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Warrior > Fighter > Sader > Hero Skill Build (Post Bigbang)Comments MapleStory Forums : Fighter, Crusader, Hero : Talk about the Fighter, Crusader and Hero classes Replies
okay...so at the end of 2nd job is this an okay list of skills to have:
Hp Booster -------- max 10 Power Strike -------max 20 Slash Blast ---------max 20 Iron Body -----------max 20 weapon mastery - max 20 weapon booster -- max 20 Final Attack ------- max 20 Rage -------------- max 20 Power Guard ------max 20 Echance Basic -----max 10 Ground Smash ----level 2 Is that a good way to distrubute the sp from 10-70?
xLADDx: i got a question about the 3rd job. At the end, we can max all da skills and leave one at 11. I was wondering if its right to max everything and leave the mp recovery thing at level 11.
iCeTeA15: I've rather max Improve MP Recovery or Shield Mastery using the SP from Shout because Shout is useless...
Why would you improve MP Recovery over Shout?...
I find that panic will be useless as it is more efficient to continue with brandish until ur orbs run out or use coma if your training against a mob because panic isnt worth the ammount of orbs you must regain especially once u have maxed advanced combo orb (10 orbs) which will make your dmg low at that time you are regaining orbs, i would much rather max mp recovery other than max panic, altho shout could be replaced by panic because of monster magnet. However i believe max shout would be useful in training at maps such as TJ for my lvl91 Sader uses it there and hits up to 10monsters at about 10k dmg each (about 15k with crit) which is alot faster training then using brandish alone. I suggest leaving coma at 11 instead because there is a highly unlikely chance you will be using it since your shout can do the same thing but to monsters all around you and at a further distance with a longer stun. So in total id max all except Coma for my sader because it seems the most logical especially since shout is used the same as you would coma in the end. Overall id say your build should max Combo then Brandish then 1 into Chance attack (adds 106% when stunned) and max shout then chance attack, after that max mp recovery as it will save you pots in the long run and create less runs to the general store to buy more if you only carry a small ammount on you (as most people i notice usually dont carry over 300pots on them while i carry over 700 at all times). After that id max either magic crash or panic as you wont usually be bossing til lvl120+ anyways and i find coma to be fairly useless since they put brandish into 3rd job. 4th job is up to you really, but i suggest that you put 1 into rush, 1 monster magnet, 1 Advanced Combo and then max advanced combo as i heard that brandish is better until intrepid slash is near maxed because it is faster(looking into that more) and then max intrepid slash afterwards. The rest is up to you, and as far as i see seems to be a fairly good build that you have put there. Especially your 2nd job build as i found Ground Smash to prove useful in some situations even in 3rd job while brave slash and slash blast i have never used since i hit lvl70. As well i suggest maxing iron body instead of SB in 1st job because it will help you best and SB can easily be replaced after lvl30 by ground smash which it is very easy to hit lvl30 to begin with.
@ xLADDx
You meant Brandish at 3rd job. I have a Hero... and I rarely ever use Coma/Panic even though both are maxed. I find it that it's slower to keep killing when casting the finisher move. I just rebuff Combo and keep on slashing away with Intrepid Slash. O_O I guess.. it all depends on how fast you kill one monster and get to the next. Iron Body really isn't needed at this point, even if its maxed. Once you get to higher level bosses and monsters, that Iron Body won't be knocking off much damage. I rarely ever use Iron Body when training. The only time I do is when I'm messing around. Ground Smash is a decent little skill, but I didn't find it useful even when making a new warrior. The % damage output it gives, in my opinion, is too low and won't deal enough damage at maxed. So I kept it at Level 11. It's quickly replaced by Brandish at 3rd job anyways.
I don't see any reason to max Iron Body unless you're itching to avoid that extra few damage by the time you're that level. If Iron Body actually rose defense by +% and not add some +Number, it would be much more useful as a skill to get and cast. When you're in the middle of training taking hundreds and thousands of damage, it's not even worth casting Iron Body anymore to save just a few extra HP. Same for Ground Smash unless it's taking you a long time to level up through 70 or not knowing where to train. In the end, Iron Body and Ground Smash currently are two pretty useless skills that don't need to be maxed. They're just a skill to dump extra points into.
And.. well, that may be the case for you. By the time I got to Grim Phantoms, I was 1-2hitting them, with a Glowing Whip, and making Coma/Panic pretty useless to me. Only time I used Coma/Panic would be because I'm bored as hell or just want to see how much damage output I can do with it. I would just: Rush > Intrepid > Intrepid = Dead. OR Monster Magnet > Intrepid > Intrepid = Dead. Plus, if you're training and you rush monsters to one side to use Coma. It's better if you know that your Coma will ACTUALLY kill them all. Having to recharge your orbs will cause you to possibly have to do an extra 1-3 or more Intrepid Slash to kill the monster when you might as well use those extra Intrepid Slash to kill them all anyways. It's all dependent on your damage to decide what you're going to do though. Since its all by %Chance to increase your orb more than once, It'll ultimately slow down your training in the long run even though you're only occasionally using Coma. I'm not saying that it's a bad skill as I use it too. xLADDx: ^ That is so hard to read. Took me like 5 minutes of squinting my eyes.
Coma>Shout>Panic Also I don't think some people realize that we can charge anywhere from 1-4 orbs at a time, so the whole "recharging orbs" thing doesn't really apply anymore. " Especially your 2nd job build as i found Ground Smash to prove useful in some situations even in 3rd job while brave slash and slash blast i have never used since i hit lvl70." I didn't realize you get Brave Slash in 3rd job. -.- I still rather max Enhanced Basics then Max Iron Body, I really dislike Ground Smash. I found ground smash to be better because of its range not because of its damage, as well i meant PS not brave slash(srry i forgot the name at the time i use it so infrequently) and i rarely find training spots of mobs 4+ that are not on different platforms, in which case i would just shout them to death since it only takes about 4shouts to kill a whole map of TJs for me at lvl90 and that appears to be much better training then mp3 because i usually kill mobs of about 7+ TJs at a time where i dont have to do anything but jump and shout to hit 3 platforms where at mp3 i would have to run around to kill monsters that have about the same hp and give like 200exp less then TJs, perhaps i would use panic if i was bossing but for training i find that coma is completely useless, most people only use it to stun nowadays anyways + it does not rebuff your combo attack if you notice, just resets the time from wutever it was at when u used your finishing move, so lets say there was 10seconds left, it would show 10seconds was max time after using coma/panic and once that 10seconds was up you would need to buff all over again anyways, highly inconvenient if you ask me. i would rather just use a shout attack which is still 95% stun for about 4seconds i believe it was, and it not only hits monsters infront but also on other platforms and behind you which is very convenient so you dont have to go chasing monsters on a different platform while you kill the monsters on the platform you are on. Sure monster magnet would replace it in the end but id rather have better training while trying to hit lvl120 and having a less chance to be ksed by other players then to have horrible training and walking up to monsters everytime, with shout i can add diversity to my training and kill whatever way i please, whether it be with shout or with brandish, plus your chance attack still takes affect when you use your shout, so after stunning a monster you hit an extra 25% dmg the next time u use shout on that monster. Register / login
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Subject to change upon personal preference
Corrections are welcome
The Choice, one-handed with shield or two-handed
1H or 2H the hardest question to answer as a warrior?I say otherwise. Some people choose over preference, some over damage. For those who choose for your preference just follow what suits your playing style and what you like. As for those who like damage and are willing to work hard for it. One handed is the way to go. One handed swords can easily compensate for the damage lost by using a decent attack shield that has a % attack or % stat bonus. For example. You could buy a 8% All Stat or + Strength stat shield that is clean and has full slots. And your damage will be just as good as a two handed weapon.
Ability Point Distribution
Coming soon.
1st Job : Warrior (Level 10~30)(61 Skill Points)
20 Slash Blast (MAX)
20 Power Strike (MAX)
10 Improved Max HP (MAX)
11 Iron Body (11)
Elaboration(explanation)
Slash Blast to allow you to mob at the earlier levels in Hpq so your more useful or even just regular grinding it will help you a lot. As for Power Strike, you start putting points into it around your 20's so it will be useful during Kpq or other forms of single-mob slaying which will save you some pots. Then Improved Max HP as it's a % increase overall not by level. As for your remaining points, they're put into Iron Body to allow a small boost in defense. (And there's no where else to put them.
2nd Job : Fighter (Level 30~70)(121 Skill Points)
20 Weapon Mastery (MAX)
6 Weapon booster (6)
20 Ground Smash (MAX)
20 Final Attack (MAX)
20 Rage (MAX)
20 Power Guard (MAX)
14 Weapon booster (MAX)
Elaboration(explanation)
This is where multiple different skill guides/builds come into play. I advise this build as it makes the most sense progressively as you advance through your levels. Mastery & Booster first of course for the accuracy/damage increase & speed which will allow you to attack faster. Maxing Booster before putting points in improved fundamentals is up to you. I chose this because it will save me pots and still compensate [somewhat] for the damage you'd otherwise be doing. Final Attack next for the greater damage while attacking a single or multiple target(s). Rage comes after, but it is really useful until late 3rd early 4th job when you'll first start partying with people who will be using apples. -->(NEVER RAGE WHEN PEOPLE ARE ON APPLES.)<-- It will help you get into more boss fights if you know what your doing. Power Guard, what a useful skill for leeching. When you max this is based on how you play, if your going to be leeching from 30+ max it first, if you plan on just grinding or partying with people save it for last. Then your last point gets put into Iron Body.
3rd Job : Crusader (Level 70~120)(151 Skill Points)
20 Combo Attack (MAX)
20 Brandish (MAX)
20 Coma (MAX)
20 Chance Attack (MAX)
20 Panic (MAX)
20 Shout (MAX)
20 Magic Crash (MAX)
11 Improving MP recovery ( 11 )
Elaboration(explanation)
There's not really any alterations that you could make in this. Combo for the big increase, then Brandish which I'm sure everyone is looking forward to. Coma is next for improved mobbing, then Panic for bossing, followed by Shout & Chance Attack which always should be maxed together. Then Magic Crash, which is EXTREMELY useful for later on and it is a MUST. Improving MP Recovery helps you save some mp pots later on while bossing to clear out some extra space in your USE inventory section.
4th Job : Hero (Level 120~200)(243 Skill Points)
1 Rush ( 1 ) 1 Monster Magnet ( 1 ) 1 Advanced Combo ( 1 )
29 Advanced Combo (MAX)
30 Brave Slash (MAX)
10 Combat Mastery (MAX)
30 Power Stance (MAX)
30 Enrage (MAX)
5 Hero's Will (MAX)
30 Achilles (MAX)
29 Monster Magnet (MAX)
17 Rush (18)
30 Maple Warrior (MAX)
Elaboration(explanation)
This build can vary a lot, it just depends upon your methodology. If your going to be bossing a lot I would follow this build. As that's what I've built it around. Advanced Combo then Braveslash & Combat Mastery (CM IS A MUST) for the same reasons as Combo & Brandish. Rush is helpful in any scenario really. It's only useful to put 1 point in toward the beginning unless your going to be anegoing/bfing your way to 160+. Enrage is your 4th job finisher that you'll be using. Power Stance & Hero's Will are a must for bossing. Achilles save you plenty of pots. Monster Magnet is helpful in training then put some points into rush to improve it a little. And Maple Warrior last as people won't depend on you for it & it's extremely expensive.
References(sources)
-Direct Links-
http://www.basilmarket.com/MapleStory-Guide-KMS-Big-Bang-Revamp-333.html#WarriorChanges
-General Web pages-
Spadows Blog
Basil Market
Ellin Forest
Youtube
Various Friends
Personal Experience
Sticky Please