***With the recent updates to paladins, I wanted to write up a little thing to help guide some potentially new paladins in the server. The older warrior guide/and pretty much everything you find via googling Paladin Guides for Maplestory will not be accurate because of the changes.*** Spoiler: Update Log 3/21/18 - Guide written. Still have some final touches to make, pictures, more links, etc. 3/22/18 - Fixed some spelling mistakes and changed holy charge from 150% to 140% because I'm an idiot. Added in bits from Eli, and mentioned the stab/slash ratio in blast. 5/23/19 - Added in the ***current*** elemental boss/demi-boss list from update 59 since I've got a few PM's about it! Enjoy Lovelies. 8/9/2020 - Added a few misc fixes/stuffs Table of Contents Introduction AP Allocation SP Allocation First Job Second Job Third Job Fourth JobSword or Blunt Weapon? Training Spots HP Washing and Bossing FAQ Considerations and Thanks Spoiler: Quick Links Elemental Weakness List - *Note* this is not 100% accurate due to changes in the server to fix/accommodate elemental damage. HP Washing Guide - A good resource for those who want to wash. Catlaunch's Training Guide - *Note* a little outdated (or a lot outdated), but still a good resource. IntroductionPaladins are a relatively uncommon class (although they're gaining traction) in the warrior branch, namely Page --> White Knight --> Paladin. Starting in 3rd job with White Knights, they gain access to elemental charges that power up their attacks, starting with Fire, Ice, and Lightning in 3rd, and Holy Charge in 4th job. Starting with pages, they're also the only class that has access to skill augmented (Booster/Mastery) access to blunt weapons. This makes them unique, and at 120, they gain access to Crushed Skull, which on the server has a clean godly damage of up to 125, allowing for upon perfect completion, a 160 attack 1h BW (considerable compared to Sparta's 143 max (what i'd argue is the 1h sword equivalent).) Till recently, they had very little party contribution at bossing, but I will touch upon that later, and how they are bossing with more details. Is this class for you? Well, that's subjective. I had a lot of fun leveling mine, and still do, even though I don't have the time to play it as much as I used to (despite all my other projects). I like to think of Paladins are a more... unique hero with a flavor twist with leveling. They access to some spots because of charges, but they also are kind of pushed into those spots because they heavily rely on those charges for good damage. AP Allocation I would argue most warriors have between 4 and 40 or 60 base dex that they have added for accuracy. The only weapon which requires dex is the 2h sword Stonetooth. A viable weapon, but I will be advocating for 1h BW throughout this guide, but I will explain the differences in a different section. Now, to become a warrior at level 10, you need 35 strength, and this should no trouble, as through Maple Island and early levels, you don't need the dex to hit anything. I would say if you start having trouble hitting monsters (pigs, some ludi monsters, etc), add 1 dex per level for a bit. Once you hit 2nd job, you'll gain access to maple weapons and mastery which will give you a nice boost to your accuracy. With the ease of access to Zakum Helmets for warriors (you'll have the HP naturally), you'll get a nice boost in accuracy there. Now, you can always reset dex if you add a little bit too much, if you vote every day you get ~2 AP washes a day, so it's no the end of the world if you need to reset. SP Allocation First Job - Swordman +5 Improving HP recovery +10 Improving Max HP Increase +20 Slash Blast +20 Power Strike Then you can add remaining points to Endure, Improving HP recovery, or Iron Body. They're all equally awful IMO. Second Job - Page[master] +5 Blunt Weapon Mastery +6 Blunt Weapon Booster +15 Blunt Weapon mastery +30 power Guard +14 Blunt Weapon Booster Then either max sword mastery and booster and put remaining points into threaten, or max threaten and use all remaining points however you like, just don't add to Final Attack, for the love of all that is holy. Third Job - White Knight [Fedora] Spoiler: Charges and Armor Crash skill windows +30 Fire Charge or +30 Ice Charge +30 Ice Charge or +30 Fire Charge (whichever one you didn't max first) +30 Lightning Charge +30 Charged Blow +20 Armour Crash Then add all remaining points wherever you'd like (I put what I had left into threaten) Spoiler: Alternative Bossing Focus/21 Lightning Charge by Eli I think this is fair for people who want to focus on bossing. I personally used lightning charge extensively through later 3rd and into 4th, and I still hunt crow/HH which are lightning weak, but something to consider! Fourth Job - [Prot]Paladin ACB drops from Zakum. If you're lucky, and nice, people will bring you on runs for free to grab it as there's very little market for it and you should have it well before 135 when you'd be leeching EXP so you being there won't harm anyone. ACB is basically Slash Blast on steroids, and once you hit level 10, won't deplete your charge. It's a beast. Blast is next, it's your powerhouse single target, it's Power Strike on steroids. This is what you'll be using to take down bosses like Krex, Zakum bodies, Black Crow, etc. Holy charge is your strongest charge on neutral monsters at 140% instead of 130% like the others, and will be your go to on non-elemental weak things (as long as they aren't resistant to holy) then Stance, because it makes your life easier in bossing. The other skills in 4th job like Heaven's Hammer, Achilles, etc are all up to personal preference. HH will be more useful if you're a grinder, but it has a cool down, achilles lowers damage you take, etc. You'll have your "core" skills kind of early, so the rest is gravy on the Paladin turkey. Spoiler: Fourth Job nuggets from Eli Definitely an arguement for stance before holy charge, you probably lose more than the 10% damage increase from holy over other charges if you get knocked around, but this is a more bossing centric-build. With the addition of Armour Crash, it's probably more ideal to go stance before holy charge, especially with how Skeles are currently. Sword or Blunt Weapon? I prefer blunt weapon because it makes pallies stick out a bit more from heroes. We're the only ones who can use them, and they have access to Crushed Skulls which is one of the best weapons a pally can use if not the best. This gets fishy with the use of potions, but I believe *and people can correct me on this* that a perfect skull and maple shield (190 attack) is the best with apples/gelts, but this is under ideal situations, as both of those can be hard to find, or make (I have yet to see a perfect 160 skull. A dragon Claymore with SI or a Stonetooth are also viable alternatives, but have their pitfalls (needing SI, or the dex to wield a ST). Something to note, a perfect godly crushed skull and Maple shield is 17 slots that you need to scroll, compared to 7 on a claymore or Stonetooth. Training Spots 1-10: Maple Island quests/mobs are all you really have. This won't take long. 10-15: Slime Tree near Ellinia 15-20: Pig beach 20-30: Caution Falling Down (if you have the accuracy) or Ant Tunnel 1 or Scorpions near Magatia 30-35: Teddies and Pink Teddies in Ludi 35-45: Mutaes (I had the accuracy here and enjoyed the flat map, but it gets slow after a while.) 45-50: Truckers 50-70: MP3 or FoG (Forest of Golem 90-100: Spirit Vikings are amazing. Rextons are also an option. 100-120: Once you max Lightning Charge, you can start hunting Headless Horsemen, or going to Temple of Time. The memory section sort of sucks, but the Qualm Monks and on are all weak to Lightning. 120-135: Max ACB asap and keep doing what you're doing. ToT is your friend as you get into Obilvion, it's all weak to ice. Stuns from ACB and Freeze from Ice charge means you should take little damage here outside of touch damage. 135+: Grinders stay at ToT and enjoy some of the best exp from mobs possible. The Qualm section offers good drops for money as well. Bossers can start going to Zak. At 155 HT becomes an option as well. You're in for the long haul now. HP Washing and BossingAs a warrior, you do NOT need to HP wash to be able to boss at normal levels, and you'll be able to do so without HB. However, a lot of people like to wash because of the insane return warriors have on HP from MP (-4MP = >50 HP per wash). They can get the MP to wash to 30k HP by 80/90 if they add enough base INT, but you can level with INT equips and still get a nice chunk of washing done with minimal effort. To those who do want to wash, you can cram 120-200 INT, leech, do some MP washing, and reset the INT and still have a chunk of 3rd job to grind if you'd like. But there's not much to say here other than it's easy, and there's plenty of guides that can help you. I'll be posting my spreadsheet I made when I leveled my pally with how I washed as an example. Spoiler: My Pally HP washing sheet lvlHPHP gainMPMIN mpBonus MP# of resets~50 HP per washTotal HP if all washes used 22104202341449022.511252167 2311076525014810225.512752382 2411726526715211528.751437.52609.5 251236642841561283216002836 2613036730216014235.517753078 2713716831816415438.519253296 2814376633416816641.520753512 291505683521721804522503755 3015716648917631378.253912.55483.5 3116366550518032581.254062.55698.5 3217016552118433784.254212.55913.5 3317686753818835087.543756143 341832645561923649145506382 3518966457319637794.254712.56608.5 3619636758920038997.254862.56825.5 37202764605204401100.255012.57039.5 38209366622208414103.551757268 39215966639212427106.755337.57496.5 40222465657216441110.255512.57736.5 41229167675220455113.755687.57978.5 42235564693224469117.255862.58217.5 43241964711228483120.756037.58456.5 44248768729232497124.256212.58699.5 45255164745236509127.256362.58913.5 4626176676424052413165509167 47268063782244538134.567259405 48274868799248551137.756887.59635.5 4928136581625256414170509863 50287966833256577144.257212.510091.5 51294465852260592148740010344 52300965870264606151.5757510584 53307364887268619154.757737.510810.5 54313966906272634158.5792511064 55320061910276634158.5792511125 56326565915280635158.757937.511202.5 57333065920284636159795011280 58339565925288637159.257962.511357.5 59346772995292703175.758787.512254.5 603533661013296717179.258962.512495.5 613600671020300720180900012600 623665651025304721180.259012.512677.5 633730651030308722180.5902512755 643797671086312774193.5967513472 6538646719013161585396.2519812.523676.5 66392965192032016004002000023929 67399566194032416164042020024195 68405863196032816324082040024458 6941246619773321645411.2520562.524686.5 70419268199633616604152075024942 71425765201634016764192095025207 72432265203634416924232115025472 73438765205634817084272135025737 74445164207635217244312155026001 7545166520933561737434.2521712.526228.5 7645907421053601745436.2521812.526402.5 77465060213236417684422210026750 7847176721513681783445.7522287.527004.5 7947826521703721798449.52247527257 8048476521893761813453.2522662.527509.5 8149156822073801827456.7522837.527752.5 8249826722263841842460.52302528007 83505068224438818564642320028250 8451186822623921870467.52337528493 8551846622813961885471.2523562.528746.5 8652526822994001899474.7523737.528989.5 8753176523184041914478.52392529242 88538568233640819284822410029485 89545267235641219444862430029752 9055166423754161959489.7524487.530003.5 91558367239242019724932465030233 Now, bossing. With the recent update and the changes to armour crash/Wep Cancel that White Knights now have, you can nullify wep cancel at bosses like Zak (ya know, that annoying thing that makes NL and other DPS classes do 1's). It has a long-ish cooldown, but it gives pallies a party skill essentially for bossing. ( I won't get into the whole Pally vs WK mule debate here though). Spoiler: Boss Elemental List as of Update 59 Boss Mob ID Weakness Capt. Latanica9420513Holy Headless Horseman9400549Lightning* Manon8180000Ice* Griffey8180001Poison* Pianus8510000Fire* Pianus8520000Fire* Bigfoot9400575Fire* Black Crow9400014Lightning* Leviathan8220003Ice Dodo8220004Fire Kacchuu Musha9400405Ice*, Lightning*, Holy* Papulatus Clock8500001Lightning Papulatus8500002Holy Female Boss (Anego)9400121Lightning*, Holy* Margana9400590Holy Red Nirg9400591Lightning Rellik9400592Fire* Hsalf9400593Ice* Lilynouch8220005Lightning* Lyka8220006Poison* Zakum18800000Lightning Zakum28800001Ice Zakum38800002Fire Zakum's Arm 18800003Holy Zakum's Arm 28800004Holy Zakum's Arm 38800005Ice* Zakum's Arm 48800006Fire* Zakum's Arm 58800007Lightning Zakum's Arm 68800008Lightning Zakum's Arm 78800009Ice Zakum's Arm 88800010Fire Krexel (2)9420521Fire* Krexel (3)9420522Fire* Wulin Yaoseng9600025Ice Bodyguard A9400112Fire* Bodyguard B9400113Ice* Horntail's Left Head8810000Lightning Horntail's Right Head8810001Fire Horntail's Head A8810002Lightning Horntail's Head B8810003Ice Horntail's Head C8810004Fire Horntail's Left Hand8810005Lightning Horntail's Right Hand8810006Fire Horntail's Wings8810007Ice Horntail's Legs8810008Holy Horntail's Tails8810009Holy The Boss9400300Fire* Castellan9400408Poison*, Holy Castellan Toad9400409Lightning Mobs marked with an * were already weak to this element before the change, these were kept in tact to avoid confusion Paladins who have a decent amount of funding (I'd argue around what other classes spend (less than Buccs)), you can obtain pretty nice damage on elemental weak monsters/bosses. With Stoppers I think I was hitting 80k's at krex with blast 30, and a 135 skull, 18 attack shield, and like a 4 attack cape (I'm a scrub and have no FS or other good gear) with fire charge. It's by no means stellar, but with SE and gelts/better gear, you can actually hit cap with crits and lose out on damage because of that. FAQNothing yet! Considerations and ThanksSpecial shoutout to the Ironman Pally/WK I know who make me feel like a champ for playing a non-ironman paladin and getting to experience a slightly less masochist playthrough. Oh and @Jebbernaught for leveling a Pally with me and spending hours in Deep Ludi looking for a godly 12 str battlelord for you to blow up. And of course to all the other Pallies out there that I see in game living the life. Go to Top
Wow there's a burning desire swelling in my chest right now and it's telling me to create a pally right this moment
I'd personally do 3rd job differently because IMO there already aren't enough points to max everything important. I'd add(not in order): 30 Fire Charge 30 Ice Charge 30 Charged Blow 20 Armor Crash 20 Increased MP Recovery 21 Lightning Charge My reasoning for this is that Lightning charge is arguably the least useful charge and can be maxed later in 4th job since 21 is already pretty nice. I chose to max MP recovery because it's invaluable at HT assuming you're the seduce target(A common role for warriors). HT's arms constantly drain your MP down to 0 and max level Hero's Will costs 30 MP, which is what max MP recovery heals. This can get you out of some very sticky situations. For 4th job I'd definitely prioritize Stance over Holy Charge. Stance is amazing for bossing and pretty great during grinding too. Your main focus should be fighting monsters that are weak to your elements rather that prioritizing having the best neutral damage. It takes 15 out of the 20 levels to max Holy Charge just to equal the neutral damage of your maxed 3rd job charges. The best things to do for EXP are Bigfoot(Weak to fire), Krexel(Weak to fire) and Oblivion grinding(Weak to ice) so I feel that Holy charge really gets the short end of the stick in ideal situations. I've personally gone a step further and have 0 points in Holy Charge on my 16x Paladin, opting for other skills that seem more useful to me to get first.
I think there's hope to skeles yet. Keeping lightning charge down though is possible, but I don't know about other people, I used lightning charge for a majority of late third (past 100) into 4th till I maxed ACB and got some blast and went to ToT, but I can add it as an alternative when I'm not on my phone I don't think they're even capable of activating it. Last I heard at least. Brandish shouldn't either, nor does the DrK skills (well, DK skills). Does remind me to add that blast still uses the normal slash/stab ratio, the animation is just fixed.
I've been told my thought process is a little... illogical sometimes ha. Updated with some more stuff, and fixed some spelling mistakes
I meant it's illogical to include the both the slash and stab multiplier into the Blast skill. It would be equally weird to have Dragon Crusher include the slash multiplier, for example. Hm, well... I guess this is done on purpose to not make BW paladins useless?
They already have charges being seperate. I guess it would have been too much, sides, it's not the same really, blast is single target and ACB is multi, and it's not like swords are weaker with swings and stronger with stabs like spears are. Probably just easiest to make blast and acb mimic power strike and slash blast to keep it consistent.
If I were to make any other class to main, it would be a pally. I think about it sometimes, but in reality I cant be asked to develop another character + the shad life too fun atm. Nonetheless, mad respect to all u pallies out there I always be trying to boss w u guys
Nice guide, I didn't know there was even one! For training locations, you can also add dual ghost pirates from 80 to 100, doing map rotation from top to bottom then ccing back and forth to get back to top. At lvl 100 until 121 himes are a good option using ice charge, luring mobs to one corner or have a priest do it for you. Skull + 30wa shield is the best with SI at a certain point, but in the end claymore and ST are top-2 under apples/gelts and even stoppers if you're well-geared: https://royals.ms/forum/threads/the-balancing-of-axes-blunt-weapons-data-included.53212/ (2nd page, Chrizz's post). Furthermore, you can hit wing, left arm and legs at the same time at HT with ST and claymore (only 2 at once with 1-handed weapon), but it's not consistent due to acb lack of range. About the "alternative bossing focus/21 lightning charge" 3rd job build, a lvl 10 improving MP recovery will be enough to cast hero's will (20 mp from this skill + 10 mp normal recovery), so you can still max lightning charge by lvl 120.
Ill work on adding it. Been meaning to update the guide as it is, just been busy. Hard to say. I just think... there's already a lot going on with so many skills for BW and Sword to keep them seperate. As for better or worse, I don't know, I don't have the math but last I checked theres a small difference between perfect BW and perfect sword in terms of Skull and ST, and it boils down to using attack buffs. I don't think it's as bad as the damage difference between a perfect sword and perfect axe (when it comes to slash/stab forced with brandish)... if I had to guess, if blast was forced stab, no one, period, would be BW.
Because of the recent updates, having just 1 point into Heaven's Hammer at level 120 was a huge boost in bossing and grinding speed.