Warriors are the strongest melee characters in MapleStory in terms of raw damage. Warriors also have the largest amount of HP out of all the classes, as well as the highest defense. There are three main types of Warriors: Fighters, Pages, and Spearmen; each having their own pros and cons.
Pros:
Cons:
Contents |
So you want to be a Warrior? You'll have to start at the beginning like everyone else. On the character creation screen, roll the dice until you get 4 in INT and 4 in LUK, which are the "perfect" stats. However, if you do not want to wait until a 4/4, consider stopping at 4 INT and 5 LUK or vice versa because this really doesn't affect you in any way. Just make sure that STR is always the highest and DEX is somewhat close behind. If you want to create the perfect Warrior, stop rolling when you receive a 12 or more in STR, 4 in INT, and 4 in LUK. However, this is not recommended unless you have another character which can provide substantial financial support to your Warrior.
Be cautious when rolling the dice. It will probably take some time before you can get 4/4 on Int and Luk. Many people just click away and skip through the lucky throw. Have patience and slowly throw your dice once at a time.
Choose your character's name and appearance. Your clothing will not matter much as you will have the opportunity to change it at level 10. Enter the game, complete the tutorial, and voilà! You can now fight with Snails and other monsters. Being a warrior, its a breeze in Maple Island. Lvl 5 onwards, all monsters are possible; just be cautious against Orange Mushrooms.
Keep training until around level 10, then head to Southperry and head off to Victoria Island to finally become a Warrior!
Once you hit level 10, rush your way off to the town of Southperry. Talk to "Shanks" and pay the 150 mesos fee (but now there is a quest to go for free) straight to Victoria Island. Once there, jump off the ship and move to the left of Lith Harbor to see a NPC named Phil. Talk to him and he will let you go to one of the towns in Victoria Island, with a small fee. Go to Perion and climb all the way up to the top. Head inside to the tent and speak with "Dances with Balrog".
1. Go to the "3-Way Split" between Lith Harbor, Kerning City, and Henesys.
2. If you came from the left side of the screen, go towards the middle then up one level to a large yellow flower patch.
3. There is a hidden teleport here, towards the middle of the patch, but a little to the right. Check to see if a teleport is there by pressing the "up" button on every small step.
Once you get teleported, you are now at Pig Beach, a place where many Pigs, and Ribbon Pigs spawn about every 15 seconds. NOTE! Bring plenty of potions with you here, for you will get insanely hurt by the constant stampede of Pigs. If you are very unlucky, you will come upon an Iron Hog here (Pig in armor). Try not to attack him. If you do though, he will follow you a lot and hurt you for about 30-60 damage. Also, at your level, you will also miss a lot more than usual on iron hogs, therefore not knocking it back and not delaying it from getting it to you. At level 21, you will be able to enter the first Party Quest which is a very good place to gain EXP, though it can take a while to get in. Fighting Green Mushrooms at Henesys Hunting Ground I is also a decent place to train.
If you feel like burning money, go to Fish Resting Spot. Lots of Cicles and Cicos there so you can Slash Blast to your heart's delight, but even with good maneuvers you'll be losing some money.
From the subway of Kerning City, the first area is full of Bubblings who give decent EXP.
If you get bored of training, you can always to Party Quests in Kerning City. Advised not to do a party quest until you are level 25, because you will not be able to do much damage to the boss monster.
Once you've hit level 30, congratulations! After many levels of being KSed by almost every other class and leveling at a very slow pace, you will finally receive a well deserved power boost so you can stand on your own. Your average damage will stabilize at a much higher level, and your HP and defense will let you stand out among all the classes. There are three paths that lie ahead, all leading to their own brilliant glory. However, there’s still the second job advance test, an obstacle that must be passed to unlock your true power. You need to prepare for this next step and take the challenge head on.
To reach your test area, you first need to talk to Dances with Balrog, then head west from Perion two screens (where the music changes), then keep heading up until you see a guy standing. Talk to the guy, and he will transport you to your testing area. At the test area, you will be fighting Fire Boars and Lupins. They are different from the everyday Fire Boars and Lupins you will see in Perion and Ellinia. No sir, they're evil, pure evil, all the way to their burning flesh/banana filled stomach, and they actually have less HP than their normal counterparts. You will need 43 accuracy to hit them 100% of the time, so if your accuracy is lower, Sniper Pots might do you some good. The lupins are really difficult to bring down (WARNING!!! Do NOT use Slash Blast on Lupin; being swarmed with unavoidable attacks that do up to 10% of your max HP is the LEAST thing you would want), so you might want to stick with Fire Boars only. In any case, it shouldn't be long before they bite the dust and either drop their evil, sinister mind, in the form of a marble, or just disappear completely into Purgatory. Once you've found your 30 Marbles, talk to the guy inside the test area and he will let you out with Proof of Hero. Now, bring your proof, Talk to Dances with Balrog, and you will be able to make your decision to either be a Fighter, a Page, or a Spearman. If you're unsure which path to choose (as most people who are indecisive), don't fret. I will list out their advantages and disadvantages below.
Before level 50, Fighters and Pages are basically the same thing with tiny differences. Spearman, however, suffers from instability of damage and slow attacking speed, so the other two classes come slightly ahead.
At level 50-70, Fighters gain Rage and become the most damaging class of all Maple Story (I'm talking about average damage: nobody can top Archer in maximum damage, except perhaps a super-duper-powered-up assassin), and Spearman catch up with the ability to use Hyper Body and the fact their damage edge is becoming more significant. Pages, however, suffer from the mediocrity of Threaten, and become the weakest link of the Warrior family.
At level 70+, you will receive your 3rd job advance. Dragon Knights become MUCH faster with Spear Crusher, and though they do not do massive damage in a single hit you do lower damage spread out over A LOT of hits, Crusaders will be known for doing MASSIVE damage from here on, once you've leveled up Combo and preferably Panic over Coma. Crusaders, as they use mainly swords (axes on fewer occasions but they do fine if you use axe booster) which are faster then blunt weapons (which are the better choice for White Knights)(Swords can be used too, for more stable damage, and more damage over time, with a better speed) and spears and pole arms, all of these weapons are slower then swords making for faster kills, and swords have the most reliable damage of I think any weapon in the game. This makes most Crusaders both faster AND stronger then other classes. Now pages,(finally) though they are not known for massive damage they have one thing that would make any Crusader or Spearman A LOT stronger...elements. (Although they do have elements, you will need to be a very high level, like 85+, to have all elements maxed out) Pages have the ability to attack with Fire, Ice, and Lightning. This means that if they find themselves in a situation where they are surrounded by monsters weak to fire they can whip out their fire attacks, if the situation changes to ice-weak monsters they can quickly adapt to the change. Plus, ice charge freezes the enemy for a second or two. They also have Magic Crash which will allow them cancel out Magic Defense.
So basically: If you're a person who loves seeing big damage (REALLY big damage), and kill a high level monster such as Lycanthrope in one hit, go for Fighter. If you're a person who wants to kill a large number of enemies in half the amount of attacks that it would take to solo them, go for Spearman. If you're a person who likes to be cool and use elemental attacks, go for Page.
Seeing that the 2nd jobs for warrior are so similar, there's really no need to divide into three sections. The unique thing about warrior is that, while most other 2nd jobs must choose one specific weapon, each separation of the warrior guild can choose between two weapons to use:
With the exception of Spearmen, it's strongly recommended that you stick with one weapon. Spearmen can choose to either stick with one weapon or go hybrid, meaning to master both weapons.
A big controversy in warrior build is the DEX Cap. The whole point of DEX is accuracy. However, you will also want to keep your damage as high as possible. Therefore, it is recommended to keep the DEX you have just as much as you need, so you'll have no problem hitting everything while doing as high damage as possible under that condition.
First of all, the whole point of DEX is to increase your accuracy. There are a lot of ways to improve your accuracy. Listed below are most of the ways.
As you can see, adding DEX is not the only option of raising accuracy you will need to hit a specific monster.
These formula are used by the calculator here. Another calculator can be found here.
The following values are required
If you are a higher level than the enemy, this formula tells how much accuracy is required to hit every time:
3.68 * AVOID
This formula tells how much accuracy is required to hit the enemy 100% at your level:
3.68 * AVOID + 0.15 * LVLDIFF * AVOID
This formula tells the hit ratio for any enemy at your level:
Hit Ratio = 100% * (ACC/(AVOID * (1.84 + 0.075 * LVLDIFF))-1)
For example, you will need an accuracy of 111 to fully hit a Yeti & Pepe at level 78+ (Recommended level 80+ so you can save DEX by scrolling the overall instead), 140 accuracy to hit Bains on level 90+, and 148 accuracy to hit Crimson Balrog on level 100+. To be accurate, you need 92 accuracy at level 57 to hit Zombies 100%.
Even though warriors are known for fighting up front and soaking up a lot of damage, measures should always be taken to minimize the amount of damage taken to save pots and mesos:
This article could use a cleanup in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.
If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
Cleanup required: Copied from BasilMarket, some of this may be covered elsewhere
Most of the warrior classes are basically the same during 2nd job. All of them use Power Strike and Slash Blast as their main attacks. Basically the differences can be summed up in two areas: skills and weapon choices.
As a Crusader, you will eventually learn two new major attacks: Coma and Panic, the two strongest individual attacks in the game(aside from 4th job). Each of these is very powerful, but requires that you charge up a "Combo," similar to fighting games, meaning that you can only use these once every several attacks, and the rest of the time you use weaker attacks. You build this combo by using other attacks, such as Power Strike or Slash Blast. Each time you hit with something, you charge an orb. Each orb adds to your power, until you use either Coma or Panic, which releases the orbs. This results in several smaller hits, leading up to one very powerful hit. Crusaders are also something of a "balanced" class in that their skills are equally suited to both soloing and partying, no matter what they're fighting. If you like seeing big, 5-digit individual numbers appear on your screen, this is your class. Crusaders, after level 100, deal the most total damage over time on single targets, bosses, and large mobs, as long as the monster they're hitting isn't weak to any elements.
Crusaders continue to use Power Strike as their main attack. Each time they hit with it, they charge an orb on their Combo. The orbs will add to your damage with each hit. You can also use a new attack called Panic, once you have a certain number of orbs charged. Using Panic resets your orb count to 0.
Crusaders deal the most damage to single monsters overtime compared to the other Warrior Classes. But, if the monster is elementally weak and a WK can benefit from this, then the WK will win in overall damage. This advantage doesn't really show unless the monster has a lot of HP (Primarily Bosses) due to constant Charge Up to Finisher playing style.
Crusaders will continue to use the same basic tactics as in second job - Power Strike if there are two or less monsters, Slash Blast if there are more, as long as you can knock back with it. Similar to Panic, Crusaders also get a mobbing "finisher" called Coma. Coma hits a mob of up to 6 with the range of Fury, stuns most of the time, but resets your orb count to 0. With Slash Blast and Coma, Crusaders can very slightly outdamage the other warrior classes on mobs of 5 or 6 enemies, but it is a very close call with Dragon Knights and unstable damage strings result in less knockback
Based on inefficiency of FA on mobs and range, Crusaders and WKs are both less effective in mobs of 5 and 6 monsters in comparison to DKs, though FA has the same range as Fury. Coma also has the same range. Though the total damage that will be dealt by FA is 250% which is close to another Power Strike, if dealt to other monsters, it divides that 250% disproportionately. The FA damage divided up with a mob of 6 is "1.67*, .56*, .18*, .06*, .02*, .006*." This seriously hinders overall damage while DKs do not have to worry with such inconsistency through Fury/Buster. Also, they don't have to worry about KB as much. The 2nd monster will only receive around 34% of the damage the 1st monster received, the 3rd monster will only receive around 32% of the damage the 2nd monster received, and so on. This seriously hinders keeping a mob at bay to reduce pot costs. That is why such Defensive Tactics are noted as follows.
Crusaders have several gameplay tactics they can use defensively. For instance, they can use Coma with less than 5 orbs to stun enemies at any time, as long as they have at least one orb charged. This becomes key when dealing with large mobs to minimize pot costs. Such a method is as follows: Stun the mob with coma (No matter the number of orbs), then Power Strike a single monster repeatedly. Then, with 5 orbs, or if needed to keep control over the mob, stun the mob again and repeat. This is a very useful skill that many crusaders use which helps soloing. At higher levels, Crusaders also get Shout, an attack that stuns an enemy (95% chance) within a certain area, including those above or below you. It lasts a full 10 seconds with the skill maxed, unless the stun is interrupted.
Rage provides a free 10 weapon attack boost for a party of 6. They are also very fast killers at big mob spots like Himes, and their specific tactics also rack up fast experience at Gobies.
Because many characters use stronger attack boosts when bossing, their party skill, Rage, is often not considered as a factor. Crusaders are mainly used in bossing parties for their damage-dealing; on single elementally neutral monsters, Crusaders rack up the most total damage per minute of the warrior classes, and the second most at elementally weak bosses. Crusaders suffer against bosses that Dispel constantly, since this can eliminate their charged orbs.
Crusaders can choose from a variety of weapons. They can choose axes for low scrolling costs resulting in high weapon attack, but unstable damage, or swords for high costs but stable damage; they can choose 2-handed weapons for slower attack speed but higher damage per hit, or 1-handed weapons for faster attack speed but lower damage per hit.
One weakness of Crusaders is that their skills result in a string of unstable damage. Against some monsters, this can result in wild damage variety, causing knockback issues in some cases compared to the stable damage of White Knights. Also, Crusader's stun is interruptible, meaning if you were to hit the stunned monster after using coma/shout on it, it will become unstunned. This can be quite irritating dealing with a large mob around you. If Power Guard is on, bumping into the stunned monster will cause it to become unstunned.
Crusaders also take a long time to master their attack skills, as they spend many levels mastering Combo first.
White Knights are patterned around two main areas: elemental attacks and defensive tactics. Their ability to use Fire, Ice, and Lightning charges makes them very strong against anything weak to those elements, outdamaging the other two classes over time and providing steadier knockback, although they deal less damage over time against enemies not weak to an element. Additionally, they can freeze and stun mobs; combined with Threaten, this provides them with a good balance of defense and offense that makes them the game's premier solo class.
For WKs, though the holy element wont be available until 4th, the only things set in stone about elements are that fire is good against ice, ice against fire, and holy against undead. For the rest, lightning is good against some fire monsters and some water monsters.
White Knights continue to use Power Strike (260% damage) and Slash Blast (130% damage) as their main attacks. However, they may use these with an elemental charge. The charges provide attack boosts as follows, on Power Strike:
This steady string of damage results in more damage over time on a single target than Crusaders or Dragon Knights, as long as the monster is weak to fire or lightning. If not, Crusaders will deal more.
White Knights continue to use Slash Blast for mobbing; it always deals exactly half of Power Strike's damage, on a mob of up to 6. Therefore:
They can also use Charged Blow, which deals base 250% damage to each monster in a mob, and stuns them; in exchange, you lose your elemental charge and have to use it again.
Unfortunately, due to Slash Blast and Charge Blow being their only arsenal for mobs, they do the least damage overtime to mobs of 5-6 Monsters. FA hinders this also as explained under the Crusader Section "Damage on Mobs." Only in 4th job will WKs truly shine, being able to spam Charge Blow, but until then, they remain a great soloer and #1 on overall damage to single targets that are elementally weak.
White Knights are very good at using tactics to avoid damage. Their second job skill, Threaten, reduces damage from any target; adding to the picture the ability to freeze with Ice Charge, or to stun with Charged Blow, also helps immensely. Charged Blow's stun, unlike that from Coma or Shout (Crusader skills), isn't interrupted when the enemy is hit. Finally, against any enemy with an elemental weakness, White Knights have the steadiest knockback of the three warriors, which helps to keep enemies at bay and prevents bump damage.
Since they have no party skills, White Knights are usually soloists. They do sometimes appear in parties for training monsters weak to an element, though, such as Duals or Grims, at which they would be the fastest killers of the warrior classes.
White Knights dish out the most damage per minute of any warrior class at Pianus, which is weak to Fire, and Black Crow, which is weak to Lightning. They see limited use at other bosses, such as Papulatus or Zakum, since they have no party skills and Crusaders dish out more total damage than they do at those bosses. But as an exception, high lvl WKs are recruited into Pap runs for their constant KB.
See Crusader, above. Replace axes with blunt weapons.
Due to their lack of party skills, White Knights aren't often sought as party members (exceptions include Grims, Duals, etc from levels 80-100); however, since they have tactics suited to avoiding damage and killing fast, they are gods of soloing anyway. Against an enemy which isn't weak to any element, White Knights also dish out less damage than even a Crusader without Panic or Coma. Since the two fastest leveling spots in GMS (Himes and Gobies) are currently both neutral, this poses a difficult situation for very high leveled White Knights.
Dragon Knights are the Party Animals of MapleStory, a balance between damage-dealing warrior and support character. Their skill Hyper Body is up there with the likes of Bless, Heal, and Holy Symbol as one of the most sought-after party skills. Additionally, they have strong mobbing attacks that cause them to deal very high damage against mobs, making them good training partners for Priests, among others. They don't do too well with knockback and have few defensive abilities; therefore, they rely heavily on Priests or exceptional tactics to avoid damage. Their damage on single targets isn't so high over time, and while they can play without a party, they're not usually the preferred class for those who play this way. However, if you like to play socially, with your friends, partying random people, helping others survive boss battles, and so on, this just might be the class for you...
Individually, Dragon Knights with Crusher hit the highest average damage per hit on a single target; however, because Crusher is a very slow attack, this results in less total damage over time. Dragon Knights also learn a few other new attacks, the other single-target one being Sacrifice. When maxed, their attacks deal approximately the following damage to a single target:
Dragon Knights' attacks shine more against mobs than they do against single targets; knockback is still an issue, but their raw damage on most mob sizes is the highest of the warrior classes. Their mob attacks, when maxed out, are the following:
Roar is rarely used because of its casting time and the fact that you become stunned for 2 seconds after using it; however, it's there.
DKs, having two main attacks that are both mob attacks, do the most damage to mobs of 5 and 6 monsters overtime due to range and damage of Fury. Though Crusaders outdamage DKs on mobs of 5-6 monsters, due to range, DKs have a tendency to do better because they can hit more monsters easier. They are also superior in mobs of 2-3 with Buster.
Because a Dragon Knight's main small-mob and single-target attack, Crusher, is poor with knockback, they rely strongly on partying Priests to keep themselves from burning potions. However, they have defensive advantages to help. For starters, Fury is a very long ranged attack that can be used to kill mobs while running away from them. Additionally, Sacrifice can be used if necessary to help keep an enemy at bay. Also, using ER to reduce 40% of damage dealt by magic attacks and using long range tactics, the DK receives less damage. Of course, dealing with mobs usually ends up with taking touch damage. So it is debatable on exactly how much it helps.
Dragon Knights are one of the game's most partied classes because of Hyper Body. This vital skill makes it possible for Archers, Mages, Bandits, and even Hermits to survive most of the strongest enemies' attacks, including those of bosses. Their mobbing skills, especially on both small and large mobs, also makes them desirable training partners, particularly at the game's currently most popular high-level training spot, Himes.
See above for the benefits of Hyper Body. Dragon Knights are one of the few classes in the game that can provide vital support skills while still dishing out damage to a boss, even though their damage over time is somewhat less than the other two classes'. They are priceless for their contributions in bomb control. A constant 10k+ damage can save many in Pianus from the devastating 10k+ damage dealt when the blood booms explode. Also, Roar is used in Pap runs to explode the dark stars on the top platforms, thus neutralizing threats that can potentially deal 8k+ damage.
Dragon Knights' weapons lose their 2nd job instability by using forced stab or swing attacks in 3rd job. Spears and Polearms also both have very long reach, but slower attacks. Combined with Buster's slow skill speed, this is why Dragon Knights are outdamaged by the other two classes over time on bosses. However, Polearms are the only warrior weapon in 3rd job capable of hitting Zakum's top arms, which is just one of many benefits from their range.
Spear Users will use Buster to maximize damage output, which does the most damage to mobs of 2-3 monsters overtime. They tend to lvl faster in the early stages of 3rd job as their training spots have more mobs of 2-3 monsters. Polearm Users will use Fury to maximize damage output, which does the 2nd most damage to mobs of 5-6 monsters overtime and has greater KB capabilities than Buster. They tend to lvl faster in the later stages of 3rd job because their mobbing capabilities do well against Gobies and Himes. Hybrid users have the use of both weapons to use both Buster and Fury to their full potential. Unfortunately, it tends to take longer w/o FA in 2nd job, and it sometimes costs more for Hybrids who have two weapons.
As mentioned above, Dragon Knights have the lowest damage over time on single targets, but since training generally involves fighting mobs and they have Hyper Body for boss parties, they will always be a contribution in parties anyway. Additionally, since the strongest attack for knockback that a DK can use without sacrificing HP is an unbuffed Power Strike, their KB rates are much lower than the other classes, which causes them to generally take more damage from fast-moving enemies. Combined with a lack of Power Guard, this makes it very difficult for DKs to solo, but it can be done. DKs lvl 100+ with ER, HB, and NLC pots combined will eventually spend around the same amount of money on pots if compared to a Sader and WK if they both took the same amount of touch damage (Example: Himes).