Monday, July 30, 2012

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Cleric Skill Build

One of the four original explorers, the cleric is the support and healer. Like any other magician class, you’ll be found using wands and staffs to heal, buff and unleash your magical potential. With a huge arsenal of very useful skills, you’ll be wanted in every party you come across. With special buffs and powerful magic attacks, the cleric is a great class for new players to advanced players.

Cleric Skill Build

First Job Advancement

8. +1 Energy Bolt (1)
9. +3 Magic Claw (3)
10. +3 Magic Claw (6)
11. +3 Magic Claw (9)
12. +3 Magic Claw (12)
13. +3 Magic Claw (15)
14. +3 Magic Claw (18)
15. +3 Magic Claw (20) / +1 MP Boost (1)
16. +3 MP Boost (4)
17. +3 MP Boost (7)
18. +3 MP Boost (10)
19. +3 Magic Guard (3)
20. +3 Magic Guard (6)
21. +3 Magic Guard (9)
22. +3 Magic Guard (12)
23. +3 Magic Guard (15)
24. +3 Magic Armor (3)
25. +3 Magic Armor (6)
26. +3 Magic Armor (9)
27. +3 Magic Armor (12)
28. +3 Magic Armor (15)
29. +3 Energy Bolt (4)
30. +3 Energy Bolt (7)
Summary: Since MP Boost does not max base MP, it is safe to max later, so Magic Claw is maxed first for damage. Magic Claw is maxed instead of Energy Bolt because of its mobbing capabilities.

Second Job Advancement

30. +1 Teleport (1)
31. +3 Heal (3)
32. +3 Heal (6)
33. +3 Heal (9)
34. +3 Heal (12)
35. +3 Heal (15)
36. +3 Heal (18)
37. +2 Heal (20) / +1 High Wisdom (1)
38. +3 High Wisdom (4)
39. +3 High Wisdom (7)
40. +3 High Wisdom (10)
41. +3 Spell Mastery (3)
42. +3 Spell Mastery (6)
43. +3 Spell Mastery (9)
44. +3 Spell Mastery (12)
45. +3 Spell Mastery (15)
46. +3 Spell Mastery (18)
47. +2 Spell Mastery (20) / +1 Invincible (1)
48. +3 Invincible (4)
49. +1 Invincible (5) / +2 Bless (2)
50. +3 Bless (5)
51. +3 Bless (8)
52. +3 Bless (11)
53. +3 Bless (14)
54. +1 Bless (15) / +2 Teleport (3)
55. +3 Teleport (6)
56. +3 Teleport (9)
57. +3 Teleport (12)
58. +3 Teleport (15)
59. +3 Teleport (18)
60. +2 Teleport (20) / +1 Invincible (6)
61. +3 Invincible (9)
62. +3 Invincible (12)
63. +3 Invincible (15)
64. +3 MP Eater (3)
65. +3 MP Eater (6)
66. +3 MP Eater (9)
67. +3 MP Eater (12)
68. +3 MP Eater (15)
69. +3 MP Eater (18)
70. +2 MP Eater (20) / +1 Holy Arrow (1)
Summary: Your first point goes into teleport for mobility. Then we max heal for parties and higher survivability. High Wisdom, Spell Mastery and Bless are all used to increase damage. Finally MP Eater is maxed to save money on pots and have good MP Recovery.

Third Job Advancement

70. +1 Shining Ray (1)
71. +1 Teleport Mastery (1) / +2 Dispel (2)
72. +1 Dispel (3) / +2 Holy Symbol (2)
73. +3 Holy Symbol (5)
74. +3 Holy Symbol (8)
75. +3 Holy Symbol (11)
76. +3 Holy Symbol (14)
77. +3 Holy Symbol (17)
78. +3 Holy Symbol (20)
79. +1 Mystic Door (1) / +2 Spell Booster (2)
80. +3 Spell Booster (5)
81. +1 Spell Booster (6) / +2 Holy Focus (2)
82. +3 Holy Focus (5)
83. +3 Holy Focus (8)
84. +3 Holy Focus (11)
85. +3 Holy Focus (14)
86. +3 Holy Focus (17)
87. +3 Holy Focus (20)
88. +3 Shining Ray (4)
89. +3 Shining Ray (7)
90. +3 Shining Ray (10)
91. +3 Shining Ray (13)
92. +3 Shining Ray (16)
93. +3 Shining Ray (19)
94. +1 Shining Ray (20) / +2 Arcane Aim (2)
95. +3 Arcane Aim (5)
96. +3 Arcane Aim (8)
97. +3 Arcane Aim (11)
98. +3 Arcane Aim (14)
99. +3 Arcane Aim (17)
100. +3 Arcane Aim (20)
101. +3 Teleport Mastery (4)
102. +3 Teleport Mastery (7)
103. +3 Teleport Mastery (10)
104. +3 Holy Magic Shell (3)
105. +3 Holy Magic Shell (6)
106. +3 Holy Magic Shell (9)
107. +3 Holy Magic Shell (12)
108. +3 Holy Magic Shell (15)
109. +3 Holy Magic Shell (18)
110. +2 Holy Magic Shell (20) / +1 Spell Booster (7)
111. +3 Spell Booster (10)
112. +3 Spell Booster (13)
113. +3 Spell Booster (16)
114. +3 Spell Booster (19)
115. +1 Spell Booster (20) / +2 Magic Door (3)
116. +3 Magic Door (6)
117. +3 Magic Door (9)
118. +1 Magic Door (10) / +2 Dispel (5)
119. +3 Dispel (8)
120. +2 Dispel (10) / +1 Doom (1)
Summary: Add your first point into Shining Ray as your main attacking skill. Then, Holy Symbol (HS) is added because of it’s useful boost in solo and party training. The rest of the build is used to balance solo training and useful buffs, for solo and party. You max everything, except for Doom.

Mechanic Skill Build

The moving tank known as the Mechanic is a class that follows the Resistance; an underground group who plots against members of the Black Wings. Using guns like certain other Pirate classes, they use their giant mechanical suits to unleash a powerful barrage of bullets and electrical attacks. You’ll find yourself constantly rocketing around the map or laying down miniature teleports to help with your everyday training. With brute strength and decent mobility; the Mechanic class is a great starting class for new players and a great intermediate class for more seasoned veterans of game.

Mechanic Skill Build

First Job Advancement

10. +3 Prototype (3), +1 Gatling Shot (1), +1 Drillhands (1)
11. +2 Prototype (5), +1 Gatling Shot (2)
12. +2 Prototype (7), +1 Gatling Shot (3)
13. +2 Prototype (9) +1 Gatling Shot (4)
14. +1 Prototype (10), +2 Gatling Shot (6)
15. +3 Gatling Shot (9)
16. +1 Gatling Shot (10) +2 Flame Launcher (2)
17. +3 Flame Launcher (5)
18. +3 Flame Launcher (8)
19. +3 Flame Launcher (11)
20. +3 Flame Launcher (14)
21. +3 Flame Launcher (17)
22. +3 Flame Launcher (20)
23. +3 Gatling Shot (13)
24. +2 Gatling Shot (15) +1 Drillhands (2)
25. +3 Drillhands (5)
26. +3 Drillhands (8)
27. +3 Drillhands (11)
28. +3 Drillhands (14)
29. +3 Drillhands (17)
30. +3 Drillhands (20)
Summary: You want to get the boost from Prototype as soon as possible as well as your first mobbing and rushing skill; Flame Launcher and Drillhands. Once you meet the prerequisite of Level 10 Gatling Shot, go all out on Flame Launcher; it’s mobbing capabilities will level you fast. After that I recommend Gatling Shot then Drillhands. You will never use Drillhands for it damage so max that out last


Second Job Advancement

30. +1 Atomic Hammer (1), +1 Rocket Booster (1), +1 Heavy Weapon Mastery (1)
31. +3 Mechanical Mastery (3)
32. +3 Mechanical Mastery (6)
33. +3 Mechanical Mastery (9)
34. +3 Mechanical Mastery (12)
35. +3 Mechanical Mastery (15)
36. +3 Mechanical Mastery (18)
37. +2 Mechanical Mastery (20), +1 Physical Training (1)
38. +3 Physical Training (4)
39. +3 Physical Training (7)
40. +3 Physical Training (10)
41. +3 Mechanical Rage (3)
42. +3 Mechanical Rage (6)
43. +3 Mechanical Rage (9)
44. +3 Mechanical Rage (12)
45. +3 Atomic Hammer (4)
46. +3 Atomic Hammer (7)
47. +3 Atomic Hammer (10)
48. +3 Atomic Hammer (13)
49. +3 Atomic Hammer (16)
50. +3 Atomic Hammer (19)
51. +1 Atomic Hammer (20), +2 Heavy Weapon Mastery (3)
52. +3 Heavy Weapon Mastery (6)
53. +3 Heavy Weapon Mastery (9)
54. +3 Heavy Weapon Mastery (12)
55. +3 Heavy Weapon Mastery (15)
56. +3 Heavy Weapon Mastery (18)
57. +2 Heavy Weapon Mastery (20), +1 Perfect Armor (1)
58. +3 Perfect Armor (4)
59. +3 Perfect Armor (7)
60. +3 Perfect Armor (10)
61. +3 Perfect Armor (13)
62. +3 Perfect Armor (16)
63. +3 Perfect Armor (19)
64. +1 Perfect Armor (20), +2 Mechanical Rage (14)
65. +3 Mechanical Rage (17)
66. +3 Mechanical Rage (20)
67. +3 Open Portal (3)
68. +3 Open Portal (6)
69. +3 Open Portal (9)
70. +1 Open Portal (10), +2 Rocket Booster (3)
Summary: Your first priority is to gain Rocket Booster, Atomic Hammer and Heavy Weapon Mastery in order to beef up your overall damage and mobility. After that you want to focus on Passive Skills. Once that’s out of your way pump out Atomic Hammer and then Heavy Weapon Mastery. I highly recommended leaving Perfect Armor and Open Portal last; You won’t gain much benefit from maxing either early on.


Third Job Advancement

70. +2 Punch Launcher (2), +1 Mech Siege Mode (1)
71. +3 Punch Launcher (5)
72. +3 Punch Launcher (8)
73. +3 Punch Launcher (11)
74. +3 Punch Launcher (14)
75. +3 Punch Launcher (17)
76. +3 Punch Launcher (20)
77. +3 Rock N Shock (3)
78. +3 Rock N Shock (6)
79. +3 Rock N Shock (9)
80. +3 Rock N Shock (12)
81. +3 Rock N Shock (15)
82. +3 Rock N Shock (18)
83. +2 Rock N Shock (20), +1 Mech Siege Mode (2)
84. +3 Mech Siege Mode (5)
85. +3 Mech Siege Mode (8)
86. +3 Mech Siege Mode (11)
87. +3 Mech Siege Mode (14)
88. +3 Mech Siege Mode (17)
89. +3 Mech Siege Mode (20)
90. +3 Roll of the Dice (3)
91. +3 Roll of the Dice (6)
92. +3 Roll of the Dice (9)
93. +3 Roll of the Dice (12)
94. +3 Roll of the Dice (15)
95. +3 Roll of the Dice (18)
96. +2 Roll of the Dice (20), +1 Healing Bot (1)
97. +3 Healing Bot (4)
98. +3 Healing Bot (7)
99 .+3 Healing Bot (10)
100. +3 Healing Bot (13)
101. +3 Healing Bot (16)
102. +3 Healing Bot (19)
103. +1 Healing Bot (20), +2 Satellite
104. +3 Satellite (5)
105. +3 Satellite (8)
106. +3 Satellite (11)
107. +3 Satellite (14)
108. +3 Satellite (17)
109. +3 Satellite (20)
110. +3 Metal Fist Mastery (3)
111. +3 Metal Fist Mastery (6)
112. +3 Metal Fist Mastery (9)
113. +3 Metal Fist Mastery (12)
114. +3 Metal Fist Mastery (15)
115. +3 Metal Fist Mastery (18)
116. +2 Metal Fist Mastery (20), +1 Acceleration Bot (1)
117. +3 Acceleration Bot (4)
118. +3 Acceleration Bot (7)
119. +3 Acceleration Bot (10)
120. +3 Acceleration Bot (13)
Summary:  Atomic Hammer with Metal Fist Mastery does more damage than Punch Launcher per hit, but is extremely slow and low on range. Punch Launcher has longer range and attack speed making its DPM(Damage Per Minute) higher than Atomic Hammer + Metal Fist Mastery. The convenience of Punch Launcher also makes it a better mobbing skill as it can go through walls and be used mid air. This is why it is highly recommended you go with Punch Launcer first and Metal Fist Mastery last. Moving on, it is also recommended you put a single point into Mech Siege Mode at Level 70; it will be your 1 vs 1 skill from now on. After that max out Punch Launcher as you will be mobbing more than anything and then Rock n’ Shock. After that I recommend maxing Mech Siege Mode as you’ll come across bosses if you PQ often. Max out Healing Bot, it will save your life if you use it effectively.


Fourth Job Advancement

120. +1 Mech Missle Tank (1), +1 Laser Blast (1), +1 Extreme Mech (1)
121. +3 Extreme Mech (4)
122. +3 Extreme Mech (7)
123. +3 Extreme Mech (10)
124. +3 Extreme Mech (13)
125. +3 Extreme Mech (16)
126. +3 Extreme Mech (19)
127. +3 Extreme Mech (22)
128. +3 Extreme Mech (25)
129. +3 Extreme Mech (28)
130. +1 Extreme Mech (29), +2 Laser Blast (3)
131. +3 Laser Blast (6)
132. +3 Laser Blast (9)
133. +3 Laser Blast (12)
134. +3 Laser Blast (15)
135. +3 Laser Blast (18)
136. +3 Laser Blast (21)
137. +3 Laser Blast (24)
138. +3 Laser Blast (27)
139. +3 Laser Blast (30)
140. +3 Mech Missle Tank (4)
141. +3 Mech Missle Tank (7)
142. +3 Mech Missle Tank (10)
143. +3 Mech Missle Tank (13)
144. +3 Mech Missle Tank (16)
145. +3 Mech Missle Tank (19)
146. +3 Mech Missle Tank (22)
147. +3 Mech Missle Tank (25)
148. +3 Mech Missle Tank (28)
149. +2 Mech Missle Tank (30), +1 Amplifier Robot Af-11 (1)
150. +3 Amplifier Robot Af-11 (4)
151. +3 Amplifier Robot Af-11 (7)
152. +3 Amplifier Robot Af-11 (10)
153. +3 Amplifier Robot Af-11 (13)
154. +3 Amplifier Robot Af-11 (16)
155. +3 Amplifier Robot Af-11 (19)
156. +1 Amplifier Robot Af-11 (20)
Summary: From here on out, you should either max Maple Warrior if you can afford the Skill Books or Bots ‘n’ Tots and Robot Mastery; There’s also the option of leaving out Maple Warrior since one should be partying a lot with folks who have it already. It is not recommended to put points into Giant Robot SG-88 or Satellite Safety until your other skills are maxed. After this point, feel free to add points into anything you feel fit. You’re now a fully fledged Mechanic, a proud member of the Resistance.

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.

Jett Skill Build

 Jett Stat Build

Jett uses uses DEX as its primary stat with STR as secondary. Generally there exists two different ap-builds, one being better for funded characters and the other for low/unfunded characters.

Strless Build

Basically just keeping your STR set at (4) and going upping your primary stat (DEX) instead. This build gives you a huge advantage in damage early on. That combined with different gear such as Zakum Helmet etc should land you on roughly ~STR DEX at level 100 which is enough for most gear.

Low STR Build (Recommended!)

Similar to the strless but cap STR at (40) to enable yourself to wear most (if not all) equipment. This is the best build for unfunded characters needing those extra stats for equipment.

Jett Skill Build

First Job Advancement

10. +1 Tornado Uppercut (1)
11. +3 Glide Blast (3)
12. +3 Glide Blast (6)
13. +3 Glide Blast (9)
14. +1 Glide Blast (10) / +2 Comet Booster (2)
15. +3 Comet Booster (5)
16. +3 Comet Booster (8)
17. +2 Comet Booster (10) / +1 Shadow Heart (1)
18. +3 Shadow Heart (4)
19. +3 Shadow Heart (7)
20. +3 Shadow Heart (10)
21. +3 Tornado Uppercut (4)
22. +3 Tornado Uppercut (7)
23. +3 Tornado Uppercut (10)
24. +1 Tornado Uppercut (11) / +2 Double Shot (2)
25. +3 Double Shot (5)
26. +3 Double Shot (8)
27. +3 Double Shot (11)
28. +3 Double Shot (14)
29. +3 Double Shot (17)
30. +3 Double Shot (20)
Summary: Everything maxed except Tornado Uppercut since it’s quickly replaced at level 30 by Static Thumper which will be your main leveling skill.

Second Job Advancement

30. +1 Static Thumper (1)
31. +1 Triple Fire (1) / +2 Gun Mastery (2)
32. +3 Gun Mastery (5)
33. +3 Gun Booster (3)
34. +3 Gun Booster (6)
35. +3 Gun Mastery (8)
36. +3 Gun Mastery (11)
37. +3 Gun Mastery (14)
38. +3 Gun Mastery (17)
39. +3 Gun Mastery (20)
40. +3 Dark Clarity (3)
41. +3 Dark Clarity (6)
42. +3 Dark Clarity (9)
43. +3 Dark Clarity (12)
44. +3 Dark Clarity (15)
45. +3 Dark Clarity (18)
46. +2 Dark Clarity (20) / +1 Physical Training (1)
47. +3 Physical Training (4)
48. +3 Physical Training (7)
49. +3 Physical Training (10)
50. +3 Perseverance (3)
51. +3 Perseverance (6)
52. +3 Perseverance (9)
53. +3 Perseverance (12)
54. +3 Perseverance (15)
55. +3 Static Thumper (4)
56. +3 Static Thumper (7)
57. +3 Static Thumper (10)
58. +3 Static Thumper (13)
59. +3 Static Thumper (16)
60. +3 Gun Booster (9)
61. +3 Gun Booster (12)
62. +3 Gun Booster (15)
63. +3 Gun Booster (18)
64. +2 Gun Booster (20) / +1 Triple Fire (2)
65. +3 Triple Fire (5)
66. +3 Triple Fire (8)
67. +3 Triple Fire (11)
68. +3 Triple Fire (14)
69. +3 Triple Fire (17)
70. +3 Triple Fire (20)
Summary: Everything maxed except Static Thumper at 16 since it’s replaced at level 70 by Solar Array. Triple Fire needs to be maxed for the Fourth Job.

Third Job Advancement

70. +1 Solar Array (1)
71. +1 Drone Blast (1) / +1 Gamma Missile (1) / +1 Cutting Edge (1)
72. +3 Cutting Edge (4)
73. +3 Cutting Edge (7)
74. +3 Cutting Edge (10)
75. +3 Cutting Edge (13)
76. +3 Cutting Edge (16)
77. +3 Cutting Edge (19)
78. +1 Cutting Edge (20) / +2 Solar Array (3)
79. +3 Solar Array (6)
80. +3 Solar Array (9)
81. +3 Solar Array (12)
82. +3 Solar Array (15)
83. +3 Solar Array (18)
84. +3 Solar Array (21)
85. +3 Solar Array (24)
86. +3 Solar Array (27)
87. +3 Solar Array (30)
88. +3 Roll of the Dice (3)
89. +3 Roll of the Dice (6)
90. +3 Roll of the Dice (9)
91. +3 Roll of the Dice (12)
92. +3 Roll of the Dice (15)
93. +3 Roll of the Dice (18)
94. +2 Roll of the Dice (20) / +1 High Life (1)
95. +3 High Life (4)
96. +3 High Life (7)
97. +3 High Life (10)
98. +3 High Life (13)
99. +3 High Life (16)
100. +3 High Life (19)
101. +1 High Life (20) / +2 Gamma Missile (3)
102. +3 Gamma Missile (6)
103. +3 Gamma Missile (9)
104. +3 Gamma Missile (12)
105. +3 Gamma Missile (15)
106. +3 Gamma Missile (18)
107. +2 Gamma Missile (20) / +1 Turret Deployment (1)
108. +3 Turret Deployment (4)
109. +3 Turret Deployment (7)
110. +3 Turret Deployment (10)
111. +3 Turret Deployment (13)
112. +3 Turret Deployment (16)
113. +3 Turret Deployment (19)
114. +1 Turret Deployment (20) / +2 Drone Blast (3)
115. +3 Drone Blast (6)
116. +3 Drone Blast (9)
117. +3 Drone Blast (12)
118. +3 Drone Blast (15)
119. +3 Drone Blast (18)
120. +3 Drone Blast (21)
Summary: Everything maxed except Drone Blast. Your main attack skill is Solar Array which basically is a huge aoe combined with a fierce attack damage %.

Fourth Job Advancement

120. +1 Suborbital Bombardment (1), +1 Brain Scrambler (1), +1 Starfall (1)
121. +3 Double Down (3)
122. +2 Double Down (5), +1 Suborbital Bombardier (2)
123. +3 Suborbital Bombardier (2)
124. +3 Suborbital Bombardier (5)
125. +3 Suborbital Bombardier (8)
126. +3 Suborbital Bombardier (11)
127. +3 Suborbital Bombardier (14)
128. +3 Suborbital Bombardier (17)
129. +3 Suborbital Bombardier (20)
130. +3 Suborbital Bombardier (23)
131. +3 Suborbital Bombardier (26)
132. +3 Suborbital Bombardier (29)
133. +1 Suborbital Bombardier (30), +2 Relentless (2)
134. +3 Relentless (5)
135. +3 Relentless (8)
136. +3 Relentless (11)
137. +3 Relentless (14)
138. +3 Relentless (17)
139. +3 Relentless (20)
140. +3 Relentless (23)
141. +3 Relentless (26)
142. +3 Relentless (29)
143. +1 Relentless (30), +2 Collateral Damage (2)
144. +3 Collateral Damage (5)
145. +3 Collateral Damage (8)
146. +3 Collateral Damage (11)
147. +3 Collateral Damage (14)
148. +3 Collateral Damage (17)
149. +3 Collateral Damage (20)
150. +3 Counterattack (3)
151. +3 Counterattack (6)
152. +3 Counterattack (9)
153. +1 Counterattack (10), +2 Rapid Fire (2)
154. +3 Rapid Fire (5)
155. +3 Rapid Fire (8)
156. +3 Rapid Fire (11)
157. +3 Rapid Fire (14)
158. +3 Rapid Fire (17)
159. +3 Rapid Fire (20)
160. +3 Rapid Fire (23)
161. +3 Rapid Fire (26)
162. +3 Rapid Fire (29)
163. +1 Rapid Fire (30), +1 Maple Warrior (1)
164. +3 Maple Warrior (4)
165. +3 Maple Warrior (7)
166. +3 Maple Warrior (10)
167. +3 Maple Warrior (13)
168. +3 Maple Warrior (16)
169. +3 Maple Warrior (19)
170. +3 Maple Warrior (22)
171. +3 Maple Warrior (25)
172. +3 Maple Warrior (28)
173. +2 Maple Warrior (30), +1 Mighty Meteor (1)
174. +3 Mighty Meteor (4)
175. +3 Mighty Meteor (7)
176. +3 Mighty Meteor (10)
177. +3 Mighty Meteor (13)
178. +3 Mighty Meteor (16)
179. +3 Mighty Meteor (19)
180. +1 Mighty Meteor (20), +2 Starfall (2)
181. +3 Starfall (5)
182. +3 Starfall (8)
183. +3 Starfall (11)
184. +3 Starfall (14)
185. +3 Starfall (17)
186. +3 Starfall (20)
187. +3 Starfall (23)
188. +3 Starfall (26)
189. +3 Starfall (29)
190. +1 Starfall (30), +2 Brain Scrambler (3)
191. +3 Brain Scrambler (6)
192. +3 Brain Scrambler (9)
193. +3 Brain Scrambler (12)
194. +3 Brain Scrambler (15)
195. +3 Brain Scrambler (18)
196. +3 Brain Scrambler (21)
197. +3 Brain Scrambler (24)
198. +3 Brain Scrambler (27)
199. +1 Brain Scrambler (30), +2 Hero’s Will (2)
200. +3 Hero’s Will (5)
Summary: You will be using Suborbital Bombardment mostly for leveling hence the first point. Starfall is good but due to the cooldown it’s only useful in some maps. We start out by maxing Suborbital Bombardment and then focusing on your passive/supportive skills to increase your damage.

MapleStory Phantom Skill Build

 One of the five Legendary Heroes, the Phantom is known as the Master Thief. He is categorized as such by being a very swift character with high avoidance and high damage output. What sets him apart from other classes are his unique weapons; the Cane and the Deck of Cards.

Above all, the defining factor of the Phantom is his ability to “steal” or borrow other adventurers skills for his own use.
Phantom Creation Screen

Phantom Stat Build

Phantom, being a thief uses LUK as its primary stat with DEX as secondary. Generally there exists two different ap-builds.

Dexless Build

Basically just keeping your DEX set at (4) and going upping your primary stat (LUK) instead. This build gives you a huge advantage in damage early on, especially since Phantoms already get +40 DEX passively from a beginner skill. That combined with different gear such as Zakum Helmet etc should land you on roughly ~90 DEX at level 100 which is enough for most gear.
Similar to the dexless but keep your DEX high enough for all equipment you pass by. Slightly less damage early on but not oh-so-much due to the passive skill mentioned earlier giving you +40 DEX.

Phantom Skill Build

First Job Advancement

10. +1 Double Entendre (1), +4 Phantom Swiftness (4)
11. +3 Phantom Swiftness (7)
12. +3 Phantom Swiftness (10)
13. +3 Phantom Swiftness (13)
14. +2 Phantom Swiftness (15), +1 Feather Foot (1)
15. +3 Feather Foot (4)
16. +3 Feather Foot (7)
17. +3 Feather Foot (10)
18. +3 Double Entendre (4)
19. +3 Double Entendre (7)
20. +3 Double Entendre (10)
21. +3 Double Entendre (13)
22. +3 Double Entendre (16)
23. +3 Double Entendre (19)
24. +1 Double Entendre (20), +2 Impeccable Memory I (2)
25. +3 Impeccable Memory I (5)
26. +3 Impeccable Memory I (8)
27. +3 Impeccable Memory I (11)
28. +3 Impeccable Memory I (14)
29. +3 Impeccable Memory I (17)
30. +3 Impeccable Memory I (20)
Suggested Skills to Steal:
Haste
Iron Body
Magic Guard
Arrow Blow
Magic Claw
Lucky Seven
Summary: Mobility and evasion are focused on first so avoid damage during the early game. Your first Memory skill will allow you to steal low level skills from the original adventurers, so choose one that either fits your play-style or gives you a decent buff to help with training speed. All first level skills will me maxed, so it’s impossible to mess up early game excluding your desired AP build.

Second Job Advancement

30. +1 Carte Blanc (Given upon Advancement), +1 Calling Card (1)
31. +1 Carte Mille (1), +2 Cane Mastery (2)
32. +3 Cane Mastery (5)
33. +3 Cane Booster (3)
34. +3 Cane Booster (6)
35. +3 Cane Mastery (8)
36. +3 Cane Mastery (11)
37. +3 Cane Mastery (14)
38. +3 Cane Mastery (17)
39. +3 Cane Mastery (20)
40. +3 Impeccable Memory II (3)
41. +3 Impeccable Memory II (6)
42. +3 Impeccable Memory II (9)
43. +3 Impeccable Memory II (12)
44. +3 Impeccable Memory II (15)
45. +3 Impeccable Memory II (18)
46. +2 Impeccable Memory II (20), +1 Calling Card (2)
47. +3 Calling Card (5)
48. +3 Calling Card (8)
49. +3 Calling Card (11)
50. +3 Calling Card (14)
51. +3 Calling Card (17)
52. +3 Calling Card (20)
53. +3 Carte Blanc (4)
54. +3 Carte Blanc (7)
55. +3 Carte Blanc (10)
56. +3 Devil’s Luck (3)
57. +3 Devil’s Luck (6)
58. +3 Devil’s Luck (9)
59. +1 Devil’s Luck (10), +2 Cane Booster (8)
60. +3 Cane Booster (11)
61. +3 Cane Booster (14)
62. +3 Cane Booster (17)
63. +3 Cane Booster (20)
64. +3 Carte Mille (4)
65. +3 Carte Mille (7)
66. +3 Carte Mille (10)
67. +3 Carte Mille (13)
68. +3 Carte Mille (16)
69. +3 Carte Mille (19)
70. +1 Carte Mille (20), 2 EXTRA SP
Suggested Skills to Steal:
Hyper Body
Bless
Power Guard
Mental Clarity
Threaten

Heal
Tornado Upper
Iron Arrow
Shuriken Burst
Thunder Bolt
Summary: Calling Card acts as a new attack skill to use in conjunction with Double Entendre. Cane Mastery is critical in giving your damage range stability, increasing your minimum damage to help take out the monsters you’ll face.
Your second Memory Skill will allow you to steal yet another skill from your fellow adventurers, so choose wisely. Devil’s Luck is just the Phantom version of intense training, giving your minimum LUK stat a boost of +40 at max level, but unlike other Intense Training skills; it does not add a secondary stat. Max booster next and then Carte Mille (Which acts like a miniature rush). You’ll have everything maxed with two SP left over.

Third Job Advancement

70. +1 Rapier Wit (1)
71. +1 Mist Mask (1), +1 Blason Fantome (1), +1 Piercing Vision (1)
72. +3 Impeccable Memory III (3)
73. +3 Impeccable Memory III (6)
74. +3 Impeccable Memory III (9)
75. +3 Impeccable Memory III (12)
76. +3 Impeccable Memory III (15)
77. +3 Impeccable Memory III (18)
78. +2 Impeccable Memory III (20), +1 Lune (1)
79. +3 Lune (4)
80. +3 Lune (7)
81. +3 Lune (10)
82. +3 Lune (13)
83. +3 Lune (16)
84. +3 Lune (19)
85. +1 Lune (20), +2 Blason Fantome (3)
86. +3 Blason Fantome (6)
87. +3 Blason Fantome (9)
88. +2 Blason Fantome (11), +1 Piercing Vision (2)
89. +3 Piercing Vision (5)
90. +3 Piercing Vision (8)
91. +3 Piercing Vision (11)
92. +3 Piercing Vision (14)
93. +3 Piercing Vision (17)
94. +3 Piercing Vision (20)
95. +3 Mist Mask (4)
96. +3 Mist Mask (7)
97. +3 Mist Mask (10)
98. +3 Mist Mask (13)
99. +3 Mist Mask (16)
100. +3 Mist Mask (19)
101. +1 Mist Mask (20), +2 Bad Luck Ward (2)
102. +3 Bad Luck Ward(5)
103. +3 Bad Luck Ward (8)
104. +3 Bad Luck Ward (11)
105. +3 Bad Luck Ward (14)
106. +3 Bad Luck Ward (17)
107. +3 Bad Luck Ward (20)
108. +3 Final Feint (3)
109. +3 Final Feint (6)
110. +3 Final Feint (9)
111. +3 Final Feint (12)
112. +3 Final Feint (15)
113. +3 Final Feint (18)
114. +2 Final Feint (20), +1 Rapier Wit (2)
115. +3 Rapier Wit (5)
116. +3 Rapier Wit (8)
117. +3 Rapier Wit (11)
118. +3 Rapier Wit (14)
119. +3 Rapier Wit (17)
120. +3 Rapier Wit (20)
Suggested Skills to Steal:
Holy Symbol
Combo Attack

Dispel
Willow Defense
Magic Crash
Arrow Rain
Drain Arrow
Shining Ray
Double Spiral
Summary: This job advancement starts moving in more active buffs than before. These buffs will increase your HP, MP, Attack, Status Resistance, and Critical rate. These buffs along with your new attacks will give you the tools to start moving up and into the fourth job advancement. Max all but Blason Fantome; leave that at 11.

Fourth Job Advancement

120. +1 Mille Aiguilles (1), +1 Penombre (1), +1 Impeccable Memory IV (1), +1 Carte Noir (Automatic Upon Advancement)
121. +1 Pouvoir Emprunte (1), +1 Tempest (1), +1 Aria Amour (1)
122. +3 Aria Amour (4)
123. +3 Aria Amour (7)
124. +3 Aria Amour (10)
125. +3 Aria Amour (13)
126. +3 Aria Amour(16)
127. +3 Aria Amour (19)
128. +3 Aria Amour (22)
129. +3 Aria Amour (25)
130. +3 Aria Amour (28)
131. +2 Aria Amour (30), +1 Cane Expert (1)
132. +3 Cane Expert (4)
133. +3 Cane Expert (7)
134. +3 Cane Expert (10)
135. +3 Cane Expert (13)
136. +3 Cane Expert (16)
137. +3 Cane Expert (19)
138. +3 Cane Expert (22)
139. +3 Cane Expert (25)
140. +3 Cane Expert (28)
141. +2 Cane Expert (30), +1 Impeccable Memory IV (2)
142. +3 Impeccable Memory IV (5)
143. +3 Impeccable Memory IV (8)
144. +3 Impeccable Memory IV (11)
145. +3 Impeccable Memory IV (14)
146. +3 Impeccable Memory IV (17)
147. +3 Impeccable Memory IV (20)
148. +3 Impeccable Memory IV (23)
149. +3 Impeccable Memory IV (26)
150. +3 Impeccable Memory IV (29)
151. +1 Impeccable Memory IV (30), +2 Penombre (3)
152. +3 Penombre (6)
153. +3 Penombre (9)
154. +3 Penombre (12)
155. +3 Penombre (15)
156. +3 Penombre (18)
157. +2 Penombre (20), +1 Carte Noir (2)
158. +3 Carte Noir (5)
159. +3 Carte Noir(8)
160. +3 Carte Noir (11)
161. +3 Carte Noir (14)
162. +3 Carte Noir (17)
163. +3 Carte Noir (20)
164. +3 Mille Aiguilles (4)
165. +3 Mille Aiguilles (7)
166. +3 Mille Aiguilles (10)
167. +3 Mille Aiguilles (13)
168. +3 Mille Aiguilles (16)
169. +3 Mille Aiguilles (19)
170. +3 Mille Aiguilles (22)
171. +3 Mille Aiguilles (25)
172. +3 Mille Aiguilles (28)
173. +2 Mille Aiguilles (30), +1 Maple Warrior (1)
174. +3 Maple Warrior (4)
175. +3 Maple Warrior (7)
176. +3 Maple Warrior (10)
177. +3 Maple Warrior (13)
178. +3 Maple Warrior (16)
179. +3 Maple Warrior (19)
180. +3 Maple Warrior (22)
181. +3 Maple Warrior (25)
182. +3 Maple Warrior (28)
183. +1 Maple Warrior (29), +2 Pouvoir Emprunte (3)
184. +3 Pouvoir Emprunte (6)
185. +3 Pouvoir Emprunte (9)
186. +3 Pouvoir Emprunte (12)
187. +3 Pouvoir Emprunte (15)
188. +3 Pouvoir Emprunte (18)
189. +2 Pouvoir Emprunte (20), +1 Hero’s Will (1)
190. +3 Hero’s Will (4)
191. +1 Hero’s Will (5), +2 Tempest(3)
192. +3 Tempest (6)
193. +3 Tempest (9)
194. +3 Tempest (12)
195. +3 Tempest (15)
196. +3 Tempest (18)
197. +3 Tempest (21)
198. +3 Tempest (24)
199. +3 Tempest (27)
200. +3 Tempest (30)
Suggested Skills to Steal:
Sharp Eyes
Pirate Style
Continual Aiming
Power Stance
Rapid Fire
Dragon Strike
Paralyze
Chain Lightning

Summary:  Congratulations. You’re now the Master Thief. This part of the build can be interchangeable to fir your own play styles. Enjoy your newly found power as the Phantom.

Sunday, July 29, 2012

Demon Slayer Training/Skill Build

The newly awakened Demon Slayer is the final member of the Resistance. After breaking away from the Black Knight he joined the Resistance to gather both information and to regain his former power. He uses One-Handed Blunt Weapons (Maces) and One-handed Axes, they can also use Scepters. Scepters are just basically Fast Blunt weapons given to your via story quests and job advancements. Instead of worrying about Mana, the Demon Slayer uses a unique system of Demon Fury (DF); gained upon slaying monsters or just doing damage. You get a Fury Shield every Job advance, you cannot scroll them, but the lvl 120 fury shield comes with hidden potential. Meaning you can cube it. Also the shields Level Up like reverse/timeless items, meaning they gain stats with each level up.

First Job Advancement

10. +4 Demon Lash (4), +1 Grim Scythe(1)
11. +1 Demon Lash (5), +Battle Pact(2)
12. +3 Battle Pact (5)
13. +1 Battle Pact (6), +2 Shadow Swiftness (2)
14. +3 Shadow Swiftness (5)
15. +3 Shadow Swiftness (8)
16. +2 Shadow Swiftness (10), +1 Demon Lash (6)
17. +3 Demon Lash (9)
18. +1 Demon Lash(10), +2 Battle Pact (8)
19. +3 Battle Pact (11)
20. +3 Battle Pact (14)
21. +3 Battle Pact (17)
22. +3 Battle Pact (20)
23. +3 HP Boost (3)
24. +3 HP Boost (6)
25. +3 HP Boost (9)
26. +1 HP Boost (10), +2 Grim Scythe (3)
27. +3 Grim Scythe (6)
28. +3 Grim Scythe (9)
29. +3 Grim Scythe (12)
30. +3 Grim Scythe (15)
 Summary: Level 10 Demon Slayers start out with 5 points instead of 1. So add 4 points into Demon Lash, your main attacking skill, and 1 into Grim Scythe for your 1-1 boss skill. We want to get 6 points into Battle Pact next because it boosts our attacking rate by two speeds. Level 6 makes it last for 1 minute and 8 seconds, which is good enough for now. We want to add some Speed and jump as Demon Slayers are the most Mobile Warrior class, so you want to get some of that mobility in as early as possible. This makes training far quicker. We finish Demon Lash and add points into Battle Pact to make it less annoying to rebuff. Max HP Boost next for more HP.


Second Job Advancement

30. +1 Soul Eater (1), +1 Dark Thrust (1), +1 Barbed Lash (1), +1 Chaos Lock (1)
31. +1 Soul Eater (2), +1 Outrage(1), +1 Vengeance (1)
32. +3 Soul Eater (5)
33. +3 Soul Eater (8)
34. +3 Soul Eater (11)
35. +3 Soul Eater (14)
36. +3 Soul Eater (17)
37. +3 Soul Eater(20)
38. +3 Weapon Mastery (3)
39. +3 Weapon Mastery (6)
40. +3 Weapon Mastery (9)
41. +3 Weapon Mastery (12)
42. +3 Weapon Mastery (15)
43. +3 Weapon Mastery (18)
44. +2 Weapon Mastery (20), +1 Outrage(2)
45. +3 Outrage(5)
46. +3 Outrage(8)
47. +3 Outrage (11)
48. +3 Outrage (14)
49. +3 Outrage (17)
50. +3 Outrage (20)
51. +3 Physical Training (3)
52. +3 Physical Training (6)
53. +3 Physical Training (9)
54. +1 Physical Training(10), +2 Dark Thrust (3)
55. +3 Dark Thrust (6)
56. +3 Dark Thrust (9)
57. +3 Dark Thrust (12)
58. +3 Dark Thrust (15)
59. +3 Dark Thrust (18)
60. +2 Dark Thrust (20), +1 Vengeance (2)
61. +3 Vengeance (5)
62. +3 Vengeance (8)
63. +3 Vengeance (11)
64. +3 Vengeance (14)
65. +3 Vengeance (17)
66. +3 Vengeance (20)
67. +3 Chaos Lock (4)
68. +3 Chaos Lock (7)
69. +3 Chaos Lock (10)
70. +3 Chaos Lock (13)
Summary: First we add 1 point into every attacking skill you get, Soul Eater, Dark Thrust, Choas Lock. We add points to some important buffs like Outrage (Free 6 attack and 1% crit more for 1 SP) 1 point in Vengeance because at level 1 it lasts 66 seconds and reflects damage back done to you to the enemy, so free damage done to your enemies for taking damage, it also stuns them 1/3 of the time. You want to max Soul Eater as fast as possible afterwards. It s your main attacking skill in 2nd job, it works sort of like monster magnet, pulling the enemy towards you while dealing damage to them, You can hold down the button to make it deal more damage, the longer you hold it the more damage it will do. You got your main attacking skill maxed you want to max Weapon Mastery. It will significantly increase your minimum damage, meaning on average you will do more damage. We want to max Outrage, increase the damage in all our attacks because it increases our Attack by 25, also the chance to score more criticals on attacks boost our damage output. Max Physical for more base stats. This is critical if you’re sturrlging with a low dex build and can’t equip your equipment properly. Max your rush skill next. By the time you max Dark Thrust you will be high enough to train on tougher monsters, this means you will be taking more damage. To help with that we max Dark Revenge next, it deals damage back to the enemy based on what you took, can reflect up to 400% and stun the enemy too. Afterwards we just dump the rest of our points into Chaos Lock, it sort of works like Evans Blink and teleports you to random portions of the map.


Third Job Advancement

70. +1 Demon Lash Arch (1), +1 Carrion Breath (1), +1 Judgement (1), +1 Vortex of Doom (1)
71. +1 Raven Storm (1), +1 Max Fury (1), +1 Focused Fury (1)
72. +3 Max Fury (4)
73. +1 Max Fury (5), +2 Carrion Breath (3)
74. +3 Carrion Breath (6)
75. +3 Carrion Breath (9)
76. +3 Carrion Breath (12)
77. +3 Carrion Breath (15)
78. +3 Carrion Breath (18)
79. +2 Carrion Breath(20), +1 Focus Fury(2)
80. +3 Focus Fury(5)
81. +3 Focus Fury(8)
82. +3 Focus Fury(11)
83. +3 Focus Fury(14)
84. +3 Focus Fury(17)
85. +3 Focus Fury(20)
86. +3 Black-Hearted Strength(3)
87. +3 Black-Hearted Strength(6)
88. +3 Black-Hearted Strength(9)
89. +3 Black-Hearted Strength(12)
90. +3 Black-Hearted Strength(15)
91. +3 Black-Hearted Strength(18)
92. +2 Black-Hearted Strength(20), +1 Possessed Aegis(1)
93. +3 Possessed Aegis(4)
94. +3 Possessed Aegis(7)
95. +3 Possessed Aegis(10)
96. +3 Possessed Aegis(13)
97. +2 Possessed Aegis(15). +1 Insult to Injury(1)
98. +3 Insult to Injury(4)
99. +3 Insult to Injury(7)
100. +3 Insult to Injury(10)
101. +3 Insult to Injury(13)
102. +2 Insult to Injury(15), +1 Raven Storm(2)
103. +3 Raven Storm(5)
104. +3 Raven Storm(8)
105. +3 Raven Storm(11)
106. +3 Raven Storm(14)
107. +3 Raven Storm(17)
108. +3 Raven Storm(20)
109. +3 Judgement(4)
110. +3 Judgement(7)
111. +3 Judgement(10)
112. +3 Judgement(13)
113. +3 Judgement(16)
114. +3 Judgement(19)
115. +1 Judgement(20), +1 Vortex of Doom (3)
116. +3 Vortex of Doom (6)
117. +3 Vortex of Doom (9)
118. +3 Vortex of Doom (12)
119. +3 Vortex of Doom (15)
120. +3 Vortex of Doom (18)
Summary: 1 into Carrion Breath; a very powerful attack that is very commonly used in fourth job. 1 into Judgment, a powerful Area of Effect move with great range. Add 1 into Vortex of Doom, to use with Dark Judgment and Demonic Breath. Next we add points into Raven Storm, it’s our HP recovering move. Add 1 into Max Fury, and 1 into Focus Fury, adds 6% damage and +1 attack speed to all attacks. Max out Max Fury because it lets you recover a lot more fury more quickly. This allows you to continously build up Fury to allow for more move combinations to rock the monsters on the screen. Add one into Vortex of Doom. This skill works as a “reverse rush” as it pulls monsters toward you rather than away. Max Carrion Breath next. You then max Focus Fury to add additional damage to our attacks. We then max Black hearted strength, this skill boosts our resistances on all fields. Max Possessed Aegis next; we now dodge attacks at 30% rate We max Insult to Injury as it only increases the damage of our other attacks if you poison the enemy first with Demonic Breath, or stun them with Demon Trace or Dark Revenge or Vortex of Doom. It adds more critical chance so this is good. Max Raven Storm to reduce pot roasting during basic training, bossing, and PQs. Max Judgement Next. Dump the rest of the points to Vortex of Doom.


Fourth Job Advancement

120. +1 Demon Thrash (1), +1 Demon Impact (1), +1 Binding Darkness (1), +1 Leech Aura (1)
121. +1 Demon Cry (1), +1 Obsidian Skin(1), +1 Metamorphosis (1)
122. +1 Barricade Mastery (1), +1 Infernal Concussion (1), +1 Metamorphosis(2)
123. +3 Metamorphosis (5)
124. +3 Metamorphosis (8)
125. +3 Metamorphosis (11)
126. +3 Metamorphosis (14)
127. +3 Metamorphosis (17)
128. +3 Metamorphosis (20)
129. +3 Metamorphosis (23)
130. +3 Metamorphosis (26)
131. +3 Metamorphosis (29)
132. +1 Metamorphosis (30), +2 Barricade Mastery (3)
133. +3 Barricade Mastery (6)
134. +3 Barricade Mastery (9)
135. +3 Barricade Mastery (12)
136. +3 Barricade Mastery (15)
137. +3 Barricade Mastery (18)
138. +3 Barricade Mastery (21)
139. +3 Barricade Mastery (24)
140. +3 Barricade Mastery (27)
141. +3 Barricade Mastery (30)
142. +3 Leech Aura (4)
143. +3 Leech Aura (7)
144. +3 Leech Aura (10)
145. +3 Demon Cry (4)
146. +3 Demon Cry (7)
147. +3 Demon Cry (10)
148. +3 Demon Cry (13)
149. +3 Demon Cry (16)
150. +3 Demon Cry (19)
151. +1 Demon Cry (20), +2 Demon Impact (3)
152. +3 Demon Impact (6)
153. +3 Demon Impact (9)
154. +3 Demon Impact (12)
155. +1 Demon Impact (15)
156. +3 Demon Impact (18)
157. +3 Demon Impact (21)
158. +3 Demon Impact (24)
159. +3 Demon Impact (27)
160. +3 Demon Impact (30)
161. +3 Boundless Rage (3)
162. +3 Boundless Rage (6)
163. +3 Boundless Rage (9)
164. +3 Boundless Rage (12)
165. +3 Boundless Rage (15)
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. +1 Maple Warrior (19), 2 Binding Darkness (3)
173. +3 Binding Darkness (6)
174. +3 Binding Darkness (9)
175. +3 Binding Darkness (12)
176. +3 Binding Darkness (15)
177. +3 Binding Darkness (18)
178. +2 Binding Darkness (20), +1 Obsidian Skin (2)
179. +3 Obsidian Skin (5)
180. +3 Obsidian Skin (8)
181. +3 Obsidian Skin (11)
182. +3 Obsidian Skin (14)
183. +3 Obsidian Skin (17)
184. +3 Obsidian Skin (20)
185. +3 Obsidian Skin (23)
186. +3 Obsidian Skin (26)
187. +3 Obsidian Skin (29)
188. +1 Obsidian Skin (30), +2 Maple Warrior (21)
189. +3 Maple Warrior (24)
190. +3 Maple Warrior (27)
191. +2 Maple Warrior (29)
192. +3 Infernal Concussion (4)
193. +3 Infernal Concussion (7)
194. +3 Infernal Concussion (10)
195. +3 Infernal Concussion (13)
196. +3 Infernal Concussion (16)
197. +3 Infernal Concussion (19)
198. +3 Infernal Concussion (22)
199. +3 Infernal Concussion (25)
200. +3 Infernal Concussion (28)

Summary: As a fully fledged Demon Slayer you’ll be dishing out massage amounts of damage at this point in your career. Enjoy your new high damage skills and passive abilities and put them to good use against bosses and monsters alike.

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