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CO mule build - Printable Version

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CO mule build - SaptaZapta - 2011-01-07

I'm making a WK to serve as Combat Orders and Magic Crash mule.
At 84 I have 5 HP Recovery, 20 CO, 3 CB, and 15 MC.
Next level I "max" MC.
Going to take that WK up to level 90, so it can get in Scar/Targa. Which skills should I add to for these 5 levels?

One possibility is shield mastery, to improve survivability at bosses. But the mule's unlikely to survive without auto-pot, regardless (mule will be running on my second comp, so getting minimal attention), so shield mastery will just save a few potions maybe. Same goes for maxing HP Recovery - it could be useful if the mule is manned, but that's not the case.
So should I get a charge to make training a bit faster for these few levels? (Still using 1st and 2nd job skills, but leveling is so easy post-bb that's hardly a problem). If I do, which charge, and how many points to it vs how many to CB?

Also, regarding AP build. So far I've been doing conventional dexless, so all AP are in STR. But I wonder whether I should put the next 30 AP in HP, again to improve survivability. Right now at 84 it has 7220 HP. Does it need any more to survive wherever a level 90 is allowed to go?


CO mule build - kimaera - 2011-01-07

lol a white knight mule. I thought I would never see it.

It should survive most places with that HP.


CO mule build - Dark Link - 2011-01-09

kimaera Wrote:lol a white knight mule. I thought I would never see it.

It should survive most places with that HP.

I saw it the second I read CO was a party skill. Anything that's a party skill, which is beneficial, WILL be a mule one way or another.


CO mule build - SaptaZapta - 2011-01-09

Dark Link Wrote:I saw it the second I read CO was a party skill. Anything that's a party skill, which is beneficial, WILL be a mule one way or another.

... especially when it's a third-job skill, and getting there post bb takes only a few days.

(inb4 "few days? I can do 1-70 in 3 hours with one hand tied behind my back")