Monday, July 30, 2012

Hero Skill Guide

Hero Stat Build

The Hero’s primary stat is STR and his secondary stat is DEX but due to the changes that Nexon made there’s almost no need for any DEX at all.

Normal Dex

For the normal DEX build you always keep your base DEX twice your level. i.e. If you are level 40 then your DEX would be 80 and the rest would go into STR.
Note: Not recommended!

Low Dex

In the low DEX build, you cap your DEX at 40 or 50 and then you put the rest of your AP into STR. This was very popular before Nexon made the change in how Accuracy is calculated.
Note: This is also not recommended but it is better then normal DEX.
This is the best choice for Heros these days on Maplestory. Once you reach second job, there are two skills that will help you out with your absence of DEX. Weapon Mastery and Physical Training. When you have both mastered you will get 30 DEX and 120 Accuracy. I also recommend putting 6 points into your DEX to make your base DEX 10 and then put the rest in STR.

Hero Skill Build

First Job Advancement

10. +1 Power Strike (1)
11. +3 HP Boost (3)
12. +3 HP Boost (6)
13. +3 HP Boost (9)
14. +1 HP Boost (10)/ +2 Slash Blast (2)
15. +3 Slash Blast (5)
16. +3 Slash Blast (8)
17. +3 Slash Blast (11)
18. +3 Slash Blast (14)
19. +3 Slash Blast (17)
20. +3 Slash Blast (20)
21. +3 Power Strike (4)
22. +3 Power Strike (7)
23. +3 Power Strike (10)
24. +3 Power Strike (13)
25. +3 Power Strike (16)
26. +3 Power Strike (19)
27. +1 Power Strike (20)/ +2 Iron Body (2)
28. +3 Iron Body (5)
29. +3 Iron Body (8)
30. +3 Iron Body (11)
Summary: All skills are maxed accept for Iron Body at level 11.
Alternative:
  •  Max out Iron Body instead of Slash Blast because you get a stronger mob attack second job,Ground Smash.

Second Job Advancement

30. +1 Slipstream (1)
31. +3 Weapon Mastery (3)
32. +3 Weapon Mastery (6)
33. +3 Weapon Mastery (9)
34. +3 Weapon Mastery (12)
35. +3 Weapon Mastery (15)
36. +3 Weapon Mastery (18)
37. +2 Weapon Mastery (20)/ +1 Ground Smash (1)
38. +3 Ground Smash (4)
39. +3 Ground Smash (7)
40. +3 Ground Smash (10)
41. +3 Weapon Booster (3)
42. +3 Weapon Booster (6)
43. +3 Physical Training (3)
44. +3 Physical Training (6)
45. +3 Physical Training (9)
46. +1 Physical Training (10)/ +2 Rage (2)
47. +3 Rage (5)
48. +3 Rage (8)
49. +3 Rage (11)
50. +3 Rage (14)
51. +3 Rage (17)
52. +3 Rage (20)
53. +3 Final Attack (3)
54. +3 Final Attack (6)
55. +3 Final Attack (9)
56. +3 Final Attack (12)
57. +3 Final Attack (15)
58. +3 Final Attack (18)
59. +2 Final Attack (20)/ +1 Power Reflection (1)
60. +3 Power Reflection (4)
61. +3 Power Reflection (7)
62. +3 Power Reflection (10)
63. +3 Power Reflection (13)
64. +3 Power Reflection (16)
65. +3 Power Reflection (19)
66. +1 Power Reflection (20)/ +2 Slipstream (3)
67. +3 Slipstream (6)
68. +3 Slipstream (9)
69. +1 Slipstream (10)/ +2 Weapon Booster (8)
70. +3 Weapon Booster (11)
Summary: Start out with 1 Slipstream for a little more mobility. Then master Weapon Mastery so your damage is more controlled. Next your main attack that you will be using Ground Smash. Get Weapon Booster up to level 6 for the time so that it lasts for a minute. Physical Training is next for the extra DEX for a little more control over your damage followed by Rage for extra damage. Final Attack then Power Reflection and the last to master would be Slipstream, and then put all of your remaining SP intoWeapon Booster.
Alternatives:
  •  You can also put 1 SP in Rage during the first couple levels of second job (maybe lv.30-35) to give a little damage boost. It would be like wearing 10 ATT Work Gloves if you are not able to afford them.
  •  You can choose to master Weapon Booster over Power Reflection, leaving Power Reflection at level 11
  •  You can choose to master Weapon Booster over Slipstream, leaving Slipstream at Level 1.
    Warning! Leaving Slipstream at level 1 will end up draining all of your MP if you use that skill a lot.
    Level 1. Cost- 60 MP versus Level 10. Cost- 15 MP per use.
  •  You can choose to switch the places of Final Attack and Power Reflection. Starting to master Power Reflection at Level 53 instead of Level 59.

Third Job Advancement

70. +1 Brandish (1)
71. +3 Combo Attack (3)
72. +3 Combo Attack (6)
73. +3 Combo Attack (9)
74. +3 Combo Attack (12)
75. +3 Combo Attack (15)
76. +3 Combo Attack (18)
77. +2 Combo Attack (20)/ +1 Coma (1)
78. +3 Coma (4)
79. +3 Coma (7)
80. +3 Coma (10)
81. +3 Coma (13)
82. +3 Coma (16)
83. +3 Coma (19)
84. +1 Coma (20)/ +2 Chance Attack (2)
85. +3 Chance Attack (5)
86. +3 Chance Attack (8)
87. +3 Chance Attack (11)
88. +3 Chance Attack (14)
89. +3 Chance Attack (17)
90. +3 Chance Attack (20)
91. +3 Brandish (4)
92. +3 Brandish (7)
93. +3 Brandish (10)
94. +3 Brandish (13)
95. +3 Brandish (16)
96. +3 Brandish (19)
97. +1 Brandish (20)/+2 Self Recovery (2)
98. +3 Self Recovery (5)
99. +3 Self Recovery (8)
100. +3 Self Recovery (11)
101. +3 Panic (3)
102. +3 Panic (6)
103. +3 Panic (9)
104. +3 Panic (12)
105. +3 Panic (15)
106. +3 Panic (18)
107. +2 Panic (20)/ +1 Shout (1)
108. +3 Shout (4)
109. +3 Shout (7)
110. +3 Shout (10)
111. +3 Shout (13)
112. +3 Shout (16)
113. +3 Shout (19)
114. +1 Shout (20)/ +2 Magic Crash (2)
115. +3 Magic Crash (5)
116. +3 Magic Crash (8)
117. +3 Magic Crash (11)
118. +3 Magic Crash (14)
119. +3 Magic Crash (17)
120. +3 Magic Crash (20)
Summary: Get 1 Brandish first so that you can hit smaller mobs harder without wasting MP and to build up your combo counter. Then max out Combo Attack so you can have +25% Damage. Max out Comanext for a hard-hitting mob attack. The reason for maxing out Chance Attack next is so that you can start to do stack +% on Damage so it becomes a little easier to train (explained below in training section*). Then Brandish for a low mob concentration situations. Next getting Level 11 Self Recovery is recommended to make the next long grinding sessions a little more cost effective. Panic to deal out massive damage to mobs while training. Shout is next for stunning and last but not least Magic Crash.
Alternatives:
  • You can switch Coma and Shout. Start leveling up Shout at Level 77 and Coma at Level 107.  If you are going for stacking damage by having the monster stunned, this may be for you: Shout has a 5% chance higher of stunning and the stun lasts twice as long (Chance 95%:90% Duration 8 seconds: 4 seconds)
  • You can switch Coma and Panic if you want to do that higher damage at earlier levels but don’t forget, Panic does have a cooldown and costs 2 orbs instead of 1.
  • You can master Magic Crash before Shout if you want to but I do not recommend it.
  • If you feel the need to master Self Recovery to have money on pots, my recommendation would be to not master Coma (stop leveling it at Level 11) over any of the other skills.

Fourth Job Advancement

For Unfunded Heroes

120. +1 Rush (1)
121. +3 Intrepid Slash (3)
122. +3 Intrepid Slash (6)
123. +3 Intrepid Slash (9)
124. +3 Intrepid Slash (12)
125. +3 Intrepid Slash (15)
126. +3 Intrepid Slash (18)
127. +3 Intrepid Slash (21)
128. +3 Intrepid Slash (24)
129. +3 Intrepid Slash (27)
130. +3 Intrepid Slash (30)
131. +3 Combat Mastery (3)
132. +3 Combat Mastery (6)
133. +3 Combat Mastery (9)
134. +1 Combat Mastery (10)/ +2 Monster Magnet (2)
135. +3 Monster Magnet (5)
136. +3 Monster Magnet (8)
137. +3 Monster Magnet (11)
138. +3 Monster Magnet (14)
139. +3 Monster Magnet (17)
140. +3 Monster Magnet (20)
141. +3 Monster Magnet (23)
142. +3 Monster Magnet (26)
143. +3 Monster Magnet (29)
144. +1 Monster Magnet (30)/ +2 Advanced Combo Attack (2)
145. +3 Advanced Combo Attack (5)
146. +3 Advanced Combo Attack (8)
147. +3 Advanced Combo Attack (11)
148. +3 Advanced Combo Attack (14)
149. +3 Advanced Combo Attack (17)
150. +3 Advanced Combo Attack (20)
151. +3 Advanced Combo Attack (23)
152. +3 Advanced Combo Attack (26)
153. +3 Advanced Combo Attack (29)
154. +1 Advanced Combo Attack (30)/ +2 Enrage (2)
155. +3 Enrage (5)
156. +3 Enrage (8)
157. +3 Enrage (11)
158. +3 Enrage (14)
159. +3 Enrage (17)
160. +3 Enrage (20)
161. +3 Enrage (23)
162. +3 Enrage (26)
163. +3 Enrage (29)
164. +1 Enrage (30)/ +2 Power Stance (2)
165. +3 Power Stance (5)
166. +3 Power Stance (8)
167. +3 Power Stance (11)
168. +3 Power Stance (14)
169. +3 Power Stance (17)
170. +3 Power Stance (20)
171. +3 Power Stance (23)
172. +3 Power Stance (26)
173. +3 Power Stance (29)
174. +1 Power Stance (30)/ +2 Advanced Final Attack (2)
175. +3 Advanced Final Attack (5)
176. +3 Advanced Final Attack (8)
177. +3 Advanced Final Attack (11)
178. +3 Advanced Final Attack (14)
178. +3 Advanced Final Attack (17)
180. +3 Advanced Final Attack (20)
181. +3 Advanced Final Attack (23)
182. +3 Advanced Final Attack (26)
183. +3 Advanced Final Attack (29)
184. +1 Advanced Final Attack (30)/ +2 Hero’s Will (2)
185. +3 Hero’s Will (5)
186. +3 Maple Warrior (3)
187. +3 Maple Warrior (6)
188. +3 Maple Warrior (9)
189. +3 Maple Warrior (12)
190. +3 Maple Warrior (15)
191. +3 Maple Warrior (18)
192. +3 Maple Warrior (21)
193. +3 Maple Warrior (24)
194. +3 Maple Warrior (27)
195. +3 Maple Warrior (30)
196. +3 Rush (4)
197. +3 Rush (7)
198. +3 Rush (10)
199. +3 Rush (13)
200. +3 Rush (16)
Summary: If you’re broke like most, this is the build for you: Start with 1 Rush. This is used to that you can round up monsters and then mob them until they die. Max out next Intrepid Slash because it will pretty much be your main attack for the rest of the game. Combat Mastery is the next best choice after Intrepid Slash as it will increase your Damage and it doesn’t cost any money to buy books for it because it starts out at the max level.
Next Monster Magnet because it has a 100% chance of stunning and that will increase your Damage by 25% on the monsters that are stunned. Hopefully by the time you reach Level 144 you will have gone on enough Zakum runs or have accumulated enough mesos to be able to purchase Advanced Combo Attack 10. If you haven’t then continue on past Advanced Combo Attack and Enrage and max out Power Stance.
Advanced Final Attack is also normally expensive as well but very useful. Upgrade Hero’s Will and then max out Maple Warrior, very useful in the game giving +15% STR but it is also very expensive. Then finally put the rest of your points into Rush.
Notes:
  • Advanced Combo Attack is the most useful of all the skills a Hero has. Level this skill up as early as you can.
  • Advanced Final Attack is also very helpful since it gives +30 ATT at its max Level. So if you have the Mesos, then also move this up in the chain so that you can dish out more Damage earlier.
Alternatives:
  • You can switch Power Stance with Monster Magnet if you really hate getting knocked back.
  • Putting a point or two from the first 10 Levels into Power Stance may be a good idea so that your knock-back is reduced.

For Funded Heroes

120. +1 Rush (1)
121. +3 Advanced Combo Attack (3)
122. +3 Advanced Combo Attack (6)
123. +3 Advanced Combo Attack (9)
124. +3 Advanced Combo Attack (12)
125. +3 Advanced Combo Attack (15)
126. +3 Advanced Combo Attack (18)
127. +3 Advanced Combo Attack (21)
128. +3 Advanced Combo Attack (24)
129. +3 Advanced Combo Attack (27)
130. +3 Advanced Combo Attack (30)
131. +3 Intrepid Slash (3)
132. +3 Intrepid Slash (6)
133. +3 Intrepid Slash (9)
134. +3 Intrepid Slash (12)
135. +3 Intrepid Slash (15)
136. +3 Intrepid Slash (18)
137. +3 Intrepid Slash (21)
138. +3 Intrepid Slash (24)
139. +3 Intrepid Slash (27)
140. +3 Intrepid Slash (30)
141. +3 Combat Mastery (3)
142. +3 Combat Mastery (6)
143. +3 Combat Mastery (9)
144. +1 Combat Mastery (10)/ +2 Enrage (2)
145. +3 Enrage (5)
146. +3 Enrage (8)
147. +3 Enrage (11)
148. +3 Enrage (14)
149. +3 Enrage (17)
150. +3 Enrage (20)
151. +3 Enrage (23)
152. +3 Enrage (26)
153. +3 Enrage (29)
154. +1 Enrage (30)/ +2 Advanced Final Attack (2)
155. +3 Advanced Final Attack (5)
156. +3 Advanced Final Attack (8)
157. +3 Advanced Final Attack (11)
158. +3 Advanced Final Attack (14)
159. +3 Advanced Final Attack (17)
160. +3 Advanced Final Attack (20)
161. +3 Advanced Final Attack (23)
162. +3 Advanced Final Attack (26)
163. +3 Advanced Final Attack (29)
164. +1 Advanced Final Attack (30)/ +2 Hero’s Will (2)
165. +3 Hero’s Will (5)
166. +3 Maple Warrior (3)
167. +3 Maple Warrior (6)
168. +3 Maple Warrior (9)
169. +3 Maple Warrior (12)
170. +3 Maple Warrior (15)
171. +3 Maple Warrior (18)
172. +3 Maple Warrior (21)
173. +3 Maple Warrior (24)
174. +3 Maple Warrior (27)
175. +3 Maple Warrior (30)
176. +3 Power Stance (3)
177. +3 Power Stance (6)
178. +3 Power Stance (9)
179. +3 Power Stance (12)
180. +3 Power Stance (15)
181. +3 Power Stance (18)
182. +3 Power Stance (21)
183. +3 Power Stance (24)
184. +3 Power Stance (27)
185. +3 Power Stance (30)
186. +3 Monster Magnet (3)
187. +3 Monster Magnet (6)
188. +3 Monster Magnet (9)
189. +3 Monster Magnet (12)
190. +3 Monster Magnet (15)
191. +3 Monster Magnet (18)
192. +3 Monster Magnet (21)
193. +3 Monster Magnet (24)
194. +3 Monster Magnet (27)
195. +3 Monster Magnet (30)
196. +3 Rush (4)
197. +3 Rush (7)
198. +3 Rush (10)
199. +3 Rush (13)
200. +3 Rush (16)
Summary: Being funded I would hope that you would be experienced enough to decide what order you should level up your skills but if you don’t know or you’re just too lazy I made just for you. Considered that you’re funded I will assume that you can figure out why I created the build in this fashion. This is probably this most ideal for Bossing and dealing high Damage at the lower levels.
Alternatives:
  • Mastering Monster Magnet before Power Stance, Although I do not recommend it.
  • Possibly putting a few points into Power Stance early on to reduce knock-back.
  • Mastering Advanced Final Attack before Enrage.

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