Builds
December 27th, 2006 by Eva
****PAGE BUILDS****
There aren’t many ways to build a Page, I’m pretty sure everyone uses this same
build.
Level 30 - 1 Mastery
Level 31 - 4 Mastery
Level 32 - 7 Mastery
Level 33 - 10 Mastery
Level 34 - 13 Mastery
Level 35 - 16 Mastery
Level 36 - 19 Mastery (Note: NOT MAXED, explained below)
Level 37 - 3 Booster
Level 38 - 6 Booster
Level 39 - 3 Final Attack
Level 40 - 6 Final Attack
Level 41 - 9 Final Attack
Level 42 - 12 Final Attack
Level 43 - 15 Final Attack
Level 44 - 18 Final Attack
Level 45 - 21 Final Attack
Level 46 - 24 Final Attack
Level 47 - 27 Final Attack
Level 48 - 30 Final Attack (MAXED)
Level 49 - 3 Threaten (Required for Power Guard)
Level 50 - 3 Power Guard
Level 51 - 6 Power Guard
Level 52 - 9 Power Guard
Level 53 - 12 Power Guard
Level 54 - 15 Power Guard
Level 55 - 18 Power Guard
Level 56 - 21 Power Guard
Level 57 - 24 Power Guard
Level 58 - 27 Power Guard
Level 59 - 30 Power Guard (MAXED)
Level 60 – 6 Threaten
Level 61 - 9 Threaten
Level 62 - 12 Threaten
Level 63 - 15 Threaten
Level 64 - 18 Threaten
Level 65 - 20 Threaten (MAXED), 7 Booster
Level 66 – 10 Booster
Level 67 - 13 Booster
Level 68 - 16 Booster
Level 69 - 19 Booster
Level 70 - 20 Booster (MAXED), 20 Mastery (MAXED), 1 point left over
Final Skills:
20 Mastery
20 Booster
30 Final Attack
30 Power Guard
20 Threaten
1 Point for any 1st Job skill (Imp. HP Recovery or Endure)
- Mastery is maxed first in order to stabilize damage and add the much-needed
accuracy. It is left at L19 as it is more beneficial to begin on other skills
than maxing it to L20, which would just add 1 more accuracy. Thus, Mastery is
completely maxed after completion of all the other skills.
- Six points of Booster helps make Final Attack, Power Strike, and Slash Blast
noticeably faster.
- Final Attack is maxed next to increase the damage output.
- Three points are put in Threaten to begin Power Guard, which is maxed next.
This is perfect time for Power Guard as you will be fighting harder monsters.
- Threaten is maxed next instead of Booster as high level of Threaten decrease
enemy strength. One can live on 6 Booster without problem until Level 65, where
Booster is maxed.
- Mastery is also maxed and one left over point can be added to any 1st job
skill of your choice, probably Imp. HP Recovery or Endure.
****WHITE KNIGHT BUILDS****
There are many ways to build White Knights. But their builds can be subdivided
from levels 70-83 (primary builds) and 84-120 (final builds) and an
offensive/solo build (alternate build).
PRIMARY BUILD #1 (PB1)
Level 70 - 1 Ice Charge
Level 71 - 4 Ice Charge
Level 72 - 7 Ice Charge
Level 73 - 10 Ice Charge
Level 74 - 3 Fire Charge
Level 75 - 6 Fire Charge
Level 76 - 9 Fire Charge
Level 77 - 12 Fire Charge
Level 78 - 15 Fire Charge
Level 79 - 18 Fire Charge
Level 80 - 21 Fire Charge
Level 81 - 24 Fire Charge
Level 82 - 27 Fire Charge
Level 83 - 30 Fire Charge (Maxed)
PRIMARY BUILD #2 (PB2)
Level 70 - 1 Fire Charge
Level 71 - 4 Fire Charge
Level 72 - 7 Fire Charge
Level 73 - 10 Fire Charge
Level 74 - 13 Fire Charge
Level 75 - 16 Fire Charge
Level 76 - 19 Fire Charge
Level 77 - 22 Fire Charge
Level 78 - 25 Fire Charge
Level 79 - 28 Fire Charge
Level 80 - 30 Fire Charge (Maxed), 1 Ice Charge
Level 81 - 4 Ice Charge
Level 82 - 7 Ice Charge
Level 83 - 10 Ice Charge
PB1 takes advantage of White Knight’s freezing ability right away. Using this
build you are an aid/substitute for Ice Mages in parties. You can solo at
monsters that other classes will not be able to do for 20-30 levels (for fun or
training), such as Bains, Death Teddies, Gate Keepers, etc. In addition, this
build gives you 2 charges early on, allowing you to become versatile,
particularly differentiating you from other classes. However, this build is
slower training than FB2 although it will not hurt your bank account. In
general this build is more oriented to White Knights who prefer to party, and
sacrifice training speed for saving money.
PB2 maxes fire charge first thus you will be hitting high damage Power Strikes
very early on. This build is ideal if you want to hunt Yeti and Pepe, for
Doombringer and other good drops, immediately after becoming a White Knight.
You can move on to Pirates at the late 70s, however this build limits training
to mostly fire-weak monsters. However, this build forces you to solo train
although it allows you to level up faster than FB1. In the end, your bank
account may get hurt, but the fast EXP, high damage will make up for it.
FINAL BUILD #1 (FB1)
Level 84 - 3 Charge Blow
Level 85 - 6 Charge Blow
Level 86 - 9 Charge Blow
Level 87 - 12 Charge Blow
Level 88 - 15 Charge Blow
Level 89 - 18 Charge Blow
Level 90 - 21 Charge Blow
Level 91 - 24 Charge Blow
Level 92 - 27 Charge Blow
Level 93 - 30 Charge Blow (MAXED)
Level 94 - 3 Lightning Charge
Level 95 - 6 Lightning Charge
Level 96 - 9 Lightning Charge
Level 97 - 12 Lightning Charge
Level 98 - 15 Lightning Charge
Level 99 - 18 Lightning Charge
Level 100 - 21 Lightning Charge
Level 101 - 24 Lightning Charge
Level 102 - 27 Lightning Charge
Level 103 - 30 Lightning Charge (MAXED)
Level 104 - 13 Ice Charge
Level 105 - 16 Ice Charge
Level 106 - 19 Ice Charge
Level 107 - 22 Ice Charge
Level 108 - 25 Ice Charge
Level 109 - 28 Ice Charge
Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery
Level 111 - 4 Imp. MP Recovery
Level 112 - 7 Imp. MP Recovery
Level 113 - 10 Imp. MP Recovery
Level 114 - 13 Imp. MP Recovery
Level 115 - 16 Imp. MP Recovery
Level 116 - 19 Imp. MP Recovery
Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush
Level 118 - 5 Magic Crush
Level 119 - 8 Magic Crush
Level 120 - 11 Magic Crush (NOT MAXED)
FINAL BUILD #2 (FB2)
Level 84 - 3 Lightning Charge
Level 85 - 6 Lightning Charge
Level 86 - 9 Lightning Charge
Level 87 - 12 Lightning Charge
Level 88 - 15 Lightning Charge
Level 89 - 18 Lightning Charge
Level 90 - 21 Lightning Charge
Level 91 - 24 Lightning Charge
Level 92 - 27 Lightning Charge
Level 93 - 30 Lightning Charge (MAXED)
Level 94 - 3 Charged Blow
Level 95 - 6 Charged Blow
Level 96 - 9 Charged Blow
Level 97 - 12 Charged Blow
Level 98 - 15 Charged Blow
Level 99 - 18 Charged Blow
Level 100 - 21 Charged Blow
Level 101 - 24 Charged Blow
Level 102 - 27 Charged Blow
Level 103 - 30 Charged Blow (MAXED)
Level 104 - 13 Ice Charge
Level 105 - 16 Ice Charge
Level 106 - 19 Ice Charge
Level 107 - 22 Ice Charge
Level 108 - 25 Ice Charge
Level 109 - 28 Ice Charge
Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery
Level 111 - 4 Imp. MP Recovery
Level 112 - 7 Imp. MP Recovery
Level 113 - 10 Imp. MP Recovery
Level 114 - 13 Imp. MP Recovery
Level 115 - 16 Imp. MP Recovery
Level 116 - 19 Imp. MP Recovery
Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush
Level 118 - 5 Magic Crush
Level 119 - 8 Magic Crush
Level 120 - 11 Magic Crush (NOT MAXED)
FB #1 maxes Charged Blow early on, thus allowing you to solo monsters with ease
when the skill is nearly maxed. However, this build is very flexible since you
can still party train with your maxed fire.
FB #2 is maxes Lightning Charge early on, thus allowing you to hit harder as
soon as possible. This build is oriented for eithier people who want to party
or solo (particularly at Vikings), but it is not as efficient as FB1.
ALTERNATE BUILD #1 (AB1)
Level 70 - 1 Fire Charge
Level 71 - 4 Fire Charge
Level 72 - 7 Fire Charge
Level 73 - 10 Fire Charge
Level 74 - 13 Fire Charge
Level 75 - 16 Fire Charge
Level 76 - 19 Fire Charge
Level 77 - 22 Fire Charge
Level 78 - 25 Fire Charge
Level 79 - 28 Fire Charge
Level 80 - 30 Fire Charge (Maxed), 1 Charge Blow
Level 81 - 4 Charge Blow
Level 82 - 7 Charge Blow
Level 83 - 10 Charge Blow
Level 84 - 13 Charge Blow
Level 85 - 16 Charge Blow
Level 86 - 19 Charge Blow
Level 87 - 22 Charge Blow
Level 88 - 25 Charge Blow
Level 89 - 28 Charge Blow
Level 90 - 30 Charge Blow (MAXED), 1 Lightning Charge
Level 91 - 4 Lightning Charge
Level 92 - 7 Lightning Charge
Level 93 - 10 Lightning Charge
Level 94 - 13 Lightning Charge
Level 95 - 16 Lightning Charge
Level 96 - 19 Lightning Charge
Level 97 - 22 Lightning Charge
Level 98 - 25 Lightning Charge
Level 99 - 28 Lightning Charge
Level 100 - 30 Lightning Charge (MAXED), 1 Ice Charge
Level 101 - 4 Ice Charge
Level 102 - 7 Ice Charge
Level 103 - 10 Ice Charge
Level 104 - 13 Ice Charge
Level 105 - 16 Ice Charge
Level 106 - 19 Ice Charge
Level 107 - 22 Ice Charge
Level 108 - 25 Ice Charge
Level 109 - 28 Ice Charge
Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery
Level 111 - 4 Imp. MP Recovery
Level 112 - 7 Imp. MP Recovery
Level 113 - 10 Imp. MP Recovery
Level 114 - 13 Imp. MP Recovery
Level 115 - 16 Imp. MP Recovery
Level 116 - 19 Imp. MP Recovery
Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush
Level 118 - 5 Magic Crush
Level 119 - 8 Magic Crush
Level 120 - 11 Magic Crush (NOT MAXED)
ALTERNATE BUILD #2 (AB2)
Level 70 - 1 Fire Charge
Level 71 - 4 Fire Charge
Level 72 - 7 Fire Charge
Level 73 - 10 Fire Charge
Level 74 - 13 Fire Charge
Level 75 - 16 Fire Charge
Level 76 - 19 Fire Charge
Level 77 - 22 Fire Charge
Level 78 - 25 Fire Charge
Level 79 - 28 Fire Charge
Level 80 - 30 Fire Charge (Maxed), 1 Lightning Charge
Level 81 - 4 Lightning Charge
Level 82 - 7 Lightning Charge
Level 83 - 10 Lightning Charge
Level 84 - 13 Lightning Charge
Level 85 - 16 Lightning Charge
Level 86 - 19 Lightning Charge
Level 87 - 22 Lightning Charge
Level 88 - 25 Lightning Charge
Level 89 - 28 Lightning Charge
Level 90 - 30 Lightning Charge (MAXED), 1 Charge Blow
Level 91 - 4 Charge Blow
Level 92 - 7 Charge Blow
Level 93 - 10 Charge Blow
Level 94 - 13 Charge Blow
Level 95 - 16 Charge Blow
Level 96 - 19 Charge Blow
Level 97 - 22 Charge Blow
Level 98 - 25 Charge Blow
Level 99 - 28 Charge Blow
Level 100 - 30 Charge Blow (MAXED), 1 Ice Charge
Level 101 - 4 Ice Charge
Level 102 - 7 Ice Charge
Level 103 - 10 Ice Charge
Level 104 - 13 Ice Charge
Level 105 - 16 Ice Charge
Level 106 - 19 Ice Charge
Level 107 - 22 Ice Charge
Level 108 - 25 Ice Charge
Level 109 - 28 Ice Charge
Level 110 - 30 Ice Charge (MAXED), 1 Imp. MP Recovery
Level 111 - 4 Imp. MP Recovery
Level 112 - 7 Imp. MP Recovery
Level 113 - 10 Imp. MP Recovery
Level 114 - 13 Imp. MP Recovery
Level 115 - 16 Imp. MP Recovery
Level 116 - 19 Imp. MP Recovery
Level 117 - 20 Imp. MP Recovery (MAXED), 2 Magic Crush
Level 118 - 5 Magic Crush
Level 119 - 8 Magic Crush
Level 120 - 11 Magic Crush (NOT MAXED)
AB1 is the ultimate offensive/solo build. It begins with Fire Charge, which is
excellent for YnP and Pirates. It continues to Charge Blow, which can be used
effectively for soloing. Lightning charge is maxed next in order to go to
Vikings as early as possible. This build is IDEAL if you like to solo a lot
more than partying.
AB2 is ideal for those who want to do the most damage as early as possible. It
requires massive, improbable amount of accuracy to train on YnP, Death Teddies,
Pirates in the 70s, Grims in the early 80s, and Vikings in the late 80s and
onwards. This build is not very effective since you don’t have ice or Charged
Blow until late, hurting your bank account heavily.
SUMMARY
- If you are an hardcore soloist OR want to train as fast as possible, choose
AB1.
- If you prefer soloing instead of partying, choose PB2 and FB1.
- If you prefer to party with priests OR would like to sacrifice training speed
for money, choose PB1 and FB1.
- If you are extremely rich and want to do the most damage possible, choose AB2.
- If you are moderately rich and want to do the most damage possible, choose
PB2 and FB2.
****Please note that these builds are only suggestions, you don’t need to
follow them to have fun, but it’s a good idea to see the possibilites before
buying expensive SP reset scrolls****
****NOTES****
Magic Crush was not maxed, while Imp. MP Recovery is maxed. Although Imp. MP
Recovery maxed saves you ~200K meso per level, there is no need to max Magic
Crush. At level 11 Magic Crush, the removal rate of Magic Defense Spells is
64%. You should only need to use Magic Crush once or twice to remove the
spells. Anything higher than Level 11, especially maxing Magic Crush would be a
waste of SP.
No matter what build you choose, you should have the following skills by L120.
30 Fire Charge (MAXED)
30 Ice Charge (MAXED)
30 Lightning Charge (MAXED)
30 Charged Blow (MAXED)
20 Imp. MP Recovery (MAXED)
11 Magic Crush (NOT MAXED)
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