MapleStory/Warrior/Builds

Stat Build
Generally, it is 2x level == dex until you reach a certain level, where you start to "cap" your dex eternally. Common capping points are 60 dex, 90 dex, and 4 dex.

The Cookie-Cutter (or generic) warrior build is the most used warrior build, and the most recommended if you're not too rich, yet still want to deal out alot of damage. The usual stat build for this type of warrior is 60-90 DEX, and rest into STR.

Keep your DEX twice your level before level 30, then put 1 point in DEX and 4 point in STR every level after that, until your DEX reaches the cap you want (from that point on, it's all STR til the end). There is not a "best" DEX cap, but most warriors cap their DEX at 60-90.

Warrior Skill Build
The recommended SP build (Cookie-Cutter) if this is your first character. (By Regal Star aka MajesticMystic)


 * 1) Improved HP Recovery (5)
 * 2) Improved HP Increase (10) [MAX]
 * 3) Power Strike (1)
 * 4) Slash Blast (10)
 * 5) Power Strike (20) [MAX]
 * 6) Slash Blast (20) [MAX]
 * 7) Endure (1)*
 * 8) Improved HP Recovery (5)*


 * You can use the last six skill points anywhere, they don't need to be used on these skills.
 * You can also max Slash Blast before Power Strike.
 * It is extremely important that a warrior max Improved HP Increase as soon as possible, this skill is the reason why warriors have so much HP.
 * If you are a Fighter, you might consider getting lvl 1 Iron Body to cancel out the ill-effects of Rage.

2nd Job Skill Builds
Basically, if you choose to max only one weapon, you have enough SP to max everything. The only thing is the order.

Fighter

 * Weapon Mastery (19)
 * Weapon Booster (5)
 * Final Attack: Weapon (30)
 * Fury (3)
 * Power Guard (30)
 * Fury (17)
 * Weapon Booster (15)
 * Weapon Mastery (1) (Warrior need as much accuracy as they can have)
 * Anywhere (1)

You can choose freely the order of Final Attack, Fury and Power Guard. Just keep in mind to max Power Guard AFTER Final Attack, and that you need 3 Fury to unlock Power Guard.

Page

 * Weapon Mastery (19)
 * Weapon Booster (5)
 * Final Attack: Weapon (30)
 * Threaten (3)
 * Power Guard (30)
 * Threaten (17)
 * Weapon Booster (15)
 * Weapon Mastery (1) (Warrior need as much accuracy as they can have)
 * Anywhere (1)

There is much less to debate about. Threaten isn't nearly as useful as Fury is (although I'm not saying that it's useless), so it should be left to be maxed last.

Spearman
One Weapon Spearman Build:


 * Weapon Mastery (19)
 * Weapon Booster (5)
 * Final Attack: Weapon (30)
 * Iron Wall (3)
 * Hyper Body (30)
 * Weapon Booster (15)
 * Weapon Mastery (1) (Warrior need as much accuracy as they can have)
 * Anywhere (18) (Free points)

Not much to say here. Iron Wall is utterly useless.

Hybrid Spearman Build A


 * Primary Weapon Mastery (19)
 * Primary Weapon Booster (5)
 * Iron Wall (3)
 * Hyper Body (30)
 * Secondary Weapon Mastery (19)
 * Secondary Weapon Booster (5)
 * Booster (30) (Fill up booster for both weapons)
 * Free Points (10) (Anywhere except for Final Attack)

Hybrid helps quite a bit in the 3rd job advance, as Crusher and Slasher only works well with Spear and Pole Arm, respectively. However, your 2nd job advance period will be quite hard because of the lack of Final Attack. Which weapon to use as Primary is up to you.

Hybrid Spearman Build B


 * Primary Weapon Mastery (19)
 * Primary Weapon Booster (5)
 * Final Attack: Primary Weapon (30)
 * Iron Wall (3)
 * Hyper Body (30)
 * Secondary Weapon Mastery (19)
 * Secondary Weapon Booster (5)
 * Primary Weapon Booster (5)
 * Secondary Weapon Booster (5)

This allows you to go Hybrid with FA on one weapon (you only need it on one weapon, because who cares if you're hybrid in 2nd job?), allowing you to train faster in 2nd job period. This sacrificed 10 points in each weapon's booster, but chances are, it won't make much of a difference anyways. Again, which weapon to use as Primary Weapon is up to you.

The Low-DEX Build
The Low-DEX build is designed to get the maximum damage out of a Warrior, capping DEX extremely low from anywhere about 5-60, and using DEX scrolls on thier shoes or overalls. A 10% overall DEX scroll can add 3 accuracy and 5 DEX. A 10% shoe DEX scroll can add 3 accuracy. And a 10% glove DEX can add 5 accuracy and 3 DEX. Each DEX point is 0.8 Accuracy, which means each overall scroll adds 7 Accuracy. With 5 slots on your shoes, (and a certain pair that has 7) you could get up to 21 extra Accuracy. If you use an Overall with 10 slots, then you could get 70 extra Accuracy, and if you add that to your godly shoes, that is 91 Accuracy! And some overalls have a bonus +5 DEX, which is another 4 Accuracy. It's VERY hard to get 10 10% scrolls to work on one piece of equipment, so don't expect it to happen too often (or at all). In addition, the second job "Mastery" skill increases Accuracy by 20 when maxed, assuming that the corresponding weapon is equipped.

The Pure HP Build
This build is not recommended for those just starting the game. That said, it is a viable build for advanced players with money to burn and plenty of spare time. The general premise is this: Once you've got Improved HP Increase to level 10, put all your AP into the HP option, to give your character a monstrous amount of hit points. The advantages of this are that you can go to areas with extremely tough monsters, and not be killed thanks to how long it takes them to kill you. This is probably the build that will let you kill the Jr. Balrog and other powerful monsters the soonest; however it is not cheap to do, nor easy. It is just possible earlier. So you want to do this? There are some things you need to have. First, you need lots of money. Without money, training is incredibly slow, and even once you've got it to a higher level, you won't be able to afford pots. Second, if you want to get any use out of the character, you need at least one friend who is a Cleric. They will probably be more than happy to help heal you, since they get exp based on how much they heal, and you will have a lot of HP to heal. Third, if you want to do this quickly, you will need someone who can enter a party with you and train you.

Once you have these, you are ready to begin. The ideal stat build is as follows: Roll 12 STR, and 4 in 2 of the other stats, 5 in the third. Since you do not need damage, it doesn't really matter where the 5 is. Eleven or 10 STR is also permissible, but you lose 50-100 hp.

From level 1-6, add points into STR. Stop doing this when you hit 35 STR, as this is all you need to do the Warrior job advance. This should happen at level 6, and you will have 2 spare AP. After this level, keep storing your AP, because you will get the most benefit from it after you have the HP Increase skill at it's maximum level.

To train, you will probably want to stay on Maple Island until level 6 or 10, depending on whether you have the friend to party with and train for you. Up to level 6, it is faster to train on your own, but at level 6 you get a reasonable amount of experience when in a party with someone, and the amount of exp you need to level up jumps dramatically. If you cannot find someone to do this, just stay at Maple Island until level 10 - snails are your best option due to only having 35 STR, and there are no better equipments on Victoria Island.

Once you hit level 10, you are ready to become a Warrior. Once you do this, you have a multitude of options - you can keep having the person train for you, or you can go to Ossyria, and use the Item Exchange Quest to gain experience. This is a simple quest where you return 100 items to an NPC, and he gives you 500 exp and some randomly chosen prize. Thus it is very fast to train in this way if you have the items readily available - and if you have the money, you should be able to buy them from other players. Now that you are level 10 and gaining, we turn to the SP Build.


 * 10 - 1 Improved HP Recovery
 * 11 - 4 Improved HP Recovery
 * 12 - 5 Improved HP Recovery, 2 Improved HP Increase.
 * 13 - 5 Improved HP Recovery, 5 Improved HP Increase.
 * 14 - 5 Improved HP Recovery, 8 Improved HP Increase.
 * 15 - 5 Improved HP Recovery, 10 Improved HP Increase.

Thus at level 15, you have the skill Improved HP Increase at it's maximum level, and you have all those AP that you saved up since level 6 (47 if you get ideal stats). You can just put them all in the HP option and watch your HP grow to an enormous number - at the end, you should have around 3,000HP!

After this, the SP usage is not very important since most of the 1st job skills are pretty much useless. If you want to try fighting for yourself, you will be weak, but you can get the damage increase skills first. If you just want to use the Exchange Quest more, or leech experience from someone, maximize Improved HP Recovery and Endure, as they are more useful to you. The AP usage is simple - put all the points in HP every time you level up.

The Exchange Quest remains a reasonable way to gain experience until level 21, at which point if you can find people to enter the Party Quest with, this will be a much better way to get experience. At level 20, it costs approximately 100,000 mesos to level up using the Exchange Quest if you trade Solid Horns, which can generally be purchased for 50 mesos. So if you're poor, this may not be the best thing anymore. The reason for the variance in price is that the prizes you get have different values - some are worth almost as much as the money the items cost, some are worth less than half. As for the Party Quest, you won't do any killing, but if you can find a willing party then go for it!

Level 30 is the next interesting point. You've got here in whatever way, probably costing vast amounts of mesos, or taking a ridiculously long time, but you've done it. Now, all that's left before you and your ultimate success is the 2nd job advance test, which is impossible for you to complete by yourself (and by impossible, I mean impossible. Not a chance. Zero). You will need another regular warrior who's completeing the quest to help you: Let him kill the monsters, and you can then loot their marbles. Now, the chance of finding a warrior who's job advancing at the precise time as you are is... not very probable, so good luck, you will need it.

Once you have done that, Congratulations! You will now be getting the most useful skill to you: Powerguard. Powerguard is available to both Fighters and Pages, but Fighters are generally considered the better choice thanks to gaining several hundred HP when they choose their 2nd Job. Either way, Powerguard does the same thing - returns some of the damage monsters deal to you by running into you (bump damage) to the monsters. The reason it is so nice is because of how it works - it returns a percentage of the total damage done to you. Thus, the stronger the monster's attack, the more damage it will do to itself if you run into it. This damage ignores accuracy, so if the monster hits you, you hit it back, unless it hits you for 1 damage. In that case, you would not be doing any damage at all, so it records a "MISS". As you can see, with a massive amount of HP, this means you can take on some of the strongest monsters in the game, and as long as you have a Cleric along or a bunch of pots, there's no risk of you even dying. Heck, if you feel bold, party a Cleric and go kill Crimson Balrog. You won't die if the cleric doesn't.

Once you have Power Guard, you can choose Rage (as a Fighter), or other skills - Rage is useful to party members because it improves their weapon attack, and if you are always training with someone they will appreciate this. Rage also decreases your own weapon defense, increasing Power Guard damage ever so little. It should be noted that your armor cannot go below 0.

And there you have it. The (nearly) Pure HP Warrior. With an estimated 8,000hp by level 30, and rising to 15,000 at level 50, you are in no danger of dying from any of the monsters currently in the game. Clerics will also love the hundreds of experience they get when they heal you.