Thursday, April 22, 2010

a guide with class chose

Introduction
There is no best class. This is because game creators go through a process called class balancing. If there was a best class, everyone would be playing that class and there would be no need for a variety of classes. That is why game creators create an array of balanced classes: to make sure that varied playing experiences are available. Each class has its own pros and cons.

Therefore, the hard part is deciding which class fits you the best. It might be because of the massive damage, looks, or just for fun, but your class should fit your playing style. Otherwise, you'll probably become bored quickly and Maplestory won't be very much fun for you.

Warrior
Warriors are like tanks: they can take a lot of damage, and can deal it right back. As they are melee fighters, they cannot use ranged attacks, so they are given much more health and defense to compensate. While they can later prove to be quite powerful, warriors are generally eclipsed by some classes in 1st and 2nd job (you probably aren't playing for purely that, anyway, right?). The life of a warrior requires much patience, but to those willing to tough it out, it can be a rewarding experience.

There are eight different types of weapons available to the warrior class: Polearms, Spears, One Handed Blunt Weapons, Two Handed Blunt Weapons,One-handed axes, Two handed Axes, One Handed Swords, and Two Handed Swords. Except in the case of Spearmen and D(r)Ks, it is highly recommended to choose one weapon type and stick with it, as the second job advancement will only offer mastery skills for two or three weapons. With one weapon skill mastered, one can maximize the amount of damage they can potentially dish out.

Pros

Highest HP and defense of all classes.
Choice of 8 different weapon types.
Proficient at both mobbing and single targets.
More inventory space than other classes.
Generally good in carnival pq
They do very high raw damage
Cons

No ranged attacks until 3rd job.
Lowest MP of all classes.
Damage is unstable in 1st job.
Low accuracy and avoidability.
They don't get a skill for faster movement, 4th job skill rush cant be Spammed
Must use power strike and slash blast until 3rd job
Fighter
Fighters are a powerful class, with incredible damage for single AND multiple targets. They get high power attack skills such as Final Attack and Rage, making them desirable for many PQs. Weapons available are swords and axes. Their damage-dealing capability is further enhanced by their advancement to Crusader, and even further to Heroes. Unfortunately they have poor range compared to the other classes.

Pros:

Highest HP in the game.
Acquires Rage, which raises their party's attack by a significant amount.
Deal more damage than the other two on single elementally-neutral monsters in 3rd job, and on mobs of 2 or 3 in 4th job.
The skill Panic deals ENORMOUS damage at high levels instant 99.999
Reallly high damage but a fighter is very difficult to train
Cons:

Lowest MP in the game.
Poor mob control in 2nd job, but regain it in 3rd and 4th.
Charging up Combo can lead to a string of unstable damage, axe or sword.
Panic needs to be charged up in order to deal good damage.
Page
Pages focus on swords and blunt weapons, and also receive higher HP than Spearmen and more MP than Fighters. With the advancement to White Knight, Pages become capable of dealing damage sometimes exceeding fighters with any enemy weak to elemental attacks. On top of that, Paladins have a skill called Sanctuary that does an incredible 149'999 on 15 monsters.

Pros:

Rarest Warrior.
More HP than Spearmen.
More MP than Fighters.
Deal more damage than the other two on single elementally-weak monsters in 3rd and 4th jobs, as well as on elementally-weak mobs of 4-6 in 4th job as a Paladin.
Become a very defensive class by 3rd and 4th job.
Incredible 4th job skill
Cons:

Less HP than other Fighters.
Less MP than Spearmen.
Gain no party skill.
Lose their mob control in 2nd job, but regain it in 3rd and 4th.
Poor damage in earlier jobs makes it difficult to level pages.
Spearman
Spearmen use Pole Arms and Spears. Generally, their attacking speed is quite slow. However, their 3rd jobs skills are very powerful and out damage almost every other class. Because of the length of their weapon, they also have the best range out of any other class. The good mob control and good party skills such as Hyper Body puts them in high demand for parties. They can advance towards Dragon Knighthood and further towards Dark Knighthood.

Pros:

High maximum damage.
Mob control masters.
Acquire Hyper Body, essential to (Cross)Bow and Claw users in boss run survivability 3rd job and beyond.
Balanced HP and MP.
Larger melee range than Fighters and Pages.
Stable damage 3rd job and beyond.
Hybrid (those who use both weapons) D(r)Ks experience greater mob versatility that the other two 3rd job and beyond.
Also are good at Monster Carnival PQ (as all warriors)

Cons:

Least HP than other Warriors if not made into HP warrior (I doubt it, you have hyper body).
Most unstable damage in 1st and 2nd jobs.
Slower attacking speed.
Beaten by the other two in 3rd and 4ths job on single targets.
Most common Warrior.
Magicians




Magicians are very abundant in the MS community. Magicians have very low hp, and they can't get very close to monsters, but ranged spells like Energy Bolt and Magic Claw, as well as the protection of Magic Guard more than make up for it. Magicians have good damage until 3rd job, when other classes get much more powerful attacks.Also, once you reach 2nd job, you have an available skill named MP Eater, which allows you to drain MP from enemies.

Pros:

Fastest leveling throughout the whole game.
Incredible amounts of MP and MP recovery.
Stable damage throughout the game.
Can attack both up close and ranged.
Can attack through obstacles (Magic Claw).
Can take more damage earlier than other classes with Magic Guard.
The ultimate's (Blizzard, Meteor, Genesis) are by far the most powerful mobbing skills in the entire game, able to 0 hit ko all ordinary monsters. (Not including bosses or Time Temple). Don't be fooled by their poor dpm.
Cons:

Very low HP without Magic Guard.
Lots of money spent on MP pots until you get MP Eater in 2nd job unless you know how to conserve well.
Due to the reliance on elemental weaknesses, the leveling process can pit you against same enemies over and over
Very little inventory space.
Worst damage per minute at high levels.
Notes: Magicians can "jump attack" by pressing the spell's assigned key and jump at the exact the same time. 2nd job+ mages can also "telecast", which is similar, replacing the jump key with the Teleport key. Ice strike can be used while jumping if done at the same frame. Note: Although other classes overpower in 3rd class, magicians have strong mob attacks and party skills that are liked among parties.

Fire/Poison
Fire/Poison wizards deal a lot of damage and can drain away at the monster's HP using poison spells. They are the fastest leveling magician at 3rd job due to poison mist's large area of affect.

Pros:

Rarest Magician (Basically nowhere near how common other Magicians are).
Impressive 3rd job leveling speed because of poison mist.
Highest damage of 2nd adv Magicians.
Effective drain against high level enemies with poison.
Fire has the second most elemental advantage, second to holy.
Fast 4th job leveling with Meteor Shower (as with the other two).
Cons:

Poison is not much of a use in early levels as a Fire/Poison.
Poison can be difficult to use if inexperienced.
The only fire offensive spell for 2nd job, Fire Arrow, is blocked by terrain (as with Assassins).
Poison ((Effect)) leaves the monster with 1 hp; it cannot kill a monster.
No mobbing skill until 3rd job
Poor bossing in 3rd job
Meteor Shower uses an incredible amount of mp.
Ice/Lightning
Ice/Lightning wizards can freeze their opponents and bombard them with spells that hit multiple enemies at once.

Pros:

Always have mob skills (Thunderbolt at 2nd job, Ice Strike at 3rd, and Chain Lightning/Big Bang/Blizzard at 4th).
MP Eater + Lightning will often get a great amount of MP back.
Cold Beam isn't blocked by terrain.
Constant freezing usually spells less potion use due to lack of HP loss.
Damage on ice-/lightning weak monsters is generally more than a Cleric's/Priest's/Bishop's damage on Holy-/Heal- weak monsters

Cons:

Damage on ice-/lightning-weak monsters is generally less than an F/P's damage on fire-weak monsters
Lightning has the second least elemental advantage
Lightning is expensive in MP in 2nd job; 40 Mana when maxed.
Blizzard uses an incredible amount of mp.
Unwanted for bossing at 4th job.
Cleric
While Clerics don't deal as much damage as the other magicians, they do possess the unique ability to heal, which tends to have the opposite effect on the undead, and can affect up to five monsters of this type at a time. Dark creatures are also vulnerable to Holy Arrow.

Although clerics are perfectly capable of soloing, they are widely acknowledged as a party class. This is especially true once they reach the third job advancement, as priests receive excellent supportive skills.

Pros:

Can self-heal, eliminating the need for HP pots (unless sealed)
Heal is a great mobbing skill for undead monsters
Great support skills, making it easy to find a party
Able to jump-attack freely with Heal
Can gain small amounts of EXP from healing other players
Holy Symbol, a 3rd job skill, gives 150% exp when the priest is in a party. (Still gives 110% when not)

Cons:

Weakest damage, and slowest leveling magician past lv90
Leveling process pits you against same enemies over and over
Limited enemies are affected by heal (the only mob skill until one reaches mid-level Priest)
Most common magician class
The low HP limits training options for Priests to almost exclusively training with Dark Knights.
Genesis, while still very powerful, is the weakest compared to Meteor and Blizzard (assuming that the Arch Mage/Blaze Wizard has Element Amplification).
In 4th Job, all Mages get a skill where they can have infinite MP, but of course, to use the skill itself, it uses a big amount of MP, only lasts for 40 seconds, and has a cool-down timer of 10 minutes.

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