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Smashing! A Guide to Paladins

Discussion in 'Class Guides' started by Evan, Mar 21, 2018.

  1. Evan
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    Evan Forum Moderator

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    ***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.***

    ScreenShot2018-03-21at7.06.43PM.jpg

    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.

    Table of Contents
    Introduction
    AP Allocation
    SP Allocation
    Sword or Blunt Weapon?
    Training Spots
    HP Washing and Bossing
    FAQ
    Considerations and Thanks
    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    Catlaunch's Training Guide - *Note* a little outdated (or a lot outdated), but still a good resource.


    Introduction
    Paladins 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]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    +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)

    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.

    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 Bossing
    As 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.
    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).
    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.


    FAQ
    Nothing yet!


    Considerations and Thanks
    Special 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
     
    Last edited: May 23, 2019
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  2. MysticalSt4r
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    Omg, thanks! This really helped me make my A/M :D
     
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  3. neverIucky
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    neverIucky Well-Known Member

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    Wow there's a burning desire swelling in my chest right now and it's telling me to create a pally right this moment
     
  4. Artesan
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    Artesan Active Member

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    PALLY FTW!
     
  5. resum
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    resum Well-Known Member

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    I think bains@armory is pretty fast now with max ice first!
     
  6. Eli
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    Eli GM

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    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.
     
    Last edited: Mar 23, 2018
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  7. ImJakeFromStateFarm
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  8. Evan
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    Evan Forum Moderator

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    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 :p

    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.
     
  9. Zerato
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    o_O
    That's weird.
     
  10. Evan
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    Evan Forum Moderator

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    I've been told my thought process is a little... illogical sometimes ha. Updated with some more stuff, and fixed some spelling mistakes ~f4
     
  11. Zerato
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    Zerato Well-Known Member

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    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?
     
  12. Evan
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    Evan Forum Moderator

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    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.
     
  13. Conquest
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    Conquest Well-Known Member

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    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
     
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    Nice guide :) I just hope that not too many people will jump on paladin now, I enjoy playing rare class :p
     
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    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://mapleroyals.com/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.
     
    Last edited: May 11, 2018
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    Can we get some suggestions towards gearing options?
     
  18. Hampa
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    doesn't that make bw better than it should be though?
     
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  19. Evan
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    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.
     
  20. OrcaGel
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    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.
     

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