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MapleStory Guide: Wild Hunter Guide
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Guide Details
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Recent Updates
BasilMarket Contributors
^Updates

  1. 0: Guide got stickied (Thank you everyone for your support ^_^)
  2. 1: Added in guide coding that didn't work in my thread.
  3. 2: Added animations and discovered that Jaguar-oshi is a party skill.
  4. 3: Adding in more animations and is organizing the guide's table of contents before going onto 4th Job.
  5. 4: Is proceeding to 4th Job so you'll see some incomplete text at the bottom of the guide in the 4th Job sections. Feel free to come back every hour or so to watch my progress!
  6. 5: Had to correct a mastery formula issue since I thought mastery was the same for all classes.

^Why/Why not make a Wild Hunter?

Pros:
You gain a mount, the jaguar, starting level 10 and choose what color it is.
Extremely high mobility (160% base speed and practically flash jump at first job advancement).
Access to skills and potions while on the mount.
Strong attacks in general, both in singular and multiple, at end-game.
Inherently gain long-ranged attacks.
High base critical rate.
Higher base hit and mana points in comparison to the other archer classes.
2 Attacking summons, Wild Trap being especially useful in luring away monsters.
With excellent control, you can use rush skills that work on bosses.
Cons:
Poor 1v1 damage early-game.
While on mount, arrow-related attacks have a start-up duration. During these start-up durations, the attacks do not lock onto targets unlike other classes, where the attacks immediately lock on upon the attack's activation. This makes them more susceptible to ksing from attacks that cover large areas of the map at once.
Stuck with training with only one attack for the majority of the first two job advancements. This style may even carry on throughout the rest of your Wild Hunter career depending on your style.
Main second job advancement attack has a straight-line trajectory so while on mount, walk-shooting short monsters becomes an issue.
Extremely poor vertical range in general.
May require good control in order to optimally use all of the skills offered because most of them don't synchronize.
Summons cannot do critical hits
Our puppet does not have a defense formula like the rest of the bowmen class and therefore lasts significantly shorter if under heavy damage. It being unaffected by avoidability boosts (such as Jaguar-oshi's avoidability boost) does not help in this aspect.
Your rush skills have a % success rate based on the knock-back % on your bow. Your long-ranged rush is only reliable if you are extremely consistent in jump-attacking and your short-ranged rushes put you at risk of taking touch-damage that you can't afford at later levels.

^Choosing your Ability Point Build

A key note to point out is unlike all of the other job classes, almost all of the "Bowmen" class's armors require no strength. This means that weapons are the primary reason to add strength. Your funding and damage preference will dictate which of these builds you will follow. Note that without NX to buy ability point resets, you're strength can only go up, not down, so be sure that you choose a build that you are comfortable with.

Regular Strength

For this build, you simply press the "Auto-Assign" button every time you level up (Unless you are wearing strength boosting gear). Your total base strength should equal your current level.

Pros:
All equipments Wild Hunters can wield are accessible.
Highest weapon defense among all of the builds.
Cons:
Lower potential damage in general compared to the other two builds.
Forced to keep equipment up to date every 5-10 levels in order to train at a moderate rate.

Low Strength

For this build, your base strength is anywhere below regular strength and is made up through strength-boosting armors. The lower you cap off your strength, the more overall funding you require to make up that strength in your armors.

Pros:
Overall higher potential damage than the regular strength build.
With enough strength boosting equipments, the same equipment freedom offered by the regular strength build is attainable.
Cons:
Without proper strength boosting equipments, which end up becoming quite expensive, wield-able equipments are restricted.
Lower weapon defense compared to regular strength build.

Strengthless

For this build, all ability points go directly to dexterity starting level 10. This build, unlike low strength which can also have 4 base strength, is not centralized on making up that base strength through your armor. You rely on extremely good strengthless weapons.

Pros:
With enough funding on your strengthless end-game weapon, this build can produce the highest potential damage out of all of the builds.
During leveing, the other two ability point builds are readily available.
Cons:
The funding for the end-game weapon is enormous.
Lowest weapon defense among all of the builds.

^0th Job Advancement: The Citizen!

Now that you've decided to be a part of the Resistance, you get to be.... a Citizen!!! Wait, you think that's dull and boring? Well, as a part of the Resistance, you get your own set of perks along the way. You get an active skill, a supportive skill, and a passive skill!

^A Build Fit for a Citizen

In all honesty, you fly by these levels so quickly that build order doesn't really matter. Note that you get to max ALL of your skills so don't worry about which skill not to max!

^Training Spots from level 1-10

Just do all of the quests given to you when you before and after you get to Edelstein and you should have enough experience points to get your to level 10.

^Wild Hunter (1st Job Advancement)

Congratulations! You have now become a Wild Hunter. With this job comes your very own Jaguar along with a bunch of new skills!

Capture (Active)

Master Level: 1
Description: Allows you to capture a monster after its HP falls below 50%.
Cooldown: 10 seconds



LevelMana Point CostEffect
110Can capture up to 5 types of monsters

Notable Properties:

You must be on the ground to activate this skill.
If this skill is used on a Jaguar, your Jaguar is automatically replaced.
If this skill is used on a monster, the monster will be captured and put the bottom of a list. This list can hold 5 monsters and stacks from bottom upward. If you capture a monster while the list is full, the monster on the top of the list is removed and the rest of the monsters are shifted up the list to make way for the new monster.
When capturing a monster, you do not get any experience points.
You must be equally or higher leveled than the monster you are trying to capture in order to capture it.
50% is only the threshold of being allowed to use the skill on a monster and does not guarantee a successful capture. The lower the HP the monster is, the more likely you are of successfully capturing a monster.
This skill does not work on World Tour or GMS only monsters. It also does not work on flying monsters.
This skill does not work on boss monsters.

This skill is very crucial for getting your Jaguar. It also is great for using in tandem with "Call of the Hunter" to summon monsters you have caught.

Call of the Hunter (Active)

Master Level: 1
Description: Allows you to randomly summon one of the monsters you've captured to help you. (Does not include Jaguar)
Cooldown: 10 seconds

LevelMana Point CostSummon Duration
11020 Seconds





Notable Properties:

When you use this skill, a random monster from your "Capture" list is summoned.
This skill can be used whenever a potion can be used.
There must be some ground in front of you for the summoned monster to appear.
While the monster is summoned, it will not give or receive touch-damage.
If the summoned monster is hurt by another monster's special attack, it will become aggressive and follow that monster.
If the summoned monster has a special attack and is attacked, it will use it but deal not damage. (Yes, it's just for show)
If an auto-aggressive monster targets the summoned monster while user is out of the monster's auto-aggressive range, it'll target the summoned monster until it dies. (Possible use?)


This skill is basically for show. It's pretty fun to use in my opinion, especially when you begin to get the chance to summon some of the cooler high leveled monsters.

Triple Shot (Active)

Master Level: 20
Description: Quickly fires three consecutive arrows.



LevelMana Point CostDamage (Per Arrow)
1571%
2672%
3673%
4774%
5775%
6876%
7877%
8978%
9979%
101080%
111081%
121182%
131183%
141284%
151285%
161386%
171387%
181488%
191489%
201590%

This skill is extremely straight-forward. You fire three arrows and they hit 1 target.

Jaguar Rider (Supportive)

Master Level: 15
Description: Summons a tamed Jaguar for you to ride. When mounted, your Maximum HP, Critical Rate, Avoidability, and Movement Speed increases.

(Uncanceled)


(Canceled)


LevelMana Point CostEffect
120Maximum HP +12%, critical rate +12%, avoidability +10, speed +60
220Maximum HP +14%, critical rate +14%, avoidability +20, speed +60
320Maximum HP +16%, critical rate +16%, avoidability +30, speed +60
420Maximum HP +18%, critical rate +18%, avoidability +40, speed +60
520Maximum HP +20%, critical rate +20%, avoidability +50, speed +60
620Maximum HP +22%, critical rate +22%, avoidability +60, speed +60
720Maximum HP +24%, critical rate +24%, avoidability +70, speed +60
820Maximum HP +26%, critical rate +26%, avoidability +80, speed +60
920Maximum HP +28%, critical rate +28%, avoidability +90, speed +60
1020Maximum HP +30%, critical rate +30%, avoidability +100, speed +60
1120Maximum HP +32%, critical rate +32%, avoidability +110, speed +60
1220Maximum HP +34%, critical rate +34%, avoidability +120, speed +60
1320Maximum HP +36%, critical rate +36%, avoidability +130, speed +60
1420Maximum HP +38%, critical rate +38%, avoidability +140, speed +60
1520Maximum HP +40%, critical rate +40%, avoidability +150, speed +60

Notable Properties:

While on the Jaguar, all arrow skills lose their immediate targeting trait and require a start-up duration before locking on targets.
If you press the "Jump" button while mounting/dismounting, you skip the entire animation.
The Jaguar you ride on is the most recent one you catch with the "Capture" skill.

This is the core skill to your character. With this, you can ride on your Jaguar.

Jag Jump (Active)

Master Level: 10
Description: Your Jaguar double jumps a set distance.



LevelMana Point CostEffect
128Jumps a certain distance
226Jumps a certain distance
324Jumps a certain distance
422Jumps a certain distance
520Jumps a certain distance
618Jumps a certain distance
716Jumps a certain distance
814Jumps a certain distance
912Jumps a certain distance
1010Jumps a certain distance

Notable Properties:

You must be mounted on the Jaguar to use this skill.
In order to use this skill, press the "Jump" key while rising from your jump.
Although the skill description for all 10 levels is the same, the higher leveled the skill, the farther the distance becomes.

This is basically the Thief class's "Flash Jump" skill. It boost your already excellent mobility.

Crossbow Booster (Supportive)

Master Level: 20
Description: Doubles the attack speed of your weapon. Must have a Crossbow equipped.



LevelMana Point CostDuration
13010 Seconds
22920 Seconds
32830 Seconds
42740 Seconds
52650 Seconds
62560 Seconds
72470 Seconds
82380 Seconds
92290 Seconds
1021100 Seconds
1120110 Seconds
1219120 Seconds
1318130 Seconds
1417140 Seconds
1516150 Seconds
1615160 Seconds
1714170 Seconds
1813180 Seconds
1912190 Seconds
2011200 Seconds

Notable Properties:

This skill decreases the start-up and ending durations for both arrow and Jaguar skills.
This skill has no affect on the 4th job skill "Wild Arrow Blast."

This skill is also very straight-forward. It increases your firing rate, although not necessarily doubling it.

^1st Job Advancement Skill Point Builds
Standard Build

10: +1 Triple Shot (1), +3 Jaguar Rider (3), +1 Jag Jump (+1)
11: +3 Jaguar Rider (6)
12: +3 Jaguar Rider (9)
13: +3 Jaguar Rider (12)
14: +3 Jaguar Rider (Master)
15: +3 Triple Shot (4)
16: +3 Triple Shot (7)
17: +3 Triple Shot (10)
18: +3 Triple Shot (13)
19: +3 Triple Shot (16)
20: +3 Triple Shot (19)
21: +1 Triple Shot (Master), +2 Crossbow Booster (2)
22: +3 Crossbow Booster (5)
23: +3 Crossbow Booster (8)
24: +3 Crossbow Booster (11)
25: +3 Crossbow Booster (14)
26: +3 Crossbow Booster (17)
27: +3 Crossbow Booster (Master)
28: +3 Jag Jump (4)
29: +3 Jag Jump (7)
30: +3 Jag Jump (10)

Conclusion:
Triple Shot (Master)
Jaguar Rider (Master)
Jag Jump (Master)
Crossbow Booster (Master)

This build focuses on getting the maximum status boost from "Jaguar Rider" as early as possible. From there, you increase your damage by mastering "Triple Shot" right afterward and then follow up with "Crossbow Booster" or "Jag Jump" depending on what style you like. Because "Crossbow Booster" increases your firing rate, it's the next to get mastered. "Jag Jump" is the lowest priority because you have such great mobility.

You can deviate from this build as much as you want because you quickly master all of your skills in the end.

^1st Job Advancement Training Spots
Levels 10-15

Edelstein Quests

Training Robots A, B, C, and O in Resistance Headquarters: Training Rooms A, B, C, and D

Patrol Robots at Concrete Road: Edelstein Strolling Path

Levels 15-20

More Edelstein Quests

Water Thief Monsters at Concrete Road: Edelstein Strolling Path 3

Stone Golems at Golem's Temple: Golem's Temple Entrance

Levels 20-25

Even MORE Edelstein Quests

Streetlights at Concrete Road: Streetlight Row

Mixed Golems in the mini-map at Golem's Temple: Golem's Temple 4

Levels 25-30

What do you know? MORE Edelstein Quests. Don't you just love your home-town? gags

Patrol Robot S (I'm pretty sure they don't look like this last time I checked...) at Dry Road: Road to the Mine 1

Astaroth Party Quest from the Dimensional Mirror (Requires you to be level 26. Get the Astaroth Crossbow while you are at it)

^Wild Hunter (2nd Job Advancement)

Good job! You've gotten to 2nd Job Advancement! With this job you get to experience more of what the Resistance has to offer for you and your Jaguar.

Crossbow Mastery (Passive)

Master Level: 20
Description: Increases the weapon mastery and accuracy of Crossbows.

LevelEffect
1Crossbow mastery +12%, accuracy +3
2Crossbow mastery +14%, accuracy +6
3Crossbow mastery +16%, accuracy +9
4Crossbow mastery +18%, accuracy +12
5Crossbow mastery +20%, accuracy +15
6Crossbow mastery +22%, accuracy +18
7Crossbow mastery +24%, accuracy +21
8Crossbow mastery +26%, accuracy +24
9Crossbow mastery +28%, accuracy +27
10Crossbow mastery +30%, accuracy +30
11Crossbow mastery +32%, accuracy +33
12Crossbow mastery +34%, accuracy +36
13Crossbow mastery +36%, accuracy +39
14Crossbow mastery +38%, accuracy +42
15Crossbow mastery +40%, accuracy +45
16Crossbow mastery +42%, accuracy +48
17Crossbow mastery +44%, accuracy +51
18Crossbow mastery +46%, accuracy +54
19Crossbow mastery +48%, accuracy +57
20Crossbow mastery +50%, accuracy +60

This skill is very useful because of how it raises your minimum damage, stabilizing your damage as a whole and increasing all damage averages of your attacks. With this skill added to your inherent 15% mastery, you get a total of 65% mastery! It is very essential to master this skill.

Final Attack (Passive)

Master Level: 20
Pre-requisite: Level 3 Crossbow Mastery
Description: Grants a chance to deal additional damage after an attack. Must have a crossbow equipped.



LevelSuccess RateDamage
12%100%
24%105%
36%105%
48%110%
510%110%
612%115%
714%115%
816%120%
918%120%
1020%125%
1122%125%
1224%130%
1326%130%
1428%135%
1530%135%
1632%140%
1734%140%
1836%145%
1938%145%
2040%150%

Notable Properties:

Both arrow and Jaguar skills activate "Final Attack."
"Final Attack" independently targets an enemy after the skill initiating it activates.
The only sign of this skill activating is a red spark of energy coming out of the monster it hits.

Because the "Big Bang" update removed the casting animation for this skill, it has essentially become a skill that gives free bonus damage, making this another essential skill to master.

Ricochet (Active)

Master Level: 20
Description: Attacks multiple enemies by firing penetrating arrows equipped with bombs. Has a chance to Stun enemies.



LevelMana Point CostDamageChance of StunningStun Duration
114253%22%2 Seconds
215256%24%2 Seconds
315259%26%2 Seconds
416262%28%2 Seconds
516265%30%3 Seconds
617268%32%3 Seconds
717271%34%3 Seconds
818274%36%3 Seconds
918277%38%3 Seconds
1019280%40%4 Seconds
1119283%42%4 Seconds
1220286%44%4 Seconds
1320289%46%4 Seconds
1421292%48%4 Seconds
1521295%50%5 Seconds
1622298%52%5 Seconds
1722301%54%5 Seconds
1823304%56%5 Seconds
1923307%58%5 Seconds
2024310%60%6 Seconds

Notable Properties:

This skill travel through monster and terrain.
This skill only travels in a straight-line hitting short monsters with this skill becomes an issue.
As the attack goes through monsters, it gets stronger.

This skill is your primary training tool for all of second job. Just walk back and forth through a map while continuously using this skill and you're pretty much set training-wise.

Jaguar Rawr (Active and yes they spelled it the way its spelled)

Master Level: 20
Description: Deals damage to multiple enemies in front of you. Any enemies knocked back by your Jaguar's RAWR will also be Stunned. Good kitty.<(...?...)



LevelMana Point CostDamageMax Monsters HitStun Duration
111154%6 Monsters3 Seconds
211158%6 Monsters3 Seconds
311162%6 Monsters3 Seconds
411166%6 Monsters3 Seconds
511170%6 Monsters3 Seconds
611174%6 Monsters3 Seconds
711178%6 Monsters3 Seconds
811182%6 Monsters3 Seconds
911186%6 Monsters3 Seconds
1011190%6 Monsters3 Seconds
1114194%6 Monsters4 Seconds
1214198%6 Monsters4 Seconds
1314202%6 Monsters4 Seconds
1414206%6 Monsters4 Seconds
1514210%6 Monsters4 Seconds
1614214%6 Monsters4 Seconds
1714218%6 Monsters4 Seconds
1814222%6 Monsters4 Seconds
1914226%6 Monsters4 Seconds
2014230%6 Monsters4 Seconds

Notable Properties:

Knock-back success rate is 100% for all levels of this skill, given that the minimum knock-back damage threshold his achieved.
This move can only be used on the ground traditionally.
The stun rate is 100%.
This skill cannot knock-back monsters that are already in a knock-back state.
Monsters successfully knocked back by this skill are knocked-back to a set distance (Roughly 1 body length inside your maximum arrow range).
Despite the move's appearance, the actual hit-box of this move is somewhat like a extremely slow-moving projectile. Monsters farther away experience a noticeable delay compared to monsters that are closer in proximity.
This skill does not knock-back boss monsters.

This move is a slightly weaker version and more short-ranged version of "Dragon Breath." Because the minimum-range requirement for the "Archer" class was removed, this skill's usefulness is extremely questionable.

Soul Arrow: Crossbow (Supportive)

Master Level: 10
Description: Allows you to use your Crossbow without spending ammo for a fixed amount of time.



(Arrow)


LevelMana Point CostDuration
11530 Seconds
21560 Seconds
31590 Seconds
415120 Seconds
520150 Seconds
620180 Seconds
720210 Seconds
820240 Seconds
920270 Seconds
1020300 Seconds

This skill is invaluable because it replaces your dependency on crossbow arrows.

It's Raining Mines (Supportive)

Master Level: 20
Description: You drop mines at fixed intervals while moving. The mines explode after a while, showering damage to nearby enemies.

(Uncanceled)


(Canceled)


(Summon)


(Idle)



(Explosion)



LevelMana Point CostDamageDuration
115185%43 Seconds
215190%46 Seconds
315195%49 Seconds
418200%52 Seconds
518205%55 Seconds
618210%58 Seconds
718215%61 Seconds
821220%64 Seconds
921225%67 Seconds
1021230%70 Seconds
1121235%73 Seconds
1224240%76 Seconds
1324245%79 Seconds
1424250%82 Seconds
1524255%85 Seconds
1627260%88 Seconds
1727265%91 Seconds
1827270%94 Seconds
1927275%97 Seconds
2030280%100 Seconds

Notable Properties:

Because this is a Jaguar skill, you will be locked in a casting animation unless casting on a ladder.
This skill only drops mines when you manually walk a certain distance. Mobile attacks do not trigger this skill.
Activation of this skill overlaps with your potion using and may override potion commands.
When the mine is dropped, it idles for about 3 seconds before exploding.
The explosion hits up to 6 monsters in the vicinity.
Because dropping a mine counts as using a potion, you cannot use potions (or any skills that can be used during any time a potion can be used) while a mine is dropping.

This move is very useful when you are walk-shooting with "Ricochet" and damaging leftover monsters behind you. However, starting 3rd Job Advancement, this move loses its usefulness as a because you mainly use the mobile skill "Dash 'n Slash." Because it does not synchronize with any of your other skills, it becomes even less useful in the long-run unless you have enough character control to monitor when this skill expires.

Jaguar-oshi (Active, can be Supportive, and yes the name gives no hint at what this skill even does)

Master Level: 20
Description: Our Jaguar swallows an enemy. Then, your Jaguar can either spit the enemy out to hit and damage multiple enemies or swallow the enemy to buff you.
Cooldown: 30 seconds

(Charged)


(Swallow)


(Spit)


LevelMana Point CostDamage (when spit)Buff Duration (when swallowed)
111420%25 Seconds
211440%30 Seconds
311460%35 Seconds
411480%40 Seconds
513500%45 Seconds
613520%50 Seconds
713540%55 Seconds
813560%60 Seconds
913580%65 Seconds
1015600%70 Seconds
1115620%75 Seconds
1215640%80 Seconds
1315660%85 Seconds
1415680%90 Seconds
1517700%95 Seconds
1617720%100 Seconds
1717740%105 Seconds
1817760%110 Seconds
1917780%115 Seconds
2019800%120 Seconds

Notable Properties:

The skill uses mana and starts the cooldown when you actually inhale in the monster.
When you start the skill while a monster is in range, your Jaguar creates a vortex and charges meter up a meter for 1 second (you can leave it fully charged indefinitely). While the meter is present, the targeted monster is put in a knock-back state, during which it loses all its hitboxes. If you let go of the skill's key when the meter is not fully charged, the the vortex disappears and the monster does not get inhaled. If you let go of the skill's key when the meter is fully charged, you will inhale the monster.
The spit attack travels a short range until it hits a target. When it hits it, it'll explode. This means that it will not pierce through a mob.
The spit attack does not activate "Final Attack."
If the monster is swallowed, a random boost is given to you. The skill either raises your damage % (so attack boosting potions stack with this), miss %, maximum mana points, critical rate, or lowers your damage intake by a randomly chosen percentage. As you master this skill, the boost's duration and randomized percent range is increased.
The activation of this skill for both the vortex and spitting requires you to be on the ground.
If you try spitting while you are doing another active skill, you will not spit but you will lose the monster you inhaled.
Changing maps forces you to lose your monster that you inhaled.
This skill does not work on monster that cannot be captured (with exception to the non-GMS/World Tour exclusive flying monsters). Jaguars in the habitat are not affected.
This skill has proven to be a party skill although the range is as terrible as the "Battle Mage" class's auras and doesn't give party animation. When party members are given the skill, their boost is individually randomized from your own.

This move is extremely useful when it is in its higher levels. Although the effects it gives are randomized, it's enough to give you a noticeable boost. If you don't get the boost you want, just wait for the skill's cooldown to end and use it again to get your desired boost. If you have your desired boost, you can choose use this skill during that boost's duration to spit out monsters inhale for a powerful multiple-targeting attack. The skill also serves as one of your only party skills. Even though this skill doesn't see use during bossing because you cannot inhale bosses or boss summoned monsters, the benefits it gives makes it worth it.

This move is extremely difficult to use at its fullest potential because it requires you to monitor it and use it every 30 seconds while training and monitoring other things (Hit and mana points, other supportive skill durations, your actual character and its attacks, etc...) but the reward of utilizing it optimally is huge.

^2nd Job Advancement Skill Point Builds
Master Everything but Mines

30: +1 Ricochet( 1), +2 Soul Arrow (2)
31: +3 Crossbow Mastery (3)
32: +3 Crossbow Mastery (6)
33: +3 Crossbow Mastery (9)
34: +3 Crossbow Mastery (12)
35: +3 Crossbow Mastery (15)
36: +3 Crossbow Mastery (18)
37: +2 Crossbow Mastery (Master), +1 Ricochet (2)
38: +3 Ricochet (5)
39: +3 Ricochet (8)
40: +3 Ricochet (11)
41: +3 Ricochet (14)
42: +3 Ricochet (17)
43: +3 Ricochet (Master)
44: +3 Final Attack (3)
45: +3 Final Attack (6)
46: +3 Final Attack (9)
47: +3 Final Attack (12)
48: +3 Final Attack (15)
49: +3 Final Attack (18)
50: +2 Final Attack (Master), +1 Its Raining Mines (1)
51: +3 Its Raining Mines (4)
52: +3 Its Raining Mines (7)
53: +3 Its Raining Mines (10)
54: +3 Its Raining Mines (13)
55: +3 Jaguar-oshi (3)
56: +3 Jaguar-oshi (6)
57: +3 Jaguar-oshi (9)
58: +3 Jaguar-oshi (12)
59: +3 Jaguar-oshi (15)
60: +3 Jaguar-oshi (18)
61: +2 Jaguar-oshi (Master), +1 Soul Arrow (3)
62: +3 Soul Arrow (6)
63: +3 Soul Arrow (9)
64: +1 Soul Arrow (Master), +2 Jaguar Rawr (2)
65: +3 Jaguar Rawr (5)
66: +3 Jaguar Rawr (8
67: +3 Jaguar Rawr (11
68: +3 Jaguar Rawr (14
69: +3 Jaguar Rawr (17)
70: +3 Jaguar Rawr (Master)

Conclusion:
Crossbow Mastery (Master)
Final Attack (Master)
Ricochet (Master)
Jaguar Rawr (Master)
Soul Arrow (Master)
Its Raining Mines (13)
Jaguar-oshi (Master)

These builds focus on stabilizing your damage before increasing it.

Jaguar Rawr is suited for those that prefer to stand their ground so those who prefer this style will want to max Rawr. Mines is a priority over "Jaguar Rawr" even if you don't master it because you will be walk-shooting during 2nd Job Advancement so all the damage you can rack is worth it. "Jaguar-oshi" is next because it has the potential to give a nice attack boost. Level 7 "Soul Arrow" is can be done at any point in this build in order to somewhat synchronize with "Crossbow Booster" during the majority of 2nd Job Advancement if you prefer to get rid of your reliance on crossbow arrows earlier.

Maxing "Soul Arrow" is an absolute must for all builds. When you get to 4th Job Advancement, "Crossbow Booster" will be near useless while you are using "Wild Arrow Blast" so it will be very useful to have this skill active for as long as possible.

Master Everything but Rawr

30: +1 Ricochet (1), +2 Soul Arrow (1)
31: +3 Crossbow Mastery (3)
32: +3 Crossbow Mastery (6)
33: +3 Crossbow Mastery (9)
34: +3 Crossbow Mastery (12)
35: +3 Crossbow Mastery (15)
36: +3 Crossbow Mastery (18)
37: +2 Crossbow Mastery (Master), +1 Ricochet (2)
38: +3 Ricochet (5)
39: +3 Ricochet (8)
40: +3 Ricochet (11)
41: +3 Ricochet (14)
42: +3 Ricochet (17)
43: +3 Ricochet (20)
44: +3 Final Attack (3)
45: +3 Final Attack (6)
46: +3 Final Attack (9)
47: +3 Final Attack (12)
48: +3 Final Attack (15)
49: +3 Final Attack (18)
50: +2 Final Attack (Master), +1 Its Raining Mines (1)
51: +3 Its Raining Mines (4)
52: +3 Its Raining Mines (7)
53: +3 Its Raining Mines (10)
54: +3 Its Raining Mines (13)
55: +3 Its Raining Mines (16)
56: +3 Its Raining Mines (19)
57: +1 Its Raining Mines (Master), +2 Jaguar-oshi (2)
58: +3 Jaguar-oshi (5)
59: +3 Jaguar-oshi (8)
60: +3 Jaguar-oshi (11)
61: +3 Jaguar-oshi (14)
62: +3 Jaguar-oshi (17)
63: +3 Jaguar-oshi (Master)
64: +3 Soul Arrow (5)
65: +3 Soul Arrow (8)
66: +2 Soul Arrow (Master), +1 Jaguar Rawr (1)
67: +3 Jaguar Rawr (4)
68: +3 Jaguar Rawr (7)
69: +3 Jaguar Rawr (10)
70: +3 Jaguar Rawr (13)

Conclusion:
Crossbow Mastery (Master)
Final Attack (Master)
Ricochet (Master)
Jaguar Rawr (13)
Soul Arrow (Master)
Its Raining Mines (Master)
Jaguar-oshi (Master)

This build is for those who see potential in "It's Raining Mines" as a source of damage along with being a finisher.

Which do I master, It's Raining Mines or Jaguar Rawr?

I'm not going to go into this in-depth until the 3rd Job Advancement portion of the guide because "Dash 'n Slash" is a key point in this debate that makes it somewhat difficult to get into without people knowing the move's properties first. 3rd Job Advancement is also the key time where you choose your style of training. Depending on what you choose determines what build you should go.

Currently, "Blind" and "Swipe" are not that great in 4th job because one is made near obsolete thanks to the current accuracy formula (this will change during Chaos back to the original formula so this skill will shine then), and the other faces the issue in how much damage it deals and how many monsters it deals it to (again, this is boosted in Chaos so it'll shine there too) so for now, it doesn't REALLY matter which skill you decide not to max. I personally see "Swipe" as a great rushing tool even now which is why both builds maxes them. However, the choice is truly up to you as this guide only serves to show my suggestions.

Don't worry, if whatever current build you went doesn't satisfy you, you have the free skill point resets from Nexon to look forward to during "MapleStory: Chaos."

^2nd Job Advancement Training Spots
Levels 30-35

Mushroom Kingdom (Do all of the quests to get the medal. It blows your 2nd and 3rd Job Advancement medals out of the water)

Carnival Party Quest Rooms 3/4 Trade Wins with Maxed Rombots (Beware, extremely crowded)

Astaroth PQ from the Dimensional Mirror (Get the Astaroth Crossbow while you are at it)

Astaroth's Strolling Path, accessible through the Demon's Doorway at Cursed Forest: Forest of Evil Energy 1 (Channel surf through 3 channels to speed up experience and demon equipment drop rate)

Levels 35-40

Carnival Party Quest Rooms 3/4 Trade Wins with Maxed Rombots (Beware, extremely crowded)

Astaroth's Strolling Path, accessible through the Demon's Doorway at Cursed Forest: Forest of Evil Energy 1 (Channel surf through 3 channels to speed up experience and demon equipment drop rate)

Levels 40-50

CPQ Rooms 3/4 Trade Wins with Maxed Rombots (Yeah, it's that good but beware, it's still crowded)

Big Cloud Foxes[url] and [url=http://global.hidden-street.net/monster/paper-lantern-ghost]Paper Lantern Ghosts at Zipangu: A Night in the Forest (Just walk-shoot with "Ricochet" back and forth across this map)

Levels 50-55

Dead Scarecrows at Haunted House: Chimney Possessed by the Scarecrow (Warning: Extremely crowded)

Copper Drakes at either Swamp: Silent Swamp or Swamp: Humid Swamp in Sleepywood

Levels 55-60

Water Goblins (psh, they're called "Kappa" Nexon...) and Samiho at Zipangu: Vanished Village (Just walk back and forth while Richocheting and these levels will fly by. Bring holy waters or all-cure potions if you are really sensitive to getting cursed by the Samihos)

Levels 60-65

Rodeos at Malaysia: Muddy Banks 2 (Best for levels 60-62. In this map, you need to travel in a sideways figure 8, using the portal in the middle of the map, in order to get the best out of here]

Charmers at Malaysia: Muddy Banks 3 (Best for levels 63-65. Turn off sound if you can't stand listening to the tune they play)

Levels 65-70

Twisted Jesters at Haunted House: Chimney Possessed by the Clown (Warning: Even more crowded than the other chimney room. Imagine what Galloperas were like. That's what this room will be, drama and all)

Pirate Party Quest, located in the Dimensional Mirror (The more spacial alternative if you aren't suited for extreme training drama)

^Wild Hunter (3rd Job Advancement)

Finally, after all of that grinding, you've made it to 3rd Job. Now you can really start getting flashy in your training.

Jaguar Boost (Passive)

Master Level: 20
Description: Further enhances the Jaguar Rider skill.

(Shock-wave)


LevelEffect
1While mounted - speed +1, jaguar rider skills damage +2%, knock-back resistance chance (when hit) 3%
2While mounted - speed +2, jaguar rider skills damage +4%, knock-back resist chance (when hit) 6%
3While mounted - speed +3, jaguar rider skills damage +6%, knock-back resist chance (when hit) 9%
4While mounted - speed +4, jaguar rider skills damage +8%, knock-back resist chance (when hit) 12%
5While mounted - speed +5, jaguar rider skills damage +10%, knock-back resist chance (when hit) 15%
6While mounted - speed +6, jaguar rider skills damage +12%, knock-back resist chance (when hit) 18%
7While mounted - speed +7, jaguar rider skills damage +14%, knock-back resist chance (when hit) 21%
8While mounted - speed +8, jaguar rider skills damage +16%, knock-back resist chance (when hit) 24%
9While mounted - speed +9, jaguar rider skills damage +18%, knock-back resist chance (when hit) 27%
10While mounted - speed +10, jaguar rider skills damage +20%, knock-back resist chance (when hit) 30%
11While mounted - speed +11, jaguar rider skills damage +22%, knock-back resist chance (when hit) 33%
12While mounted - speed +12, jaguar rider skills damage +24%, knock-back resist chance (when hit) 36%
13While mounted - speed +13, jaguar rider skills damage +26%, knock-back resist chance (when hit) 39%
14While mounted - speed +14, jaguar rider skills damage +28%, knock-back resist chance (when hit) 42%
15While mounted - speed +15, jaguar rider skills damage +30%, knock-back resist chance (when hit) 45%
16While mounted - speed +16, jaguar rider skills damage +32%, knock-back resist chance (when hit) 48%
17While mounted - speed +17, jaguar rider skills damage +34%, knock-back resist chance (when hit) 51%
18While mounted - speed +18, jaguar rider skills damage +36%, knock-back resist chance (when hit) 54%
19While mounted - speed +19, jaguar rider skills damage +38%, knock-back resist chance (when hit) 57%
20While mounted - speed +20, jaguar rider skills damage +40%, knock-back resist chance (when hit) 60%

Notable Properties:

When you successfully resist knock-back, your Jaguar emits a shock-wave of golden energy along the ground

This skill is extremely helpful. It boosts all of your attacks, gives you extra mobility, and gives you a watered-down version of "Stance."

Enduring Fire (Active)

Master Level: 30
Description: Quickly fires five consecutive arrows. (It's basically "Triple Shot" but they switched the word "three" with "five"



LevelMana Point CostDamage (Per Arrow)
11482%
21584%
31586%
41688%
51690%
61792%
71794%
81896%
91898%
1019100%
1119102%
1220104%
1320106%
1421108%
1521110%
1622112%
1722114%
1823116%
1923118%
2024120%
2124122%
2225124%
2325126%
2426128%
2526130%
2627132%
2727134%
2828136%
2928138%
3029140%

It's basically "Triple Shot" with two more arrows. It's not very useful because you'll be mobbing the majority of the time you train during these levels. It then gets replaced by "Wild Arrow Blast" in 4th Job Advancement so it's even further less useful.

Dash 'n Slash (Active)

Master Level: 30
Description: The Jaguar charges forward and attacks multiple enemies, possibly stunning them.



(Hit)


LevelMana Point CostDamageMax Monsters HitChance of StunningStun Duration
120454%637%2 Seconds
220458%639%2 Seconds
322462%641%2 Seconds
422466%643%2 Seconds
522470%645%2 Seconds
624474%647%2 Seconds
724478%649%2 Seconds
824482%651%2 Seconds
926486%653%2 Seconds
1026490%655%2 Seconds
1126494%657%3 Seconds
1228498%659%3 Seconds
1328502%661%3 Seconds
1428506%663%3 Seconds
1530510%665%3 Seconds
1630514%667%3 Seconds
1730518%669%3 Seconds
1832522%671%3 Seconds
1932526%673%3 Seconds
2032530%675%3 Seconds
2134534%677%4 Seconds
2234538%679%4 Seconds
2334542%681%4 Seconds
2436546%683%4 Seconds
2536550%685%4 Seconds
2636554%687%4 Seconds
2738558%689%4 Seconds
2838562%691%4 Seconds
2938566%693%4 Seconds
3040570%695%4 Seconds

Notable Properties:

You are invincible during the entire duration of the attack.
This skill can only be used on the ground traditionally.
This skill can only be activated when there are monsters in range.
If you slide to an edge, you will stop at the edge.
Even if you do not slide the full length, this skill retains its full range.
There is a chance of knocking-back monsters with this skill based on your crossbow's knock-back rate.
Knock-back from this skill does affect bosses (given that you hit the minimum knock-back damage requirement).

This attack is your main mobbing move for third job. Jump-shooting this makes it further versatile because when you do so, you only lurch forward a little bit but still unleash the move with full range. It also works very well with "Jaguar Rawr" because "Jaguar Rawr" pushes monsters at "Dash 'n Slash" maximum range, making it great at bunching up monsters as you move across the map.

This becomes extremely useful when you take advantage of it's rush-like capability because it works on bosses. The damage it hits is pretty sizable (so the boss's knock-back value is very reachable) . It also offers invincibility frames during the rush so that you can use this to rush and to avoid attacks. The issue with this move is that to avoid unnecessary touch-damage, you have to either find yourself a ledge or be able to consistently jump-cast this move. However, once this obstacle is overcome, it becomes extremely helpful on later boss fights.

Wild Trap (Active)

Master Level: 20
Description: Summons a trap that attacks nearby enemies. The trap is so alluring that monsters attack it instead of you.

(Summon)


(Idle)


(Death)


(Attack)


(Hit)


Level]Mana Point CostDamageHit PointsDuration
12086%450020 Seconds
22092%500020 Seconds
32098%550025 Seconds
420104%600025 Seconds
525110%650025 Seconds
625116%700030 Seconds
725122%750030 Seconds
825128%800030 Seconds
925134%850035 Seconds
1030140%900035 Seconds
1130146%950035 Seconds
1230152%1000040 Seconds
1330158%1050040 Seconds
1430164%1100040 Seconds
1535170%1150045 Seconds
1635176%1200045 Seconds
1735182%1250045 Seconds
1835188%1300050 Seconds
1935194%1350050 Seconds
2040200%1400050 Seconds

Notable Properties:

This skill can only be used on the ground.
This skill can be used whenever a potion can be used.
When this skill expires, it'll state this in a pink message.
The trap attacks about every 4 seconds.
The trap's attack hits up to 6 monsters.
The trap's range is almost identical to "Heal's" range (Although it has an enormous range below it)

This is basically the "Archer" class's "Puppet." The trap is very useful for luring but because it also attacks, this skill has its use during training. Despite what seems to be a godly amount of hit points, the trap take damages equal to the amount you would ordinarily take unlike "Puppet," which greatly reduces the damage at an unstable rate (that thing would show 10's and then 100's from the same monster).

Blind (Supportive)

Master Level: 20
Description: Shoots at the eyes of a monster, possibly causing Blindness to decrease the monster's Accuracy.



LevelMana Point CostDurationEffect
12065 Seconds11% chance to blind monsters (accuracy -1%) for 1 seconds
22170 Seconds12% chance to blind monsters (accuracy -2%) for 1 seconds
32175 Seconds13% chance to blind monsters (accuracy -3%) for 2 seconds
42280 Seconds14% chance to blind monsters (accuracy -4%) for 2 seconds
52285 Seconds15% chance to blind monsters (accuracy -5%) for 3 seconds
62390 Seconds16% chance to blind monsters (accuracy -6%) for 3 seconds
72395 Seconds17% chance to blind monsters (accuracy -7%) for 4 seconds
824100 Seconds18% chance to blind monsters (accuracy -8%) for 4 seconds
924105 Seconds19% chance to blind monsters (accuracy -9%) for 5 seconds
1025110 Seconds20% chance to blind monsters (accuracy -10%) for 5 seconds
1125115 Seconds21% chance to blind monsters (accuracy -11%) for 6 seconds
1226120 Seconds22% chance to blind monsters (accuracy -12%) for 6 seconds
1326125 Seconds23% chance to blind monsters (accuracy -13%) for 7 seconds
1427130 Seconds24% chance to blind monsters (accuracy -14%) for 7 seconds
1527135 Seconds25% chance to blind monsters (accuracy -15%) for 8 seconds
1628140 Seconds26% chance to blind monsters (accuracy -16%) for 8 seconds
1728145 Seconds27% chance to blind monsters (accuracy -17%) for 9 seconds
1829150 Seconds28% chance to blind monsters (accuracy -18%) for 9 seconds
1929155 Seconds29% chance to blind monsters (accuracy -19%) for 10 seconds
2030160 Seconds30% chance to blind monsters (accuracy -20%) for 10 seconds

Notable Properties:

It does affect boss monsters.
The chance of blinding is applied in each hit of an attack.

This skill finds its use on monsters you spend longer to kill. Once higher leveled maps such as "Van Leon's Castle" come out, this skill will be great at reducing the damage you take.

Silver Hawk (Active)

Master Level: 20
Description: Summons a silver hawk that hovers around you, attacking and possibly Stunning monsters nearby.

(Summon)


(Idle)


(Death)


(Attack)


LevelMana Point CostDamageDurationChance of Stunning
140155%104 Seconds42%
244160%108 Seconds45%
344165%112 Seconds48%
448170%116 Seconds51%
548175%120 Seconds54%
652180%124 Seconds57%
752185%128 Seconds60%
856190%132 Seconds63%
956195%136 Seconds66%
1060200%140 Seconds69%
1160205%144 Seconds72%
1264210%148 Seconds75%
1364215%152 Seconds78%
1468220%156 Seconds81%
1568225%160 Seconds84%
1672230%164 Seconds87%
1772235%168 Seconds90%
1876240%172 Seconds93%
1976245%176 Seconds96%
2080250%180 Seconds99%

Notable Properties:

You must be on the ground to summon the silver hawk.
If you are in a mob, it prioritizes in attacking the monsters you are facing.
When this skill expires, it'll state this in a pink message.

This is a very good skill at stunning monsters around you, especially when they are spawning. The extra damage is also nice.

Swipe (Active)

Master Level: 20
Description: Your Jaguar consecutively swipes nearby enemies, absorbing some of the damage dealt as HP for you. You cannot absorb more than 15% of your Max HP or more than the enemy's Max HP.



LevelMana Point CostDamage (Per Hit)Number of HitsMax Monsters HitDamage Absorbed as Hit Points
120102%431%
220104%431%
322106%431%
422108%431%
522110%432%
624112%432%
724114%432%
824116%432%
926118%433%
1026120%433%
1126122%433%
1228124%433%
1328126%434%
1428128%434%
1530130%434%
1630132%434%
1730134%435%
1832136%435%
1932138%435%
2032140%435%

Notable Properties:

This attack can be casted in mid-air.
There is a chance of knocking-back monsters in each hit of this skill based on your crossbow's knock-back rate.
Knock-back from this skill does affect bosses (given that you hit the minimum knock-back damage requirement).
The healing limits ("You cannot absorb more than 15% of your Max HP or more than the enemy's Max HP" part) is applied PER monster. Right now on a maximum mob, the attack heals either 45% of your maximum HP or the maximum HP of all 3 monsters combined if they do not surpass 45% of your maximum HP.
Knock-back does works on bosses.
Your body extends from your original standing point to the animation so you become a much larger target.

Although this only can hit 3 targets, this move is very useful at taking down leftover mobs while draining hit points. It is stronger than Dash 'n Slash so it does its job well.

This skill also shines as being another rushing tool for bosses. It gives 4 chances of knocking back the boss instead of the 1 "Dash 'n Slash" gives. Because it inherently is jump-castable and it doesn't force you to move forward, it is great for those who can't jump-cast consistently and cannot find an edge to cast "Dash 'n Slash" in place. The downsides to this skill are that it lurches your hitbox forward during the animation, requires the boss to be in close range during the start of the attack (although you can jump backward and cast the attack facing the boss to prevent this issue), and deals only 140% per hit compared to "Dash 'n Slash's" 570% (meaning that the boss's knock-back value may become an issue). However, the 4 chances along with the healing effect somewhat compensates the lack of invincibility "Dash 'n Slash" gives, and damage can be improved over time so keep this skill in mind.

^3rd Job Advancement Skill Point Builds
Everything but Blind

70: +1 Enduring Fire (1), +1 Dash n Slash (1), +1 Wild Trap (1)
71: +1 Blind (1), +1 Silver Hawk (1), +1 Swipe (+1)
72: +3 Jaguar Boost (3)
73: +3 Jaguar Boost (6)
74: +3 Jaguar Boost (9)
75: +3 Jaguar Boost (12)
76: +3 Jaguar Boost (15)
77: +3 Jaguar Boost (18)
78: +2 Jaguar Boost (Master), +1 Dash n Slash (2)
79: +3 Dash n Slash (5)
80: +3 Dash n Slash (8)
81: +3 Dash n Slash (11)
82: +3 Dash n Slash (14)
83: +3 Dash n Slash (17)
84: +3 Dash n Slash (20)
85: +3 Dash n Slash (23)
86: +3 Dash n Slash (26)
87: +3 Dash n Slash (29)
88: +1 Dash n Slash (Master), +2 Enduring Fire (3)
89: +3 Enduring Fire (6)
90: +3 Enduring Fire (9)
91: +3 Enduring Fire (12)
92: +3 Enduring Fire (15)
93: +3 Enduring Fire (18)
94: +3 Enduring Fire (21)
95: +3 Enduring Fire (24)
96: +3 Enduring Fire (27)
97: +3 Enduring Fire (Master)
98: +3 Wild Trap (4)
99: +3 Wild Trap (7)
100: +3 Wild Trap (10)
101: +3 Wild Trap (13)
102: +3 Wild Trap (16)
103: +3 Wild Trap (19)
104: +1 Wild Trap (Master), +2 Silver Hawk (3)
105: +3 Silver Hawk (6)
106: +3 Silver Hawk (9)
107: +3 Silver Hawk (12)
108: +3 Silver Hawk (15)
109: +3 Silver Hawk (18)
110: +2 Silver Hawk (Master), +1 Swipe (2)
111: +3 Swipe (5)
112: +3 Swipe (8)
113: +3 Swipe (11)
114: +3 Swipe (14)
115: +3 Swipe (17)
116: +3 Swipe (Master)
117: +3 Blind (4)
118: +3 Blind (7)
119: +3 Blind (10)
120: +3 Blind (13)

Conclusion:
Jaguar Boost (Master)
Enduring Fire (Master)
Dash n Slash (Master)
Wild Trap (Master)
Blind (13)
Silver Hawk (Master)
Swipe (Master)

This build is very standard for those who want to get ahead in 1v1. Jaguar Boost is a must because it boosts your attacks, speed and gives you knock-back resistance. "Dash 'n Slash" and "Swipe" are musts because they both mob very well. 'Wild Trap" is mastered before "Silver Hawk" because it mobs and has an exceptional range.

The reason why you wouldn't max Blind is because you either kill monsters too quickly for it to find use or you never have to worry about touch-damage.

Everything but Enduring Fire

70: +1 Enduring Fire (1), +1 Dash n Slash (1), +1 Wild Trap (1)
71: +1 Blind (1), +1 Silver Hawk (1), +1 Swipe (+1)
72: +3 Jaguar Boost (3)
73: +3 Jaguar Boost (6)
74: +3 Jaguar Boost (9)
75: +3 Jaguar Boost (12)
76: +3 Jaguar Boost (15)
77: +3 Jaguar Boost (18)
78: +2 Jaguar Boost (Master), +1 Dash n Slash (2)
79: +3 Dash n Slash (5)
80: +3 Dash n Slash (8)
81: +3 Dash n Slash (11)
82: +3 Dash n Slash (14)
83: +3 Dash n Slash (17)
84: +3 Dash n Slash (20)
85: +3 Dash n Slash (23)
86: +3 Dash n Slash (26)
87: +3 Dash n Slash (29)
88: +1 Dash n Slash (Master), +2 Wild Trap (3)
89: +3 Wild Trap (6)
90: +3 Wild Trap (9)
91: +3 Wild Trap (12)
92: +3 Wild Trap (15)
93: +3 Wild Trap (18)
94: +2 Wild Trap (Master), +1 Silver Hawk (2)
95: +3 Silver Hawk (5)
96: +3 Silver Hawk (8)
97: +3 Silver Hawk (11)
98: +3 Silver Hawk (14)
99: +3 Silver Hawk (17)
100: +3 Silver Hawk (Master)
101: +3 Swipe (4)
102: +3 Swipe (7)
103: +3 Swipe (10)
104: +3 Swipe (13)
105: +3 Swipe (16)
106: +3 Swipe (19)
107: +1 Swipe (Master), +2 Enduring Fire (3)
108: +3 Enduring Fire (6)
109: +3 Enduring Fire (9)
110: +3 Enduring Fire (12)
111: +3 Enduring Fire (15)
112: +3 Enduring Fire (18)
113: +3 Enduring Fire (21)
114: +2 Enduring Fire (23), +1 Blind (2)
115: +3 Blind (5)
116: +3 Blind (8)
117: +3 Blind (11)
118: +3 Blind (14)
119: +3 Blind (17)
120: +3 Blind (Master)

Conclusion:
Jaguar Boost (Master)
Enduring Fire (23)
Dash n Slash (Master)
Wild Trap (Master)
Blind (Master)
Silver Hawk (Master)
Swipe (Master)

Because "Wild Arrow Blast" replaces "Enduring Fire" almost instantly, this build is suited for those that are geared for long-term use. Since you mob most of this job career, you won't need a strong 1v1. "Blind" is maxed instead of "Enduring Fire" because when higher leveled maps are released, monsters with higher hit points will be given more opportunities to attack, "Blind" will help prevent some of that damage.

^Now for the Mine/Rawr Debate...

This is where training style becomes the main concern for this debate. There are two options you have when training during 3rd Job Advancement...

Rawr Slashing

A very interesting trait for "Jaguar Rawr" is that the point at which you knock-back the monsters happens to be at the very edge of "Dash 'n Slash's" range, making these two attacks an ideal duo. Simply bunch up all of the monsters with one "Jaguar Rawr," and then use "Dash 'n Slash" do rush to that spot while dealing a lot of damage. You don't even have to press the arrow keys most of the time because "Jaguar Boost" prevents knock-back 60% of the time.

You can also choose to plain "Dash 'n Slash" the whole time but it may be harder to hit a lot of enemies without the use of "Jaguar Rawr."

Walk-Shooting

Despite this being a 2nd Job tactic, "Ricochet" walk-shooting, while leaving behind a trail of mines, is extremely viable. Although "Dash 'n Slash" outright beats "Ricochet" in raw damage, dealing 570% over "Ricochet's" 310%, you have to consider multiple factors. "Ricochet" increases in damage per monster it hits so in a maxed out mob, it deals well over the 310% mentioned. "Dash 'n Slash" and "Jaguar Rawr" are also great deal slower than "Ricochet" spamming. Because of this, "Richochet" is given more opportunities to activate "Final Attack," as skill that shouldn't be taken lightly with. You also have to factor in "It's Raining Mines." When maxed, this skill deals 280%. That's a lot of damage along with that 310% from "Richochet." Factor in the fact that it mobs without interrupting your "Ricochet" spamming and you have yourself an equally potent training style.

So which do I choose?

Well, now that I've given you these two styles, it's up to you to decide which one to prefer.

Rawr Slashing is great for mobbing crowds of monsters 6 and below. Once you go across the map and you kill off the monsters, a new spawn reforms and you simply have to turn around. However, it isn't very good at mobbing any groups larger than that. You're also using a weak damaging move with a stronger move so that's going to cut into the amount of damage you can deal. This style is also VERY summon unfriendly. Both attacks deal knock-back and rely on that in order to efficiently cover the whole map, almost like a sweeping motion. The minute the summons start to deal knock-back during the middle of the move is when you start to have issues because you can't deal knock-back to monsters that are already in that state. A final note is, if you cannot hit monsters 100% of the time due to level difference, you'll have issues grouping up the monsters to effectively use "Dash 'n Slash."

Walk-shoot is great in that it covers a large amount of area in a very short time-span. Because "Ricochet" and "Mines" are working in tandem, the mob size is not an issue. This style is also very good with dealing with the bulkier monsters you train with because you go across the map so quickly and turn around so often that you deal an evenly spread of damage across the whole map. If you miss a lot, it doesn't really matter because this style evenly distributes its damage along a huge area. Despite this benefit, this style is very poor at dealing with smaller mob because "Ricochet" requires this large amount of area to utilize properly: If the mob is small and all bunched up, you'll either be turning around a lot and not hitting all of the monsters at once or you will have to stand and shoot, which defeats the whole purpose of this style due to the lack of "It's Raining Mines" activating.

In conclusion, for 3rd Job, the style which you pick determines which 2nd Job move you master. Because I have not touched 4th Job yet, I can't judge the usefulness of the moves late game so for now, you can choose based on these observations.

^3rd Job Advancement Training Spots
Levels 70-75

Twisted Jesters at Haunted House: Chimney Possessed by the Clown (Yes, this map works as a great source of EXP if you don't get totally drama'd to death)

Pirate Party Quest, located in the Dimensional Mirror (Again, the great alternative to the drama)

Sand Rats at Sunset Road: Sahel 3 (Recommended starting level 72. These things are practically in the ground so you're forced to use Dash 'n Slash)

Levels 75-80

Twisted Jesters at Haunted House: Chimney Possessed by the Clown (Yes, this map STILL works as a great source of EXP if you don't get totally drama'd to death)

Pirate Party Quest, located in the Dimensional Mirror (Again, the great alternative to the drama)

Sand Rats and Scorpions at Sunset Road: Sahel 2 (They are still great EXP. Again, use Dash 'n Slash because the Sand Rats are so short)

Levels 80-85

Twisted Jesters at Haunted House: Chimney Possessed by the Clown ("What, this is still viable???" IKR?)

Hob Goblin Party Quest from the Dimensional Mirror (Get Rex's Red Earrings while you are at it)

Roids at Alcadno Research Institute: Lab - Area C-1 (Recommended starting level 83)

Roids and Neo Huroids at Alcadno Research Institute: Lab - Area C-2 (Recommended starting level 84)

Levels 85-90

Twisted Jesters at Haunted House: Chimney Possessed by the Clown (Now you know why these things are so crowded?)

Hob Goblin Party Quest from the Dimensional Mirror (Get Rex's Red Earrings while you are at it)

Slimies and Selkie Jr.'s at Singapore: Mysterious Path 3 (These are very crowded but not as bad as the Chimney. Great EXP)

Roids at Alcadno Research Institute: Lab - Area C-1

Roids and Neo Huroids at Alcadno Research Institute: Lab - Area C-2

Levels 90-95

Hob Goblin Party Quest from the Dimensional Mirror (Get Rex's Red Earrings while you are at it)

Slimies and Selkie Jr.'s at Singapore: Mysterious Path 3 (Again, crowded)

Mr. Anchors at Singapore: Ghost Ship 6 (You will need to learn how to navigate the ship in order to get to this map. It's not as badly crowded as Mysterious Path 3 so it's a great alternative starting level 93)

Homunculi and the occasional Homunscullo at Zenumist Research Institute: Lab - Unit 202 (Another alternative to Mysterious Path 3 starting level 93. Note that these monsters deal twice as much touch-damage compared to Slimies and Selkie Jr.'s)

Levels 95-100

Slimies and Selkie Jr.'s at Singapore: Mysterious Path 3 (Still crowded)

Mr. Anchors at Singapore: Ghost Ship 6 (You will still need to learn how to navigate the ship in order to get to this map but it's still a great alternative to Mysterious Path 3.)

Homunculi and the occasional Homunscullo at Zenumist Research Institute: Lab - Unit 202 (Another alternative to Mysterious Path 3. Again, note that these monsters deal twice as much touch-damage compared to Slimies and Selkie Jr.'s)

Capt. Latanica at Singapore: The Engine Room (This boss requires that you to do pre-quests (which only require you to kill the monsters near the Ghost Ship and collect some Red Essences) but he gives 15%-20% per kill. You are limited to 2 entries into the Engine Room per day)

Galloperas at Malaysia: Entrance to the Spooky World (Yet another alternative. The map is extremely wide so the best method to train here is to place Wild Trap on the center of the top platform and use it to bunch the monsters)

Levels 100-105

From levels 100-120, you will essentially be stuck with the same training grounds you were in for levels 95-100. When you reach the next level range, all maps from you level range down to 95 are still viable options which is why these levels are so slow. For each of these level ranges until level 120, I will only post any new maps you can train in. Expect around 50-60% an hour.

Kru's and Captains at Herb Town: Red-Nose Pirate Den 2 (This place is rather crowded but it is the alternative to MP3. It's smaller than MP3 but 1 full map nets about the same amount of EXP a full MP3 would give. These monsters deal twice as much damage though so be weary.)

Levels 105-110

Captains at the mini-map inside Herb Town: Red-Nose Pirate Den 2 (This has three platforms and is completely unpopulated due to it being a mini-map. It's great exp if you can effectively kill off all monsters on the 3 platforms each wave.)

Levels 110-115

Ghost Pirates at Ludibrium: Warped Path of Time > (Massive potion burn. This map has two columns of platforms so use the warp portal on the bottom of the map and either alternate clearing each side or share one side with someone.)

Death Teddies at Ludibrium: Forgotten Path of Time > (This map is a more horizontal version of Warped Path of Time >. This offers monsters that are easier to mob and give slightly more EXP at the cost of higher touch-damage.)

Dual Ghost Pirates at Hidden Street: Unbalanced Time (Even more massive potion burn than the maps mentioned above. This map consists of a single column of platforms so it is a lot easier to maneuver in. Plan to use this map starting level 113.)

Levels 115-1120

Master Death Teddies at Hidden Street: Lost Time (Still, massive potion burn. This map has a rather weird layout.)

Spirit Vikings at Ludibrium: Warped Path of Time <4>(Again, massive potion burn. Recommended starting level 118.)

^Wild Hunter (4th Job Advancement)

After grinding, especially through those last gruesome 20 levels, you finally are getting the reward you deserve! With this job advancement comes your powerful bossing tools and your training gets upgraded even more!

Crossbow Expert (Passive)
Master Level: 30
Pre-requisite: Level 20 Crossbow Mastery
Description: Increases Crossbow Mastery, Weapon Attack, and Minimum Critical Damage.

LevelEffect
1Crossbow Mastery: +56%, Weapon ATT: +1, Minimum Critical Damage: +1%
2Crossbow Mastery: +56%, Weapon ATT: +2, Minimum Critical Damage: +1%
3Crossbow Mastery: +57%, Weapon ATT: +3, Minimum Critical Damage: +2%
4Crossbow Mastery: +57%, Weapon ATT: +4, Minimum Critical Damage: +2%
5Crossbow Mastery: +58%, Weapon ATT: +5, Minimum Critical Damage: +3%
6Crossbow Mastery: +58%, Weapon ATT: +6, Minimum Critical Damage: +3%
7Crossbow Mastery: +59%, Weapon ATT: +7, Minimum Critical Damage: +4%
8Crossbow Mastery: +59%, Weapon ATT: +8, Minimum Critical Damage: +4%
9Crossbow Mastery: +60%, Weapon ATT: +9, Minimum Critical Damage: +5%
10Crossbow Mastery: +60%, Weapon ATT: +10, Minimum Critical Damage: +5%
11Crossbow Mastery: +61%, Weapon ATT: +11, Minimum Critical Damage: +6%
12Crossbow Mastery: +61%, Weapon ATT: +12, Minimum Critical Damage: +6%
13Crossbow Mastery: +62%, Weapon ATT: +13, Minimum Critical Damage: +7%
14Crossbow Mastery: +62%, Weapon ATT: +14, Minimum Critical Damage: +7%
15Crossbow Mastery: +63%, Weapon ATT: +15, Minimum Critical Damage: +8%
16Crossbow Mastery: +63%, Weapon ATT: +16, Minimum Critical Damage: +8%
17Crossbow Mastery: +64%, Weapon ATT: +17, Minimum Critical Damage: +9%
18Crossbow Mastery: +64%, Weapon ATT: +18, Minimum Critical Damage: +9%
19Crossbow Mastery: +65%, Weapon ATT: +19, Minimum Critical Damage: +10%
20Crossbow Mastery: +65%, Weapon ATT: +20 , Minimum Critical Damage: +10%
21Crossbow Mastery: +66%, Weapon ATT: +21, Minimum Critical Damage: +11%
22Crossbow Mastery: +66%, Weapon ATT: +22, Minimum Critical Damage: +11%
23Crossbow Mastery: +67%, Weapon ATT: +23, Minimum Critical Damage: +12%
24Crossbow Mastery: +67%, Weapon ATT: +24, Minimum Critical Damage: +12%
25Crossbow Mastery: +68%, Weapon ATT: +25, Minimum Critical Damage: +13%
26Crossbow Mastery: +68%, Weapon ATT: +26, Minimum Critical Damage: +13%
27Crossbow Mastery: +69%, Weapon ATT: +27, Minimum Critical Damage: +14%
28Crossbow Mastery: +69%, Weapon ATT: +28, Minimum Critical Damage: +14%
29Crossbow Mastery: +70%, Weapon ATT: +29, Minimum Critical Damage: +15%
30Crossbow Mastery: +70%, Weapon ATT: +30, Minimum Critical Damage: +15%

Notable Properties:

The mastery book "Marksman Booster" is the mastery book used on this skill.
The mastery slowly replaces "Crossbow Mastery" and eventually, completely replaces it when mastered. In the end, it adds 70% to your inherent 15% mastery and gives you a total of 85% mastery.

This skill is invaludable. It boosts your attack and it stabelizes your damage by adding both mastery and minimum critical damage. With this skill, you are able to consistently pin bosses and deal optimal damage.

Wild Instinct (Passive)
Master Level: 10
Description: You ignore a portion of an enemy's defense when attacking. Also, you have a chance to dodge enemy attacks.

LevelEnemy Defence IgnoredDodge Chance
12%2%
24%4%
36%6%
48%8%
510%10%
612%12%
714%14%
816%16%
918%18%
1020%20%

Notable Properties:

Is going to research if dodge chance is also affected by whether you are attacking or not. If so, this works extremely well with "Wild Arrow Blast" unless you choose to use Dash 'n Slash's invincibility to avoid attacks.

This skill is great at perfecting your already great damage. The improvement on your dodge rate also helps further prevent flinching from interrupting your attack (this is extremely notable when using "Wild Arrow Blast" and when coupled with "Jaguar Boost," you have only a 32% probability of flinching.

Exploding Arrows (Active)
Master Level: 30
Description: Summons a giant, jagged, wheel-shaped arrow that attacks multiple enemies. Attacks up to 15 enemies 10 times plus explosion damage. (Um, arrows aren't wheel shaped... ever... otherwise they aren't arrows)

LevelMana Point CostDamage (Per Arrow)Explosion DamageCooldown
135042%415%60 Seconds
235044%430%58 Seconds
335046%445%58 Seconds
435048%460%56 Seconds
535050%475%56 Seconds
635052%490%54 Seconds
735054%505%54 Seconds
835056%520%52 Seconds
935058%535%52 Seconds
1035060%550%50 Seconds
1135062%565%50 Seconds
1235064%580%48 Seconds
1335066%595%48 Seconds
1435068%610%46 Seconds
1535070%625%46 Seconds
1635072%640%44 Seconds
1735074%655%44 Seconds
1835076%670%42 Seconds
1935078%685%42 Seconds
2035080%700%40 Seconds
2135082%715%40 Seconds
2235084%730%38 Seconds
2335086%745%38 Seconds
2435088%760%36 Seconds
2535090%775%36 Seconds
2635092%790%34 Seconds
2735094%805%34 Seconds
2835096%820%32 Seconds
2935098%835%32 Seconds
30350100%850%30 Seconds

Notable Properties:

Only the explosion does knock-back. The individual arrows induce flinch.
This attack can be casted in mid-air.
You are locked in place, unable to use other skills, and limited to just jumping until the arrows are all set on the ground. When the arrows are finished being set and are about to explode, you are then allowed your normal mobility. Potioning and skills that can be used during times a potion can be used are exceptions to the lock.

This skill is your reward for getting so far on your "Wild Hunter." It's extremely flashy and puts people in awe.

Sonic Roar (Active)
Master Level: 30
Description: The Jaguar roars sharply. The roar creates a shock wave that damages and stuns up to 6 enemies.

LevelMana Point CostDamageStun ChanceStun Duration
130526%42%5 Seconds
230532%44%5 Seconds
334538%46%5 Seconds
434544%48%5 Seconds
534550%50%5 Seconds
638556%52%6 Seconds
738562%54%6 Seconds
838568%56%6 Seconds
942574%58%6 Seconds
1042580%60%6 Seconds
1142586%62%7 Seconds
1246592%64%7 Seconds
1346598%66%7 Seconds
1446604%68%7 Seconds
1550610%70%7 Seconds
1650616%72%8 Seconds
1750622%74%8 Seconds
1854628%76%8 Seconds
1954634%78%8 Seconds
2054640%80%8 Seconds
2158646%82%9 Seconds
2258652%84%9 Seconds
2358658%86%9 Seconds
2462664%88%9 Seconds
2562670%90%9 Seconds
2662676%92%10 Seconds
2766682%94%10 Seconds
2866688%96%10 Seconds
2966694%98%10 Seconds
3070700%100%10 Seconds

Notable Properties:

This skill can be casted in mid-air.
There is a chance of knocking-back monsters with this skill based on your crossbow's knock-back rate.
Knock-back from this skill does affect bosses (given that you hit the minimum knock-back damage requirement).

This skill is your only spammable, omni-directional attack. Although it hits extremely hard and deals a 100% stun rate, this move is extremely inconvenient in training; it requires that you are up close or even inside a mob of monsters (which at higher levels deal touch-damage you can't affored), the move's casting time is extremely slow (twice as slow as "Dash 'n Slash", and still has fairly bad range in comparison to other omni-directional mobbing attacks. Because of this skill contradicting heavily with the mobile aspect of "Wild Hunters," it isn't recommended to use this for training.

For bossing, this skill is also great for rushing. Starting at level 1, this attack out-damages "Dash 'n Slash" so you will have an easier time hitting the minimum knock-back damage requirements. The attack itself is completely stationary so you don't have to face "Dash 'n Slash's" jump-casting/ledge requirement and "Swipe's" minor forward lurching issue (which can somewhat be aided by retreating backward in midair before casting the attack) to avoid touch-damage. It also can be casted in mid-air (so you can also use this while retreating in mid-air) and because this has a better range than "Swipe," it does a better job in avoiding touch-damage than "Swipe" does. However, the draw-backs this skill offers in training also applies to this move. It is extremely slow it only finds use if you have a high knock-back rate on your crossbow, require the massive damage this skill offers over "Dash 'n Slash" and "Swipe" (to hit the minimum knock-back damage requirement), can't jump cast with "Dash 'n Slash" consistently, and can't afford touch-damage from the forward lurches of both skills. This attack also does not offer any compensation to getting hit by boss attacks during the casting animation ("Dash 'n Slash's" invincibility and "Swipe's" healing effect) so you have to be wary about your hit points.

Sharp Eyes (Supportive)
Master Level: 30
Description: Temporarily grants party members the ability to locate an enemy's weak spot to deal fatal damage to that enemy.

LevelMana Point CostEffectDuration
130Critical Rate: +6%, Max Critical Damage: +1%10 Seconds
230Critical Rate: +6%, Max Critical Damage: +2%20 Seconds
330Critical Rate: +7%, Max Critical Damage: +3%30 Seconds
430Critical Rate: +7%, Max Critical Damage: +4%40 Seconds
530Critical Rate: +8%, Max Critical Damage: +5%50 Seconds
633Critical Rate: +8%, Max Critical Damage: +6%60 Seconds
733Critical Rate: +9%, Max Critical Damage: +7%70 Seconds
833Critical Rate: +9%, Max Critical Damage: +8%80 Seconds
933Critical Rate: +10%, Max Critical Damage: +9%90 Seconds
1033Critical Rate: +10%, Max Critical Damage: +10%100 Seconds
1136Critical Rate: +11%, Max Critical Damage: +11%110 Seconds
1236Critical Rate: +11%, Max Critical Damage: +12%120 Seconds
1336Critical Rate: +12%, Max Critical Damage: +13%130 Seconds
1436Critical Rate: +12%, Max Critical Damage: +14%140 Seconds
1536Critical Rate: +13%, Max Critical Damage: +15%150 Seconds
1639Critical Rate: +13%, Max Critical Damage: +16%160 Seconds
1739Critical Rate: +14%, Max Critical Damage: +17%170 Seconds
1839Critical Rate: +14%, Max Critical Damage: +18%180 Seconds
1939Critical Rate: +15%, Max Critical Damage: +19%190 Seconds
2039Critical Rate: +15%, Max Critical Damage: +20%200 Seconds
2142Critical Rate: +16%, Max Critical Damage: +21%210 Seconds
2242Critical Rate: +16%, Max Critical Damage: +22%220 Seconds
2342Critical Rate: +17%, Max Critical Damage: +23%230 Seconds
2442Critical Rate: +17%, Max Critical Damage: +24%240 Seconds
2542Critical Rate: +18%, Max Critical Damage: +25%250 Seconds
2645Critical Rate: +18%, Max Critical Damage: +26%260 Seconds
2745Critical Rate: +19%, Max Critical Damage: +27%270 Seconds
2845Critical Rate: +19%, Max Critical Damage: +28%280 Seconds
2945Critical Rate: +20%, Max Critical Damage: +29%290 Seconds
3045Critical Rate: +20%, Max Critical Damage: +30%300 Seconds

Notable Properties:

This is a party skill.

This skill is the only other party skill that you get as a "Wild Hunter," the first being "Jaguar-oshi." However, because you can't use "Jaguar-oshi" on boss summoned monsters, "Sharp Eyes" becomes your key supportive skill in all boss runs. The added critical rate gives you a 65% and the added maximum critical damage helps even more at increasing your damage.

Stink Bomb Shot (Active)
Master Level: 20
Description: Launches an arrow with a gaseous bomb attached to it. Mosters hit by it are pissed off and you earn more EXP from defeating them.

LevelMana Point CostEXP Earned
130+2% EXP
230+4% EXP
330+6% EXP
430+8% EXP
530+10% EXP
635+12% EXP
735+14% EXP
835+16% EXP
935+18% EXP
1035+20% EXP
1140+22% EXP
1240+24% EXP
1340+26% EXP
1440+28% EXP
1540+30% EXP
1645+32% EXP
1745+34% EXP
1845+36% EXP
1945+38% EXP
2045+40% EXP

Notable Properties:

This attack does 100% damage.
This attack takes a fairly long time to start up. During the start-up, lose access to all of your arrow attacks except "Exploding Arrows" and "Wild Arrow Blast."
This attack hits up to 6 monsters at once. When monsters are affected by this skill, an icon will appear above them.
This attack has the same trajectory as "Ricochet," so it pierces monsters and terrain.

Feline Berserk (Supportive)
Master Level: 30
Description: Your Jaguar appears to spout red wings, increasing Max HP, ATT, and Movement Speed.
Cooldown: 4 minutes

LevelMana Point CostEffectDuration
130Max HP: +22%, ATT: +5%, Movement Speed: +133 Seconds
230Max HP: +24%, ATT: +6%, Movement Speed: +236 Seconds
330Max HP: +26%, ATT: +6%, Movement Speed: +339 Seconds
430Max HP: +28%, ATT: +7%, Movement Speed: +442 Seconds
535Max HP: +30%, ATT: +7%, Movement Speed: +545 Seconds
635Max HP: +32%, ATT: +8%, Movement Speed: +648 Seconds
735Max HP: +34%, ATT: +8%, Movement Speed: +751 Seconds
835Max HP: +36%, ATT: +9%, Movement Speed: +854 Seconds
935Max HP: +38%, ATT: +9%, Movement Speed: +957 Seconds
1040Max HP: +40%, ATT: +10%, Movement Speed: +1060 Seconds
1140Max HP: +42%, ATT: +10%, Movement Speed: +1163 Seconds
1240Max HP: +44%, ATT: +11%, Movement Speed: +1266 Seconds
1340Max HP: +46%, ATT: +11%, Movement Speed: +1369 Seconds
1440Max HP: +48%, ATT: +12%, Movement Speed: +1472 Seconds
1545Max HP: +50%, ATT: +12%, Movement Speed: +1575 Seconds
1645Max HP: +52%, ATT: +13%, Movement Speed: +1678 Seconds
1745Max HP: +54%, ATT: +13%, Movement Speed: +1781 Seconds
1845Max HP: +56%, ATT: +14%, Movement Speed: +1884 Seconds
1945Max HP: +58%, ATT: +14%, Movement Speed: +1987 Seconds
2050Max HP: +60%, ATT: +15%, Movement Speed: +2090 Seconds
2150Max HP: +62%, ATT: +15%, Movement Speed: +2193 Seconds
2250Max HP: +64%, ATT: +16%, Movement Speed: +2296 Seconds
2350Max HP: +66%, ATT: +16%, Movement Speed: +2399 Seconds
2450Max HP: +68%, ATT: +17%, Movement Speed: +24102 Seconds
2555Max HP: +70%, ATT: +17%, Movement Speed: +25105 Seconds
2655Max HP: +72%, ATT: +18%, Movement Speed: +26108 Seconds
2755Max HP: +74%, ATT: +18%, Movement Speed: +27111 Seconds
2855Max HP: +76%, ATT: +19%, Movement Speed: +28114 Seconds
2955Max HP: +78%, ATT: +19%, Movement Speed: +29117 Seconds
3060Max HP: +80%, ATT: +20%, Movement Speed: +30120 Seconds

Notable Properties:

Because this is a Jaguar skill, you will be locked in a casting animation unless casting on a ladder.

This is another great skill that adds to your overall capabilities. Your maximum hit points get a further increase, your already impressive attack gets another boost, and your movement speed becomes even faster. This does have a cooldown so you can only use this half of the time but it's still a great skill to use.

Maple Warrior (Supportive)
Master Level: 30
Description: Increases the stats of all party members.

LevelMana Point CostEffectDuration
110All Stats: +1%30 Seconds
210All Stats: +1%60 Seconds
310All Stats: +2%90 Seconds
410All Stats: +2%120 Seconds
520All Stats: +3%150 Seconds
620All Stats: +3%180 Seconds
720All Stats: +4%210 Seconds
820All Stats: +4%240 Seconds
920All Stats: +5%270 Seconds
1030All Stats: +5%300 Seconds
1130All Stats: +6%330 Seconds
1230All Stats: +6%360 Seconds
1330All Stats: +7%390 Seconds
1430All Stats: +7%420 Seconds
1540All Stats: +8%450 Seconds
1640All Stats: +8%480 Seconds
1740All Stats: +9%510 Seconds
1840All Stats: +9%540 Seconds
1940All Stats: +10%570 Seconds
2050All Stats: +10%600 Seconds
2150All Stats: +11%630 Seconds
2250All Stats: +11%660 Seconds
2350All Stats: +12%690 Seconds
2450All Stats: +12%720 Seconds
2560All Stats: +13%750 Seconds
2660All Stats: +13%780 Seconds
2760All Stats: +14%810 Seconds
2860All Stats: +14%840 Seconds
2960All Stats: +15%870 Seconds
3070All Stats: +15%900 Seconds

Notable Properties:

This is a party skill.
The added ability points this skill gives cannot be used to wear equipment you normally cannot wear without the skill.

This is the standard party skill all 4th job classes obtain. It gives a fairly nice boost and is very well-rounded skill.

Hero's Will (Active)
Master Level: 5
Description: Cures you from being Seduced. The cooldown decreases as the skill level increases.

LevelMana Point CostCooldown
130600 Seconds
230540 Seconds
330480 Seconds
430420 Seconds
530360 Seconds

Notable Properties:
You must complete the quest chain "Strong Will" to obtain this skill.

The skill is pretty self-explanatory. Because you can't potion while seduced, it's great for preventing deaths caused by seducing bosses.

Wild Arrow Blast (Active)
Master Level: 30
Description: Launches arrows at a tremendous speed, like a catastrophic rainstorm. Pressing the skill key will fire arrows continuously.

LevelMana Point Cost (Per Arrow)Damage (Per Arrow)
17142%
27144%
37146%
47148%
57150%
67152%
77154%
87156%
97158%
107160%
118162%
128164%
138166%
148168%
158170%
168172%
178174%
188176%
198178%
208180%
219182%
229184%
239186%
249188%
259190%
269192%
279194%
289196%
299198%
309200%

Notable Properties:

On your jaguar, this attack can be held down for a continuous attack, even while moving and jumping. Without a jaguar, this attack can jump-casted very easily but requires rapid tapping while holding a direction in order to walk.
Rapidly tapping the key reduces ending delay but still fires arrows at the same rate.
"Crossbow Booster" has little to no effect on the firing rate of this skill. It is probably that it shortens the little starting and ending delay in the attack like the booster does for the "Bowmaster's" "Hurricane."

This is the attack that you have been leveling toward. It is one of the best bossing attacks in the game hands down. You cannot potion during the attack so to prevent 2 hit deaths, rapid tapping greatly reduces the delay required before you can use a potion.

^Credits

Hidden Street for all of the skill icons and information, map locations, and specific monster profiles.

My guildies from "Exalted" for giving me all of their opinions from their first-hand experiences as Wild Hunters. Thank you DJ (Exalted Guildmaster) for giving me information for the Mine/Rawr debate, almost all of the training locations, and both you and Austin for showing me the mechanics of the 4th job skills before I reached there.

^Contributing Basilers

Jumbojet777, the famous creator of the Evan: Taming the Dragon guide, for all of the guide tips and such!
Fabler for his mention of the 1v1 potential of the class during 1st and 2nd Job
MarxMaster for his take on the Mine/Rawr debate
Halfhearted, maker of the Big Bang Gunslinger Guide, for tips on guide aesthetics
cdo24o for the observation on the percentage of the boosts from "Jaguar-oshi" as he mastered it
iBanned for mentioning another level 50-55 training area
SwitcherUpper for her corrections on my ability points section, pointing out a spacing solution, link to the 4th job skill list, and another 40-50 training area.
DeadlyMage for correcting my statement on the max hit and mana points of the class
RazorNion for the videos and training spots
DaarrkIce and MangosOnTheWeb for correcting me on another thread about the effect of the mastery formula for ranged characters.
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