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A rough discussion about the pro’s and con’s of each class in maple story

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Firstly, let me explain a process in making a game called “game balancing”. When a game is being developed, during the alpha and beta testing phases all aspects of the game are checked to see if the game is fair and balanced. There would be little point making a game which has one class/job which is better than all the rest because if that were the case then everyone would pick that class, since there’s no point in picking an inferior class. So what all the alpha and beta testers do is compare the various classes and if one seems to be too good compared to others, it gets nerfed (made weaker) in the next release of the game. Likewise if a class is weaker than the rest, it gets boosted in the next release. This continues until all the testers, developers, and game designers are happy that all the classes are fairly balanced against each other.

You can probably see where I am going with this. What I am trying to say is, THERE IS NO BEST CLASS. The game underwent a heck of a lot of testing to ensure that all classes were balanced against each other!

The ultimate rule of thumb when deciding which class is best for you(not best, just which class YOU will enjoy playing the most) is to try making a couple of different characters, leveling em up a bit to get a feel for it, and see if its your thing. Ultimately the choice is up to you, and asking other people which class THEY think is best is pointless, since they might prefer a different style of play than you do, and so what’s good for them might not be good for you.

However, I will give a brief rundown of the various classes and list their play styles and their advantages and disadvantages.

Warriors - Swordsman

Warriors are “melee only”, meaning there is no option of having a ranged attack like all the other classes. This is the primary thing you need to consider before you decide if a Warrior is the class for you. Do you like attacking monsters from up close (melee), or from range? If you prefer range then Warrior is definitely not for you. However, if you DO like melee, then maybe you will enjoy Warriors.

Another thing some people wonder about Warriors is whether to go for 1 handed weapons + shield or to use 2 handed weapons. Well again, there is no “better” option. Using 2 handed weapons will give you higher damage, at the expense of some defense. Using 1 handed + shield will give you more defense at the expense of some offense. Also keep in mind that if you are going to be a Spearman you don’t have the 1h + shield option at all. Another thing to consider is that 1H weapons tend to have a shorter range, but faster attack speed then the 2H equivalent. The beauty of being a Fighter or Page is you can get BOTH the 2H and 1H version of your favorite weapon and select which one you want to use based on the situation. Some monsters you might be able to 1 Hit KO with a 2H weapon sometimes, but you can’t with a 1H weapon, in which case it might pay to fight them with a 2H weapon. In other cases you might find that both the 1H and 2H weapon result in a 1HKO, and so the faster attack speed and better defense of 1H + shield may be the better option. If in doubt, try both and decide for yourself.

Pros:

* Highest HP and Armor by far compared to other classes means you are a lot less likely to die accidentally. It also means you can try fighting monsters higher level than you and still probably survive, as long as you have enough potions.

* Have very strong, powerful strikes which do big damage to enemies, and can knockback higher level enemies quite effectively.

* Get the choice of using 1 handed weapons + a shield, or 2 handed weapons, meaning there are more choices with equipment than other classes.

* Get to choose from 5 different weapon types (Swords, Axes, Blunt Weapons, Spears, Polearms) which also gives more choice with equipment than other classes.

* Get SlashBlast, which is an attack which can hit multiple enemies, in the 1st job advancement. No other class gets a mass-attack skill until at least 2nd or 3rd job advancement.

Cons:

* Don’t have a ranged attack.

* A lot of their weapons have pretty slow attacks, so although you hit hard, you hit slow as well. This is not always the case however.

* Damage is pretty unstable at first since they don’t get Mastery until 2nd job, and their main attacking skill only hit once.

* Never get any skills which increase their movement speed or jump height.

* Tend to have poor accuracy at first meaning some monsters are hard/impossible to hit.

* Tend to have low avoid ability so they get hit very often.

Warrior - Fighter

A Fighter is one of the 2nd job advancements a Warrior can choose from. They tend to be very similar to Pages during the 2nd job advancement, the only difference being that Fighters can use Axes, whereas Pages can use Blunt Weapons (but both can use Swords), and one of the skills is different (Fighters get Rage, Pages get Threaten). Fighters are all about warriors who want to concentrate on having the highest HP, and doing the most damage to all enemies in general, and later on (during 3rd job), being very effective 1 on 1 against powerful enemies.

Pros:

* Fighters get Rage, which is a great offensive skill increasing your damage as though you had a weapon 10 levels higher once its maxed out. This means a Fighter’s damage tends to be higher once they get Rage than the other warriors.

* Get the most base HP out of the 2nd job Warriors.

* Axes and Axe scrolls tend to be very cheap.

Cons:

* Rage reduces your defense slightly, so you take a bit more damage.

* Get the least base MP out of the 2nd job Warriors.

* Swords and Sword scrolls tend to be very expensive.

Warrior - Page

Pages are very similar to Fighters during the 2nd job, only difference being Pages can use Blunt Weapons, whereas Fighters can use Axes (although both can use Swords), and Pages get the skill Threaten, whereas Fighters get Rage.

At higher levels (3rd job and beyond) Pages concentrate on getting elemental attacks, which allows the to do extra damage against certain enemies (but less damage against other types of enemies). They will apparently be able to heal themselves in the 4th job (could be an unconfirmed rumor).

Pros:

* Pages get Threaten, a very defensive skill that can save you a lot of HP by making monsters do less damage to you.

* Get more base MP compared to Fighters.

* Blunt Weapons and BW scrolls tend to be cheap.

Cons:

* Threaten needs to be constantly recast on new enemies, and its offensive capabilities are negligible.

* Get less base HP compared to Fighters.

* Swords and Sword scrolls tend to be expensive.

Warrior - Spearman

The Spearman is actually a bit different from the other 2 Warrior types. Firstly, they use either spears or Polearms, which are big, slow 2 handed weapons that have the highest maximum damage out of all the Warrior weapons. They also have the lowest minimum damage. Spearmen also get some very handy skills which are quite beneficial to fellow party members. At later levels (3rd job and beyond) Spearmen get some amazingly powerful skills such as Dragon Roar which can do massive damage to all the enemies on the screen. The drawback is most of the powerful skills tend to have a long cooldown period, and require expensive items which get used up when you use the skill.

Pros:

* Their weapons have the longest range out of all the Warrior weapons.

* Polearms do the most damage when its “swung”, Spears do the most damage when their “stabbed”.

* Polearms/Spears have the highest maximum damage out of all the Warrior weapons.

* Have some great party oriented skills.

* Get more base MP than Fighters.

* While using Hyperbody, their HP and MP max is actually the highest out of all the Warriors.

Cons:

* Slowest attack speed.

* Lowest minimum damage means their damage is the most unstable out of all the Warriors.

* Polearms do poor damage when its “stabbed”, Spears do poor damage when its “swung”.

* Get less base HP than Fighters.

Mages

Mages are a very common class in MS. They attack at range using magical spells, using wands and staffs to boost their spell damage. They have no melee capability at all, but don’t really need it since their spells hit from far OR close. If you like the idea of blasting enemies with spells, and being able to protect yourself with magical guards, and then later doing extra damage against certain enemies, then Mages may be the class for you.

Pros:

* Can attack at range OR up close.

* They are by far the most powerful class during the 1st job advancement. You will level very fast after level 15.

* They have bucketloads of MP.

* They have ridiculously fast MP recovery rates, meaning you spend a lot less on MP potions than other classes.

* Magic Claw can attack through walls.

* Very stable damage using Magic Claw.

* After 2nd job they can teleport, and absorb their enemies MP.

* Can essentially use their MP bar as their HP once they max out Magic Guard, meaning they can take a lot more punishment.

Cons:

* Cannot jump and then attack while in the air.

* Have the lowest HP out of all the classes.

* Mage gear tends to be expensive since so many people play mages.

* Some people don’t like mages as they have a bit of a reputation as “ksers”, so be prepared for some people to be rude to you.

* Tend to get weaker after the 2nd job advancement compare to the other classes.

* Taking damage from your MP bar (once you have Magic Guard) is expensive. MP potions essentially cost twice as much as HP potions.

Mage - Fire/Poison Mage

The Fire/Poison mage specializes in spells which deal the highest amount of damage. Fire mages don’t care about support skills or freezing their opponents, they just want big damage.

Pros:

* Highest damage spells out of all the 2nd job mages.

* Poison can be very effective against high level enemies if used correctly.

* Huge damage against Ice based enemies.

Cons:

* Cannot heal or freeze enemies.

* Do poor damage against fire based enemies.

* Poison can be hard to use properly.

* Fire Arrow is blocked by terrain.

* Some enemies are strong against, or even immune against Poison.

Mage - Ice/Lightning Mage

Ice/Lightning mages have quite similar skills to Fire/Poison mages, but their attacking skills are quite different in their effect. Although Ice mages do not do quite as much raw damage as Fire/Poison mages, they get the benefit of freezing their enemies, and being able to hit multiple enemies at once.

Pros:

* Ice Beam can freeze enemies.

* Lightning can hit multiple enemies at once, meaning its possible to level very quickly on lower level enemies with a fast spawn rate.

* Ice Beam can go through walls.

* Ice Beam does huge damage against Fire Based enemies.

* Lightning also does huge damage against certain enemies.

Cons:

* Ice Beam does poor damage against Ice based enemies.

* Some enemies are strong against Lightning.

* Not quite as much raw damage as Fire Mage.

* Cannot Heal.

Mage - Cleric

Clerics are a party favorite. Everyone likes being Healed for free, so if you like to party a lot, then maybe Cleric is the class for you. Although your main offensive spells tend to do the least damage out of all the Mages, you make up for it by having some great party support skills, and being able to dish out massive damage against evil/undead enemies. After 3rd job advancement they get some fantastic skills, including one which give them let them be able to morph their enemies into snails.

Pros:

* Can Heal, and gets XP for healing party members.

* Does huge damage against evil/undead enemies.

* Can hit multiple enemies at once with Heal (if used on undead).

* Great party support skills.

* Can actually Jump+Attack by using Heal against Undead creatures.

Cons:

* Weakest attack out of all the Mages against all non evil/undead enemies (which is most of the enemies in the game).

* Tend to be stuck leveling on the same enemies for many levels in a row.

* Limited enemy selection.

* Cannot freeze enemies.

Thieves

Thieves are an interesting class. It is the only class where you can actually choose if you want to attack with Melee or at range. Thieves also get (arguably) the coolest looking gear. Perhaps if you are still unsure if you want to go for a Melee character or a Ranged attacker, making a Thief if a good choice. Thieves tend to rely on high avoidability rather than high armor as a defense against enemies. They also tend to rely on many fast attacks rather than a few powerful attacks. They later get what is arguably one of the best 2nd job skills in the game, Haste, which can make playing MS a lot more fun.

Pros:

* Option to use Range or Melee during 1st job.

* Tend to have very fast attacks.

* Arguably the coolest looking gear.

* High avoidability means you get missed a lot.

* High accuracy means you will never find that missing your target is a problem.

* Ranged thieves get Lucky7, which has built in Mastery, making it a lot more powerful than almost any other 1st job attacking skill (Except Magic Claw for mages).

* Ranged thieves tend to be the 2nd fastest levelers during 1st job advancement after Mages.

* Ranged thieves can jump and then shoot while in the air.

Cons:

* Low HP compared to Warriors.

* Low armor compared to Warriors means when you DO get hit you take a fair bit of damage.

* Dagger thieves tend to be the slowest class to level up out of all the 1st job classes.

* Daggers have a very short range.

* Ranged Thieves cannot attack an enemy up close effectively.

* Ranged Thieves cannot knockback close enemies like a Bowman can.

* Daggers + Claws + Stars plus their relevant scrolls tend to be very expensive.

* There are a lot of thieves.

Thieves - Bandits

Bandits are the melee Thief. If you settled on Daggers and melee during the 1st job, then the path of the Bandit is for you. They attack fast, move fast, and tend to get hit a lot less often than Warriors, however they have less armor and HP then Warriors. During 2nd job Bandits get Savage Blow, which deals 6 very fast hits against their enemies, meaning they start doing very good and stable damage once they get Savage Blow.

Pros:

* Get Haste, a very effective and fun skill.

* Get Savage Blow, a very effective attack with stable and powerful damage.

* Have very fast attacks, especially once they get Booster.

* Once they get Savage Blow they will do more damage than Assassins.

Cons:

* Tend to do less average damage than Warriors, especially against high defense enemies.

* Cannot attack at range effectively.

* Low HP compared to Warriors.

* Have a useless skill: Steal. Seriously, don’t get this skill.

* Daggers and Dagger scrolls tend to be expensive.

Thieves - Assassin

Assassins are the ranged attack option of thieves. If you don’t like melee, and are a thief, then being an Assassin is probably a good option for you. They have higher damage potential than Bandits, but their lower damage stability means they tend to do less damage on average (however they are more stable than Bowmen). Assassins also get Haste, which means you will probably be having a blast jumping around at warp speed, throwing stars left and right like crazy. A lot of people say that Assassins are the most fun class.

Pros:

* Jump shooting + Haste = a lot of fun.

* More stable damage than Bowmen.

* Higher damage potential than Bandits.

* More likely to knockback enemies than Bandits.

* Can benefit greatly from using Warrior Potions, or having a Fighter cast Rage on them (since they have the lower Weapon Attack out of all the non-mage classes).

* Can heal themselves with their attacks once they get Drain.

Cons:

* Cannot attack effectively up close, can sometimes get annoying.

* Cannot knockback enemies like Bowmen.

* Claws and Stars are EXTREEMELY expensive.

* Stars need to be regularly recharged in town.

* Are stuck with only one attack skill (Lucky 7), until they get Drain, which is usually not until the mid-high 50’s at least.

Bowmen

Bowmen specialize in powerful ranged attacks. If you like the idea of usually attacking enemies from a long distance away, and not often getting into close range, then perhaps a Bowman is for you. They have extremely high maximum damage, but unfortunately also have the lowest minimum damage, making them very unstable at first (but DoubleShot and Mastery later on help to stabilize their damage). Bowmen cannot attack up close effectively, at least until the higher levels, and they also cannot jump + shoot like Assassins can, meaning that if enemies get in close, Bowmen are at a big disadvantage and need to get out of there.

Pros:

* Extremely high maximum damage

* Attack at range

* Can usually get their arrows from monsters or for free/really cheap from other players.

* Very high accuracy means missing enemies shouldn’t be a problem.

* Can switch to a melee weapon at the lower levels and still be effective.

* Can knockback enemies.

Cons:

* Very low minimum damage means damage stability is the worst out of all the classes.

* Terrible in melee range unless they switch to a melee weapon (only really feasible at lower levels).

* Cannot jump and then shoot while in the air.

* Avoidability not as good as Assassins which means they get hit more often.

* Slower attack speed than Assassins.

* Some people find them the most boring class as the usual hunting method involves just standing in a safe spot and shooting at enemies at a distance.

Bowmen - Hunter

During 2nd job Hunters and Crossbowmen have many similar skills. The main difference between them is that Hunters tend to attack faster, whereas Crossbowmen do more damage. Also, the Hunters mass mob attack skill hits up to 6 enemies all within a certain distance from each other, whereas a Crossbowmans mass mob attack skill can hit up to 6 enemies in a line, even if they are not that close together.

Pros:

* Faster attack than Crossbowmen.

* Damage gets somewhat stabilized by getting Mastery.

* Get power knockback, which makes them more effective at moving monsters away from them than during 1st job.

* Get soul arrow which means they can essentially stop using up arrows indefinitely.

* Still have very high maximum damage compared to most classes.

* Arrow Explosion can hit enemies slightly above or below you.

Cons:

* Slower attacks then Assassin.

* Less damage than Crossbowmen.

* Mass mob attack less effective in a straight line then the Crossbowmans mass mob attack.

* Bows and Bow scrolls tend to be more expensive than Crossbows as there are more Hunters than Crossbowmen.

Crossbowmen

Crossbowmen and Hunters are quite similar during 2nd job, the only difference being that Crossbowmen do more damage, whereas Hunters attack faster. Also, the Crossbowmans has mob attacking skill works in a straight line, while a Hunters has an area of effect. If you want to do more damage, plus pay less money for your weapons, then Crossbowman might be the class for you. It is also probably the least common class in MS, so you will be unique at least!

Pros:

* Higher damage than Hunters and Assassins

* Damage stabilizes a bit once you get Mastery

* Cheaper weapons than Hunter or Assassin

* Mass mob attack is very effective in a straight line, ie if you are on a flat platform with a whole bunch of enemies in front of you.

* Get power knockback, which makes them more effective at moving monsters away from them than during 1st job.

* Get soul arrow which means they can essentially stop using up arrows indefinitely.

* Still have very high maximum damage compared to most classes.

Cons:

* Slower attacks then Assassin and Hunters.

* Damage is still pretty unstable.

* Mass mob attack less effective in a some situations than a Hunters Arrow Explosion, especially if the enemies are above/below you.

* Might be hard to find Crossbows to buy since most people probably NPC them since there are so few Crossbowmen around to sell to.

So there you have it! An explanation of how each class compares to all the others. If you are still wondering which class is the best, then you have missed the whole point of this post… There is no best. There ?is only “best for you“!!! Read all the descriptions and pros/cons of all the classes you are considering and make up your own mind!

Also keep in mind that different classes are weak or powerful at different stages of the game. Don’t let the fact that your character seems to be weak vs another character of a different class put you off…. in 10-20 more levels you just might be more powerful than them!

leveling speed/Power of the classes compared at various stages:

Beginner (level 1-10):
Most powerful: Warrior
Least powerful: Mages

1st Job (level 10-30):
Most Powerful: Mages
Least Powerful: Dagger Thieves (Bandits to be)

2nd Job (level 30-70):
Most Powerful: Early on Assassins, then Bandits/Warriors for a while, then Bowmen towards the end.
Least Powerful: Early on Bowmen and Bandits, then Mages towards the end.

3rd Job (level 70-120):
Most Powerful: It’s just speculation and rumors at the moment, but supposedly Bowmen become the most powerful during this period.
Least Powerful: Again, just speculation and Rumor, but apparently Mages get weak during this time.

For all the classes in maple story, you can find the importance of meso through the game. You will need it to buy the items fit for you and the potions which may save you from death.

By the way, if you want to enjoy your game without the boring process of farming and finishing quests, www.ogpal.com will help you get rid of them. Our customer service will make sure you are more than satisfied with every purchase!

Author: olaph

maple Story guide

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 Description

  Mesos (plural Mesos) is the virtual currency used in the game ‘Maple Story‘. This currency is used to either buy items from NPC (Non-Player-Character) merchants or trading with other players. You can earn mesos by killing monsters or selling your items.

  Mesos can come in various forms including the most basic and cheap bronze coin, then the gold coin, next a bundle of cash, and then a sack of gold.

  Bronze Coin - 10-49 mesos

  Gold Coin - 50-99 Maple money

  Bundle of Cash - 100-999 mesos

  Sack of Gold - 1000-50000 mesos

  you cannot drop more than 50000 Mesos at one time. Saying this, you also cannot drop less than 10 Mesos at one time. You can earn lots of Maple gold, allowing you to spend it on necessities for your character. You shouldn’t waste mesos! There is no limit in how many Mesos you can hold, but there is a storage NPC in each town for you to store Mesos in.

  Earning Mesos

  Are you short on maplestory mesos? Need funding to purchase your next equipment? Looking for a way to gain mesos faster? This short guide will list some of the do’s and do not’s of Meso earning for each class.

  All Classes

  Do Winston’s Fossil Dig-up quest. The 30K Mesos obtained are a considerable amount for the level (21).

  Do the quest Alex the Runaway Kid. The level 25/30 earrings obtained saves you from buying earrings at that level.

  Do the quest Fairy’s Horn Flute at levels 30-40, as it will give Blue Moon Earrings. This will save you from buying earrings at level 40.

  Do the quests “To the New World”, “Jane the Alchemist” and “Peace at Eos Tower” at level 40. These quests will give good rewards, boosting your mesos by a large sum. All 3 quests can give a 60% Scroll for Gloves for ATT, which sells for 7-12 million mesos (the actual price depends on the server you are on)

  Do the quest Terminating the Dark Force, which is the final sequel to the quest The Ore of Dark Crystal. Although the dark crystal ores might be pricey, they are worth the overall scrolls.

  Do Party quests. Especially for Ludibrium Party Quest, because you may receive great prizes, such as Capes, Earrings and Scrolls.

  Do keep your solid horns or foxtails or anything that can be used for the exchange quest. People will buy them at a higher price as compared to the NPC.

  Do keep your money in the bank to refrain from buying unnecessary things.

  Do not beg for Mesos, it gives people the impression that you are a poor MapleStory player. Some players will get very annoyed when asked for mesos and you might get a defame instead.

  Do not sell your ores to NPCs. Instead find someone on the free market and sell it. 100/150 Mesos for an ore isn’t worth it. Neither should you sell those 1-meso items, chances are, they are worth decent amounts in the market (eg. Omoks, Monster Cards and Scrolls).

  Do not do the Showa Exchange Quest, as the pay rates are not worth it at all.

Thieves

  (Claw Thieves)-So, you are constantly refilling stars, also buying MP/HP pots, and you have scrolls/equips/etc. to buy. So, seems tough enough. Well here are some small tips that may help you:

  Buy Subi throwing stars for training. (Will help ‘down’, the price for refilling stars.)

  Despite being weaker, icicles actually cost more to recharge compared to tobis. Try not to use the fanciful stars (wooden tops, snowballs, icicles) as the recharge costs tend to be steeper.

  Bowmen

  Don’t buy arrows from players, since they take more money than they’re worth. An arrow can be bought for 1 Meso each in the store or made by obtaining 1 processed wood (10 tree branches/5 firewood and 1 stiff feather.) Don’t use upgraded arrows (Bronze arrows) for training.

  Magician

  Ice Lightning Mage:

  An Ice Lightning mage with their cold beam at level 15 will find fire boars a valuable source of money. At that level, you should be able to kill fire boars in one hit. Ice/Lightning mages should try not to use Lightning Bolt to train at early levels as the MP cost is very high.

  Cleric:

  Clerics level 43+ with maxed heal should utilize the monkey forest or monkey swamp. Zombie lupins give good drops, exp, and you can mob them up and heal attack them. They drop nice amounts of Meso too, and cursed dolls can sell for a nice profit. Zombie lupins are sort of like an upgraded fire boar but for Clerics. In actual fact, Clerics should NOT be losing mesos.

  AOE (Area of Effect) when dealing with Area of Effect moves like explosion or thunderbolt, you will save a lot of mesos by sniping mobs instead of jumping into them and attacking. The main advantage of AoEs is their ability to assail monsters, yet giving the mobs no chance of reaching the caster.

  Inflation

  Like any real world currency, the MapleStory economy is subject to the same flow; because monsters provide an essentially unlimited supply of mesos, the value of the meso has decreased over time. Natural deflation occurs whenever players purchase items from NPCs, or when players who hold mesos no longer participate in the economy, or with an increase in population (not necessarily changing the hands of mesos, but affecting an average income) but mesos are generally created faster than the population can increase to even them out. This leads to continual price rises of various items.

  To curb inflation, Nexon provides ample opportunities to begin anew on new servers, yet these new servers ultimately fall victim to the same problems as their predecessors; so, in order to curb inflation on individual servers, Nexon utilizes an escalating tax system in trading, deliveries, and player shops. This has implications for trading; because one can trade in installments to evade taxes, new opportunities for scamming have emerged, as well as disputes regarding the number of mesos one receives.

Author:yezyskg

Maple Story Power leveling

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“I have no time but I want to advance my level in Maple Story. What should I do?” The answer is Maple Story Power leveling.

 

Maple Story Power leveling is one useful way to improve your level. Expert gamers will be able to play the game while players are not on the computer. They will be able to move characters through the game quickly and complete levels that may be difficult or just time consuming. When the player returns, they will be ahead of where they were before.

 

Maple Story Power leveling can enable the players bypass the boring parts of the game and train valuable items and skills along the way instead of having to bear the boring sections.

 

By the way, if you want to get stronger immediately, powering your level on www.ogpal.com is always your best choice. Besides, we are the cheapest Maple Story mesos supplier online and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase.

 

Source: necro admin

 

 

Avoid Maple Story Scams!

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Have you ever got such unforgettable experience that when you are striving hard for Maple Story mesos day and night and then you got scammed, as a result, all your hard work is in vain? The self motivation for  Maple Story mesos lures some gamers to set up other player. Being an honest player, you should try every effort to stay away from these scammers.

 

 

The most usual scamming type is tricking new player into to selling items for several times less than their actual value, buying items for several times what they are actually worth, or by stealing their items”. It also lists other scams, some of which are:

 

 

1)        Take advantage of the victim’s lack of game knowledge or user interface

2)        Telling the victim that a glitch or problem would occur if one does a certain action, and the curious victim would perform the action

3)        Scamming about faming (the act of increasing one’s fame) since players cannot trade fame in a secure trading window

4)        Scamming through guilds. A guild master with powers to invite/kick someone from a guild will allow someone into a guild for a fee (usually between 50,000 to 100,000 Maple Story mesos). The person being scammed will pay, and then the guild master who invited the member will expel the person from the guild.

 

Avoid scams. Protect your Maple Story mesos. Please keep an eye on www.ogpal.com. : D

 

 

Source: necro admin

 

 

BOWMAN in Maple Story

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This article is written up to provide players with a clear picture of the bowman in Maple Story.

Bowman is class that specializes in long range attacks. There are two types of weapon, a bow which is faster but weak and a crossbow which is slower but powerful. They are also required to buy arrows; it has also two different types, one for Bow and one for Crossbows. As we all know Bowman fire arrows from a long distance which helps us to kill enemy from afar before even reaching us. If the enemy gets to close an archer immediately changes to a melee attack to knock back the enemy (you can’t fire arrows if the enemy gets to close, knock back at a rate depends on the weapon and skill). In general Bowman can’t jump and shoot (not like Assassins) so it’s very difficult to fight in small places but if wide areas Archers kills so fast and without too much effort.

Bowman always start very poor and somewhat weak; poor because we have to buy a lot of Potions and Arrows which cost a lot of Maple Story Mesos; Weak because of unstable damage versus other class. But don’t worry that only the start it gets better after you become Crossbowman.

By the way, if you want to get stronger immediately, power your level from us. Besides, we are the cheapest Maple Story mesos supplier online and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase. : D

Source: necro admin

Archer Skills and point accolations

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In this guide, www.opal.com will show you some of archer skills and point accolations and hope that will help you polish you skills! : D

Blessing of Amazon
Effect: Passively increases your accuracy

My thoughts: useful, definitely a must

Critical Shot
Effect: Passively gives you a chance to score a ‘critical’ hit on your enemy, inflicting more damage

My thoughts: You are not a true archer without it, you won’t survive without it

Focus
Effect: Once activated, increases you accuracy and avoid ability for a short while

My thoughts: ehh…not that great, if you have spare points, sure,
but its not really necessary, I don’t really like focus because
you have to activate it to get bonuses

Arrow Blow
Effect: Fires 1 powerful arrow

My thoughts: nah, you need 1 point into it to get double shot, but that’s all that should be in there, it’s not a good skill really

Double Shot
Effect: Fires 2 arrows that each have half power of an arrow blow arrow

My thoughts: YES! max it without a doubt, I will mathematically explain
why double shot is better later, but it is without a doubt far superior

The eye of Amazon
Effect: Passively increases your firing range

My thoughts: Without a doubt, great skill, your arrows have a really short range to start, but that is taken care of with this skill

All right, that’s all the archer skills, if you have any other good skills, we’d appreciate it if you write to www.ogapl.com and you’ll be our preferred guests. : D

Source: necro admin

Ice/Lightning In Depth

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In this guide, www.ogpal.com will offer you some tips on ice and lighting besides Fire/Poison in depth. Hope you find them useful. : D

=[SP distribution]=

          *ICE*                                               *LIGHTNING*

Level 30: MP Eater OR Teleport(1)         Cold Beam OR MP Eater(1)

Level 31: Cold Beam(3)                          Thunder Bolt(3)

Level 32: Cold Beam(3)                          Thunder Bolt(3)

Level 33: Cold Beam(3)                          Thunder Bolt(3)

Level 34: Cold Beam(3)                          Thunder Bolt(3)

Level 35: Cold Beam(3)                          Thunder Bolt(3)

Level 36: Save 3 SP                             Save 3 SP

Level 37: Save 3 SP                             Save 3 SP

Level 38: Save 3 SP                             Save 3 SP

Level 39: Save 3 SP                             Save 3 SP

Level 40: Cold Beam(15)                         Thunder Bolt(15)

Level 41-50: Put points into Teleport if you haven’t and max out either

             Lightning OR Ice

Level 51-70: Max out MP Eater, Meditation and Teleport and use the last SP

             as you like. The order of skills to max is up to you.

=[Training Tips]=

*Ice*

Level 30-35: Train in places where you did before level 30. Between this time your ice spells arent up to the standard so you cant take fire boars on efficiently.

Level 36-50: Train on Fire Boars and any high level 40+ monsters you like.

Level 51-70: Train on Red Drakes and any high level 50+ monsters you like.

*Lightning*

Level 30-35: Train in places where you did before level 30. Between this time  your lightning spells aren’t up to the standard so you cant mass kill creatures efficiently. Level 36-50: Train on monsters which spawn fast in great numbers. Some examples include, Green Mushroom, Horny Mushroom, Bubbling, Boars, Fire Boars.

Level 51-70: Now go Florina Beach and shock those Lorangs and Clang!

——————————————————————————-

8) Fire/Poison In Depth

——————————————————————————-

=[SP distribution]=

Level 30: MP Eater(1)

Level 31: Fire Arrow(3)

Level 32: Fire Arrow(3)

Level 33: Fire Arrow(3)

Level 34: Fire Arrow(3)

Level 35: Fire Arrow(3)

Level 36: Save 3 SP

Level 37: Save 3 SP

Level 38: Save 3 SP

Level 39: Save 3 SP

Level 40: Fire Arrow(15)

Level 41-70: Put points into teleport and max MP Eater, Meditation and Teleport. Spend the last 21 points as you prefer.

=[Training Tips]=

Level 30-35: Train in places where you did before level 30. Between this time your fire arrows may not do more damage than magic claws.

Level 36-70: You can now train on almost any non-fire creatures with 1-3 hit KO. Move on to Cold Eyes when you max Fire Arrow. Then move on when Cold Eyes dont give as much % to your exp.

——————————————————————————-

7)Cleric In Depth

——————————————————————————-

=[SP distribution]=

Level 30: MP Eater(1)

Level 31: Heal(3)

Level 32: Heal(3)

Level 33: Heal(3)

Level 34: Heal(3)

Level 35: Heal(3)

Level 36: Save 3 SP

Level 37: Save 3 SP

Level 38: Save 3 SP

Level 39: Save 3 SP

Level 40: Heal(15)

Level 41-70: Put points into teleport and max MP Eater, Invincible, Holy Arrow and Teleport. You can put points into Bless instead of Invincible and Holy Arrow since Bless affects the party. But the better choice is max Invincible and Holy Arrow and placing whatever remaining into Bless.

=[Training Tips]=

Level 30-35: Train in places where you did before level 30. During this time your Heal only heals a little of your HP.

Level 36-40: Go mass attack Zombie Mushrooms.

Level 40-70: Now you can go fight Zombie Lupins, Jr Wraiths, Wraiths and  eventually Malady and Dark Stone Gollems. Maladys may not be very good as they are annoying flying around.

By the way, if you want to get stronger immediately, power your level from us. Besides, we are the cheapest Maple Story mesos supplier online and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase.

Source: necro admin

 

Guide to Black Mage Equipment

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Recently, www.ogpal.com has seen a lot of questions raised by you guys concerning the gear such as whether or not it’s acceptable for the level, how it can be made better, whether or not it’s worth upgrading, etc. So we’ve made a list as follows, trying to possibly forestall some of the questions and we’d like to hear from your Comments and Suggestions.

“I’m poor and I don’t have any gil! What do I need to buy in Maple Story?”

These pieces of equipment are very cheap and offer substantial bonuses to BLM efficiency. Not having these pieces is grounds for getting kicked out of your party, because they’re just that useful and that cheap.

L9: Willow Wand +1– +3 Int, +3 Mnd

L10: Eremite’s Ring– +2 Int

L18: Yew Wand +1– +4 Int, +4 Mnd

L20: Black Silk Neckerchief– +1 Int

L29: Seer’s Crown– +2 Int

L29: Seer’s Tunic– +8 MP, +1 MP regeneration

L29: Seer’s Mitts– +1 Int

L29: Seer’s Slacks– +9 MP, +1 Int

L32: Solid Wand– +5 Int, +5 Mnd

L32: Black Cape +1– +3 Int

*L51: Dark Staff– +1 to all stats, +10 MP regeneration, Dark spell potency +~10%

*L51: Ice Staff– +4 Int, Elemental Magic Skill +10, and Ice spell potency +~10%

L52: Wizard’s Sabots– +10 MP, +3 Agi, Spell Interruption Rate -20%, Enmity -1

L54: Wizard’s Gloves– +12 MP, +3 Chr, Elemental Magic Skill +15, Enmity -1 (Rare/EX)

L56: Wizard’s Tonban– +14 MP, Evasion +5, Dark Magic Skill +15, Enmity -1

L58: Wizard’s Coat– +16 MP, +5 Vit, Enfeebling Magic Skill +10, Enmity -3 (Rare/EX)

L60: Wizard’s Petasos– +25 MP, +4 Int, Enmity -4 (Rare/EX)

L68: Black Cloak– +4 Int, Elemental Magic Skill +8, Adds “Refresh” effect, Cannot equip headgear

*The staves aren’t cheap, but they’re so exceedingly useful that every BLM should farm for these and strive to get them as soon as possible.

“Okay, well, I guess I can spend some time farming… in Maple Story

These pieces offer either substantial Int boosts, or some useful boosts in a slot where you’re not likely to find them until much later, and if you want to spend some money on improving your performance, these are likely places to look. By no means are these pieces any less important than the ones in Section 1, but these are definitely going to require more of a time investment.

L10: Onyx Earring: +2 MP

L10: Royal Footman’s Tunic: +1 Agi, +1 Int, Cannot equip headgear

L14: Erudite’s Headband: +1 Int, Evasion +3

L14: Friar’s rope: +5 MP, +1 Mnd

L20: Mage’s Slacks– +1 Int

L25: Morion Tathlum– +3 MP, +1 Int

L27: Magna Gauntlets– +24 MP, +2 Dex, +1 Int (Elvaan RSE)

L27: Elder’s Bracers– +32 MP, +2 Int (Galkan RSE)

L28: Shaman’s Belt– +5 MP, +1 Int

L29: Seer’s Crown +1– +3 Int

L29: Seer’s Mitts +1– +2 Int, +2 Mnd

L29: Custom Boots– +4 HP, +12 MP, -1 Dex, +3 Agi, +3 Int, -1 Mnd (Hume RSE)

L29: Magna Ledelsens– +20 MP, +3 Agi, +2 Int (Elvaan RSE)

L29: Elder’s Sandals– +12 MP, +3 Agi, +2 Int (Galkan RSE)

L30: Black Earring– +4 MP

L30: Mercenary Captain’s Belt– +1 Dex, +1 Vit, +1 Agi, +1 Int, +1 Mnd, +1 Chr

L31: Elder’s Braguette– +20 MP, +2 Agi, +1 Int, +2 Chr (Galkan RSE)

L33: Magna Jerkin/Bodice– +24 HP, +4 MP, +1 Dex, +1 Int (Elvaan RSE)

L33: Elder’s Surcoat– +32 MP, +1 Int, +1 Chr (Galkan RSE)

L40: Enhancing Earring– +5 HP, +5 MP (Rare)

L40: Druid’s Rope– +1 Int, +1 Mnd, +1 Chr, Spell Interruption Rate down 10%

L43: Red Cape +1– +3 Int, +3 Mnd

L47: Moldavite Earring– Magic Attack Bonus +5 (Rare/EX)

L48: Rose Wand +1– +6 Int, +6 Mnd

L50: Tactician Magician’s Coat– +1 Int, +1 Mnd, +1 Chr

*L51: Thunder Staff– +4 Dex, Critical Hit Rate +15, Thunder spell potency +~10%

*L51: Fire Staff– +4 Str, Attack +10, Ranged Attack +10, Fire spell potency +~10%

*L51: Water Staff– +4 Mnd, Divine Magic Skill +10, Water spell potency +~10%

*L51: Earth Staff– +4 Vit, Physical Damage taken -20%, Earth spell potency +~10%

*L51: Wind Staff– +4 Agi, Evasion +10, Wind spell potency +~10%

L58: Justaucorps +1– +15 HP, -1 Str, -1 Dex, -1 Vit, -1 Agi, +3 Int, +3 Mnd, +3 Chr

L65: Elemental Torque– Elemental Magic Skill +7 (Rare)

L65: Dark Torque– Dark Magic Skill +7 (Rare)

L65: Enfeebling Torque– Enfeebling Torque +7 (Rare)

L66: Phantom Tathlum– +10 MP, +2 Int

L66: Arachne Obi– +2 Int, Enhances “Resist Slow” effect

L71: Rainbow Cape– +9 HP, +9 MP, +3 Int, +3 Mnd, +3 Chr

*Again, the staves are expensive, but have been proven to add a huge boost to your efficacy as a BLM, and while getting all of them is exceedingly difficult, it’s very nice to have. Pick and choose and prioritze them yourself.

“Okay, but I want to be a *leet* BLM. What else can I do in Maple Story?

These are pieces of equipment that might not be necessary, but will give you a little extra edge over the competition, or else will require an insane time investment to acquire.

*L10: Brass Hairpin– -4 HP, +10 MP

L10: Energy Earring: +3 MP

L10: Eremite’s Ring +1: +3 Int

L10: Mist Silk Cape: +1 Mnd

L15: San d’Orian Tunic: +4 MP, +1 Agi, +1 Int, Cannot equip headgear

L18: Garrison Boots: +1 Int, +1 Mnd

*L20: Silver Hairpin– -6 HP , +15 MP

L20: Mage’s Tunic– +2 Int, Cannot equip headgear

L20: Garrison Gloves– +1 Vit, +1 Int

*L27: Savage Gauntlets– +16 MP, +4 Vit, +2 Mnd (Mithran RSE)

L29: Faerie Shield– (What? It’s a shield.)

L30: Healer’s Shield– +2 Dex (WHM sub)

L30: Warlock’s Shield– +7 HP, +7 MP (RDM sub)

L30: Healer’s Earring– -1 Enmity (WHM sub)

L30: Warlock’s Earring– +1 MP regeneration (RDM sub)

L30: Morion Earring– +4 MP, +1 Int

L30: Warlock’s Mantle– Enhances “Fast Cast” (RDM sub)

*L31: Custom Slacks/Pants– +32 MP, -1 Str, +3 Mnd, -1 Chr (Hume RSE)

*L31: Savage Loincloth– +32 MP, +1 Vit, +1 Mnd (Mithran RSE)

*L31: Magna Chausses– +12 HP, +12 MP, +2 Dex, +2 Agi (Elvaan RSE)

L34: Bastokan Circlet– In areas under national control: Magic Attack +3

L36: Wisdom Ring– +3 Int

L38: Mage’s Robe– +3 MP, +1 Int

L38: Spirit Torque– +10 MP, Evasion +5

*L40: Electrum Hairpin– -10 HP, +25 MP

*L40: Electrum Ring– -20 HP, +20 MP

L41: Inferno Sabots– +10 MP, New Moon: +1 Int, Dark Magic Skill +3

*L50: Gold Hairpin– -12 HP, +30 MP

L51: Light Staff– +1 to all stats, Cure potency +10%, Light spell potency +~10%

L54: Genius Ring– +4 Int

L56: Shaman’s Cloak– +25 MP, +4 Int, Elemental Magic Skill +5, Enfeebling Magic Skill +5, Cannot equip Headgear (Rare/EX)

L58: Torque– +1 Int, +1 Mnd, +1 Chr

L64: Druid’s Slops– Healing Magic Skill +5, Elemental Magic Skill +5

L65: Enhancing Torque– Enhancing Magic Skill +7 (Rare)

L66: Arachne Obi +1– +3 Int, Spell Interruption Rate -8%, Enhances “Resist Slow” effect

L68: Demon’s Cloak– +5 Int, Elemental Magic Skill +10, Adds “Refresh” effect, Cannot equip headgear

L72: Abyssal Earring– +2 Int, Scythe skill +5, Dark Magic Skill +5

L72: Errant Houppelande– -7 Str, -7 Dex, -7 Vit, -7 Agi, +10 Int, +10 Mnd, +10 Chr, Enmity -3, +5 MP Regeneration

L72: Errant Cuffs– -20 HP, +20 MP, +5 Int, Enmity -2

L72: Errant Slops– -5 Str, -5 Dex, -5 Vit, -5 Agi, +7 Int, +7 Mnd, +7 Chr, Enmity -3

L74: Elite Beret– Divine Magic Skill +4, Enfeebling Magic Skill +4, Elemental Magic Skill +4, Summoning Magic Skill +4

*This equipment would primarily be used as part of an MP/Int swap near the beginning of the fight, and is not recommended for Taru.

“My LS just gave me 20 million gil from the Kraken Club they sold.”

L30: Morion Earring +1: +5 MP, +2 Int

L34: Republic Circlet: In areas under national control: Magic Attack +5

L40: Magic Slacks– +2 Int, +2 Mnd, Enchantment: Restores MP

L41: Inferno Sabots +1– +13 MP, New Moon: +2 Int, Dark Magic Skill +5

L50: Nazar Bonjuk– +1 Int, +1 Mnd, +2 Chr

L50: Ocean Stone– +30 MP, -5 Str, +3 Int, +2 Mnd (Hume RSE, Rare)

L50: Forest Stone– +40 MP, -5 Dex, +3 Agi, +2 Int (Elvaan RSE, Rare)

L50: Jungle Stone–+30 MP, -5 Agi, +2 Int, +3 Mnd (Mithran RSE, Rare)

L50: Desert Stone–+40 MP, -5 Dex, +3 Int, +2 Chr (Galkan RSE, Rare)

L50: Intellect Torque– +2 Int (Rare)

L50: Sly Gauntlets– +8 HP, -1 Agi, +3 Int (Rare)

L51: Pluto’s Staff– +2 to all stats, +10 MP regeneration, Dark spell potency +~15%

L51: Aquillo’s Staff– +5 Int, Elemental Magic Skill +10, Ice spell potency +~15%

L51: Jupiter’s Staff– +5 Dex, Critical Hit Rate +15, Thunder spell potency +~15%

L51: Vulcan’s Staff– +5 Str, Attack +10, Ranged Attack +10, Fire spell potency +~15%

L51: Neptune’s Staff– +5 Mnd, Divine Magic Skill +10, Water spell potency +~15%

L51: Terra’s Staff– +5 Vit, Physical damage taken -20%, Earth spell potency +~15%

L51: Auster’s Staff– +5 Agi, Evasion +10, Wind spell potency +~15%

L51: Apollo’s Staff– +2 to all stats, Cure potency +10%, Light spell potency +~15%

L52: Tactician Magician’s Hat +2– In areas under national control: +4 Int, +4 Mnd

L58: Torque +1– +2 Int, +2 Mnd, +2 Chr

L60: Phantom Earring– +8 MP, +1 Int

L60: Phantom Earring +1– +10 MP, +2 Int

L62: Marine Gloves– +35 MP, -3 Vit, -3 Agi, +4 Int, +4 Mnd, +3 Chr (Hume RSE)

L62: Wood Gloves/Gauntlets– -30 HP, +55 MP, +4 Dex, -3 Vit, +4 Int (Elvaan RSE)

L62: Dune Bracers– -35 HP, +65 MP, -5 Vit, +2 Int, +2 Mnd (Galkan RSE)

L62: Wood Ledelsens– +30 MP, -3 Str, +6 Agi, +3 Int (Elvann RSE)

L62: Dune Ledelsens– -20 HP, +45 MP, -3 Vit, +4 Chr (Galkan RSE)

L62: River Gaiters– +35 MP, -3 Dex, +4 Int, +4 Mnd (Mithran RSE)

L67: Omniscient Earring– +2 Int

L70: Ocean Rope– +45 MP, -4 Str, +4 Int (Hume RSE, Rare)

L70: Forest Rope– +60 MP, -4 Dex, +4 Int (Elvaan RSE, Rare)

L70: Jungle Rope– +45 MP, -4 Dex, +4 Int (Mithran RSE, Rare)

L70: Desert Rope– +60 MP, -4 Vit, +4 Int (Galkan RSE, Rare)

L71: Prism Cape– +10 HP, +10 MP, +4 Int, +4 Mnd, +4 Chr

L73: Igqira Weskit– Magic Attack Bonus +6, Elemental Magic Skill +5, Conserve MP +2, Physical damage: “Curse” effect

L73: Zenith Mittens– Magic Attack Bonus +5, Converts 50 HP to MP (Rare/EX)

L73: Igqira Manillas– Elemental Magic Skill +5, Magic Attack Bonus +2, Physical damage: “Curse” effect

L73: Errant Cape– +30 MP, Enmity -5

L73: Zenith Pumps– +2 Int, +2 Chr, Converts 50 HP to MP (Rare/EX)

L73: Igqira Huaraches– Enhancing Magic Skill +8, Dark Magic Skill +4, Enmity +2, Conserve MP +4

L73: Genie Huaraches– Enhancing Magic Skill +9, Dark Magic Skill +5, Enmity +3, Conserve MP +5

L74: Snow Ring– -2 Str, +2 Agi, +5 Int

If you have any other questions, please write to us and we will try our best to figure it out for you. Any of your comments or suggestions about www.ogpal.com will receive our prompt and careful attention. : D

Source: necro admin

 

Thieves in Maple Story

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Do you like the thief in Maple Story? Today’s subject is around it! : D

A. Pros and Cons (of assassins)

Pros:

+ is one of the most popular classes in the game
+ makes quite a lot of money at level 40+
+ has both ranged and physical attacks
+ skills are fun to use
+ has the H4W7357 gear IMO.
+ has a wide variety of throwing stars
+ becomes very fast and strong at third job

Cons:

- is one of the most popular classes in the game
- is poor until level 40
- can get confusing (EX: If you’re going to be an Assassin, many put points into double stab, a bandit skill, since Assassins commonly use daggers IRL.)
- are known as “KS*-ers” (kill stealers**)
- stars are expensive (from +23 atk and up)
- buying scrolled claws is expensive and can take a while

IMHO.

*KS stands for Kill-steal, killing a monster that another person has already attacked, purposely or accidentally. Some people, however, do not know the actual definition of KS.

**a kill stealer is a person who KSes, purposely or accidentally.

B. Assassin/Bandit Comparison

The main difference between Assassins and Bandits: Assassins are ranged fighters, and bandits are close ranged fighters.

But people often argue about which is better.

Most people choose bandit because:

-They are somewhat cheaper
-Their skills involve multiple hits, and people like to see a lot of damage numbers pop up on the screen.
-A third job skill, Mesos Explosion, is extremely powerful. -Their daggers look cooler

I disprove these statements.

-They are somewhat cheaper

No, their daggers are more expensive than claws+, and you want a LUK shield which can go for 1mil+, at level 22. EXPENSIVE! Plus dagger and armor scrolls.

-Their skills involve multiple hits

Well, I can’t disprove this, but this fact doesn’t make bandits better. The damage of the numbers is often low, and is the main reason why there are multiple hits. If it was just 2 hits, the skill would be extremely weak. But the skills are flashier.

-Mesos Explosion is extremely powerful

Yes, but it involves Maple Story mesos. Mesos dropped by monsters can add up to a lot of money, and if you don’t loot it, and instead use it for mesos explosion, it will waste a lot of money. Also, dropping money for mesos explosion is also a waste.

But the skill is flashy.

-Their daggers look cooler

BLACK MAMBA FTW! >:O

I’m not saying Assassins are better; I’m just disproving that Bandits AREN’T. It’s all in your opinion about which class is better.

E. Hermit/Chief Bandit comparison

Before, there was a huge debate between which was better; Hermit or Chief Bandit. I’ll bring up current opinions of my friends, and counter them with facts.

-Avenger SUCKS.

Avenger is just a mob attack, like Iron Arrow. It’s pretty useful.

-Chief Bandit is better because of Mesos Explosion

Well, MExplosion is a very powerful skill, but it uses way too much mesos. Imagine if MExplosion was a CB’s only skill. They’d be burning so much money.

-Hermits own bandits all their skills rock.

Hermits are better than bandits damage wise, but in Fourth job, (currently Beta testing in kMS) Bandits own Assassins with the skills they have so far. So it pretty much balances out.

-Assaulter SUCKS.

Assaulter stuns, and can be used for various other purposes, like rebounding after being knocked off a cliff, or just traveling. Its damage isn’t too shabby either. It does the same (and eventually more) than Savage Blow, but its damage range is more unstable. It’s only disadvantage is that it can only be used when a monster is around.

-Hermits are overpowered!

Why do you think Hermits make up 70% of Maple Story population? L7 is superior to double stab, Hermit skills are more useful, and Lucky Seven can be used throughout a Hermit’s life.

E. Night Road/Shadower comparison

Night road and Shadower are Assassin and bandit 4th jobs. They’re currently beta testing in Korean Maple Story.

-NRs suck, Assassination is a melee skill and Hermits have to use a claw to do it.

Remember, kMS is only Beta testing this, and ranged hermit 4th job skills are bound to come out. But Assassination IS very powerful. Even a Night Road (NR) can do up to 60k with it.

-Shadowers own night roads! Assassination + Pickpocket = perfect finishing attack - Mesos explosion!

Assassination is only 4 hits. 4~6 coins come out of each hit with pickpocket. That’s only about 16~24 coins. That damage compared to Assassination’s damage is nothing. Plus, I doubt Assassination needs a finishing attack.

F. Banditsins

Banditsins are, well, half bandit half assassins. You have to be
rich to be one type of banditsin, and these are mainly made for fun.

Types of banditsins:

HYBRID:

These Banditsins level up as Assassins in the first job, and choose BANDIT as their second job. They use Stars and Claws until they can use Savage Blow (a bandit’s main attacking skill) as their main attack. But they update and scroll both daggers and claws according to their level, which can add up. The advantage of being this bandit sin is that you level up faster up until level 45-50, and you can have fun using both Lucky Seven and Savage Blow to fight efficiently.

ASSASSIN-TO-BANDIT:

These banditins basically level up like assassins and choose bandit. They continue to level up like assassins until they are able to use Savage Blow efficiently. Unlike hybrid Banditsins, they discontinue updating their claws, and focus mainly on daggers. This type of Banditsin is to level up faster during first job.

By the way, if you want to get stronger immediately, power your level from us. Besides, we are the cheapest Maple Story mesos supplier online and after you register on our website with a verified paypal account, the items you buy will get you ogpoints which can be redeemed at next purchase.

Source: necro admin

An Assassin’s Life

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When you hit level 30, are you ready to move on? Say no more as you’re an Assassin from here.

A. Becoming an Assassin in Maple Story

Obviously, you don’t become an Assassin right away. You have to pass a test. However, before you take this test, I recommend you stock up with a few HP and MP pots, as much as a regular repot to you, or more, because this test may take a while.

Now that you’ve stocked up on potions and allocated your SP and AP, go talk to Dark Lord again and he’ll blab about how much stronger you’ve become and give you the chance to become stronger. Say yes, and he’ll give you a note to give to his apprentice in the Construction Site North of Kerning City. This is how to get there if you don’t know:

Kerning City -> EAST EXIT -> Sunset Sky -> EAST EXIT -> the Construction Site North of Kerning City

The 2nd job guide is on top of a transformer on an electric pole. Talk to him, and give him the letter, and you’ll take the test. He’ll give you details on the test, which I’ll give you now.

In the test, you must find 30 DARK MARBLES killing Cold Eyes and Blue Mushrooms. These are modified so that you can kill them in 3-4 hits. The monsters give no experience, but you lose experience if you die, and they do the same damage as a regular monster of their kind. And the marbles only drop in a 1 to 3 ratio. That means that only 1 out of 3 monsters will drop a marble. Once you have collected 30 marbles, talk to the 2nd Job Instructor to get a PROOF OF HERO, and give it back to Dark Lord at the Fusion Bar. He will then give you a choice of Bandit or Assassin, and, you obviously choose Assassin. He will give you a bit of HP and MP, and 1 SP for your second job skill. Congratulations, you’re an Assassin!

B. Skills / SP Distribution in Maple Story

The skills of an Assassin are as follows:

CLAW MASTERY - Master level 20

Increases the mastery of the throwing stars and accuracy, also gives
more stars to recharge. Only applies when the character is equipped
with a claw.

Type: Passive

CRITICAL THROW - Master level 30

Allow the character to hit a critical shot at an enemy with a certain success rate.

Type: Passive

ENDURE - Master level 20

Allow the character to recover more HP and MP, even while hanging on
a rope or ladder. HP and MP recovery increases as skill levels up.

Type: Passive

CLAW BOOSTER - Master level 20

Increase the attacking speed of the claw. Only applies when the
character is equipped with a claw.

Type: Active

HASTE - Master level 20

Temporarily increases the speed and jumping ability of everyone in
the party, or just you if you are not in a party.

Type: Active

DRAIN - Master level 30

Absorb some of the damage dealt to the enemy as HP. Can it only absorb 1/2 of the enemy’s HP at max?

Type: Active

SKILL POINT DISTRIBUTION

I’ll make this shorter for you. I won’t list it level-by-level,
I’ll just show you the order of which to max and level up.

“Build A”

Claw Mastery (3)
Critical Throw (30) (MAX)
Claw Mastery (2)
Claw Booster (6)
Haste (20) (MAX)
Endure (3)
Drain (30) (MAX)
Claw Mastery (17) (MAX)
Endure (2)
The last few points can be spent on whatever.

“Build B”

Claw mastery (3)
Critical THrow (30) (MAX)
Claw Mastery (2)
Claw Booster (5)
Haste (20) (MAX)
Endure (3)
Drain (3)
Claw Mastery (12)
Drain (27) (MAX)
Claw Mastery (5) (MAX)
Endure (2)
The last few points can be spent on whatever also.

C. Training training..

Training guide time!

Lv. 30-36: Zombie Mushies, Wild Boars, Trixters
Lv. 37-49: Leatties or Teddies, Pandas, Robos, Master Robos
Lv. 50-55: Lunar Pixies
Lv. 55-59: Lunar Pixies or Jr. Yetis or Luster Pixies
Lv. 60-66: Coolie Zombies, Dark Stone Gollems, Hectors, Lusters
Lv. 67-70: Coolie Zombies, DSG, White Pangs, Yetis, Pepe/Dark Pepe,
Mix Stone Gollem.

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Source: necro admin