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Training Reference Guide for All Thieves (Version 2.1) - Printable Version

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Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-01-19

Well seeing as the other one on this forum doesn't seem to be getting updated anytime soon (And was mine anyways....) I thought I would post my version from sleepy wood here...

What Left For Me To Do
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Legend
$ -- Easy on your pocket change; possibly a good gold mine
$ -- Heavy spending. This spot is a potion burning furnace.
% -- Awesome experience. Like srsly, zomgwtphax0rs kind of experience.
% -- Slow experience. Maybe even very slow.



[Image: thief004ta8.gif] Rogue
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[Image: assassin006go1.gif] Assassins / [Image: hermit003mk3.gif] Hermits / [Image: icontriplethrowuf3bw9.gif] Night Lords
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[Image: bandit004bf8.gif] Bandits / [Image: chiefbandit003dt7.gif] Chief Bandits / [Image: iconassasinateuc9yp5.jpg] Shadowers
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[SIZE="5"][Image: Skill_Triple_Stab.png] Semi Dualer / [Image: MS_Skill_Fatal_Blow.png] Dualer / [Image: MS_Skill_Dualer_Flash_Jump.png] Dual Master / [Image: MS_Skill_Flying_Assaulter.png] Slasher / [Image: MS_Skill_Thorns.png]Dual Blader[/SIZE]
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A special thanks to butterfli for making the original thread and giving me permission to use their work as well as all others that have helped me with this.
Update History
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By the way if you think that its outdated pm me anything that needs to be changed or added.


Training Reference Guide for All Thieves (Version 2.1) - Avenge - 2009-01-20

Night Lords under level 135 probably can't survive skelegons. I could barely survive at 140.


Training Reference Guide for All Thieves (Version 2.1) - Stereo - 2009-01-20

Why does Spirit Viking have both "good" and "bad" $ signs for it in 80-90? >_> In my experience it's not very good money but I dunno...


Training Reference Guide for All Thieves (Version 2.1) - Styles - 2009-01-20

Vikings eat pots and drop illbis^o)?


Training Reference Guide for All Thieves (Version 2.1) - Mejust - 2009-01-20

Why do you say that assassins can take windraiders in 50-60 but not bandits?


Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-01-20

Avenge Wrote:Night Lords under level 135 probably can't survive skelegons. I could barely survive at 140.
My nl survived there just fine since like 120 lol.

Mejust Wrote:Why do you say that assassins can take windraiders in 50-60 but not bandits?
Because on sleepywood I was told to put it in the sin section and no one said anything about bandits ;p.

Stereo Wrote:Why does Spirit Viking have both "good" and "bad" $ signs for it in 80-90? >_> In my experience it's not very good money but I dunno...
Your question was answered by Styles as far as I know but that was something left over from when Butterfli owned it, I just thought it worked and kept it.

Oh and slightly more updated now lol...


Training Reference Guide for All Thieves (Version 2.1) - Five Second Pose - 2009-01-20

Mejust Wrote:Why do you say that assassins can take windraiders in 50-60 but not bandits?

They do a tad too much damage, and they're better later on, when they die faster.


Training Reference Guide for All Thieves (Version 2.1) - bored4ever86 - 2009-01-21

i don't know why crossroads is put up there as the spawn rate for windraiders there is autrocious...

I've been training for around 10 lvls at the lower acent (68ish to 77 soon to be 78) the stormbreakers gave me some problems early on but now they are turning in to shadow partner fodder for me (3 min shadow partner and a mob of stormbreakers = great exp) I am dexless though not really that well equiped and up till 75 i was getting a good 25-30% per hr (depending on my need to recharge stars/pots)

I think the place warrants a note that unless your decent at the JQ (loljq) to not go till 70 then get the marker of heroism and it becomes 100% the best training spot (at least from what i've heard) for all sins till around 80ish

{plus with the phantom forest map you can skip all those maps with BF though bf shouldn't be a problem as long as you have ds}

Edit: plus the exchange quest makes a decent profit as out of the badges i've turned in i've gotten 1.5m mesos, 2 ravens eyes, 2 silver crows, a claw for atk 60, and a bow for atk 60...


Training Reference Guide for All Thieves (Version 2.1) - BelleShadow - 2009-01-21

why aren't dreamy ghosts for the 90-100 range with hermits? if you've got the right build (ie, a bit of fj and lvl 10 alc by around 95) then you can survive alright there with barb elixers (speaking from personal experience), and the exp there is really good and fast (if you don't get killed XD).


Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-01-23

BelleShadow Wrote:why aren't dreamy ghosts for the 90-100 range with hermits? if you've got the right build (ie, a bit of fj and lvl 10 alc by around 95) then you can survive alright there with barb elixers (speaking from personal experience), and the exp there is really good and fast (if you don't get killed XD).
You answered one of my reasons for putting it there XP, others would be handling tengu, pot cost, not getting ksed out of your map.


Training Reference Guide for All Thieves (Version 2.1) - WingZero - 2009-01-23

In regards to the Windraiders at Crossroads, I think Sins can train on them at lvl 50. My xbow trained there at lvl 50, and I got 35%/hr there. However I did occasionally miss, but that can be fixed with a sniper pill. Just a suggestion.


Training Reference Guide for All Thieves (Version 2.1) - Mejust - 2009-01-24

Sins have less Accuracy than snipers. So I don't think that sins could efficiently train at Windraiders at 5x. Even with sniper pills.


Training Reference Guide for All Thieves (Version 2.1) - Daimean - 2009-04-22

Updated it with new places guys if I'm missing anything please let me know.


Training Reference Guide for All Thieves (Version 2.1) - ZSaberLink - 2009-04-23

Typhons for cbs for levels 70 to whenever they start training on them normally (90ish right?). Of course this is using meso explosion, but it's a better alternative to gobies ME, which is already pretty good exp. Typhons is even better exp, and actually in the long run probably less costly due to the low pot costs (despite exploding more money). Just like cbs generally need meso guard at gobies, cbs definitely need BoT to aggro typhons quickly. But once BoT mobs like 2-3 enemies it starts working out decently well. Also, windraiders are decent for bandits from 60-70, and also good for cbs to mob in 7x, it'll get slow in the middle, but will speed up a bit once BoT is powerful enough. At Mejust, sins can train at raiders in the later 5x. About 54 seems to be where my friends started considering going there (dexless ones that is, although dex ones can hit them more often, I'm not sure whether they are powerful enough to make it worthwhile), but it'll get better in the high 5xs (57-58 is my guess). This is generally the smaller raider map of course though.


Training Reference Guide for All Thieves (Version 2.1) - Five Second Pose - 2009-05-03

You can go to Typhons as soon as you have max BoT and at least one MG, really.


Training Reference Guide for All Thieves (Version 2.1) - Pikachu - 2009-05-04

Gah, hermits 90-100 is freaking hell. I keep dying @ bains. Himes don't really work either D:. Newties... They're just a pain in the ass.


Training Reference Guide for All Thieves (Version 2.1) - Kawasari Mimoto - 2009-05-04

My NL has 3.8k HP with a Mark of Naricain (+200 HP), and it survived just fine since lv 118, and at 118, I didn't have a MoN. Well, in response to someone saying that a NL can't survive at Skeles below lv 135. I'm HP-washed, but I didn't wash as much as other Night Lords.

@Pikachu: Try Squids (regular ones) in the first Squids map in Aqua. I was there from 78-105. It was great EXP, for me anyways. They do crap damage if they shoot at you with their ink, only thing you have to worry about is touch damage, and if one spawns on you if you have less than 1.5k HP or so. So just use Drain often. I was getting 1 level for every 4 hours or so from 90-100 at Squids1 (well, with double EXP cards..).



Training Reference Guide for All Thieves (Version 2.1) - Mejust - 2009-05-04

You'll have passed the 1.5k hp mark by lvl50, methinks o_O. I currently have almost 2.5k hp, hermits should have about the same. Means you can get 2HKO'd, though. But that is easy to get used to.


Training Reference Guide for All Thieves (Version 2.1) - Aggravate - 2009-05-04

Avenge Wrote:Night Lords under level 135 probably can't survive skelegons. I could barely survive at 140.

Yeah, solo NL's that aren't Hp wash'd/don't use Hp equips may not be able to take magic from Skelegons/Skelosaurus. You should make a note about that. Hurt


Training Reference Guide for All Thieves (Version 2.1) - Mazz - 2009-05-10

Bandits can't train at Windraiders effectively until they have 4+ hitting BoT, SB is just too slow to train with at a map with such high spawn, even Crossroads isn't great.
Truckers stop becoming 'zomg wtp h4x0rs' experience at level 5x, so you may as well remove the % there. Also, I'm planning to train at himes at level 7x with my CB, so you could add that to the list. Have a lurer move them to the left/right while you drop mesos to explode them with. Much faster than Gobies/Elders.