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Thanks to djp2313 for this information.

Note that HP boost, unlike before the big bang, doesn't matter when you max it. Once you max it, it increase all of your max HP that you have at that point, and continues to increase that every time you level. So basically by maxing it last in 1st job, you're just going from 10-27 with slightly lower HP, which isn't a big sacrifice at all for more efficient training. Also, some people like to max power strike first, but slash blast is much better for mobbing which you will be doing more of early on. Slash Blast First Build (recommended) Level 10: +1 Power Strike Level 11-16: +3 Slash Blast Level 17:+2 Slash Blast, +1 Power Strike Level 18-23: +3 Power Strike Level 24-26: +3 HP Boost Level 27: +1 HP Boost, +2 Iron Body And the rest goes into iron body so you should end up with: Max Power Strike Max Slash Blast Max HP Boost 11 Iron Body
2nd Job Build

Max Enhanced Basics build (recommended) Level 30: +1 Ground Smash Level 31: +3 Mastery Level 32: +2 Mastery, +1 Booster Level 33: +3 Booster Level 34: +2 Booster, +1 Mastery Level 35-38: +3 Mastery Level 39: +1 Mastery, +2 Enhanced Basics Level 40-41: +3 Enhanced Basics Level 42: +2 Enhanced Basics, +1 Iron Will Level 43: +2 Iron Will, +1 Hyper Body Level 44-49: +3 Hyper Body Level 50: +1 Hyper Body, +2 Final Attack Level 51-56: +3 Final Attack Level 57-60: +3 Booster Level 61: +2 Booster, +1 Mastery Level 62-66: +3 Iron Will

Level 67: +2 Iron Will, +1 Ground Smash and dump the rest into ground smash So you should end up with: Max Mastery Max Booster Max Hyper Body Max Iron Will Max Final Attack Max Enhanced Basics 11 Ground Smash There is also an alternative build that maxes ground smash and leaves enhanced basics at 1. Again, huge thanks to djp2313 for this build! The build is: Level Level Level Level Level Level Level Level Level Level Level Level Level Level Level Level 30: +1 31: +3 32: +2 33: +3 34: +2 35-38: 39: +2 40-45: 46: +3 47-52: 53: +2 54-59: 60: +1 61-64: 65-69: 70: +2 Ground Smash Mastery Mastery, +1 Booster Booster Booster, +1 Mastery +3 Mastery Mastery, +1 Ground Smash +3 Ground Smash Iron Will +3 Hyper Body Hyper Body, +1 Final Attack +3 Final Attack Final Attack, +2 Booster +3 Booster +3 Iron Will Iron Will, +1 Enhanced Basics

Final Attack

This section probably doesn't even need to be here, but I'll post it to help those who still have the pre-big bang mindset. MAX FA NOW, IT'S AWESOME. It doesn't slow you down anymore, it only helps.
3rd Job Build

Level 70: +1 Fury Level 71: +2 Fury, +1 Dragon Wisdom

Level Level Level Level Level Level Level Level Level Level Level Level Level Level Level

72-76: +3 Fury 77: +2 Fury, +1 Dragon Wisdom 78-79: +3 Dragon Wisdom 80: +2 Dragon Wisdom, +1 Dragon Blood 81-86: +3 Dragon Blood 87: +2 Sacrifice, +1 Dragon Blood 88: +1 Sacrifice, +2 Dragon Roar 89-97: +3 Dragon Roar 98: +2 Buster, +1 Dragon Roar 99-104: +3 Buster 105-109: +3 Sacrifice 110: +2 Sacrifice, +1 Elemental Resistance 111-113: +3 Elemental Resistance 114: +2 Magic Crash, +1 Elemental Resistance 115-120: +3 Magic Crash

So you should end up with: 11 elemental resistance max everything else (so max fury, buster, blood, wisdom, sacrifice, magic crash, and roar) Note that magic crash and elemental resist can be messed around with. While I recommend you max magic crash, you can max ele resist if you want to. You can also change the order if you want to. It's your skill build, it's hard to go wrong, and do your own thing. This is just what I think would be the best option. The other build you can go with is maxing roar before blood. I recommend blood personally, but if you would like, feel free to get roar first.
Elemental Resistance vs. Magic Crash

Simple answer: max magic crash because chickenpoodl said to. Basically, in 3rd job you have two options: max magic crash and leave ele resist at lvl 11, or max ele resist and leave magic crash at lvl 11. Both options work, but max magic crash is going to be much more helpful than maxing ele resist. The difference between level 11 ele resist and max ele resist is 18% reduction on elemental attacks. Not a very big deal. But with magic crash, you go from a 64% success rate to a 100% success rate. Now this is huge when you consider the one minute cooldown. Especially since our DEF and M.DEF is so high and berserk now requires you to be ABOVE a certain HP, there's really no need to lessen the damage you take. Magic crash is just all around more useful.
4th Job Skill Build

Thanks so much to khianiwest for this section. I've taken this from his PM and he definitely knows what he is doing. Feel free to PM him if you need help. Note that Beholder's revenge is also called hex of the beholder (yeah, for some reason nexon thought it would be smart to title two skills the exact same). The one I call beholder's revenge is the one with a max of 10 that counterattacks enemies, the one that I call hex is the one with a max of 20 that buffs you. Level Level Level Level Level Level Level Level 120: +1 Berserk, +1 Rush, +1 Beholder 121: +1 Monster Magnet, +2 Beholder 122-123: +3 Beholder 124:+1 Beholder, +2 Berserk 125-133: +3 Berserk 134: +1 Beholder's Revenge, +2 Power stance 135-143: +3 Power Stance 144:+1 Power Stance, +2 Maple Warrior/Hex of the Beholder

A (MW First): Level 145-153: +3 Maple Warrior Level 154: +1 Maple Warrior, +2 Hex of the Beholder Level 155-160: +3 Hex of the Beholder B (Hex first) Level 145-150: +3 Hex of the Beholder Level 151-160: +3 Maple Warrior Level Level Level Level Level Level 161-163: +3 Beholder's Revenge 164-173: +3 Achilles 174-182: +3 Monster Magnet 183: +2 Monster Magnet, +1 Aura of the Beholder 184-189: +3 Aura of the Beholder 190-200 (1 skill point): +1 Aura of the Beholder

This way you end up with: Max Beholder (10) Max Berserk (30) Max Achilles (30) Max Monster Magnet (30) Max Power Stance (30) Max Maple Warrior (30) Max Hex of the Beholder/Beholder's Revenge (10) Max Hex of the Beholder (20)

Max Aura of the Beholder (20) 1 Rush


Training

DK's are naturally mobbers, so your training spots will generally be limited to high spawn areas. Note that, thanks to the big bang, you can train just about anywhere. HP:EXP ratio isn't as important now since monsters can be killed so fast and just about all of them have sucky ratios anyway. Just find somewhere that isn't crowded, that you like, and that has a high spawn and an easily maneuverable map. These are just suggestions. A couple things to note: first of all, I linked most if not all training spots to a hidden street map of that area so you can tell exactly which map is best. Also, I try giving a broad level range to include all options, but note that for many of these spots, even if I say for example 50-60, you may not be able to 100% there until around 53 or 54, and even if I say 60-70, that spot may stop being good EXP at 68, so you may want to do a little of your own research, and most of all, use common sense. And lastly, just as a disclaimer, some of the hidden street pages may be broken links or outdated. Basilmarket has info on all monsters post-big bang if you need information on the monsters.
1st Job

10-15 Job Quests (You shouldn't need a guide for this, just do what the NPCs say) 10-20 Blue Ribbon Pigs 20-25 Ligators 20-25 Stone Golems 25-30 Mixed Stone Golems 25-30 Muddy Swamp Monsters/Dyle 25-35 Zombie Lupins
2nd Job

25-35 Zombie Lupins 30-40 Mushroom Castle (just work your way through; move on when you can hit the next monsters) 30-50 CPQ 35-55 Kerning Square (same thing as mushroom castle; work your way through) 45-60 Truckers 50-60 Drakes 55-65 Toy Trojans 55-70 PPQ 60-70 Robos

60-70 Ghost Ship PQ 65-75 Zeta Greys


3rd Job

65-75 Zeta Greys 75-90 Sand Rats 75-90 cube slime/triple rumo 80-90 Wolf Spiders 80-90 roids 80-100 vikerolas 90-100 MP3 115-130 Kents (which map doesn't matter, I just linked to the blue one randomly) 103-120 Pirates 112-130 Dual Ghost Pirates
4th Job

112-130 Dual Ghost Pirates 115-130 Kents 130-150 Wyverns (I linked to the red ones, but you can just keep moving up when you can handle the next hardest color. Reds are weaker than blues, and blues are weaker than darks) 142-200 Time Temple (just work your way through fighting the toughest monsters you can handle) 150-200 Skeles
What pots to use

This seems to be a common question, so I'll just tell you the best pots to use based on your max hp/mp HP: 300-500 Orange Potions (these heal 150 hp each) 500-1000 Hamburgers found in Florina Beach (these heal 400 hp each) 1000-2000 Supreme Pizzas in NLC (these heal 900 hp each for 1k, but also heal 600 mp) 2000-4667 Barbarian Elixirs in NLC (these heal 1500 hp each) 4667+ Honsters (these heal 60% of your max hp for 2.8k each) MP: 100-500 Blue Potions (these heal 100 mp each) 500-1000 waffles (these heal 300 mp and 300 hp for 600 mesos) 1000-1500 Supreme Pizzas (These heal 600 mp and 900 hp for 1k each) 1500+ Sorcerer Elixirs (these heal 1500 mp for 1500 mesos)

As for attack pots, you have a few options depending on funding. Warrior Elixirs in NLC are the best, giving 12 attack for 5k each, and lasting 8 minutes. Ciders give the most attack, and only cost 1k each, but have two major flaws. The first is that they also give -5 acc, and the second is that they are not stackable, so unlike warrior elixirs, you can only carry one of these per slot. If you have nx though, you can buy more use inventory space to make these easier to use. If you are very low on cash, you can use warrior potions/pills that give a 5 attack boost. Note that atk pots are only useful in 1st and 2nd job, after that dragon blood and hex beat them out easily and there's no reason to use them (other than things like apples for boss runs).
AP Build

ACC is strictly determined by level now, not DEX. Just dump all your AP into STR, keep DEX, LUK, and INT at 4 If you made a char with DEX before the Big Bang, it just matters whether you want to spend the money to get a little more damage, or you're fine with that basically wasted AP. Remember that you never HAVE to rest; it's impossible to have low damage after BB, and I'm still going strong with 80 base DEX. DEX still helps increase minimum damage as far as I know, it just doesn't increase damage nearly as much as STR.
How Much STR/ATT is this equal too?

Since there are so many threads about this, even though it's for all warriors in general, I decided to put it in here. Very simply, to find the rough att:str ratio, divide your attack with equips by your str with equips (remember to count a cape/glove if you have those with att). If you have a 90 atk weapon, 8 att wg, and 2 attack cape, and with all your equips you have 400 str, divide 100 into 400 and your att:str ratio is 1:4 This changes by level because at lower levels you'll be gaining attack very fast, because weaps already start off at 20 or so atk, and rise very fast every 5 or so levels, and you only gain 5 str per level. At very low levels, like 1st job and very early 2nd, your att:str ratio is probably somewhere between 1:2-1:3. As you get near 3rd job it starts rising to around 1:3-1:3.5, at around 100 it's usually at around 1:4, once you hit 4th job it's usually around 1:5, and from there it keeps rising (I believe it's usually somewhere between 1:8-1:10 at lvl 200) This is why PACs/Tarus are often recommended at higher levels. At Level 50 a 2/6 PAC would only give you about 10-12 str worth, while at level 150 a 2/6 PAC would probably be worth about 18-20 str, almost double the amount. Still, ic2s are generally

better for training because of the speed.

Recommended Equips

Alright, DEX/ACC equips are useless now. Just get everything scrolled for STR/ATK (remember that ATK is worth much more than STR) For gloves, get an atk work glove, or if you find one, get an ATK scrolled warrior glove since it also has base STR.
Belt

Apparently nowadays your best option for belts is PYPQ belts. They come from the boxes from hell mode in PYPQ, and they come clean with 1 W.ATK, 2 M.ATK, 55 DEF, 55 M.DEF, and 3 slots. If you can't afford them or don't have the time/will power to get one yourself, there is always dojo, but I highly recommend getting one of these, especially if you can get it chaos'd. If not, just 100% it for STR and it will still provide a decent boost in damage.
Cape

Either get an STR icarus 2 for the speed, or an ATK/STR PAC. The PAC starts to pay off more at later levels, and remember that you can just use speed pills from ludi to replace the icarus.
Earrings

Just find some STR earrings.


Face accessories

Again, if you can find/afford them, just get STR face accessories. MAKE SURE the rest of your equips are fine, face accessories are only for small, expensive boosts once you've upgraded the rest of your equips.
Helmet

Either get a zhelm or scarlion helm.


Shoes

ACC shoes are now useless, so if you have an insane amount of money get facestompers, otherwise get some STR shoes, or STR+Speed shoes. Preferably use maker to get some STR/Speed warrior shoes.
Pendant

Get the s-necklace from CPQ, and then at 110 switch to MoN. Deputy star is a waste of money so don't bother with it, and if you get it before 110, just sell it for other equip upgrades/pot money. Also, MoN is better than HT pendant for warriors.
Armor

As for armor, just get regular old clean warrior equips until 35, then get a STR crusader chainmail, possibly upgrade to a STR battle lord at 80, and at 100 get a STR warrior top and STR warrior bottom.
Medals/Rings

I quit before these started getting common, so I don't know if there are any musthaves. Most of these are untradable so just use whatever you've got. It's not like they're even necessary, they're just small little accessories and many come from one-time events, so go with whatever you have that gives the best combination of STR, ATK, and/or speed
Skill Books

All credit for this goes to ayumilove Common Skills: Maple Warrior 10 Base Skill Maple Warrior 20 Horntail (friggin expensive) Awakening 1 Obtained after completing Chief Tatamos quest Common Warrior Skills: Achilles 10 Base Skill Achilles 20 Skelegon, Skelosaurus Achilles 30 Manon Blocking 10 Obtained after completing quest for Blocking Blocking 20 Skelosaurus Blocking 30 Manon Monster Magnet 10 Base Skill Monster Magnet 20 Pianus, Nest Golem Monster Magnet 30 Pianus Rush 10 Available from Quest (STORYBOOK Taurospear) / Obtained after completing Manjis quest Rush 20 Pianus, Dark Cornian, Green Cornian Rush 30 Pianus Stance 10 Available from completing El Nath PQ Stance 20 Dark Cornian, Pap Stance 30 Zakum DrK Skills: Beholder 10 Base Skill Berserk 10 Available from Quest (Obtained after completing Librarian Wizs Quest) Berserk 20 Zakum Berserk 30 Horntail (friggin expensive) Beholder Buff 10 Available from Quest (Talk to 4th Job NPC)

Beholder Beholder Beholder Beholder Beholder

Buff 20 Available from Quest (Talk to 4th Job NPC) Buff 25 Available from Quest (Talk to 4th Job NPC) Healing 10 Available from Quest (Talk to 4th Job NPC) Healing 20 Available from Quest (Talk to 4th Job NPC) Healing 25 Available from Quest (Talk to 4th Job NPC)

HP Washing

NOTE: I don't recommend HP washing anymore. The only reason before for DrKs to wash was so staying under 40%/50% for zerk was easier. Now that zerk works differently, more HP is still helpful, but definitely not required. Spend your money on more important things. I'll keep this section up though in-case, for some reason, you still want to HP wash, or want to wash on another class. Basically, all HP Washing is, is when you use AP resets from the cash shop to take points out of MP and put them into HP. First off, I want to state a few things. If you are thinking about HP washing, know that it will be expensive, and make sure there aren't other things more important for you to do with the money before you hp wash. Also, HP washing is in no way necessary, and should simply be considered a luxury to those that have nx (Yes, another luxury for those that have nx ~_~). Other classes such as bowmen HP wash so they can tank hits from bosses and higher lvled monsters, but this will simply focus on DrKs. Basically, this is how it works. You level up (If you can, level up wearing INT equips, because every 10 INT you have gives you 1 extra MP when you level), add 1 AP into HP (make sure you can afford to wash before doing this, otherwise you'll be wasting your AP), and use an AP reset on MP. Also make sure you do this 1 AP at a time, don't add all 5 into HP before you wash the previous one. You can then use this point on STR. Basically, you add a point into HP, take a point out of MP, and put that point into STR so that you don't lose any STR by doing this. Something else to take note of is your minimum MP. A DrK's mp cannot go below a set amount. The formula for finding this is 4*your level + 156. So if you are level 100, multiply that by 4 to get 400, and add 156, so a level 100 DK would not be able to hp wash below 556 mp (not that you would want to HP wash before 4th job anyway).

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