General

Hero

On the Legendary road to Heroes Guide

[header]Guide to Fighter, Crusader, and Hero[/header]

[header]Introduction[/header]

Hello there, this is FlameChocobo, and I decided to make a guide for Fighter, Crusader, and Hero. Upon working on skill builds for those classes post Tempest.

[header]Pros and Cons[/header]

[b]Pros[/b]
[*] Good for soloing bosses
[*] Brandish at 2nd Job, Brave Slash at 3rd Job, and Raging Blow at 4th Job
[*] Almost instant kill normal mobs with a main skill when funded
[*] Highest Base HP

[b]Cons[/b]
[*] Still the late bloomer (Not much of a con since 4th Job is level 100, meaning you should max your core skills at level 153)
[*] Choosing the skill not to max is frustrating as a Crusader
[*] Easy to KS when you're new at Warriors
[*] Doesn't have good recovery skill (Debatable)

[header]Basics[/header]

If you're going to make a warrior, especially a Fighter/Crusader/Hero, here are the basics.

-[b]AP build[/b]-

STR = Primary stat for Warriors
DEX = Secondary stat for Warriors which is no longer relevant
INT and LUK = The other stats that aren't relevant to Warriors

Prior to tempest, the endgame weapon required DEX to be equipped, which was a hassle to begin with. Now they don't so you guys don't have to waste time, but that does not mean none of the equips require DEX. There are still equips that require DEX such as Ribgol Sword since Nexon America didn't bother changing the non-KMS equips, not even GMS original equips. I probably wouldn't bother with any other equips. As always, add all your AP into STR, and once maxed (999 STR,) you decide which ever you want.

-[b]Which Weapon should I choose?[/b]-

-Damage multiplier-

[b]One Handed Sword/Axe:[/b] 1.20
[b]Two Handed Sword/Axe:[/b] 1.34

Here are the questions to ask.

[b]Is the Two Handed Axe slower?[/b]
[b]If yes:[/b] Go with sword
[b]If no:[/b] Proceed to the other question

[b]Is the Two Handed Axe stronger?[/b]
[b]If yes:[/b] Go with axe
[b]If no:[/b] proceed to the next question if you're at a high level. Otherwise, you decide which weapon you want.

[b]Is the Two Handed Axe cheaper?[/b]
[b]If yes:[/b] Go with axe
[b]If no:[/b] You decide which weapon you want.

Note: These questions focuses on wielding two handed weapons, if you're going with one handed weapon, then sword is the obvious choice since their slowest speed is fast-5 while most one handed axes are normal-6 (There are some that have the same attack speed as One Handed Swords, but I digress.) I'll explain the charts from slowest to fastest.

[b]One Handed Sword:[/b] Fast-5 (Average Speed) ~ Fast-4 (Red Katana, Pyrope Sword, Sphere and Flair Glaives, etc.)
[b]One Handed Axe:[/b] Normal-6 (Average Speed) ~ Fast-5 (Imperial Head Splitter, Lionheart Champion Axe, VIP One Handed Axe, etc.)
[b]Two Handed Sword:[/b] Slow-8 (Berzerker) ~ Fast-4 (Lionheart, and Japanese Map)
[b]Two Handed Axe:[/b] Slow-7 (Uncommon) ~ Normal-6 (Common)

By raw, One Handed Swords (and Axes that are Fast-5) win out against Two Handed Weapon considering they are faster than them. If you have any attack speed booster such as Aswan's Attack Speed inner ability as well as party with a class with Wind Booster (AKA Speed Infusion) such as Viper, Striker (3rd Rank,) or Phantom (4th Rank,) then they're pretty much the same. Only differences are that Two Handed Weapon has higher damage multiplier, giving them better DPM. One Handed Weapons though allows you to wield a shield to counter inferiority. With 27 Attack Power Shield perfectly scrolled Shield with Legendary 3L Potential (+ 2 Bonus Potential if you spend more NX) will make the one handed weapons better than two handed weapons.

Speaking of perfectly scrolled weapons, the cheapest weapon is the Two Handed Axe as this is the only class that wields them. Paladin (and Soul Master, but the level limit makes them irrelevant) wields one handed swords and two handed swords, but have a 3rd Job skill that favors shield, meaning you have to sacrifice defense to wield two handed swords as a Paladin. Mikhail only wields one handed sword. And there's Kaiser, a class that only wields Two Handed Swords. So for normal scrolling, might as well stick with Two Handed Axes unless you're lucky enough to get any other weapon from a certain method such as Gachapon.

-Play-for-fun style-

If you are a person that prefer the looks of the weapon over the weapon that are faster and/or stronger, then might as well go with that. It's opinion based type of category. It does play a role if both other weapons either have the same attack and same speed or you reach the point where you reach max speed and have good enough damage range to always deal 999999 damage. To me, it's all about DPM, so it's your call. If you have NX, you can buy the Anvil so that you can change the looks of the stronger weapon, though they do have to be the same category as each other.

[header]Skill Builds[/header]

-[b]1ST JOB! Swordsman Skill Build[/b]-

[B]Level Requirement:[/B] 10+

Power Strike - 20 SP
Slash Blast - 20 SP - 1 point to Power Strike is required
HP Boost - 10 SP
Iron Body - 20 SP

[B]Total Skill Points required to max all skills during 1st Job:[/B] 70
[B]Total Skill Points obtained from level 10 to 30:[/B] 64

[b]Level 10:[/b] +1 Power Strike (1/20), and +3 Slash Blast (3/20)
[b]Level 11 to 15:[/b] +15 Slash Blast (18/20)
[b]Level 16:[/b] +2 Slash Blast (MAX) and +1 Iron Body (1/20)
[b]Level 17 to 22:[/b] +18 Iron Body (19/20)
[b]Level 23:[/b] +1 Iron Body (MAX), and +2 HP Boost (2/10)
[b]Level 24 and 25:[/b] +3 HP Boost (8/20)
[b]Level 26:[/b] +2 HP Boost (MAX), and +1 Power Strike (2/20)
[b]Level 27 to 30:[/b] +12 Power Strike (14/20)

-[B]Results![/B]-

MAX Slash Blast
MAX Iron Body
MAX HP Boost
+14 Power Strike

[B]My Comment:[/B] Self explanatory, max anything except Power Strike.

-[b]2ND JOB! Fighter Skill Build[/b]-

[B]Level Reqirement:[/B] 30+

Weapon Mastery - 10 SP
Weapon Booster - 10 SP - 5 points to Weapon Mastery is required
Final Attack - 20 SP - 3 points to Weapon Mastery is required
Rage - 20 SP
Power Reflection - 20 SP - 3 points to Rage is required
Ground Smash - 10 SP
Physical Training - 5 SP
Dash Jump/Slipstream - 5 SP
Brandish - 20 SP

[B]Total Skill Points required to max all skills during 2nd Job:[/B] 120
[B]Total Skill Points obtained from Level 30 to 60:[/B] 94
[B]Total Skill Points obtained from Level 10 to 60:[/B] 158

[b]Level 30:[/b] +1 Brandish (1/20), and +3 Dash Jump/Slipstream (3/5)
[b]Level 31:[/b] +2 Dash Jump/Slipstream (MAX) and +1 Weapon Mastery (1/10)
[b]Level 32 to 34:[/b] +9 Weapon Mastery (MAX)
[b]Level 35 to 37:[/b] +9 Weapon Booster (9/10)
[b]Level 38:[/b] +1 Weapon Booster (MAX), and +2 Physical Training (2/5)
[b]Level 39:[/b] +3 Physical Training (MAX)
[b]Level 40 to 45:[/b] +18 Rage (18/20)
[b]Level 46:[/b] +2 Rage (MAX), and +1 Power Reflection (1/20)
[b]Level 47 to 52:[/b] +18 Power Reflection (19/20)
[b]Level 53:[/b] +1 Power Reflection (MAX), and +2 Final Attack (2/20)
[b]Level 54 to 59:[/b] +18 Final Attack (MAX)
[b]Level 60:[/b] +3 Brandish (4/20)

-[B]Results![/B]-

+4 Brandish
MAX Dash Jump/Slipstream
MAX Weapon Mastery
MAX Physical Training
MAX Rage
MAX Power Reflection
MAX Weapon Booster
MAX Final Attack
+0 Ground Smash

[B]My Comments:[/B] Personally, once you reach Fighter, add 1 point into Brandish and 3 points into Dash Jump as a Fighter, you don't need to max Brandish. Dash Jump is very helpful in terms of movement, especially if you're playing MapleStory with a controller.

Max Weapon Mastery because it's very mandatory meaning you'll get stable damage. Leave Weapon Booster at 6 until you've maxed anything except Final Attack since it lasts about 2 minutes, making it less annoying to use. You can max Physical Training after Rage and Power Reflection since you don't need DEX anymore later on, but I find it mandatory to max it beforehand as it boosts your damage range. Speaking of damage boosting, it is very important to max Rage as it'll help you alot. It stacks with attack potions that has better effect than Rage (Witch Stews,) or don't have as much as Rage (Warrior Elixirs,) which you don't need if you have Range that is good enough to deal enough damage to instant kill mobs with Rage alone. Power Reflection may be less effective than Power Guard, but it reflects more damage to the enemy that has been done to you, so I would probably max it. The last skill you should definitely max is Final Attack, and trust me, you will need this skill maxed as there is a skill later on that requires this skill to be maxed. As for Ground Smash, don't add any points because it's already useless since we have Brandish.

-[b]3RD JOB! Crusader Skill Build[/b]-

[B]Level Requirement:[/B] 60+

Note: This is a difficult decision whether or not you wanna max a skill. So I decided to add in Multiple Skill builds with branches on.

Combo Attack - 20 SP
Brave Slash - 20 SP
Panic - 20 SP - 1 point to Combo Attack
Coma - 20 SP - 1 point to Combo Attack
Shout - 20 SP
Magic Crush - 10 SP - 3 points to Shout
Self Recovery - 10 SP
Chance Attack - 10 SP
Endure - 20 SP

[B]Total Skill Points required to max all skills during 3rd Job:[/B] 150
[B]Total Skill Points obtained from Level 60 to 100:[/B] 124
[B]Total Skill Points obtained from Level 10 to 100:[/B] 282

-Normal Build-

Level 60: +1 Brave Slash (1/20) and +3 Combo Attack (3/20)
Level 61 to 65: +15 Combo Attack (18/20)
Level 66: +2 Combo Attack (MAX) and +1 Brave Slash (2/20)
Level 67 to 70: +12 Brave Slash (14/20)

-Build A-

Level 71 to 73: +9 Self Recovery (9/10)
Level 74: +1 Self Recovery (MAX) and +2 Chance Attack (2/10)
Level 75 and 76: +6 Chance Attack (8/10)
Level 77: +2 Chance Attack (MAX) and +1 Panic (1/20)
Level 78 to 83: +18 Panic (19/20)
Level 84: +1 Panic (MAX) and +2 Endure (2/20)
Level 85 to 90: +18 Endure (MAX)
Level 91: +3 Shout (3/20)
Level 92 to 94: +9 Magic Crush (9/10)
Level 95: +1 Magic Crush (MAX), and +2 Shout (5/20) or Brave Slash (16/20)
Level 96: +3 Shout (8/20) or Brave Slash (19/20)
Level 97: +1 Brave Slash (MAX) and +2 Shout (5/20) or + 3 Shout (11/20)
Level 98: +3 Shout (8/20) or (14/20)
Level 99: +3 Shout (11/20) or (17/20)
Level 100: +3 Shout (14/20) or (MAX)

-Build B-

Level 71 to 73: +9 Chance Attack (9/10)
Level 74: +1 Chance Attack (MAX) and +2 Shout (2/20)
Level 75 to 80: +18 Shout (MAX)
Level 81 to 86: +18 Endure (18/20)
Level 87: +2 Endure (MAX), and +1 Magic Crush (1/10)
Level 88 to 90: +9 Magic Crush (MAX)
Level 91 to 96: +18 Panic (18/20)
Level 97: +2 Panic (MAX), and +1 Self Recovery (1/10)
Level 98: +3 Self Recovery (4/10)
Level 99: +3 Self Recovery (7/10) or +1 Self Recovery (5/10) and +2 Brave Slash (16/20)
Level 100: +3 Self Recovery (MAX) or Brave Slash (19/20)

-Results!-

-Build A-

MAX Combo Attack
MAX Brave Slash
MAX Self Recovery
MAX Chance Attack
MAX Panic
MAX Endure
MAX Magic Crush
+3 Shout*
+0 Coma
11 Free Points*

-Build B-

MAX Combo Attack
+14 Brave Slash**
MAX Chance Attack
MAX Shout
MAX Endure
MAX Magic Crush
MAX Panic
+5 Self Recovery**
+0 Coma
5 Free Points

*= 11 Free Points if you're not gonna add more than 3 points into Shout.
**= Points that go to Self Recovery can be converted to Brave Slash, but leave Self Recovery at least 5 for enough MP to recover so you can use Hero's Will.

[B]My comment on Build A:[/B] This is a classic skill build for Crusader. Add 1 point into Brave Slash and 3 points into Combo Attack now that you're a Crusader. Brave Slash replaces Brandish with 4 mobs in 3 hits. Combo Attack is always maxed first as it is a signature skill for Crusader and above. It charges up to 5 orbs The second main reason is that there is a skill that requires it to max later on. Add the remaining points to Brave Slash. If you wanna have a skill that recovers HP and MP early on, I'd leave Brave Slash at 14 until you max Self Recovery, then continue maxing Brave Slash. Chance Attack is a passive skill that adds in additional damage to mobs that are inflicted with Stun and Darkness, making it a must for bosses, party play areas, or training if your range isn't good enough to deal enough damage to instant kill. The rest of the skills maxed on build A are bossing skills. Panic's purpose is to be used on bosses or mobs with a lot of HP to gain damage bonus. Endure is mandatory so that you gain resistance to status ailments. You need to have 3 points into Shout in order to gain access to Magic Crush. Shout is left at 14, but you can take points off of Shout to add points to skills you didn't max. Keep in mind that Panic and Magic Crush both have Cooldown

[B]Build B:[/B] This build is like Build A, except you max Shout instead of Brave Slash. Shout is helpful in terms of training at maps with a layout that favors it, and because it inflicts stun 95% of the time when maxed, it's a good damage boost with Chance Attack maxed. If your range isn't good enough to deal enough damage to instant kill with Brave Slash, Shout is a very good ailment inflicter. Maxing Brave Slash isn't recommended unlike the previous updates, because leaving Self Recovery at least 5 might help you during boss fight because whenever you get 1/1'd, you're going to need 30 MP to use on Hero's Will whenever you get seduced, and the boss itself deals damage beyond Self Recovery's HP heal which is why you need mobs that deal 1 damage to you for safety purpose whether you get seduced. If you have all the Leafre mob cards on the Crusader Codex and have at least 5 Empress Equips equipped, you can take 3 points off of Self Recovery to make it look like you maxed all the skills except Coma only if you don't deal with mobs that potential lock you.

-[b]SP Reset[/b]-

It is strongly recommended that you already have Raging Blow (Meaning you're already 4th Job) in order to take points off of Brave Slash. I always leave Brave Slash and Coma at 0 because both are almost never used. The remaining points can go into Brandish as it can be used to fight Balrog. You can add at least 1 point into Brave Slash if you want, but I still prefer not adding points into it at all.

=[b]4TH JOB! Hero Skill Build[/b]=

[b]Level Requirement:[/b] 100+

Raging Blow - 30 SP
Advance Combo Attack - 30 SP - MAX Combo Attack is required
Advance Final Attack - 30 SP - MAX Final Attack is required
Stance - 30 SP
Combat Mastery - 10 SP
Enrage - 30 SP
Maple Warrior - 30 SP
Rush - 30 SP
Monster Magnet - 30 SP
Hero's Will - 5 SP

[b]Total Skill Points required to max all skills in 4th Job:[/b] 255
[b]Total Skill Points required to max all the skills from 1st Job to 4th Job:[/b] 595
[b]Total Skill Points obtained from level 100 to 200:[/b] 304
[b]Total Skill Points obtained from level 10 to 200:[/b] 586
[b]Free Skill Points:[/b] 49 (79 if you're not maxing Rush)

[B]Level 100[/B]: +1 Rush (1/30), +1 Advance Final Attack (1/30)*, +1 Combat Mastery (1/10)*, and +1 Raging Blow (1/30)
[B]Level 101 to 110[/B]: +1 Monster Magnet (1/30)*, +29 Raging Blow (MAX)
[B]Level 111 to 120[/B]: +30 Advance Combo Attack (MAX)**
[B]Level 121 to 123[/B]: +9 Combat Mastery (MAX)
[B]Level 124 to 133[/B]: +29 Advance Final Attack (MAX) and +1 Stance (1/30)
[B]Level 134 to 143[/B]: +29 Stance (MAX), and +1 Enrage (1/30)
[B]Level 144 to 153[/B]: +29 Enrage (MAX), and +1 Maple Warrior (1/30)
[B]Level 154 to 163[/B]: +29 Maple Warrior (MAX), and +1 Hero's Will (1/5)
[B]Level 164 to 165[/B]: +4 Hero's Will (MAX)**, and +2 Monster Magnet (3/30)
[B]Level 166 to 174[/B]: +27 Monster Magnet (MAX)
[B]Level 175 to 200[/B]: 78 Free Skill Points

+1 Rush, and Advance Final Attack/Combat Mastery/Advance Final Attack
MAX Raging Blow
MAX Advance Combo Attack*
MAX Combat Mastery**
MAX Advance Final Attack
MAX Stance
MAX Enrage
MAX Maple Warrior
MAX Hero's Will***
MAX Monster Magnet
79 Free Skill Points

*= By default, I'd recommend adding 1 point into AFA and Combat Mastery until you max at least Raging Blow. You can switch between Monster Magnet and AFA/Combat Mastery.
**= If you're unable to get the ACA skill book, you can continue on the build till you get the Skill Book.
***= If you get Hero's Will early on, add points to it right away.

You're halfway there to level 200. This time, these normal skills don't start at the max level of 30, so you need to get those Mastery Books to raise the max level of a skill which is frustrating. What's worse is that you only get those through luck based item called Mystery Mastery Books. Good luck on getting all the books you need if you want to continue. So you start off as a Hero with Rush, and either Advance Final Attack, Monster Magnet, or Combat Mastery, and Raging Blow. Raging Blow completely breaks Brave Slash by hitting up to 6 mobs 5 times. Its last hit is always 100% critical hit, so it should be your first skill to max. Advance Combo Attack is originally supposed to be the second skill to max, but in order to add points into this skill is that you need to get a Skill Book. I'd go on a Zakum run with a person that has enough range to fight it, but (I need clarification please,) you need at least 5 people in the expedition, so good luck finding people who can be the expedition mule. You can get the Skill book from Hilla, but keep in mind that Hilla expedition (Normal mode) is level 120+, so it's going to require a lot of patience. You can skip this skill until you get it if you're a fast leveler, otherwise just save skill points till you get the skill book. Advance Combo Attack is the upgrade to Combo Attack in 3rd Job. You charge up to 10 orbs and have the chance to charge it twice. Combat Mastery should be maxed after Advance Combo Attack (Raging Blow if you don't have ACA skill book ATM.) since it ignores mob defense. Advance Final Attack is the upgrade to Final Attack with a higher chance to activate. It comes with the passive Attack Power buff and it hits twice when activated which is why you should max it after Combat Mastery. Stance is a god send since you never get knocked back when maxed. You need MAX ACA in order to access Enrage, so it should be your last core skill to max before adding points to Maple Warrior, Hero's Will, Monster Magnet and Rush. Getting the Maple Warrior mastery book is super frustrating thanks to Mystery Mastery Book. So you're going to have to hunt for it which can be really tedious. For Hero's Will, you need Miniature Pianus to do the quest to get 40 Pieces of Courage. 10 Mythril Plates are needed too. Maxing all but Monster Magnet and Rush will leave you 107 Skill Points left.

The only purpose to max Monster Magnet and Rush is damage. The changes between Monster Magnet is that you pull up to 3 at level 1 to 8, 4 mobs at level 9 to 16, 5 at level 17 to 24, and 6 at level 25+, while Rush between 1 and 30 is nothing but damage and MP cost. Ever since Slipstream came along, the mob count isn't an issue anymore, which means you don't have to worry about not having mobs in front of you at a certain moment. Though Monster Magnet is only useful when you're already at the spot where ladder/rope is a bit far from the corner, and from the opposite direction you are about to go before Rushing and Attacking as it is useless when rushing mobs since Rush at level 1 is stronger than Monster Magnet at max level. In certain training spots where you don't even need to use Rush such as Cornians and Dark Cornians Hidden Street, Monster Magnet comes in handy a lot. It can be used for bossing such as Pink Bean bird statues, but I recommend using it along with Shout because of delay. Rush is very critical when normal training as it propels you forward if you're close to a mob, making training faster in certain maps. Though, I'd leave it at 1 because otherwise you're going to be draining a lot of MP potions.

[header]Training Spots[/header]

-[b]Solo training[/b]-

[b]Level 10 to 20:[/b] Blue Ribboned Pigs
[b]Level 20 to 30:[/b] Mix Stone Golems
[b]Level 30 to 40:[/b] Mushroom Kingdom Castle or Sakura Cellions
[b]Level 40 to 50:[/b] Kerning Square or Truckers
[b]Level 50 to 60:[/b] Greece or
[b]Level 60 to 70:[/b] Desert Rabbits (Male and Female)
[b]Level 70 to 80:[/b] Sand Rats
[b]Level 80 to 90:[/b] Roids
[b]Level 90 to 120:[/b] Boat Quay training spots (MP3 and Mr. Anchors) or Aliens
[b]Level 90 to 100:[/b] Homunculus or Hime
[b]Level 100 to 110:[/b] Mr. Allis, Captains, or Pirates Den
[b]Level 110 to 120:[/b] Dual Ghost Pirates or Master Death Teddies
[b]Level 120 to 130:[/b] Gigantic Spirit Vikings or Grim Phantom Watches or Dragon Turtles
[b]Level 130 to 135:[/b] Lycanthropes (Wolf Territory III) or Coolie Zombies
[b]Level 135 to 140:[/b] Green Cornians or Bains
[b]Level 140 to 145:[/b] Dark Cornians
[b]Level 140+:[/b] Time Temple
[b]Level 160+:[/b] Future Henesys

-[b]Partying[/b]-

Level 40+: Aswan (Not really a PQ, but you know what I mean)
Level 50 to 69: Kerning PQ (First Time Together,) Ludibrium PQ (Dimensional Schism,) Moon Bunny PQ, Ice Knight PQ
Level 60 to 95: Monster Park (Zebra Rank)
Level 60 to 109: Pyramid PQ
Level 70 to 119: Orbis PQ (Remnant of the Goddess,) Magatia PQ (Romeo and Juliet,) Herb Town PQ (Lord Pirate,) and Ellen Forest PQ (Forest of Poison Haze)
Level 110+: Lionheart Castle
Level 120+: Hobking PQ, Aquaroad PQ, Escape, Dragonia
Level 135+: Monster Park (Leopard Rank)
Level 160+: Monster Park (Tiger Rank)
Level 165+: Knights Strongholds

[h=legal]Legal[/h]

-[b]Credits[/b]-

@Me for coming up with a Guide after making a skill build
@DuctTape for the codes on this website.

December 15, 2012

14 Comments • Newest first

FlameChocobo

[quote=Koufas]Yes you do need at least 5 people in the Exped to enter Zak and alternatively if you dont have anyone you know of to help you kill Zak you can just stand at Chnl 1 El Nath and shout F>ZAK PT FOR ACA BASIC or smth Bravo good guide![/quote]

Thanks. Maybe I'm thinking of another update where you only have to be in the expedition (only 1 person in the expedition as a minimum requirement) in order to fight Zakum, Hilla, and Van Leon. That's going to be next year though.

Reply December 30, 2012
FlameChocobo

[quote=ResisTheWild]Lionheart two handed sword isn't fast 4 it is normal 6[/quote]

I'm referring to the Level 35 Two handed Sword, not Empress.

Reply December 19, 2012
ResisTheWild

Lionheart two handed sword isn't fast 4 it is normal 6

Reply December 19, 2012
FlameChocobo

[quote=DuctTape]Using the [ch=foo] is for the actual guide. It allows the side bar et cetera to work.

But submit a ticket, that's what I had to do eventually to get mine stickied[/quote]

Submitted a ticket. Not sure if they will get this stickied.

We'll see about that though.

Reply December 19, 2012
MrTutty

@FlameChocobo: I know, but this is for people who are already heroes, used an SP reset, and aren't level 175 yet, since that's when you start maxing the skills you previously left out.

Reply December 17, 2012
FlameChocobo

@MrTutty SP reset build doesn't need a result as you are allowed to max almost everything. It's necessary to add at least 1 point into Brave Slash, but you don't need to do so.

@alex168 Please tell me you're joking about the axe part. Although, I forgot to add in "Is Two Handed Axe cheaper?" question. In fact, I do need to make it more clear.

Reply December 16, 2012
Torchic5

If only I've seen a guide like this back then.

Reply December 16, 2012
MrTutty

I recommend adding an SP Reset build, without the level by-level addition, only showing the end result. So it would be like:

Swordsman:
MAX Slash Blast
MAX Iron Body
MAX HP Boost
+14 Power Strike

Fighter:
MAX Dash Jump/Slipstream
MAX Weapon Mastery
MAX Physical Training
MAX Rage
MAX Power Reflection
MAX Weapon Booster
MAX Final Attack
+1 Ground Smash*
+3 Brandish*
*: The distribution of these 4 points can be changed, it makes no difference whatsoever. Having one point in both skills is just for fun/variety

Crusader:
MAX Combo Attack
MAX Self Recovery
MAX Chance Attack
MAX Panic
MAX Endure
MAX Magic Crush
+20 Shout*
+13 Coma*
+1 Brave Slash*
*: Only keep 1 point into Intrepid Slash for fun. Do not add anything else to it, it's made obsolete by Raging Blow. The other 33 points can be divided between Shout or Coma, one of them should be maxed while the other is 7 points behind. Shout should definitely be maxed over coma, as Raging Blow deals nearly twice the damage, and Shout/Monster Magnet can also stun.

Hero:
Follow regular Hero build

Reply December 16, 2012
FlameChocobo

[quote=NovaCokeService]U only have 7 comments? I'll help you with your guide. First instead of [ch=intro] and [/ch], Change it to [header.] and [/header.]. Make sure you remove the "."[/quote]

I actually know how to use it as you can see the intro being in Header. I just don't know how to make smaller headers.

OKEI! Fixed the guide. From Slowest to Fastest Attack Speed chart, Skill Builds, etc.

Reply December 16, 2012
NovaCokeService

U only have 7 comments? I'll help you with your guide. First instead of [ch=intro] and [/ch], Change it to [header.] and [/header.]. Make sure you remove the "."

Reply December 16, 2012
FlameChocobo

Well then I jumped the gun. I'm going to have to fix this topic to make this look like a guide.

I'll copy this topic and paste on to my notes software so I still have the data. This is going to require waiting though.

Reply December 16, 2012
FlameChocobo

Here's one problem, I can't submit this as a guide since there is no submit button on the guide.

So all I have to do is ask Mr. Basil to make this the actual guide?

Reply December 16, 2012
FlameChocobo

Thanks, the reason why that guide is outdated is that she quit MapleStory. I'm taking over since I came up with the skill builds on Southperry.

Unfortunately, this will be a confusing guide considering that fact that this needs to be stickied in order for the codes to be in effect.

Reply December 15, 2012