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ShiKage's Big Bang Paladin Build - Printable Version

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ShiKage's Big Bang Paladin Build - JoeTang - 2010-11-29

Jamie_Kurosawa Wrote:That's no way to build. Say for instance you are at a boss spamming Dispel, relying on Combat Orders will be more or less make you weaker as will your skills you are trying to use between Dispels and rebuffing. This same instance was the problem for people trying to rely on Maple Warrior to use certain gear when they were stat-less or low-stat. Again, this is a very wreckless way to build that will not benefit you in the long run.

What I'm trying to say is this.

Skills that look nice on paper almost always aren't the case in real usage and real scenarios. Ground Smash looks nice on paper. It sounds like a nice skill to have that's strong and dependable, but really does it effectively fit into a skill set for the 2nd Job that doesn't focus on going multi-monster attack constantly? True skill is knowing what is better suited to situations and changing as needed to adapt to the situation, not just having a one shot cure-all that focuses on the generic only.

Ground Smash does not replace Power Strike with Fundamentals and Final Attack effectively if you use it correctly. In fact as shown earlier Power Strike is stronger and is more suited for early bosses and PQs. Slash Blast is weaker but again Final Attack does present a possibility of extra damage on more mobs when used correctly and still hits more monsters at once.

Ground Smash does not combine with Final Attack for added damage meaning you'll always get that 300% damage ratio of your range. Even if Final Attack isn't an absolute it's a chance at extra damage per attack. While it may have limited range of effectiveness, you again have to think about it, what if you are in the right place when it activates and hits? That's 380% from Power Strike with Fundamentals + an extra 150% damage at random for more damage. Now add in 250% with an extra 150% possibility from Slash Blast with Fundamentals and Final Attack. That's 400% total damage at chance on up to 6 monsters total.

Now add in this... Final Attack will automatically attack. Even if Ground Smash does strike at weapon speed, it will not get an automatic 2nd attack.

Power Strike has a good probability of getting at best 530% total damage to a single monster.
Slash Blast has a good probability of getting at best 400% damage on up to 6 monsters of total.
Ground Smash has the set damage of 300% on 3 monsters only.

Regardless of range, power, etc. Ground Smash does not stand up if you know how to fight and know how to use your skills effectively and wisely.

Even if you're at a boss with Dispel, you will always need cast Combat Orders first, otherwise you will be weaker. I don't see how this is relevant at all.

Ground Smash does activate Final Attack. Slash Blast cannot do 400% on six monsters. The most damage it can do to one monster is 350%.


ShiKage's Big Bang Paladin Build - Atuan - 2010-11-29

Why is GS vs SB such a hot topic? To get full use out of Slash Blast, you have to bother luring. Why the heck are you luring? Everything dies in two hits. You can literally hold down whichever arrow key, your jump key and Ground Smash to clear an entire platform without stopping, including whatever spawns in your way. FA's garbage spread on activation doesn't make up for Slash Blast's shortcomings. The number of maps where Slash Blast's extra mob hits would've outpaced Ground Smash training can be counted on one hand, which I already mentioned. And not by that much because some of those maps have platforms. Platforms you don't have to climb up to if you jump cast GS. So it doesn't really win there, either.

Slash Blast training is significantly slower than Ground Smash [up to 1.5% slower every 10 minutes @ Francis' Puppets], anyway. That adds up. I was there. I tried it. It was bad. Deal.

EDIT: Improved Fundamentals was Maxed. Points taken out of booster.

 Spoiler



ShiKage's Big Bang Paladin Build - Jamie_Kurosawa - 2010-11-29

Even if you have a Normal sword. Weapon Booster will make it operate as a Fast sword. Speed and Jump are negligible, but as you just said, if Power Strike and Slash Blast connect then the hitbox for Final Attack will activate and damage the monster. As I just proved by you, careful tactics will mean more damage. 2-Hand swords have good range even if they don't add what a shield could, but then again, regardless of what you use, Warriors are up close fighters, not long distance fighters.


ShiKage's Big Bang Paladin Build - Takebacker - 2010-11-29

Jamie_Kurosawa Wrote:Even if you have a Normal sword. Weapon Booster will make it operate as a Fast sword.

And the speed cap is faster (2)...i mentioned fast (4) before booster.

Jamie_Kurosawa Wrote:but as you just said, if Power Strike and Slash Blast connect then the hitbox for Final Attack will activate and damage the monster.

What? I said that while moving final attack is a complete peach to land and make it weaker than ground smash...

Jamie_Kurosawa Wrote:careful tactics will mean more damage.

In small crowded ass maps and only if you can rush, and by the time you can PS/SB isn't relevant.

Jamie_Kurosawa Wrote:2-Hand swords have good range even if they don't add what a shield could, but then again, regardless of what you use, Warriors are up close fighters, not long distance fighters.

2-handed swords in the pre-game are a joke. 1h is way more advantageous.


ShiKage's Big Bang Paladin Build - Stereo - 2010-11-29

Jamie_Kurosawa Wrote:Combat orders only affects 4th job skills for all classes and 3rd job for Cygnus ONLY. It does not affect 1st, 2nd, or 3rd Job skills for normal adventurers.
I'm only responding because this is factually wrong, and you really need to stop basing your build on incorrect information. Combat Orders affects 1st~4th job skills for every class. It can only put 4th job skills above the max level, but it does in fact affect all 1st, 2nd, and 3rd job warrior skills.

Jamie_Kurosawa Wrote:That's no way to build. Say for instance you are at a boss spamming Dispel, relying on Combat Orders will be more or less make you weaker as will your skills you are trying to use between Dispels and rebuffing. This same instance was the problem for people trying to rely on Maple Warrior to use certain gear when they were stat-less or low-stat. Again, this is a very wreckless way to build that will not benefit you in the long run.
CO makes every 4th job skill stronger. It's like relying on Lightning Charge... duh. You need to recast Lightning every time you get dispelled too.

Jamie_Kurosawa Wrote:Ground Smash does not combine with Final Attack for added damage meaning you'll always get that 300% damage ratio of your range. Even if Final Attack isn't an absolute it's a chance at extra damage per attack. While it may have limited range of effectiveness, you again have to think about it, what if you are in the right place when it activates and hits? That's 380% from Power Strike with Fundamentals + an extra 150% damage at random for more damage. Now add in 250% with an extra 150% possibility from Slash Blast with Fundamentals and Final Attack. That's 400% total damage at chance on up to 6 monsters total.
This is factually incorrect. Slashblast's FA does not do 150% on every target - it does about 90% on one target, 1/3 that on the next target, 1/3 on the next, and so on. So it's doing about 275% per target on average, but depends how many targets you hit.
FA definitely works with Ground Smash - it does 150% to 1 target. Which makes it 350% per target on average (150%/3)


Jamie_Kurosawa Wrote:Now add in this... Final Attack will automatically attack. Even if Ground Smash does strike at weapon speed, it will not get an automatic 2nd attack.
All normal attacks (PS, SB, GS, CB, ACB, Blast, Brandish, Panic, Coma, IS, Fury, Crusher, Sacrifice) where you swing the weapon can trigger FA. The ones that don't trigger it are special attacks like Roar/Shout/HH that don't use your weapon.

The way FA works was changed, as well - it is not guaranteed to hit the same targets you originally hit. It has its own range, calculated about half a second after your first attack - if anything's in that range, then FA can hit it.

It's also been reduced to 40% chance of triggering, making it a fair bit less likely to pop up.



ShiKage's Big Bang Paladin Build - Jamie_Kurosawa - 2010-11-29

Okay, whatever, but I just hope that in the long run the build pays off, because I don't see it doing so.

*adds Atuan to block list for being a complete troll*


ShiKage's Big Bang Paladin Build - Stereo - 2010-11-29

In the long run, ACB and GS are the only mob attacks you'll use, and Blast has always replaced PS, so it doesn't matter what happens to 1st job attacks and Improved Fundamentals.

Unlike GS which hits fewer targets (and thus has one single disadvantage compared to SB), ACB is better in every imaginable way. Once you have it, you... won't use SB.



ShiKage's Big Bang Paladin Build - Link - 2010-11-29

Stereo Wrote:In the long run, ACB and GS are the only mob attacks you'll use, and Blast has always replaced PS, so it doesn't matter what happens to 1st job attacks and Improved Fundamentals.

Unlike GS which hits fewer targets (and thus has one single disadvantage compared to SB), ACB is better in every imaginable way. Once you have it, you... won't use SB.

Wait, what? Ground Smash and Slash Blast are completely useless once you even get Charge Blow, since it no longer kills the charge. There's absolutely no use for Slash Blast or Ground Smash once you have Charge Blow. lol

Ground Smash is really good enough at level 1, in my opinion. Really, it's all preference in how you train.


ShiKage's Big Bang Paladin Build - Stereo - 2010-11-29

GS has about 80 pixels higher range though, so it can hit some stuff CB can't (especially when you jump, it goes really high). On a horizontal platform yeah, CB is the way to go.


ShiKage's Big Bang Paladin Build - JoeTang - 2010-11-29

Stereo Wrote:GS has about 80 pixels higher range though, so it can hit some stuff CB can't (especially when you jump, it goes really high). On a horizontal platform yeah, CB is the way to go.

Ground Smash
Charge Blow?


ShiKage's Big Bang Paladin Build - Link - 2010-11-29

Stereo Wrote:GS has about 80 pixels higher range though, so it can hit some stuff CB can't (especially when you jump, it goes really high). On a horizontal platform yeah, CB is the way to go.

Yeah... That's not even a problem after Big Bang. lol Most maps you will be training on will be completely flat. Others will have platforms where you'll either have to climb to get to or jumping and pressing Charge Blow is more than enough, as it's range is more than enough.


ShiKage's Big Bang Paladin Build - Stereo - 2010-11-29

JoeTang Wrote:Ground Smash
Charge Blow?

Oops, I guess I somehow managed to screw that up. Lol. GS doesn't have much of a range advantage at all then.


ShiKage's Big Bang Paladin Build - Kevin645 - 2010-12-06

Divine Shields attack buff, does it disappear when all hits have been taken and it goes into cd? Or does it stay on for the 30 seconds ?


ShiKage's Big Bang Paladin Build - JPTheMonkey - 2010-12-06

The description implies that the buff will last for 60 seconds, and 5 attacks will be absorbed (when maxed). Nothing about it dispelling after 5 attacks have been absorbed. So I'd say yes, it stays even after 5 attacks are absorbed.


ShiKage's Big Bang Paladin Build - Index - 2010-12-06

As a UA, what attack skills would Soul Driver not render completely useless? There will probably be SP to spare anyway, but I wouldn't want to put points into an obsolete skill.


ShiKage's Big Bang Paladin Build - Sorien - 2010-12-07

Index Wrote:As a UA, what attack skills would Soul Driver not render completely useless? There will probably be SP to spare anyway, but I wouldn't want to put points into an obsolete skill.

I don't think any of the skills are rendered useless by soul driver. Since soul driver is really slow to cast you can't really go using it as your primary mob attack, or at least that's what I've been led to believe. Either way you'll still be following the same build, but you might be able to shift the order of things around a bit.


ShiKage's Big Bang Paladin Build - Stereo - 2010-12-07

Kevin645 Wrote:Divine Shields attack buff, does it disappear when all hits have been taken and it goes into cd? Or does it stay on for the 30 seconds ?

The buff disappears once you've taken all the hits, yes. 60 seconds is the longest it lasts (if you don't get hit).


ShiKage's Big Bang Paladin Build - KaosStorm - 2010-12-07

If, by any reason, you're inclined to get both IF and GS, you could also drop point from Booster and you get to fill both choices.

Taking points out of Booster to max both IF and GS also seems highly viable, since PG and Booster would have almost the same timer.


ShiKage's Big Bang Paladin Build - Vaari - 2010-12-08

Hah, I make my first character post-BB and I've already made an error. That error being that I completely forgot that CO existed! My swordsman in Zenith is at level 28 with PS and SB already maxed. Considering CO increases skills by two, should I leave HP Max on 8 and dump the rest of the points on Iron Body? Given what I've seen from enemies and their damage, I'm not exactly worried for my survival until the point I get 20 CO. Also, is it safe to say that we're at the consensus of GS>SB for second job?

EDIT: Just recalled that there's a free SP Reset scroll on the 11th. It seems like a waste on a 2nd job character but I want to drive for perfection this time around. And of course I have no drive to remake it. Also it's not like my other characters need it either.


ShiKage's Big Bang Paladin Build - Myles - 2010-12-08

tl;dr most of the last posts, but will you guys just play a goddam post-BB warrior before making conclusions? I found that early on, GS was useless but SB was really helpful. Around 5x I realised that it was a mistake and I should have gotten max GS instead of Improved Fundamentals. How do I know which one is better? BECAUSE I PLAYED IT. You guys, who have NOT played a post-BB warrior will NOT know what either are like until you PLAY them ¬_¬.