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Warrior Comprehensive Hero Guide

Discussion in 'Jobs' started by MapleBento, Oct 31, 2015.

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  1. MapleBento
    Offline

    MapleBento Slimy

    226
    731
    245
    Apr 2, 2015
    Male
    2:30 PM
    Grizzly
    Dark Knight
    189
    Noir
    Comprehensive Hero Guide:

    Hello fellow Legends lovers! My name is Damon, people on this server used to know me by the IGN of Grizzly until I died for 5 years and the server size increased 20 fold. I've decided to write and FINALLY update this guide, for real this time, despite not being a hero myself, because I've seen a few different posts on the forum looking for a hero build in general and this one has been long outdated! Consider it updated as of Dec 7th 2022.

    Regarding my qualifications, I'm sure a few of you may want specific details and others may just want the guide so I'll keep this portion short and to the point. I've been on numerous Zakum, Horntail, CWKPQ, Pink Bean, and NT runs in GMS, RMS, and here on Legends. I've been a Dark Knight for the majority of this time and I've reached high fourth job end game multiple times. I have played Hero in later patches, but not as extensively.

    Contents:
    • Introduction to Warrior
    • Pros and Cons
    • AP Builds
    • 1st Job SP Build
    • 2nd Job SP Build
    • 3rd Job SP Build
    • 4th Job SP Build
    • Recommended Equips/Pots/Etc.
    • Training Locations
    • HP Washing
    • Tips
    • Conclusion

    Introduction to Warrior:

    If you're unfamiliar with the Warrior class, allow me to give you a brief introduction. Warriors are a melee class that has a good damage output along with good tanking ability and, despite popular belief, good mobility. What? Good mobility? Yes, warriors have good mobility at 120+ and at level 70 you're fine, assuming you can make money to afford mounts, which I will go into later.

    As a Hero you're among the top DPS melee classes in the game, with some variance depending on boss circumstances, so people will want you damage wise and Rage is basically free ciders now so that's great, too! Your skill Armor Crash is also incredibly useful at NT2 content. If you don't like the idea of being strictly DPS + NT2 viable, then I advise you to research Dark Knights as they have decent DPS output eventually and have HB, which is an amazing party skill. Paladins received a buff on ML, so they used to be mostly worthless but are now actually pretty busted; or so I hear. Along with Armor Crash, they contribute stunning on guards at NT2 Core Blaze.

    Back to the Hero class!

    Pros and Cons:

    You may be among the top DPS Melee classes, but you have at least a few downsides that I can note.

    Pros:
    • High Damage for melee chars
    • Flashy skills (Advanced Combo Orb / Brandish / Shout)
    • Power Guard
    • Higher Base HP than Dark Knights / Tied with Paladin
    • Not Expensive to do Good Damage early on
    • Can do awesome cleave damage, which puts you over ranged DPS in certain situations
    Cons:
    • I've heard it gets boring
    • Only party skill is a cider-level att buff. Typically apples or stews are used by NLs / BMs / MMs and stoppers by sairs so this seems like more of a grinding luxury
    • Low Mobility until at least level 70, mostly increases at 120+
    • Damage, compared to ranged attackers, is meh in single target situations
    AP Builds:

    Honestly, AP builds for warriors are all the same for the most part and don't really diversify much. You can, however, choose whichever you like the most. ^^

    [​IMG]DEX-less (Recommended):

    This build means that you keep your base DEX at 4. I recommend using the next build, Low DEX, initially if you are starting as a Hero for your first char. Then, eventually, transition to DEX-less as you get better gear for yourself. As for why DEX-less is recommended, it is almost entirely due to the way Maple Warrior works. Maple Warrior will give you a stat bonus based on your base stats, not your stats with gear. So if you have 700 base STR and 4 base DEX, and get the 10% stat bonus from MW20, you'd get +70 STR for a total of 770 STR. If you have 644 STR and 60 DEX, however, you'd get +64 STR and + 6 DEX from MW20. So you aren't necessarily losing out on stats, as they both give +70 total, but you are losing out on your primary damage stat. DEX is quite easy to scroll for, as scrolls are abundant and relatively cheap, whereas STR scrolls are more expensive and far, far more rare. Scroll for the easier stat, then keep base STR maximized for the best damage output.

    [​IMG]Low DEX:

    Low-DEX is a build that consists of having your base DEX anywhere between 5-50 (Up to 60 is fine too). Any higher than this and you're heading down a sad road UNLESS you use a Stonetooth, then you probably need more (More on that later). I recommend this build if you're starting off as a Hero because it allows you to have good accuracy when combined with equips but doesn't nerf your damage so hard that you want to rage quit.

    The NT 1h swords also require base DEX, so you may need more than 4 base to wear those as well.

    [​IMG] High DEX (Highly Unrecommended):

    You may be asking yourself, "Why is the image next to this option a weak level 10 sword?" Well, my friend, that is because if you go High DEX you will be doing damage similar to people using that sword. Not really, but you will have bad damage. ESPECIALLY if you are HP washing as an unfunded player. High DEX is considered anything above 60 DEX and should only be an option if you're using a Stonetooth in which I recommend sticking to 60 and just making some gear. Dragon Claymore / Carabella will do you fine until you can wear a Stonetooth, trust me. If you really feel you can't become good without 61+ DEX then go for it but don't say I didn't warn you. ^^

    1st Job SP Build:

    Alright, this is a fairly straightforward stage in a Warrior's life. It's always the same for every class.

    Level 10: 1 Improving HP Recovery
    Level 11: 3 Improving HP Recovery (4)
    Level 12: 1 Improving Hp Recovery (5) , 2 Improving Max HP Increase
    Level 13: 3 Improving Max HP Increase (5)
    Level 14: 3 Improving Max HP Increase (8)
    Level 15: 2 Improving Max HP Increase (MAX), 1 Power Strike
    Level 16: 3 Slash Blast
    Level 17: 3 Slash Blast (6)
    Level 18: 3 Slash Blast (9)
    Level 19: 3 Slash Blast (12)
    Level 20: 3 Slash Blast (15)
    Level 21: 3 Slash Blast (18)
    Level 22: 2 Slash Blast (Max), 1 Power Strike (2)
    Level 23: 3 Power Strike (5)
    Level 24: 3 Power Strike (8)
    Level 25: 3 Power Strike (11)
    Level 26: 3 Power Strike (14)
    Level 27: 3 Power Strike (17)
    Level 28: 3 Power Strike (Max)
    Level 29: 3 Improving HP Recovery
    Level 30: 3 Improving HP Recovery

    End Result:
    Max: Improving Max HP Increase
    Max: Power Strike
    Max: Slash Blast
    11 Improving HP Recovery

    Reasons:
    Starting off, the reason you want to immediately max Improving Max HP Increase is because you want the maximum possible HP gain without washing. Some argue that you should add +1 Power Strike at level 10, since you have to use auto attacks until level 15, and level 16 is when you can mob, but I say that warrior auto attack damage is high enough to level; especially partnered with the 3x Quest Rates and also HPQ (Henesys PQ). Afterwards, you max Slash Blast because it helps you grind faster. Next, you max Power Strike because that is literally going to be your main single attack move until 120, and it's better than any other skills you can add at this point. Finally, I say you should just dump the remaining points into HP Recovery because Iron body and Endure are trash skills anyway. You could argue for at least 1 point into Endure so you can have some recovery on ropes, but it's rare that you would need or want such a thing in this meta.

    2nd Job SP Build:

    Congrats! You made it to level 30 in a 2x rate server! It honestly isn't that hard, since Quests here are OP and all the PQs work, but hey, it's a landmark! Now you can start maxing some useful skills!

    Level 30: 1 Mastery
    Level 31: 3 Mastery (4)
    Level 32: 3 Mastery (7)
    Level 33: 3 Mastery (10)
    Level 34: 3 Mastery (13)
    Level 35: 3 Mastery (16)
    Level 36: 3 Mastery (19)
    Level 37: 3 Booster
    Level 38: 3 Booster (6)
    Level 39: 3 Rage
    Level 40: 3 Power Guard
    Level 41: 3 Power Guard (6)
    Level 42: 3 Power Guard (9)
    Level 43: 3 Power Guard (12)
    Level 44: 3 Power Guard (15)
    Level 45: 3 Power Guard (18)
    Level 46: 3 Power Guard (21)
    Level 47: 3 Power Guard (24)
    Level 48: 3 Power Guard (27)
    Level 49: 3 Power Guard (MAX)
    Level 50: 3 Rage (6)
    Level 51: 3 Rage (9)
    Level 52: 3 Rage (12)
    Level 53: 3 Rage (15)
    Level 54: 3 Rage (18)
    Level 55: 3 Rage (21)
    Level 56: 3 Rage (24)
    Level 57: 3 Rage (27)
    Level 58: 3 Rage (MAX)
    Level 59: 3 Booster (9)
    Level 60: 3 Booster (12)
    Level 61: 3 Booster (15)
    Level 62: 3 Booster (18)
    Level 63: 2 Booster (MAX), 1 Mastery (MAX)
    Level 64-70: Anything except Final Attack.

    End Result:
    Max: Mastery
    Max: Power Guard
    Max: Rage
    Max: Booster
    17 SP for ANYTHING except Final Attack

    Reasons:

    I've seen quite a few people debating whether or not to add Final Attack and I want to clarify that it does indeed suck. It lowers your overall DPS because it applies splash damage on Slash Blast, which means it does less damage if there are more mobs to hit. Plus you have to deal with it until 120 unlike a Dark Knight, so the impact is much more noticeable on Hero and Paladin. Get 19 Mastery first, depending on which weapon you're using you'll want to add that one, since you get the max damage boost from level 19 and can save the 1 accuracy for later; unless you REALLY need that one accuracy, then you can max it right away. After Mastery you get 6 booster for a full minute of increased attack spee. Then 3 into Rage since it's a pre-requisite for Power Guard. I recommend maxing Power Guard before Rage because it'll lower the damage you take while also slightly increasing how fast you kill since it reflects damage onto monsters that hit you. This will save you potions, which is crucial for unfunded low level players! Afterwards, you can max Rage for a free 20 attack bonus, which saves you from buying ciders. Follow that up by maxing Booster. After booster you have nothing left to max so just dump it into any skill that isn't FA, really.

    P.S: A good community member asked a very good question a while back: Why max Rage before Booster? The answer to that question is as follows. Booster's speed is a static increase, it never changes the actual speed as you level it past 1, so every point beyond the first one simply increases duration. I would say the free 20 att from Rage is worth more early on than the longer booster duration.

    3rd Job SP Build:

    Wow! You actually made it through the gruesomely boring 2nd job of Warriors. Congrats! Yes, it isn't HARD like some classes with low, or no, mobbing capabilities, but you, and I, and the community, all know it was awful; mobbing or not. So, now that you're a Crusader, you've got some style points as well as some nicely increased damage output! Not immediately, but fear not, after you reach level 75 you can boost yourself as a warrior. Especially as a Crusader!

    Level 70: 1 Combo Attack
    Level 71: 3 Combo Attack (4)
    Level 72: 3 Combo Attack (7)
    Level 73: 3 Combo Attack (10)
    Level 74: 3 Combo Attack (13)
    Level 75: 3 Combo Attack (16)
    Level 76: 3 Combo Attack (19)
    Level 77: 3 Combo Attack (22)
    Level 78: 3 Combo Attack (25)
    Level 79: 3 Combo Attack (28)
    Level 80: 2 Combo Attack (Max), 1 Coma
    Level 81: 3 Coma (4)
    Level 82: 3 Coma (7)
    Level 83: 3 Coma (10)
    Level 84: 3 Coma (13)
    Level 85: 3 Coma (16)
    Level 86: 3 Coma (19)
    Level 87: 3 Coma (22)
    Level 88: 3 Coma (25)
    Level 89: 3 Coma (28)
    Level 90: 2 Coma (Max), 1 Panic
    Level 91: 3 Panic (4)
    Level 92: 3 Panic (7)
    Level 93: 3 Panic (10)
    Level 94: 3 Panic (13)
    Level 95: 3 Panic (16)
    Level 96: 3 Panic (19)
    Level 97: 3 Panic (22)
    Level 98: 3 Panic (25)
    Level 99: 3 Panic (28)
    Level 100: 2 Panic (Max), 1 Armor Crash
    Level 101: 3 Armor Crash (4)
    Level 102: 3 Armor Crash (7)
    Level 103: 3 Armor Crash (10)
    Level 104: 3 Armor Crash (13)
    Level 105: 3 Armor Crash (16)
    Level 106: 3 Armor Crash (19)
    Level 107: 1 Armor Crash (Max) + 2 spares

    Level 108-120: You end up with 40 spare points I think.. might be off, but you'll see for yourself.

    End Result:
    Max: Combo Orb
    Max: Coma
    Max: Panic
    Max: Armor Crash
    40 Spare SP

    Reasons:
    The first 3 skills are all damage dealing. you want Combo Orbs because Coma and Panic suck without orbs anyway, and they'll give you some sick damage. Coma comes next because it mobs which is dope for grinding, and Panic comes after in case you wanna hit some big numbers on bosses. Armor Crash technically has a use in CWKPQ I believe, but the real place that it shines is in NT2 content. It makes Hero's incredibly desirable there, so you want to have it maxed for sure!

    The remaining SP can go into whatever. I think MP Recovery would be fine.. I can't recall if it works during combat or only while standing still; I believe the latter is true, otherwise I'd recommend it for sure.

    4th Job SP Build:

    Awesome, you made it. You're one of the players who has made it to the point considered legendary in v.62. Congratulations on level 120! Surprisingly this advancement is easier than 3rd job (if you ask me at least). Now your patience can be rewarded with true, raw power. Plus you're now a Hero and who doesn't want to be the Hero of their story? Their M A P L E S T O R Y PogChamp

    Btw, here is a guide from AyumiLove, courtesy of Taka linking it, to unlock all your 4th job skills.

    Level 120: 1 Rush (1), 2 Brandish (2)
    Level 121: 3 Brandish (5)
    Level 122: 3 Brandish (8)
    Level 123: 3 Brandish (11)
    Level 124: 3 Brandish (14)
    Level 125: 3 Brandish (17)
    Level 127: 3 Brandish (20)
    Level 128: 3 Brandish (23)
    Level 129: 3 Brandish (26)
    Level 130: 3 Brandish (29)
    Level 131: 1 Brandish (Max), 2 AC (Advanced Combo) (2)
    Level 132: 3 AC (5)
    Level 133: 3 AC (8)
    Level 134: 3 AC (11)
    Level 135: 3 AC (14)
    Level 136: 3 AC (17)
    Level 137: 3 AC (20)
    Level 138: 3 AC (23)
    Level 139: 3 AC (26)
    Level 140: 3 AC (29)
    Level 141: 1 AC (Max), 2 Stance (2)
    Level 142: 3 Stance (5)
    Level 143: 3 Stance (8)
    Level 144: 3 Stance (11)
    Level 145: 3 Stance (14)
    Level 146: 3 Stance (17)
    Level 147: 3 Stance (20)
    Level 148: 3 Stance (23)
    Level 149: 3 Stance (26)
    Level 150: 3 Stance (29)
    Level 151: 1 Stance (MAX), 2 Maple Warrior (2)
    Level 152: 3 Maple Warrior (5)
    Level 153: 3 Maple Warrior (8)
    Level 154: 3 Maple Warrior (11)
    Level 155: 2 Maple Warrior (13), 1 Hero's Will (1)
    Level 156: 3 Maple Warrior (16)
    Level 157: 3 Maple Warrior (19)
    Level 158: 3 Achilles (3)
    Level 159: 3 Achilles (6)
    Level 160: 3 Achilles (9)
    Level 161: 3 Achilles (12)
    Level 162: 3 Achilles (15)
    Level 163: 3 Achilles (18)
    Level 164: 3 Achilles (21)
    Level 165: 3 Achilles (24)
    Level 166: 3 Achilles (27)
    Level 167: 3 Achilles (Max)
    Level 168: 3 Hero's Will (4)
    Level 169: 1 Hero's Will (MAX), 2 Guardian (2)
    Level 170: 3 Guardian (5)
    Level 171: 3 Guardian (8)
    Level 172: 3 Guardian (11)
    Level 173: 3 Guardian (14)
    Level 174: 3 Guardian (17)
    Level 175: 3 Guardian (20)
    Level 176: 3 Guardian (23)
    Level 177: 3 Guardian (26)
    Level 178: 3 Guardian (29)
    Level 179: 1 Guardian (MAX), 2 Enrage (2)
    Level 180: 3 Enrage (5)
    Level 181: 3 Enrage (8)
    Level 182: 3 Enrage (11)
    Level 183: 3 Enrage (14)
    Level 184: 3 Enrage (17)
    Level 185: 3 Enrage (20)
    Level 186: 3 Enrage (23)
    Level 187: 3 Enrage (26)
    Level 188: 3 Enrage (29)
    Level 189: 1 Enrage (MAX), 2 Rush (3)
    Level 190: 3 Rush (6)
    Level 191: 3 Rush (9)
    Level 192: 3 Rush (12)
    Level 193: 3 Rush (15)
    Level 194: 3 Rush (18)
    Level 195: 3 Rush (21)
    Level 196: 3 Rush (24)
    Level 197: 2 Rush (26), 1 Maple Warrior (20)
    Level 198: 3 Maple Warrior (23)
    Level 199: 3 Maple Warrior (26)
    Level 200: 3 Maple Warrior (29)

    This version of the 4th job skill path focuses on simply maxing skills one by one, for the most part, with Maple Warrior and Hero's Will being the exceptions. This build has lots of spare SP, since Guardian doesn't do anything useful for Hero's that don't use shields!

    Level 120: 1 Rush (1), 2 Brandish (2)
    Level 121: 3 Brandish (5)
    Level 122: 3 Brandish (8)
    Level 123: 3 Brandish (11)
    Level 124: 3 Brandish (14)
    Level 125: 3 Brandish (17)
    Level 127: 3 Brandish (20)
    Level 128: 3 Brandish (23)
    Level 129: 3 Brandish (26)
    Level 130: 3 Brandish (29)
    Level 131: 1 Brandish (Max), 2 AC (Advanced Combo) (2)
    Level 132: 3 AC (5)
    Level 133: 3 AC (8)
    Level 134: 3 AC (11)
    Level 135: 3 AC (14)
    Level 136: 3 AC (17)
    Level 137: 3 AC (20)
    Level 138: 3 AC (23)
    Level 139: 3 AC (26)
    Level 140: 3 AC (29)
    Level 141: 1 AC (Max), 2 Stance (2)
    Level 142: 3 Stance (5)
    Level 143: 3 Stance (8)
    Level 144: 3 Stance (11)
    Level 145: 3 Stance (14)
    Level 146: 3 Stance (17)
    Level 147: 3 Stance (20)
    Level 148: 3 Stance (23)
    Level 149: 3 Stance (26)
    Level 150: 3 Stance (29)
    Level 151: 1 Stance (MAX), 2 Maple Warrior (2)
    Level 152: 3 Maple Warrior (5)
    Level 153: 3 Maple Warrior (8)
    Level 154: 3 Maple Warrior (11)
    Level 155: 2 Maple Warrior (13), 1 Hero's Will (1)
    Level 156: 3 Maple Warrior (16)
    Level 157: 3 Maple Warrior (19)
    Level 158: 3 Achilles (3)
    Level 159: 3 Achilles (6)
    Level 160: 3 Achilles (9)
    Level 161: 3 Achilles (12)
    Level 162: 3 Achilles (15)
    Level 163: 3 Achilles (18)
    Level 164: 3 Achilles (21)
    Level 165: 3 Achilles (24)
    Level 166: 3 Achilles (27)
    Level 167: 3 Achilles (Max)
    Level 168: 3 Hero's Will (4)
    Level 169: 1 Hero's Will (MAX), 2 Enrage (2)
    Level 170: 3 Enrage (5)
    Level 171: 3 Enrage (8)
    Level 172: 3 Enrage (11)
    Level 173: 3 Enrage (14)
    Level 174: 3 Enrage (17)
    Level 175: 3 Enrage (20)
    Level 176: 3 Enrage (23)
    Level 177: 3 Enrage (26)
    Level 178: 3 Enrage (29)
    Level 179: 1 Enrage (MAX), 2 Rush (3)
    Level 180: 3 Rush (6)
    Level 181: 3 Rush (9)
    Level 182: 3 Rush (12)
    Level 183: 3 Rush (15)
    Level 184: 3 Rush (18)
    Level 185: 3 Rush (21)
    Level 186: 3 Rush (24)
    Level 187: 3 Rush (27)
    Level 188: 3 Rush (MAX)
    Level 189: 3 Maple Warrior (22)
    Level 190: 3 Maple Warrior (25)
    Level 191: 3 Maple Warrior (28)
    Level 192: 2 Maple Warrior (MAX), 1 Spare SP
    Level 193: 3 Spare SP
    Level 194: 3 Spare SP
    Level 195: 3 Spare SP
    Level 196: 3 Spare SP
    Level 197: 3 Spare SP
    Level 198: 3 Spare SP
    Level 199: 3 Spare SP
    Level 200: 3 Spare SP

    This build was suggested by HollyCrapHollyCrap, which gets 1 point in AC to begin with for faster Coma / Panic charge rates, then capitalizes on getting Brandish to a point where it can hit 3 mobs per cast, and then proceeds to max ACA right away for a bigger damage boost than the remaining points into Brandish would provide. Then you return to maxing Brandish and the build doesn't deviate any further. The general idea here is that maxing ACA is more beneficial in overall power and grind speed than finishing Brandish right away.

    Level 120: 1 Rush (1), 1 Brandish (1), 1 AC (Advanced Combo) (1)
    Level 121: 3 Brandish (4)
    Level 122: 3 Brandish (7)
    Level 123: 3 Brandish (10)
    Level 124: 3 Brandish (13)
    Level 125: 3 Brandish (16)
    Level 127: 3 Brandish (19)
    Level 128: 2 Brandish (21), 1 AC (2)
    Level 129: 3 AC (5)
    Level 130: 3 AC (8)
    Level 131: 3 AC (11)
    Level 132: 3 AC (14)
    Level 133: 3 AC (17)
    Level 134: 3 AC (20)
    Level 135: 3 AC (23)
    Level 136: 3 AC (26)
    Level 137: 3 AC (29)
    Level 138: 1 AC (MAX), 2 Brandish (23)
    Level 139: 3 Brandish (26)
    Level 140: 3 Brandish (29)
    Level 141: 1 Brandish (Max), 2 Stance (2)
    Level 142: 3 Stance (5)
    Level 143: 3 Stance (8)
    Level 144: 3 Stance (11)
    Level 145: 3 Stance (14)
    Level 146: 3 Stance (17)
    Level 147: 3 Stance (20)
    Level 148: 3 Stance (23)
    Level 149: 3 Stance (26)
    Level 150: 3 Stance (29)
    Level 151: 1 Stance (MAX), 2 Maple Warrior (2)
    Level 152: 3 Maple Warrior (5)
    Level 153: 3 Maple Warrior (8)
    Level 154: 3 Maple Warrior (11)
    Level 155: 2 Maple Warrior (13), 1 Hero's Will (1)
    Level 156: 3 Maple Warrior (16)
    Level 157: 3 Maple Warrior (19)
    Level 158: 3 Achilles (3)
    Level 159: 3 Achilles (6)
    Level 160: 3 Achilles (9)
    Level 161: 3 Achilles (12)
    Level 162: 3 Achilles (15)
    Level 163: 3 Achilles (18)
    Level 164: 3 Achilles (21)
    Level 165: 3 Achilles (24)
    Level 166: 3 Achilles (27)
    Level 167: 3 Achilles (Max)
    Level 168: 3 Hero's Will (4)
    Level 169: 1 Hero's Will (MAX), 2 Enrage (2)
    Level 170: 3 Enrage (5)
    Level 171: 3 Enrage (8)
    Level 172: 3 Enrage (11)
    Level 173: 3 Enrage (14)
    Level 174: 3 Enrage (17)
    Level 175: 3 Enrage (20)
    Level 176: 3 Enrage (23)
    Level 177: 3 Enrage (26)
    Level 178: 3 Enrage (29)
    Level 179: 1 Enrage (MAX), 2 Rush (3)
    Level 180: 3 Rush (6)
    Level 181: 3 Rush (9)
    Level 182: 3 Rush (12)
    Level 183: 3 Rush (15)
    Level 184: 3 Rush (18)
    Level 185: 3 Rush (21)
    Level 186: 3 Rush (24)
    Level 187: 3 Rush (27)
    Level 188: 3 Rush (MAX)
    Level 189: 3 Maple Warrior (22)
    Level 190: 3 Maple Warrior (25)
    Level 191: 3 Maple Warrior (28)
    Level 192: 2 Maple Warrior (MAX), 1 Spare SP
    Level 193: 3 Spare SP
    Level 194: 3 Spare SP
    Level 195: 3 Spare SP
    Level 196: 3 Spare SP
    Level 197: 3 Spare SP
    Level 198: 3 Spare SP
    Level 199: 3 Spare SP
    Level 200: 3 Spare SP

    This build was suggested by LeonardoJFLeonardoJF, or at least a man who once taught him this build, and it capitalizes on getting Brandish to a point where it can mob 3, then maxing ACA for a bigger damage boost than the remaining points into Brandish would provide, and then, rather than finish Brandish right away, gets 20 stance for 80% KB resistance that can be used during grinding and early bossing, proceeds to finish Brandish, and then finishes Stance. The build doesn't deviate at all from here on. I think the argument here is that the first 20 points in stance also, possibly, provide more benefit than finishing Brandish right away since you get knocked around less, which means you do more single target DPS as well as grind more efficiently. I can't speak to how this performs compared to other builds.

    Level 120: 1 Rush (1), 2 Brandish (2)
    Level 121: 3 Brandish (5)
    Level 122: 3 Brandish (8)
    Level 123: 3 Brandish (11)
    Level 124: 3 Brandish (14)
    Level 125: 3 Brandish (17)
    Level 127: 3 Brandish (20)
    Level 128: 1 Brandish (21), 2 AC (Advanced Combo)
    Level 129: 3 AC (5)
    Level 130: 3 AC (8)
    Level 131: 3 AC (11)
    Level 132: 3 AC (14)
    Level 133: 3 AC (17)
    Level 134: 3 AC (20)
    Level 135: 3 AC (23)
    Level 136: 3 AC (26)
    Level 137: 3 AC (29)
    Level 138: 1 AC (MAX), 2 Stance (2)
    Level 139: 3 Stance (5)
    Level 140: 3 Stance (8)
    Level 141: 3 Stance (11)
    Level 142: 3 Stance (14)
    Level 143: 3 Stance (17)
    Level 144: 3 Stance (20)
    Level 145: 3 Brandish (24)
    Level 146: 3 Brandish (27)
    Level 147: 3 Brandish (MAX)
    Level 148: 3 Stance (23)
    Level 149: 3 Stance (26)
    Level 150: 3 Stance (29)
    Level 151: 1 Stance (MAX), 2 Maple Warrior (2)
    Level 152: 3 Maple Warrior (5)
    Level 153: 3 Maple Warrior (8)
    Level 154: 3 Maple Warrior (11)
    Level 155: 2 Maple Warrior (13), 1 Hero's Will (1)
    Level 156: 3 Maple Warrior (16)
    Level 157: 3 Maple Warrior (19)
    Level 158: 3 Achilles (3)
    Level 159: 3 Achilles (6)
    Level 160: 3 Achilles (9)
    Level 161: 3 Achilles (12)
    Level 162: 3 Achilles (15)
    Level 163: 3 Achilles (18)
    Level 164: 3 Achilles (21)
    Level 165: 3 Achilles (24)
    Level 166: 3 Achilles (27)
    Level 167: 3 Achilles (Max)
    Level 168: 3 Hero's Will (4)
    Level 169: 1 Hero's Will (MAX), 2 Enrage (2)
    Level 170: 3 Enrage (5)
    Level 171: 3 Enrage (8)
    Level 172: 3 Enrage (11)
    Level 173: 3 Enrage (14)
    Level 174: 3 Enrage (17)
    Level 175: 3 Enrage (20)
    Level 176: 3 Enrage (23)
    Level 177: 3 Enrage (26)
    Level 178: 3 Enrage (29)
    Level 179: 1 Enrage (MAX), 2 Rush (3)
    Level 180: 3 Rush (6)
    Level 181: 3 Rush (9)
    Level 182: 3 Rush (12)
    Level 183: 3 Rush (15)
    Level 184: 3 Rush (18)
    Level 185: 3 Rush (21)
    Level 186: 3 Rush (24)
    Level 187: 3 Rush (27)
    Level 188: 3 Rush (MAX)
    Level 189: 3 Maple Warrior (22)
    Level 190: 3 Maple Warrior (25)
    Level 191: 3 Maple Warrior (28)
    Level 192: 2 Maple Warrior (MAX), 1 Spare SP
    Level 193: 3 Spare SP
    Level 194: 3 Spare SP
    Level 195: 3 Spare SP
    Level 196: 3 Spare SP
    Level 197: 3 Spare SP
    Level 198: 3 Spare SP
    Level 199: 3 Spare SP
    Level 200: 3 Spare SP

    End Result:
    Max Brandish
    Max Advance Combo Attack
    Max Power Stance
    Max Achilles
    Max Hero's Will
    Max Enrage

    The rest vary on the build you chose, but all the above will always get maxed.

    Reasons:
    4th Job is pretty awesome. You, as a Hero, have a lot of crucial damage boosting skills to max early on so I recommend you follow my layout.
    To start get 1 into rush at level 120 because that allows you to push mobs in the direction you're going and gives you that long desired high mobility! You max Brandish first to get a strong, consistent attack that mobs while dealing better damage than Power Strike. I've heard of some people maxing ACA first but I think maxing Brandish is better for overall damage output and quality of life. After you max Brandish, you max Advanced Combo Attack because that skill is a huge damage boost for you. Hands down best skill along with Brandish for you class. Now that your damage skills are maxed you should max Stance for maximum damage output. This skill prevents you from being knocked back 90% of the time which is insane. Much good, such kreygasm. Then, assuming Maple Warrior 20 is in the FM or openly available to 15x warriors, get it to level 19 for some more awesome stat boosts. However, if you can't afford it at the moment, leave it at 9. Also, since you're around 155ish you're definitely going on Horntail runs so add at least 1 into Hero's Will to avoid seduce death trolling. Hero's Will is also useful for NT boss Vergamot, since his 3rd body seduces on missile impact, and incredibly necessary for Pink Bean, which has mass seduces in phases 4-6. Now you can move on to Achilles for the nice 15% damage reduction if gives you! This lowers the reflect damage of Power Guard, I believe, but Power Guard damage isn't what makes you strong so just add it anyway. The benefit outweighs the loss by far. After that I recommend maxing Hero's Will in preparation for Pink Bean, then Guardian if you use a shield, otherwise Enrage is next up for maxing. Finally, you'll find yourself finishing up Rush and Maple Warrior. If you went 1h here, you'll have 29 MW and 26 Rush, but otherwise you'll have them maxed with plenty of SP to spare.

    Recommended Equipment / Potions / Etc:

    Hi! Welcome to the funding portion of this guide. I assume you aren't level 120 yet and you just want to read the whole guide, just hit 120 and want to know what you need, or are a Legends community member that is preparing to harshly judge me on the slightest mistake I make.

    Gear:
    Honestly, gear has some variations for Hero. Which is cool! I dig it. So lets begin!

    Weapon:
    I recommend that if you're going 1h Hero with a Shield, that you use the Flair/Speargraves. While they aren't the highest level 1h sword available, those being reverse and timeless 1h, they are the fastest, which is why you want them instead.

    If you're a 2h Hero, you're going to want to use the 2h timeless sword as your endgame, or a Dragon Claymore / 2h NT sword if you can't afford leveling and scrolling a good timeless sword. You can also use the Stonetooth sword, which has a high base dex requirement but is Fast(5) attack speed.

    As for this question: Timeless 2H sword or Stonetooth? I would argue that, in the current ML meta full of buccaneer mains and bucc mules, that 2H swords with normal speed, not just timeless, are the preferred option. With how plentiful buccaneers are, you can almost always have SI at your disposal, which is what puts 2h normal speed weapons ahead of stonetooth in damage. Stonetooth would be better in a meta with very few SI mules or no buccaneers in general, however. So if you plan on playing solo, and refuse to make mules, go with the Stonetooth. If you're a beast, have a perfect Stonetooth for solo play and a perfect 2h timeless for party play. :^)

    From what I understand, the sword tier list looks as follows:
    1. 2h normal speed sword with SI
    2. 1h NT Sword with att scrolled shield
    3. Stonetooth
    4. 2h normal speed sword without SI

    Okay, now we can talk about Axes. Axes are a weapon that has a higher range but also a lower minimum. For example, a Sword may have a range of 1,000-2,000 while an Axe will have a range of 500-2,500. (Not real damage ranges, btw. These are exaggerated for clarity) See why Sword is better? Swords, despite having a lower peak damage, have more consistent damage and therefore out scale Axes DPS wise over time. Additionally, Sword has true damage whereas Axes have 110% damage on slashes and 80% damage on stabs so you are missing out on a decent amount of damage by not going sword. Brandish, for example, your main damage skill from 120-200, does 1 slash and 1 stab every time you cast it. So for a sword user, you're getting the full damage % out of it, but for an axe user you gain 10% damage on one of those hits, but lose 20% on the other.. so you're losing at least 10% dpm. However, I know some people are super hipster and want to use an Axe so here we go.

    When it comes to Axes I'd probably say your only choice is the 2H timeless axe. All the axes after level 90, except for NT, reverse, and timeless, are slow speed. Aside from that, I don't really have much else to say about Axes; they're bad all around but I have respect for all Hero's that play this way!

    Top / Bottom:
    Alrighty, now that we're finished talking about weapons, we can talk about the top and bottom.

    As for tops I can't recommend anything other than the Blue Neos Top and the Black Neos Top. The Blue Neos Top and Black Neos Top give the same stats on average and perform the same duty: getting you some bonus STR! I recommend 30%ing your top at least 2-3 times before trying to 70% it. Doing all 70% in a row is asking for it to blow up. But 30% will troll you just as hard so be warned. As for scrolls, if it wasn't obvious, only use STR scrolls. Don't be the Hero who has a godly +25 LUK on their top but only warriors can wear it because 1.) it doesn't help you at all and 2.) who is going to buy that? You blew so much money on making that for ZERO resale value. Congrats? As for the ideal end game stats on a top, I'd say 21+ STR is fine. Maybe try to get 25+ STR once you get 21+. That seems like a fair amount of STR for a top.

    As for Bottoms the Green Neos Bottom and Black Neos Bottom are the choices I recommend. I used to think that Green Neos was more common but I have like 7 Black Neos from skeles and 0 Green Neos so I guess not. The difference between the two is that Green has base DEX and Black has base STR. I recommend using Black for your end game pants just for the bonus 3-4 STR but it won't make a huge difference in damage so if you scroll a godly Green Neos, you're all set. Bottoms can ONLY be scrolled for DEX so there's no possible way you can screw this one up. Unless you use HP or something. If you are choosing a weapon that requires base DEX, the Green Neos bottoms are likely preferable for their extra DEX. This way you can keep your base STR as low as possible while still wearing your weapon to benefit from Maple Warrior's base stat % bonus.

    An additional note I'd like to add in here is the meta, for DKs at least, seems to be leaning more towards scrolling for ACC instead of DEX and so ideally we will actually scroll an OA for STR to use on endgame mobs we can hit without additional ACC in the top/bot slots. I've considered scrolling an OA for DEX / ACC so I can hit 7F better as well, but top and bot are likely still the easiest to get into barrier of entry wise and making a perfect OA is more of a late end game priority.

    Glove:
    This is a fairly straightforward topic. Scroll a Brown Work Glove or Yellow Marker, or timeless/reverse gloves if you don't mind having no resale value, with ATT scrolls. Simple, right? Typically 12 Att is the lowest you need to get before triharding a glove. 10 att will work but uh, strive for 12+. The max possible attack on a BWG is 33, but that's with landing 1 30% and 6 chaos scrolls that all give +5 bonuses. The max ATT on a BWG/YM, without chaosing, is 21. This server has no Stormcasters yet, and may never have them, so forget those for now. The more common goal these days seems to be landing a 30, then landing a +4 or 5 chaos on the next slot, then finishing up for 22-23 att. If you've got the funds then go for it! 21 is pretty great as it is, though.

    Cape:
    You can of course temporarily scroll capes for STR or DEX while you're building funds but any serious Hero will only accept chaosed PGC / Blackfist cloaks for their end game. I don't know what the server standard is but I think 15+ att on a cape is end game worthy. Having something between 8-15 is fine, too, but 15+ is the point where I'd find it acceptable to not try scrolling another cape for a long long time.

    Pendant:
    There are two end-game worthy options here: Horntail Pendant and Mark of Naricain. An egged HTP is great for washing, as you can get up to 23 INT (without chaosing like a trihard) from it. It's also a great acc and damage boost in general as it gives you +23 all stats max when egged! Pretty good stuff. However, MoN is what you'll be using when you don't need the slight bonus acc or dex from HTP. Even un-chaosed my range was increasing when equipping a 6 all stat, 5 att MoN. If you're a legend you can get 11 STR, 11 DEX, 10 ATT when you chaos your MoN but anything close to that is ideal. It also gives accuracy which helps a lot in this day and age grinding wise. I believe for Hero that MoN is the preferred pendant even with a base DEX requirement sword.

    Shoe:
    Unless you are rich enough to buy and chaos a Facestomper, which is 5.6b offer currently for a 3 att, your best bet is to scroll a Yellow Snow Shoe for jump / with chaos or scroll a lvl 100 Warrior shoe for jump. Both will suffice but YSS is better if you ask me since it has more slots. I like not sliding on snow, too, and it has a special effect that makes your character turn and begin movement at 100% momentum, whereas regular shoes have a build up speed upon turning or initial movement. The STR on Warrior shoes is a nice touch, though!

    If you are rich, then of course buying, and chaosing, a Facestomper is your ultimate goal. Additionally, every Christmas we usually have the chance to get the Red Christmas Sock from the event. This gives 1-2 att base but is no longer chaos-able with the release of Facestompers.

    Helmet:
    This has changed quite a lot since I first wrote this guide. Endgame you will be using an Aufheben helm, scrolled for STR, or DEX depending on which stat you need most, as well as, very likely, a DEX scarlion helm scrolled for DEX or accuracy. That way you have a helm to use for damage when you don't need the extra acc or base DEX requirement, but then for things like 7F or Pink Bean, you can wear a DEX hat to hit them.

    Of course, I recommend getting a Zakum Helmet right at 50. The stats are great, the extra INT works wonders for washing, and they are dirt cheap nowadays. Like 6-10m or something wild.

    For the Scar DEX helm I recommend scrolling for ACC. The end game grinding spot for warriors in Shaolin 5-6F and 7F has super hard to hit mobs, so accuracy is an essential part of your build. Even with a pretty high miss rate at 7F I get substantially better EPH than at maps like Oblivion 4, etc.

    Shield:
    If you choose to use a shield, I recommend that you use Maple shields as they have the most slots and can be equipped at low levels. Scroll the shield for attack. I don't care if you have a +5 15 str shield because a +3 att shield is better than that (probably). Thats 1 60% and 1 100% shield att scroll. You can do better than that.

    Earring:
    It doesn't really matter which earring you use early on, just use any earring you can get to 10+ DEX. A 10 DEX earring is pretty good until you're gearing for late end game, if you ask me. I recommend scrolling Single Earrings since they're bought in Henesys from an NPC and also are level 15 so anyone level 15+ can use them. It's quite efficient if you make mules!

    For actual end game, however, you can chaos Elemental Pierce earrings for potential STR and DEX gains. If you get real lucky these are the best earrings for your actual end game but I wouldn't prioritize this before things like weapon, cape, glove, shoe, etc.

    Eye Accessory:
    I think most people, initially, scroll White or Brown Racc masks for accuracy. This'll help you hit more things and provides some base dex for wearing gear, should you need it. Ideally, however, you'd have Spectrum Goggles chaosed to get higher STR and DEX values. You can have one of each, Specs when you don't need acc, racc when you do, if you can afford it. But Specs are your end game eye accessory for that extra damage.

    During events, sometimes eye accessories, like Dark Racc masks, that give att come along. These are almost always favorable unless you rely on the DEX to wear gear. Wear these when available!

    Face Accessory:
    I don't think there is much variation here.. if you need accuracy, wear and scroll a Sad Mask. If you don't need accuracy, there are speed and jump alternatives as well. Scroll those for avoid, to get extra DEX, and call it a day.

    Rings:
    You don't have many options, but there are two permanent ones. The first, and most important, is the Monster Book Ring. There are 10 tiers you need to farm up for, but eventually it'll give 1,000 HP, 500 MP, and +10 all stats. This ring is stonks. There are a couple great card farming guides on this forum already, so I won't speak further on it.

    You can also do the Ellin Ring questline for a perma ring that gives +1 all stats and some HP/MP. There is a guide for that as well!

    For your other slots, typically the Valentine's event, sometimes Summer event, and the Halloween event have rings you can scroll for stats that last a few months. Those will fill empty slots or temporarily replace Ellin ring until they expire, assuming you don't have any empty slots from other event rings you already have.

    Potions:
    Truthfully, you can use whatever you like. I know some Warriors prefer to use Ginger Roots because they restore 40% HP and MP but I would say to use Honsters because they give you 60% HP and then use Sorcerers Elixirs for MP unless you have some ungodly amount of base MP from washing, in which case you might want a % MP potion instead. In that case, use Ginger Roots or Ginger Ale since they recover both. If you're facing a boss that mana drains (HT) or 1/1's a lot, it might be better to bring a crappy MP potion like Mana Elixirs along, so you aren't wasting expensive hybrid potions on frequent 1/1 triggers.

    As for att potions, you have Rage which is plenty fine for anything not bossing related. Also quite good for bossing, tbh, as it is a party wide cider. Otherwise Stews, Heartstoppers, Onyx Apples, and Gelt Chocolates are the best att pots you can use for bossing.

    For additional buffs I really recommend using Speed Pills, if you don't have max speed, and Sniper Pills, if you don't have enough acc to hit the thing you're hitting; both of which can be bought in the Ludibrium Department Store. These two buffs will really speed up your training and make your life a lot easier accuracy wise. Or, if you can buy some or have a bunch leftover, Mysterious Candies are really good for speed and jump as well. Plus they last like 30 minutes! You'll want the speed and jump especially in HT, so you can jump to the very edge of the right top platform, from the top of the rope, and cleave the right and middle heads at the same time.

    Mounts:
    GET A MOUNT. It is SO handy and it gives you most of your mobility outside of rush. At level 70 you can get the Hog which gives 150% speed! Yes, you can't attack while ON the mount but you can get to the next location with mobs much faster than even with Haste. At level 120 you can do a quest and pay 50m to get the Silver Mane which is a whopping 170% speed. This is an amazing addition for your collection and should be high on your funding-to-do-list. Then, of course, you get the Draco at level 200, which requires that you have the previous two mounts anyway, which gives you like 180% speed.

    Training Locations:

    Okay, this part is pretty straightforward for the most part. I HIGHLY recommend you quest here. I know ppl2pass is all about grinding hardcore but quests here are 3x exp and they really help you boost through first job and the early stages of 2nd job. AKA the most annoying parts. If you don't want to do quests because you're a ppl2pass hardcore grinding neckbeard, or just like grinding like I do (although I love questing as well), here's your guide!

    Level 1-11: Maple Island and Job Advancement:
    So, you can get to level 11 just from the quests you get on Maple Island and from Olaf in Lith Harbor. This is a fairly straightforward process.

    Level 11-20: Henesys Hunting Ground II or III:
    These are both really fast maps to train in. Once you hit ~16 it becomes pretty slow though, however, at least you know you can 100% hit the mobs here. Except maybe not Green Mushrooms.. depends on your DEX.

    Level 20-30: Hidden Street The Land of Wild Boar II:
    Really amazing map in terms of EXP and meso making. You find a lot of drops here that will probably make you your first 1m as a warrior and also you can find Lionheart, a level 35 2h sword, which can carry you through 2nd job to be honest.

    Level 30-40: Terrace Hall:
    Now, I actually prefer training at Ariant for these levels as the flat maps with good spawn are really awesome but I know somebody will recommend Teddies. Therefore, here it is. You can do teddies. Have fun.

    Level 30-40: North Desert Road II:
    This is the map that I prefer, it has consistent spawn on a flat map; ideal for warriors! The drops are fine as well but you're really just here for the EXP.

    Level 40-45 or (50): Platoons:
    I got tired of writing the maps out so I'm just going to give you the mobs now. Platoons drop really high price items that you can NPC and also drop Power Crystal Ore, an ingredient for Dragon Claymore / Carabella, GFA 60%, and Bards, a level 40 2h sword that can do you some justice as well. The exp here is good as well but the mobs are ranged attackers which kind of sucks and will piss you off at times. However, the spawn is really good and its even better if you duo with someone. Hint hint, clerics.

    Level 45-50: Master Robos:
    While I recommend duoing Platoons over these, these monsters can give you some awesome equips as well and also give you quite a hefty chunk of EXP. If you want to try them out, go for it!.

    Level 50-75: Multiple:
    So, there are multiple options for this. There are three that I recommend the most though: Mysterious Path 3, Ghost Ship 2, and Forest of Golems. These maps are all great for warrior and offer nice alternatives for when you get bored of the other. FoG is slower than the first two, however, it drops level 60 warrior tops and bottoms as well as GFA 60% and other scrolls. All these maps will make you quite a decent amount of profit and all are equally viable options until level 75. Be warned, these levels are painful but you can endure.

    Level 75-90: Multiple:
    So, for these levels Wolf Spiders is by far your best bet. The amount of boostage you will undergo is insane. Plus they drop illbis which are worth some mesos. You can also go to Windraiders or Gobies, both are viable alternatives but I don't think they're quite as fast. Gobies drop some good stuff though so you should check those out at like, 80-90 if you ask me. That way you have max Combo Orbs and a bit into Coma.

    As you approach 90, try to fight Galloperas in Malaysia, the Exp there is better than himes in a party I believe.

    Level 75-125: Forest of Towers
    As was pointed out to me by TarnishedTarnished, a legit training option could be last hitting with Power Guard for a FP mage at FoT. You will likely have a very hard time finding a FP, as they need to be, at most, within 5 levels of you so you can leech from their experience. Plus, they need to be willing to wait for you to smash your body into each and every mob they misted, which will take a while to do. If you can find a FP willing to grind with you, or you plan to make your own FP mage and level it with your Hero, this is an excellent alternative training spot that could be faster than leeching in some level ranges.

    Most FPs have mist maxed by 80, but you likely won't find yourself a level 80 FP at FoT. So, while this is listed as 75-125, it is more likely 90-125 or something.

    Level 90-110: Himes / Gallos:
    If you aren't at Himes for these levels, I highly recommend you go there. The alternative to these is Wolf Spiders or Phantom Grims, which I don't recommend as much as Himes. Himes are actually profitable! They do a lot of damage and Crow spawns there, which sucks I know, but the equips that drop sell for high prices and also the Earring Dex 70% that drops there can help you craft and end game earring or make some mesos; or both! You should probably grind to 120 here if you can't get a duo at Skeles. With a bishop or someone that has an HS mule. Anything else is just nostalgic and not ppl2pass. Which I'm cool with but I know people wanna boost to that legendary 4th job.

    As mentioned earlier, definitely train at Galloperas whenever you can because the EXP there is awesome. Better than Himes from what I hear! They also drop bottom DEX 60% scrolls and power crystal ores so they're amazing for you Heros!

    Level 110+: Skelegons / Skelesaurus / Petrifighters:
    Congrats! You're going to grind here forever. How fun.. These drop Spartas so all you 1h Heros are in luck! 2h.. not so much. Sorry folks. Not much to say about this place. The EXP is godly and the profit while duoing is unreal as well. This is undoubtedly the best place to grind to 200 at currently. If, and hopefully when, the GMs fix the Temple of Time spawn this won't be the case!

    Petrifighters were added in with the Ulu patch and are definitely a great training spot! The spawn rate has been nerfed from it's original rate because it was so fast that it was game breaking almost but it is still a good grind spot nevertheless.

    Level 125ish+: Shaolin 7F:
    I'd say as you approach level 125 you can train here fine if you duo with someone. The EXP here is just bonkers compared to any non-leeching alternatives.

    Leeching:

    Sadly, the reality is that you will likely leech the majority of your levels if you're washing. Honestly, even if you aren't washing hard, you will likely buy leech. It's simply fast as heck. There are sellers out there who can tell you proper prices and EPH's, but my current understanding of the leech meta is as follows:

    10-20: Bubblings
    20-30: Genin
    30- 43: Jr. Wraith
    43-50: Wraith
    50-53: Red Slimes
    53-55: Pac Pinky
    55-58: Selkie Jr.
    58-65: Slimy
    65-67(or 75) Windraider
    67-75: CDs
    75-85: Wolf Spider
    85-90: Ulu 1
    90-100: Ulu 2
    100-105: Ulu 3
    105-125: Petrifighters
    125-200: Shaolin 5-6F

    HP Washing:

    Previously in this section, I said HP washing is not that important for Hero. Which is true for casual players, but if you plan on doing all the end game content, I recommend washing to at least 25k base HP. Pink Bean's touch damage is 24k, and if you die on its body, get ressed, and don't have time to apply Power Guard before getting touched by the bean, you're screwed. Having 25k will prevent this, as well as provide you with better potion:meso ratios, etc. I don't know if there is any significant benefit to washing from 25k to 30k base as a hero, but I doubt it. Mostly potion efficiency and flexing on people. Luckily, this is incredibly easy on warriors in general.

    [4 x (level)+56] This is the lowest amount of MP you can have. Don't include MP from items such as the Deputy Star!

    As for how to go about doing this, you won't wash anything until around level 90. At level 90, start adding the AP you gain from leveling into your HP, then wash your MP into your STR. This is different from how I learned it but it's how this server's HP washing works, so you need to! If you try to wash MP directly into HP you'll only get +20 HP per point rather than +50 (just average, it can be higher than 50 sometimes). I suppose this is because you need to add direct AP to proc the skill boost of Improve Max HP Increase (+30 to the +20 you normally get = +50) rather than MP. So that's how you should go about it!


    Tips:

    I don't really have many tips for you but if any Hero's reading this would like to leave some I'd be more than happy to put them in!

    • When rushing, make sure you don't rush immediately after attacking as you'll leave the mobs behind and need to walk back to push them in that direction. This wastes more time than just waiting for a second to push them the first time!
    • When moving across platforms or just flat areas that lack mobs, use the mount! It really increases your grinding speed and the animation to summon it doesn't take that long so you can attack nearly immediately. Unless you lag
    Conclusion:

    Alright, that's it! I hope this helps a lot of you aspiring Hero's-to-be out there. This is probably the most detailed guide I've ever written. I accept all criticism and will implement any good advice into the guide.

    TO-DOs:
    • Add in a bossing section with in-depth bossing strategies and tips
    • Update the actual grinding path for Heroes that actually play from 1-200, rather than leech

    Happy Mapling!
    - Damon / Grizzly
     
    Last edited: May 13, 2017
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