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Marble101

Member Since 12 Aug 2010
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The F/P Magician Ultimatum

19 September 2010 - 12:35 PM

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<DIV align=center></FONT><B>The F/P Magician Ultimatum</B></FONT><FONT size=2></DIV></FONT></FONT><BR>
<DIV align=center>A post Big Bang guide </DIV><BR><BR><FONT size=3><U><FONT size=4><B>Table of Contents:</B></FONT><BR></U><BR></FONT><FONT size=2>1) What is Big Bang?<BR>2) Information about Fire Poison Mages<BR>3) The Pros and Cons of being a F/P Magician<BR>4) AP Builds<BR>5) Begginer<BR>6) 1st Job<BR>7) 2nd Job<BR>8) 3rd Job<BR>9) 4th Job<BR>10) Training<BR>11) Skill Book Locations<BR>12) Log<BR>13) Disclaimer and Copyrights<BR><BR><U><FONT size=4><B>Section 1 - What is Big Bang?</B><BR></FONT></U>Big Bang is a series of updates that drastically change the mechanics of Maplestory. It consists of 3 stages. Essentially, Stage 1 is when The Blage Mage puts a curse on the Maple World, changing the skills each job has, aswell as changing the damage formula for all characters. Parts 2 and 3 are the releases of 3 new classes: Wild Hunters (Crossbowmen riding on jaguars), Battle Mages (Close range mages), and Mechanics (similar to Gunslingers, who use machines to attack). During Part 1, all warrior and magician jobs experiance a change of skills, making any guide for them written before big bang obselete. For more information on&nbsp;&nbsp;Big Bang, visit this link: &lt;Link to be added&gt;.<BR><BR>This change effects the magician community becuase several new skills are added, a new magician class is released, and Magicians now have mastery. In the past, their skills had their own masteries and were oblivious to wand/stave mastery (barring Evans). Now there is a skill called Spell Mastery which changes all that.<BR><BR><B><U><FONT size=4>Section 2 - Information about Fire Poision Magicians<BR></FONT></U></B><I>"Magicians have low stamina as the spend most of their time reading scrolls and books, however they are the only class with the ability to wield the amazing power of magic"<BR></I>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <I>- </I>Nexon<BR><BR>Regardless of which fantasy game you play, one class will have the ability to wield the power that is magic. Whether it is called a Mage, Magician, Wizard, Warlock, or any other name, you will be hardpressed to find a fantasy game without a magician class (F.Y.I. - Call of Duty is not a fantasy game). Magicians have low health and low defenses. However, what they lack in defense, they make up for in verstatility. They're skill do a variety of things such as boost mobility (Teleport), mob massive ammounts of monsters (Meteo), reduce damage (Magic Gaurd) just to name a few. <BR><BR>Magicians use staves (staffs) and wands to attack. Their main stats are Intelegence (INT) and Luck (LUK, duh). While their melee damage is bad (barring Battle Mages), they have fantastic ranged damage (barring Battle Mages). <BR><BR>There are to date, 6 types of magicians. Clerics, which specialize in the holy element and have many party skills, Battle Mages, which&nbsp;&nbsp;attack close range, Evans, Magicians who attack with the aid of a dragon, Ice Lighning Magicians, who specialize in the Ice and Lighning Elements, Blaze Wizards, who use fire skills, and Fire Poison Magicians who use Poison and Burn to do massive amounts of damage.<BR><BR><FONT size=4><B><U>Section 3 - Pros and Cons <BR></U></B><FONT size=2>Like all classes, F/P Mages have Pros and Cons.<BR></FONT><FONT size=3><B><BR><FONT size=3></FONT>Pros:</B></FONT><BR><FONT size=2>- They have the ability to do massive amounts of damage<BR></FONT><FONT size=2>- Poison Myst boosts traing speeds to insane proportions<BR>- They are uncommon<BR>- Their lack of defense is negated due to Magic Guard<BR>- They can both slow and seal, which halps when in the field<BR>-&nbsp;&nbsp;They can use both Poison and Burn status effects for more damage<BR>- They reach a job advancement at level 8<BR>- I like them (this might not count)<BR><FONT size=3><B><BR><FONT size=3></FONT>Cons:<BR></B></FONT><FONT size=2>- They can't mob effectively until 3rd job<BR></FONT><FONT size=2>- They are uncommon<BR>- They are slow attackers<BR>- They lack freeze <BR>-&nbsp;&nbsp;They have no party skills <BR><B><U><FONT size=4><BR><B><U><FONT size=4></FONT></U></B>Section 4 - AP Builds<BR></FONT></U></B></FONT>Magicians are unique in the fact that they add to Intellegence. No other class ever adds to that. Our secondary stat is Luck, which increases Magic Accuracy. Certain people choose to go Low Luck or Luck-less, which means that they add less to Luck and more to Intellegence, therefore having higher damage, while buying new euipment to add Luck instead. Choose one of the choices.<BR><BR><B>The Regular Build<BR></B>Level 1- No AP Gained<BR>Level 2+ - 4 INT, 1 LUK<BR><BR>This is the regular build and will be the most common. If you wish to go all out power, you add never add anything to Luck, and add 5 to Intellegence every level. For those who want to be in between, we are called Low-Luck. Follow the regular build and stop adding to Luck anytime before you hit your mid 40's (Level wise, not Age wise). Simply supplement the missing Luck with scrolled equipment<BR><BR><B><U><FONT size=4>Section 5 - Begginer's Basics<BR></FONT></U></B><BR><B><FONT size=3>Begginer Skills:</FONT><BR></B><BR><STRONG>Nimble Feet</STRONG> - Supportive - Max Level: 3 - This skill boosts your speed. Always helpful, and rather fun to use. Note: has a 1 minute cooldown time when maxed.<BR><BR><STRONG>Three Snails</STRONG> - Active - Max Level: 3 - This skill is a ranged attack that will do a set amount of damage (10 for Level 1, 25 for Level 2, and 40 for Level 3)<BR><BR><STRONG>Recovery</STRONG> - Supportive - Max Level: 3 - This skill will heal your HP over set period of time. When maxed, it will heal 72 HP in 30 seconds.<BR><BR><STRONG><FONT size=3>Skill Build:<BR></FONT></STRONG><BR>Level 1 - 1 on Three Snails(1) or 1 on Recovery(1)<BR>Level 2 - 1 on Three Snails(2) or 1 on Recovery(2)<BR>Level 3 - 1 on Three Snails(Max)&nbsp;or 1 on Recovery(Max)<BR>Level 4 - 1 on Nimble Feet(1)<BR>Level 5 - 1 on Nimble Feet(2)<BR>Level 6 - 1 on Nimle Feet(Max)<BR>Level 7 - No SP Gained<BR>Level 8 - No SP Gained<BR><BR><FONT size=3><STRONG>Explanation:<BR></STRONG></FONT>Three Snails is maxed first as it is your first ranged attack and it will boost training speed. However, since Three Snails is out damaged by Energy Bolt at level 8 and you can train by only using Control, some choose to max Recovery instead for some extra healing. Regardless of which you choose, Nimble Feet should be maxed as a boost in speed is more useful than either of them and unlike both, it will last you until level 30 (when you get teleport).<BR><BR><STRONG><FONT size=3>Training:<BR></FONT></STRONG>At level 1, you will be asked whether or not you wish to skip Maple Island (unless you are new to Maplestory). Regardless or your expertise, I reccomend you choose to stay on Maple Island as it not only lets you hit level 10 in 5 - 20 minutes, but it lets you get the coveted Relaxer, an item that heals 50 HP every 10 seconds you use it. Once you get it, put it on a hot key for immediate use. Anyway, at level 1, do Heena's quest and give Sen his dinner. Then complete the quiz, hunt 1&nbsp;Jr.Sential&nbsp;and hunt 10 snails. Then proceed to Ameryst. In Ameryst, answer Rain's quest and do both of Pio's quests. <EM>This gives you the Relaxer. Immediately put it on a hotkey for easy access.</EM> Now turn in you hunt the snails quest and talk to Lucas. Do all of Mai's trainings, Bari's quest and Yoona's. By this time you should be level 7 or 8. <EM>Once you reach level 7 and have 50+%, go to South Perry and board the ship to Victoria Island. DO NOT COMPLETE MAPLE ISLAND, THIS WILL CAUSE YOU TO HAVE LESS MP THAN OTHER MAGICIANS!</EM> Then talk to Olaf and to his lesson on job advancements. Accept his Path of a Magician quest and then go east to see the magician statue. Talk to it, then talk to Grendle the Really Old to become a Magician.<BR><BR><FONT size=4><STRONG><U>Section&nbsp;6 - Intro to Magic (1st Job)<BR></U></STRONG><FONT size=2><BR><FONT size=2></FONT>Congradulations! You are now a Magician. Even though you have 3 jobs ahead of you, the skills you add to now will be crucial in the long run. So, without further ado, let's take a look at your skills:<BR></FONT></FONT><FONT size=3><BR><FONT size=3></FONT><STRONG>1st Job&nbsp;Skills:</STRONG></FONT><BR><BR><STRONG>Endergy Bolt</STRONG>&nbsp;- Active - Max Level:&nbsp;20 - This skill&nbsp;does damage to a single monster. It is good if you want to be good at bossing (King Slime, Mano, Stumpy, Marbas, Deo, etc.).<BR><BR><STRONG>Magic Claw</STRONG>&nbsp;- Active - Max Level:&nbsp;20 - Require: Energy Bolt level 1&nbsp;- Weaker than Energy Bolt, but hits 2 monsters, allowing you to kill 2 at once. Good for training.<BR><BR><STRONG>MP Increase</STRONG>&nbsp;- Passive - Max Level:&nbsp;10 - The earlier you max this skill, the more MP you get overall. Hmmm, I wonder what skill to max first?<BR><BR><STRONG>Magic Armor</STRONG> - Supportive -&nbsp;Max Level: 20 - Requires: Magic Guard level 5 - This skill boosts both Weapon and Magic Defense to prolong the time you can fight. Since Magicians have low&nbsp;&nbsp; survivability, a plus.<BR><BR><STRONG>Magic Guard</STRONG> - Supportive - Max Level 20 - This skill is a godsend. Name one magician that hasn't maxed this and is above level 120 and I'll give you a million bucks (No promises). At level 20, 80% of the damage you take is subtraced from your MP and not your HP. Ina sense your HP is now 4x (if you don't run out of MP). <BR><BR><STRONG>MP Recovery (Removed)</STRONG> - This skill was removed from the Magician's Skill Book, but it basically recovered more MP than the usual 3 per second. At max it was 32 per second I think.<BR><BR><STRONG><FONT size=3>Skill Build:<BR></FONT></STRONG><BR>Just like last time, you have several options to choose from. None is better than the other, they each have their own pros and cons.<BR><BR><U><STRONG>The Normal Build</STRONG></U><BR>Level&nbsp;8 - Energy Bolt (1)<BR>Level&nbsp;9 - 3 on Improving MP Icrease (3)<BR>Level&nbsp;10 - 3 on Improving MP Increase (3)<BR>Level&nbsp;11 - 1 on Improving MP Increase (Max), 2 on Magic Claw (2)<BR>Level&nbsp;12 - 3 on Magic Claw (5)<BR>Level&nbsp;13 - 3 on Magic Claw (8)<BR>Level&nbsp;14 - 3 on Magic Claw (11)<BR>Level&nbsp;15 - 3 on Magic Claw (14)<BR>Level 16 - 3 on Magic Claw (17)<BR>Level 17 - 3 on Magic Claw (Max)<BR>Level 18 - 3 on Magic Guard (3)<BR>Level 19 - 3 on Magic Guard (6)<BR>Level 20 - 3 on Magic Guard (9)<BR>Level 21 - 3 on Magic Guard (12)<BR>Level 22 - 3 on Magic Guard (15)<BR>Level 23 - 3 on Magic Guard (18)<BR>Level 24 - 2 on Magic Guard (Max), 1 on Magic Armor(1) or 2 on Magic Guard (Max), 1 on Energy Bolt (2)<BR>Level 25 - 3 on Magic Armor (4) or 3 on Energy Bolt (5)<BR>Level 26 - 3 on Magic Armor (7) or 3 on Energy Bolt (8)<BR>Level 27 - 3 on Magic Armor (10) or 3 on Energy Bolt (11)<BR>Level 28 - 3 on Magic Armor (13) or 3 on Energy Bolt (14)<BR>Level 29 - 3 on Magic Armor (16) or 3 on Energy Bolt (17)<BR>Level 30 - 3 on Magic Armor (19) or 3 on Energy Bolt (Max)<BR><BR><FONT size=3><FONT size=2><U><STRONG>Explanation:</STRONG></U></FONT><BR></FONT>This is the standard build for Magicians. Your 1st point goes on Energy Bolt since Control won't ever hit above a 5 again (Control uses STR, not INT) and therefore you need an attack. Then Max Improving Max MP Increase to give you more MP in the long run and then Magic Claw for a strong attack that mobs and therefore kills more things faster. Next, we add to Magic Guard to boost survivability. Finally, you have to make a choice: Survivability or Power. Energy Bolt will give you more power (more than Magic Claw), but it can't mob. Still, this will let you kill 1 on 1 targets faster. Magic Armor on the other hand allows you to take more hits, but you'll be using Magic Claw alot more.<BR><BR><STRONG><U>The&nbsp;Energy Bolt &nbsp;Build<BR></U></STRONG>Level&nbsp;8 - Energy Bolt (1)<BR>Level&nbsp;9 - 3 on Improving MP Icrease (3)<BR>Level&nbsp;10 - 3 on Improving MP Increase (3)<BR>Level&nbsp;11 - 1 on Improving MP Increase (Max), 2 on Energy Bolt (3)<BR>Level&nbsp;12 - 3 on&nbsp;Energy Bolt&nbsp;(6)<BR>Level&nbsp;13 - 3 on&nbsp;Energy Bolt&nbsp;(9)<BR>Level&nbsp;14 - 3 on Energy Bolt (12)<BR>Level&nbsp;15 - 3 on Energy Bolt (15)<BR>Level 16 - 3 on Energy Bolt (18)<BR>Level 17 -&nbsp;2 on Energy Bolt (Max), 1 on Magic Guard (1)<BR>Level 18 - 3 on Magic Guard (4)<BR>Level 19 - 3 on Magic Guard (7)<BR>Level 20 - 3 on Magic Guard (10)<BR>Level 21 - 3 on Magic Guard (13)<BR>Level 22 - 3 on Magic Guard (16)<BR>Level 23 - 3 on Magic Guard (19)<BR>Level 24 -&nbsp;1 on Magic Guard (Max),&nbsp;2 on Magic Armor(2) or&nbsp;1 on Magic Guard (Max),&nbsp;2 on&nbsp;Magic&nbsp;Claw&nbsp;(2)<BR>Level 25 - 3 on Magic Armor (5) or 3 on Magic&nbsp;Claw (5)<BR>Level 26 - 3 on Magic Armor (8) or 3 on&nbsp;Magic&nbsp;Claw (8)<BR>Level 27 - 3 on Magic Armor (11) or 3 on Magic&nbsp;Claw (11)<BR>Level 28 - 3 on Magic Armor (14) or 3 on Magic&nbsp;Claw (14)<BR>Level 29 - 3 on Magic Armor (17) or 3 on Magic&nbsp;Claw (17)<BR>Level 30 - 3 on Magic Armor (Max) or 3 on Magic&nbsp;Claw (Max)<BR><BR><FONT size=3><STRONG><FONT size=2><U>Explanation:</U></FONT><BR></STRONG></FONT>This build allows you to hit more on 1 on 1 targets (like bosses) and saves more MP than the last build. Instead of Magic Claw, Energy Bolt is now Maxed.&nbsp;Once again you have the choice of Magic Armor over your second attack.&nbsp;Survivability or Power? You decide.&nbsp;<BR><BR><STRONG><FONT size=3>Training:<BR></FONT><U><BR><U></U>Way 1 (The "Story Line" Way)</U></STRONG><BR>Now that you are a Magician, you are now able to use the Magician Training Center. Talk to Grendle the Really Old and accept all his quests. Now talk to Lucy the Dream Interpreter and accept all her quests. Now go to the training center. Do all of Lucy's quests, Grendle's Training, and Power B. Fore's quests. Once you are done with all of them, talk to Grendle the Really old and he'll send you all around Victoria Island on quests. Eventually, you will learn of a demon named "Marbas" who looks like a werewolf. Defeat him and collect all the scraps of paper for all 5 job instructors. Now talk to the Rememberer of Sleepywood. Do all of his trainings and the&nbsp;quest "How to Avoid the Stink". I've found that you can get the&nbsp;Charms&nbsp;yourself, but fame a guy to get you the eyeballs. Now the next day, fame another guy to get the leathers. Now don't do "For the peace of Victoria Island" (Astaroth will cream you). Instead&nbsp;concentrate on his other quest line: "The Horney Mushroom Signals".&nbsp;Do all of his quests and go to the desert. Do Kascara's quests and the Camel's quests, but don't do the Camel's training. Instead,&nbsp;do the quests of the towns people of Ariant. Once you reach level 30, go to Elinia and talk to Grendel the Really Old. He'll have you talk to a buddy of his who will ask you to get 30 dark marbles. Do that and you'll get your 2nd Job Advancement. Woo-hoo! Oh, by the way, once you reach level 20, talk to Power B. Fore for a special treat.<BR></FONT><BR><FONT size=2><STRONG><U>Way&nbsp;2 (The "Training" Way)<BR></U></STRONG>Unlike the last way, this way involves pure training.<BR><STRONG>Key: <BR></STRONG>+ = Fast EXP, the more +'s the better<BR>$ = Good Money, the more the better<BR>* = Crowds, the less the better<BR>@ = PQ<BR><STRONG>Level 8 - 10: </STRONG>Mage Training Center (+++, $),&nbsp;Slimes and Stumps around Elinia&nbsp;(+, $), Henesys Hunting Ground (++,$$,**)<BR><STRONG>Level 10 - 13:</STRONG> Mage Training Center (++,$), Henesys PQ(@,++,$,*), Henesys Hunting Ground (++,$$,**)<BR><STRONG>Level 13 - 15:</STRONG> Mage Training Center (+,$), Henesys PQ (@, +, $, *), Henesys Hunting Ground (++,$$,**)<BR><STRONG>Levels 15 - 20:</STRONG> Mage Training Center ($), Henesys PQ (@,&nbsp;$), Henesys Hunting Ground (++,$$,**), Kerning Middle Forest (++,$$$)<BR><STRONG>Level 20 - 25: </STRONG><EM>Note: Talk to Power B. Fore for a suprise</EM>, Henesys Hunting Ground (++,$$,**), Kerning Middle Forest (++,$$$), Kerning PQ (@,++,$$$,**)</FONT><BR><BR><STRONG><U>Section 12 - Log<BR></U></STRONG></FONT><BR>9/18/10 - Started guide, worked on Section 1 and Table of Contents.<BR>9/22/10 - Worked on sections 2 - 5</FONT> <BR>10/1/10 - Worked on secitons 5 - 6

The Dual Blade Ultimatum

27 August 2010 - 12:02 PM

The Dual Blade Ultimatum


A helpful guide for Dual Blades

Posted Image
Note: This guide is also on Basil Market: http://www.basilmark..._Ultimatum.html#
Table of Contents:
1. Why Choose Dual Blade
1.1 What are Dual Blade's?
1.2 Pros
1.3 Cons
1.4 Things to consider
2. Dual Blade Info
2.1 AP Build
2.1.1 Regular Build
2.1.2 Low Dex Build
2.1.3 Dex Less Build
2.1.4 Choosing the right build
2.2 Dual Blade FAQ
3. Dual Blade Skill Builds
3.1 Beginner Build
3.2 1st Job Build
3.3 2nd Job Build
3.4 3rd Job Build
3.4.1 Build for those who have NX
3.4.2 Build for those who don't have NX
3.4 4th Job Build
3.5 5th Job Build
3.6 6th Job Build
4. Dual Blade Training Spots
5. Log
6. Credits


Section 1: Why choose a Dual Blade?

Section 1.1: What are Dual Blades?
Dual Blades are a subclass of Thieves. They are explorers whose max level is 200. Like most classes, they have thier own unique wepons: Kataras. All Dual Blades can equip daggers in which aspect they are very much like bandits. However, unlike Bandits, they can't equip shields. Instead they equip an item called a Katara in its place. The Katara is essensialy a weapon that they alternate blows with. Meaning, every time a Dual Blade attacks, it first swings its dagger and damage is applied as if it was only holding a dagger. Then, it swings again and damage is applied as if it was holding only a Katara. Dual Blades have 6 job advancements.

Section 1.2: Pros
The Pros of becoming a Dual Blade are:

*6 job advancements instead of only 4
*Gets high damage
*High Avoidability
*Easy to level up
*Great for begginers
*I like them (I don't think that counts though)

Section 1.3: Cons
As with every job class, Dual Blades have cons:
*Have average HP and MP, so waste loads of pots
*Shadow Partner and Puppet don't work at the same time
*Don't get any summons
*Quite popular
*Limited inventory space
*Best skills require NX to max (Come on Nexon!)
*Requires multiple skills to be used consecutively to have high damage

Section 1.4: Things to consider
Most people think that that the pros outweigh the cons. If that's true keep reading. Others believe that Dual Blades stink beyond compare. Well, why are you reading this guide then? still, if you are willing to give Dual Blades a try you will be rewarded. They are a fun and amazing class, and that's the point of Maplestory: to have fun.


Section 2: Dual Blade Information

Section 2.1: AP Builds
Like all classes, Dual Blades add AP to get stronger. The Dual Blades most important stat is Luck (for those of you that aren't as bright as the rest of us, Luck is abrieviated LUK). Dual Blades also add to Dexterity (aka DEX). All Dexterity does for Dual Blades is let them equip equipment. But knowing what stats you have to add to and knowing how much to add to are two different things. So here are 3 options. Pick the one that suits you:

The Regular Build:
This is the build that requires no funding to make. What is Funding? Well funding is when you already have a mapler in the same world as your Dual Blade and are willing to transfer money from your other character to your Dual Blade via The Storage. Or it can be when your friend gives you loads of money. For those of you that don't have access to that luxary, this is your build. It does the least damage (still pretty high) but requires no down payment.

The Build
Level 10- Everything on Luck
Level 11 & 12 - Everything on Luck
Level 13- 1 Dexterity, 4 Luck
Levels 14 through 40 - 3 Luck, 2 Dexterity
Levels 41 through 80 - 4 Luck, 1 Dexterity
80+ - Everything on Luck

The Low Dex Build:
This is the build for those who have some funding but not alot. This gives more damage than the regular build but less than the Luck-less. Keep folowing the regular build until you have a certain amount of Dexterity. The amount totaly depends on the amount of funding you have. All Dexterity does for you is allow you to equip new equips. However, it is possible to gain dexterity through equipment. Basilcally follow this rule: The more your funding, the lower your Dexterity should be. The maximum dexterity you should ever have is 80. Then scroll your equips for Dexterity so that your equips will boost your Dexterity high enough so you can wear whatever you want.This build is highly reccomended.

The Dex-less Build:
This build does the most damage, but requires the most funding. You add every AP point you ever get to Luck.

What Build is right for me?
If you actually read the builds, you would know that the amount of Dexterity you add to depends on your funding. I presonally reccomend the Low-Dex Build.

Section 2.2: Dual Blade FAQ (Frequently Asked Questions)

Q1) I made a Dual Blade but then at level 10, I couldn't equip Kataras! The game treated me like a normal Bandit! What is going on?

A1) The game will treat you like a normal bandit until level 20, when you will gain the ability to wield Kataras and also get your 2nd Job advancement.

Q2) What is all this FATUS FABUS mumbo jumbo that everyone is saying?

A2) These are combos of moves used consecutively to produce optimum damage. FATUS = Flying Assulter + Tornado Spin + Upper Stab. This combo
does high amounts of damage, and therefore levels you up fast, but wastes alot of potions. FABUS is Flying Assulter + Bloody Storm + Upper Stab.This combo saves potions, but levels you up slowly due to lower damage output.

Q3) Is FATUS better than FABUS?

A3) Depends on what you want. The benefits of both are answered above.

Q4) I didn't know you could save SP!

A4) You can but for Dual Blades only and only on certain jobs.

Q5) The skill Flash Jump acts as a double jump in the game, so why max it?

A5) Flash Jump is like teleport. True, one point on Flash Jump will act as a double jump, but the more points that are put into it, the further you go and the lower the mp cost.

Q6) I accidentally was a level or two late for my job advancement. What now?


A6) Nothing. You simply will recieve the SP you missed when you make the job advancement.

Q7) Is this all the questions in the FAQ?


A7) Of course not! More will be posted in time.

Section 3: Dual Blade Skill Builds


Section 3.1: Beginner Skill Builds
At level 1, choose to go to Maple Island. Skipping it is a huge mistake as it is an easy way to level up. Complete all the quests. Then at level 9, head to Victoria Island and go to Kerning City. And while you're a Beginner, you gain SP so here's your Build:

Beginner Skills:

3 Snails (aka Snail Shell Throw)
- Master Level: 3 -Active Skill - This skill used to use an actual Snail Shell, but now all it does is use MP to do a certain amount of Damage.Should be maxed fast as it helps level up fast.

Recovery
- Master Level: 3 - Active Skill - This skill heals HP over a set period of time. Not reccomended as when maxed, it heals an insubstantial amount. Plus there are better skills to add to.

Nimble Feet - Master Level: 3 - Active Skill - Speeds you up for a short amount of time. Useful to boost training speed and arrive at destinations quicker. Has a cooldown time of one minute.

The Build:
Level 2-4: 1 on 3 Snails
Level 5-7: 1 on Nimble Feet

Skills:
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)

The Reason:
3 Snails is maxed first to boost trainning speed. Think: a 40 damage long-range move by the time you are level 4 is always welcome. Next add to Nimble Feet. This will give you short bursts of speed and who doesn't want that? If you feel like you can brave out all 10 levels with your Basic Attack, you are welcome to forgo 3 Snails for Recovery. It isn't reccomended, but you can do whatever you want. After all, this is meant to be a guide, not a list of orders.

Section 3.2: 1st Job Skill Builds
At level 9, talk to Ryden, who is outside Kerning City's Fusion Bar, and he will tell you to lay low and become a regular thief untill further notice. So, at level 10, simply talk to the Dark Lord to become a regular thief. As you may notice, you don't have all the skills that a normal thief would have (you lack Keen Eyes and Lucky Seven), but since you will not become a Assasin, those are irrelevent.

1st Job Skills:

Double Stab - Master Level: 20 - Active Skill - You attack twice. A nice attack, but will be replaced by Triple Stab 2nd Job.

Disorder - Master Level: 20 - Active Skill - Swings a dagger to reduce a monster's wepon attack over time. Sounds good on paper, but not too good when you realize there are other skills to add to instead.

Dark Sight - Master Level: 20 - Requires: 3 on Disorder - Supportive Skill - Reduces your speed, but temporarily makes you immune to physical damage. It should be noted that you can't use skills, attack, pick up items, or use items inside Dark Sight. It is still a fantasic skill, but we don't have enough SP for it right away. Eventually, it will be added to.

Nimble Body - Master Level: 20 - Passive Skill - Raises your accuracy and avoidability. A handy skill and will be added to later.

The Build:
Level 10: 1 on Double Stab
Level 11-13: 3 on Double Stab
Level 14+: Nothing, just save SP

Skills:
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0
Dark Sight - 0
Disorder - 0
Double Stab - 10

The Reason:
At level 20, you gain access to a move called Triple Stab which instantly replaces Double Stab, but requires 10 SP on Double Stab. So why no SP on Nimble Body or Dark Sight? Well, those can be added to later. Right now, it is preffered that you save that SP to be used 2nd job. And yes, Dual Blades can save SP for some jobs.


Section 3.3: 2nd Job Skill Builds
After you become a thief, do all the quests in the Thief Training Center. Then do both "Addiitonal Training" quests. After that, follow all of Ryden's quests. After you are done with all of Ryden's quest, become level 20 and you will be told to visit Lady Syl. She will have you break marbles in search of a sacred mirror. Once she and her mirror are reunited, you will reach 2nd Job. Congradulations! Now you can equip a Katara! And guess what - she gave you one for free.

2nd Job Skills:

Triple Stab - Master Level: 10 - Requires: 10 on Double Stab - Active Skill - You attack thrice. An amazing attack that will serve you for a couple job advancements. Maxed out instantly.

Katara Mastery - Master Level: 20 - Passive Skill - For those of you who may not know, mastery skills increase your minimum damage and help stabilize your damage.

Katara Booster - Master Level: 20 - Supportive Skill - As you may know, booster skills increase your attack speed. Always helpful.

The Build:
Level 20: 10 on Triple Stab, 6 on Katara Booster, 5 on Katara Mastery
Level 21+: Save SP

Skills:
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0
Dark Sight - 0
Disorder - 0
Double Stab - 10
Triple Stab - 10 (Max)
Katara Mastery - 5
Katara Booster - 6

The Reason:
Triple Stab instantly replaces Double Stab and is maxed. 5 on Mastery and 6 on Booster help enough so that
you don't have to put more on them. Note: They will be maxed later.

Section 3.4: 3rd Job Skill Builds
Now is the time to do the quests the Dark Lord has set for you. Remeber after doing the "Additional Training" quests, you were told to find Jay in Henesys. Find him and keep doing his quests and those of the ones he leads you to. (press "Q" on your keyboard and these quests will be under the category "Job"). At level 28, you will be told to talk to Mr. Pickall and Manji. Once you do that, you will reach level 29 and you will be given a quest to retrieve the Dark Lord's diary (and kill his minions). Then onced you reach level 30, talk to Lady Syl to recieve your new Job Advancement.

3rd Job Skills:

Fatal Blow- Master Level: 20 - Active Skill - You attack up to 8 times. Does massive damage and is your strongest 1 on 1 attack untill 6th job.

Slash Storm - Master Level: 5 (or 20 if you have NX) - Active Skill - A decent rush skill. Is actually pretty nice if you have NX. For those that don't it should still be maxed (at 5).

Endure - Master Level: 20 - Passive Skill - Recovers HP and MP if you are on a rope. Conserves potions.

Self Haste - Master Level: 20 - Supportive Skill - Nimble Feet on steroids. Speed is boosted and so is Jump. Lasts much longer than Nimble Feet. One of your more useful skills for training.

The Build (for those who don't have NX):
Level 30: 20 on Self Haste, 5 on Slash Storm, 6 on Fatal Blow
Level 31 - 34: 3 on Fatal Blow
Level 35: 2 on Fatal Blow, 1 on Katara Mastery
Level 36 - 39: 3 on Katara Mastery
Level 40: 2 on Katara Master, 1 on Katara Booster
Level 41 - 44: 3 on Katara Booster
Level 45: 1 on Katara Booster, 2 on Disorder
Level 46: 1 on Disorder, 2 on Dark Sight
Level 47 - 52: 3 on Dark Sight
Level 53 - 55: 3 on Nimble Body or 3 on Endure (Your Choice)

Skills (For those who don't have NX):
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0 or 9
Dark Sight - 20 (Max)
Disorder - 3
Double Stab - 10
Triple Stab - 10 (Max)
Katara Mastery - 20 (Max)
Katara Booster - 20 (Max)
Self Haste - 20 (Max)
Slash Storm - 5 (Max)
Fatal Blow - 20 (Max)
Endure - 9 or 0

The Reason (for those who don't have NX):
Maxing Self Haste first allows you to go places faster and is much more helpful then maxing Fatal Blow. The reason being Triple Stab kills much more efficiently at this level. Then you add 5 to Slash Storm as a rush skill and focus on maxing Fatal Blow. Fatal Blow is very helpful in Mushroom Kingdom against King Pepe('s Yetis) and the Prime Minister as both are bosses and therefore fight you 1 on 1 (or actually 2-6 on 1 for King Pepe). Then you throw points into Katara Mastery (Maxing it) which finally gives you stable damage. Then comes Katara Booster so you won't have to cast it too often. Once that is maxed, 3 on Disorder unlocks Dark Sight which is maxed. Lastly, you have 9 spare SP and 2 skills to choose from: Nimble Body and Endure. Which one to add to is your choice.

The Build (for those who have NX):
Level 30: 20 on Self Haste, 6 on Slash Storm (buying skill book gives you 1 extra SP), 6 on Fatal Blow
Level 31 - 34: 3 on Slash Storm
Level 35: 2 on Slash Storm, 1 on Fatal Blow
Level 36 - 39: 3 on Fatal Blow
Level 40: 1 on Fatal Blow, 2 on Katara Mastery
Level 41 - 44: 3 on Katara Mastery
Level 45 - 47: 3 on Katara Booster
Level 48: 1 on Katara Booster, 2 on Disorder
Level 49: 1 on Disorder, 2 on Dark Sight
Level 50 - 55: 3 on Dark Sight

Skills (for those who have NX):
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0
Dark Sight - 20 (Max)
Disorder - 3
Double Stab - 10
Triple Stab - 10 (Max)
Katara Mastery - 19
Katara Booster - 16
Self Haste - 20 (Max)
Slash Storm - 20 (Max)
Fatal Blow - 20 (Max)
Endure - 0

The Reason (for those who have NX):
Maxing Self Haste first allows you to go places faster and is much more helpful then maxing Fatal Blow. Then you max Slash Storm to use as your main attack. Then comes Fatal Blow which is very helpful in Mushroom Kingdom against King Pepe('s Yetis) and the Prime Minister as both are bosses and therefore fight you 1 on 1 (or actually 2-6 on 1 for King Pepe). Then you throw 19 points into Katara Mastery because Level 19 and Level 20 Katara Mastery give you the same Mastery (that extra point gives you some accuracy). By the time you reach 4th Job, you should max Dark Sight. This requires 23 points (20 for Dark Sight + 3 for Disorder). That gives you 10 leftover points, which I advise should be invested in Katara Booster. In the build, I wrote that those 10 points should be put into Katar Booster before you add to Disorder and Dark Sight. You are perfectly welcome to add points to Disorder and Dark Sight before giving Katara Booster its 10 points. Whichever one you want first is up to you.

Section 3.5: 4th Job Skill Builds
Do the Rememberer's Horny Mushroom Signal Quests and save Mushroom Kingdom. Eventually, you will be told by Lady Syl to visit the Thief 3rd Job Instructor in El Nath. Convince him that Dual Blades no longer are out to kill the Dark Lord and complete all his quests. Then report back to Lady Syl and you will reach 4th Job.

4th Job Skills:

Flash Jump- Master Level: 20 - Active Skill - Those of oyu who have played flash games may be farmilliar with this. This skill allows you to double jump. An excellent skill.

Tornado Spin - Master Level: 5 (With NX it's 20)- Active Skill - You spin either to the left or to the right, attacking monsters as you spin.

Flash Bang - Master Level: 20 - Active Skill - A weak attack, but it reduces your opponent's accuracy for some time.

The Build (for those who don't have NX):
Level 55: You get no SP
Level 56: 1 on Tornado Spin, 2 on Flash Jump
Level 57 - 62: 3 on Flash Jump
Level 63+: Save SP

Skills (For those who don't have NX):
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0 or 9
Dark Sight - 20 (Max)
Disorder - 3
Double Stab - 10
Triple Stab - 10 (Max)
Katara Mastery - 20 (Max)
Katara Booster - 20 (Max)
Self Haste - 20 (Max)
Slash Storm - 5 (Max)
Fatal Blow - 20 (Max)
Endure - 9 or 0
Flash Jump - 20 (Max)
Tornado Spin - 1
Flash Bang - 0

The Reason (for those who don't have NX):
Tornado Spin in costly in terms of MP. 1 on Tornado Spin allows you to attack 3 monsters, which can be finished off with Triple Stab (it also hits 3 monsters). Next you max Flash Jump to double jump, and use less MP while doing it. Finally you save your SP. No SP is added to Flash Bang as you'll need that SP next job advancement, and Flash Bang won't help you that much this job advancement.

The Build (for those who have NX):
Level 55: You don't get SP
Level 56: 1 on Tornado Spin, 2 on Flash Jump
Level 57 - 58: 3 on Flash Jump
Level 59: 1 on Flash Jump, Save 2 SP
Level 60+: Save SP

Skills (for those who have NX):
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0
Dark Sight - 20 (Max)
Disorder - 3
Double Stab - 10
Triple Stab - 10 (Max)
Katara Mastery - 19
Katara Booster - 16
Self Haste - 20 (Max)
Slash Storm - 20 (Max)
Fatal Blow - 20 (Max)
Endure - 0
Flash Jump - 9
Tornado Spin - 1
Flash Bang - 0

The Reason (for those who have NX):
Tornado Spin in costly in terms of MP. 1 on Tornado Spin allows you to attack 3 monsters, which can be finished off with Triple Stab (it also hits 3 monsters). Next you add 9 to Flash Jump to double jump, and use less MP while doing it. Finally you save your SP. Only 9 SP is added to Flash Jump as the remaining 11 SP will help during 5th Job. We will max Flash Jump later though. No SP is added to Flash Bang as you'll need that SP next job advancement, and Flash Bang won't help you that much this job advancement.

Section 3.6: 5th Job Skill Builds
The 5th Job advancement is like anyother thief's 3rd Job advancement.

5th Job Skills:

Owl Dead - Master Level: 20 - Active Skill - Attack a monster. If it does, you next attacks will be 150% dmamge.

Advanced Dark Sight - Master Level: 20 - Requires: 20 on Dark Sight - Active Skill - Attack while in Dark Sight. When maxed, there is a 49% chance you'll stay in Dark Sight after the attack.

Bloody Storm - Master Level: 10 - Requires: 20 on Slash Storm - Active Skill - Slash Storm on Steroids.

Mirror Image - Master Level: 10 (If you have NX, it's 30) - Shadow Partner. You summon you refelction for a set period of time which attacks with you and does a certain percent of your damage.

Upper Stab - Master Level: 20 - Enemies get launched into the air. If they are in the air, they recieve more damage.

Flying Assaulter - Master Level: 5 (For NX users it is 20) - Fly into the air and then strike your enemies from above.

The Build (for those who don't have NX):
Level 70: 5 on Flying Assaulter, 10 on Mirror Image, 10 on Upper Stab
Level 71 - 73: 3 on Upper Stab
Level 74: 1 on Upper Stab, 2 on Tornado Spin
Level 75 : 2 on Tornado Spin, 1 on Owl Dead
Level 76 - 81: 3 on Owl Dead
Level 82: 1 on Owl Dead, 2 on Flash Bang
Level 83 - 88: 3 on Flash Bang
Level 89 - 92: 3 on Endure or Nimble Body
Level 93: 2 on Endure or Nimble Body, 1 on Advanced Dark Sight
Level 94 - 99: 3 on Advanced Dark Sight.
Level 100: 1 on Advanced Dark Sight, 2 on Nimble Body or 2 on Endure
Level 101 - 106: 3 on Nimble Body or Endure
Level 107 - 111: 3 on Disorder
Level 112: 2 on Disorder, 1 on Double Stab
Level 113 - 115: 3 on Double Stab
Level 116+: You have nothing to put SP on. Blame Nexon.

Skills (For those who don't have NX):
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 20 (Max)
Dark Sight - 20 (Max)
Disorder - 20 (Max)
Double Stab - 20 (Max)
Triple Stab - 10 (Max)
Katara Mastery - 20 (Max)
Katara Booster - 20 (Max)
Self Haste - 20 (Max)
Slash Storm - 5 (Max)
Fatal Blow - 20 (Max)
Endure - 20 (Max)
Flash Jump - 20 (Max)
Tornado Spin - 5 (Max)
Flash Bang - 20 (Max)
Owl Dead - 20 (Max)
Advanced Dark Sight - 20 (Max)
Bloody Storm - 0
Mirror Image - 10 (Max)
Upper Stab - 20 (Max)
Flying Assaulter - 5 (Max)

The Reason (for those who don't have NX):
First Max Mirror Image to assist damage. Then max Flying Assaulter to complete the FATUS combo (Bloody Storm requires 20 on Slash Storm which indirectly means you need NX). Max Upper Stab contributes to the FATUS combo and is a good attack on its own. Then Max Tornado Spin. Slap 20 points into Owl Dead for increased damage, then throw another 20 into Flash Bang. Then Max out Endure or Nimble Body (whichever one you have 9 in) and max Advanced Dark Sight. Then Max Nimble Body or Endure (whichever you didn't max) and then Disorder. Now you have nothing to add SP to except Double Stab. When that is done, you can't add SP to anything. Plus you can't save your SP for 6th Job. Sad.

The Build (for those who have NX):
Level 70: 10 on Bloody Storm, 20 on Flying Assulter (Buying the book from the Cash shop gives you an extra SP), 7 on Mirror Image
Level 71: 4 on Mirror Image (Buying the book from the Cash Shop goves you an extra SP)
Level 72 - 77: 3 on Upper Stab
Level 78: 2 on Upper Stab, 1 on Tornado Spin
Level 79: 4 on Tornado Spin (Buying the book from the Cash Shop goves you an extra SP)
Level 80 - 83: 3 on Tornado Spin
Level 84: 2 on Tornado Spin, 1 on Mirror Image
Level 85 - 90: 3 on Mirror Image
Level 91 - 96: 3 on Owl Dead
Level 97: 2 on Owl Dead, 1 on Flash Jump
Level 98 - 100: 3 on Flash Jump
Level 101: 1 on Flash Jump, 2 on Flash Bang
Level 102 - 107: 3 on Flash Bang
Level 108 - 113: 3 on Advanced Dark Sight
Level 114: 2 on Advanced Dark Sight, 1 on Nimble Body / Endure
Level 115+: 3 on Nimble Body / Endure


Skills (For those who have NX):
Nimble Feet - 3 (Max)
Recovery - 0
3 Snails - 3 (Max)
Nimble Body - 0 or 19
Dark Sight - 20 (Max)
Disorder - 3
Double Stab - 10
Triple Stab - 10 (Max)
Katara Mastery - 19
Katara Booster - 16
Self Haste - 20 (Max)
Slash Storm - 20 (Max)
Fatal Blow - 20 (Max)
Endure - 0 or 19
Flash Jump - 20 (Max)
Tornado Spin - 20 (Max)
Flash Bang - 20 (Max)
Owl Dead - 20 (Max)
Advanced Dark Sight - 20 (Max)
Bloody Storm - 10 (Max)
Mirror Image - 30 (Max)
Upper Stab - 20 (Max)
Flying Assaulter - 20 (Max)

The Reason (for those who have NX):
Maxing Bloody Storm allows for a pretty sweet rush skill, plus when maxed alongside Flying Assulter allows you to complete 2/3 of the FABUS combo. Then, bringing Mirror Image to 11 means that it will now last for 2 minutes instead of 1 (60 seconds = 1 minute). Then 20 points are thrown into Upper Stab, maxing it and adding both the FABUS and FATUS combos to your repertoire. Next, we want to do whatever we can to maximize your damage output. This includes maxing Tornado Spin, Mirror Image and Owl Dead. Then we slap 11 points into Flash Jump for mobility and Flash Bang for survivability. Now we are left with maxing Advanced Darksight and 19 free points for either Nimble Body or Endure. It's your choice.

Section 6: Log

8/27/2010
Started the guide. Worked on sections 1 & 2.

8/29/2010
Worked on sections 3.1 & 3.2.

8/30/2010
Worked on sections 3.3, 3.4, 3.5, and part of 3.6.


10/4/2010
Finished up section 3.6.


10/8/2010
Posted on Basil Market, made corrections.