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FC's Fighter to Hero skill build Post-Tempest - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +---- Forum: Warrior (https://www.southperry.net/forumdisplay.php?fid=46) +---- Thread: FC's Fighter to Hero skill build Post-Tempest (/showthread.php?tid=59115) |
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FC's Fighter to Hero skill build Post-Tempest - FlameChocobo - 2012-11-25 FC's Fighter to Hero Skill build Version 0.1 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
-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
-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
-Results!-
*= 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
-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!)
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 [MENTION=1]Fiel[/MENTION] for extractions [MENTION=7678]ShinkuDragon[/MENTION] for clarification of the Hero skill build. FC's Fighter to Hero skill build Post-Tempest - Nion - 2012-11-26 I really want MW30 but there's so many obstacles in the way. Nonetheless, great guide. Future reference for future heroes. FC's Fighter to Hero skill build Post-Tempest - Demalkren - 2012-11-26 It's crazy to think I'll have nearly all my skills maxed within the next 5 levels with the job level changes. FC's Fighter to Hero skill build Post-Tempest - FlameChocobo - 2012-11-27 It's crazy I tell you. There were a lot of changes going on in MapleStory. It was hard to come up with builds like this. Thank goodness I finally managed to pull this off. FC's Fighter to Hero skill build Post-Tempest - ShinkuDragon - 2012-11-27 [MENTION=2613]FlameChocobo[/MENTION]; 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? FC's Fighter to Hero skill build Post-Tempest - FlameChocobo - 2012-11-27 ShinkuDragon Wrote:[MENTION=2613]FlameChocobo[/MENTION]; i am not really that knowledgeable at heroes, but these are two things i'm wondering: There we go, fixed the skill build. Thanks for the clarification. FC's Fighter to Hero skill build Post-Tempest - SaptaZapta - 2012-11-28 Some comments: Magic Crash, not Crush. 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. FC's Fighter to Hero skill build Post-Tempest - FlameChocobo - 2012-11-28 Shoot! Accidentally quoted my entire post when I meant to edit. Hooray for not paying attention properly! FC's Fighter to Hero skill build Post-Tempest - ShinkuDragon - 2012-11-28 SaptaZapta Wrote:Some comments: 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 FC's Fighter to Hero skill build Post-Tempest - High - 2012-11-28 Don't you get like 3 points in every job advancement now? FC's Fighter to Hero skill build Post-Tempest - FlameChocobo - 2012-11-29 High Wrote: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. FC's Fighter to Hero skill build Post-Tempest - Stereo - 2012-11-29 SaptaZapta Wrote: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).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. FC's Fighter to Hero skill build Post-Tempest - FlameChocobo - 2012-12-01 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. |