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Warrior Guide

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Warrior Guide Empty Warrior Guide

Post  Daaantjeee Wed Jan 30, 2008 8:26 pm

4)2nd Job Builds:

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

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

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

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

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

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

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

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

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



5)3rd Job Builds:


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

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

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


B)WK Build:
+30 Fire/Flame Charge
A1)+30 Charged Blow
A2)+30 Ice/Blizzard Charge
+30 Thunder/Lightning Charge
+1 Magic Crash
+20 Relax
+10 Magic Crash

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

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


NOTICE: Maxing Dragon Blood has been removed from all following Dragon Knight builds because of the addition of 8 minute +12 w.atk potions that are buyable from New Leaf City. You are free to add it, but I will not take responsability for it.


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

Tip: Some Dragon Knights add 1 Spear Fury first to allow them to mob groups of enemys from what I have heard. Adding 10 Elemental Resistance early will help with soloing if you end up not finding a Priest and don't want to go to FoG or just sit around doing nothing.


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

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


E)Hybrid DK Build A:
+30 Spear Crusher
A1)+10 Elemental Resistance
A2)+30 Polearm Fury
+3 Sacrifice
B1)+30 Dragon Roar
B2)+27 Sacrifice
+10 Elemental Resistance
+3 Dragon Blood
+8 Power Crash

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


F)Hybrid DK Build B:
+30 Polearm Fury
A1)+10 Elemental Resistance
A2)+30 Spear Crusher
+3 Sacrifice
B1)+30 Dragon Roar
B2)+27 Sacrifice
+10 Elemental Resistance
+3 Dragon Blood
+8 Power Crash

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


6)4th Job Builds:


Coming Soon...


7)Training Areas:

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

1st Job:
Level 1-6: Snail Hunting Ground 1
Level 2-8: Snail Hunting Ground 2 & 3
Level 5-10: Split Road
Level 8-10: Dangerous Forest
Level 10-18: The Tree that Grew/Rose 1
Level 10-18: Dungeon Southern Forest 1 *
Level 10-18: Hennesys Hunting Ground 1 (2nd Lowest Platform)
Level 10-19: Hennesys Party Quest
Level 12-20: Hennesys Hunting Ground 1 (2nd Highest Platform)
Level 15-25: Pig Beach $
Level 18-25: Hennesys Hunting Ground 1 (Top Platform)
Level 18-25: Dungeon Southern Forest 2-4 (4 = *)
Level 20-30: Orbis Tower Floor 18-20 $
Level 22-30: Ant Tunnel 1-4
Level 25-30: Land of the Wild Boar 1 & 2
Level 25-30: Excavation Site 3 $*

2nd Job:
F/P/S: Level 30-35: Ant Tunnel 1-4
F/P/S: Level 30-35: Land of the Wild Boar 1 & 2
F/P/S: Level 30-35: Excavation Site 3 $*
F/P/S: Level 30-35: Orbis Tower Floor 18-20 $
F/P/S: Level 32-40: Evil Eye Cave 1-4 *
F/P/S: Level 33-40: Terrace Hall
F/P/S: Level 33-40: Eos Tower Floor 99 & 100
F/P/S: Level 35-40: Eos Tower Floor 41
F/P/S: Level 35-42: The Road to Garden of 3 Colors, Garden of Red 1, Garden of Green 1, Garden of Yellow 1, Purple Plains $
F/P/S: Level 35-42: Purple Plains 1-2 $
F/P/S: Level 35-42: Secret Factory*
F/P/S: Level 38-42: The Path of time <1>, Lost Time <1> $
F/P/S: Level 40-55: Eos Tower Floor 8 *
F/P/S: Level 42-55: Hidden Tower
F/P/S: Level 44-60: Practice Field: Easy Level*
F/P/S: Level 45-60: Practice Field: Normal Level*
F/P/S: Level 46-60: Practice Field: Advanced Level*
F/P/S: Level 48-52: The Path of Time <4>, Lost Time <2> $
F/P/S: Level 48-58: Someone Else's House
F/P/S: Level 48-58: Defeat Monsters
F/P/S: Level 50-55: Mountain Slopes
F/P/S: Level 50-58: Watch out for Icy Path 1 & 2
F/P/S: Level 50-65: Mountain Cliffs
F/P/S: Level 51-70: Maze Party Quest
F/P/S: Level 54-65: Cold Field 1 *
F/P/S: Level 57-65: Forest of the Dead Trees 1-4
F/P/S: Level 60-70: The Forest of Golem *$
F/P/S: Level 60-70: Orbis Party Quest
F/P: Level 65-70: Ice Valley 1
F/P: Level 65-70: Top of Black Mountain

3rd Job:

-Crusader:
Level 70-75: Ice Valley 1
Level 70-80: Top of Black Mountain
Level 70-80: Mountain Cliffs
Level 70-85: The Forest of Golem *$
Level 78-85: Ice Valley 2
Level 85-92: Hall of Mushroom
Level 80-92: Warped Path of Time <3>
Level 80-90: Forgotten Path of Time <3> (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 88-120: Wolf Spider Cavern *$
Level 82-90: Lost Time (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 84-120: Unbalanced Time *$
Level 93-120: Warped Path of Time <4>
Level 94-120: Dangerous Sea Gorge 2 *
Level 95-120: Deep Sea Gorge 2 * (Recommended a Priest follow party formation if before level 100)
Level 100-120: Forbidden Time
Level 100-120: Encounter with Buddha


-WK:
Level 70-75: Ice Valley 1
Level 70-80: The Forest of Golem *$
Level 70-80: Mountain Cliffs
Level 70-80: Vanished Village
Level 75-85: Ice Valley 2 *
Level 75-85: Warped Path of Time <3> *
Level 80-90: Forgotten Path of Time <3> (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 80-120: Unbalanced Time *$
Level 95-120: Wolf Spider Cavern (If 16 ice charge or higher) *$
Level 93-120: Warped Path of Time <4> ($ with Ice/Blizzard Charge)
Level 95-120: Forbidden Time *
Level 100-120: Dangerous Sea Gorge 2 (If 16 ice charge or higher)
Level 110-120: Deep Sea Gorge 2 (If ice charge is maxed)

-DK:
Level 70-80: Top of Black Mountain
Level 70-90: The Forest of Golem *$
Level 70-80: Mountain Cliffs
Level 78-90: Forgotten Path of Time <3> (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 78-95: Lost Time * (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 85-120: Wolf Spider Cavern *$
Level 85-92: Hall of Mushroom
Level 90-120: Forbidden Time * (Do not go without a Priest following you, otherwise you will drain TOO many potions)
Level 93-120: Warped Path of Time <4>
Level 94-120: Dangerous Sea Gorge 2 *
Level 95-120: Deep Sea Gorge 2 * (Recommended a Priest follow party formation if before level 100)
Level 100-120: Encounter with Buddha

Daaantjeee
Hero

Number of posts : 180
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Location : Holland
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Registration date : 2007-12-15

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