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Classic MapleStory Class Power Curve | 직업 파워 그래프. #maplestory #maplestoryclassic #메랜
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Summary
Johnny compares the perceived power curves of the classic MapleStory adventurer classes, from early levels through late-game raids. He emphasizes that the graphs are subjective, reflect old-school MapleStory, and may not match the upcoming MapleStory Classic. Because the closed beta only reached level 50, it showed mostly the early-game experience—not where many classes eventually peak.
Warriors
- Hero: Weak and inconsistent early on, with low accuracy and slow progression. Rage, Final Attack, and later third-job skills gradually improve its damage, but the major power spike comes after level 120, when Brandish and fourth-job skills become available. Heroes are especially strong in the late game.
- Dark Knight: Also weak early, but gains a long stretch of high power after learning Spear Buster and Dragon Blood around the third job. Beholder later improves damage consistency. Berserk can greatly increase damage, but requires staying below half health, which can be dangerous in difficult raids. Hyper Body keeps Dark Knights valuable to parties by boosting allies’ HP.
- Paladin: Starts weak but can gain an earlier damage boost from elemental charges, especially when matching a charge to a monster’s weakness. Damage and training efficiency depend heavily on choosing suitable maps. Paladins are strong solo grinders who can save on potions. Later, they provide utility with skills such as Sanctuary, though they do not have the same broad raid utility as Dark Knights.
Archers
- Bowmaster: Critical Shot gives archers an early advantage, though damage can be inconsistent and bow “whacking” can interrupt attacks. Third job is described as a relatively weak stretch. Hurricane, Bow Expert, Focus, and Sharp Eyes create a major fourth-job power spike. Sharp Eyes also makes Bowmasters highly desirable in parties.
- Marksman (Sniper): Generally hits harder than the bow-using archer counterpart in the early and middle game. Iron Arrow, Ice Shot, and Arrow Eruption offer strong mobbing and crowd control. In the late game, Piercing Arrow is less celebrated than Hurricane, but Marksmen remain useful through damage, mob-clearing, and Sharp Eyes. Snipe adds powerful burst damage, though it has a cooldown.
Rogues
- Night Lord: Lucky Seven makes the class strong early, but its power curve can dip while it develops skills such as Haste, Critical Throw, Claw Mastery, and Booster. Triple Throw and Shadow Partner bring a major late-game spike. Night Lords are especially strong in parties with Sharp Eyes, which boosts their damage.
- Shadower: Savage Blow gives Bandits exceptional single-target damage in the second job. Third job is a difficult period: Band of Thieves is weak, and Assaulter has a delay that limits repeated use. Boomerang Step improves their late-game damage, while Smoke Screen, high avoidability, and defensive skills make Shadowers useful in raids. Their kit can also reduce incoming damage and help with costs.
Mages
- Cleric/Bishop: Mages are powerful relative to other classes in the early game, but their damage tends to decline later. Bishops remain essential through support skills such as Heal, Holy Symbol, Resurrection, and Blessed Door, as well as their ability to help parties and earn money.
- Ice/Lightning Mage: Strong early and effective at mobbing and crowd control, but its raw damage falls behind later. Ice Strike and Chain Lightning help with control and clearing groups; Blizzard can deal major map-wide damage but consumes a lot of MP.
- Fire/Poison Mage: Fire Arrow is powerful early, while Poison Mist is useful for farming and making money. The class generally falls behind in raw damage later, though skills such as Meteor Strike can add some strength.
Main Takeaways and Tips
- Don’t judge a class’s full potential from the level-50 beta: many jobs do not reach their defining skills until third or fourth job.
- Warriors often have a rough early game. Heroes take especially long to reach their peak; Dark Knights become powerful earlier, while Paladins benefit from matching elemental charges to monster weaknesses.
- Choose training areas to fit your class. Elemental weaknesses help Paladins, and crowd-control or mobbing skills can make certain maps safer and more efficient.
- Late-game party value is not just about damage. Hyper Body, Sharp Eyes, Smoke Screen, and Bishop support skills can make a class valuable even if it is not the top damage dealer.
- The strongest damage-focused classes may require substantial funding. Johnny argues that class diversity can be worth a modestly slower raid clear, since different jobs bring useful damage, crowd control, survivability, or utility.
Gamers and Sources Featured
- Johnny — host and presenter.
- Johnny’s livestream chat — consulted during discussion of class power curves.
- Crusader players — discussed the Hero curve with Johnny.
- An unnamed guildmate — shared an anecdote about earning the most Zakum raid EXP as a level-162 Hero.
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