seconds
18-1946%90 seconds
19-1948%100 seconds
20-2050%100 seconds

Ground Smash

A new attack. Works with FA. Attacks 3 enemies with 200% range.

LevelMP CostDamage
1-6186%
2-6192%
3-7198%
4-7204%
5-8210%
6-8216%
7-9222%
8-9228%
9-10234%
10-10240%
11-11246%
12-11252%
13-12258%
14-12264%
15-13270%
16-13276%
17-14282%
18-14288%
19-15294%
20-15300%

Second Job Skill Builds

Second job is, to be honest, quite clear cut. You end up with maxed skills if you use the Combat-order reliant route which I really recommend.

Build One: Combat Orders reliant

Level 31: 3 Mastery [3]
Level 32: 3 Mastery [6]
Level 33: 3 Mastery [9]
Level 34: 3 Mastery [12]
Level 35: 3 Mastery [15]
Level 36: 3 Mastery [18=MAX*]
Level 37: 3 Booster [3]
Level 38: 3 Fundamentals [3]
Level 39: 3 Fundamentals [6]
Level 40: 2 Fundamentals [8=MAX*], 1 FA [1]
Level 41: 3 FA [4]
Level 42: 3 FA [7]
Level 43: 3 FA [10]
Level 44: 3 FA [13]
Level 45: 3 FA [16]
Level 46: 2 FA [18=MAX*], 1 Threaten [1]
Level 47: 2 Threaten [3], 1 PG [1]
Level 48: 3 PG [4]
Level 49: 3 PG [7]
Level 50: 3 PG [10]
Level 51: 3 PG [13]
Level 52: 3 PG [16]
Level 53: 2 PG [18=MAX*],1 Ground Smash [1]
Level 54: 3 Ground Smash [4]
Level 55: 3 Ground Smash [7]
Level 56: 3 Ground Smash [10]
Level 57: 3 Ground Smash [13]
Level 58: 3 Ground Smash [16]
Level 59: 2 Ground Smash [18=MAX*], 1 Booster [4]
Level 60: 3 Booster [7]
Level 61: 3 Booster [10]
Level 62: 3 Booster [13]
Level 63: 3 Booster [16]
Level 64: 2 Booster [18=MAX*], 1 Threaten [1]
Level 65: 3 Threaten [4]
Level 66: 3 Threaten [7]
Level 67: 3 Threaten [10]
Level 68: 3 Threaten [13]
Level 69: 3 Threaten [16]
Level 70: 2 Threaten [18=MAX*], 1 extra point

The extra point can go on anything, 1st or 2nd job. I suggest magic armour from 1st job to have all skills maxed.

Build 2: Non-CO Reliant

I don't see the need for me to write out the build again - it will be the maxed in the same order, except you miss the skill you don't want to max, in favour of not being CO-reliant. There are two possiblities for which skill you can miss out:

Threaten

or

Ground smash.

I seriously recommend missing ground smash, because Threaten is amazingly useful in 4th job at bosses, and Ground smash becomes useless at 4th job.

^WK Skills

Shield Mastery

LevelShield Defense
1+10%
2+20%
3+30%
4+40%
5+50%
6+60%
7+70%
8+80%
9+90%
10+100%
11+110%
12+120%
13+130%
14+140%
15+150%
16+160%
17+170%
18+180%
19+190%
20+200%

Charged Blow

Charged blow now does not lose its charge!

LevelMP CostDamageStun ProbabilityNumber of targetsStun Duration
1-12196%32%22 Seconds
2-12202%34%22 Seconds
3-12208%36%22 Seconds
4-14214%38%22 Seconds
5-14220%40%22 Seconds
6-14226%42%22 Seconds
7-16232%44%23 Seconds
8-16238%46%23 Seconds
9-16244%48%23 Seconds
10-18250%50%23 Seconds
11-18256%52%33 Seconds
12-18262%54%33 Seconds
13-20268%56%34 Seconds
14-20274%58%34 Seconds
15-20280%60%34 Seconds
16-22286%62%34 Seconds
17-22292%64%34 Seconds
18-22298%66%34 Seconds
19-24304%68%35 Seconds
20-24310%70%35 Seconds
21-24316%72%45 Seconds
22-26322%74%45 Seconds
23-26328%76%45 Seconds
24-26334%78%45 Seconds
25-28340%80%46 Seconds
26-28346%82%46 Seconds
27-28352%84%46 Seconds
28-30358%86%46 Seconds
29-30364%88%46 Seconds
30-30370%90%46 Seconds

Fire Charge

LevelMP CostDamageDuration
1-25111%10 seconds
2-25112%20 seconds
3-25113%30 seconds
4-25114%40 seconds
5-25115%50 seconds
6-25116%60 seconds
7-25117%70 seconds
8-30118%80 seconds
9-30119%90 seconds
10-30120%100 seconds
11-30121%110 seconds
12-30122%120 seconds
13-30123%130 seconds
14-30124%140 seconds
15-35125%150 seconds
16-35126%160 seconds
17-35127%170 seconds
18-35128%180 seconds
19-35129%190 seconds
20-35130%200 seconds

Ice Charge

LevelMP CostDamageDuration
1-25101%10 seconds
2-25102%20 seconds
3-25103%30 seconds
4-25104%40 seconds
5-25105%50 seconds
6-25106%60 seconds
7-25107%70 seconds
8-30108%80 seconds
9-30109%90 seconds
10-30110%100 seconds
11-30111%110 seconds
12-30112%120 seconds
13-30113%130 seconds
14-30114%140 seconds
15-35115%150 seconds
16-35116%160 seconds
17-35117%170 seconds
18-35118%180 seconds
19-35119%190 seconds
20-35120%200 seconds

Lightning Charge

LevelMP CostDamageDuration
1-25106%10 seconds
2-25107%20 seconds
3-25108%30 seconds
4-25109%40 seconds
5-25110%50 seconds
6-25111%60 seconds
7-25112%70 seconds
8-30113%80 seconds
9-30114%90 seconds
10-30115%100 seconds
11-30116%110 seconds
12-30117%120 seconds
13-30118%130 seconds
14-30119%140 seconds
15-35120%150 seconds
16-35121%160 seconds
17-35122%170 seconds
18-35123%180 seconds
19-35124%190 seconds
20-35125%200 seconds

Magic Crash

1 minute cooldown

LevelMP CostProbabilityDuration
1-3524%8 seconds
2-3328%8 seconds
3-3332%8 seconds
4-3136%10 seconds
5-3140%10seconds
6-2944%10 seconds
7-2948%12 seconds
8-2752%12 seconds
9-2756%12 seconds
10-2560%14 seconds
11-2564%14 seconds
12-2368%14 seconds
13-2372%16 seconds
14-2176%16 seconds
15-2180%16 seconds
16-1984%18 seconds
17-1988%18 seconds
18-1792%18 seconds
19-1796%20 seconds
20-15100%20 seconds

Restoration

LevelMP CostHP RecoveryCooldown
1-2444%93 seconds
2-2448%86 seconds
3-2852%79 seconds
4-2856%72 seconds
5-3260%65 seconds
6-3264%58 seconds
7-3668%51 seconds
8-3672%44 seconds
9-4076%37 seconds
10-4080%30 seconds

Combat Orders

LevelMP CostDurationLevel Increase
1-2466 seconds+1
2-2472 seconds+1
3-2478 seconds+1
4-2484 seconds+1
5-2490 seconds+1
6-2896 seconds+1
7-28102 seconds+1
8-28108 seconds+1
9-28114 seconds+1
10-28120 seconds+1
11-32126 seconds+1
12-32132 seconds+1
13-32138 seconds+1
14-32144 seconds+1
15-32150 seconds+1
16-36156 seconds+1
17-36162 seconds+1
18-36168 seconds+1
19-36174 seconds+1
20-36180 seconds+2

Note: Combat orders affects all skills except beginner skills. It will, however, only raise the level of 4th job skills past their "max" level. This means that to take advantage of Combat orders at earlier levels, you need to leave the skill below max level.

Third Job Skill Builds

In 3rd job, don't be too reliant on the builds. You will need to decide what order to max your charges in, when you want to insert CO, and when you want CB.

Build 1: CO Reliant

Level 70: 1 Charge1 [1]
Level 71: 3 Charge1 [4]
Level 72: 3 Charge1 [7]
Level 73: 3 Charge1 [10]
Level 74: 3 Charge1 [13]
Level 75: 3 Charge1 [16]
Level 76: 2 Charge1 [18=MAX*], 1 Charge2 [1]
Level 77: 3 Charge2 [4]
Level 78: 3 Charge2 [7]
Level 79: 3 Charge2 [10]
Level 80: 3 Charge2 [13]
Level 81: 3 Charge2 [16]
Level 82: 2 Charge2 [18=MAX*], 1 CB [1]
Level 83: 3 CB [4]
Level 84: 3 CB [7]
Level 85: 3 CB [10]
Level 86: 3 CB [13]
Level 87: 3 CB [16]
Level 88: 3 CB [19]
Level 89: 3 CB [22]
Level 90: 3 CB [25]
Level 91: 3 CB [28]
Level 92: 2 CB [30=MAX], 1 Restoration [1]
Level 93: 3 Restoration [4]
Level 94: 1 Restoration [5], 2 CO [2]
Level 95: 3 CO [5]
Level 96: 3 CO [8]
Level 97: 3 CO [11]
Level 98: 3 CO [14]
Level 99: 3 CO [17]
Level 100: 3 CO [20=MAX]
Level 101: 3 Restoration [8=MAX*]
Level 102: 3 Charge3 [3]
Level 103: 3 Charge3 [6]
Level 104: 3 Charge3 [9]
Level 105: 3 Charge3 [12]
Level 106: 3 Charge3 [15]
Level 107: 3 Charge3 [18=MAX*]
Level 108: 3 Shield Mastery [3]
Level 109: 3 Shield Mastery [6]
Level 110: 3 Shield Mastery [9]
Level 111: 3 Shield Mastery [12]
Level 112: 3 Shield Mastery [15]
Level 113: 3 Shield Mastery [18=MAX*]
Level 114: 3 Magic Crash [3]
Level 115: 3 Magic Crash [6]
Level 116: 3 Magic Crash [9]
Level 117: 3 Magic Crash [12]
Level 118: 3 Magic Crash [15]
Level 119: 3 Magic Crash [18=MAX*]

5 extra points : I recommend putting them on shield mastery and charges. [/b][CHECK POINTS TOTAL][/b]

Discussion about Charges: The first charge should probably be fire and the second lightning. You can insert CB after the first charge, but I think dualcharging will be better than using CB.

Build 2: Non-CO-Reliant

Again, I'm not writing out the skillbuild again. The order will be exactly the same, except you max them instead of leaving at 18 points. A quick note on which skill not to max: Shield Mastery and Magic Crash are the only real options. I like defense so I go with magic crash, but I can equally well see why you might want to have magic crash. I believe it has uses occasionally in bossing.

^Paladin Skills

Achilles

LevelDamage Recieved
199.5
299.0
398.5
498.0
597.5
697.0
796.5
896.0
995.5
1095.0
1194.5
1294.0
1393.5
1493.0
1592.5
1692.0
1791.5
1891.0
1990.5
2090.0
2189.5
2289.0
2388.5
2488.0
2587.5
2687.0
2786.5
2886.0
2985.5
3085.0

Guardian

LevelElemental Damage ReductionSuccess ProbabilityStun Duration
11%11%2 seconds
22%12%2 seconds
33%13%2 seconds
44%14%2 seconds
55%15%2 seconds
66%16%2 seconds
77%17%2 seconds
88%18%2 seconds
99%19%2 seconds
1010%20%2 seconds
1111%21%4 seconds
1212%22%4 seconds
1313%23%4 seconds
1414%24%4 seconds
1515%25%4 seconds
1616%26%4 seconds
1717%27%4 seconds
1818%28%4 seconds
1919%29%4 seconds
2020%30%4 seconds
2121%31%6 seconds
2222%32%6 seconds
2323%33%6 seconds
2424%34%6 seconds
2525%35%6 seconds
2626%36%6 seconds
2727%37%6 seconds
2828%38%6 seconds
2929%39%6 seconds
3030%40%6 seconds

Advanced Charged Blow

See Charged Blow for information about stunning (90% when maxed)

LevelDamageAdditional Mastery
1388%52%
2396%54%
3404%56%
4412%58%
5420%60%
6428%62%
7436%64%
8444%66%
9452%68%
10460%70%

Divine Shield

This is a complex skill. You have a certain probability to activate it after every physical hit, which increases by level, and then for a certain duration you will block a number of hits and take zero damage from them + receiving a stance effect. You also get a passive weapon attack buff which stacks with potions.

LevelProbabilityNumber of BlocksCooldown
12%1120 seconds
24%1110 seconds
36%2100 seconds
48%290 seconds
510%380 seconds
612%370 seconds
714%460 seconds
816%450 seconds
918%540 seconds
1020%530 seconds

Maple Warrior

LevelMP CostStat BoostDuration
1-10+1%30 seconds
2-10+1%60 seconds
3-10+2%90 seconds
4-10+2%120 seconds
5-20+3%150 seconds
6-20+3%180 seconds
7-20+4%210 seconds
8-20+4%240 seconds
9-20+5%270 seconds
10-30+5%300 seconds
11-30+6%330 seconds
12-30+6%360 seconds
13-30+7%390 seconds
14-30+7%420 seconds
15-40+8%450 seconds
16-40+8%480 seconds
17-40+9%510 seconds
18-40+9%540 seconds
19-40+10%570 seconds
20-50+10%600 seconds
21-50+11%630 seconds
22-50+11%660 seconds
23-50+12%690 seconds
24-50+12%720 seconds
25-60+13%750 seconds
26-60+13%780 seconds
27-60+14%810 seconds
28-60+14%840 seconds
29-60+15%870 seconds
30-70+15%900 seconds

Stance

LevelMP CostDurationProbability
1-3010 seconds32%
2-3020 seconds34%
3-3030 seconds36%
4-3040 seconds38%
5-3550 seconds40%
6-3560 seconds42%
7-3570 seconds44%
8-3580 seconds46%
9-3590 seconds48%
10-40100 seconds50%
11-40110 seconds52%
12-40120 seconds54%
13-40130 seconds56%
14-40140 seconds58%
15-45150 seconds60%
16-45160 seconds62%
17-45170 seconds64%
18-45180 seconds66%
19-45190 seconds68%
20-50200 seconds70%
21-50210 seconds72%
22-50220 seconds74%
23-50230 seconds76%
24-50240 seconds78%
25-55250 seconds80%
26-55260 seconds82%
27-55270 seconds84%
28-55280 seconds86%
29-55290 seconds88%
30-60300 seconds90%

Holy Charge

LevelMP CostDamageDuration
1-25116%15 seconds
2-25117%30 seconds
3-25118%45 seconds
4-25119%60 seconds
5-25120%75 seconds
6-25121%90 seconds
7-25122%105 seconds
8-30123%120 seconds
9-30124%135 seconds
10-30125%150 seconds
11-30126%165 seconds
12-30127%180 seconds
13-30128%195 seconds
14-30129%210 seconds
15-35130%225 seconds
16-35131%240 seconds
17-35132%255 seconds
18-35133%270 seconds
19-35134%285 seconds
20-35135%300 seconds

Rush

LevelMP CostDamage
1-20134%
2-20138%
3-20142%
4-23146%
5-23150%
6-23154%
7-26158%
8-26162%
9-26166%
10-29170%
11-29174%
12-29178%
13-32182%
14-32186%
15-32190%
16-35194%
17-35198%
18-35202%
19-38206%
20-38210%
21-38214%
22-41218%
23-41222%
24-41226%
25-44230%
26-44234%
27-44238%
28-47242%
29-47246%
30-47250%

Blast

There is an instant death chance, a chance to ignore defense, a chance to crit, and it hits one mob three times per cast.

LevelMP CostDamageIgnore DefenseCriticalInstant Death
1-15227%6%21%1%
2-15229%6%22%1%
3-15231%7%23%1%
4-16233%7%24%2%
5-16235%8%25%2%
6-16237%8%26%2%
7-17239%9%27%3%
8-17241%9%28%3%
9-17243%10%29%3%
10-18245%10%30%4%
11-18247%11%31%4%
12-18249%11%32%4%
13-19251%12%33%5%
14-19253%12%34%5%
15-19255%13%35%5%
16-20257%13%36%6%
17-20259%14%37%6%
18-20261%14%38%6%
19-21263%15%39%7%
20-21265%15%40%7%
21-21267%16%41%7%
22-22269%16%42%8%
23-22271%17%43%8%
24-22273%17%44%8%
25-23275%18%45%9%
26-23277%18%46%9%
27-23279%619%47%9%
28-24281%19%48%10%
29-24283%20%49%10%
30-24285%20%50%10%

Heaven's Hammer

LevelMP CostCooldown
1-31330
2-32320
3-33310
4-34300
5-35290
6-36280
7-37270
8-38260
9-39250
10-40240
11-41230
12-42220
13-43210
14-44200
15-45190
16-46180
17-47170
18-48160
19-49150
20-50140
21-51130
22-52120
23-53110
24-54100
25-5590
26-5680
27-5770
28-5860
29-5950
30-6040

Hero's Will

LevelMP CostCooldown
1-30600 seconds
2-30540 seconds
3-30480 seconds
4-30420 seconds
5-30360 seconds

^Skill Analysis

Fourth Job Skill Analysis

In fourth job there are several paths you could take. One is the traditional ACB>Holy>Blast route, which may be effective depending on the new level of monsters like zombies and grims. You could also strive to max defensive skills early and take very little damage, while sacrificing a little damage output.

Firstly let's discuss each 4th job skill individually.

Achilles

This is unchanged. Simply 15% damage reduction.

Guardian

The usefulness of Guardian is doubled. I would max this before Achilles as it gives a 30% damage reduction. It also has other benefits.

ACB

Pretty much the same except for having mastery. The mastery I think will be very useful for BW users who will have more stability than hero sword users for example. We get 94% mastery in the end, and I believe that after Big Bang this is the highest mastery in the game.

ACB will also hit 7 mobs when using Combat Orders.

Mancartia: ACB's mastery does in fact affect every attack, and at max level with CO gives Paladins unprecedented 94% mastery.

Thank you Mancartia! This means that Paladins do have the highest mastery in the game on all their skills!

Divine Shield

This may well be our most useful defensive skill. 10 skillpoints and at level 12 (combat orders) it will reduce damage intake to only 40%. [i]This figure doesn't take into account the cooldown on divine shield. My reasoning is that 6 hits is quite a lot and Paladins should strive to increase the time it runs for by taking less hits during the activated period.

My personal strategy for using DS:

1) In this stage I don't have DS activated and the cooldown is finishing. I'll train as per normal, not trying to affect my damage intake. This only happens when I am forced to take 6 hits before the 30 seconds is up - mostly when bossing.

2) In this stage I don't have DS activated and the cooldown is finished (estimate). I'll train as per normal, but making sure all damage I take is physical to have a chance to activate DS; In addition, I try and take physical damage by rushing closer to mobs than normal and also hitting mobs when using ACB by jumping into them after rushing. My reasoning is that getting DS to activate as quickly as possible decreases overall damage intake.

3) In this stage, DS is in its first 25-odd seconds of activation. I train while conserving the "guard" hits. This means taking little physical damage and no magic damage. The most important thing is to avoid magic damage which is not "guarded" but counts towards the 6 hits. I do this by several methods: Casting ACB before rushing to ensure stunning; rushing from a further distance; taking physical damage at all costs instead of magic damage; Using rush to avoid magic damage by casting at the sweet spot.

My reasoning for stage 3 is that conserving the 30 seconds of 100% guard rate increases the time I spend with 34 extra attack.

4) In this stage, DS is active but 30 seconds has passed. RECKLESS training! I take no care about hitting monsters but keep an eye on my right hand corner where the buff is. When the buff is gone, I revert to stage 2.

By using this method, I can maximise the block rate of DS and also increase the time I spend with extra attack. I recommend practising it to all Paladins as the staple control/strategy skill needed for our class.

MW

Unchanged.

Stance

Unchanged - but at level 32 has a 94% success rate, even better than before.

Holy Charge

No proper changes, but the monster set makes it not as good to get Holy. The difference between it and fire is small for neutral monsters, and there are no holy weak monsters that form the main training areas for Paladins. So I recommend not getting holy until after core skills.

Rush

From the skill tables it looks like rush's range is fixed! This means that 1 point will be sufficient. Woohoo

Blast

Very changed - three lower hits instead of one higher hit, resulting in higher %age hits than the original post-big-bang Blast. With 20% crit rate, 10% instant kill rate.

Heaven's Hammer

Similar to before but leaving mobs with 10k and a 20 second cooldown at level 32. Possibly a core skill due to higher level mobs but with the accuracy formulas changed I think it might not be as useful as it is now.

^Skillbuilds

I'm not going to write out absolute builds. You will need to alter the build depending on your skillbook retrieval and personal preference.

Emenia 's brilliant thread contains many ideas for 4th job builds. coalman4444 's ideas are also great for looking at - see the front page of the thread.

The Damage Build

1 Rush
Max ACB
Max Holy
Max Blast
Max Stance

Pretty self-explanatory: rush and ACB for core training, Holy for neutral damage and Blast for 1v1 damage. Stance for ability to spam blast.

The Defense Build

1 Rush
Max ACB
Max Holy
Max Bossing Armour
Max Guardian
Max Achilles

This is an interesting thought. Maxing all the defensive skills plus ACB and rush requires 81 skill points which is 27 levels taking us to level 147. If we add holy in there, that's level 153-ish. With the new exp formulas, that's not such a bad deal to be taking about 15% physical damage and still be training at the same rate with holy and acb maxed. The only problem is that you have no blast. Will we be taking this build and then maxing stance and blast and bossing efficiently only at level 173? I may well consider doing just that with the far easier exp. Of course, you could replace achilles or guardian [probably achilles] with Blast and that grants you good enough bossing anyway.

A more realistic build

Nobody is going to follow any build here 100% anyway, so I think it's a good idea to give an example of what I might do if we got the big bang right now and I was level 120.

120: 1 rush (1), 1 acb (1), 1 achilles/guardian (1)
121: 3 acb (4)
122: 3 acb (7)
123: 3 acb (10=MAX)

Why the point on achilles at level 120? With Combat Orders this will be level 3 and take 1.5% damage away, or 3% if using guardian. I don't think any other skill at level 3 is as useful as this, at least not at this point. We still get all the other skills maxed at the same level, it doesn't push the maxing level for any skill back, and so adding this here could be useful. For training, level 3 guardian will reduce 3% of damage and save 3% potion costs while not making you any substantial amount weaker at any point.

124: 3 DS (3)
125: 3 DS (6)
126: 3 DS (9)
127: 1 DS (10=MAX, 2 blast (2)
128: 3 blast (5)
129: 3 blast (8)
130: 3 blast (11)
131: 3 blast (14)
132: 3 blast (17)
133: 3 blast (20)
134: 3 blast (23)
135: 3 blast (26)
136: 3 blast (29)
137: 1 blast (30=MAX)
138: 3 stance (3)
139: 3 stance (6)
140: 3 stance (9)
141: 3 stance (12)
142: 3 stance (15)
143: 3 stance (18)
144: 3 stance (21)
145: 3 stance (24)
146: 3 stance (27)
147: 3 stance (30=MAX)
148: 3 guardian (3)
149: 3 guardian (6)
150: 3 guardian (9)
151: 3 guardian (12)
152: 3 guardian (15)
153: 3 guardian (18)
154: 3 guardian (21)
155: 3 guardian (24)
156: 3 guardian (27)
157: 3 guardian (30=MAX))

And then after maxing Achilles, we have the most core skills maxed. HH may be inserted there - however I think that with more high level mobs we won't need to use HH. Remember that Lionheart Castle comes out that has HHable monsters. By level 160 you have maxed stance, blast, DS, guardian, and acb; and with that array of skills Paladins will be able to be happy with their defensive and offensive capabilities.
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