Class Choosing Guide

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Introduction

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

Warrior.jpeg

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, One Handed Blunt Weapons, Two Handed Blunt Weapons,One-handed axes, Two handed Axes, One Handed Swords, and Two Handed 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 8 different weapon types.
  • Proficient at both mobbing and single targets.
  • More inventory space than other classes.


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 powerful Maplers, with incredible 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.
  • Charging up Combo can lead to a string of unstable damage, axe or sword.

Page

Pages focus on swords and blunt weapons, and also receive higher HP than Spearmen and more MP than Fighters. With the advancement to White Knight, Pages become capable of dealing damage sometimes exceding fighters 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.

Very good at Monster Carnival PQ (as all warriors).

Cons:

  • Less HP than other Fighters.
  • Less MP than Spearmen.
  • Gain no party skill.
  • Lose their mob control in 2nd job, but regain it in 3rd and 4th.

Spearman

Spearmen use Pole Arms and Spears. Generally, their attacking is quite slow. However, they prove their worth with by being able to attack every enemy on the screen with reasonable damage, but with the cost of a lot of HP. The good mob control and good party skills such as Hyper Body 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.

Also are good at Monster Carnival PQ (as all warriors)

Cons:

  • Least HP than other Warriors if not made into HP warrior (I doubt it, you have hyper body).
  • 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


Magician.jpg

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 40.
  • Incredible amounts of MP and MP recovery.
  • Stable damage at throughout the game.
  • Can attack both up close and ranged.
  • Can attack through obstacles (Magic Claw).

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
  • Very little inventory space.

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 is not much of a use in early levels as a Fire/Poison.
  • 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:

  • Always have mob skills (Thunderbolt 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 has 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).
  • Genesis!!!!!!!!!!(In other Words, the coolest and most damaging Screen Attack by any Magician Class)

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


Theif.jpg

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:

  • Very fast attacks.
  • Can attack with range or melee.
  • Can jump-attack.
  • Haste is a lot of fun.
  • Highest avoidability and second highest accuracy

(pure luck thiefs have super high damage)

Cons:

  • Low defense.
  • Very common job (kinda killing their uniqueness in a way though Magician still is the most common job.)
  • Rather expensive, even if using a normal AP build.

(pure luck thiefs are dexless which means that they can't use the normarl thief armors instade they use overalls like bath robes or sauna robes.) 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 more stable than Bowmen.
  • Can jump-attack.
  • Pretty good single target combat.
  • Can do critical shot which is very useful.

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, VERY common.
  • Low HP becomes a hassle in 3rd job, as with Bowmen.
  • Equips are expensive.
  • Can't throw stars too close or too far from the monster.

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 meaning alot of damage inflicted.
  • 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


Bowman.jpg

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:

  • The Rarest Job in Maplestory.
  • 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.
  • No skills on close-range until 3rd or 4th job in bow.


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 to Bow Master.

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 3.4 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 3.4 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) mob skill.
  • Acquires a powerful mob attack similar to Iron Arrow (Pierce).
  • At 4th job aquire skill that kills all but boss monsters in one shot (Snipe)

Cons:

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

Pirates

Pirates.jpg

Pirates are the newest class in MS. They have the unique ability to be range or melee players. They have the option of two types of weapons: guns (ranged) and knuckles (melee). Like warriors, it is highly recommended to pick a weapon type and stick with it. Pirates also have a highly unique skill set.

Pros:

  • Hybrid class; Brawler is a mix of a Warrior and a Bandit, Gunslinger is a mix of a Bowman and an Assassin.
  • Wide variety of skills.
  • Transformations/Battleship have extremely high damage potential.
  • Gunslingers are pure range, and even Brawlers have pretty long range melee attacks.
  • Dash is always good for mobility, more so for Brawlers because they don't have Recoil Shot.

Gunslingers

Gunslingers are the ranged Pirate class. They are very accurate, and attack extremely fast. They are a combination of Bowmen (attack style) and Assassins (unique skills).

Pros:

  • Very high rate of fire.
  • Stable damge.
  • High rate of fire = lots of knockback.
  • Battleship is extremely powerful.

Cons:

  • Although the damage is stable, it tends to be low.
  • Like all ranged classes, very weak up close to the enemy.
  • Poor mobbing ability.

Brawlers

Brawlers are the melee Pirate class, but don't be fooled with that information alone, for every job enhancement they go through, they get at least 1 very long range melee attack. A few examples of this are Corkscrew Blow, Backspin Blow, Shockwave, and Dragon Strike, all of which hit multiple enemies at the same time. In the 2nd job enhancement, they get 2 stun attacks; Backspin Blow and Double Uppercut, which are further made useful by the 3rd job enhancement's Stun Mastery. A hybrid mix of a Warrior and a Bandit.

Pros:

  • High attack power of a Warrior.
  • Fast attacks and unique skills of a Bandit.
  • Long ranged melee attacks (skills only, otherwise very short range).
  • Transformations increase accuracy and avoidability as well as attack power by insane amounts.
  • Great at mobbing.
  • Awesome looking attacks, especially in the 3rd and 4th jobs.

Cons:

  • Some skills and knucklers alone are very short range.
  • A few of the 3rd job skills require that you transform before you can actually use them.

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

First Class Advancement: levels 10-20

First Class Advancement: levels 20-30

Second Class Advancement: levels 30-50

Second Class Advancement: levels 50-70

  • Most powerful: Bandit
  • Least powerful: Magician (NOTE: Magicians are MUCH more powerful than bowmen at this stage.)

Third Class Advancement: levels 70-120

  • Most powerful: Warrior, Bowman, Hermit (opinion and situation varies)
  • Least powerful: Magician (NOTE:in another opinion, magicians are more powerful than hermits, bandits, and bowmen at this stage.)

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.

Class Division

--Ttaffy 00:39, 31 March 2009 (UTC)
Beginner First Job Level 10 Second Job Level 30 Third Job Level 70 Fourth Job Level 120
" " Swordman Fighter

Page

Spearman

Crusader

White Knight

Dragon Knight

Hero

Paladin

Dark Knight

" " Magician

(Level 8)

Wizard (Fire/Poison)

Wizard (Ice/Lightning)

Cleric

Mage (Fire/Poison)

Mage (Ice/Lightning)

Priest

Arch Mage (Fire/Poison)

Arch Mage (Ice/Lightning)

Bishop

" " Archer Hunter

Crossbow Man

Ranger

Sniper

Bow Master

Marksman

" " Rogue Assassin

Bandit

Hermit

Chief Bandit

Night Lord

Shadower

" " Pirate Brawler

Gunslinger

Marauder

Outlaw

Buccaneer

Corsair