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[Guide] The WK/Paladin Class: Last updated on: 1/30/08

Last post 09-20-2008, 4:55 PM by vvaluigi. 73 replies.
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  •  12-04-2007, 5:59 AM 390033

    [Guide] The WK/Paladin Class: Last updated on: 1/30/08

     LAST UPDATED ON: 1/30/08

    Welcome to my guide on one of maple's least used classes. The White Knight and Paladin. The focus of these classes is using elemental charges to multiply your damage on monsters who are weak to your element. In the right places the class can be godly!, however in the wrong places we can be of less use, but even then there are ways for the White Knight (WK) and Paladin (Pal)  to kick some ass! >:D

    Before Becoming a White Knight/Paladin

    To become a White knight you must:

    At lv10 Change into the warrior job. (35 STR needed)
    At lv30 Job advance in to Page.
    At lv70 Job advance in to the White knight! 

    And lastly at lv120 Job advance in the Paladin!!! 


    1st and 2nd job skills needed

    Unlike other classes we don't get very many new attack skills, instead we get to charge our old skills to increase our damage. The following skills are necessary as a WK and should all be maxed for you best potential.

    1st job, Swordsman (warrior)

    5 points into HP recovery (to unlock HP increase)
    Max HP increase
    Max Power Strike (PS)
    Max Slash blast (SB)
    Use the rest of the points however you like. ^^

    Power strike and Slash blast are the main attacking skills you will use thru White Knighthood. HP increase is a must of any warrior class, it's gives you more HP (life)

    2nd job Page

    At this point you must choose your weapon: Sword or Blunt. it is best to master just one weapon for this class. Hybrids are possible but for the WK you will be very limited on what charges you master, in which your end result will be weak damage or very elemently limited.

     Underlined Speed is the more common one for the weapon.

    Sword:
    One-hand: Speed Fast-Fast. Stable damage. Able to use shield.
    Two-hand: Speed Slow-Normal. Stable damage. 20% more damage than a one-hand of same attack. No shield

    Blunt:
    One-hand: Speed Normal-fast. 80% damage on stab,120% damage on swing. Able to use shield.
    Two-hand: Speed Slow-Normal. 80% damage on stab,120% damage on swing. 20% more damage than a one-hand of same attack. No shield

    Skills needed:

    Max Sword/BW Mastery
    3 Threaten (To unlock power guard)
    Max Power guard (PG)
    Max Final Attack (FA)
    Max Booster
    Use the rest however you like.

    Mastery is very important, it gives your weapon stable damage,(and Accuracy).

    Final Attack is very useful, probably more useful on WKs then any other class since the Final attack is boosted with your WK's elemental charge! I find that the faster your weapon is the more useful your Final attack is (Final Attack's speed is twice as quick as your PS or SB,)

    Booster increases your weapon speed, which is all-around useful and makes FA better.

    (Note: On "Sword: Final attack" the game says the level 30 attack is 260%, however it is only 250%)

    I find threaten not to be very useful, it can do some good 2nd job and early 3rd job but the higher level you get the less useful it becomes. 


    CONGRATULATIONS YOU HAVE REACHED WHITE KNIGHT!!! It's been a long road but you are finally here!

    Now where to start? I'll get to the builds later down. First here's a look at what skills you have newly acquired.

    Fire Charge          **Burn Baby BURN!**

    lv1    MP -25; Adding flame attribute, weapon att. 102% for 12 seconds.  Elemental damage: 1.06 (06%)
    lv10  MP -25; Adding flame attribute, weapon att. 110% for 75 seconds.  Elemental damage: 1.16  (16%)
    lv20  MP -30; Adding flame attribute, weapon att. 115% for 140 seconds.  Elemental damage: 1.33 (33%)
    lv30 (master)  MP -35; Adding flame attribute and weapon att. 120% for 200 seconds.  Elemental damage: 1.50 (50%)

    Elemental Damage is how you will do in addition to your regular charge damage to a monster weak to that element. Likewise it's how much less you will do to a monster with resist to that element. fire Is the staple element currently due to a large number of monsters level 80+ are weak to it.
     

    Ice Charge           **Ice ice baby...**

    lv1    MP -25; Adding ice attribute, weapon att. 95% for 12 seconds.  Elemental damage: 1.06 (06%) 1 second freeze
    lv10  MP -25; Adding ice attribute, weapon att. 99% for 75 seconds.  Elemental damage: 1.16  (16%) 1 second freeze
    lv20  MP -30; Adding ice attribute, weapon att. 102% for 140 seconds.  Elemental damage: 1.33 (33%) 2 second freeze
    lv30 (master)  MP -35; Adding ice attribute and weapon att. 105% for 200 seconds.  Elemental damage: 1.50 (50%) 2 second freeze

    At lv16 Ice charge's freeze effect will double in time, A 1 second freeze can last for 1-5 seconds, and a 2 second freeze can last 2-7 seconds

    I say put your 1st 3rd job point into this skill, at lv1 it's useful to get around some areas like the sanctuary and gatekeepers.

    Lightning Charge   **Sparks are flyin..**

    lv1    MP -25; Adding electric attribute, weapon att. 102% for 12 seconds.  Elemental damage: 1.06 (06%)
    lv10  MP -25; Adding electric attribute, weapon att. 113% for 75 seconds.  Elemental damage: 1.16  (16%)
    lv20  MP -30; Adding electric attribute, weapon att. 120% for 140 seconds.  Elemental damage: 1.33 (33%)
    lv30 (master)  MP -35; Adding electric attribute and weapon att. 125% for 200 seconds.  Elemental damage: 1.50 (50%)

    Very few monsters have a resist to Lightning, great for monsters without a weakness.  

    Charge Blow       **I HAVE THE POWER!!!!!**

    lv1   HP -15, MP -12; Weapon attack 162% and 32% chance of stun effect
    lv10 HP -15, MP -12; Weapon attack 180% and 50% chance of stun effect
    lv20 HP -20, MP -19; Weapon attack 210% and 70% chance of stun effect
    lv30 (master) HP -25, MP -26; Weapon attack 250% and 90% chance of stun effect

    Charge blow unleashes your charge as a powerful strike on 6 monsters in one swing, Afterwards you'll have to "re-charge" to use the skill again. Note that with using this with Ice charge you will get the freeze effect instead of stun, even if the monster is immune to freeze status.  

    MP Recovery      **You'll feel better after you rest a bit**

    lv1  Recover 2 more MP every 10 seconds
    lv10 Recover 20 more MP every 10 seconds
    lv20 (master) Recover 30 more MP every 10 seconds

    This skill is most cost effective at lv10. Keep in mind that by default you still recover 3mp every 10 seconds, this skill adds to that.

    Shield Mastery  **I have the high ground, you cannot win.**

    lv1   Shield's defense +5%
    lv10 Shield's defense +50%
    lv20 (master) Shield's defense +100%

    Only increases weapon defense. It's a good investment to also scroll a DEF shield to boost the power of this skill.
    Nice if your a one-hand user (like me :P), otherwise useless. 

    Magic Crash      **Smashy smashy**

    lv1  MP -35; 24% chance of removing the foe's Magic Def. Up skill.
    lv10 MP -17; 60% chance of removing the foe's Magic Def. Up skill.
    lv20 (master) MP -7; 100% chance of removing the foe's Magic Def. Up skill.

    For a WK by himself, this skill is useless, it affects our damage/defense in no way. It's a nice flashy move to say hi to fellow WKs.

    Notes: 

    All of our Element charges give us a boost in Magic. However this gives no change on our damage. My guess as to why we have it is that WK's utilized both Magic and Weapon attack back in the days of testing 3rd job. However due to reasons of being overpowered/underpowered we were adjusted to just weapon attack. This explains the Magic crash skill as well.
    Another semi-reliable rumor I've heard about our Magic stat is that back in KMS 3rd job beta, our elemental charge did a AoE (Area of effect) magic damage everytime you charged your weapon! This was however removed since WKs abused it (I.E.) spam charging on ladders/ropes to kill mobs.

    Builds:
    Now that you have the power, let's kill stuff with it >:D

    First we have the most standard build for the White Knight. The all-charge build, which is, just that. You master all the charges, charge blow and spend your last 30 points on MP recovery, Shield mastery, Crash.

    My suggestion for this build: EDITED for lefare mobs.

    1 Ice
    Max Fire
    Max Ice
    Max Lightning
    Max Charge Blow

    Now at levels 110 to 120

    If your a 1h user:
    Max Shield mastery
    10 MP recovery
     1 Magic crash

    If your a 2h user:
    Max MP recovery
    1 magic crash
    And use the last 10 points on whatever you like! 

     

    Charge blow build:
    This build is focused on mastering charge blow as early as possible, the benefit of this build is you will be great at mobbing any high spawn monster you can hit. the downside is that the build is slower and that after level 90 you'll be at the same place as the All charge build.

    This is my recommended build for charge blow.
    4 lightning mastery  (this is chosen because almost nothing early on has resist to it)
    Max charge blow

    After this point (lv81) start mastering your charges as you like, look at the all charge build for what to do after level 110

    Dual Charge build:
    This build is focusing on only mastering Two of the three charges. Ice charge is usually the one "left out in the cold" or capped at lv16 for it's 2 second freeze. The spare points are used on 2nd job skills or on mastering Shield mastery, MP recovery, or Magic crash. I've seen people who have left lightning out of their build as well, Fire is apparently well loved :P

    I don't endorse this build because despite the few ice/lightning-weak monsters that are out currently, every month's patch may bring a new high-level map where that charge will be essential for good damage/ training.

    Training your WK:
    Once your build is chosen, you must know where you can use your element charge to the biggest advantage! Here some info and good training locations for each element.

        Now, which charge first? I wouldn't recommend training on element weak monsters until your charge is around level 7-10+ so keep training at FoG, Zombies, Puppets etc. until your late 70's

    Fire: Highly recommended to master first, there are lots of monsters to train on for good EXP in your 70's 80's 90's and even 100's! Once a few points are in yetis and white pangs become a good source of exp

    Where to play with fire:

    70-80: Anywhere east of El nath makes good training, Yeti's, White Pang, Pepe and YnP will yield good EXP here.

    80-90: Inside Ludi clocktower Ghost Pirates and Dual ghost pirates will be you main EXP. Death Teddies are good to, but their magic attck will hit you a lot more than a Ghost pirates.
    (Hint: Ghost pirates will only use their magic attk on you IF you walk to far away or jump at them)

    90-100: Duals are still good, Phantom Watches are ok options but attack like Death teddies. Blue Centaurs and Blue Shell dragons are good training in lefare, but are pot draining.

    100-110: Duals are ok, Grim Phantom Watches become a good option if you have the accuracy, Blue wyvrens are great if your able to hit.
    (Hint: Grim Phantom watches only use their M. atk if they are facing left, stay on their right)

    110-120
    : Duals are meh, Grims are ok. Pianus parties are good for EXP, drops, and fun. Blue wyvrens are you best choice

    Ice: Possible starting choice, Freeze will save you on pots but training will be slower. In the 90's Bains are a good option as well as vikings(not weak to ice but can be frozen). Also many monsters in Lefare are weak to Ice. Birks, Red wyvrens and Red Rextons are some of the best 110-120 training areas.

    Where to chill with Ice:

    70-80: in the later 70's clocks and buffons are good exp (and drops) with the freeze ability FoG and zombies can be worked with little pot usage.

    80-90:
    Birks in Lefare are weak to ice and are good exp. Death teddies and wolf spiders are good to freeze, however they have no element weakness so training might be slow. Red shell dragons are highly recommended.

    90-100: Vikings are freezable, Ice is a good charge to use on them if you in your lower to mid-90's . Bains in zipangu are a good option. Red Shell dragons are good. So are Birks.

    100-110
    : Giga vikings are freezable, however it is too slow to make decent training. Bain/Squids parties are ok. Red Rextons are great and Red Wyverns are better if you can afford pots.

    110-120:
    Rex rexton and Red wryvrens are you best all around training. lv 115+ can be really good at Himes, but you'll need a friend to at least split the map with, otherwise the spawn is just too much.


    Lightning: Not recommended right off. the damage bonus is better than fire but your 80's will be quite hard without something element weak to train on. The only monsters that resist lightning are goby houses and rissel squids. It is good for non-elemental monsters as well as it's the only element geist balrog isn't immune to.

    Where to shock with lightning:

    70-80: Works good at FoG

    80-90: Nothing :/

    90-100: Vikings become a good option, as well as headless horseman,

    100-110: Vikings are ok, Giga vikings are good if you can kill/hit fast enough. Rexton is good and the leathers sell well. Blue wryvrens are weak to lit and can be better than fire charge with them.

    110-120: Giga vikings are good, as well as Tengu, Pap and Zakum (the latter two are not weak to lit, but it's the best choice)


    Good luck on your White knight! See you in 50 levels when you advance into a Paladin!

    ------------------------------------------------------------------------**Insert 50 levels of grinding here**----------------------------------------------------

    ZOMG YOU REACHED PALADIN!!!!!!!! BIG CONGRATS TO YOURSELF!!!!

    Seriously, getting this far is quite amazing. Now head your WK to El nath and lefare to become the Holy Paladin.

    4th job works a bit differently than the previous jobs, you only start out with a few skills, the rest you have to do quest, fight bosses or buy in Free market.

    As a Paladin, you will start with the following skills:

    Achilles
    Blast
    Monster Magnet
    Maple Warrior (4th job instructor will give you the book after you turn into a paladin)

    Also most skills only go up to level 10 before you have to find a mastery book to continue leveling it. These books are like scrolls and have a success/failure rate which are:

    lv20 Mastery book (allows skill to be raised to level 20) 70% success rate. skill must be level 5 or higher to use the book.

    lv30 Mastery book (allows skill to be raised to level 30) 50% success rate. skill must be level 15 or higher to use the book.

    Mastery books are found rarely as Monster/boss drops, from boxes in the bonus areas of high-level PQ's and gachapon.

    4th job (Paladin) Skills

    Each class only gets and handful of exclusive skills, there are a few skills that all warrior classes will have and a couple skills that everyone will have.

    All class skills: Everyone in 4th job will receive these skills. They are quite good skills for Paladins since they are our only buff skills.

    Maple Warrior (Hero)      **Mapler became a hero for this skill**

    Lv1: MP -10, for 30 secs, all stats + 1% 
    Lv10: MP -20, for 300 secs, all stats + 5%
    Lv20: MP -40, for 600 secs, all stats + 10%

    This is a All-class party buff. It raises you and your party's base stats by a given percentage (Example: at lv10 you will gain 5STR for every 100STR you have) Quite useful and only gets better as you level!

    Learn by:
    0-10 (Skillbook: 4th job instructior)
    10-20 (Mastery book: Horntail)

    When should you learn this?
    I'd get this skill to at least lv10 (the lv20 book is dropped by Horntail) after you master Holy charge and Advanced CB. and finish it whenever you get the lv20 skillbook 

    Awakening     **I'm NOT crazy anymore!!**

    Level 1: MP - 30 escape from abnormal condition. 10 minute Cooldown

    Learn by:
    1 (Quest)

    This skill comes mastered, It's basically an rechargeable all-cure potion that will also recover you from the status "Psycho" that Horntail will use. (it makes you lose control of your character) 

    Warrior class only skills: All Warriors will receive these skills, (except Blocking, only Paladin/Hero receive this skill) These skills are mostly aimed at defending and supporting ourselves.

    Monster Magnet           **I want to pull you closer**

    Level 1: MP -10, Range 100%, Success rate 42%
    Level 10: MP -13, Range 100%, Success rate 60%
    Level 20: MP -21, Range 150%, Success rate 80%
    Level 30: MP -21, Range 200%, Success rate 95%

    This skill grabs a monster in front of you and pulls it right up into your striking range, however the monster must be on the same level as you or it won't get pulled. Also if your Accuracy is low this skill will sometimes miss.

    Learn by:
    0-10 (4th job Adv.)
    10-20 (Mastery book: ? )
    20-30 (Mastery book: ? )

    When should you learn this?
    This should be one of the last skills you learn, it's nice, but not needed and does not make training any faster.
     

    Stance                      **I am the BOULDER**

    Level 1: MP -30; For 10secs, prevent from getting knock-backed with success rate 42%.
    Level 10: MP -36; For 100Secs, prevent from getting Knock-backed with success rate 60%.
    Level 20: MP -48; For 200Secs, prevent from getting Knock-backed with success rate 80%.
    Level 30: MP -50; For 300Secs, prevent from getting Knock-backed with success rate 90%.

    This skill keeps you from jumping back from damage taken. It doesn't work in jump quests :P

     When should you learn this?

    Anytime after you master all your attacks or between Blocking and Achilles. It has it's uses but can be a bit irrating since you have to re-active it every few minutes. 

    Achillies               **Tis merely a flesh wound**

    Level 1: Damage taken from enemy -0.5%.
    Level 10: Damage taken from enemy -5%.
    Level 20: Damage taken from enemy -10%.
    Level 30: Damage taken from enemy -15%.

    This skill is very straightforward. You take less damage. does not apply to skills that drop your HP to 1 or set damage from lava, thorns etc.

    When should you learn this?

    After you finish your attacks. However if your a 1h weapon user consider mastering blocking first. 

    Blocking   (Requires Shield)          **It's because I fight with a shield isn't it....**

    Level 1: Block against enemies attack with success rate 0.5%
    Level 10: Block against enemies attack with success rate 5%
    Level 20: Block against enemies attack with success rate 10%
    Level 30: Block against enemies attack with success rate 15%

    This skill is awesome! at a set % rate you block damage with your shield. If the damage was from a bump then the monster will become stunned for 2 seconds.

    When should you learn this?

    If you use 1h weapons a lot, master this after your paladin attacks. Otherwise save it for later (or last if you never use 1h weapons) 

    Rush       **Stab stab stab stab stab**

    Level 1: MP - 22 , Damage 72%, Range 80%
    Level 10: MP - 40 , Damage 90%, Range 90%
    Level 20: MP - 60 , Damage 110%, Range 110%
    Level 30: MP - 50 , Damage 130%, Range 125%

    This skill basically combines Teleport and attacking into one move. It also pushes up to 10 monsters back with it so it's great for mobbing flat maps like Himes.

    When should you learn this?

    I recommend learning and putting a few points into this skill early, however I'd leave mastering it until much much later. The main idea for this skill is just to mob monsters together. then you can use Adv. CB or sanctuary to finish them off.

     

     

    Paladin class skills: These are our big bad skills! Only us Paladins get to use these skills and are some of the first skills you should gain and master.

    Holy Charge       **With the power of a God by my side....**

    Lv 1: MP - 20 , Damage increases by 102% for 15secs. Elemental Damage 1.125 (12.5%)
    Lv10: MP - 20 , Damage increases by 120% for 150secs. Elemental Damage 1.35 (35%)
    Lv20: MP - 30 , Damage increases by 140% for 300secs. Elemental Damage 1.50 (50%)

    Learn by: 0-10 (Quest) 10-20 (Mastery book: Sword: Nest Golem, Griffey. BW: Dark Wyvren)

    This is the Paladin's most well know skill. This charges our Sword or BW with the Holy element, allowing us to fight some of the strongest monsters in the game with ease. At max level this charge also beats lightning charge as the element of choice against non-element weak monsters.

    When should you learn this?

    1st. this is our most staple skill and even at lv10 it will allow us great training at Himes and skelegons.

     

    Advanced Charge Blow        **I am master of the elements!**

    Level 1: Damage 260%, Charge remains intact on a success rate 10%. 90% Stun rate.
    Level 10: Damage 350%, Charge remains intact on a success rate 100%. 90% Stun rate.

    Learn by: Skillbook (Zakum)

     Best. Mob. Skill. Ever. (And only 4 levels of SP to master it)
    One of the best skills here, although it's not great until mastered but once it is kiss Slash blast good-bye, this skill makes charge blow never lose it's charge as well as increase it's damage by 100%. It still has the 90% stun rate as well.

    When should you learn this?

    ASAP. the skillbook to learn this drops from Zakum, so you might have to wait to get this. But it is well worth the time. Depending on where you train and if you can get it you might wanna take this before holy charge.

     

    Blast                 **I will stab you to death; In fact you will be dead**

    Lv 1: MP - 17 , Damage 170%
    Lv10: MP - 20 , Damage 350%
    Lv20: MP - 26 , Damage 450%
    Lv30: MP - 24 , Damage 550%

    Learn by: 0-10 (4th job adv.) 10-20 (Mastery book: ?) 20-30 (Mastery book: ?)

    Our replacement for Power strike, It's one very strong quick stab of death. With max holy charge on a netural monster the damage will be a total of 770% and over 1100% on a holy weak monster. Final attack does not work with this.

    When should you learn this?

    After Holy charge, Adv. CB, and if you want after a few points in Maple hero and penetrate. This skill is nice but does not replace the combination of Power strike/FA until it's around/over lv20. 

     

    Sanctuary            **Sanctuary! SANCTUARY!!**

    Level 1: MP - 31 , Damage 420%, time required between skills 680secs
    Level 10: MP - 40 , Damage 600%, time required between skills 500secs
    Level 20: MP - 50 , Damage 800%, time required between skills 300secs
    Level 30: MP - 60 , Damage 900%, time required between skills 100secs

    Our big bad hammer of near-death. This skill summons a golden hammer to smite all monsters on the map with extreme damage! ....however it never kills, it brings them all down to 1hp, which makes them an easy kill.

    Although I have yet to personally confirm this, rumor is that sanctuary always brings monsters below 100k hp to 1 regardless of level and that the damage formula is only for monsters with over 100k hp and bosses. If there is a high level paladin out there reading this please confirm/deny this.

    NEW: In a recent announcement CMS (China) is dropping the cooldown time for Sanctuary by half! (50 second cooldown at lv30) No idea if GMS will add this

    When should you learn this?

    After blast, it's a nice AoE skill but the cool down is too much for any good to come of it until lv20 or higher... if you can get the lv20 skillbook (dropped by Horntail)

     

     

     

     

    I'm adding paladin class skills and everything as I have time to do it. I hope to have it finished soon Thanks for reading/commenting ^^

    Coming soon: GMS skillbook drops as I find/hear about them and quests on obtaining the 4th job skills. 

     

    Credits to Hidden-street.net for the skill images. 


    [
    MasonTheChef level 118 Pure One-Hand White Knight.

    Find me on Trickster (Jewelia) as DivineShield!

  •  12-04-2007, 1:00 PM 390537 in reply to 390033

    Re: The White Knight. Skills, Builds, and Secrets.

    wow i dont careBig Smile


    **This member has been suspended for trolling. Please ignore this troll.**
  •  12-04-2007, 1:03 PM 390541 in reply to 390537

    Re: The White Knight. Skills, Builds, and Secrets.

    lol
    **This member has been suspended for trolling. Please ignore this troll.**
  •  12-04-2007, 2:30 PM 390767 in reply to 390537

    Re: The White Knight. Skills, Builds, and Secrets.

    gyutuy:

    wow i dont careBig Smile

     

    Reported.

     

    Guide is updated, a few errors were fixed and math was corrected 


    [
    MasonTheChef level 118 Pure One-Hand White Knight.

    Find me on Trickster (Jewelia) as DivineShield!

  •  12-04-2007, 2:37 PM 390805 in reply to 390537

    Re: The White Knight. Skills, Builds, and Secrets.

    You care enough to leave idiotic posts. This guide was made to help other players. It would be best for everyone if you just grew up and stayed off the forums, unless you are going to be mature about it.
  •  12-04-2007, 6:00 PM 391496 in reply to 390805

    Re: The White Knight. Skills, Builds, and Secrets.

    if you think posts are for babys then why you lookin at one

     

     

                                           BURN!!!!!!!!!!!!!!!!!!!!!!!!!1


    **This member has been suspended for trolling. Please ignore this troll.**
  •  12-04-2007, 6:18 PM 391561 in reply to 390033

    Re: The White Knight. Skills, Builds, and Secrets.

    More corrections and updates on the guide.

    [
    MasonTheChef level 118 Pure One-Hand White Knight.

    Find me on Trickster (Jewelia) as DivineShield!

  •  12-06-2007, 12:48 AM 393946 in reply to 391561

    Re: The White Knight. Skills, Builds, and Secrets.

    Good Guide!

  •  12-06-2007, 2:31 PM 394856 in reply to 393946

    Re: The White Knight. Skills, Builds, and Secrets.

    Thanks ^^ I hope to update and clarify a bit of it tomorrow.

    [
    MasonTheChef level 118 Pure One-Hand White Knight.

    Find me on Trickster (Jewelia) as DivineShield!

  •  12-07-2007, 7:16 AM 396324 in reply to 390033

    Re: The White Knight. Skills, Builds, and Secrets.

    Sweet guild...glad to see other one handed page/white knights are out there(I'm still just a page..for now.)

    Though I keep reading that Final Attack is a great 2nd job skill....but doesn't work with any 3rd job skills.....and with your charts and experience I can take your word that it does indeed work......just wish I had put some points on it earlier now(lvl 48.)

    Pages / White Knights FTW

    ~Whatever I just said.~
  •  12-07-2007, 2:46 PM 396869 in reply to 396324

    Re: The White Knight. Skills, Builds, and Secrets.

    Thanks^^

    The only warrior class that doesn't benefit from FA is Dragon knights, it doesn't add on to their 3rd job skill attack.

    Yes, Page/White Knight FTW!!! 


    [
    MasonTheChef level 118 Pure One-Hand White Knight.

    Find me on Trickster (Jewelia) as DivineShield!

  •  12-07-2007, 5:06 PM 397120 in reply to 396869

    Re: The White Knight. Skills, Builds, and Secrets.

    Great guide and extremely useful!
    Let the great shine, while the poor try.

    Looking for a guild in Mardia. My IGN is DemiseLord80.
  •  12-08-2007, 3:18 PM 398813 in reply to 390033

    Re: The White Knight. Skills, Builds, and Secrets.

    thx for helpin me
  •  12-10-2007, 4:20 AM 402346 in reply to 398813

    Re: The White Knight. Skills, Builds, and Secrets.

    im following it to help my page...but since i didn't masterized Power strike/Slash Blast, i think its gonna be harder to train, cansomeone tell me if this is going to blow up later or its just bad?

     


    Back, again, or not.


    DON'T YOU MESS WITH MY AVATAR >:(

    0r f4c3 da d3ath
  •  12-10-2007, 5:27 AM 402422 in reply to 402346

    Re: The White Knight. Skills, Builds, and Secrets.

    zurutius:

    im following it to help my page...but since i didn't masterized Power strike/Slash Blast, i think its gonna be harder to train, can someone tell me if this is going to blow up later or its just bad?

     

     

    Yes unfortunately, those 2 skills are your main attack until lv130+ (after 4th job) your charges just add elemental and additional power to PA and SB.

     

    If you can buy 1st job SP reset scrolls ( I did the same.), otherwise you should consider re-starting or use your spare 2nd job points to master them.


    [
    MasonTheChef level 118 Pure One-Hand White Knight.

    Find me on Trickster (Jewelia) as DivineShield!

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