For those of you wondering, here is the link to the skill table. There aren't any extraction for GMS Tempest patch right now, but I just thought I'd post this here.
Changes
V0.1 = Fixed the skill build from Swordsman, Fighter, Crusader, and Hero.
1ST JOB! Swordsman Skill Build
Level Reqired: 10+
Power Strike - 20 SP
Slash Blast - 20 SP - 1 point to Power Strike is required
HP Boost - 10 SP
Iron Body - 20 SP
Total Skill Points required to max all skills during 1st Job: 70 Total Skill Points obtained from level 10 to 30: 64
Level
Skill Build
Level 10
+1 Power Strike (1/20), and +3 Slash Blast (3/20)
Level 11
+3 Slash Blast (6/20)
Level 12
+3 Slash Blast (9/20)
Level 13
+3 Slash Blast (12/20)
Level 14
+3 Slash Blast (15/20)
Level 15
+3 Slash Blast (18/20)
Level 16
+2 Slash Blast (MAX), and +1 Iron Body (1/20)
Level 17
+3 Iron Body (4/20)
Level 18
+3 Iron Body (7/20)
Level 19
+3 Iron Body (10/20)
Level 20
+3 Iron Body (13/20)
Level 21
+3 Iron Body (16/20)
Level 22
+3 Iron Body (19/20)
Level 23
+1 Iron Body (MAX), and +2 HP Boost (2/10)
Level 24
+3 HP Boost (5/10)
Level 25
+3 HP Boost (8/10)
Level 26
+2 HP Boost (MAX), and +1 Power Strike (2/20)
Level 27
+3 Power Strike (5/20)
Level 28
+3 Power Strike (8/20)
Level 29
+3 Power Strike (11/20)
Level 30
+3 Power Strike (14/20)
-Results!-
MAX Slash Blast
MAX Iron Body
MAX HP Boost
+14 Power Strike
My Comment: Self explanatory, max anything except Power Strike.
2ND JOB! Fighter Skill Build
Level Reqired: 30+
Weapon Mastery - 10 SP
Weapon Booster - 10 SP - 5 points to Weapon Mastery is required
Final Attack - 20 SP - 3 points to Weapon Mastery is required
Rage - 20 SP
Power Reflection - 20 SP - 3 points to Rage is required
Ground Smash - 10 SP
Physical Training - 5 SP
Dash Jump/Slipstream - 5 SP
Brandish - 20 SP
Total Skill Points required to max all skills during 2nd Job: 120 Total Skill Points obtained from Level 30 to 60: 94 Total Skill Points obtained from Level 10 to 60: 158
Level
Skill Build
Level 30
+1 Brandish (1/20), and +3 Dash Jump/Slipstream (3/5)
Level 31
+2 Dash Jump/Slipstream (MAX) and +1 Weapon Mastery (1/10)
Level 32
+3 Weapon Mastery (4/10)
Level 33
+3 Weapon Mastery (7/10)
Level 34
+3 Weapon Mastery (MAX)
Level 35
+3 Weapon Booster (3/10)
Level 36
+3 Weapon Booster (6/10)
Level 37
+3 Physical Training (3/5)
Level 38
+2 Physical Training (MAX) and +1 Rage (1/20)
Level 39
+3 Rage (4/20)
Level 40
+3 Rage (7/20)
Level 41
+3 Rage (10/20)
Level 42
+3 Rage (13/20)
Level 43
+3 Rage (16/20)
Level 44
+3 Rage (19/20)
Level 45
+1 Rage (MAX) and +2 Power Reflection (2/20)
Level 46
+3 Power Reflection (5/20)
Level 47
+3 Power Reflection (8/20)
Level 48
+3 Power Reflection (11/20)
Level 49
+3 Power Reflection (14/20)
Level 50
+3 Power Reflection (17/20)
Level 51
+3 Power Reflection (MAX)
Level 52
+3 Weapon Booster (9/10)
Level 53
+1 Weapon Booster (MAX) and +2 Final Attack (2/20)
Level 54
+3 Final Attack (5/20)
Level 55
+3 Final Attack (8/20)
Level 56
+3 Final Attack (11/20)
Level 57
+3 Final Attack (14/20)
Level 58
+3 Final Attack (17/20)
Level 59
+3 Final Attack (MAX)
Level 60
+3 Brandish (4/20)
-Results!-
+4 Brandish
MAX Dash Jump/Slipstream
MAX Weapon Mastery
MAX Physical Training
MAX Rage
MAX Power Reflection
MAX Weapon Booster
MAX Final Attack
+0 Ground Smash
My Comments: Personally, once you reach Fighter, add 1 point into Brandish and 3 points into Dash Jump as a Fighter, you don't need to max Brandish. Dash Jump is very helpful in terms of movement, especially if you're playing MapleStory with a controller.
Max Weapon Mastery because it's very mandatory meaning you'll get stable damage. Leave Weapon Booster at 6 until you've maxed anything except Final Attack since it lasts about 2 minutes, making it less annoying to use. You can max Physical Training after Rage and Power Reflection since you don't need DEX anymore later on, but I find it mandatory to max it beforehand as it boosts your damage range. Speaking of damage boosting, it is very important to max Rage as it'll help you alot. It stacks with attack potions that has better effect than Rage (Witch Stews,) or don't have as much as Rage (Warrior Elixirs,) which you don't need if you have Range that is good enough to deal enough damage to instant kill mobs with Rage alone. Power Reflector may be less effective than Power Guard, but it reflects more damage to the enemy that has been done to you, so I would probably max it. The last skill you should definitely max is Final Attack, and trust me, you will need this skill maxed as there is a skill later on that requires this skill to be maxed. As for Ground Smash, don't add any points because it's already useless since we have Brandish.
3RD JOB! Crusader Skill Builds
Level Required: 60+
Note: This is a difficult decision whether or not you wanna max a skill. So I decided to add in Multiple Skill builds with branches on.
Combo Attack - 20 SP
Brave Slash - 20 SP
Panic - 20 SP - 1 point to Combo Attack
Coma - 20 SP - 1 point to Combo Attack
Shout - 20 SP
Magic Crush - 10 SP - 3 points to Shout
Self Recovery - 10 SP
Chance Attack - 10 SP
Endure - 20 SP
Total Skill Points required to max all skills during 3rd Job: 150 Total Skill Points obtained from Level 60 to 100: 124 Total Skill Points obtained from Level 10 to 100: 282
Level
Build A
Build B
SP Reset Build***
Level 60
+1 Brave Slash (1/20), and +3 Combo Attack (3/20)
+1 Brave Slash (1/20), and +3 Combo Attack (3/20)
+1 Brave Slash (1/20), and +3 Combo Attack (3/20)
Level 61
+3 Combo Attack (6/20)
+3 Combo Attack (6/20)
+3 Combo Attack (6/20)
Level 62
+3 Combo Attack (9/20)
+3 Combo Attack (9/20)
+3 Combo Attack (9/20)
Level 63
+3 Combo Attack (12/20)
+3 Combo Attack (12/20)
+3 Combo Attack (12/20)
Level 64
+3 Combo Attack (15/20)
+3 Combo Attack (15/20)
+3 Combo Attack (15/20)
Level 65
+3 Combo Attack (18/20)
+3 Combo Attack (18/20)
+3 Combo Attack (18/20)
Level 66
+2 Combo Attack (MAX) and +1 Brave Slash (2/20)
+2 Combo Attack and+1 Brave Slash (2/20)
+2 Combo Attack and +1 Self Recovery (1/10)
Level 67
+3 Brave Slash (5/20)
+3 Brave Slash (5/20)
+3 Self Recovery (4/10)
Level 68
+3 Brave Slash (8/20)
+3 Brave Slash (8/20)
+3 Self Recovery (7/10)
Level 69
+3 Brave Slash (11/20)
+3 Brave Slash (11/20)
+3 Self Recovery (MAX)
Level 70
+3 Brave Slash (14/20)
+3 Chance Attack (3/10)
+3 Chance Attack (3/10)
Level 71
+3 Brave Slash (17/20)
+3 Chance Attack (6/10)
+3 Chance Attack (6/10)
Level 72
+3 Brave Slash (MAX)
+3 Chance Attack (9/10)
+3 Chance Attack (9/10)
Level 73
+3 Self Recovery (3/10)
+1 Chance Attack (MAX) and +2 Shout (2/20)
+1 Chance Attack (MAX) and +2 Panic (2/20)
Level 74
+3 Self Recovery (6/10)
+3 Shout (5/20)
+3 Panic (5/20)
Level 75
+3 Self Recovery (9/10)
+3 Shout (8/20)
+3 Panic (8/20)
Level 76
+1 Self Recovery (MAX) and +2 Chance Attack (2/10)
*= 11 Free Points if you're not gonna add more than 3 points into Shout.
**= Points that go to Self Recovery and Shout can be converted to Brave Slash, but leave Self Recovery at least 5 for enough MP to recover so you can use Hero's Will.
***= This is the SP reset Build. If you're already past 4th Job as a Hero, go for this build, otherwise don't bother. Free points determine if you are going to add points into Brave Slash or Shout. If you're not going to max both of them, then it will go to Brandish or skill you didn't max at prior job.
My comment on Build A: This is a classic skill build for Crusader. Add 1 point into Brave Slash and 3 points into Combo Attack now that you're a Crusader. Brave Slash replaces Brandish with 4 mobs in 3 hits. Combo Attack is always maxed first as it is a signature skill for Crusader and above. It charges up to 5 orbs The second main reason is that there is a skill that requires it to max later on. Add the remaining points to Brave Slash. If you wanna have a skill that recovers HP and MP early on, I'd leave Brave Slash at 14 until you max Self Recovery, then continue maxing Brave Slash. Chance Attack is a passive skill that adds in additional damage to mobs that are inflicted with Stun and Darkness, making it a must for bosses, party play areas, or training if your range isn't good enough to deal enough damage to instant kill. The rest of the skills maxed on build A are bossing skills. Panic's purpose is to be used on bosses or mobs with a lot of HP to gain damage bonus. Endure is mandatory so that you gain resistance to status ailments. You need to have 3 points into Shout in order to gain access to Magic Crush. Shout is left at 14, but you can take points off of Shout to add points to skills you didn't max. Keep in mind that Panic and Magic Crush both have Cooldown
Build B: This build is like Build A, except you max Shout instead of Brave Slash. Shout is helpful in terms of training at maps with a layout that favors it, and because it inflicts stun 95% of the time when maxed, it's a good damage boost with Chance Attack maxed. If your range isn't good enough to deal enough damage to instant kill with Brave Slash, Shout is a very good ailment inflicter. Leaving Self Recovery at least 5 might help you during boss fight because whenever you get 1/1'd, you're going to need 30 MP to use on Hero's Will whenever you get seduced, and the boss itself deals damage beyond Self Recovery's HP heal which is why you need mobs that deal 1 damage to you for safety purpose whether you get seduced. That is the reason why you won't max Brave Slash. If you have all the Leafre mob cards on the Crusader Codex and have at least 5 Empress Equips equipped, you can take 3 points off of Self Recovery to make it look like you maxed all the skills except Coma only if you don't deal with mobs that potential locks you.
4TH JOB! Hero Skill Build
Level req: 100+
Raging Blow - 30 SP
Advance Combo Attack - 30 SP - MAX Combo Attack is required
Advance Final Attack - 30 SP - MAX Final Attack is required
Stance - 30 SP
Combat Mastery - 10 SP
Enrage - 30 SP
Maple Warrior - 30 SP
Rush - 30 SP
Monster Magnet - 30 SP
Hero's Will - 5 SP
Total Skill Points required to max all skills in 4th Job: 255 Total Skill Points required to max all the skills from 1st Job to 4th Job: 595 Total Skill Points obtained from level 100 to 200: 304 Total Skill Points obtained from level 10 to 200: 586 Free Skill Points: 49
Level
Skill Build
Level 100
+1 Rush (1/30), +1 Advance Final Attack (1/30)*, +1 Combat Mastery (1/10)*, and +1 Raging Blow (1/30)
Level 101 to 110
+1 Monster Magnet (1/30)*, +29 Raging Blow (MAX)
Level 111 to 120
+30 Advance Combo Attack (MAX)**
Level 121 to 123
+9 Combat Mastery (MAX)
Level 124 to 133
+29 Advance Final Attack (MAX) and +1 Stance (1/30)
Level 134 to 143
+29 Stance (MAX), and +1 Enrage (1/30)
Level 144 to 153
+29 Enrage (MAX), and +1 Maple Warrior (1/30)
Level 154 to 163
+30 Maple Warrior (MAX), and +1 Hero's Will (1/5)
Level 164 to 165
+4 Hero's Will (MAX)**, and +2 Monster Magnet (3/30)
Level 166 to 174
+27 Monster Magnet (MAX)
Level 175 to 200
79 Free Skill Points
-Results!-
+1 Rush, and Advance Final Attack/Combat Mastery/Advance Final Attack
MAX Raging Blow
MAX Advance Combo Attack*
MAX Combat Mastery**
MAX Advance Final Attack
MAX Stance
MAX Enrage
MAX Maple Warrior
MAX Hero's Will***
MAX Monster Magnet
MAX Rush****
*= By default, I'd recommend adding 1 point into AFA and Combat Mastery until you max atleast Raging Blow. You can switch between Monster Magnet and AFA/Combat Mastery.
**= If you're unable to get the ACA skill book, you can continue on the build till you get the Skill Book.
***= If you get Hero's Will early on, add points to it right away.
****= You don't necessarily need to max Rush.
My comment (WARNING! Wall of Text!)
You're halfway there to level 200. This time, these normal skills don't start at the max level of 30, so you need to get those Mastery Books to raise the max level of a skill which is frustrating. What's worse is that you only get those through luck based item called Mystery Mastery Books. Good luck on getting all the books you need if you want to continue. So you start off as a Hero with Rush, and either Advance Final Attack, Monster Magnet, or Combat Mastery, and Raging Blow. Raging Blow completely breaks Brave Slash by hitting up to 6 mobs 5 times. Its last hit is always 100% critical hit, so it should be your first skill to max. Advance Combo Attack is originally supposed to be the second skill to max, but in order to add points into this skill is that you need to get a Skill Book. I'd go on a Zakum run with a person that has enough range to fight it, but (I need clarification please,) you need at least 5 people in the expedition, so good luck finding people who can be the expedition mule. You can get the Skill book from Hilla, but keep in mind that Hilla expedition (Normal mode) is level 120+, so it's going to require a lot of patience. You can skip this skill until you get it if you're a fast leveler, otherwise just save skill points till you get the skill book. Advance Combo Attack is the upgrade to Combo Attack in 3rd Job. You charge up to 10 orbs and have the chance to charge it twice. Combat Mastery should be maxed after Advance Combo Attack (Raging Blow if you don't have ACA skill book ATM.) since it ignores mob defense. Advance Final Attack is the upgrade to Final Attack with a higher chance to activate. It comes with the passive Attack Power buff and it hits twice when activated which is why you should max it after Combat Mastery. Stance is a god send since you never get knocked back when maxed. You need MAX ACA in order to access Enrage, so it should be your last core skill to max before adding points to Maple Warrior, Hero's Will, Monster Magnet and Rush. Getting the Maple Warrior mastery book is super frustrating thanks to Mystery Mastery Book. So you're going to have to hunt for it which can be really tedious. For Hero's Will, you need Miniature Pianus to do the quest to get 40 Pieces of Courage. 10 Mithril Plates are needed too. Maxing all but Monster Magnet and Rush will leave you 105 Skill Points left.
Pro Tip: Hero's Will always costs 30 MP depending on how many skill points you have added to it. If you have Self Recovery at level 5 or above, it should help you whether you get seduced and 1/1'd which isn't a common combination. If you have potential that allows you to be invincible for 2 more seconds, then there should be no problem waiting for the recovery without being screwed.
The only purpose to max both Monster Magnet and Rush is damage. Monster Magnet can be used to pull mobs, but it's useless when it comes to training since it is likely you'll deal enough damage to instant kill the normal mobs with Raging Blow. It is however useful when facing off against Pink Bean along with Shout due to delay it has and Raging Blow can't reach the bird statue so it can damage without angering it unlike Paladin's Blast, and DarK's Dark Impale. Rush is a very critical skill in terms of training which makes normal training a bit faster. However, maxing this skill is costly MP wise, so you better have a lot of MP potions if you max this skill, so I'd leave Rush at 1 in order to save MP.
So there you have it. My goodness that took too long to come up with a build... X_X
Changes
V1.1 Fixed the skill builds. I didn't confirm that you actually get 4 skill points upon every job advancement.
Credits
Me for making a skill build for Hero
@Fiel for extractions
@ShinkuDragon for clarification of the Hero skill build.
Last edited by FlameChocobo; 2012-12-15 at 01:05 PM.
@FlameChocobo; i am not really that knowledgeable at heroes, but these are two things i'm wondering:
about ACA, why not just put it in the order it should be done, and put a note of "if unavailable to get it, continue down the build until you obtain it" not a big thing since anyone who knows how to read will read the whole thing first, but just a gripe of mine.
second, wouldn't an early point in AFA be good since it pretty much doubles FA output no?
@FlameChocobo; i am not really that knowledgeable at heroes, but these are two things i'm wondering:
about ACA, why not just put it in the order it should be done, and put a note of "if unavailable to get it, continue down the build until you obtain it" not a big thing since anyone who knows how to read will read the whole thing first, but just a gripe of mine.
second, wouldn't an early point in AFA be good since it pretty much doubles FA output no?
There we go, fixed the skill build. Thanks for the clarification.
Monster Magnet works on more monsters when its level increases, so you might want to raise it to 25 to get it to work on 6 monsters.
In my experience, some monsters respond much better to Monster Magnet than to Rush. Most notably, Castle Golems and certain Advanced Knights.
Rush, on the other hand, gets more annoying as its level increases. Both because of the MP use you pointed out, and because it kills the mobs instead of pushing them. The problem with that is that their drops remain where they were before being Rushed, while you have been propelled forward. You must backtrack if you want to pick something up. Even a pet with Binoculars and Wing Boots won't go that far back for loot. So, using too-powerful Rush actually slows your training down. (Note that this doesn't apply to party-play areas with monsters that have millions of HP)
My feeling is that even new characters should use what you call the "SP Reset" build. The amount of time actually spent between levels 60 and 100 is measured in hours, maybe days. Once you hit 4th job, which is where you will spend the rest of your days, maxed Shout is far more useful than Intrepid Slash. So, in my opinion, it's worth "struggling" through those 40 levels with level 1 Intrepid Slash, in order to have an easier 4th job life.
Please post a "Leafre set" build. Although one can't complete the set until ~143 (I think? What level does one have to be to get the Skelosaurus card?), having one's third job skills at 19 or 9 instead of 20 or 10 until then is a choice some people can live with. Do make sure to indicate which skills must be truly maxed (Combo Attack and Final Attack, as far as I can recall).
Monster Magnet works on more monsters when its level increases, so you might want to raise it to 25 to get it to work on 6 monsters.
In my experience, some monsters respond much better to Monster Magnet than to Rush. Most notably, Castle Golems and certain Advanced Knights.
Rush, on the other hand, gets more annoying as its level increases. Both because of the MP use you pointed out, and because it kills the mobs instead of pushing them. The problem with that is that their drops remain where they were before being Rushed, while you have been propelled forward. You must backtrack if you want to pick something up. Even a pet with Binoculars and Wing Boots won't go that far back for loot. So, using too-powerful Rush actually slows your training down. (Note that this doesn't apply to party-play areas with monsters that have millions of HP)
My feeling is that even new characters should use what you call the "SP Reset" build. The amount of time actually spent between levels 60 and 100 is measured in hours, maybe days. Once you hit 4th job, which is where you will spend the rest of your days, maxed Shout is far more useful than Intrepid Slash. So, in my opinion, it's worth "struggling" through those 40 levels with level 1 Intrepid Slash, in order to have an easier 4th job life.
Please post a "Leafre set" build. Although one can't complete the set until ~143 (I think? What level does one have to be to get the Skelosaurus card?), having one's third job skills at 19 or 9 instead of 20 or 10 until then is a choice some people can live with. Do make sure to indicate which skills must be truly maxed (Combo Attack and Final Attack, as far as I can recall).
All in all, good job on the builds.
agree on magnet, also now that the empress minions can't really be KB'd, magnet is a lot more useful than rush there
i actually like rush with good damage, if you can kill things in a single rush you'll be cycling the map, or not using it at all, so you'll get to the drops eventually, plus it propels you forward, so less time walking, i especially like it when killing snails, since the map's so small.
i don't know anything about the shout vs IS thinguie, DrK only have sucky things so the "SP" build isn't such an improvement
Don't you get like 3 points in every job advancement now?
You were close. You actually get 4 skill points at the start of every job advancement. I thought you only get 1 from 1st job, 2nd job, and 3rd job advancement, and 3 from 4th job advancement.
I'm probably going to have to fix my skill build soon.
Please post a "Leafre set" build. Although one can't complete the set until ~143 (I think? What level does one have to be to get the Skelosaurus card?), having one's third job skills at 19 or 9 instead of 20 or 10 until then is a choice some people can live with. Do make sure to indicate which skills must be truly maxed (Combo Attack and Final Attack, as far as I can recall).
All in all, good job on the builds.
Supposedly 139; Skelesaurs are 153. I definitely completed it at 140. You can get Horntail's card any time, but the area bosses and regular mobs don't drop cards until you're within 13 or 14 levels (not sure which).
Curious why you put AFA before Enrage; is the +atk really that useful? FA's still only a single target, isn't it?
Of course, everything's happening 20 levels earlier, but as it was, I wanted Enrage for bossing by 160, then AFA. As it is now if I had the mastery books, both could be maxed at 151 (well, including the +1 from Leafre set, and since I have 70% pdr leaving Combat Mastery at 6). Gonna be interesting suddenly having both those skills maxed out.
To me, I prefer that Enrage is always the last core skill to max before adding points into Maple Warrior, Monster Magnet, and Rush. I'm not gonna include Hero's Will because it can be maxed early on in fourth job. Enrage is useful for bossing, but for training otherwise, it's annoying considering that Enrage is single target.
You can however max Enrage before Advance Final Attack if your computer is good and you're well funded. But to me though, I prefer 30 passive attack power with 60% chance of activation for double attack over 60% Damage with 20% Critical hit with being a single target as I rarely boss aside from recording videos of me soloing bosses.
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