Home > Hero > Hero Skills + Skill Build

Hero Skills + Skill Build


Abstract (back to main page…)
This page consists of 3 parts : hero warrior skill build (4th Job), skill description and pictures. Below is 1 type of common skill build. Saving SP means don’t use them. How to read the skill build? Here is an example: 121 – 123 means level 121 122 and 123. (level 121 to level 123). 120 – 120 basically means just level 120. The guide below is purely a personal recommendation and need not be followed.

.

Hero Common Build

    (Quote ryannosaur3) This build is based on the skill book drop scarcity (rare drops). You probably won’t get advanced combo right off the bat, but I’ll still recommend that you get it before level 130. Just ask around to be invited to a zakum party. Or last resort- buy to loot it.
    _
    120 – 120 : Rush 1, Advance Combo 1, Brandish 1
    121 – 129 : Brandish 3
    130 – 130 : Brandish 2, Advance Combo 1 (Brandish Max!)
    131 – 139 : Advance Combo 3
    140 – 140 : Advance Combo 1, Stance 2 (Advance Combo Max!)
    141 – 146 : Stance 3
    147 – 149 : Maple Warrior 3
    150 – 152 : Rush 3
    153 – 153 : Rush 2, Stance 1
    154 – 156 : Stance 3
    157 – 157 : Stance 2, Maple Warrior 1 (Stance Max!)
    158 – 160 : Maple Warrior 3
    161 – 161 : Maple Warrior 1, Enrage 2 (Maple Warrior Max!)
    162 – 170 : Enrage 3
    171 – 171 : Enrage 1, Rush 2 (Enrage Max!)
    172 – 176 : Rush 3
    177 – 177 : Rush 1, Blocking 2 (Rush Max!)
    178 – 186 : Blocking 3
    187 – 187 : Blocking 1, Achilles 2 (Blocking Max!)
    188 – 196 : Achilles 3
    197 – 197 : Achilles 1, Monster Magnet 2 (Achilles Max!)
    198 – 200 : Monster Magnet 3

.

Maple Warrior aka Maple Hero (more info)

    Increase all players’ stats/AP within a party by certain percentage. Some player require extra AP to equip their weapon/armour. Since it boost STR, LUK, DEX and INT, this indirectly increases your damage as well.
    _
    (Quote ryannosaur3) This skill increases all base stat by 5% at level 10 and 10% at level 20. It’s a good skill to have…especially if you need more dex for equipping a ribgol or if you need more acc. I hear that this only applies to your base stats (without equipment additional stats), so it could give you quite a damage boost as well.

    .
    Master Level: 20 | Type: Supportive
    Level 1: MP -10, for 30 secs, all stats + 1%
    Level 2: MP -10, for 60 secs, all stats + 1%
    Level 3: MP -10, for 90 secs, all stats + 2%
    Level 4: MP -10, for 120 secs, all stats + 2%
    Level 5: MP -10, for 150 secs, all stats + 3%
    Level 6: MP -20, for 180 secs, all stats + 3%
    Level 7: MP -20, for 210 secs, all stats + 4%
    Level 8: MP -20, for 240 secs, all stats + 4%
    Level 9: MP -20, for 270 secs, all stats + 5%
    Level 10: MP -20, for 300 secs, all stats + 5%
    Level 11: MP -30, for 330 secs, all stats + 6%
    Level 12: MP -30, for 360 secs, all stats + 6%
    Level 13: MP -30, for 390 secs, all stats + 7%
    Level 14: MP -30, for 420 secs, all stats + 7%
    Level 15: MP -30, for 450 secs, all stats + 8%
    Level 16: MP -40, for 480 secs, all stats + 8%
    Level 17: MP -40, for 510 secs, all stats + 9%
    Level 18: MP -40, for 540 secs, all stats + 9%
    Level 19: MP -40, for 570 secs, all stats + 10%
    Level 20: MP -40, for 600 secs, all stats + 10%

.

Monster Magnet

    Pulls a monster from afar up close. Useless skill unless you are out to kill ppl at anego. Not useful in training.
    .
    Master Level: 30 | Type: Active
    Level 1: MP -10, Range 100%, Success rate 42%
    Level 2: MP -10, Range 100%, Success rate 44%
    Level 3: MP -10, Range 100%, Success rate 46%
    Level 4: MP -10, Range 100%, Success rate 48%
    Level 5: MP -10, Range 100%, Success rate 50%
    Level 6: MP -13, Range 100%, Success rate 52%
    Level 7: MP -13, Range 100%, Success rate 54%
    Level 8: MP -13, Range 100%, Success rate 56%
    Level 9: MP -13, Range 100%, Success rate 58%
    Level 10: MP -13, Range 100%, Success rate 60%
    Level 11: MP -18, Range 150%, Success rate 62%
    Level 12: MP -18, Range 150%, Success rate 64%
    Level 13: MP -18, Range 150%, Success rate 66%
    Level 14: MP -18, Range 150%, Success rate 68%
    Level 15: MP -18, Range 150%, Success rate 70%
    Level 16: MP -21, Range 150%, Success rate 72%
    Level 17: MP -21, Range 150%, Success rate 74%
    Level 18: MP -21, Range 150%, Success rate 76%
    Level 19: MP -21, Range 150%, Success rate 78%
    Level 20: MP -21, Range 150%, Success rate 80%
    Level 21: MP -26, Range 200%, Success rate 82%
    Level 22: MP -26, Range 200%, Success rate 84%
    Level 23: MP -26, Range 200%, Success rate 86%
    Level 24: MP -26, Range 200%, Success rate 88%
    Level 25: MP -26, Range 200%, Success rate 90%
    Level 26: MP -25, Range 200%, Success rate 91%
    Level 27: MP -24, Range 200%, Success rate 92%
    Level 28: MP -23, Range 200%, Success rate 93%
    Level 29: MP -22, Range 200%, Success rate 94%
    Level 30: MP -21, Range 200%, Success rate 95%

.

Stance

    With great concentration and intestinal fortitude, enables one to stay at the same spot even after monster’s attack. This is especially useful for solo-ing boss and avoid easily being knockback by monster attacks. You might notice 4th job warriors does not get knockback often while receiving damage.
    _
    (Quote ryannosaur3) With a certain success rate, you won’t get knock backed whenever a monster bumps or magic attacks you. At maxed level, this skill prevents KB at a 90% rate. Crazy, huh? Not getting KBed by a monster is key to attacking faster per minute, so this skill is actually very useful.

    .
    Master Level: 30 | Type: Active
    Level 1: MP -30; For 10secs, prevent from getting knock-backed with success rate 42%.
    Level 2: MP -30; For 20Secs, prevent from getting Knock-backed with success rate 44%.
    Level 3: MP -30; For 30Secs, prevent from getting Knock-backed with success rate 46%.
    Level 4: MP -30; For 40Secs, prevent from getting Knock-backed with success rate 48%.
    Level 5: MP -30; For 50Secs, prevent from getting Knock-backed with success rate 50%.
    Level 6: MP -36; For 60Secs, prevent from getting Knock-backed with success rate 52%.
    Level 7: MP -36; For 70Secs, prevent from getting Knock-backed with success rate 54%.
    Level 8: MP -36; For 80Secs, prevent from getting Knock-backed with success rate 56%.
    Level 9: MP -36; For 90Secs, prevent from getting Knock-backed with success rate 58%.
    Level 10: MP -36; For 100Secs, prevent from getting Knock-backed with success rate 60%.
    Level 11: MP -42; For 110Secs, prevent from getting Knock-backed with success rate 62%.
    Level 12: MP -42; For 120Secs, prevent from getting Knock-backed with success rate 64%.
    Level 13: MP -42; For 130Secs, prevent from getting Knock-backed with success rate 66%.
    Level 14: MP -42; For 140Secs, prevent from getting Knock-backed with success rate 68%.
    Level 15: MP -42; For 150Secs, prevent from getting Knock-backed with success rate 70%.
    Level 16: MP -48; For 160Secs, prevent from getting Knock-backed with success rate 72%.
    Level 17: MP -48; For 170Secs, prevent from getting Knock-backed with success rate 74%.
    Level 18: MP -48; For 180Secs, prevent from getting Knock-backed with success rate 76%.
    Level 19: MP -48; For 190Secs, prevent from getting Knock-backed with success rate 78%.
    Level 20: MP -48; For 200Secs, prevent from getting Knock-backed with success rate 80%.
    Level 21: MP -54; For 210Secs, prevent from getting Knock-backed with success rate 81%.
    Level 22: MP -54; For 220Secs, prevent from getting Knock-backed with success rate 82%.
    Level 23: MP -54; For 230Secs, prevent from getting Knock-backed with success rate 83%.
    Level 24: MP -54; For 240Secs, prevent from getting Knock-backed with success rate 84%.
    Level 25: MP -54; For 250Secs, prevent from getting Knock-backed with success rate 85%.
    Level 26: MP -53; For 260Secs, prevent from getting Knock-backed with success rate 86%.
    Level 27: MP -52; For 270Secs, prevent from getting Knock-backed with success rate 87%.
    Level 28: MP -51; For 280Secs, prevent from getting Knock-backed with success rate 88%.
    Level 29: MP -50; For 290Secs, prevent from getting Knock-backed with success rate 89%.
    Level 30: MP -50; For 300Secs, prevent from getting Knock-backed with success rate 90%.

.

Rush

    Makes a mad dash forward, pushing off up to 10 monsters. (Quote from PokeFlute) 1 SP does its magic like its maxed, just the cooldown is a that long. However, the cooldown doesn’t exist if you don’t spam rush. Just rush and buster kill, rush buster kill. Put 11 SP for the slight extra distance. This increases training efficiency. (similar to magician training style: teleport and attack) Rush is to lure monster (mobbing)
    .
    Master Level: 30 | Type: Active
    Level 1: MP – 22 , Damage 72%, Range 80%
    Level 2: MP – 24 , Damage 74%, Range 80%
    Level 3: MP – 26 , Damage 76%, Range 80%
    Level 4: MP – 28 , Damage 78%, Range 85%
    Level 5: MP – 30 , Damage 80%, Range 85%
    Level 6: MP – 32 , Damage 82%, Range 85%
    Level 7: MP – 34 , Damage 84%, Range 85%
    Level 8: MP – 36 , Damage 86%, Range 90%
    Level 9: MP – 38 , Damage 88%, Range 90%
    Level 10: MP – 40 , Damage 90%, Range 90%
    Level 11: MP – 42 , Damage 92%, Range 95%
    Level 12: MP – 44 , Damage 94%, Range 95%
    Level 13: MP – 46 , Damage 96%, Range 95%
    Level 14: MP – 48 , Damage 98%, Range 100%
    Level 15: MP – 50 , Damage 100%, Range 100%
    Level 16: MP – 52 , Damage 102%, Range 100%
    Level 17: MP – 54 , Damage 104%, Range 105%
    Level 18: MP – 56 , Damage 106%, Range 105%
    Level 19: MP – 58 , Damage 108%, Range 105%
    Level 20: MP – 60 , Damage 110%, Range 110%
    Level 21: MP – 59 , Damage 112%, Range 110%
    Level 22: MP – 58 , Damage 114%, Range 115%
    Level 23: MP – 57 , Damage 116%, Range 115%
    Level 24: MP – 56 , Damage 118%, Range 115%
    Level 25: MP – 55 , Damage 120%, Range 120%
    Level 26: MP – 54 , Damage 122%, Range 120%
    Level 27: MP – 53 , Damage 124%, Range 120%
    Level 28: MP – 52 , Damage 126%, Range 125%
    Level 29: MP – 51 , Damage 128%, Range 125%
    Level 30: MP – 50 , Damage 130%, Range 125%

.

Achilles (more info)

    Permanently increases the weapon defense of one’s armor. Works on all physical attacks as well. Yeti/YPP/dark ones’ pounds, Mushmom earthquake, Ahma (aka Anego) slaps, BDA kicks. However, it does not work on magic attacks such as Shark attacks, bonefish heads, Lycan claws, Mong eerie face, Skele lasers.
    _
    Touch any mob, purple number damage will not show visible achilles effect. However, actual HP deducted has achilles factored in. E.G Zakum3 touch damage is roughly 10,000 damage for naked 0 Weapon Defense characters. Purple damage number will show 10k, but actual HP damage received will consider the achilles factor, and will be 8.5k for max achilles.
    _
    2ndary effect. 1/1 nuke reduction. 1/1 has always been referred to as nuke by myself as a simple and easy 1-syllable term.
    When nuked by pap/zak/pianus/grandpa/ht u will get exact HP u have – achilles% left.
    E.g1, 25k maxhp, 25k current hp, lv20 achilles. 1 nuke leaves u with 2.5k hp
    E.g2, 30k maxhp, 20k current hp, lv30 achilles. 1 nuke leaves u with 3k hp
    Basically max hp is of no use. 30k HP is pure overkill and waste of cash IMHO. With Lv20 achilles 24k HP is all you will ever need to tank ANYTHING in maple.
    _
    Achilles affects Power Guard. So if you receive less damage (achilles reduce damage), you will also be dealing less damage through Power Guard.

    .
    Master Level: 30 | Type: Active
    Level 1: Damage taken from enemy -0.5%.
    Level 2: Damage taken from enemy -1%.
    Level 3: Damage taken from enemy -1.5%.
    Level 4: Damage taken from enemy -2%.
    Level 5: Damage taken from enemy -2.5%.
    Level 6: Damage taken from enemy -3%.
    Level 7: Damage taken from enemy -3.5%.
    Level 8: Damage taken from enemy -4%.
    Level 9: Damage taken from enemy -4.5%.
    Level 10: Damage taken from enemy -5%.
    Level 11: Damage taken from enemy -5.5%.
    Level 12: Damage taken from enemy -6%.
    Level 13: Damage taken from enemy -6.5%.
    Level 14: Damage taken from enemy -7%.
    Level 15: Damage taken from enemy -7.5%.
    Level 16: Damage taken from enemy -8%.
    Level 17: Damage taken from enemy -8.5%.
    Level 18: Damage taken from enemy -9%.
    Level 19: Damage taken from enemy -9.5%.
    Level 20: Damage taken from enemy -10%.
    Level 21: Damage taken from enemy -10.5%.
    Level 22: Damage taken from enemy -11%.
    Level 23: Damage taken from enemy -11.5%.
    Level 24: Damage taken from enemy -12%.
    Level 25: Damage taken from enemy -12.5%.
    Level 26: Damage taken from enemy -13%.
    Level 27: Damage taken from enemy -13.5%.
    Level 28: Damage taken from enemy -14%.
    Level 29: Damage taken from enemy -14.5%.
    Level 30: Damage taken from enemy -15%.

.

Advance Combo (pic)

    By maximizing the potential of the combo attack, it enables one to charge up the combo counter up to 10, and with a given success rate, the combo counter gets charged twice as fast. The Skill can only be obtained by fully mastered Combo Attack.
    .
    Master Level: 30 | Type: Passive | Pre-requisite: Combo Attack Lv. 30 (3rd Job Combo Skill Max)
    Level 1: Damage + 1% , Max Combo counter 1 , Recharge 2 combo counter with success rate 31%.
    Level 2: Damage + 2% , Max Combo counter 1 , Recharge 2 combo counter with success rate 32%.
    Level 3: Damage + 3% , Max Combo counter 1 , Recharge 2 combo counter with success rate 33%.
    Level 4: Damage + 4% , Max Combo counter 1 , Recharge 2 combo counter with success rate 34%.
    Level 5: Damage + 5% , Max Combo counter 1 , Recharge 2 combo counter with success rate 35%.
    Level 6: Damage + 6% , Max Combo counter 1 , Recharge 2 combo counter with success rate 36%.
    Level 7: Damage + 7% , Max Combo counter 2 , Recharge 2 combo counter with success rate 37%.
    Level 8: Damage + 8% , Max Combo counter 2 , Recharge 2 combo counter with success rate 38%.
    Level 9: Damage + 9% , Max Combo counter 2 , Recharge 2 combo counter with success rate 39%.
    Level 10: Damage + 10% , Max Combo counter 2 , Recharge 2 combo counter with success rate 40%.
    Level 11: Damage + 11% , Max Combo counter 2 , Recharge 2 combo counter with success rate 41%.
    Level 12: Damage + 12% , Max Combo counter 2 , Recharge 2 combo counter with success rate 42%.
    Level 13: Damage + 13% , Max Combo counter 3 , Recharge 2 combo counter with success rate 43%.
    Level 14: Damage + 14% , Max Combo counter 3 , Recharge 2 combo counter with success rate 44%.
    Level 15: Damage + 15% , Max Combo counter 3 , Recharge 2 combo counter with success rate 45%.
    Level 16: Damage + 16% , Max Combo counter 3 , Recharge 2 combo counter with success rate 46%.
    Level 17: Damage + 17% , Max Combo counter 3 , Recharge 2 combo counter with success rate 47%.
    Level 18: Damage + 18% , Max Combo counter 3 , Recharge 2 combo counter with success rate 48%.
    Level 19: Damage + 19% , Max Combo counter 4 , Recharge 2 combo counter with success rate 49%.
    Level 20: Damage + 20% , Max Combo counter 4 , Recharge 2 combo counter with success rate 50%.
    Level 21: Damage + 21% , Max Combo counter 4 , Recharge 2 combo counter with success rate 51%.
    Level 22: Damage + 22% , Max Combo counter 4 , Recharge 2 combo counter with success rate 52%.
    Level 23: Damage + 23% , Max Combo counter 4 , Recharge 2 combo counter with success rate 53%.
    Level 24: Damage + 24% , Max Combo counter 4 , Recharge 2 combo counter with success rate 54%.
    Level 25: Damage + 25% , Max Combo counter 5 , Recharge 2 combo counter with success rate 55%.
    Level 26: Damage + 26% , Max Combo counter 5 , Recharge 2 combo counter with success rate 56%.
    Level 27: Damage + 27% , Max Combo counter 5 , Recharge 2 combo counter with success rate 57%.
    Level 28: Damage + 28% , Max Combo counter 5 , Recharge 2 combo counter with success rate 58%.
    Level 29: Damage + 29% , Max Combo counter 5 , Recharge 2 combo counter with success rate 59%.
    Level 30: Damage + 30% , Max Combo counter 5 , Recharge 2 combo counter with success rate 60%.

.

Blocking (pic)

    Blocks the monster’s attack by using the shield with a given success rate. Additionally, if the close-range attack is blocked, the attacking monster will be stunned for 2 seconds. The skill only works when equipped with a shield.
    _
    (Quote ryannosaur3) This skill is pretty neat. If you use a 1 handed weapon with a shield, you’ll have a chance to completely nullify an enemy’s attack. Plus, you’ll stun it for 2 seconds. Unfortunately the success rate for this skill is only 15%, but it’s still good for a 1 handed user.

    .
    Master Level: 30 | Type: Passive | Requirement: Must be equipped with a shield for this to work!
    Level 1: Block against enemies attack with success rate 0.5%
    Level 2: Block against enemies attack with success rate 1%
    Level 3: Block against enemies attack with success rate 1.5%
    Level 4: Block against enemies attack with success rate 2%
    Level 5: Block against enemies attack with success rate 2.5%
    Level 6: Block against enemies attack with success rate 3%
    Level 7: Block against enemies attack with success rate 3.5%
    Level 8: Block against enemies attack with success rate 4%
    Level 9: Block against enemies attack with success rate 4.5%
    Level 10: Block against enemies attack with success rate 5%
    Level 11: Block against enemies attack with success rate 5.5%
    Level 12: Block against enemies attack with success rate 6%
    Level 13: Block against enemies attack with success rate 6.5%
    Level 14: Block against enemies attack with success rate 7%
    Level 15: Block against enemies attack with success rate 7.5%
    Level 16: Block against enemies attack with success rate 8%
    Level 17: Block against enemies attack with success rate 8.5%
    Level 18: Block against enemies attack with success rate 9%
    Level 19: Block against enemies attack with success rate 9.5%
    Level 20: Block against enemies attack with success rate 10%
    Level 21: Block against enemies attack with success rate 10.5%
    Level 22: Block against enemies attack with success rate 11%
    Level 23: Block against enemies attack with success rate 11.5%
    Level 24: Block against enemies attack with success rate 12%
    Level 25: Block against enemies attack with success rate 12.5%
    Level 26: Block against enemies attack with success rate 13%
    Level 27: Block against enemies attack with success rate 13.5%
    Level 28: Block against enemies attack with success rate 14%
    Level 29: Block against enemies attack with success rate 14.5%
    Level 30: Block against enemies attack with success rate 15%

.

Brandish (pic)

    Enables one to attack multiple monsters forward twice. 1-hand sword swinging range is shorter compare to 2-hand sword. This applies to all warrior weapons except spear/polearm. However, Brandish skill allows 1-hand sword to hit longer range, which is equivanlent to 2-hand sword. Most people change from 2-hand sword to 1-hand sword for its fast swinging speed and also being able to equip a shield for extra boost of STR and WA (weapon attack) while activating Blocking skill.
    .
    Master Level: 30 | Type: Active
    Level 1: MP – 16 , Damage 135%, Attack 1 enemy.
    Level 2: MP – 16 , Damage 140%, Attack 1 enemy.
    Level 3: MP – 16 , Damage 145%, Attack 1 enemy.
    Level 4: MP – 16 , Damage 150%, Attack 1 enemy.
    Level 5: MP – 16 , Damage 155%, Attack 1 enemy.
    Level 6: MP – 16 , Damage 160%, Attack 1 enemy.
    Level 7: MP – 16 , Damage 165%, Attack 1 enemy.
    Level 8: MP – 16 , Damage 170%, Attack 1 enemy.
    Level 9: MP – 16 , Damage 175%, Attack 1 enemy.
    Level 10: MP – 16 , Damage 180%, Attack 1 enemy.
    Level 11: MP – 24 , Damage 184%, Attack up to 2 enemies.
    Level 12: MP – 24 , Damage 188%, Attack up to 2 enemies.
    Level 13: MP – 24 , Damage 192%, Attack up to 2 enemies.
    Level 14: MP – 24 , Damage 196%, Attack up to 2 enemies.
    Level 15: MP – 24 , Damage 200%, Attack up to 2 enemies.
    Level 16: MP – 24 , Damage 204%, Attack up to 2 enemies.
    Level 17: MP – 24 , Damage 208%, Attack up to 2 enemies.
    Level 18: MP – 24 , Damage 212%, Attack up to 2 enemies.
    Level 19: MP – 24 , Damage 216%, Attack up to 2 enemies.
    Level 20: MP – 24 , Damage 220%, Attack up to 2 enemies.
    Level 21: MP – 30 , Damage 224%, Attack up to 3 enemies.
    Level 22: MP – 30 , Damage 228%, Attack up to 3 enemies.
    Level 23: MP – 30 , Damage 232%, Attack up to 3 enemies.
    Level 24: MP – 30 , Damage 236%, Attack up to 3 enemies.
    Level 25: MP – 30 , Damage 240%, Attack up to 3 enemies.
    Level 26: MP – 29 , Damage 244%, Attack up to 3 enemies.
    Level 27: MP – 28 , Damage 248%, Attack up to 3 enemies.
    Level 28: MP – 27 , Damage 252%, Attack up to 3 enemies.
    Level 29: MP – 26 , Damage 256%, Attack up to 3 enemies.
    Level 30: MP – 25 , Damage 260%, Attack up to 3 enemies.

.

Enrage (pic)

    Temporarily increases the attacking ability by using up the 10 combo counters. (Quote ryannosaur3) +26 weapon attack sounds sweet doesn’t it? However if Vaust is right in that with showa comes 20 attack pots, then this skill pretty much loses all of it’s use. + 6 w. atk for the price of getting a horntail skill book isn’t worth it to me, however you should max this eventually. Basically once you have 10 orbs, you cast this skill and all of your orbs disappear in exchange for 26 w.atk (maxed). Doesn’t stack with rage/pills/etc. There is an 8 minute cool down time after this skill runs out.
    .
    Master Level: 30 | Type: Active
    Level 1: MP – 11 , Weapon attack + 11 for 10secs
    Level 2: MP – 12 , Weapon attack + 12 for 20secs
    Level 3: MP – 13 , Weapon attack + 12 for 30secs
    Level 4: MP – 14 , Weapon attack + 13 for 40secs
    Level 5: MP – 15 , Weapon attack + 13 for 50secs
    Level 6: MP – 16 , Weapon attack + 14 for 60secs
    Level 7: MP – 17 , Weapon attack + 14 for 70secs
    Level 8: MP – 18 , Weapon attack + 15 for 80secs
    Level 9: MP – 19 , Weapon attack + 15 for 90secs
    Level 10: MP – 20 , Weapon attack + 16 for 100secs
    Level 11: MP – 21 , Weapon attack + 16 for 110secs
    Level 12: MP – 22 , Weapon attack + 17 for 120secs
    Level 13: MP – 23 , Weapon attack + 17 for 130secs
    Level 14: MP – 24 , Weapon attack + 18 for 140secs
    Level 15: MP – 25 , Weapon attack + 18 for 150secs
    Level 16: MP – 26 , Weapon attack + 19 for 160secs
    Level 17: MP – 27 , Weapon attack + 19 for 170secs
    Level 18: MP – 28 , Weapon attack + 20 for 180secs
    Level 19: MP – 29 , Weapon attack + 20 for 190secs
    Level 20: MP – 30 , Weapon attack + 21 for 200secs
    Level 21: MP – 31 , Weapon attack + 21 for 205secs
    Level 22: MP – 32 , Weapon attack + 22 for 210secs
    Level 23: MP – 33 , Weapon attack + 22 for 215secs
    Level 24: MP – 34 , Weapon attack + 23 for 220secs
    Level 25: MP – 35 , Weapon attack + 23 for 225secs
    Level 26: MP – 36 , Weapon attack + 24 for 230secs
    Level 27: MP – 37 , Weapon attack + 24 for 235secs
    Level 28: MP – 38 , Weapon attack + 25 for 240secs
    Level 29: MP – 39 , Weapon attack + 25 for 240secs
    Level 30: MP – 40 , Weapon attack + 26 for 240secs

.

Awakening (pic)

    Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from. Time required between skills: 10 Minutes. This skill is frequently used in Horntail Party Quest (to remove the seduction/seduce)
    .
    Master Level: 1 | Type: Supportive
    Level 1: MP – 30 escape from abnormal condition

.

Pictures
Click on the thumbnails below to view the picture larger.

.

Reference
http://www.profil3.com/blog/17946/0/Fourth_Job_Guide_Hero.html

.

General Notes

    (Quote plummetdown) I heard rush isn’t useful to max?
    (Quote bubu_hero) Rush can be useful if you have the luxury to add. I have level 10 rush and i can deal up to 18k using rush to skele with maxed SE! Some food for your thoughts. Max brandish and AC is a must for heros, next will depends on how you wanna train your char, if you frequent bossing, then max stance. If just pure training, then can consider rush + maple warrior. Don’t worry about achillies yet since we have our beloved Power Guard. Achilles affects Power Guard returned damage. The more damage Achilles reduce, the less damage that Power Guard could return back to the monster.

.

n/a

    n/a
    n/a

.
.

About these ads
  1. xaeserexx
    23/05/2010 at 8:01 am

    wow this is such a horrible guide for a hero. YOU DON’T NEED RUSH HIGHER THAN LEVEL 1.YOU NEED STANCE QUICKLY FOR BOSS.

  2. Nicolaj
    06/05/2010 at 1:10 pm

    You made a typo in the fighter part, you wrote they use Blunt Weapons and swords, but they use axes and swords.

  3. xasxaxsa
    13/04/2010 at 5:47 am

    Nice guide. Thanks a lot!

  4. ZeroEnergy
    07/01/2010 at 5:02 am

    This is quite an old guide so I’ll just update it a little

    Maple Warrior’s master level is now 30.
    Enrage’s cooldown has been reduced to 6 minutes.
    Awakening’s master level is now 10.

    I guess that’s it :)

  1. 15/09/2008 at 10:43 pm

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Follow

Get every new post delivered to your Inbox.

Join 45 other followers

%d bloggers like this: