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IT HAS BEEN STICKIED! :D Table of Contents! Credits Introduction v2 Section 1: Differences between 2nd Jobs Section 2: 3rd Job Comparisons 2A) Crusaders 2B) White Knights 2C) Dragon Knights 4th Job Comparisons Common 4th Job Skills Job specific links Credits The original idea for this thread came from Milkshakes and also esvil4 in part. Those originally contributing to the thread include Blitz729, esvil4 and Senyain. Credits also go to all of you, for providing the suggestions that help put this thread together. Also, to the people who have posted helpful and insightful information to improve this guide. At Milkshakes personal recommendation, Ryan and Ollie are recognized for their exceptional advice to this guide. We appreciate the in-depth points that you make to better this post. As for the repost of this guide, I have received permission from everybody to go ahead with the 4th job update. There may not be any need to edit this guide as it is already complete, but it is definitely in need of a sticky. (Which it got) :D Credits for 4th Job Comparison: esvil4 for the bulk of the information. Senyain for much of the calculations. ( Which will be added later on. ) Ryannosaur for the Common 4th job skill descriptions. Introduction v2. As many of the Basilers know, there are constant threads every day regarding the "best" class. The truth is, there is no universal "best" class. There is only the "best" class for situations and your playing personality. Hopefully this will help stem the flow of such threads and increase the overall knowledge of Warrior players everywhere. Introduction v1. Feel free to put in any input and it will be considered. Also, due to many debatable topics, differing opinions will be posted if they are substantial. This is the first thread that will hopefully stop the "Warrior Comparison" threads and make a useful reference all around the forum. Changes are being made based on both information posted in the thread, and in PMs going back and forth between the thread creators. IF YOU FEEL THE GUIDE IS TOO LONG TO READ, AND YOU JUST WANT TO KNOW WHO IS THE BEST AT WHAT, READ THE SUMMARY AT THE BEGINNING OF EACH SECTION OR USE THE TABLE OF CONTENTS. This thread is in a constant state of change and is currently a rough draft. Keep this in mind. This thread is also designed for exploring how each class performs in various areas, but in general. If you have questions about specifics, check out the following guides: For SP and AP builds, DEX info, training grounds, and just about everything related to warriors: Complete Warrior Guide For a guide more focused on your weapon choices: Senyain's Impartial Guide to Warrior Weapons For training area choices: Comprehensive Guide to Training Most of the warrior classes are basically the same during 2nd job. All of them use Power Strike and Slash Blast as their main attacks. Basically the differences can be summed up in two areas: skills and weapon choices. Fighters: The main skill difference is that Fighters get Rage, which boosts your party's weapon attack by 10. During 2nd job this is strongly appreciated, as it is free, takes no Use slots and increases each party member's damage (except Mages) by several hundreds. Unfunded, Fighters will generally lvl faster in comparison to the warrior classes if they're similarly funded. The other classes can give themselves a weapon attack boost as well, but need items to do so. Fighters also get Power Guard, reducing touch damage by 40% and deals it back to the monster. This is the main reason why Fighters/Crusaders are considered soloers because this reduces pot costs immensely. Pages: Pages get Threaten, a skill that lowers the enemies' weapon defense and weapon attack by 20; this is mostly used to lower damage dealt to you. Pages also get Power Guard, reducing touch damage by 40% and deals it back to the monster. This is one of the main reason why Pages/WKs are considered soloers because this reduces pot costs immensely. Of course, constant KB and Ice Charge helps also to the soloing factor. Spearman: Spearmen get Hyper Body, which boosts your max HP/MP and that of your party by 60% when maxed. This skill is particularly useful for helping partied Thieves, Archers, and Mages to survive more hits from enemies and/or PQ bosses. They also get Iron Will which gives +20 wep def and +20 mag def for 300 sec. It is basically a nerfed Bless with 100 seconds more duration but gives no accuracy or avoidability bonus. Even with this skill maxed, it isn't even close to being in the same league as Power Guard and is why Spearman/DKs are not considered a soloing class. They level slightly slower than the other warrior classes due to inconsistent damage. But the pay off in leveling speed happens in 3rd job where DKs level generally faster than the other warrior classes if they are partied with a priest. Other notables: The other difference is weapon options. Fighters and Pages can both choose between unstable weapons with high max damage, stable weapons with higher min damage, fast weapons, slow weapons, long reach, short reach, etc. Spearmen get weapons with the highest maximum damage, but lowest minimum damage, and with the longest reach but (with a few exceptions) the slowest attack speed. Back to top A comprehensive description of all 3rd job Warriors. In this section, you will find the information split into certain parts: Gameplay summary Damage against single targets Damage against mobs Defensive tactics In parties At bosses Attack speed/weapon choices Weaknesses Section 2a: Crusaders Gameplay summary As a Crusader, you will eventually learn two new major attacks: Coma and Panic, the two strongest individual attacks in the game (discounting Meso Explosion since it's speshul). Each of these is very powerful, but requires that you charge up a "Combo," similar to fighting games, meaning that you can only use these once every several attacks, and the rest of the time you use weaker attacks. You build this combo by using other attacks, such as Power Strike or Slash Blast. Each time you hit with something, you charge an orb. Each orb adds to your power, until you use either Coma or Panic, which releases the orbs. This results in several smaller hits, leading up to one very powerful hit. Crusaders are also something of a "balanced" class in that their skills are equally suited to both soloing and partying, no matter what they're fighting. If you like seeing big, 5-digit individual numbers appear on your screen, this is your class. Crusaders, after level 100, deal the most total damage over time on single targets, bosses, and large mobs, as long as the monster they're hitting isn't weak to any elements. Damage against single targets Crusaders continue to use Power Strike as their main attack. Each time they hit with it, they charge an orb on their Combo. The orbs will add to your damage with each hit. You can also use a new attack called Panic, once you have a certain number of orbs charged. Using Panic resets your orb count to 0. 0 orb Power Strike - 260% 1 orb Power Strike - 312% 2 orb Power Strike - 325% 3 orb Power Strike - 338% 4 orb Power Strike - 351% 5 orb Power Strike - 364% Panic with 5 orbs - 1225% Crusaders deal the most damage to single monsters overtime compared to the other Warrior Classes. But, if the monster is elementally weak and a WK can benefit from this, then the WK will win in overall damage. This advantage doesn't really show unless the monster has a lot of HP (Primarily Bosses) due to constant Charge Up to Finisher playing style. Damage against mobs Crusaders will continue to use the same basic tactics as in second job - Power Strike if there are two or less monsters, Slash Blast if there are more, as long as you can knock back with it. Similar to Panic, Crusaders also get a mobbing "finisher" called Coma. Coma hits a mob of up to 6 with the range of Fury, stuns most of the time, but resets your orb count to 0. With Slash Blast and Coma, Crusaders can very slightly outdamage the other warrior classes on mobs of 5 or 6 enemies, but it is a very close call with Dragon Knights and unstable damage strings result in less knockback 0 orb Slash Blast - 130% on up to 6 1 orb Slash Blast - 156% 2 orb Slash Blast - 162.5% 3 orb Slash Blast - 169% 4 orb Slash Blast - 175.5% 5 orb Slash Blast - 182% Coma with 5 orbs - 700% on up to 6 In a recent post, Vaust says that based on inefficiency of FA on mobs and range, Crusaders and WKs are both less effective in mobs of 5 and 6 monsters in comparison to DKs, though FA has the same range as Fury. Coma also has the same range. Though the total damage that will be dealt by FA is 250% which is close to another Power Strike, if dealt to other monsters, it divides that 250% disproportionately. Based on Vaust's calculations, the FA damage divided up with a mob of 6 is "1.67*, .56*, .18*, .06*, .02*, .006*." This seriously hinders overall damage while DKs do not have to worry with such inconsistency through Fury/Crusher. Also, they dont have to worry about KB as much. Based on Vaust's math, the 2nd monster will only recieve around 34% of the damage the 1st monster recieved, the 3rd monster will only recieve around 32% of the damage the 2nd monster recieved, and so on. This seriously hinders keeping a mob at bay to reduce pot costs. That is why such Defensive Tactics are noted as follows. Defensive tactics Crusaders have several gameplay tactics they can use defensively. For instance, they can use Coma with less than 5 orbs to stun enemies at any time, as long as they have at least one orb charged. This becomes key when dealing with large mobs to minimize pot costs. Such a method is as follows: Stun the mob with coma (No matter the number of orbs), then Power Strike a single monster repeatedly. Then, with 5 orbs, or if needed to keep control over the mob, stun the mob again and repeat. This is a very useful skill that many crusaders use which helps soloing. At higher levels, Crusaders also get Shout, an attack that stuns an enemy (95% chance of stun) within a certain area, including those above or below you. The stun last 10l seconds with the skill maxed, unless the stun is interrupted. In parties Rage provides a free 10 weapon attack boost for a party of 6. They are also very fast killers at big mob spots like Himes, and their specific tactics also rack up fast experience at Gobies. At bosses Because many characters use stronger attack boosts when bossing, their party skill, Rage, is often not considered as a factor. Rage will mostly be used in lower level PQ's but less so at the main bosses (Pap, Pianus, Zakum, etc). Crusaders are mainly used in bossing parties for their damage-dealing; on single elementally neutral monsters, Crusaders rack up the most total damage per minute of the warrior classes, and the second most at elementally weak bosses. Crusaders suffer against bosses that Dispel constantly, since this can eliminate their charged orbs. Attack speed/weapon choices Crusaders can choose from a variety of weapons. They can choose axes for low scrolling costs resulting in high weapon attack, but unstable damage, or swords for high costs but stable damage; they can choose 2-handed weapons for slower attack speed but higher damage per hit, or 1-handed weapons for faster attack speed but lower damage per hit. Weaknesses One weakness of Crusaders is that their skills result in a string of unstable damage. Against some monsters, this can result in wild damage variety, causing knockback issues in some cases compared to the stable damage of White Knights. Also, Crusader's stun is interuptable, meaning if you were to hit the stunned monster after using coma/shout on it, it will become unstunned. This can be quite irritating dealing with a large mob around you. If Power Guard is on, bumping into the stunned monster will cause it to become unstunned. Crusaders also take a long time to master their attack skills, as they spend many levels mastering Combo first. Section 2b: White Knights Gameplay summary White Knights are patterned around two main areas: elemental attacks and defensive tactics. Their ability to use Fire, Ice, and Lightning charges makes them very strong against anything weak to those elements, outdamaging the other two classes over time and providing steadier knockback, although they deal less damage over time against enemies not weak to an element. Additionally, they can freeze and stun mobs; combined with Threaten, this provides them with a good balance of defense and offense that makes them the game's premier solo class. For WKs, though the holy element wont be available until 4th, the only things set in stone about elements are that fire is good against ice, ice against fire, and holy against undead. For the rest, lightning is good against some fire monsters and some water monsters. Damage against single targets White Knights continue to use Power Strike (260% damage) and Slash Blast (130% damage) as their main attacks. However, they may use these with an elemental charge. The charges provide attack boosts as follows, on Power Strike: With Lightning Charge - 325% Fire Charge (on fire weak) - 468% Ice Charge (on ice weak) - 409.5% Lightning Charge (on lightning weak) - 487.5% This steady string of damage results in more damage over time on a single target than Crusaders or Dragon Knights, as long as the monster is weak to fire or lightning. If not, Crusaders will deal more. Damage on mobs White Knights continue to use Slash Blast for mobbing; it always deals exactly half of Power Strike's damage, on a mob of up to 6. Therefore: With Lightning Charge - 162.5% per target Fire Charge (on fire weak) - 234% per target Ice Charge (on ice weak) - 204.75% per target Lightning Charge (on lightning weak) - 243.75% per target They can also use Charged Blow, which deals base 250% damage to each monster in a mob, and stuns them; in exchange, you lose your elemental charge and have to use it again. With Lightning Charge - 312.5% on up to 6 Fire Charge (on fire weak) - 450% Ice Charge (on ice weak) - 393.75% Lightning Charge (on lightning weak) - 468.75% Unfortunately, due to Slash Blast and Charge Blow being their only arsenal for mobs, they do the least damage overtime to mobs of 5-6 Monsters. FA hinders this also as explained under the Crusader Section "Damage on Mobs." Only in 4th job will WKs truly shine, being able to spam Charge Blow, but until then, they remain a great soloer and #1 on overall damage to single targets that are elementally weak. Defensive tactics White Knights are very good at using tactics to avoid damage. Their second job skill, Threaten, reduces damage from any target; adding to the picture the ability to freeze with Ice Charge, or to stun with Charged Blow, also helps immensely. Charged Blow's stun, unlike that from Coma or Shout (Crusader skills), isn't interrupted when the enemy is hit. Some WKs find it useful to cast a charge and use Charge Blow continously. This reduces touch damage but is significantly slower in training because you have to constantly recast a charge to use Charge Blow again. Finally, against any enemy with an elemental weakness, White Knights have the steadiest knockback of the three warriors, which helps to keep enemies at bay and prevents bump damage. In parties Since they have no party skills, White Knights are usually soloists. They do sometimes appear in parties for training monsters weak to an element, though, such as Duals or Grims, at which they would be the fastest killers of the warrior classes. At bosses White Knights dish out the most damage per minute of any warrior class at Pianus, which is weak to Fire, and Black Crow, which is weak to Lightning. They see limited use at other bosses, such as Papulatus or Zakum, since they have no party skills and Crusaders dish out more total damage than they do at those bosses. But as an exception, high lvl WKs are recruited into Pap runs for their constant KB. Attack speed/weapon choices See Crusader, above. Replace axes with blunt weapons. Weaknesses Due to their lack of party skills, White Knights aren't often sought as party members (exceptions include Grims, Duals, etc from levels 80-100); however, since they have tactics suited to avoiding damage and killing fast, they are gods of soloing anyway. Against an enemy which isn't weak to any element, White Knights also dish out less damage than even a Crusader without Panic or Coma. Since the two fastest leveling spots in GMS (Himes and Gobies) are currently both neutral, this poses a difficult situation for very high leveled White Knights. Section 2c: Dragon Knights Gameplay summary Dragon Knights are the Party Animals of MapleStory, a balance between damage-dealing warrior and support character. Their skill Hyper Body is up there with the likes of Bless, Heal, and Holy Symbol as one of the most sought-after party skills. Additionally, they have strong mobbing attacks that cause them to deal very high damage against mobs, making them good training partners for Priests, among others. They don't do too well with knockback and have few defensive abilities; therefore, they rely heavily on Priests or exceptional tactics to avoid damage. Their damage on single targets isn't so high over time, and while they can play without a party, they're not usually the preferred class for those who play this way. However, if you like to play socially, with your friends, partying random people, helping others survive boss battles, and so on, this just might be the class for you... Damage against single targets Individually, Dragon Knights with Crusher hit the highest average damage per hit on a single target; however, because Crusher is a very slow attack, this results in less total damage over time. Dragon Knights also learn a few other new attacks, the other single-target one being Sacrifice. When maxed, their attacks deal approximately the following damage to a single target: Crusher - 170% per hit, 3 hits on the same target (approximately 510% total) Fury - 250% Sacrifice - 350%, regardless of the monster's wep def. Though this skill is subject to the slash/stab ratio. Damage on mobs Dragon Knights' attacks shine more against mobs than they do against single targets; knockback is still an issue, but their raw damage on most mob sizes is the highest of the warrior classes. Their mob attacks, when maxed out, are the following: Crusher - 510% (see above) on up to 3 enemies Fury - 250% on up to 6 enemies Dragon Roar - 240% on up to 15 enemies Roar is rarely used because of its casting time and the fact that you become stunned for 2 seconds after using it; however, it's there. DKs, having two main attacks that are both mob attacks, do the most damage to mobs of 5 and 6 monsters overtime due to range and damage of Fury. Though Crusaders outdamage DKs on mobs of 5-6 monsters, due to range, DKs have a tendency to do better because they can hit more monsters easier. They are also superior in mobs of 2-3 with Crusher. Defensive tactics Because a Dragon Knight's main small-mob and single-target attack, Crusher, is poor with knockback, they rely strongly on partying Priests to keep themselves from burning potions. However, they have defensive advantages to help. For starters, Fury is a very long ranged attack that can be used to kill mobs while running away from them. Additionally, Sacrifice can be used if necessary to help keep an enemy at bay. Also, using ER to reduce 40% of damage dealt by magic attacks and using long range tactics, the DK recieves less damage. Of course, dealing with mobs usually ends up with taking touch damage. So it is debatable on exactly how much it helps. As for DK's lack of KB, DKs don't have a consistent KB because: Crusher is split up into 3 stabs, 170% each stab. Power strike is one 260% In order to KB, you have to fulfill the minimum damage requirement in one singular hit. Therefore, even though crusher is 510% TOTAL, crusher still only registers as a 170% singular attack. In parties Dragon Knights are one of the game's most partied classes because of Hyper Body. This vital skill makes it possible for Archers, Mages, Bandits, and even Hermits to survive most of the strongest enemies' attacks, including those of bosses. Their mobbing skills, especially on both small and large mobs, also makes them desirable training partners, particularly at the game's currently most popular high-level training spot, Himes. Iron Will is a mere 20 wep def and 20 mag def which generally has negligible usefulness. With Bless cast, this skill becomes obsolete. At bosses See above for the benefits of Hyper Body. Dragon Knights are one of the few classes in the game that can provide vital support skills while still dishing out damage to a boss, even though their damage over time is somewhat less than the other two classes'. They are priceless for their contributions in bomb control. A constant 10k+ damage can save many in Pianus from the devestating 10k+ damage dealt when the blood booms explode. Also, Roar is used in Pap runs to explode the dark stars on the top platforms, thus neutralizing threats that can potentially deal 8k+ damage. Attack speed/weapon choices Dragon Knights' weapons lose their 2nd job instability by using forced stab or swing attacks in 3rd job. Spears and Polearms also both have very long reach, but slower attacks. Combined with Crusher's slow skill speed, this is why Dragon Knights are outdamaged by the other two classes over time on bosses. However, Polearms are the only warrior weapon in 3rd job capable of hitting Zakum's top arms, which is just one of many benefits from their range. Spear Users will use Crusher to maximize damage output, which does the most damage to mobs of 2-3 monsters overtime. They tend to level faster in the early stages of 3rd job as their training spots have more mobs of 2-3 mosnters.. Polearm Users will use Fury to maximize damage output, which does the 2nd most damage to mobs of 5-6 monsters overtime and has greater KB capabilities than Crusher. They tend to level faster in the later stages of 3rd job because their mobbing capabilities do well against Gobies and Himes. Hybrid users have the use of both weapons to use both Crusher and Fury to their full potential. Unfortunately, it tends to take longer w/o FA in 2nd job, and it sometimes costs more for Hybrids who have two weapons. Weaknesses As mentioned above, Dragon Knights have the lowest damage over time on single targets, but since training generally involves fighting mobs and they have Hyper Body for boss parties, they will always be a contribution in parties anyway. Additionally, since the strongest attack for knockback that a DK can use without sacrificing HP is an unbuffed Power Strike, their KB rates are much lower than the other classes, which causes them to generally take more damage from fast-moving enemies. Combined with a lack of Power Guard, this makes it very difficult for DKs to solo, but it can be done. DKs lvl 100+ with ER, HB, and NLC pots combined will eventually spend around the same amount of money on pots if compared to a Sader and WK if they both took the same amount of touch damage (Example: Himes). Back to top Section 3: 4th Job Warriors Warriors in 4th job become incredible soloing powerhouses. Whether it be a Drk's berserk, a Hero's brandish and advanced combo, or a Pally's blast and ACB combo attack, Warriors become become even more efficient killers. Here's a quick run-through of each classes strengths/weaknesses and their different moves. They each have special individual qualities which separates them even more, but there still are some common moves such as Rush, Monster Magnet, Stance, and Achilles. Common 4th Job Skills Rush Self explanatory here. Basically whenever a monster is in front of you, after you attack with rush, you and a monster will basically get shoved a certain distance, making this skill great for mobbing monsters on flat platforms. This skill can mob up to 10 monsters at once. This should be level 1 immediately after fourth job (Once you’ve done the quest). Rush is definitely one of the most fun skills ever. You can rush pap into the corner, rush monsters even if you miss, rush monsters into other people to get them. Q:I hear rush can avoid magic attacks. Is this true? A:Yes but it's very hard to execute. You'll have to have perfect timing, and even then you'll still probably end up taking bump damage. Right when the monster looks like it's going to use a magic attack, cast rush so that it's attack is interrupted. Stance With a certain success rate, you won’t get knock backed whenever a monster bumps or magic attacks you. At maxed level, this skill prevents KB at a 90% rate. Crazy, huh? Not getting KBed by a monster is key to attacking faster per minute, so this skill is actually very useful. The problem is, Stance 20 is very rare and difficult to find. As for Bossing uses, this skill is especially important for HT runs when you need to remain on ropes. Actually, it's great for everything you do, so it's a must-max after your other core skills. Achilles Basically, monsters do 15% less damage to you with this skill maxed. It affects both Physical and Magic attacks, and also the 1/1 move. Oddly enough, when you begin to put points into this skills, the damage you receive will appear the same (The purple number above you) but the damage you receive will be decreased so pay attention to your HP bar. This skill is especially essential for Dark Knights. Blocking This skill is pretty neat. If you use a 1 handed weapon with a shield, you’ll have a chance to completely nullify an enemy’s attack. Plus, you’ll stun it for 2 seconds. Unfortunately the success rate for this skill is only 15%, but it’s still good for a 1 handed user. ( Paladins and Heros only ) Maple Hero This skill increases all base stat by 5% at level 10 and 10% at level 20. It’s a good skill to have…especially if you need more dex for equipping a Ribgol or if you want more acc. This skill only affects your base stats meaning that dexless Warriors will not get a dex boost, but will receive a much larger STR boost than low-dex/normal dex Warriors. Monster Magnet Monster Magnet can now be charged up for about 2 seconds. The longer you charge it, the more monsters you can "Magnet" towards you. Success rate is independent of the charge time, as is distance. It only affects the monsters you can pull. At the moment, it is one of the less useful skills, and should be left as the lowest priority. Dark Knights: Berserk. This pretty much sums up the Dark Knight. Drks, when maxed, get a whopping 200% attack boost from this skill, which is the single most power-boosting skill in the game. There is a catch, however.The catch is that you must keep your HP below the required limit for you to have a power increase. If you overpot, then your attack power immediately returns back to normal. At max, Berserk's limit is 45% Especially at lower lvls, it can be very hard to keep your hp at the required percentage to activate berserk. At lvl 120, a drk will have roughly base 7.5k hp. With hb that becomes 12,000 hp. At lvl 10, your HP needs to be at 25% or less for berserk to activate, meaning you need to be able to consistently keep your hp at 2,400 or less. Needless to say this can be challenging when training on high level monsters. By lvl 130 with lvl 20 berserk, a Drk would have around 8.1k base hp which becomes about 13,000 hp with hb. At Lvl. 20, Berserk requires your hp to be at 30% or lower so your hp would need to be at 4.3k or lower, which is considerably easier to manage. As you level up, it will only get easier to train with Berserk activated. Another signature move of Dark Knights is their summon, Beholder. This little baby is the only summon of all the Warrior Classes and do simply amazing things for the DrK when maxed. Some of it include: +20% Mastery Constant Healing ( 4 seconds interval, 500 HP recovery+ will not go over the Berserk % threshold ) Casts a Buff every 10 seconds; lasts for 99 seconds (Options: WDEF+100, MDEF+100, ACC+25, Avoid+50, Weapon Attack+15) Since it would usually be suicide to try and boss with weak berserkm, (Unless you're HP washed) Drks deal the least amount of damage to bosses of the 3 warriors. Paladins: Blast and ACB finally replace powerstrike and slashblast for new paladins. Blast's 550% damage and ACB's unlimited stunning abilities make Pallies a force to be reckoned with; especially considering holy charge's 140% base damage multiplier. At max, Heaven's hammer is the best mobbing tool in the game, immediately reducing any large mob's hp to 1. This allows pallys to kill a mob of 15 himes, in about 5 seconds with heaven's hammer + 3 rushes. Not to mention, blast also has a very slight speed boost over brandish, though 1-handed users still benefit more from Brandish. Despite losing out to Heros' verticle range, the fact that Paladins need to remain close to their enemies allow them to take advantage of their own strength: mainly speed. Because of ACB's 90% stun rate (When maxed) and uninterruptable qualities, (not to mention Rush's ability to dodge magic attacks) a Pally has the potential to use VERY little pots while training. Pallys are a little more helpful at bosses in 4th job simply because they're doing a lot more damage, but unless the boss has an elemental weakness (pianus, crow, etc.) a Hero will generally do more damage. Heroes: As with paladins, heroes finally are able to ditch powerstrike and slashblast with a new move. Brandish is a fast and powerful attack that makes heroes great solo-ers and bossers. With its fixed range and fast attack, 1 handed users with attack shields gain a slight advantage with brandish. Brandish's long range and quick strikes allows a hero to move quickly and effectively from monster to monster. Not only mentioning its quick attack, Brandish also hits 3 Monsters 2x when maxed. Brandish has a higher vertical reach when compared to Crusher and they are about even horizontally. Both Brandish and Crusher have larger ranges than ACB + blast. At the moment, the greatest advantage of Brandish besides it's speed and fixed verticle range, is also it's heightened horizontal range. This allows Heros to strike enemies while remaining on the ground. Other than Fury, no other Warrior move is capable of doing so, unless they jump. Advanced Combo lets heroes charge up orbs much quicker as well as providing a significant damage boost. Enrage, when maxed, gives a whopping 26 attack boost for 4 minutes which makes Heroes especially powerful from 150 and on. General Summaries: Damage on bosses: Heroes > Paladins > Dark Knights Popularity in boss runs: Dark Knights > Heroes > Paladins Training Efficiency from 120-130: Heroes > Paladins > Dark Knights After that it pretty much evens out. At about lvl 150+ all three classes should be 2-hitting Skelegons so it boils down to character control and maneuverability. As a last note, none of this matters if one character has better equips/funding than another person's character. Funding and equips and acc and base dex and so many other things go into a character's trainability and damage potential that there can never be "better" classes. Just remember that whenever you see any generalizations like some of the ones mentioned here. Back to top Job Specific Links If you have finally chosen a class, or want to learn more about the specifics of each class, here are some great links for each job. For everything you need: Complete Warrior Guide By Blazes and WolfJounin To compare different class' attack ranges: Warrior Damage Ranges By tuurboh Fighters/Crusaders/Heros: All Purpose Fighter to Hero Guide By Ryannosaur Pages/White Knights: Path of the Page, Voice of the Knight By icec0ldkila Spearman: Spearman Guide By Ultamo360 (and me) Dragon Knight: The Dragon Knight: A Guide By Me Back to top New Blog: Goodbye Maple.
Replies
Wikipedia said: "A wiki is...designed to enable anyone who accesses it to contribute or modify content..." It's not a true Wiki, but it's still one in essence. By the way, esvil4 ( One of the co-creators of this guide) would like to call you an idiot. New Blog: Goodbye Maple.
And tell esvil4 I said "Hi". Reginleif said: "The fact that the information submitted will have to be put under consideration first before addition means that it cannot be a Wiki. And tell esvil4 I said "Hi"." The information was put under consideration already. It was done so by 4 or so people, include the several anoymonous people helping out with tips, and now it has already been updated with a 4th Job update, which was edited by several more people. Also, I don't see the problem with calling it a Wiki, especially when it was the work of several people. This is not just some guide created by a single person; it is essentially the creation of every single Warriors' input. New Blog: Goodbye Maple.
Anyway, great job xel/esvil. Lots of good info here. It's a guide that certainly dispels many of a lvl 30 warrior's potential curiosities. ryannosaur said: "Who gives a crap if it's a wiki or not. If it's a guide that consists of multiple people's input, it's still a guide nonetheless. Wiki or not, it's no big deal. Anyway, great job xel/esvil. Lots of good info here. It's a guide that certainly dispels many of a lvl 30 warrior's potential curiosities." Thanks Ryan. By the way, do you still have your Hero? Apparently there are going to be a lot of changes with Monster magnet, and being a 3rd jobber, I won't know what they are. xD I know for a fact that it's a Charge-up skill now, but that's about it. New Blog: Goodbye Maple.
monster magnet doesn't require a charging period in order to be used. Reginleif said: "The fact that the information submitted will have to be put under consideration first before addition means that it cannot be a Wiki. And tell esvil4 I said "Hi"." -facepalm- New Blog: MAN'S PENIS AMPUTATED
From what Senyain has told me, and my own personal tests, Blast is slower than Brandish by 1 attack per minute. Berserk's threshold has been increased by 5% per level compared to what it was last patch. You should note that Beholder won't heal you past the threshold limit unless you've already passed it. /blog/14199/0/The_Almighty_Copy_and_Paste_Maneuver.html <-- stick that to the profil3 link. It's a mini guide on comparisons. I wrote it a long time ago, though. ryannosaur said: "Actually I forgot about this thread: I can't post links yet due to the ban. It's on my profil3, called, "the almighty copy and paste maneuver." /blog/14199/0/The_Almighty_Copy_and_Paste_Maneuver.html <-- stick that to the profil3 link. It's a mini guide on comparisons. I wrote it a long time ago, though." Wow. Quite comprehensive..like everything else you write. xD I'd prefer not to go as in-depth as that. We all know how newbs are...walls of text scares them. New Blog: Goodbye Maple.
And to reginlief, it's called the Wiki because this is actually a repost of the original thread, which actually was a wiki in every possible sense. The original thread took its info from posts by people throughout the community (about 30+ people in total contributed, and it was being frequently changed as more people posted). As long as info was accurate and relevant, it would be added, so it was in every sense a wiki. Senyain said: "This is good and all, but was it really necessary to repost when the other thread basically said all the same stuff already? And to reginlief, it's called the Wiki because this is actually a repost of the original thread, which actually was a wiki in every possible sense. The original thread took its info from posts by people throughout the community (about 30+ people in total contributed, and it was being frequently changed as more people posted). As long as info was accurate and relevant, it would be added, so it was in every sense a wiki." This is the reason why I did copy and paste. blitz729 said: "With the Permission of Senyain, Milkshakes, and Esvil4 I wouldn't mind if someone copy+pasted this guide to continue it for 4th job. I had fun working it with those guys but I dont really care about taking credit for it, just that it helped people. Doesnt help much when I am not on the forum much now neways. So yeah, Senyain, Milkshakes, Esvil4, if your out there go ahead and copy paste it so you guys can keep on the good work." After that, me and esvil4 just got together for the 4th job thing. Originally, he was going to post this, but he got banned. *Cough* And seeing a couple more "which class" threads, I just couldn't take it anymore. T.T Plus, the constant extension of the patch gave me time. >_> New Blog: Goodbye Maple.
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