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).

AP Distribution
LUK is only used for the Blaze Wizard as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level. When you level, put 4 points into INT and 1 point into LUK. If you are not sure, press Auto Assign as this will take advantage of equipment stats as well.

* Level 10 -> 13 LUK * Level 35 -> 38 LUK * Level 40 -> 43 LUK

INT is the Blaze Wizard's main damage stat, as it adds to the character's Magic Attack. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL! Some people cap their LUK at 50 or so and put all AP on INT after that.

Skill Build
Maxing MP Increase first is no longer necessary post BB. For the first few levels, you will be able to use Three Snails to attack, and save MP if Magic Claw is draining it too quickly. Flame is replaced by Ifrit in third job, so it does not need to be maxed.


 * Regular Build
 * Level 10: +1 Flame (1)
 * Level 11: +3 Magic Claw (3)
 * Level 12: +3 Magic Claw (6)
 * Level 13: +3 Magic Claw (9)
 * Level 14: +3 Magic Claw (12)
 * Level 15: +3 Magic Claw (15)
 * Level 16: +3 Magic Claw (18)
 * Level 17: +2 Magic Claw (20), +1 MP Boost (1)
 * Level 18: +3 MP Boost (4)
 * Level 19: +3 MP Boost (7)
 * Level 20: +3 MP Boost (10)
 * Level 21: +3 Flame (4)
 * Level 22: +1 Magic Guard (1), +2 Flame (6)
 * Level 23: +3 Magic Guard (4)
 * Level 24: +3 Magic Guard (7)
 * Level 25: +3 Magic Guard (10)
 * Level 26: +3 Magic Guard (13)
 * Level 27: +2 Magic Guard (15), +1 Magic Armor (1)
 * Level 28: +3 Magic Armor (4)
 * Level 29: +3 Magic Armor (7)
 * Level 30: +3 Magic Armor (10)


 * End Result
 * Magic Claw: Level 20
 * MP Boost: Level 10
 * Flame: Level 6
 * Magic Guard: Level 15
 * Magic Armor: Level 10

Flame is replaced by Ifrit in third job, so it does not need to be maxed. Magic Armor 10 last for 200 seconds and works good on a macro when you get second job Meditation & Spell Booster. If you do max Flame, you will be left with 6 on Magic Armor and it's timer is too short.

Night Walker

 * 1 Dark Sprite (1)
 * 8 Keen Eyes (8) (MAX)
 * 20 Lucky Seven (20) (MAX)
 * 19 Dark Sprite (20) (MAX)
 * 3 Disorder (3)
 * 10 Dark Sight (10) (MAX)

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

Blaze Wizard
Finally, a mob skill. Teleport could be raised early or later depending on how much you use it. It's costly with only 1 SP on it.


 * Regular Build
 * Level 30: +1 Fire Pillar (1)
 * Level 31: +2 Spell Mastery (2), +1 Teleport (1)
 * Level 32: +3 Spell Mastery (5)
 * Level 33: +3 Spell Mastery (8)
 * Level 34: +3 Spell Mastery (11)
 * Level 35: +3 Spell Mastery (14)
 * Level 36: +3 Spell Mastery (17)
 * Level 37: +3 Spell Mastery (20)
 * Level 38: +3 Fire Pillar (4)
 * Level 39: +3 Fire Pillar (7)
 * Level 40: +3 Fire Pillar (10)
 * Level 41: +3 Fire Pillar (13)
 * Level 42: +3 Fire Pillar (16)
 * Level 43: +3 Fire Pillar (19)
 * Level 44: +1 Fire Pillar (20), +2 Spell Booster (2)
 * Level 45: +3 Spell Booster (5)
 * Level 46: +3 Spell Booster (8)
 * Level 47: +3 Spell Booster (11)
 * Level 48: +3 Teleport (4)
 * Level 49: +3 Teleport (7)
 * Level 50: +3 Teleport (10)
 * Level 51: +3 Teleport (13)
 * Level 52: +3 Teleport (16)
 * Level 53: +3 Teleport (19)
 * Level 54: +1 Teleport  (20), +2 Meditation (2)
 * Level 55: +3 Meditation (5)
 * Level 56: +3 Meditation (8)
 * Level 57: +3 Meditation (11)
 * Level 58: +3 Meditation (14)
 * Level 59: +3 Meditation (17)
 * Level 60: +3 Meditation (20)
 * Level 61: +3 Spell Booster (14)
 * Level 62: +3 Spell Booster (17)
 * Level 63: +3 Spell Booster (20)
 * Level 64: +3 Elemental Reset (3)
 * Level 65: +3 Elemental Reset (6)
 * Level 66: +3 Elemental Reset (9)
 * Level 67: +1 Elemental Reset (10), +2 Slow (2)
 * Level 68: +3 Slow (5)
 * Level 69: +3 Slow (8)
 * Level 70: +2 Slow (10), +1 Fire Arrow (1)


 * End Result
 * Spell Mastery: Level 20
 * Fire Pillar: Level 20
 * Teleport: Level 20
 * Meditation: Level 20
 * Spell Booster: Level 20
 * Elemental Reset: Level 10
 * Slow: Level 10
 * Fire Arrow: Level 1

Fire Arrow is replaced by Fire Strike in third job, so it does not need to be maxed, and those 29 SP are better used elsewhere. You could raise Meditation & Spell Booster together as they work well on a macro with first job Magic Armor. (Booster last as it cast slow (Armor/Meditation/Booster))

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.

Blaze Wizard
Fire Strike hits 6, it's fast, and has a good range. (Now you know why you didn't get Fire Arrow in second job) 1 SP on Flame Gear early just because it's cool, but it's really not very useful till you get more points on it later. Don't raise Element Amplification too early, or it will cost you too much MP.


 * Regular Build
 * Level 70: +1 Fire Strike (1)
 * Level 71: +2 Fire Strike (3), +1 Flame Gear (1)
 * Level 72: +3 Fire Strike (6)
 * Level 73: +3 Fire Strike (9)
 * Level 74: +3 Fire Strike (12)
 * Level 75: +3 Fire Strike (15)
 * Level 76: +3 Fire Strike (18)
 * Level 77: +3 Fire Strike (21)
 * Level 78: +3 Fire Strike (24)
 * Level 79: +3 Fire Strike (27)
 * Level 80: +3 Fire Strike (30)
 * Level 81: +3 Element Amplification (3)
 * Level 82: +3 Flame Gear (4)
 * Level 83: +3 Flame Gear (7)
 * Level 84: +3 Flame Gear (10)
 * Level 85: +3 Flame Gear (13)
 * Level 86: +3 Flame Gear (16)
 * Level 87: +3 Flame Gear (19)
 * Level 88: +1 Element Amplification (4), +2 Flame Gear (21)
 * Level 89: +3 Element Amplification (7)
 * Level 90: +3 Element Amplification (10)
 * Level 91: +3 Element Amplification (13)
 * Level 92: +3 Element Amplification (16)
 * Level 93: +3 Element Amplification (19)
 * Level 94: +1 Element Amplification (20), Save 2 SP for Ifrit (2) -- (Level 100 Quest to gain skill)
 * Level 95: Save 3 SP for Ifrit (5)
 * Level 96: Save 3 SP for Ifrit (8)
 * Level 97: Save 3 SP for Ifrit (11)
 * Level 98: Save 3 SP for Ifrit (14)
 * Level 99: Save 3 SP for Ifrit (17)
 * Level 100: +3 Ifrit (20)
 * Level 101: +3 Flame Gear (24)
 * Level 102: +3 Flame Gear (27)
 * Level 103: +3 Flame Gear (30)
 * Level 104: +1 Seal (1), Save 2 SP for Meteor Shower (2) -- (Level 110 Quest to gain skill)
 * Level 105: Save 3 SP for Meteor Shower (5)
 * Level 106: Save 3 SP for Meteor Shower (8)
 * Level 107: Save 3 SP for Meteor Shower (11)
 * Level 108: Save 3 SP for Meteor Shower (14)
 * Level 109: Save 3 SP for Meteor Shower (17)
 * Level 110: +3 Meteor Shower (20)
 * Level 111: +3 Elemental Resistance (3)
 * Level 112: +3 Elemental Resistance (6)
 * Level 113: +3 Elemental Resistance (9)
 * Level 114: +3 Elemental Resistance (12)
 * Level 115: +3 Elemental Resistance (15)
 * Level 116: +3 Elemental Resistance (18)
 * Level 117: +2 Elemental Resistance (20), +1 Seal (2)
 * Level 118: +3 Seal (5)
 * Level 119: +3 Seal (8)
 * Level 120: +2 Seal (11)


 * End Result
 * Fire Strike: Level 30
 * Element Amplification: Level 20
 * Ifrit: Level 20
 * Flame Gear: Level 30
 * Meteor Shower: Level 20
 * Elemental Resistance: Level 20
 * Seal: Level 11

Seal cast fast and is useful with only one point, so it does not need to be maxed early, or at all. Elemental Resistance is not a great skill, but Mage's are pretty weak when it comes to armor/defense so we can use all the help we can get. You could max Seal instead of Elemental Resistance if you want.

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.