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Thread starter
Mar 07 2008 +
Blazer4000
148 Bera Dark Knight
 
***This guide may be very outdated as I've stopped updating it for nearly a year now. The information may or may not have changed, and new content may have made the training areas obsolete. However, back when I was still playing the game, they are sufficient to get you to the higher levels. This guide is merely a baseline, and if new players can find better areas/potions/builds then by all means feel free to follow it; but this guide will still be available (until mrbasil takes it off)***


WolfJounin: Feb 10, 3:09pm

I'm done with maplestory. Feel free to copy and paste my guide back to basil as your own, edit it however you wish, and take the ownership of it.


I'm posting this guide to keep it alive as it was entrusted to me in case of future additions to the game. Note that I give full credits to WolfJounin for this, besides some of the changes and additions I will be putting in myself.

Original Complete Warrior Guide by WolfJounin :The link have been deleted due to suspicions of people using it to go back and asks questions there, thereby bumping the thread, which is really not wanted.

Warrior Damage Thread by whowudc4re

The Comprehensive Guide to Training by aznegglover

HP Warrior Guide by esgarrouth

Spearman Guide by XelStyle

Guide to the Low Dex & Dexless by esvil4

Warrior Comparison Wiki by XelStyle

Recommended Equips Guide by Annihilatron

Impartial Guide to Warrior Weapons by Annihilatron

Warrior Discussion Thread by cookie4mesos

Complete Warrior Guide V4.2

By WolfJounin & Blazes
Last Updated : August 2, 2009.
Special Thanks to the people that contributed in information: You know who you are...

[center]Guide Updates[/center]

mrbasil fixed the extremely sensitive filter, letting me edit the guide again, thumbs up mrB



TABLE OF CONTENTS:


1)Introduction
2)AP Distribution
3)1st Job Build
4)2nd Job Builds
A)Fighter
B)Page
C)Pure Spearman
D)Pure Polearm
E)Hybrid Spearman
F)1.5 Hybrid Spearman
G)PQ Build Spearman
5)3rd Job Builds
A)Crusader Build
B)WK Build
C)Pure Spear DK Build : Bloodless vs Dragon Blood Implemented
D)Pure Polearm DK Build : Bloodless vs Dragon Blood Implemented
E)Hybrid DK Build A
F)Hybrid DK Build B
G)Hybrid DK Build C (Blood Implemented)
H)Hybrid DK Build D (Blood Implemented)
6)4th Job FAQ
Warrior Skill(books) Locations
A)Paladin Build
B)Hero Build
C)Dark Knight Build
7)Training Areas
8)HP/MP Pots
9)Capping Dex
10)Weapons
11)3rd Job Advancement Guide
12)WolfJounin's Advice
13)FAQ

Big thanks to XelStyle here for teaching me how to make the names like that and whatever else step by step.

1)Introduction:


This guide, like WolfJounin said, does not have to be followed. Most of them are based upon Wolf's experiences with characters, with the addition of my own experiences up until level 14x Dark Knight. I will be updating this guide every time I see something worth updating, such as new training areas, or a big update (waiting for Showa and Bain Armory, etc) I give credits to WolfJounin for starting this guide and entrusting it to me, and other people who will be helping me out in making this guide as informative as it can be.

WolfJounin:
This guide DOES NOT have to be followed, it's based on my experiences, opinions, and research playing a WK uptil 123, Spearman uptil level 59, and closely watching a Crusader uptil level 103 so I highly recommend it. I made this guide because my first two warriors were horribly messed up both in terms of stats and skills, which misguided me into thinking warriors were weak and led to me to making a Magician, just to come back to being a warrior. I do not mind if you post this guide somewhere else, as long as you give credit. Also keep in mind the abbreviations I will use (I will include some warrior ones that I won't use as well, just to help you out):


AP: Ability Points
SP: Skill Points
PS: Powerstrike
SB: Slashblast
HB: Hyper Body
CB: Charged Blow
KB: Knockback
Sader: Crusader
WK: White Knight
DK: Dragon Knight
FoG: The Forest of Golem
EA: Elemental Advantage

2)AP Distrubution:


The most important AP to warriors is STR. STR determines how high a warrior's maximum damage is, and it also increases its minumum damage. STR is also needed to wear warrior equipment. This will be a warrior's primary AP (The one it adds to most). The second most important AP to warriors is DEX. DEX doesn't increase warrior damage nearly as much as STR (Not even more minimum damage), but dex gives accuracy which allows warriors to train on monsters without missing. There is something called capping DEX (Which is basically not adding anymore DEX once it reaches a certain amount) to add more STR to maximize one's damage, but I will mention that later in the guide. You will be adding enough DEX to get enough accuracy to hit the monster you are training on 100% of the time (Keep in mind equipment gives dex/acc as well), while the rest goes into STR, meaning you should do some research on how much accuracy the monster you plan on training on needs at the level you plan on going to it. When creating a warrior, I recommend rolling a 4 int and luk unless you are rich enough to be lazy about it and then reset.

Dexless : 4 Dex - Add none to Dex and pump all to STR.
Low Dex : Up to 60 - Follow the 2 Dex 3 Str until level 30 (for a maximum of 60 Dex) Lower Dex means stopping earlier than 30.
Regular Dex : Up to 80 - Follow the 2 Dex 3 Str until level 30 (for 60 Dex), then switch to 1 Dex 4 Str until 50 (for up to 80 Dex). Lower than 80 Dex means stopping earlier than 50.

The idea really is to follow the standard 2 Dex 3 Str build until you reached your desired Dex cap (with the exception of Dexless in which you don't actually add anything but pump to STR). Ofcourse there are other ways to do the build like 1 Dex 4 Str to maximize damage early on. However, the traditional build has always been 2 Dex 3 Str as this will ensure that you can hit pretty much all training monsters during those levels.

3)1st Job Builds:


It is important you follow the order of skill I listed, otherwise you may have less HP or have a harder time leveling than those who follow it.

A)Standard Build:
+5 Improving HP Recovery
+10 Improving max HP
+1 Powerstrike
+1 SlashBlast
A)+19 Powerstrike
B)+19 SlashBlast
+1 Endure
+5 Anything

Tip: A and B can go in any order. SlashBlast first will probably allow you to level you faster, but the Powerstrike first will save you more mesos if you're unfunded and its not too behind in terms of leveling speed than SlashBlast.

4)2nd Job Builds & Info:


To advance to 2nd job, talk to Dances with Balrog and follow his instructions/quests. Some people struggle to find the map in which the test person is located. The NPC which transports you to the map with Fire Boars and Lupins is at Victoria Road: West Rocky Mountain IV. To reach this map, you take the western (left) portal of Perion; take the upper portal at West Rocky Mountain I. Additional map information can be found at [s=http://global.hidden-street.net/maps/viperionwest.php]Hidden-Street[/s]. After passing the test, return to Dances with Balrog to advance.

Tip: Regarding some missing points in 2nd job, if these points don't add up to 121, it's usually because they are leftovers anyway, feel free to spend them wherever you feel useful.

2nd Job Builds:

It is important you follow the order of skill I listed, otherwise you'll end up having a harder time leveling than those who follow it.

A)Fighter:
+19 Sword/Axe Mastery
+6 Sword/Axe Booster
+30 Sword/Axe Final Attack
+3 Rage
A1)+14 Sword/Axe Booster
A2)+17 Rage
+1 Sword/Axe Mastery
+30 Power Guard
+1 Anything

A)Fighter: CPQ Rage Build (Optional)
+19 Sword/Axe Mastery
+6 Sword/Axe Booster
+20 Rage
+30 Sword/Axe Final Attack
+30 Power Guard
+1 Sword/Axe Mastery
+14 Sword/Axe Booster
+1 Anything

B)Page:
+19 Sword/BW Mastery
+6 Sword/BW Booster
+30 Sword/Bw Final Attack
+3 Threaten
+30 Power Guard
+1 Sword/BW Mastery
+14 Sword/BW Booster
+17 Threaten
+1 Anything

C) Pure Spearman:
+19 Spear Mastery
+6 Spear Booster
+30 Spear Final Attack
+3 Iron Will
+30 Hyper Body
+1 Spear Mastery
+14 Spear Booster
+17 Iron Will
+1 Anything

D) Pure Polearm:
+19 Polearm Mastery
+6 Polearm Booster
+30 Polearm Final Attack
+3 Iron Will
+30 Hyper Body
+1 Polearm Mastery
+14 Polearm Booster
+18 Anything

E) Hybrid Spearman:
+19 Polearm Mastery
+6 Polearm Booster
+3 Iron Will
+30 Hyper Body
+1 Polearm Mastery
+14 Polearm Booster
+20 Spear Mastery
+20 Spear Booster
+8 Iron Will

F)1.5 Hybrid Spearman:
+19 Polearm Mastery
+6 Polearm Booster
+30 Polearm Final Attack
+3 Iron Will
+30 Hyper Body
+1 Polearm Mastery
+3 Polearm Booster
+20 Spear Mastery
+9 Spear Booster

G) PQ Build Spearman
Basically you get Hyper Body for Spearman before you get final attack. This will make you a wanted character in the Ludibrium PQ which will allow you to get into more partys and get in more often, HOWEVER it will slow down your normal training.

Tip: Its best to have 9 skill points to use before adding Final Attack, then increasing it by that saved amount, because a low level Final Attack will only slow you down and get in the way due to its low damage.

5)3rd Job Builds:



A)Crusader Build:
+30 Combo Attack
+30 Coma
+30 Panic
+30 Shout
+1 Armor Crush
+20 Relax
+10 Armor Crush

A2)Crusader Build:The Recommended Crusader Coma Build by Senyain
+21 Combo Attack
+30 Coma
+9 Combo Attack
+30 Panic
+30 Shout
+1 Armor Crash
+20 Relax
+10 Armor Crush

Tip: A lot of people say that there is a "Panic Build", in which you get Panic before Coma. That is a very big mistake because Coma hits 700% damage when maxed with 5 combo counters on upto 6 enemies with a stun ratio while Panic does 1225% but to only 1 enemy, making it weaker than coma at already 2 monsters, let alone 3+. It is like maxing Final Attack before maxing Mastery in the 2nd job, which is basically lowering your maximum potential and slowing down your leveling speed for something that just seems flashy. Shield Mastery may sound nice to those of you who chose to go with 1h sword/axe and worthless to those of you who chose 2h sword/axe, but in truth its even worthless as a 1h user. Why? A few defense isn't worth SP, especially by the time you can even consider adding this skill, because enemys you are training on will be doing over 1k damage, and the most this can make a difference is maybe 100 damage? Its your choice whether or not to add this skill, but this guide will not include it since the guide's purpose is to help you reach your character's maximum potential. Shout and Coma's stun ends if the enemy is hit with an attack. The combo attack formula is:

PowerStrike with 0 orbs is 312%
PowerStrike with 1 orb is 322.4%
PowerStrike with 2 orbs is 332.8%
PowerStrike with 3 orbs is 343.2%
PowerStrike with 4 orbs is 353.6%
PowerStrike with 5 orbs is 1.4=364%
Panic with 5 orbs is 1225%
Coma with 5 orbs is 700% (Keep in mind coma hits 6 enemys)


B)WK Build:
+30 Fire/Flame Charge
A1)+30 Ice/Blizzard Charge **(Recommend Ice first over Charge Blow since with how maple is now, Ice Charge will be more efficient for EXP)**
A2)+30 Charged Blow
+30 Thunder/Lightning Charge **(It's really only used at bossing areas like Pap or Zakum, but since nothing else is worthwhile, this should be maxed after CB)
+20 MP Recovery
+1 Magic Crash **(just for looks)
+10 or 11 to whatever you want if you didn't get Magic Crash.


Tip: You do not get an instant 50% elemental advantage boost when you add to an elemental charge, but instead the elemental advantage bonus grows every time you add to the charge and ends up at 50% bonus when it is maxed. A1 and A2 can be added in any order depending on where you want to train by the time the skill is near maxed. Shield Mastery recieves the same reason not to be added as it had for Crusaders and is even less useful because WK have constant KB. Charged blow dispels your current charge once used, so it's meant to be a defensive skill (In basic, you cast charge blow once, recharge, and use slash blast/powerstrike). Charge blow's stun is uninterruptable, meaning it does not end after the enemy is attacked. Charged blow's stun does not work with ice charge. Maxed Charges do:

Thunder/Lightning Charge using PS against neutral: 325%
Ice/Blizzard Charge using PS against ice weak: 409%
Fire/Flame Charge using PS against fire weak: 468%
Thunder/Lightning Charge using PS against thunder weak: 487%


NOTICE: Dragon Blood Implementations have been added to the DK build section, just as an option to those who doesn't want to use those Warrior Elixers at NLC. Feel free to follow whichever you wish.


C)Pure Spear DK Build:
+30 Spear Crusher
+1 Spear Fury
+10 Elemental Resistance
+29 Spear Fury
+10 Elemental Resistance
+3 Sacrifice
+30 Dragon Roar
+27 Sacrifice
+3 Dragon Blood
+8 Power Crash

C)Pure Spear DK Build : Blood Implemented
+30 Spear Crusher(At level 15 save 6SP and jump from 15 to 21)
+30 Spear Fury
+3 Sacrifice
+30 Dragon's Roar
+20 Dragon's Blood
+20 Elemental Resistance
+18 Power Crash or Sacrifice

Credits to CallMeCy for this Blood Implemented build that maxes it later on

Tip: Some Dragon Knights add 1 Spear Fury first to allow them to mob groups of enemys from what I have heard. Elemental Resist is pretty useless since there are barely any monsters that actually does elemental attacks. This build allows for faster, more versatile training, at the cost of maxing Dragon Blood and ER as one of the last few skills since you can buy 12 attack Pots from NLC. It is purely optional, one may max Dragon Blood right after Spear Crusher if they want to.


D)Pure Polearm DK Build:
+30 Polearm Fury
+10 Elemental Resistance
+30 Sacrifice
+10 Elemental Resistance
+30 Dragon Roar
+30 Polearm Crusher
+3 Dragon Blood
+8 Power Crash

D)Pure Polearm DK Build : Blood Implemented
+30 Polearm Fury
+1 Elemental Resistance * (Instant 12% Elemental defense)
+20 Dragon Blood
+9 Elemental Resistance
+30 Sacrifice
+10 Elemental Resistance
+30 Dragon Roar
+20 Polearm Crusher/Power Crash (Meh, what else to put it in, they're both useless since Polearm Crusher 20 sucks)

Tip: Adding 10 Elemental Resistance early will help with soloing if you end up not finding a Priest and don't want to go to FoG or just sit around doing nothing.


E)Hybrid DK Build A:
+30 Polearm Fury
A1)+10 Elemental Resistance
A2)+1 Spear Fury + 30 Spear Crusher (Fury for mobbing purposes with Spear)
+3 Sacrifice
B1)+30 Dragon Roar
B2)+29 Spear Fury
+10 Elemental Resistance
+ 8 to wherever


Tip: Due to the additions of many new areas that are Polearm-Fury-Friendly, it's better to max out Polearm Fury first as it will give fastest leveling until around 130+; by which they should have a decent level Berserk to train at Skelegons.


F)Hybrid DK Build B:
+30 Spear Crusher
+1 Spear Fury (Mobbing purposes with Spear)
A1)+10 Elemental Resistance
A2)+30 Polearm Fury
+3 Sacrifice
B1)+30 Dragon Roar
B2)+29 Spear Fury
+10 Elemental Resistance
+ 8 to wherever


Tip: Still a decent build, but with the many additions of mobby training areas, it is better to go for Polearm Fury first. Spear Crusher is still decent to train with, but if it comes down to fastest EXP, Polearm Fury will be faster.

Tip: These two builds are for those who still want to max Dragon Blood instead of buying the NLC Warrior Elixers, if you think you will reach 4th job, then try to stay away since Beholder's Buff won't stack, but feel free to use this anyways.

G)Hybrid DK Build C: (Dragon Blood Implemented)
+30 Spear Crusher
+1 Spear Fury
+20 Dragon Blood
A1)+10 Elemental Resistance
A2)+30 Pole Arm Fury
+3 Sacrifice
B1)+30 Dragon Roar
B2)+18 Spear Fury
+10 Elemental Resistance
+1 Power Crash

H)Hybrid DK Build D: (Dragon Blood Implemented)
+30 Pole Arm Fury
+20 Dragon Blood
A1)+10 Elemental Resistance
A2)+1 Spear Fury + 30 Spear Crusher
+3 Sacrifice
B1)+30 Dragon Roar
B2)+18 Spear Fury
+10 Elemental Resistance
+1 Power Crash


Tip: This build will level faster in the 70's than the build before it, but will level slower in the 80's and early 90's. B1 leans more towards Papulatus runs for bomb control, and B2 leans more towards increasing the power of 1 on 1 while using a Polearm.

6)4th Job :


-Warrior Skillbooks Locations-: Special thanks to Kalovale for noting this section.

-Common warriors-
Achilles: 20 - Skelosarus | 30 - Manon
Monster Magnet: 20 - Nest Golem, Left Pianus | 30 - Right Pianus
Rush: STORYBOOK - Taurospear | 20 - Left Pianus | 30 - Right Pianus
Power Stance: STORYBOOK - Crimson Balrog | 20 - Papulatus | 30 - Zakum
Guardian: 20 - Skelegon | 30 - Manon
---
-Heroes-
Brandish: 20 - Dark Wyvern | 30 - Papulatus
Advanced Combo Attack: 20 - Nest Golem | 30 - Skelosaurus
Enrage: 20 - Zakum | 30 - Horntail
---
-Paladins-
Blast: 20 - Skelegon | 30 - Papulatus
Holy Charge: 20 - Nest Golem, Griffey
Divine Charge: 20 - Dark Wyvern, Griffey
Heaven's Hammer: 20 - Zakum | 30 - Horntail
---
-Dark Knights-
Berserk: 20 - Zakum | 30 - Horntail

A)-Paladin Special thanks to the Paladins who helped me in this area.

theshinji: If your preparations have gone well and you have everything you need for now, then this is the start of your paladin life:


theshinji: Why is this simple? It's the only way to start things quickly. You either max acb or spare the SP first because even ICE blast/ACB would out damage Holy PS/SB.

After this, there's two real SP paths for the paladin to follow: One seeks to neutralize our disadvantage in a neutral bossing situation, the other will make you train faster. I won't say that one is better than the other. I took the bossing route. If you take the training route, it doesn't mean you screwed up.


Paladin Boss Hunter
+1 Rush
+1 Heaven's Hammer (optional, if not, just dump it all into ACB)
+10 ACB
+20 Holy Charge
+30 Blast
A1)+30 Stance
A2)+1 Hero's Will
+29 Heaven's Hammer (if you put that 1 HH early on, if not, 30 to max it)
+20 MW
A1)+30 Achilles
A2)+29 Rush
+Spare SP to whatever you want

Paladin Training Build
+1 Rush
+1 Heaven's Hammer (optional, if not, just dump it all into ACB)
+10 ACB
+20 Holy Charge
+29 Rush
+9 MW
+30 Stance
+30 Blast
+11 MW
+30 Achilles
+29/30 Heaven's Hammer (if you put that one point early on, 29, if not, max it anyway)
+Spare SP to whatever you want

theshinji: I left the spare SP because I do not see how monster magnet would help, and at this point, no other skill is relevant. For the bossing builds, the point where it states rush/achilles, I leave it to the reader to decide which way to go: more efficient pot use (in bossing AND training) or flat out faster training. Either way they don't really lose out lol.

Also, Guardian is a viable option for this spare SP if a paladin is using a 1 handed sword.


B)-Heroes Special thanks to the Heroes who helped me in this area; especially sean4238

2 Handed Users:
+1 Rush
+1 Advanced Combo
+30 Brandish
+29 Advanced Combo
A1)+9 Maple Warrior
A2)+30 Stance
+11 Maple Warrior
B1)+29 Rush *(Not much of a difference from level 1 besides extra range and damage)
B2)+30 Enrage (30 is from Horntail, but if you can get it, by all means, do so)
B3)+30 Achilles (Even less damage)
+1 Awakening *(Not a must, but I'd do it, 1 point for a new flashy skill, unless you're HT-ing, then put it up early)
+Guardian / Monster Magnet (Doesn't really matter at this point since they're both not really crucial skills to the Hero, and it will be very hard to get to this level)

1 Handed Users: - Big thanks to Sabretooth on advising me about the 1H Heroes and giving some builds.
+1 Rush
+1 Advanced Combo
+30 Brandish
+29 Advanced Combo
A1)+9 Maple Warrior
A2)+30 Stance
+11 Maple Warrior
B1)+30 Guardian
B2)+29 Rush (better range, but can be substituted)
B3)+30 Achilles
B4)+30 Enrage (30 is from Horntail, but if you can get it, by all means, do so)
+1 Awakening (Not a must, but I'd do it, 1 point for a new flashy skill)
+Monster Magnet

Tip: Some Heroes tell me to go for 1 Advanced Combo Charge just for the extra orb. While I did not put that in the skill build list, you can do it if you want to, but this is typically a compilation of 3 Heroes builds that I've managed to put together. As you can see, there are a lot of switchable skills simply because some of them are harder to find or some gave me their builds differently, so it's really up to your style of playing on picking which goes first. Stance can be maxed early on if you want, though I don't really recommend it.

Tip:Players may get 1 Rush and skip Advanced Combo if they want to get Brandish to 11 by 123. Else, you can just do 1 to Rush and 1 to Advanced Combo and have Brandish 11 by 124. Either way you will get 21 Brandish at 127. Personal preferences.

sean4238: Sep 18, 8:55am

Hey me again. Just a note for the hero guide, i wouldnt recomend getting AC level 1 untill AFTER brandish is level 11 since in my opinion it slows you down (since brandish only hits 1 monster till 11 then it starts hitting 2.You'd be much better off having brandish hitting 2 monsters earlier and not having to use slash blast than getting AC and having to wait a whole level before brandish finally hits 2 monsters.



C)-Dark Knights Special thanks to the Dark Knights who helped me in this area

The Dark Knight
+1 Rush
+1 Beholder
+1 Berserk
+9 Beholder
+29 Berserk (anything lower is not an option, if you can't do this build, don't follow it)
+20 MW (anything lower is not an option, if you can't do this build, don't follow it)
A1)+ 30 Stance
A2)+29 Rush
B1)+25 Aura of the Beholder
B2)+20 Hex of the Beholder
C1)+30 Monster Magnet
BC2)+30 Achilles
+5 Hex of the Beholder


Tip: With the improvement on Berserk, it makes it much easier to maintain low HP as 5% makes a huge difference; even non-washed DrK's can put it up early if they think they can master Berserk by 130. Berserk might as well be put up early to allow Dark Knights to get used to the new HP Limit; it's not hard to maintain. I've only had a total of around 5-6 Deaths Berserking from 123-132 at regular training spots.

Tip: Universally, Stance can cost up to 100m+ depending on the worlds you're in, so if you're going to put it up early, be prepared to pay up 100m+ or have a half-assed Stance.

Tip:Hex and Aura of the Beholder, as useless as it may seem saves time in re-buffing yourself. The less time you spend refreshing buffs, the more time you have going around the map killing, or attacking in boss runs.


7)Training Areas:


F = Fighter
P = Page
S = Spearman
$ = For profit and decent exp
* = Recommended

1st Job:
Level 1-6: Snail Hunting Ground 1 - Snails
Level 2-8: Snail Hunting Ground 2 & 3 - Snails
Level 5-10: Split Road -Snails
Level 8-10: Dangerous Forest
Level 10-18: The Tree that Grew/Rose 1 - Slimes
Level 10-18: Dungeon Southern Forest 1 * - Slimes
Level 10-18: Henesys Hunting Ground 1 (2nd Lowest Platform) - Snails-
Level 10-19: Henesys Party Quest -
Level 12-20: Henesys Hunting Ground 1 (2nd Highest Platform) - Orange Mushrooms
Level 15-25: Pig Beach $ - Pigs
Level 15-25: Pig Mini Dungeon ***This area is available for a limited time during event times. (Pigs)
Level 18-25: Henesys Hunting Ground 1 (Top Platform) - Green Mushrooms/Slimes
Level 18-25: Dungeon Southern Forest 2-4 (4 = *) - Green Mushrooms
Level 20-30: Orbis Tower Floor 18-20 $ - Jr.Sentinels
Level 22-30: Ant Tunnel 1-4 - Zombie/Horned Mushrooms
Level 25-30: Land of the Wild Boar 1 & 2 - Wild Boars
Level 25-30: Excavation Site 3 $* - Stone/Wooden Masks

2nd Job:
F/P/S: Level 30-35: Ant Tunnel 1-4 -Zombie/Horned Mush
F/P/S: Level 30-35: Land of the Wild Boar 1 & 2 -Wild Boars
F/P/S: Level 30-35: Excavation Site 3 $* -Stone/Rocky Masks
F/P/S: Level 30-35: Orbis Tower Floor 18-20 $ -Jr Sentinels
F/P/S: Level 32-40: Evil Eye Cave 1-4 * - Evil Eyes
F/P/S: Level 33-40: Terrace Hall - Teddy Bears
F/P/S: Level 33-40: Eos Tower Floor 99 & 100 - Ratz
F/P/S: Level 35-40: Eos Tower Floor 41
F/P/S: Level 35-42: The Road to Garden of 3 Colors, Garden of Red 1, Garden of Green 1, Garden of Yellow 1, Purple Plains $ -Jr. Kitties
F/P/S: Level 35-42: Purple Plains 1-2 $ - Sakura Cellions
F/P/S: Level 35-42: Secret Factory* - Trojans
F/P/S: Level 38-42: The Path of time, Lost Time 1 $ - Platoon Chronos
F/P/S: Level 38-50: CPQ (Carnival PQ) - Various Ludibrium stuff
F/P/S: Level 40-55: Eos Tower Floor 8 * - Block Golems
F/P/S: Level 42-55: Hidden Tower -Block Golems
F/P/S: Level 44-60: Practice Field: Easy Level* - Straw Target Dummies
F/P/S: Level 45-60: Practice Field: Normal Level* -Straw Target/Wooden Dummies
F/P/S: Level 46-60: Practice Field: Advanced Level* - Wooden Dummies
F/P/S: Level 45-60: A Night in the Forest (Flat map + slash blast from side to side) -Paper Lanterns + Dark Cloud Fox
F/P/S: Level 48-52: The Path of Time & Lost Time 2 $ - Master/Platoon Chronos
F/P/S: Level 48-58: Someone Else's House -Iron Hogs
F/P/S: Level 48-58: Defeat Monsters - Mecateon
F/P/S: Level 50-55: Mountain Slopes - Electrophants/I.AM.ROBOT.
F/P/S: Level 50-58: Watch out for Icy Path 1 & 2 -Jr. Yetis
F/P/S: Level 50-65: Mountain Cliffs - Gryphons
F/P/S: Level 51-70: Maze Party Quest - Various Stuff
F/P/S: Level 52-60: Suburban Area 2 (Truckers)
F/P/S: Level 54-65: Cold Field 1 * - Hectors & White Pangs
F/P/S: Level 57-65: Forest of the Dead Trees 1-4 - Coolie Zombies
F/P/S: Level 60-70: The Forest of Golem *$ - Stone/Dark Stone Golems
F/P/S: Level 60-70: Orbis Party Quest - Various
F/P/S: Level 60-70: Voodos/Hoodos (Too many map names to put up, find the map with decent spawn, you can go earlier, but be prepared for war)
F/P: Level 60-70: Ice Valley 1 - Jr.Yetis/ Yetis / Transformed Jr.Yetis
F/P: Level 60-70: Top of Black Mountain - Blins
F/P/S: Level 60-70: Mysterious Path 3 (Various ghost monsters)
F/P/S: Level 60-70: Ghost Ship 1, 2 (Slimys, Green Ghosts and etc)


3rd Job-4th Job:

-Crusader/Hero:
Level 70-78: Mysterious Path 3 (Various ghost monsters)
Level 70-78: Ghost Ship 1, 2, 5 (Slimys, Green Ghosts and etc)
Level 70-75: Ice Valley 1 Jr.Yetis/Yetis/Transformed Jr.Yetis
Level 70-75 : Voodos/Hoodos *$
Level 70-75: Top of Black Mountain - Blins
Level 70-80: Mountain Cliffs - Gryphons
Level 70-85: The Forest of Golem *$ - Stone/Dark Stone Golems
Level 75-80: Red Nosed-Pirate Den 2 - Kruz / Captains (Party formation should be best exp gain)
Level 75-82: Ghost Ship 6: (Anchorman)
Level 77-120: Wolf Spider Cavern * - Wolf Spiders ****(Once you have 5 Orbs and 1 Coma, you can go here if you're heavily funded; if not, stay away)
Level 78-85: Ice Valley 2 - Yeti & Pepes / Yetis/ White Pangs / Jr.Yetis / Transformed Jr. Yetis
Level 80-92: Warped Path of Time 3 - Ghost Pirates
Level 80-90: Forgotten Path of Time 3 - Death Teddies (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 82-90: Lost Time - Master Death Teddies (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 84-120: Unbalanced Time *$ - Dual Ghost Pirates
Level 93-120: Warped Path of Time 4 - Spirit Vikings
Level 94-120: Dangerous Sea Gorge 2 * - Lethal/Rissel Squids
Level 95-120: Deep Sea Gorge 2 * - Goby / Bone Fish (Recommended a Priest follow party formation if before level 100)
Level 100-120: Forbidden Time - Grim Phantom Watches
Level 100-125: Encounter with Buddha - Himes
Level 100-125: Red Wyvern's Nest *- Red Wyverns (Recommended party formation for best exp in the 100's, get an I/L AM and/or Bishop too)
Level 110-115+: Armory - Bains + Boss
Level 110-123: Dragon Forest III - Brextons and Dark Cornians ***(Big mobs, just gather, and mob away)
Level 110-130+: Blue Wyvern's Nest: Blue Wyverns ***(Suggested going with a Bishop and/or ArchMage as that will greatly boost exp rate)
Level 125-130+: Destroyed Dragon Nest: Jr. Newties/Newt Golems (Party formations or solo, as long as you have Brandish at a decent level)
Level 125-130+: The Dragon Nest Left Behind * - Skelegons/Skelesaurus (Recommended Party formation or with a Priest/Bishop)
Level 125-130+: Peak of the Big Nest * - Skelegons/Skelesaurus/Newt Golems (Recommended Party Formation)

-WK/Paladin:
Level 70-78: Mysterious Path 3 (Various ghost monsters)
Level 70-78: Ghost Ship 1, 2, 5 (Slimys, Green Ghosts and etc)
Level 70-75: Ice Valley 1 - Jr. Yetis/Yetis/Transformed Jr.Yetis
Level 70-76: Voodos/Hoodos *$
Level 70-75: The Forest of Golem *$ - Stone/Dark Stone Golems
Level 70-80: Mountain Cliffs - Gryphons
Level 70-78: Vanished Village - Water Goblins
Level 75-85: Ice Valley 2 * - Yeti and Pepes / Yetis / Jr. Yetis / White Pangs
Level 75-80: Red Nosed-Pirate Den 2 - Kruz / Captains (Party formation should be best exp gain)
Level 75-85: Warped Path of Time 3 * - Ghost Pirates
Level 75-82: Ghost Ship 6: (Anchorman)
Level 77-82: Mysterious Path 3: (Ghosts stuff)
Level 80-90: Forgotten Path of Time 3 - Death Teddies(Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 80-120: Unbalanced Time *$ - Dual Ghost Pirates
Level 80-95: The Area of Red Kentaurus *$ - Red Kentaurus (Ice Charge for money)
Level 80-95: The Area of Blue Kentaurus * - Blue Kentaurus
Level 95-120: Wolf Spider Cavern - Wolf Spiders (If 16 ice charge or higher) *$
Level 93-120: Warped Path of Time 4 - Spirit Vikings ($ with Ice/Blizzard Charge)
Level 95-120: Forbidden Time * - Grim Phantom Watches
Level 95-107: Leafre: Forest : Crossroad - Birks/Dual Birks
Level 100-120: Dangerous Sea Gorge 2 - Lethal/Rissel Squids (If 16 ice charge or higher)
Level 100-120: Red Wyvern's Nest * -Red Wyverns (Soloing with Ice works, or find a party of either 1 more attacker, 1 more attacker and a Priest)
Level 100-120: Dragon Forest III *-Brextons (Brextons + Ice = great EXP + money)
Level 100-120+: Armory - Bains + Boss
Level 110-120+: Deep Sea Gorge 2 - Goby / Bone Fish(If ice charge is maxed)
Level 110-130+: Blue Wyvern's Nest: Blue Wyverns ***(Suggested going with a Bishop and/or ArchMage as that will greatly boost exp rate)
Level 125-130+: The Dragon Nest Left Behind - Skelegons / Skelesaurus (Party formation recommended for best exp gain)
Level 125-130+: Peak of the Big Nest * - Skelegons / Skelesaurus / Newt Golems (Party formation)
Level 125+: Encounter with the Buddha - Himes (assuming you went with Holy Charge and ACB first)

-DK/Dark Knight:
Level 70-78: Mysterious Path 3 (Various ghost monsters)
Level 70-78: Ghost Ship 1, 2, 5 (Slimys, Green Ghosts and etc)
Level 75-82: Ghost Ship 6: (Anchorman)
Level 70-75: Top of Black Mountain - Blins
Level 70-75: Voodos/Hoodos *$
Level 70-90: The Forest of Golem *$ - Stone/Dark Stone Golems ***(Past 77, this area is only for mesos making)
Level 70-80: Mountain Cliffs - Gryphons
Level 75-80: Red Nosed-Pirate Den 2 - Kruz / Captains (Party formation should be best exp gain)
Level 75-82: Ghost Ship 6: (Anchorman)
Level 78-90: Forgotten Path of Time 3 -Death Teddies (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 78-95: Lost Time * - Master Death Teddies(Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 78-90: The Area of Black Kentaurus *- Black Kentaurus(Same as DT's, try going with a Priest as they're healable)
Level 80-95: The Area of Blue Kentaurus * - Blue Kentaurus(Recommended a Priest come with you in the early levels)
Level 80-95: The Area of Red Kentaurus * - Red Kentaurus(You can probably find a Priest if you're lucky, as they also drop weapons for them)
Level 85-120: Wolf Spider Cavern *$ - Wolf Spiders
Level 85-90: Cavern of Fortitude (I would think Fury works well here, just mob them all to a corner)
Level 90-120: Forbidden Time * -Grim Phantom Watches (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 93-120: Warped Path of Time 4 * - Spirit Vikings(recommended party formation)
Level 94-120: Dangerous Sea Gorge 2 * - Lethal / Rissel Squids
Level 95-120: Deep Sea Gorge 2 * - Goby / Bone Fish(Recommended a Priest follow party formation if before level 100)
Level 100-120: Red Wyvern's Nest -Red Wyverns (Same party formation as Dual Parties: Priest, and 1-2 other attackers)
Level 100-120: Encounter with Buddha - Himes
Level 110-120+: Armory - Bains / Boss
Level 110-123: Dragon Forest III Brextons and Dark Cornians ***(Polearm Users rejoice, the big mobs in this map will be full of fun and exp)
Level 110-120: Path of Peril : Typhons (these comes in huge mobs, just use Roar to lure them and kill them. I suggest taking touch damage as magic throws you off map)
Level 110-130+: Blue Wyvern's Nest: Blue Wyverns ***(Suggested going with a Bishop and/or ArchMage as that will greatly boost exp rate)
Level 130-140+:Destroyed Dragon Nest * - Jr.Newties / Newt Golems (You can go at 120 if you want, but you'd just be leeching. 130 assuming you went Berserk first)
Level 130-140+: The Dragon Nest Left Behind * - Skelegons / Skelesasurus (You can go at 120 if you want, but you'd just be leeching. 130 assuming you went Berserk first)


8)HP/MP Potions:


HP:
10-30: Red Potion (Start with White Potions if you are funded, less spamming and less inventory space wasted)
20-40: Orange Potion
30-40: White Potion
35-45: Waffle
40-55: Supreme Pizza
50-80: Barbarian Potion
80+: Ginseng Root (If improving max hp was maxed as soon as possible, if not then a few levels later)
100+ (Optional) : Honsters + Mp pots of choice

Tip: A honster heals 60% - when your HP passes 5k, it is worth it to use a Honster, as it will heal 3kHP for the price of 2.8k. A barb elixer restores 1500 for 1500. If partied with a DK and your normal hp is 5k, your boosted HP is 8k (ish). Honster will heal 4.8kHP.

Now unless people like to pot every hit, the earliest switch allows them to train longer =d. It happens somewhere in the 7Xs. DKs therefore should switch a lot sooner, since their HP passes 5K a lot sooner (I just can't imagine a DK training without HB).

***Credits to Annihilatron on the Honster part***

MP:
10-40: Blue Potion
35-45: Waffle
55-100 : Ginseng Concentrates (PPQ-er's only)
90-120: Supreme Pizza (The HP addition is nice, especially for some DrK's with Berserk)


Tip: Following the earliest switch will use more mesos for potting, however it will allow you to train longer at a map without spending more time going back to town to repot then going back to the map. Another thing to keep in mind is to use potions that heal more HP than the enemy does damage (so that you won't waste too much time smashing the button like crazy) and that it doesn't heal more than 80% of your HP as you will end up either wasting a lot of potions or getting into a lot of life or death situations.

9) Capping Dex



The point of capping dex is to maximize your damage by having more str. In this day and age, capping dex is not as useful as it once was because now there is top/bottom str scrolls, however it is still the more effective way to go especially for Spearman/DK/Axe Crusader/BW WK (seeing as how they don't need 120 dex for their best weapon).

Capes can be scrolled for dex or str
There are 10%/30%/60%/70% Helm accuracy scrolls
There are 10%/30%/60%/70% Overall dex scrolls
There are 10%/30%/60%/70% Shoe jump scrolls
There are 10%/30%/60%/70% Shoe dex scrolls

I won't count gloves. Why not? Because:

Dexless = 4-5 dex
Extremely Low Dex = 6-30 dex
Low Dex = 31-60 Dex
Semi-Low = 61-79 Dex
Average Dex = 80-90 Dex
High Dex = 91+ Dex

Dexless with glove attack > Extremely Low Dex with glove attack
Dexless with dex glove < Extremely Low Dex with glove attack
Extremely Low Dex with glove attack > Low Dex with glove attack
Extremely Low Dex with dex glove < Low Dex with glove attack
and so the cycle continues

For that reason, its not good to force yourself to be dexless/low dex while using dex/acc gloves. Nor is it good to go dexless/low dex and train on a weak enemy because you don't have enough accuracy with attack gloves to train on what you should be training on. In anycase, overalls have 10 slots, while top/bottoms each only have 7. If you could get all 30%'s for top/bottom str to work, and all 10% overall dex to work, and compared, you'd have more dex/acc than str. Since you can get more dex than str total from your gear, low dex is better if you can afford it. To those who just started and INSIST on going low dex, I'd recommend 50-60. To those who have another level 5X or higher character with a lot of decent or good gear to sell (Yes, this means stripping your main), go ahead and try 40 dex. If you have a few hundred mill, go ahead and try 30 or less. Remember, you don't always need a few hundred mill to maintain 30 dex, you need that much around level 8X (7X as a White Knight) to train at high level monsters effectively. Also keep in mind a few facts:

~1 Dex = 0.8 Accuracy
~1 Luk = 0.5 Accuracy (You'll have 2 or more accuracy from this depending on what you rolled).
~A weapon's mastery adds 20 accuracy when maxed. If your a hybrid spearman, they do not stack.
~You can always use sniper pills to get an instant 10 accuracy for 10 minutes, they are cheap too. Bless and Sniper pills don't stack.
~I personally don't think you should depend on a Cleric/Priest, but if you party with them VERY often, Bless adds 20 accuracy.

This is a link to a very useful accuracy calculator made by Oresplz.
http://www.screamingstatue.com/accuracy/

Although I posted the accuracy calculator, I will still post the required accuracy for the most common monsters players train on in the second job. I will post the accuracy need if you are the monster's level. If you are below that level, you will require more accuracy. I will post a mark for those who are unfunded and want to train on something with the lowest possible accuracy but also good exp for their level.

Level 22 Horned Mushroom: 26 Accuracy!
Level 23 Wooden Mask: 37 Accuracy
Level 24 Zombie Mushroom: 30 Accuracy!
Level 24 Rocky Mask: 37 Accuracy
Level 25 Evil Eyes: 37 Accuracy!
Level 33 Jr Cellion/Lioner/Grupin: 55 Accuracy
Level 39 Toy Trojan: 66 Accuracy
Level 42 Block Golem: 44 Accuracy!
Level 45 King Block Golem: 52 Accuracy!
Level 50 Drake: 66 Accuracy!
Level 50 Jr Yeti: 92 Accuracy
Level 55 Hector: 74 Accuracy
Level 57 Coolie Zombie: 92 Accuracy
Level 58 Dark Stone Golem: 66 Accuracy!
Level 59 Mixed Golem: 74 Accuracy!
Level 78: Yeti and Pepe: 110 Accuracy
Level 80: Wolf Spider: 110 Accuracy
Level 83: Ghost Pirate: 99 Accuracy!
Level 85: Death Teddy: 99 Accuracy!
Level 85: Goby: 107 Accuracy
Level 87: Dual Ghost Pirate: 103 Accuracy!
Level 89: Master Death Teddy: 103 Accuracy!
Level 90: Bain: 139 Accuracy
Level 93: Spirit Viking: 136 Accuracy
Level 97: Risell Squid: 136 Accuracy
Level 97: Red Wyverns: 136 accuracy
Level 97: Brextons: 136 accuracy
Level 99: Grim Phantom Watch: 139 Accuracy
Level 100: Dreamy Ghost: 125 Accuracy!
Level 110: Newt Golems: 139 accuracy
Level 110: Skelegon: 139 accuracy
Level 113: Skelesaurus: 139 accuracy

The cheap dex/acc gear to get your hands on if your unfunded, get a:

~Blue Crusader Chainmail and use 10 100% scrolls for overall dex (Can be bought at scroll seller in kerning city's The swamp of Despair). This will cost less than 500k total, and you will gain an easy 14 dex.
~If you're unfunded, you probably can't get attack gloves yet, so in the meantime, you can really cheap use dex/accuracy gloves. Get any warrior glove that adds a str or two and use 5 100% scrolls for glove dex (Can be bought at scroll seller in orbis tower floor 14). The scrolls will cost about 175k, but you get a whole 5 accuracy from them (don't buy it unless you really need the accuracy though).
~A green bamboo hat which can be obtained from Kerning PQ or bought from another player for a cheap price can be useful, as it adds 3 dex (2.4 accuracy).

10)Weapons:



So you're having trouble choosing a weapon eh? Not attached by the look of any specific weapon type? Alright, I'll post some facts for each weapon type.

~1h Sword~
-Usually has a fast attack speed
-Shield can add Str/Dex
-Shield adds additional defense

~2h Sword~
-Usually has normal attack speed
-Has higher base weapon attack than 1h sword
-Has a higher damage calculator than a 1h sword
-Knocksback the enemy more often than any other weapon due to stable damage

~1h Axe~
-Alternates between fast and normal attack speed, and all level 60+ axes are normal attack speed
-Has higher max damage than 1h sword at the cost of having lower min damage than 1h sword
-Does more damage when slashing, and less when stabbing
-Shield can add Str/Dex
-Shield adds additional defense

~2h Axe~
-Alternates between normal and slow attack speed
-Has higher base weapon attack than 2h sword
-Has higher max damage than 2h sword at the cost of having lower min damage than 2h sword
-Does more damage when slashing, and less when stabbing

~1h Blunt Weapon~
-Alternates between fast and normal attack speed
-Has higher max damage than 1h sword at the cost of having lower min damage than 1h sword
-Does more damage when slashing, and less when stabbing
-Shield can add Str/Dex
-Shield adds additional defense
-Has more weapons available to use than any other

~2h Blunt Weapon~
-Alternates between normal and slow attack speed, and the level 90+ 2h Blunt Weapon is slow attack speed
-Has higher base weapon attack than 2h sword
-Has higher max damage than 2h sword at the cost of having lower min damage than 2h sword
-Does more damage when slashing, and less when stabbing

~Spear~
-Slow attack speed (Excluding the level 40 and 50 Spear. Normal and Fast attack speed spears can be obtained through gachapon/maple anniversary event)
-Has highest base weapon attack
-Has higher max damage than any other weapon (Excluding Polearm) at the cost of doing lowest min damage
-Does more damage when stabbing, and less when slashing

~Polearm~
-Slow attack speed (Excluding the level 50 Polearm. Normal attack speed Polearms can also be obtained through snowboard/valentines/maple anniversary event)
-Has highest base weapon attack
-Has higher max damage than any other weapon (Excluding Spear) at the cost of doing lowest min damage
-Does more damage when slashing, and less when stabbing

Depending on the server, one weapon may be more expensive than the other. At the moment (July 27, 2007), the most common order of the most expensive weapon is:

Spear & 2h Sword & Polearm & 1h Sword = 2h BW & 2h Axe & 1h BW & 1h Axe

11)3rd Job Advancement Guide:



After you achieve level 70, you go to the Warrior Wiseman in El Nath and talk to him. Afterwards, you must head to Perion and talk to Dances with Balrog. You must now head to the Ant Tunnel Park which can easily be gotten to from the VIP cab in Ellinia or Lith Harbor for 10k. At the bottom right of this map, there is a portal which you may enter after you had spoken with Dances with Balrog. Make sure to have around 30 Eyedrops, at least 100 ice cream pops, and 50 mp elixers. The Dances with Balrog Clone does nearly 1.5k damage and summons Tauromacis after taking some damage (He summons 2 at a time, and may do this multiple times depending on how fast you kill him). He only has 150k HP and low avoid (given you have eyedrops to cure the blind status he casts on you) so you should finish him off fairly quickly.

Once you kill him and pick up the ETC he drops, you go back to Perion and talk with Dances with Balrog and then head back to El Nath to talk to the Wiseman again. You now need a refined Dark Crystal, which you can craft the ores at El Nath's Market area at the top right. After you have a Dark Crystal, head to the level 50 area of El Nath,and enter the Wooden Door at the top right of the map at Sharp Cliff 2. You should now be in a hidden-street called Holy Ground at the Snow Field, go to the bottom and talk to the stone to start the second half of the exam, being a quiz. The stone will ask you 5 simple questions. If you need help on one of them, be sure to look around on a guide, because if you answer wrong you have to get another Dark Crystal to attempt the quiz again. Once you have passed this part, head back to the Wiseman and become a proud 3rd job warrior.

3rd Job Question Guide Credits to Valtrox : http://www.basilmarket.com/show/guide/476/0/3rd_Job_Questions.html

12)My Advice:



#1: ALWAYS use warrior elixers and speed pills unless you somehow have the maximum speed limit without it.

#2: If you need accuracy and can't afford good gear, you don't always have to increase your base dex, Sniper Pills add 10 accuracy for 10 minutes at the cheap price of 500 mesos each.

#3: Don't use Slash Blast unless there are 3 or more enemies.

#4: Don't rely on Bless to compensate for your lack of accuracy, unless you don't want to be able to solo effectively.

#5: It's better to mob (Attack one enemy, and keep walking in one direction while doing this to all enemys, then slash blasting them in the corner when they get to you) the bottom of the maps Watch out for Icy Path 1 & 2, as well as Cold Field, then kill off the top platforms, then repeat the process. Why? If you just kill them one at a time with powerstrike, one may spawn a little behind you the second you kill one in front, making you waste more time going back and forth than if you spent time mobbing all the enemys. I believe this theory also applies to any mob-able maps.

#6: The best possible cape to use is either a Pink Adventurer Cape or Icarus Cape 2. Pink Adventurer Capes have base weapon attack which adds a major boost to one's damage. Icarus Cape 2 adds 10 speed, thus allowing you to get to enemys faster and it will keep adding up which will allow you to get a lot more exp per hour in bigger maps.

#7: Although Workgloves/Brown Workgloves are the most commonly scrolled glove, remember that warrior gloves add an additional Str/dex/accuracy bonus, so get your hands on one of those instead of a workglove if possible. Don't try scrolling a warrior glove for attack UNLESS its a level 60 or higher warrior glove (Level 50 one is okay, but I personally don't think it's worth it).

#8: Leave a character in New Leaf City once you are ready to use Waffles, Barbarian Potions, or Ginseng Roots so that it can purchase them and transfer them over, which will save you a lot of time if you are training outside of Victoria Island.

#9: This isn't specifically for warriors, but use common sense. If the first slot fails on an item, stop scrolling it. If a weapon is 2 above average and the first two slots fail, stop scrolling it. If you are scrolling an armor and the first slot fails, stop scrolling it. This way you can get good results and not waste mesos only to end up with something bad.

13) FAQ:



Q: What warrior should I make?
A: Its your character, if someone decides for you there is a great chance you'll regret it in the future. Go with what kind of weapons, skills, gameplay you like most. Watch a few 3rd job or even 4th job videos on youtube.

Q: What's the difference between the 4 spearman builds?
A: Pure Polearm and Hybrid 1.5 are better than Pure Spear and normal Hybrid in 2nd job, however are more limited in the 3rd job (Pure Polearm being weaker than the other 3 at bosses, and Hybrid 1.5 having a minute and a half booster while the others have over 3 minutes of booster). Pure Spear is decent in the 2nd job and has no limitations in the 3rd job. Normal Hybrid has a difficult 2nd job compared to the other 3, however has no limitations in the 3rd job like Pure Spear, but also gets to use Dragon Fury to its maximum damage potential with Polearms.

Q: Do you make profit at Eos Tower Floor 8 and Hidden Tower (Block golems)?
A: From 40-45, its unlikely, but after that you probably will if you can kill them at a fast rate. From 50-60, it makes a good amount of profit.

Q: Should I go low dex?
A: As long as you can use attack gloves instead of dex/acc gloves and hit the enemy you train on 100% of the time, yes (Keep in mind you can use sniper pills, but don't count bless unless you will ALWAYS have a cleric/priest with you).

Q: Should I go dexless?
A: If you got the money or determination. If both, then by all means go for it (unless you plan on using Stone Tooth sword).

Q: Is going over 80 base dex bad?
A: Not at all, if its the only way to100% hit the enemy you train on while being able to use attack gloves, its perfectly fine. I highly don't recommend going over 80 base dex though, as it is unneccessary.

Q: Do warriors add int or luk?
A: No

Q: Should I add INT to increase the damage of elemental charges for White Knights?
A: No, that wouldn't do anything. Warriors only gain damage from str, dex, and weapon attack.

Q: Why is Polearm slightly faster than Spear in the second job?
A: Polearms do more damage when slashing, while spears do more damage when stabbing. There is 3/5 chance to slash, and 2/5 to stab, so most of the time the Polearm will do more damage, plus slashing has more range than stabbing. The 3rd job skills Crusher and Fury have forced animations (Crusher Stabs, Fury Slashes), so slash/stab ratio doesn't matter anymore in the 3rd job advancement.

Q: Powerguard doesn't seem to reduce 40% damage on crimson balrog!
A: Powerguards 40% effect is changed to 20% for boss monsters.

Q: Are snowshoes better or warrior shoes?
A: It really depends on how funded you are, let me explain... On average the following shoes have:

Level 30 snowshoes = 0 stat and 7 slots
Level 50 Eigen = 3 stat and 7 slots

Level 30 warrior shoe = 1 stat and 5 slots
Level 40 warrior shoe = 2 stat and 5 slots
Level 50 warrior shoe = 3 stat and 5 slots
Level 60 warrior shoe = 4 stat and 5 slots
Level 70 warrior shoe = 5.25 stat (1 acc = 1.25 stat) and 5 slots
Level 80 warrior shoe = 5 stat and 5 slots
Level 90 warrior shoe = 6.25 stat and 5 slots

Less funded warriors will only 60%, and on average 7 slots will have 4 60%s work and 5 will have 3 work, so warrior shoes are better for unfunded. For decent funded, 30% the first slot of a warrior shoe and 2 30%s work on the first two to three of a snowshoe followed by 60%s, meaning snowshoes will be far better till 70-90 unless you have an Eigen. Really funded will have 2 30%s work on the first 2-3 slots of a warrior shoe, and 3 to work on the first 5 slots of a snowshoes, meaning Snowshoes will win all the way (at end only if it's an Eigen otherwise it'll be tied).

Q: Why was Dragon Blood removed from the skill builds and Rage moved to last?
A: The new Warrior Elixers that can be bought in New Leaf City are 2 attack higher than Rage and saves you 20 SP if replacing Dragon Blood, making these two skills obsolete in any scenario. These two skills are not pre-requisites for any 4th job skills so they can be safely skipped. *Plus it won't stack with the Dark Knight's Beholder's Buff for the 15 attack anyways* However, builds have been provided for those who wants to still put points into it.

Q: Whats the best warrior?
A: All of them are equal in 2nd, 3rd, and 4th job depending on what map/enemy/party members your with. Its all about what you prefer.

Q: I heard warriors are weak in the 2nd job. Do they become funner in 3rd job?
A: If you don't enjoy a warrior in the 2nd job, its highly unlikely it'll be any different during the 3rd job. All classes are equal in all job advancements in their own ways.

Q: I want to know how to do the accuracy calculations without the link, do you have the formula?
A: Yes, one was actually just provided by Kalovale:

-100%-Hit Accuracy = (55.2 + 2.15 * (Level Difference)) * Avoid / 15 (let it be 'a')
-Hit rate = 2*(Accuracy - (a/2)) /a
-(Level Difference = monster level - your level. If negative, make it 0.)

Q: How much Str equals to Weapon attack?
A: Each time you change weapons, level up or upgrade gears, you have to re-calculate it; there is no definite Str=W.Attack.
Massive credits to Annihilatron on giving me these equations.

S=Str, D=Dex, A=Att, M=Weapon Multiplier, R=Mastery
Solving equations below:
[(S * M + D) / 100] * A = Max //Basic warrior damage equation (for ANY weapon)

[(S * M + D) / 100] * (A+x) = NewMax //Equation for increasing weapon attack
[((S+y) * M + D) / 100] * A = NewMax //Equation for increasing strength, with same amount of max damage change as above
//Solving the system by equating the two new maximums
[(S * M + D) / 100] * (A+x) = [((S+y) * M + D) / 100] * A
(S*M+D)*(A+x) = ((S+y)*M + D) * A
SMA + SMx + DA + Dx = SMA + MAy + DA
SMx + Dx = MAy

y = (S/A + D/(M*A))x //Solution
y = (x)(1/A)(S + D/M)
For every X amount of attack you want, you need Y amount of strength.
Formula being:
Strength = [CurrentStrength/WeaponAttack + Dex/(Multiplier*WeaponAttack)]*(Attack you want to increase by using str only)
y = (S/A + D/MA)x
Where: S=Str, D=Dex, A=Att, M=Weapon Multiplier, R=Mastery, Y = Strength Needed, X = Amount of weapon att you want to 'simulate' with str.


In summary:
The attack formulas show that the amount of STRENGTH required to "SIMULATE" additional ATTACK is your CURRENT STRENGTH divided by your CURRENT WEAPON ATTACK. The dex part of the formula is added for accuracy, but generally this is a very small number (at level 100, 60 dex/multiplier*100+ attack = small number). This is an iterative formula - trying to calculate for more than 10-15 weapon attack at a time will result in inaccuracy.

There IS no TRUE ATT = STR equation, only this relative equation based upon your current stats. This means every time you wonder how much str = how many att, you will have to calculate it out since your own stats have changed.


Simplified for the kids to understand:
1 attack = [(STRENGTH) / (CURRENT WEAPONATTACK)] Strength

Annihilatron:
What is the meaning of this proof?
This formula shows that if you are using a very weak weapon, eventually the strength you put in will no longer affect its damage, as S/A will approach infinity (no additional strength will increase you damage with such a weak weapon) [proof-limit-> W.att be small and strength is increasing]. Also, this also shows that by having a very high weapon attack, each point of strength will do more for you, as S/A will be much lower. The Dex part of the equation ultimately should result in very small numbers, but is there for accuracy of the equation.
Replies
07/16/09 +
 
dexless hero pro or low dex hero pro?
07/17/09 +
DivineThunda
82 DemethosGMS I/L Mage
 
w8 wat happened
wasnt this stickied
so what happened to all the posts?
OT guide is useful thanks
07/19/09 +
Blazer4000
148 Bera Dark Knight
 
The accuracy you will need from 80 up to Skelegons will be about 139, and that will probably be until around 13x+? (Unless there are lower level contents in Time Temple that I don't know of). So I would say that if you want to lower your accuracy for now and go for more power, go ahead but do some planning ahead of time and just know that you'll need 139 by around...level 100. I would personally just keep the cape seeing as how those levels go by quickly anyway and you'll be needing the accuracy again soon.

As for the thread, it was up to 73 pages, which was probably why mrbasil wiped everything.
07/20/09 +
AstroKn1ght
27 Broa Pirate
 
i have a low dex warrior what class do you guys recommend and any advice on what items i can get?
07/20/09 +
Blazer4000
148 Bera Dark Knight
 
Low Dex has the potential to be anything. You should just find out which class you might like the most and go for that one. As for gear, as long as you can hit everything you need to train on, you should be fine (as long as it's not too much either).
07/20/09 +
WhatTheROFL
70 Bera Dragon Knight
 
Anybody know why maple is short of DK's/Spearman?

All the time i see"L>DK to hime with @@@@@"

But never or rarely "L>Priest to hime with @@@@@"

Anyone know why?
07/20/09 +
lolinflation
84 Broa Aran in Misery
 
75395155: Anybody know why maple is short of DK's/Spearman?

All the time i see"L>DK to hime with @@@@@"

But never or rarely "L>Priest to hime with @@@@@"

Anyone know why?


My son, get some milk and cookies.

Apparently, Drks suck. Heroes are better than Drks, oh yes.

No but seriously, i suggest u make a thread on that if u dont understand, multiple view points are better than one.
07/21/09 +
Zeo45
13 Scania Magician
 
Is it okay if I put spear mastery first in 2nd job Hybrid?
07/21/09 +
Blazer4000
148 Bera Dark Knight
 
OneHope: Is it okay if I put spear mastery first in 2nd job Hybrid?


You can do that if you prefer Spears first, as long as you have both the PA and Spear essentials by 3rd job. People only do PA first since it makes leveling easier due to the slash:stab ratio.
07/24/09 +
CELEBRiTiE
66 Khaini Assassin
 
waitt sooo is lowdex better than normal drks?
and is hybrid better than pure spear drks? o-o
07/26/09 +
SymphonyDuet
40 Windia Dualer
 
littoxtotoro: waitt sooo is lowdex better than normal drks?
and is hybrid better than pure spear drks? o-o
With regards to dex there is no universal "better." Damage depends more on equips than base dex, although obviously, if they had the same equips, skills, etc., with the only difference being their stat build (and provided they both can hit the monster), the low dex has an advantage.
Hybrids however, are at a definite advantage over pure spears, because they can do most of what a Pure Spear can, as well as a Pure PA. With adjustment of builds, you can have everything both can, however, a few skills (namely final attack) do not help so much, and can even make things worse.
07/26/09 +
 
Im making up a Fighter Currently level 37 and i was wondering if i should keep him at 4 dex like im not very funded so im not sure if i should raise up the dex to around 25 or leave it at 4 until im at around level 70+
08/02/09 +
Blazer4000
148 Bera Dark Knight
 
To liittoxtotoro, basically what cookie said was right. Warriors do not "need" to raise Dex as they can get their accuracy from somewhere else. So in the end, the one with lower Dex will be "better" as they can always get the same or better gear as normal drks. Hybrids will always be the good choice for DrK's since it's a 2 in 1 package. All you will be missing out is Final Attack, which you will never use anymore once you reach 3rd job anyway.

To riddek520, if you think you can handle the funds for a 4 Dex then I highly suggest you continue it since, as I just said, it's simply better to keep your Dex low as it's not "needed" for warriors to raise it unless they really have to. However, if you find yourself struggling with hitting training monsters and not being able to afford equipments to compensate, go ahead and raise it.
08/02/09 +
PolishedUp
23 Scania Blaze Wizard
 
dewettboi: i have a low dex warrior what class do you guys recommend and any advice on what items i can get?


Maybe get a decent chainmail, good atk gloves, good impaler and probably good shoes and brown danna
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