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Jump Hero build? - Printable Version

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Jump Hero build? - SaptaZapta - 2011-09-21

Grrr, hate rebuilding my char, but I guess I have no choice.

Level 200, so I have all the SP I'll ever have. All 4th job skills at max mastery except Rush (20) and Monster Magnet (10).

Right now I'm thinking:
Swordsman: All max but Iron Body, again?
Fighter: All max but Physical Training (If I understand correctly and it still only applies to Power Strike and Slash Blast?)
Crusader: All max but Brandish (since I already have Intrepid Slash)
Hero: All max but Rush and MM, again?

Will I need a book for Advanced Final Attack, or will my Achilles Frown turn into AFA automagically?


Jump Hero build? - FlameChocobo - 2011-09-21

SaptaZapta Wrote:Grrr, hate rebuilding my char, but I guess I have no choice.

Level 200, so I have all the SP I'll ever have. All 4th job skills at max mastery except Rush (20) and Monster Magnet (10).

Right now I'm thinking:
Swordsman: All max but Iron Body, again?
Fighter: All max but Physical Training (If I understand correctly and it still only applies to Power Strike and Slash Blast?)
Crusader: All max but Brandish (since I already have Intrepid Slash)
Hero: All max but Rush and MM, again?

Will I need a book for Advanced Final Attack, or will my Achilles Frown turn into AFA automagically?

Physical Training actually gives 30 STR and 30 DEX, not buff Power Strike and Slash Blast, so I'd leave Ground Smash at 2. Even though it's beneficial to go with Ground Smash during 2nd Job, sacrificing a skill is the biggest flaw with Ground Smash.

For Crusader, If you're at a level where Brave Slash outclasses Brandish, you should definitely leave Brandish at 11. Otherwise, leave Self Recovery at 11.

For Hero, it depends on when you want use Monster Magnet or not. If you want to use it, I'd max it. If not, leave it alone. Rush and Monster Magnet don't need to be maxed. If you choose not to max them both, They will apply to the skills you didn't max throughout 2nd Job and 3rd Job.

Achilles turn into Advance Final Attack, so if you have a Mastery Book for Achilles, you should have a Mastery Book for Advanced Final Attack.


Jump Hero build? - Bribery - 2011-09-21

After Jump, Monster Magnet doesn't hit 6 targets until level 26 so you probably should get it to level 26.


Jump Hero build? - Takebacker - 2011-09-21

Bribery Wrote:After Jump, Monster Magnet doesn't hit 6 targets until level 26 so you probably should get it to level 26.

Rush is just damage and monster magnet is even more exclusive now so that makes this decision a lot easier to make.


Jump Hero build? - JPTheMonkey - 2011-09-21

FlameChocobo Wrote:Achilles turn into Advance Final Attack, so if you have a Mastery Book for Achilles, you should have a Mastery Book for Advanced Final Attack.

The chances of that happening are very small. Paladins will still have Achilles to max/master so we'll need the Achilles books as they are. Another problem with that would be Dark Impale seeing as it replaces Achilles for DrKs so it would cause a problem if the book had to become one of two different books.


Jump Hero build? - The Great One - 2011-09-21

JPTheMonkey Wrote:The chances of that happening are very small. Paladins will still have Achilles to max/master so we'll need the Achilles books as they are. Another problem with that would be Dark Impale seeing as it replaces Achilles for DrKs so it would cause a problem if the book had to become one of two different books.
That's not what they meant they meant the skill points he has in Achilles will turn into skill points for adv final attack Not the books themselves just the skill points you have.


Jump Hero build? - ShinkuDragon - 2011-09-21

food for thought too, leaving MM at level one would allow you to single target with it, meaning you can pull the oldest mob from a group of mobs, i find this can be useful at empress, bu horrible for training. (also, does enrage cause this same effect?)


Jump Hero build? - Imitazion - 2011-09-21

1st job: leave iron body unmaxed.
2nd: leave ground smash unmaxed.
3rd: leave selfrecovery/brandish(if you have soul driver) unmaxed.
4th: 1 rush, 1 brave slash - max adv combo - max advanced final attack - max brave slash - max stance - max combat mastery - max enrage - max mw.

that's what I have done, and it's working quite well so far. I'm probably gonna do monster magnet after MW, as all my main stuff is maxed at 184.


Jump Hero build? - The Great One - 2011-09-21

ShinkuDragon Wrote:food for thought too, leaving MM at level one would allow you to single target with it, meaning you can pull the oldest mob from a group of mobs, i find this can be useful at empress, bu horrible for training. (also, does enrage cause this same effect?)

Well enrage works that that when your attacking most of the times when i try monster magnet sometimes it will pick like the 3rd monster in the group doesn't happen often but it's annoying when it does.


Jump Hero build? - ghostofhalo - 2011-09-23

I'm following the same approach with the first three jobs. The difference I plan on making is the 4th job. Combo Attack to Advanced Combo Attack is 125% to 200% damage or 60% gain, so it definitely comes early. Enrage is 60% more (or 1.6x) damage on one monster. It helps with bossing, so it too can come fairly early. Brandish to Intrepid Slash is a gain of one monster, 25 pixels, and 40.625% damage. Coma (3rd job) is 620% damage on six monsters within 200 pixels compared to Intrepid Slash's 675% damage on four monsters within 175 pixels. Coma is not 100% spammable, but it is nearly spammable with Advanced Final Attack.

With Advanced Final Attack, you gain 20% more chance to trigger Final Attack (60% total), +100, more Final Attack damage (250% total), and 30 more weapon attack (passive). With that and Advanced Combo Attack, you have a 48% chance to charge two orbs, 12% chance to charge a single orb, and 40% chance to lose orbs. Coma consumes one orb, so the majority of the time you will gain or break even with orbs. Coma also triggers stun which then triggers Chance Attack for an additional 25% more damage. On a mob of six enemies, you will hit for 9300% on those six mobs each hit (assuming they are stunned). With four enemies, Intrepid Slash will hit for 5400% and Coma will hit for 6200% on those four enemies. If you alternate attacks, theoretically it could be more damage, but Intrepid Slash is (slightly) slower.

I plan on skipping Intrepid Slash until late 4th job. Sure, it's better for bosses (since bosses cannot be stunned), but compared to Coma it only has 8.871% more damage. It's like switching from a Nibleheim to a Stonetooth because of that one extra speed boost. Intrepid Slash may gain power from Combat Orders, but Coma gains spammability with it. It's all about trade-offs. Why do you think we can't max every skill? No seriously, why can't a level 200 just get maxed skills?

Ahem. My goal is this:

120: ACA +1, Rush +1, Monster Magnet +1
You know, for that extra pull when needed or Intrepid if you want that cool blazing sword.
Max ACA
Max AFA
Max Combat Mastery
Max Enrage or Power Stance
Max Power Stance or Enrage
Max Maple Warrior
Max Intrepid Slash
Monster Magnet to 26 (for six enemies in PvE and PvP)
Max Hero's Will (why not? nothing good left)
Rush to 22 (leftover and -32 speed in PvP)

I'm not sure if anyone would agree on this, but I know many will disagree. It's how we all play our characters, right? I can live with Brandish for a few dozen levels further than I am before getting Intrepid Slash again. It just all depends on how quickly we get SP Resets.


Jump Hero build? - modular - 2011-09-23

ghostofhalo Wrote:I'm not sure if anyone would agree on this, but I know many will disagree. It's how we all play our characters, right? I can live with Brandish for a few dozen levels further than I am before getting Intrepid Slash again. It just all depends on how quickly we get SP Resets.

only thing i would disagree with is maxing brandish over self recovery. using a single mana pot like every 5 minutes is pretty nice. if you want slash to be your main damage source, you're gonna max it anyways. if you want coma to be your main damage source, you can just put enough points in slash to match brandish and use it as a recharge tool. but if you're already past brandish, and it's going to get replaced no matter what (now OR later), the SP is better spent on something else.

you could also use leafre set for codex and max like everything anyways (might not be quite enough points).


Jump Hero build? - ghostofhalo - 2011-09-23

modular Wrote:only thing i would disagree with is maxing brandish over self recovery. using a single mana pot like every 5 minutes is pretty nice. if you want slash to be your main damage source, you're gonna max it anyways. if you want coma to be your main damage source, you can just put enough points in slash to match brandish and use it as a recharge tool. but if you're already past brandish, and it's going to get replaced no matter what (now OR later), the SP is better spent on something else.

you could also use leafre set for codex and max like everything anyways (might not be quite enough points).
I don't particularly care for Self-Recovery. You only gain 80 HP and 40 MP every four seconds. In that four seconds, you've probably used around three times as much mana anyway (more with buffing). Unless it operates differently, I don't really see much of a benefit. As for the Leafre codex, does it stack with Combat Orders? If so, you can't max all of the skills anyway. You'll be 12 points shy of maxing everything normally and you only have 10 4th job skills (+10 points) On top of that, ACA must be maxed for Enrage anyway, so there goes one more point. Still, do the two stack?


Jump Hero build? - JPTheMonkey - 2011-09-23

Leafre does stack with CO. And for some reason, my +1 Blast reverse + CO + Leafre is +5 Guardian.


Jump Hero build? - Takebacker - 2011-09-23

+1 blast on a weapon affects guardian too. It's a typo.