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MapleStory Pirate Skills + Skill Build

19/09/2008 60 comments

Title: MapleStory 1st Job Pirate – Pirate Skills, Pirate Skill Build (Skill Allocation) with Explanation!

Requirement: Level 10, with 20 DEX
Head to Nautilus Port and find Kyrin. talking to her about “Path of the Pirate” should put you to Level 10. To be as ready as you can be, have a Lvl 10 Beginner waiting in “Forest East of Henesys”

How to read this skill build? 16 – 18 means Level 16, 17 and 18 [Level 16 to 18]. For 20 – 20, it means only Level 20. The guide below is purely a personal recommendation and need not be followed. Each skill listed below has advices/tips shared by senior players to guide you in building your character!

Pearl of Knowledge:
Pirate class uniqueness is it has a combination of most of the skills found in the 4 primary jobs (warrior, magician, thief and bowman), similar to a White Knight that has accessed to Ice/Lightning/Fire/Holy Elements from Magician. This makes it fun to play as pirate. Apart from that, the core skills could be leveled quickly because it has a max mastery of level 20, compare to the 4 primary jobs that requires level 30 to max a skill.

Below is the hierarchy order of Pirate advancement: [Pirate Main Page]
Pirate -> Gunslinger -> Vaklyrie (Outlaw) -> Captain (Corsair)
Pirate -> Infighter (Brawler) -> Buccaneer (Marauder) -> Viper (Buccaneer)

Notice: Skill Name Modification (GMS) [Old – New] [Skill Book & Mastery Book Locations]
Dash – Dash
Double Shot – Double Barrel Shot
Moon Kick – Sommersault Kick
Straight/First Strike – Flash Fist
Quick Motion – Bullet Time

Read more…

Hero Skills + Skill Build

11/09/2008 5 comments

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.

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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

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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.
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    (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.

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    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%

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Monster Magnet

    Pulls a monster from afar up close. Useless skill unless you are out to kill ppl at anego. Not useful in training.
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    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%

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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.
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    (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.

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    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%.

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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)
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    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%

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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.
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    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.
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    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.

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    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%.

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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.
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    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%.

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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.
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    (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.

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    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%

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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.

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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

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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

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

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

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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.

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MapleStory Magician Skills + Skill Build

17/08/2008 19 comments

Title: MapleStory 1st Job Magician – Magician Skills, Magician Skill Build (Skill Allocation) with Explanation!

Click here to view MapleStory Big Bang Magician Skills

The guide below is before MapleStory Big Bang Patch!

Requirement: Level 8, with 20 INT
Go to the Magic Library which is located at the highest point of Ellinia, where you’ll meet up with Grendel the Really Old. Talk to him and he’ll advance you as a Magician if you’ve the requirement stats.

How to read this skill build? 16 – 18 means Level 16, 17 and 18 [Level 16 to 18]. For 20 – 20, it means only Level 20. The guide below is purely a personal recommendation and need not be followed. Each skill listed below has advices/tips shared by senior players to guide you in building your character!

Pearl of Knowledge:
The uniqueness of Magician compare to the rest of other classes is they are able the only class that ulitilizes magic attack. Magician relies on INT to increase their raw damage, MP capacity per level and also boost up their magic defense. Since they are magician, they have high MP regeneration but their skill cost alot of MP too. They could go various path (Pure Int, Low Luk, Normal Mage).

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Normal Build (Easy)
This build aims for easy training for newbies.
08 – 08 : Energy Bolt 1 [Replaces physical attack with magic attack]
09 – 09 : MP Recovery 3
10 – 10 : MP Recovery 2, Max Mp Increase 1
11 – 13 : Max MP Increase 3 [MAX]
14 – 16 : Magic Claw 3
17 – 17 : Magic Claw 2, MP Recovery 1
18 – 18 : MP Recovery 3
19 – 20 : Save SP 3
21 – 21 : Magic Claw 9 [MAX]
22 – 23 : Mp Recovery 3
24 – 24 : MP Recovery 1 [MAX], Magic Guard 2
25 – 30 : Magic Guard 3 [MAX]
Summary – Total 61 SP
MP Recovery 16 [MAX] / Improving Max MP Increase 8 [MAX] / Magic Armour [0/20]
Energy Bolt [1/20] / Magic Claw 20 [MAX] / Magic Guard 20 [MAX]
Reason for this Build
Basically, you add 1 SP (Skill Point) into Energy Bolt, so you can make use of the INT (Intelligence = primary attriubte for Magician) on Magical Spell/Skill. You need at least 1 Energy Bolt to enable Magic Claw. Energy Bolt cost very little mana, and its good for speeding up training. MP Recovery is not max first, but add enough SP into it to enable Improving Max MP Increase. This skill is required to max early on to obtain as much MP Capacity for each level! Later when you reach higher job, you will be relying on Magic Guard (2nd Job Skill) that reduces the damage intake from monster, but monsters will be dealling lots of damage too. The High MP Capacity would be able to handle such damage, and you won’t die in 1 Hit (Magician have low HP = Hit Points/Life). Magic Claw is max instead of Energy Bolt because it can hit monster through obstacles and deals more stable damage.

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Hardcore Player Build (More Max Mp and Mp Recovery)
This build aims to get all the Max Mp and fast Mp Recovery, but level much slower.
08 – 08 : MP Recovery 1
09 – 09 : MP Recovery 3
10 – 10 : MP Recovery 1, Improving Max MP Increase 2
11 – 12 : Max MP Increase 3
13 – 13 : Max MP Increase 2 [MAX], Energy Bolt 1
14 – 16 : MP Recovery 3
17 – 17 : MP Recovery 2 [MAX], 1 Magic Claw
18 – 23 : Magic Claw 3
24 – 24 : Magic Claw 1 [MAX], Magic Guard 2
25 – 30 : Magic Guard 3 [MAX]
Summary
MP Recovery 16 [MAX] / Improving Max MP Increase 8 [MAX] / Magic Armour [0/20]
Energy Bolt [1/20] / Magic Claw 20 [MAX] / Magic Guard 20 [MAX]
Reason for this Build
Commonly, MapleStory players would add 1 SP (skill point) to Energy Bolt to speed up training since they lack of STR (Strength) to deal physical damage. However, for hardcore who aims for maximum MP Capacity, they would first add SP into MP Recovery to enable Improving Max MP Increase to max this skill as fast as possible. However, this would make training really slow just by relying on STR till level 13 unless you leech EXP from party member to speed up leveling progress!

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improving-mp-recoveryImproving MP Recovery
Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have. You will recover Mp during battle or standing still. However, you recover 30% more Mp if you stand still compare to moving around. The formula for how much Mp is being recovered is {3 + ((Skill level/10)*(Character level))} = Amount of MP recovered every 10 sec. Highly recommended to be max!
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Master Level: 16 | Type: Passive
Level 1: Constant additional recovery of MP
Level 2: Constant additional recovery of MP
Level 3: Constant additional recovery of MP
Level 4: Constant additional recovery of MP
Level 5: Constant additional recovery of MP
Level 6: Constant additional recovery of MP
Level 7: Constant additional recovery of MP
Level 8: Constant additional recovery of MP
Level 9: Constant additional recovery of MP
Level 10: Constant additional recovery of MP
Level 11: Constant additional recovery of MP
Level 12: Constant additional recovery of MP
Level 13: Constant additional recovery of MP
Level 14: Constant additional recovery of MP
Level 15: Constant additional recovery of MP
Level 16: Constant additional recovery of MP

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improving-max-mp-increase1Improving Max MP Increase
This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP. Max Mp Increase relates to Int too. The more Int you have for your magician, you will have more Mp capacity. Pure Int magician (aka luckless mage) have more Int compare to normal magician build. This skill is the most important for magician because it enlarge your mana capacity, this compliments with magic guard. When you reach higher levels, monsters deal huge amount of damage that your Hp could not take (1 hit KO you), so your Magic Guard will guard your Hp once its activated by channeling the damage receive from Hp to Mp.
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Master Level: 10 | Type: Passive | Pre-requisite: Improving MP recovery Lv. 5
Level 1: If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
Level 2: If Level UP, +4 more; if AP applied, +2 more on top on MaxMP
Level 3: If Level UP, +6 more; if AP applied, +3 more on top on MaxMP
Level 4: If Level UP, +8 more; if AP applied, +4 more on top on MaxMP
Level 5: If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
Level 6: If Level UP, +12 more; if AP applied, +6 more on top on MaxMP
Level 7: If Level UP, +14 more; if AP applied, +7 more on top on MaxMP
Level 8: If Level UP, +16 more; if AP applied, +8 more on top on MaxMP
Level 9: If Level UP, +18 more; if AP applied, +9 more on top on MaxMP
Level 10: If Level UP, +20 more; if AP applied, +10 more on top on MaxMP

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magic-guardMagic Guard
Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit. During 1st job, you do not need to activate this skill, because your Hp and weapon defense could handle the small damage. However, when you reach higher level, the monsters you are fighting against will deal huge amounts of damage and by then, even with full HP Bar, you will not be able to take a single blow. With Magic Guard activated, it converts 80% of the damage received and channel from Hp to Mp instead. Magician have high Mp, and could take in several blow before KO. (Highly Recommended to max!)
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Master Level: 20 | Type: Supportive
Level 1: MP -6; Replace 11% of HP damage as MP for 111 seconds.
Level 2: MP -6; Replace 14% of HP damage as MP for 132 seconds.
Level 3: MP -6; Replace 17% of HP damage as MP for 153 seconds.
Level 4: MP -6; Replace 20% of HP damage as MP for 174 seconds.
Level 5: MP -6; Replace 23% of HP damage as MP for 195 seconds.
Level 6: MP -8; Replace 30% of HP damage as MP for 246 seconds.
Level 7: MP -8; Replace 33% of HP damage as MP for 267 seconds.
Level 8: MP -8; Replace 36% of HP damage as MP for 288 seconds.
Level 9: MP -8; Replace 39% of HP damage as MP for 309 seconds.
Level 10: MP -8; Replace 42% of HP damage as MP for 330 seconds.
Level 11: MP -10; Replace 49% of HP damage as MP for 381 seconds.
Level 12: MP -10; Replace 52% of HP damage as MP for 402 seconds.
Level 13: MP -10; Replace 55% of HP damage as MP for 423 seconds.
Level 14: MP -10; Replace 58% of HP damage as MP for 444 seconds.
Level 15: MP -10; Replace 61% of HP damage as MP for 465 seconds.
Level 16: MP -12; Replace 68% of HP damage as MP for 516 seconds.
Level 17: MP -12; Replace 71% of HP damage as MP for 537 seconds.
Level 18: MP -12; Replace 74% of HP damage as MP for 558 seconds.
Level 19: MP -12; Replace 77% of HP damage as MP for 579 seconds.
Level 20: MP -12; Replace 80% of HP damage as MP for 600 seconds.

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magic-armorMagic Armor
Temporarily boosts the weapon defense by blowing magic into the armor. Magic Armour is not beneficial in the long run. Even at Maxed level, an additional 40 defense will not help to reduce damage much. (Formula: 3 defense reduces 1 weapon damage, so 40 defense reduces 13 weapon damage). 1st Job SP should be spend on other important skills. Not recommended at all. Does not stack with Bless (2nd Job Cleric Skill) and Iron Wall (2nd Job Spearman Skill)
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Master Level: 20 | Type: Supportive | Pre-requisite: Magic Guard Lv. 3
Level 1: MP -8; Weapon Def. +2 for 54 seconds.
Level 2: MP -8; Weapon Def. +4 for 68 seconds.
Level 3: MP -8; Weapon Def. +6 for 82 seconds.
Level 4: MP -8; Weapon Def. +8 for 96 seconds.
Level 5: MP -8; Weapon Def. +10 for 110 seconds.
Level 6: MP -10; Weapon Def. +12 for 144 seconds.
Level 7: MP -10; Weapon Def. +14 for 158 seconds.
Level 8: MP -10; Weapon Def. +16 for 172 seconds.
Level 9: MP -10; Weapon Def. +18 for 186 seconds.
Level 10: MP -10; Weapon Def. +20 for 200 seconds.
Level 11: MP -13; Weapon Def. +20 for 244 seconds.
Level 12: MP -13; Weapon Def. +24 for 258 seconds.
Level 13: MP -13; Weapon Def. +26 for 272 seconds.
Level 14: MP -13; Weapon Def. +28 for 286 seconds.
Level 15: MP -13; Weapon Def. +30 for 300 seconds.
Level 16: MP -16; Weapon Def. +32 for 344 seconds.
Level 17: MP -16; Weapon Def. +34 for 358 seconds.
Level 18: MP -16; Weapon Def. +36 for 372 seconds.
Level 19: MP -16; Weapon Def. +38 for 386 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.

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energy-boltEnergy Bolt
Use MP to attack one enemy. Uses the least Mp compare to any other Magic Skill. You will need to pump 1 point into this skill in order to be able to pump Magic Claw. This Skill will be your only source of attack in your lower levels until you get Magic Claw. Damage wise, this skill is not stable but damage is not reduced double compare to magic claw on monster magic defense.
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Master Level: 20 | Type: Active
Level 1: MP -6; Basic attack 20, mastery 15%
Level 2: MP -6; Basic attack 21, mastery 15%
Level 3: MP -6; Basic attack 22, mastery 20%
Level 4: MP -6; Basic attack 23, mastery 20%
Level 5: MP -7; Basic attack 26, mastery 25%
Level 6: MP -7; Basic attack 27, mastery 25%
Level 7: MP -7; Basic attack 28, mastery 30%
Level 8: MP -8; Basic attack 31, mastery 30%
Level 9: MP -8; Basic attack 32, mastery 35%
Level 10: MP -9; Basic attack 35, mastery 35%
Level 11: MP -9; Basic attack 36, mastery 40%
Level 12: MP -10; Basic attack 39, mastery 40%
Level 13: MP -10; Basic attack 40, mastery 45%
Level 14: MP -11; Basic attack 43, mastery 45%
Level 15: MP -11; Basic attack 44, mastery 50%
Level 16: MP -12; Basic attack 47, mastery 50%
Level 17: MP -12; Basic attack 48, mastery 55%
Level 18: MP -13; Basic attack 51, mastery 55%
Level 19: MP -13; Basic attack 52, mastery 60%
Level 20: MP -14; Basic attack 55, mastery 60%

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magic-clawMagic Claw
Use MP to attack an enemy twice. This will be primary magic attack in 1st job (powerful and stable damage compare to Energy Bolt). Magic claw is non elemental single target, so you could use this on monsters that are resistant to both your elements in the higher levels. Magician would be using this for 2nd job test, especially Cleric during 3rd job test (fight against the Clone). It is also used until 2nd job whereby Wizards and Cleric are maxing their primary 2nd job skill. This skill is able to go through walls and other obstacles.
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Master Level: 20 | Type: Active | Pre-requisite: Energy Bolt Lv. 1
Level 1: MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level 2: MP -10; Basic attack 12 x 2 Hit, mastery 15%
Level 3: MP -10; Basic attack 13 x 2 Hit, mastery 20%
Level 4: MP -10; Basic attack 14 x 2 Hit, mastery 20%
Level 5: MP -11; Basic attack 16 x 2 Hit, mastery 25%
Level 6: MP -11; Basic attack 17 x 2 Hit, mastery 25%
Level 7: MP -11; Basic attack 18 x 2 Hit, mastery 30%
Level 8: MP -12; Basic attack 20 x 2 Hit, mastery 30%
Level 9: MP -12; Basic attack 21 x 2 Hit, mastery 35%
Level 10: MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 11: MP -13; Basic attack 24 x 2 Hit, mastery 40%
Level 12: MP -14; Basic attack 26 x 2 Hit, mastery 40%
Level 13: MP -14; Basic attack 27 x 2 Hit, mastery 45%
Level 14: MP -15; Basic attack 29 x 2 Hit, mastery 45%
Level 15: MP -15; Basic attack 30 x 2 Hit, mastery 50%
Level 16: MP -16; Basic attack 32 x 2 Hit, mastery 50%
Level 17: MP -17; Basic attack 34 x 2 Hit, mastery 55%
Level 18: MP -18; Basic attack 36 x 2 Hit, mastery 55%
Level 19: MP -19; Basic attack 38 x 2 Hit, mastery 60%
Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%

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