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MapleStory Swordman Guides

 

Warrior
10 +1 Power Strike (1)
11 +3 Slash Blast (3)
12 +3 Slash Blast (6)
13 +3 Slash Blast (9)
14 +3 Slash Blast (12)
15 +3 Slash Blast (15)
16 +3 Slash Blast (18)
17 +2 Slash Blast (20 – MAXED), +1 Power Strike (2)
18 +3 Power Strike (5)
19 +3 Power Strike (8)
20 +3 Power Strike (11)
21 +3 Power Strike (14)
22 +3 Power Strike (17)
23 +3 Power Strike (20 – MAXED)
24 +3 HP Boost (3)
25 +3 HP Boost (6)
26 +3 HP Boost (9)
27 +1 HP Boost (10 – MAXED), +2 Iron Body (2)
28 +3 Iron Body (5)
29 +3 Iron Body (8)
30 +3 Iron Body (11)

Summary
HP Boost – 10 (MAXED)
Iron Body – 11
Power Strike – 20 (MAXED)
Slash Blast – 20 (MAXED)

Pretty straight-forward. Since HP Boost is now a percentage, we don’t need to max it first anymore; we just launch straight into maxing out our attack skills.


- Early point in Power Strike for a proper single-target skill & to unlock Slash Blast
- Max out Slash Blast for better mobbing capabilities.
- Max out Power Strike so your single-target damage isn’t pitiful
- Finish off with HP Boost and Iron Body.

Alternatives:
1. Forgo Power Strike for Iron Body (i.e. 11 Power Strike, 20 Iron Body).

Fighter

30 +1 Weapon Mastery (1)
31 +3 Weapon Mastery (4)
32 +3 Weapon Mastery (7)
33 +3 Weapon Mastery (10)
34 +3 Weapon Mastery (13)
35 +3 Weapon Mastery (16)
36 +3 Weapon Mastery (19)
37 +1 Weapon Mastery (20 – MAXED), +2 Weapon Booster (2)
38 +3 Weapon Booster (5)
39 +1 Weapon Booster (6), +2 Ground Smash (2)
40 +3 Ground Smash (5)
41 +3 Ground Smash (8)
42 +3 Ground Smash (11)
43 +3 Ground Smash (14)
44 +2 Ground Smash (16), +1 Enhanced Basics (1)
45 +3 Enhanced Basics (4)
46 +3 Enhanced Basics (7)
47 +3 Enhanced Basics (10 – MAXED)
48 +3 Rage (3)
49 +3 Rage (6)
50 +3 Rage (9)
51 +3 Rage (12)
52 +3 Rage (15)
53 +3 Rage (18)
54 +2 Rage (20 – MAXED), +1 Final Attack (1)
55 +3 Final Attack (4)
56 +3 Final Attack (7)
57 +3 Final Attack (10)
58 +3 Final Attack (13)
59 +3 Final Attack (16)
60 +3 Final Attack (19)
61 +1 Final Attack (20 – MAXED), +2 Power Guard (2)
62 +3 Power Guard (5)
63 +3 Power Guard (8)
64 +3 Power Guard (11)
65 +3 Power Guard (14)
66 +3 Power Guard (17)
67 +3 Power Guard (20 – MAXED)
68 +3 Weapon Booster (9)
69 +3 Weapon Booster (12)
70 +3 Weapon Booster (15)

Summary
Weapon Mastery – 20 (MAXED)
Final Attack – 20 (MAXED)
Enhanced Basics – 10 (MAXED)
Weapon Booster – 15
Rage – 20 (MAXED)
Power Guard – 20 (MAXED)
Ground Smash – 16

This is where we’ll see some divergence. I won’t say the build above is the best, but this will make you a little more welcome in parties because of Rage.

- Max out Mastery ASAP for more stable damage.
- Get 6 Booster for a 1min timer.
- Get 16 Ground Smash for a rather powerful mobbing skill
- Max out Enhanced Basics to upgrade Power Strike and Slash Blast.
- Max Rage for the damage boost and to find parties more easily
- Max out Final Attack for the extra damage.
- Max out Power Guard, then get 15 Booster to sync with Rage.

Alternatives:
1. Postpone Enhanced Basics for earlier Rage.
2. Get Enhanced Basics before getting Ground Smash.
3. Forgo Enhanced Basics for Ground Smash (i.e. 6 IF, 20 GS).

Page

30 +1 Weapon Mastery (1)
31 +3 Weapon Mastery (4)
32 +3 Weapon Mastery (7)
33 +3 Weapon Mastery (10)
34 +3 Weapon Mastery (13)
35 +3 Weapon Mastery (16)
36 +3 Weapon Mastery (19)
37 +1 Weapon Mastery (20 – MAXED), +2 Weapon Booster (2)
38 +3 Weapon Booster (5)
39 +1 Weapon Booster (6), +2 Enhanced Basics (2)
40 +3 Enhanced Basics (5)
41 +3 Enhanced Basics (8)
42 +2 Enhanced Basics (10 – MAXED), +1 Final Attack (1)
43 +3 Final Attack (4)
44 +3 Final Attack (7)
45 +3 Final Attack (10)
46 +3 Final Attack (13)
47 +3 Final Attack (16)
48 +3 Final Attack (19)
49 +1 Final Attack (20 – MAXED), +2 Threaten (2)
50 +1 Threaten (3), +2 Power Guard (2)
51 +3 Power Guard (5)
52 +3 Power Guard (8)
53 +3 Power Guard (11)
54 +3 Power Guard (14)
55 +3 Power Guard (17)
56 +3 Power Guard (20 – MAXED)
57 +3 Weapon Booster (9)
58 +3 Weapon Booster (12)
59 +3 Weapon Booster (15)
60 +3 Weapon Booster (18)
61 +2 Weapon Booster (20 – MAXED), +1 Threaten (4)
62 +3 Threaten (7)
63 +3 Threaten (10)
64 +3 Threaten (13)
65 +3 Threaten (16)
66 +3 Threaten (19)
67 +1 Threaten (20 – MAXED), +2 Ground Smash (2)
68 +3 Ground Smash (5)
69 +3 Ground Smash (8)
70 +3 Ground Smash (11)

Summary
Weapon Mastery – 20 (MAXED)
Final Attack – 20 (MAXED)
Enhanced Basics – 10 (MAXED)
Weapon Booster – 20 (MAXED)
Threaten – 20 (MAXED)
Power Guard – 20 (MAXED)
Ground Smash – 11

You’ll notice that this build is a little different compared to the Fighter build, even though they share many of the same skills. This is because Threaten is nowhere near as useful as Rage is at this point.


- Max out Mastery for stability.
- Get 6 Booster for 1min timer.
- Max out Enhanced Basics.
- Max out Final Attack for the extra damage.
- Get 3 Threaten to unlock Power Guard, & max out Power Guard.
- Max out Booster, because Threaten isn’t that useful at these levels.
- End off with Threaten and Ground Smash.

Alternatives:
1. Leave Booster at 11 and max Ground Smash for more power.
2. Get Ground Smash before Enhanced Basics.
3. Completely forgo Enhanced Basics for max Ground Smash.

Spearman

30 +1 Weapon Mastery (1)
31 +3 Weapon Mastery (4)
32 +3 Weapon Mastery (7)
33 +3 Weapon Mastery (10)
34 +3 Weapon Mastery (13)
35 +3 Weapon Mastery (16)
36 +3 Weapon Mastery (19)
37 +1 Weapon Mastery (20 – MAXED), +2 Weapon Booster (2)
38 +3 Weapon Booster (5)
39 +1 Weapon Booster (6), +2 Enhanced Basics (2)
40 +3 Enhanced Basics (5)
41 +3 Enhanced Basics (8)
42 +2 Enhanced Basics (10 – MAXED), +1 Iron Will (1)
43 +2 Iron Will (3), +1 Hyper Body (1)
44 +3 Hyper Body (4)
45 +3 Hyper Body (7)
46 +3 Hyper Body (10)
47 +3 Hyper Body (13)
48 +3 Hyper Body (16)
49 +3 Hyper Body (19)
50 +1 Hyper Body (20 – MAXED), +2 Ground Smash (2)
51 +3 Ground Smash (5)
52 +3 Ground Smash (8)
53 +3 Ground Smash (11)
54 +3 Ground Smash (14)
55 +3 Ground Smash (17)
56 +3 Ground Smash (20 – MAXED)
57 +3 Final Attack (3)
58 +3 Final Attack (6)
59 +3 Final Attack (9)
60 +3 Final Attack (12)
61 +3 Final Attack (15)
62 +3 Final Attack (18)
63 +2 Final Attack (20 – MAXED), +1 Weapon Booster (7)
64 +3 Weapon Booster (10)
65 +3 Weapon Booster (13)
66 +3 Weapon Booster (16)
67 +3 Weapon Booster (19)
68 +1 Weapon Booster (20 – MAXED), +2 Iron Will (5)
69 +3 Iron Will (8)
70 +3 Iron Will (11)

Summary
Weapon Mastery – 20 (MAXED)
Final Attack – 20 (MAXED)
Enhanced Basics – 10 (MAXED)
Weapon Booster – 20 (MAXED)
Iron Will – 11
Hyper Body – 20 (MAXED)
Ground Smash – 20 (MAXED)

Spearmen have less of a headache regarding their skill build, because Iron Will isn’t a particularly important skill.

- Max out Mastery for stability.
- Get 6 Booster for 1min timer.
- Max Ground Smash for a powerful mobbing skill.
- Max Enhanced Basics.
- Get 3 Iron Will to unlock Hyper Body, then max out Hyper Body.
- Max Final Attack and Booster.
- Dump the remaining points in Iron Will.

Alternatives:
1. Completely forgo Enhanced Basics for Iron Will.
2. Leave Booster at 11 and max Iron Will.

Note: If you’re in 3rd/4th Job and you’re resetting SP, maxing out Iron Will instead of Ground Smash would be a better choice since both Dragon Fury and Dragon Buster out-damage Ground Smash.

Crusader

70 +1 Brandish (1)
71 +3 Combo Attack (3)
72 +3 Combo Attack (6)
73 +3 Combo Attack (9)
74 +3 Combo Attack (12)
75 +3 Combo Attack (15)
76 +2 Combo Attack (17), +1 Brandish (2)
77 +3 Brandish (5)
78 +3 Brandish (8)
79 +3 Brandish (11)
80 +3 Brandish (14)
81 +3 Brandish (17)
82 +3 Brandish (20 – MAXED)
83 +3 Coma (3)
84 +3 Coma (6)
85 +3 Coma (9)
86 +3 Coma (12)
87 +3 Coma (15)
88 +3 Coma (18)
89 +2 Coma (20 – MAXED), +1 Panic (1)
90 +3 Panic (4)
91 +3 Panic (7)
92 +3 Panic (10)
93 +3 Panic (13)
94 +3 Panic (16)
95 +3 Panic (19)
96 +1 Panic (20 – MAXED), +2 Chance Attack (2)
97 +3 Chance Attack (5)
98 +3 Chance Attack (8)
99 +3 Chance Attack (11)
100 +3 Chance Attack (14)
101 +3 Chance Attack (17)
102 +3 Chance Attack (20 – MAXED)
103 +3 Shout (3)
104 +3 Shout (6)
105 +3 Shout (9)
106 +3 Shout (12)
107 +3 Shout (15)
108 +3 Shout (18)
109 +2 Shout (20 – MAXED), +1 Combo Attack (18)
110 +2 Combo Attack (20 – MAXED), +1 Improving MP Recovery (1)
111 +3 Improving MP Recovery (4)
112 +3 Improving MP Recovery (7)
113 +3 Improving MP Recovery (10)
114 +1 Improving MP Recovery (11), +2 Magic Crash (2)
115 +3 Magic Crash (5)
116 +3 Magic Crash (8)
117 +3 Magic Crash (11)
118 +3 Magic Crash (14)
119 +3 Magic Crash (17)
120 +3 Magic Crash (20 – MAXED)

Summary
Improving MP Recovery – 11
Chance Attack – 20 (MAXED)
Combo Attack – 20 (MAXED)
Panic – 20 (MAXED)
Coma – 20 (MAXED)
Magic Crash – 20 (MAXED)
Shout – 20 (MAXED)
Brandish – 20 (MAXED)

This is a rather balanced build. Also note that Panic and Coma are maxed in preparation for the “Jump!” update, because there’s been no news of SP resets.


- Early point in Brandish to improve 1v1 capability.
- Get Combo Attack to 17 for better overall damage; bringing it past 17 only improves duration.
- Max out Brandish for better mobbing damage.
- Max out Coma for a stronger mobbing finisher.
- Max Panic for powerful 1v1 finisher.
- Max out Chance Attack to improve damage.
- Max out Shout for AoE damage.
- Finish off by maxing Combo Attack, getting 11 MP Recovery to reduce pot costs & Magic Crash for future bossing.

Note: Panic and Chance Attack can be switched if you so wish. Also, at the end, Combo Attack, MP Recovery and Magic Crash can be added in any order.

White Knight

70 +1 Ice Charge (1)
71 +3 Fire Charge (3)
72 +3 Fire Charge (6)
73 +3 Fire Charge (9)
74 +3 Fire Charge (12)
75 +3 Fire Charge (15)
76 +3 Fire Charge (18)
77 +3 Charge Blow (3)
78 +3 Charge Blow (6)
79 +3 Charge Blow (9)
80 +3 Charge Blow (12)
81 +3 Charge Blow (15)
82 +3 Charge Blow (18)
83 +3 Charge Blow (21)
84 +3 Charge Blow (24)
85 +3 Charge Blow (27)
86 +3 Charge Blow (30 – MAXED)
87 +3 Restoration (3)
88 +2 Restoration (5), +1 Combat Orders (1)
89 +3 Combat Orders (4)
90 +3 Combat Orders (7)
91 +3 Combat Orders (10)
92 +3 Combat Orders (13)
93 +3 Combat Orders (16)
94 +3 Combat Orders (19)
95 +1 Combat Orders (20 – MAXED), +2 Ice Charge (3)
96 +3 Ice Charge (6)
97 +3 Ice Charge (9)
98 +3 Ice Charge (12)
99 +3 Ice Charge (15)
100 +3 Ice Charge (18)
101 +3 Lightning Charge (3)
102 +3 Lightning Charge (6)
103 +3 Lightning Charge (9)
104 +3 Lightning Charge (12)
105 +3 Lightning Charge (15)
106 +3 Lightning Charge (18)
107 +3 Restoration (8)
108 +3 Shield Mastery (3)
109 +3 Shield Mastery (6)
110 +3 Shield Mastery (9)
111 +3 Shield Mastery (12)
112 +3 Shield Mastery (15)
113 +3 Shield Mastery (18)
114 +3 Magic Crash (3)
115 +3 Magic Crash (6)
116 +3 Magic Crash (9)
117 +3 Magic Crash (12)
118 +3 Magic Crash (15)
119 +3 Magic Crash (18)
120 Extra SP (3)

Summary
Shield Mastery – 18
Charge Blow – 30 (MAXED)
Fire Charge – 18
Ice Charge – 18
Lightning Charge – 18
Magic Crash – 18
Restoration – 8
Combat Orders – 20 (MAXED)

Looking at this build, you must think I’m nuts. No, I’m very sane and I’m very serious. The reason for such a strange build is the fact that maxed Combat Orders increases all skill levels by 2, but never beyond the max skill level (only fourth job skills can break the cap with CO).


- Early point in Ice Charge for situations in which you need to freeze stuff (like in Magatia PQ).
- Get 18 Fire Charge for better damage.
- Max Charge Blow (Adv. Charge Blow isn’t unlocked by Lv28 Charge Blow + CO).
- Get 5 Restoration for an awesome healing skill & to unlock Combat Orders.
- Max out Combat Orders (keep it on at all times when you’re fighting *winks*).
- Get 18 Ice Charge and 18 Lightning Charge so you have all elements (you can get Lightning first if you want).
- Get Restoration to 8, then get 18 Shield Mastery & 18 Magic Crash.

You now have 3 extra points to play with. You can add them into Iron Body (or max out Shield Mastery) if you want, just don’t get Ground Smash because Charge Blow beats it outright. =.=
Dragon Knight

70 +1 Dragon Fury (1)
71 +1 Dragon Wisdom (1), +2 Dragon Buster (2)
72 +3 Dragon Buster (5)
73 +3 Dragon Buster (8)
74 +3 Dragon Buster (11)
75 +3 Dragon Buster (14)
76 +3 Dragon Buster (17)
77 +3 Dragon Buster (20 – MAXED)
78 +3 Dragon Wisdom (4)
79 +3 Dragon Wisdom (7)
80 +3 Dragon Wisdom (10 – MAXED)
81 +3 Dragon Fury (4)
82 +3 Dragon Fury (7)
83 +3 Dragon Fury (10)
84 +3 Dragon Fury (13)
85 +3 Dragon Fury (16)
86 +3 Dragon Fury (19)
87 +1 Dragon Fury (20 – MAXED), +2 Sacrifice (2)
88 +1 Sacrifice (1), +2 Dragon Roar (2)
89 +3 Dragon Roar (5)
90 +3 Dragon Roar (8)
91 +3 Dragon Roar (11)
92 +3 Dragon Roar (14)
93 +3 Dragon Roar (17)
94 +3 Dragon Roar (20)
95 +3 Dragon Roar (23)
96 +3 Dragon Roar (26)
97 +3 Dragon Roar (29)
98 +1 Dragon Roar (30 – MAXED), +2 Dragon Blood (2)
99 +3 Dragon Blood (5)
100 +3 Dragon Blood (8)
101 +3 Dragon Blood (11)
102 +3 Dragon Blood (14)
103 +3 Dragon Blood (17)
104 +3 Dragon Blood (20 – MAXED)
105 +3 Element Resistance (3)
106 +3 Element Resistance (6)
107 +3 Element Resistance (9)
108 +2 Element Resistance (11), +1 Sacrifice (4)
109 +3 Sacrifice (7)
110 +3 Sacrifice (10)
111 +3 Sacrifice (13)
112 +3 Sacrifice (16)
113 +3 Sacrifice (19)
114 +1 Sacrifice (20 – MAXED), +2 Magic Crash (2)
115 +3 Magic Crash (5)
116 +3 Magic Crash (8)
117 +3 Magic Crash (11)
118 +3 Magic Crash (14)
119 +3 Magic Crash (17)
120 +3 Magic Crash (20 – MAXED)

Summary
Elemental Resistance – 11
Dragon Wisdom – 10 (MAXED)
Dragon Buster – 20 (MAXED)
Dragon Fury – 20 (MAXED)
Sacrifice – 20 (MAXED)
Dragon Roar – 30 (MAXED)
Magic Crash – 20 (MAXED)
Dragon Blood – 20 (MAXED)

Don’t you just love the fact that swings and stabs do the same amount of damage now?


- Early point in Fury for a powerful mobbing skill that can replace Slash Blast.
- Early point in Wisdom for +12% Critical rate.
- Max Buster to replace Ground Smash; Fury is strong enough already.
- Max Wisdom for Crit rate & damage, and drain. Complements Buster perfectly; more hits = more crits and drain.
- Max Fury for better mobbing prowess. Each point in Fury is worth more than a point in Dragon Blood, provided your WA > 20.
- 3 points in Sacrifice for high 1v1 damage, and to unlock Roar.
- Max Roar for a mini-ultimate capable of clearing the area quickly.
- Max out Blood for a nice WA boost.
- Finish off with Sacrifice (lower HP cost), Element Resist and Magic Crash.

Fourth Job (Recommendations)

The following section details my recommendations for the Fourth Job skill builds. You’ll notice that I have separated the skills into different categories. High Priority skills should be maxed out ASAP. These are the skills you should try to save up SP for if you can’t get the necessary books. Of course, you could move on to the next category if you don’t think you can get the books any time soon. Mid Priority skills are next on the scale of importance; if you can’t get the books for the High Priority skills, these are a viable alternative to max. Bossing skills are, rather obviously, skills meant for bossing. By the time you have maxed out most of the High and Mid Priority skills, you should almost be at a suitable level to boss. By investing some points into the Bossing skills, you could end up getting some Mastery books for your other skills. Low Priority skills are skills that aren’t very important compared to the others; they are skills you can do without for 50 levels or so. Skills within the same category are listed with leftmost skill being the one I deem most crucial; however, skills within the same category are really almost interchangeable depending on your individual situation.

Hero
Lv120: +1 Rush (1), +1 Monster Magnet (1), +1 Brave Slash (1)

High Priority: Brave Slash, Advanced Combo*
Mid Priority: Combat Mastery
Bossing: Enrage, Stance
Low Priority: Achilles, Maple Warrior, Hero’s Will, Rush, Monster Magnet

At Lv120, I recommend that you add a point each in Rush and Monster Magnet. In smaller maps, you can use Monster Magnet to drag monsters towards you instead of Rushing. For bigger maps however, you’ll have Rush there to help you. Both Rush and Monster Magnet have their max ranges and mob count right from Lv1, so I recommend putting 1 point in each and then leaving them alone. The last point available at Lv120 should go into Brave Slash, then the next 3 levels should be spent getting Brave Slash to Lv10 so that it will (finally) out-damage Brandish. Try to get the Brave Slash 20 and 30 books ASAP but if you can’t, getting the Advanced Combo skillbook is a nice alternative.

Paladin
Lv120: +1 Rush (1), Save SP (2)

High Priority: Advanced Charge*, Divine Shield
Mid Priority: Holy Charge
Bossing: Blast, Stance, Blocking
Low Priority: Sanctuary, Achilles, Maple Warrior, Hero’s Will, Rush

At Lv120, 1 point should go into Rush (reasons stated above). There really isn’t anything worth adding at this point training-wise (Divine Shield’s too unreliable at Lv1), so save SP for Advanced Charge for when you get its skillbook. Alternatively, you might want to put one point in Blast so you have a powerful single-target attack when you need it. For like, when you go bossing. There isn’t a real need to max it out yet though; Advanced Charge is much more of a priority. Divine Shield is the next most important skill for its 30 WA bonus at max, but it’s a little difficult to keep it going if you get hit too much. I don’t recommend going for Holy Charge too early though, due to the lack of trainable Holy-weak monsters. Sanctuary is an okay skill, but it’s listed as a low priority skill because it’s useless unless you can properly work it into your training.

Dark Knight
Lv120: +1 Rush (1), +1 Monster Magnet (1), +1 Berserk (1)

High Priority: Berserk, Beholder
Mid Priority: Beholder’s Hex, Beholder’s Healing
Bossing: Stance
Low Priority: Beholder’s Revenge, Achilles, Maple Warrior, Hero’s Will, Rush, Monster Magnet

At Lv120, 1 point should go into each Rush and Monster Magnet (reasons stated above). The third point should DEFINITELY go into Berserk, because it adds a FOURTH hit to Dragon Crusher as long as Berserk is active (HP >78% for Lv1 Berserk). Afterward, you can add more points into Berserk so that it’ll be easier to keep activated (and give a bigger damage boost) or max out Beholder for the additional Mastery. Whichever path you take, these two skills should ALWAYS be the first two skills you max.

*Requires a Skillbook to learn.

Soul Master

First Job

10 +1 Power Strike (1)
11 +3 Slash Blast (3)
12 +3 Slash Blast (6)
13 +3 Slash Blast (9)
14 +3 Slash Blast (12)
15 +3 Slash Blast (15)
16 +3 Slash Blast (18)
17 +2 Slash Blast (20 – MAXED), +1 Power Strike (2)
18 +3 Power Strike (5)
19 +3 Power Strike (8)
20 +3 Power Strike (11)
21 +3 Power Strike (14)
22 +3 Power Strike (17)
23 +3 Power Strike (20 – MAXED)
24 +3 HP Boost (3)
25 +3 HP Boost (6)
26 +3 HP Boost (9)
27 +1 HP Boost (10 – MAXED), +2 Iron Body (2)
28 +3 Iron Body (5)
29 +3 Iron Body (8)
30 +2 Iron Body (10 – MAXED), +1 Soul (1)

Summary
HP Boost – 10 (MAXED)
Iron Body – 10 (MAXED)
Power Strike – 20 (MAXED)
Slash Blast – 20 (MAXED)
Soul – 1

Almost identical to the Adventurer Warrior build, except that Iron Body maxes out at 10 so there’s an extra SP that we add into Soul for Soul Masters. Nothing to explain here, really.

2nd Job

30 +1 Soul Blade (1)
31 +1 Soul Rush (1), +2 Sword Mastery (2)
32 +3 Sword Mastery (5)
33 +3 Sword Mastery (8)
34 +3 Sword Mastery (11)
35 +3 Sword Mastery (14)
36 +3 Sword Mastery (17)
37 +3 Sword Mastery (20 – MAXED)
38 +3 Sword Booster (3)
39 +3 Sword Booster (6)
40 +3 Soul Blade (4)
41 +3 Soul Blade (7)
42 +3 Soul Blade (10)
43 +3 Soul Blade (13)
44 +3 Soul Blade (16)
45 +3 Soul Blade (19)
46 +3 Soul Blade (22)
47 +3 Soul Blade (25)
48 +3 Soul Blade (28)
49 +2 Soul Blade (30 – MAXED), +1 Rage (1)
50 +3 Rage (4)
51 +3 Rage (7)
52 +3 Rage (10)
53 +3 Rage (13)
54 +3 Rage (16)
55 +3 Rage (19)
56 +1 Rage (20 – MAXED), +2 Final Attack (2)
57 +3 Final Attack (5)
58 +3 Final Attack (8)
59 +3 Final Attack (11)
60 +3 Final Attack (14)
61 +3 Final Attack (17)
62 +3 Final Attack (20)
63 +3 Final Attack (23)
64 +3 Final Attack (26)
65 +3 Final Attack (29)
66 +1 Final Attack (30 – MAXED), +2 Sword Booster (8)
67 +3 Sword Booster (11)
68 +3 Sword Booster (14)
69 +1 Sword Booster (15), +2 Soul Rush (3)
70 +3 Soul Rush (6)

Summary
Sword Mastery – 20 (MAXED)
Sword Booster – 15
Final Attack – 30 (MAXED)
Rage – 20 (MAXED)
Soul Blade – 30 (MAXED)
Soul Rush – 6

- Start off with a point in Soul Blade for the damage. We didn’t do this for the Adventurer Warriors’ Ground Smash because Ground Smash starts at 186% damage, while Soul Blade starts at 254% damage.
- Place a point in Soul Rush for mobility, then max out Mastery and grab 6 Booster.
- Max out Soul Blade for a powerful mobbing skill you’ll be using for a long time.
- Max out Rage for the WA boost.
- End off with maxed Final Attack, Lv15 Booster (to sync with Rage’s timer) and Lv6 Soul Rush.

3rd Job

70 +1 Soul Driver (1)
71 +3 Soul Driver (4)
72 +3 Soul Driver (7)
73 +3 Soul Driver (10)
74 +3 Soul Driver (13)
75 +3 Soul Driver (16)
76 +3 Soul Driver (19)
77 +1 Soul Driver (20 – MAXED), +2 Combo Attack (2)
78 +3 Combo Attack (5)
79 +3 Combo Attack (8)
80 +3 Combo Attack (11)
81 +3 Combo Attack (14)
82 +3 Combo Attack (17)
83 +3 Combo Attack (20 – MAXED)
84 +3 Soul Charge (3)
85 +3 Soul Charge (6)
86 +3 Soul Charge (9)
87 +3 Soul Charge (12)
88 +3 Soul Charge (15)
89 +3 Soul Charge (18)
90 +2 Soul Charge (20 – MAXED), +1 Panic (1)
91 +3 Panic (4)
92 +3 Panic (7)
93 +3 Panic (10)
94 +1 Panic (11), Save SP (2)
95 Save SP (5)
96 Save SP (8)
97 Save SP (11)
98 Save SP (14)
99 Save SP (17)
100 +20 Brandish (20 – MAXED)
101 +3 Panic (14)
102 +3 Panic (17)
103 +3 Panic (20 – MAXED)
104 +1 Soul Rush (7), Save SP (2)
105 Save SP (5)
106 Save SP (8)
107 Save SP (11)
108 Save SP (14)
109 Save SP (17)
110 +20 Advanced Combo (20 – MAXED)
111 +3 Soul Rush (10 – MAXED)
112 +3 Coma (3)
113 +3 Coma (6)
114 +3 Coma (9)
115 +3 Coma (12)
116 +3 Coma (15)
117 +3 Coma (18)
118 +2 Coma (20 – MAXED), +1 MP Recovery Enhancement (1)
119 +3 MP Recovery Enhancement (4)
120 +3 MP Recovery Enhancement (7)

Summary
MP Recovery Enhancement – 7
Advanced Combo – 20 (MAXED)
Combo Attack – 20 (MAXED)
Panic – 20 (MAXED)
Coma – 20 (MAXED)
Brandish – 20 (MAXED)
Soul Driver – 20 (MAXED)
Soul Charge – 20 (MAXED)
[Soul Rush - 10 (MAXED)]

Well…let’s just say that Soul Masters are VERY broken in 3rd Job after Big Bang.


- Start off by maxing out Soul Driver, which hits 8 targets for 250% x4 damage at max (this is why they’re broken).
- Max out Combo Attack next, then max Soul Charge.
- Get Lv11 Panic for bossing purposes.
- Save up SP to max out Brandish at Lv100 immediately.
- Max out Panic, then dump a point in Soul Rush to reduce its MP cost.
- Save up SP again and max out Advanced Combo at Lv110.
- Finally, max out Soul Rush.

Now, you can dump the remaining 27 SP anywhere you want, but since we’re almost at Lv120 there’s no point in getting max MP Recovery so we’ll max out Coma instead and dump the remaining 7 points into MP Recovery.
Written by: MapleSecrets
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