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{{MapleStory/Big Bang}}
{{Header Nav|game=MapleStory|custom={{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Noblesse}}}}
{{Header Nav|game=MapleStory|custom={{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Cygnus Knights}}}}
<!--THIS IS NOT A TALK PAGE! Do not speak in the first person, and certainly don't sign your name at the end of your comments.-->


==Noblesse==
==AP Distribution==
===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.
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.


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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.
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.


===Skill Build===
==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).
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).
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
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==First Job Skill Build==
{{Footer Nav|game=MapleStory|prevpage=Noblesse/Skills|prevname=Skills|nextpage=Noblesse/Equipment|nextname=Equipment}}
===Blaze Wizard===
====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 29''': +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)
 
{| {{prettytable|notwide=1}}
|-
! Level
! Skill Distribution
|-
| Job Advancement
| 1 Dark Sprite (1)
|-
| 11
| 3 Keen Eyes (3)
|-
| 12
| 3 Keen Eyes (6)
|-
| 13
| 2 Keen Eyes (8) (MAX), 1 Lucky Seven (1)
|-
| 14
| 3 Lucky Seven (4)
|-
| 15
| 3 Lucky Seven (7)
|-
| 16
| 3 Lucky Seven (10)
|-
| 17
| 3 Lucky Seven (13)
|-
| 18
| 3 Lucky Seven (16)
|-
| 19
| 3 Lucky Seven (19)
|-
| 20
| 1 Lucky Seven (20) (MAX), 2 Dark Sprite (3)
|-
| 21
| 3 Dark Sprite (6)
|-
| 22
| 3 Dark Sprite (9)
|-
| 23
| 3 Dark Sprite (12)
|-
| 24
| 3 Dark Sprite (15)
|-
| 25
| 3 Dark Sprite (18)
|-
| 26
| 2 Dark Sprite (20) (MAX), 1 Disorder (1)
|-
| 27
| 2 Dark Sprite (3), 1 Dark Sight (1)
|-
| 28
| 3 Dark Sight (4)
|-
| 29
| 3 Dark Sight (7)
|-
| 30
| 3 Dark Sight (10) (MAX)
|}
 
===Dawn Warrior===
====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).
 
;Optimal build
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.
 
{|{{prettytable|notwide=1}}
!Level!!Skill!!New SP!!Total SP
|-
|10||Flash Fist||1||1
|-
|11||Lightning Sprite||1||1
|-
|11||Somersault Kick||1||1
|-
|11||Bullet Time||1||1
|-
|12||Bullet Time||3||4
|-
|13||Bullet Time||3||7
|-
|14||Bullet Time||3||10
|-
|15||Bullet Time||3||13
|-
|16||Bullet Time||3||16
|-
|17||Bullet Time||3||19
|-
|18||Bullet Time||1||20 (Max)
|-
|18||Flash Fist||2||3
|-
|19||Flash Fist||1||4
|-
|19||Somersault Kick||2||3
|-
|20||Flash Fist||3||7
|-
|21||Somersault Kick||3||6
|-
|22||Flash Fist||3||10
|-
|23||Somersault Kick||3||9
|-
|24||Flash Fist||3||13
|-
|25||Somersault Kick||3||12
|-
|26||Flash Fist||1||14
|-
|26||Dash||1||1
|-
|26||Somersault Kick||1||13
|-
|27||Somersault Kick||3||16
|-
|28||Dash||3||4
|-
|29||Dash||3||7
|-
|30||Dash||3||10 (Max)
|}
 
;Non-dash, low AP 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.
 
{|{{prettytable|notwide=1}}
!Level!!Skill!!New SP!!Total SP
|-
|10||Flash Fist||1||1
|-
|11||Lightning Sprite||1||1
|-
|11||Somersault Kick||1||1
|-
|11||Bullet Time||1||1
|-
|12||Bullet Time||3||4
|-
|13||Bullet Time||3||7
|-
|14||Bullet Time||3||10
|-
|15||Bullet Time||3||13
|-
|16||Bullet Time||3||16
|-
|17||Bullet Time||3||19
|-
|18||Bullet Time||1||20 (Max)
|-
|18||Flash Fist||2||3
|-
|19||Flash Fist||1||4
|-
|19||Somersault Kick||2||3
|-
|20||Flash Fist||3||7
|-
|21||Somersault Kick||3||6
|-
|22||Flash Fist||3||10
|-
|23||Somersault Kick||3||9
|-
|24||Flash Fist||3||13
|-
|25||Somersault Kick||3||12
|-
|26||Flash Fist||3||16
|-
|27||Somersault Kick||3||15
|-
|28||Flash Fist||3||19
|-
|29||Sommersault Kick||3||18
|-
|30||Somersault Kick||2||20 (Max)
|-
|30||Flash Fist||1||20 (Max)
|}
 
===Wind Archer===
 
==Second Job Skill Build==
===Blaze Wizard===
===Night Walker===
===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)
 
;Alternatives
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.
 
===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.
 
==Third Job Skill Build==
===Blaze Wizard===
===Night Walker===
===Dawn Warrior===
===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.
 
===Wind Archer===
 
 
{{Footer Nav|game=MapleStory|prevpage=Cygnus Knights Guide/Skills|prevname=Skills|nextpage=Cygnus Knights Guide/Equipment|nextname=Equipment}}

Latest revision as of 17:20, 23 August 2013

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.

All AP in STR

This increases your melee attack, with a fairly large damage range.

All AP in INT

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.

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).

Level Skill New SP Total SP
2 Three Snails 1 1
3 Three Snails 1 2
4 Three Snails 1 3 (Max)
5 Nimble Feet 1 1
6 Nimble Feet 1 2
7 Nimble Feet 1 3 (Max)