MapleStory/Noblesse/Builds

AP Distribution
Since all your AP are reset to the proper requirements once you make your first job change, your AP distribution should be optimized to get through the first 10 levels the quickest. There are two possibilities as a Noblesse.

This increases your melee attack, with a fairly large damage range.
 * All AP in STR

The mana you gain from leveling up will permanently enhance your character. You can also use the extra mana when using Three Snails to help training.
 * All AP in INT

Skill Build
Considering Recovery only heals about 2HP/second when fully leveled, and that a First Job Cygnus Knight can deal about 50-100 damage, the best build is to quickly level Three Snails to maximum, and then put your remaining 3 points into Nimble Feet (this skill can be used effectively until 3rd Job).

Skill Build
Maxing MaxMP Increase first will maximize the amount of MP you have in the long term. For these first few levels, you will be able to use Three Snails to attack, and the quests help you level without a new attack fairly quickly. Both Magic Armor and Flame Sprite become useless at higher levels, so it is up to you which one you get. Although they both add Weapon DEF, the effects will not stack.


 * 10 MaxMP Increase (MAX)
 * 2 Flame Sprite
 * 20 Magic Claw (10)
 * 19 Flame Sprite (MAX)
 * 10 Magic Guard (MAX)
 * 1 Magic Armor (1)

AP Distribution
Put all of your AP into STR. Get equipment to boost your DEX and Accuracy so you can hit higher level monsters.

Skill Build
With this build you will maximize your HP. Soul attacks multiple enemies and has high damage for only one point. Soul is completely useless at higher levels due to it's very low damage compared to 2nd and 3rd job skills; Iron Body is almost as useless since Dawn Warriors have a lot of HP. If you are low on money, you can put the 10 points into Iron Body or Soul before Power Strike since they have a set MP cost and a long duration.


 * 10 Max HP Enhancement (Max)
 * 1 Soul Sprite (1)
 * 20 Power Strike (Max)
 * 20 Slash Blast (MAX)
 * 10 Iron Body (MAX) or 10 Soul Sprite (11)

Thunder Breaker
Put 1 point into Lightning Sprite in the beginning to help with mobbing. It quickly becomes useless beyond the first job. You will be using Dash a lot in the 3rd job because you have Shark Wave. Normal Buccaneers usually train using Screw Punch and then Transform which don't use Dash. Because Thunder Breakers will rely on Shark Wave, Dash is much more useful. As such, you should remove points from attack skills (Flash Fist and Somersault Kick) and Bullet Time to achieve a satisfactory amount of Dash (maxing it will be best, but cause training to be slow).

This build requires that you don't buff up your attack skills. As such, training will be slow for a long time, however your character will be as strong as possible when you get to second job. You may want to improve Bullet Time later depending on which monsters you are training on. Again, some players feel that the bonus from Bullet Time is not important, and may adjust this build according to their preferences.
 * Optimal build

With this build you will be much slower and require additional scrolls to make up your missing Accuracy and Avoidability. Some players will feel these two are negligible because you gain them through DEX and LUK, and Thunder Breakers use the ranged attack Shark Wave later on.
 * Non-dash, low AP build

Dawn Warrior
There are 121 SP available during 2nd Job, and it would require 130 points to max everything. Since adding SP to Booster only increases the duration, rather than effect, it is best not to max that skill and just leave it at 11. The Dawn Warrior has a fairly flexible build, since all the skills help increase damage depending on where you are training. For example, when training on a larger map with spread out enemies, you can get Soul Runner sooner to travel around the map quickly. If you can get consistent parties, maxing Rage earlier will also help your group kill faster, though the NLC potions are better.


 * 1 Soul Blade (1)
 * 5 Mastery (5)
 * 4 Booster (4)
 * 15 Mastery (MAX)
 * 29 Soul Blade (MAX)
 * 10 Soul Runner (MAX)
 * 30 Final Attack (MAX)
 * 7 Booster (11)
 * 20 Rage (MAX)

Since the difference between 19 Mastery and 20 Mastery is only 1 Accuracy, you can sacrifice one point to increase the duration of your booster. However, if you are No/Low DEX, every point of accuracy helps. Another option is to move 9 points from Rage to Booster, which would essentially make Rage useless.
 * Alternatives

Thunder Breaker

 * Improving Max HP 10 (MAX)
 * Mastery 19 (19)
 * Screw Punch 1 (1)
 * Booster 11 (11)
 * Screw Punch 19 (MAX)
 * Lightning Charge 20 (MAX)
 * Energy Charge 6 (6)
 * Energy Blast 20 (MAX)
 * Energy Charge 14 (MAX)
 * Mastery 1 (MAX)

Note: You will be maxing Booster in 3rd job for Speed Infusion. You don't need it maxed now.

Wind Archer
At level 70 your skills should be similar to the following:
 * Bow Mastery (Max)
 * Bow Booster (Max)
 * Final attack (0)
 * Soul Arrow (Max)
 * Storm breadth (Max)
 * Wind walk (Max)
 * Thrust (Max)

Why not add Final attack? You already have Bow Booster Max and can fire arrow very fast. There is a no need to add final attack as the success rate for it is not 100%. Sometimes it will not fire another shot. Bow booster will succeed every time you fire an arrow. It will always remain fast until the skill time is up. Save up the SP and add it to another important skill.

Thunder Breaker

 * Shark Wave 21 (21)
 * Sparks 1 (1)
 * Critical Punch 20 (MAX)
 * Sparks 19 (MAX)
 * Shark Wave 9 (MAX)
 * Save 20
 * Booster 9 (MAX)
 * Transform 1 (1)
 * Energy Drain 10 (10)
 * Save 8
 * Speed Infusion 20 (MAX)
 * Energy Drain 10 (MAX)
 * Shockwave 1 (1)
 * Transform 10 (MAX)
 * Shockwave 1 (2)

This skill build is the loosest out of the three advancements. Shockwave and Transform are rarely used because Shark Wave is so much better. Feel free to tinker with the build. You save points because you get Barrage and Speed Infusion at levels 100 and 110 respectively.