Class Choosing Guide: Difference between revisions

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==[[Warrior]]==
==[[Warrior]]==


'''Warriors''' are like tanks: they can take a lot of damage, and can deal it right back. As they are melee fighters, they cannot use ranged attacks, so they are given much more health and defense to compensate. While they can later prove to be quite powerful, [[warrior]]s are eclipsed by [[magician]]s in the beginner zone and [[assassin]]s in the intermediate zone. The life of a warrior requires much patience, but to those willing to tough it out, it can be a rewarding experience.
'''Warriors''' are like tanks: they can take a lot of damage, and can deal it right back. As they are melee fighters, they cannot use ranged attacks, so they are given much more health and defense to compensate. While they can later prove to be quite powerful, warriors are generally eclipsed by some classes in 1st and 2nd job (you probably aren't playing for purely that, anyway, right?). The life of a warrior requires much patience, but to those willing to tough it out, it can be a rewarding experience.


There are five different types of weapons available to the warrior class: [[Polearm]]s, [[Spear]]s, [[Blunt Weapon]]s, [[:Category:One Handed Axes|One-handed axes]], [[:Category:Two Handed Axes|Two-handed Axes]] and [[Sword]]s. It is highly recommended to choose one weapon type and stick with it, as the second job advancement will only offer mastery skills for two or three weapons. With one weapon skill mastered, one can maximize the amount of damage they can potentially dish out.
There are five different types of weapons available to the warrior class: [[Polearm]]s, [[Spear]]s, [[Blunt Weapon]]s, [[:Category:One Handed Axes|One-handed axes]], [[:Category:Two Handed Axes|Two-handed Axes]] and [[Sword]]s. Except in the case of Spearmen and D(r)Ks, it is highly recommended to choose one weapon type and stick with it, as the second job advancement will only offer mastery skills for two or three weapons. With one weapon skill mastered, one can maximize the amount of damage they can potentially dish out.


'''Pros'''
'''Pros'''
* Highest [[Hit Points|HP]] and defense of all classes
* Highest [[Hit Points|HP]] and defense of all classes.
* Choice of 5 different weapon types.
* Choice of 5 different weapon types.
* The Warrior skill [[Slash Blast]] can attack multiple monsters at once.
 
* Highest attacking power of all classes.


'''Cons'''
'''Cons'''
* No ranged attacks.
* No ranged attacks until 3rd job.
* Lowest [[Mana Points|MP]] of all classes.
* Lowest [[Mana Points|MP]] of all classes.
* Without weapon mastery, damage varies wildly.
* Damage is unstable in 1st job.
* Low accuracy and avoidability.
* Low accuracy and avoidability.


=== [[Fighter]] ===
=== [[Fighter]] ===
[[Fighter]]s are all-around fighters, with average damage for single and multiple targets. They get effective attack skills such as [[Final Attack]] and [[Rage]]. Weapons available are fierce swords and cool-looking axes. Their damage-dealing capability is further enhanced by their advancement to [[Crusader]].
[[Fighter]]s are all-around fighters, with average damage for single and multiple targets. They get effective attack skills such as [[Final Attack]] and [[Rage]]. Weapons available are fierce swords and cool-looking axes. Their damage-dealing capability is further enhanced by their advancement to [[Crusader]], and even further to [[Heroes]].


'''Pros:'''
'''Pros:'''


* Very high HP.
* Highest HP in the game.
* Great offensive skills.
* Acquires [[Rage]].
* High damage to single targets.
* Deal more damage than the other two on single elementally-neutral monsters in 3rd job, and on mobs of 2 or 3 in 4th job.


'''Cons:'''
'''Cons:'''


* Extremely low MP.
* Lowest MP in the game.
* Horrible at mob-control.
* Lose their mob control in 2nd job, but regain it in 3rd and 4th.


=== [[Page]] ===
=== [[Page]] ===
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* More HP than Spearmen.
* More HP than Spearmen.
* More MP than Fighters.
* More MP than Fighters.
* Does moderately well against single and multiple targets.
* Deal more damage than the other two on single elementally-weak monsters in 3rd and 4th jobs, as well as on elementally-weak mobs of 4-6 in 4th job as a Paladin.
* Can deal elemental damage with the advancement to [[White Knight]].
* Become a very defensive class by 3rd and 4th job.


'''Cons:'''
'''Cons:'''
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* Less HP than other Fighters.
* Less HP than other Fighters.
* Less MP than Spearmen.
* Less MP than Spearmen.
* Not good at one specific thing.
* Gain no party skill.
 
 


=== [[Spearman]] ===
=== [[Spearman]] ===
[[Spearman|Spearmen]] use slow polearms and spears that have very high maximum damage and very low minimum damage, creating unstable attack damage. However, they are very good at mob control and have good party skills such as [[Hyper Body]], which puts them in high demand for parties. They also have a balanced amount of both HP and MP.
[[Spearman|Spearmen]] use Pole Arms and Spears.  Generally, their attacking is quite slow. However, they are very good at mob control and have good party skills such as [[Hyper Body]], which puts them in high demand for parties. They can advance towards [[Dragon Knight]]hood and further towards [[Dark Knight]]hood.


'''Pros:'''
'''Pros:'''
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* High maximum damage.
* High maximum damage.
* Mob control masters.
* Mob control masters.
* Good party skills.
* Acquire [[Hyper Body]], essential to (Cross)Bow and Claw users in boss run survivability 3rd job and beyond.
* Balanced HP and MP.
* Balanced HP and MP.
* Larger melee range than [[Fighters]] and [[Pages]].
* Larger melee range than [[Fighters]] and [[Pages]].
* Stable damage 3rd job and beyond.
* Hybrid (those who use both weapons) D(r)Ks experience greater mob versatility that the other two 3rd job and beyond.


'''Cons:'''
'''Cons:'''


* Less HP than other Warriors.
* Less HP than other Warriors.
* Unstable damage due to the large damage range.
* Most unstable damage in 1st and 2nd jobs.
* Slow attack speed.
* Slower attacking speed.
* Beaten by the other two in 3rd and 4ths job on single targets.
* Most common Warrior.
* Most common Warrior.


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* Somewhat fast leveling from levels 15 to about 50.
* Somewhat fast leveling from levels 15 to about 50.
* Incredible amounts of MP and MP recovery.
* Incredible amounts of MP and MP recovery.
* Stable damage at low levels.
* Stable damage at throughout the game.
* Can attack both up close and ranged.  


'''Cons:'''
'''Cons:'''


* Do '''NOT''' try to melee.
* '''Very''' low HP without Magic Guard.
* '''Very''' low HP.
* Most money spent on MP pots until you get MP Eater in 2nd job unless you know how to conserve well.
* Most money spent on MP pots until you get MP Eater in 2nd job unless you know how to conserve well.
* Generally do not shine on single targets.
* Due to the reliance on elemental weaknesses, the leveling process can pit you against same enemies over and over


'''Notes:''' Magicians can "jump attack" by pressing the spell's assigned key and jump at the ''exact'' the same time. Ice strike can be used while jumping if done at the same frame.
'''Notes:''' Magicians can "jump attack" by pressing the spell's assigned key and jump at the ''exact'' the same time. 2nd job+ mages can also "telecast", which is similar, replacing the jump key with the Teleport key.  Ice strike can be used while jumping if done at the same frame.
'''Note:''' Although other classes overpower in 3rd class, magicians have strong mob attacks and party skills that are liked among parties.
'''Note:''' Although other classes overpower in 3rd class, magicians have strong mob attacks and party skills that are liked among parties.


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* Rarest Magician.
* Rarest Magician.
* Fastest 3rd job leveling speed because of poison mist.
* Decent 3rd job leveling speed because of poison mist.
* Highest damage of 2nd adv Magicians.
* Highest damage of 2nd adv Magicians.
* Effective drain against high level enemies with poison.
* Effective drain against high level enemies with poison.
* Fire has the second most elemental advantage, second to holy.  
* Fire has the second most elemental advantage, second to holy.
* Almost effortless 4th job leveling with Meteo (as with the other two).


'''Cons:'''
'''Cons:'''


* Poison is difficult to use properly.
* Poison can be difficult to use if inexperienced.
* The only fire offensive spell for 2nd job, Fire Arrow, is blocked by terrain.
* The only fire offensive spell for 2nd job, Fire Arrow, is blocked by terrain (as with Assassins).
* Poison ((Effect)) leaves the monster with 1 hp, it cannot kill a monster.
* Poison ((Effect)) leaves the monster with 1 hp; it cannot kill a monster.
* No mobbing skill until 3rd job
* No mobbing skill until 3rd job
* Almost completely useless against bosses in 3rd job
* Poor bossing in 3rd job


=== Ice/Lightning ===
=== Ice/Lightning ===
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'''Pros:'''
'''Pros:'''


* Fast leveling with lightning, multiple monster hitting.
* Never have no mob skills (Thunderstorm at 2nd job, Ice Strike at 3rd, and Chain Lightning/Big Bang/Blizzard at 4th).
* MP Eater + Lightning will often get a great amount of MP back.
* MP Eater + Lightning will often get a great amount of MP back.
* Cold Beam isn't blocked by terrain.
* Cold Beam isn't blocked by terrain.
* Cold Beam can freeze monsters.
* Constant freezing usually spells less potion use.
* Damage on ice-/lightning weak monsters is generally more than a Cleric's/Priest's/Bishop's damage on Holy-/Heal- weak monsters


'''Cons:'''
'''Cons:'''


* "Raw damage" is much lower than that of F/P mages
* Damage on ice-/lightning-weak monsters is generally less than an F/P's damage on fire-weak monsters
* Lightning as the second least elemental advantage
* Lightning as the second least elemental advantage
* Lightning is expensive in MP; 40 Mana when maxed.
* Lightning is expensive in MP in 2nd job; 40 Mana when maxed.


NOTE: In 4th Job, Mages get a skill where they can have infinite MP, but of course, to use the skill itself, it uses a big amount of MP, only lasts for 40 seconds, and has a cool-down timer of 10 minutes.


=== [[Cleric]] ===
=== [[Cleric]] ===
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* [[Heal]] is a great mobbing skill for [[:Category:Vulnerable to Heal|undead monsters]]
* [[Heal]] is a great mobbing skill for [[:Category:Vulnerable to Heal|undead monsters]]
* Great support skills, making it easy to find a party
* Great support skills, making it easy to find a party
* Able to jump-attack with [[Heal]]
* Able to jump-attack freely with [[Heal]]
* Gains [[EXP]] from healing other players
* Can gain [[EXP]] from healing other players (not a lot at all, though).
* Most [[MP]] of all classes as well as fastest recovery


'''Cons:'''
'''Cons:'''


* Weakest damage until [[Bishop Class|4th Job]]
* Weakest damage until [[Bishop Class|4th Job]]
* [[Magic Guard]] can use massive amounts of [[MP]]
* Leveling process pits you against same enemies over and over
* Leveling process pits you against same enemies over and over
* Limited enemies are affected by [[heal]] (the only mob skill until one reaches mid-level [[Priest]])
* Limited enemies are affected by [[heal]] (the only mob skill until one reaches mid-level [[Priest]])
* Most common [[magician]] class
* Most common [[magician]] class
* The low [[HP]] limits training options for [[Priest]]s to almost exclusively training with [[Dark Knight]]s
* The low [[HP]] limits training options for [[Priest]]s to almost exclusively training with [[Dark Knight]]s
In 4th Job, all Mages get a skill where they can have infinite MP, but of course, to use the skill itself, it uses a big amount of MP, only lasts for 40 seconds, and has a cool-down timer of 10 minutes.


== Thief ==
== Thief ==
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'''Pros:'''
'''Pros:'''


* If used correctly, high damage.
* Fast rather quickly.
* Fast attacks.
* Can attack with range or melee.
* Can attack with range or melee.
* Jump-attacks.
* Can jump-attack.
* High accuracy and second highest avoidability.
* High accuracy and second highest avoidability.


'''Cons:'''
'''Cons:'''


* Low defense.
* Low defense.
* Dagger thieves are hard to level most of the time.
* Most common job (kinda killing their uniqueness in a way).
* Daggers have short range.
* Rather expensive, even if using a normal AP build.
* Claw thieves perform poorly up-close.
 
* Most common job.
Because of the noticeable difference between the two, more cons will be placed in their respective jobs.


=== Assassin ===
=== Assassin ===
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* Ranged attacks from throwing stars.
* Ranged attacks from throwing stars.
* More stable damage than Bowmen.
* A bit stabler than Bowmen.
* Benefits from Warrior Potions.
* Can jump-attack.
* Can jump-attack.
* Pretty good single target combat.


'''Cons: '''
'''Cons: '''


* Very poor at short range/melee combat.
* Poor at short range/melee combat (they do not get a KB skill until 4th job).
* Throwing stars are extremely expensive to buy & recharge.
* Do not shine at mobbing (no mob attacks in 2nd or 4th job).
* [[Lucky Seven]] is their main attack skill until the 4th job.
* [[Lucky Seven]] is their main attack skill until the 4th job.
* Sins are VERY common.
* Sins are VERY common.
* Low HP becomes a hassle in 3rd job, as with Bowmen.


Player's note: Normal stars are less expensive than their flashier or special counterparts. (i.e. [[kumbis]] and [[icicles]])


=== Bandit ===
=== Bandit ===
A [[Bandit Class|Bandits]] (abbreviated 'dit) is the melee dagger thief. Although they have less HP and defense than Warriors, they can avoid many attacks and attack very fast. They get a high-damage skill during the 2nd class advancement called [[Savage Blow]].
A [[Bandit Class|Bandits]] (abbreviated 'dit) is the melee dagger thief. Although they have less HP and defense than Warriors, they have high avoidability and generally fast attacking. They get a high-damage skill during the 2nd class advancement called [[Savage Blow]].


'''Pros:'''
'''Pros:'''
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* High damage potential with [[Savage Blow]].
* High damage potential with [[Savage Blow]].
* Less common than 'sins.
* Less common than 'sins.
* Much scroll-wise cheaper than 'sins.
* Very versatile (mobbing, single targets, meso exploding).
* Acquire [[Meso Guard]] in 3rd job, granting them survivability parallel to Warriors and Mages.


'''Cons:'''
'''Cons:'''


* Less damage than Warriors.
* No long-ranged attacking.
* No ranged attacks.
* Savage Blow's multiple attacking means it being more affected by monsters' weapon defense, which becomes a problem later in the game.
* Savage Blow requires a lot of MP.
* Versatility brings little specialization on one specific thing.
* Usually levels slow.
 


== Bowman ==  
== Bowman ==  
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'''Pros:'''
'''Pros:'''


* Extremely high maximum damage.
* Uncommon class.
* Uncommon class.
* Highest accuracy among all classes.
* Highest accuracy among all classes.
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* Has a knockback ability.
* Has a knockback ability.
* Has excellent range, even without passive skills.
* Has excellent range, even without passive skills.
* Large arsenal of mob attacks.


'''Cons:'''
'''Cons:'''
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* Unstable damage until the 2nd job advancement.
* Unstable damage until the 2nd job advancement.
* Difficult to use in melee combat during 1st and early 2nd job.
* Difficult to use in melee combat during 1st and early 2nd job.
* Hard to jump-attack.
* Restricted jump-attacking.
* Slower attack rate and less avoidability than Thieves.
* Slower attack rate and less avoidability than Thieves.
* Training requires a lot of time and effort.
* Low HP and no HP protection skills become a hassle in 3rd job, as with Hermits/Night Lords.
 


=== Hunter ===
=== Hunter ===
[[Hunter|Hunters]] are Bowmen who use bows. Hunters attack faster, but they do less damage than Crossbowmen.  
[[Hunter|Hunters]] are Bowmen who use bows. Hunters attack faster, but they do less damage than Crossbowmen. They can move onward towards becoming a [[Ranger]], and further towards [[Bowmaster]]y.


'''Pros:'''
'''Pros:'''


* Faster attacks.
* Faster attacks.
* [[Arrow Bomb]] has a larger range than [[Iron Arrow]] and can stun monsters.
* Acquires a stunning ([[Arrow Bomb]]) mob skill in 2nd job and high-damaging fire-based ([[Inferno]]) mob skill in 3rd job.
* Acquires [[Hurricane]], an attack skill that fires normal damage arrows (100%) at a rate of 500 per minute.


'''Cons:'''
'''Cons:'''
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=== Crossbowman ===
=== Crossbowman ===
[[Crossbowman|Crossbowmen]] are Bowmen who use crossbows. Crossbowmen do higher damage at a slower attack rate.  
[[Crossbowman|Crossbowmen]] are Bowmen who use crossbows. Crossbowmen do higher damage at a slower attack rate.  They can move on towards becoming a [[Sniper]], and further towards [[Marksman]]ship.


'''Pros:'''
'''Pros:'''


* Higher damage due to the 3.8 crossbow damage multiplier.
* Higher damage due to the 3.6 crossbow damage multiplier.
* Crossbowmen aren't common, meaning cheaper equipment.
* Crossbowmen are even less common than Hunters, meaning cheaper crossbows and scrolls.
* [[Iron Arrow]] does more damage than [[Arrow Bomb]].
* Acquires a high-damaging ([[Iron Arrow]]) mob skill in 2nd job and a freezing (Blizzard (not to be confused with [[Blizzard (Ice/Lightning)]]) mob skill.
* [[Iron Arrow]] can attack through walls unlike [[Arrow Bomb]].
* Acquires a powerful mob attack similar to Iron Arrow ([[Pierce]]).
* Crossbows require 5 less STR to equip than bows, resulting in more AP for DEX.
* Extremely good in 3rd job with Blizzard Arrow, which can freeze monsters for 3 seconds.


'''Cons:'''
'''Cons:'''


* Slower attacks.
* Slower attacks.
* Iron Arrow does not stun like Arrow Bomb.
* Iron Arrow can't fire upward or downward like Arrow Bomb.
* Iron Arrow can't fire upward or downward like Arrow Bomb.


== Level Power of Classes ==
== Level Power of Classes (In the Author's Opinion)==


'''Beginner:''' ''levels 1-10 (8 for [[magician]])''
'''Beginner:''' ''levels 1-10 (8 for [[magician]])''

Revision as of 01:26, 8 November 2008

NOTE: This article is like a personal reflection or essay when you read it. Please help MapleWiki by cleaning up this page.

Introduction

First off, there is no best class. This is because game creators go through a process called class balancing. If there was a best class, everyone would be playing that class and there would be no need for a variety of classes. That is why game creators create an array of balanced classes: to make sure that varied playing experiences are available. Each class has its own pros and cons.

Therefore, the hard part is deciding which class fits you the best. It might be because of the massive damage, looks, or just for fun, but your class should fit your playing style. Otherwise, you'll probably become bored quickly and Maplestory won't be very much fun for you.

Warrior

Warriors are like tanks: they can take a lot of damage, and can deal it right back. As they are melee fighters, they cannot use ranged attacks, so they are given much more health and defense to compensate. While they can later prove to be quite powerful, warriors are generally eclipsed by some classes in 1st and 2nd job (you probably aren't playing for purely that, anyway, right?). The life of a warrior requires much patience, but to those willing to tough it out, it can be a rewarding experience.

There are five different types of weapons available to the warrior class: Polearms, Spears, Blunt Weapons, One-handed axes, Two-handed Axes and Swords. Except in the case of Spearmen and D(r)Ks, it is highly recommended to choose one weapon type and stick with it, as the second job advancement will only offer mastery skills for two or three weapons. With one weapon skill mastered, one can maximize the amount of damage they can potentially dish out.

Pros

  • Highest HP and defense of all classes.
  • Choice of 5 different weapon types.


Cons

  • No ranged attacks until 3rd job.
  • Lowest MP of all classes.
  • Damage is unstable in 1st job.
  • Low accuracy and avoidability.

Fighter

Fighters are all-around fighters, with average damage for single and multiple targets. They get effective attack skills such as Final Attack and Rage. Weapons available are fierce swords and cool-looking axes. Their damage-dealing capability is further enhanced by their advancement to Crusader, and even further to Heroes.

Pros:

  • Highest HP in the game.
  • Acquires Rage.
  • Deal more damage than the other two on single elementally-neutral monsters in 3rd job, and on mobs of 2 or 3 in 4th job.

Cons:

  • Lowest MP in the game.
  • Lose their mob control in 2nd job, but regain it in 3rd and 4th.

Page

Pages focus on swords and blunt weapons, and also receive higher HP and MP than Fighters and Spearmen. With the advancement to White Knight, Pages become capable of dealing with any enemy weak to elemental attacks.

Pros:

  • Rarest Warrior.
  • More HP than Spearmen.
  • More MP than Fighters.
  • Deal more damage than the other two on single elementally-weak monsters in 3rd and 4th jobs, as well as on elementally-weak mobs of 4-6 in 4th job as a Paladin.
  • Become a very defensive class by 3rd and 4th job.

Cons:

  • Less HP than other Fighters.
  • Less MP than Spearmen.
  • Gain no party skill.


Spearman

Spearmen use Pole Arms and Spears. Generally, their attacking is quite slow. However, they are very good at mob control and have good party skills such as Hyper Body, which puts them in high demand for parties. They can advance towards Dragon Knighthood and further towards Dark Knighthood.

Pros:

  • High maximum damage.
  • Mob control masters.
  • Acquire Hyper Body, essential to (Cross)Bow and Claw users in boss run survivability 3rd job and beyond.
  • Balanced HP and MP.
  • Larger melee range than Fighters and Pages.
  • Stable damage 3rd job and beyond.
  • Hybrid (those who use both weapons) D(r)Ks experience greater mob versatility that the other two 3rd job and beyond.

Cons:

  • Less HP than other Warriors.
  • Most unstable damage in 1st and 2nd jobs.
  • Slower attacking speed.
  • Beaten by the other two in 3rd and 4ths job on single targets.
  • Most common Warrior.

Magicians

Magicians are very abundant in the MS community. You can't get very close to enemies, or stay out forever in the field, but spells like Energy Bolt and Magic Claw, as well as the protection of Magic Guard more than make up for it. They are preferred in many party quests (PQ) for the damage they are able to do.

Pros:

  • Somewhat fast leveling from levels 15 to about 50.
  • Incredible amounts of MP and MP recovery.
  • Stable damage at throughout the game.
  • Can attack both up close and ranged.

Cons:

  • Very low HP without Magic Guard.
  • Most money spent on MP pots until you get MP Eater in 2nd job unless you know how to conserve well.
  • Generally do not shine on single targets.
  • Due to the reliance on elemental weaknesses, the leveling process can pit you against same enemies over and over

Notes: Magicians can "jump attack" by pressing the spell's assigned key and jump at the exact the same time. 2nd job+ mages can also "telecast", which is similar, replacing the jump key with the Teleport key. Ice strike can be used while jumping if done at the same frame. Note: Although other classes overpower in 3rd class, magicians have strong mob attacks and party skills that are liked among parties.

Fire/Poison

Fire/Poison wizards deal a lot of damage and can drain away at the monster's HP using poison spells.

Pros:

  • Rarest Magician.
  • Decent 3rd job leveling speed because of poison mist.
  • Highest damage of 2nd adv Magicians.
  • Effective drain against high level enemies with poison.
  • Fire has the second most elemental advantage, second to holy.
  • Almost effortless 4th job leveling with Meteo (as with the other two).

Cons:

  • Poison can be difficult to use if inexperienced.
  • The only fire offensive spell for 2nd job, Fire Arrow, is blocked by terrain (as with Assassins).
  • Poison ((Effect)) leaves the monster with 1 hp; it cannot kill a monster.
  • No mobbing skill until 3rd job
  • Poor bossing in 3rd job

Ice/Lightning

Ice/Lightning wizards can freeze their opponents and bombard them with spells that hit multiple enemies at once.

Pros:

  • Never have no mob skills (Thunderstorm at 2nd job, Ice Strike at 3rd, and Chain Lightning/Big Bang/Blizzard at 4th).
  • MP Eater + Lightning will often get a great amount of MP back.
  • Cold Beam isn't blocked by terrain.
  • Constant freezing usually spells less potion use.
  • Damage on ice-/lightning weak monsters is generally more than a Cleric's/Priest's/Bishop's damage on Holy-/Heal- weak monsters

Cons:

  • Damage on ice-/lightning-weak monsters is generally less than an F/P's damage on fire-weak monsters
  • Lightning as the second least elemental advantage
  • Lightning is expensive in MP in 2nd job; 40 Mana when maxed.


Cleric

While Clerics don't deal as much damage as the other magicians, they do possess the unique ability to heal, which tends to have the opposite effect on the undead, and can affect up to six monsters of this type at a time. Dark creatures are also vulnerable to Holy Arrow.

Although clerics are perfectly capable of soloing, they are widely acknowledged as a party class. This is especially true once they reach the third job advancement, as priests receive excellent supportive skills.

Pros:

  • Can self-heal, eliminating the need for HP pots (unless sealed)
  • Heal is a great mobbing skill for undead monsters
  • Great support skills, making it easy to find a party
  • Able to jump-attack freely with Heal
  • Can gain EXP from healing other players (not a lot at all, though).

Cons:

  • Weakest damage until 4th Job
  • Leveling process pits you against same enemies over and over
  • Limited enemies are affected by heal (the only mob skill until one reaches mid-level Priest)
  • Most common magician class
  • The low HP limits training options for Priests to almost exclusively training with Dark Knights


In 4th Job, all Mages get a skill where they can have infinite MP, but of course, to use the skill itself, it uses a big amount of MP, only lasts for 40 seconds, and has a cool-down timer of 10 minutes.

Thief

Thieves are a very unique class in MapleStory. They can jump-attack with throwing stars and attack up close with daggers. Thieves don't have much defense, but they have high avoidability, so enemies tend to miss. They get fast attacks instead of few strong blows.

Pros:

  • Fast rather quickly.
  • Can attack with range or melee.
  • Can jump-attack.
  • High accuracy and second highest avoidability.


Cons:

  • Low defense.
  • Most common job (kinda killing their uniqueness in a way).
  • Rather expensive, even if using a normal AP build.

Because of the noticeable difference between the two, more cons will be placed in their respective jobs.

Assassin

An Assassin (often abbreviated 'sin) is the ranged thief using throwing stars and claws. They have more stable damage than bowmen but do less damage in general than Bandits because unstable damage. With Haste, they are very fast.

Pros:

  • Ranged attacks from throwing stars.
  • A bit stabler than Bowmen.
  • Can jump-attack.
  • Pretty good single target combat.

Cons:

  • Poor at short range/melee combat (they do not get a KB skill until 4th job).
  • Do not shine at mobbing (no mob attacks in 2nd or 4th job).
  • Lucky Seven is their main attack skill until the 4th job.
  • Sins are VERY common.
  • Low HP becomes a hassle in 3rd job, as with Bowmen.


Bandit

A Bandits (abbreviated 'dit) is the melee dagger thief. Although they have less HP and defense than Warriors, they have high avoidability and generally fast attacking. They get a high-damage skill during the 2nd class advancement called Savage Blow.

Pros:

  • Melee attacker.
  • High damage potential with Savage Blow.
  • Less common than 'sins.
  • Very versatile (mobbing, single targets, meso exploding).
  • Acquire Meso Guard in 3rd job, granting them survivability parallel to Warriors and Mages.

Cons:

  • No long-ranged attacking.
  • Savage Blow's multiple attacking means it being more affected by monsters' weapon defense, which becomes a problem later in the game.
  • Versatility brings little specialization on one specific thing.


Bowman

Bowmen can use ranged attacks and hit VERY hard with them. Although useless at close range combat until the 3rd job with Arrow Rain or Arrow Eruption, their high ranged damage capability makes up for it. They have unstable damage at first, and jump-attacking with a bowman requires precision timing.

Pros:

  • Uncommon class.
  • Highest accuracy among all classes.
  • Cheap equipment and arrows.
  • Has a knockback ability.
  • Has excellent range, even without passive skills.
  • Large arsenal of mob attacks.


Cons:

  • Unstable damage until the 2nd job advancement.
  • Difficult to use in melee combat during 1st and early 2nd job.
  • Restricted jump-attacking.
  • Slower attack rate and less avoidability than Thieves.
  • Low HP and no HP protection skills become a hassle in 3rd job, as with Hermits/Night Lords.


Hunter

Hunters are Bowmen who use bows. Hunters attack faster, but they do less damage than Crossbowmen. They can move onward towards becoming a Ranger, and further towards Bowmastery.

Pros:

  • Faster attacks.
  • Acquires a stunning (Arrow Bomb) mob skill in 2nd job and high-damaging fire-based (Inferno) mob skill in 3rd job.
  • Acquires Hurricane, an attack skill that fires normal damage arrows (100%) at a rate of 500 per minute.

Cons:

  • Lesser damage than Crossbowmen due to the 3.6 bow damage multiplier.
  • More common than Crossbowmen.

Crossbowman

Crossbowmen are Bowmen who use crossbows. Crossbowmen do higher damage at a slower attack rate. They can move on towards becoming a Sniper, and further towards Marksmanship.

Pros:

  • Higher damage due to the 3.6 crossbow damage multiplier.
  • Crossbowmen are even less common than Hunters, meaning cheaper crossbows and scrolls.
  • Acquires a high-damaging (Iron Arrow) mob skill in 2nd job and a freezing (Blizzard (not to be confused with Blizzard (Ice/Lightning)) mob skill.
  • Acquires a powerful mob attack similar to Iron Arrow (Pierce).

Cons:

  • Slower attacks.
  • Iron Arrow can't fire upward or downward like Arrow Bomb.

Level Power of Classes (In the Author's Opinion)

Beginner: levels 1-10 (8 for magician)

First Class Advancement: levels 10-20

First Class Advancement: levels 20-30

Second Class Advancement: levels 30-50

Second Class Advancement: levels 50-70

Third Class Advancement: levels 70-120

In summary, the power level rotates between classes and all classes get to be the "most powerful" at one time. Magicians tend to be early gamers, followed by assassins, then bandits, then finally warriors and bowmen.

Conclusion

Hopefully, you have realized that there is no best class to Maple Story. All classes have their good points and bad points.

Remember class-balancing and keep in mind that although one class might dominate at a certain level, at later levels your class may be stronger than they are. Do not forget that you should also allow your personality to dominate the decision on which class to choose, rather than choosing a class because many people choose it, or because it is recommended by your friends.