Wednesday, November 17, 2010

Maplestory Ultimate Dual Blade Guide/Skill Build

Story of Dual Blade
The Dark Lord: It’s an unfortunate name, for it brings up images of evil and fear. Yet the one who bears that title does so not because he is evil, but because he spends so much time in the dark, battling against the things that would bring Maple World down. It’s a high and lonely destiny, one borne well by all those who have carried the title.

The former Dark Lord was a great man who spent his life fighting against the forces of darkness. As all Dark Lords must, he had carefully groomed possible successors. His two greatest students were a young man named Jin and his own daughter, who is known to us now only as ‘Lady Syl.’ Both were excellent students, people of great strength and moral character and he cherished and loved both of them. In turn, Lady Syl and Jin revered their teacher and developed a great affection for each other. Times were happy as they all trained and worked together.

The trouble began with an urgent request from Tristan, the Dark Lord’s friend. It seemed that Balrog had been resurrected and was destroying Victoria Island. The Dark Lord immediately headed out to help but when he arrived in Sleepywood, his friend Tristan was nowhere to be found. He eventually tracked down Balrog and faced him in mortal combat. Alas, Balrog is a foe not so easily beaten for his evil is not merely physical, but spiritual as well. The Dark Lord lost his focus for a split second and allowed Balrog’s evil to slip past his shields – and he lost his soul. The Dark Lord had become one of the very monsters he had spent his life defeating and began attacking Kerning City.

Jin, who had followed his master against his wishes, witnessed everything. In despair and agony, he tried to appeal to the thing that was his former master, trying to get it to remember the man of virtue and honor he once was. Alas, it was no use! Jin knew what he would have to do, what his true master would have wanted and he defeated the monster that wore his master’s beloved face. Tears stinging his eyes, Jin carried the body back home to bury him in honor and succeed him as Dark Lord.

As it happened, Balrog claimed two victims that day. Lady Syl, her mind and soul shattered by the loss of her beloved father, blamed Jin for not protecting him. In time she came to believe that Jin had even engineered her father’s death in order to take his position as Dark Lord. Nothing Jin could say or do could convince her that she was mistaken, that he would have given anything to save her father’s life and that he never wanted to become Dark Lord in this way. It did not work. Lady Syl’s heart grew cold and bitter, hating the man she had loved with a cold fury that was like a wall of ice between them.

The last time they saw one another, Jin made one last entreaty to Lady Syl, begging her to remember her father’s honor and greatness and the love they had once shared. Lady Syl merely promised him that when the end came, his death would rival her father’s in pain and anguish.

Now there is a secret war raging in the heart of Kerning City. Lady Syl and her Dual Blades continue her struggle against the Dark Lord from an unknown location simply known as the ‘Secret Garden.’ Her new organization is growing in strength and more and more skillful Rogues are disappearing. The Dark Lord knows that Lady Syl is getting ready to make her move, though he does not yet know what that move will be.

Meanwhile, a man named Ryden in a back alley of Kerning City begins talking to travelers here and there, making an interesting offer.

At the Secret Garden, Lady Syl takes care of her plants, gathers her forces and nurses her ever-growing rage and bitterness towards the Dark Lord.

Yet in the silence of her empty heart, a tiny ember of something she’d long thought extinguished remains. Whether it can burst into flame before she and the Dark Lord destroy one another, no one knows.

AP distribution
Dual Blade's are just like normal Thieves, they rely on Luk as their main stat. It's possible to make a STR Dualer but it's highly unrecommended as there are no str Kataras, and due to the KMST revamp that we will eventually get, it'll 'cause major accuracy and damage problems for you.
Ideally you want to keep your dex as low as possible and keep luk as high as possible.
Low-Dex DBs are generally the strongest since you're keeping luk as high as possible while using mainly dex equips to allow you to use current level weapons. Technically speaking anywhere up to 80~90 dex could be consider low-dex, but if you can keep it lower then that's great.

End-game katara?
I decided to add this part since many people seemed confused as to what the best end-game Katara was for DB.
Let's look at your 2 best choices.

1st one, the lv 110 Moonshadow Katara
Weapon Attack: +54
REQ DEX: 150
REQ LUK: 270
HP: +400
Faster (3)
Slots: 7

2nd one, the lv 120 Reverse Katara
Weapon Attack: +57
REQ DEX: 160
REQ LUK: 290
Faster (3)
Slots: 7
Can level up 5 times.
LV1: 80 EXP
Weapon Attack: +0~2
LUK: +1~2
DEX: +0~1
LV2: 90 EXP
Weapon Attack: +0~2
LUK: +1~2
DEX: +0~1
LV3: 100 EXP
Weapon Attack: +0~2
LUK: +1~2
DEX: +0~1
Possible skill: +1 Sudden Raid

Now although the RSW has higher base atk, you can clearly see it gives no HP boost what so ever. Dual Blade is already a class with very low HP for a melee class, they retain the same base HP as a normal thief with no damage reducing skills for them to use at all. Because of this it makes the lv 110 Katara a very important addition for it's +400 HP.
I would put best end-game depending on funding. Keep in mind that scrolling a Blue Katara is going to be alot easier, take less time, and be cheaper then a RSW. Base wise, RSW can potentially be 19 atk higher base then a Moonshadow Katara and that's assuming you get all 3 lvs up to +2 w.atk use an advanced diamond + get an advance dark crystal to add +5 W.Atk on top of that. It's very unlikely to happen. Plus overall I'd rather take the HP boost over the higher atk, so my most recommended choice is the Moonshadow Katara.

Pros & Cons
Pros:
- Very mobile class
- High DPM out-put 1v1 and mobbing
- Gain 2 main rushing skills that will rush up to 8 monsters at max, both obtained before 4th job
- Flashy skills
- Very unique game-play
- Many skills give invincibility frames

Cons:
- Very low HP for a melee class.
- Most crucial skills are gained through Cash Shop
- Challenging control since many skills must be used in order to have the best damage out-put

Becoming a Dual Blade
From the start-up screen click “Create new character” from that window on the upper right corner you will see Dual Blade next to the Adventurer choice. Click Dual Blade and create your character, and start the game. You will start off on Maple Island and at lv 10 go to Kerning City and talk to Dark Lord to become a Rogue.

Dual Blade Rogue Skills
Dark Sight: (20) Use MP to hide behind the shadows. While hiding, the enemy won't attack, but you can't attack back either. All movements other than attacking are available. It's temporary, so after a while, you'll be back to normal.
Disorder: (20) Temporarily decreases the morale of an opponent. Its DEF and ATK will suffer, and the attacking enemy will suddenly stop attacking. Can't perform the attack on an enemy that's already in disorder, however.
Double Stab: (20) Use MP to quickly stab an enemy twice at once using a dagger
Nimble Body: (20) Increases accuracy and avoidability.

Skill Build
10: +1 Double Stab (1)
11: +3 Double Stab (4)
12: +3 Double Stab (7)
13: +3 Double Stab (10)
14: Save SP (3)
15: Save SP (6)
16: Save SP (9)
17: Save SP (12)
18: Save SP (15)
19: Save SP (18)
20: Save SP (21)

Skills so far:
Dark Sight: 0
Disorder: 0
Double Stab: 10
Nimble Body: 0

Reasoning for this build: 10 Double Stab is needed to unlock Triple Stab in 2nd job, which will instantly replace Double Stab. Rest of the SP is saved as Dark Sight is not needed at these levels.

Becoming a Semi-Dualer
At lv 20 head to the new map in Kerning City (located in the hole in the bar where Dark Lord is).
You will find your new job instructor, Sulhee. She will give you a quest to find a drop from oil lamps (I think, something like that.). To break them use the normal ‘Attack’ key. After you have obtained it return to Sulhee and she will advance you to Semi-Dualer.

Semi-Dualer Skills
Katara Mastery(20): Increases the Katara mastery and accuracy. It only applies when the character has a Katara in hand.
Triple Stab(10): Attack your enemies 3 times in rapid succession. Up to 3 enemies
Katara Booster(20): Use HP and MP to temporarily boost up the attacking speed of the dagger. It only applies when the character has a dagger in hand.

Skill build
20: +10 Triple Stab (10), +5 Katara Mastery (5), +6 Booster (6)
21: Save SP (3)
22: Save SP (6)
23: Save SP (9)
24: Save SP (12)
25: Save SP (15)
26: Save SP (18)
27: Save SP (21)
28: Save SP (24)
29: Save SP (27)
30: Save SP (30)

Skills so far:
Dark Sight: 0
Disorder: 0
Double Stab: 10
Nimble Body: 0
Katara Mastery: 5
Triple Stab: 10
Katara Booster: 6

Reasoning for this build: There really isn't too much to this job advancement. At level 20 automatically get 10 Triple Stab, 5 mastery, and 6 booster. Mastery is not going to really raise your damage that much it'll mostly raise your Katara hits to be more even with your dagger hits.. it's not that important atm and the points are better saved.


Becoming a Dualer
At lv 29 you will receive a quest to kill Dark Lord resembling clones and receive a book after defeating them. They are rather easy to beat and have very little HP and deal very low damage.
Return the scroll to Sulhee then at lv 30 go to Sulhee again and you will advance as a Dualer.

Dualer Skills
Endure(20): Additional recovery for both HP and MP even while hanging still on a rope or a ladder. The higher the level, the faster the recovery time, along with recovering additional amounts of both MP and HP.
Self Haste(20): Boost your own speed, then boost the jump of those around you
Fatal Blow(20): Use MP to attack one enemy up to 8 times
Slash Storm(20): Use MP to attack multiple enemies multiple times. Attack 6 Enemies

Skill build
30: +20 Self-Haste (20), +5 Slash Storm (5), +7 Fatal Blow (7 - 1 SP from Slash Storm mastery book)
31: +3 Fatal Blow (10)
32: +3 Fatal Blow (13)
33: +3 Fatal Blow (16)
34: +3 Fatal Blow (19)
35: +1 Fatal Blow (20), +2 Slash Storm (7)
36: +3 Slash Storm (10)
37: +3 Slash Storm (13)
38: +3 Slash Storm (16)
39: +3 Slash Storm (19)
40: +1 Slash Storm (20), +2 Katara Mastery (7)
41: +3 Katara Mastery (10)
42: +3 Katara Mastery (13)
43: +3 Katara Mastery (16)
44: +3 Katara Mastery (19)
45: +3 Booster (9)
46: +3 Booster (12)
47: +3 Booster (15)
48: +1 Booster (16), +2 Disorder (2)
49: +1 Disorder (3), +2 Dark Sight (2)
50: +3 Dark Sight (5)
51: +3 Dark Sight (8)
52: +3 Dark Sight (11)
53: +3 Dark Sight (14)
54: +3 Dark Sight (17)
55: +3 Dark Sight (20)

Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 0
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure:
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)

Reasoning for this build: At the very start you max out Slash Storm since it is your most useful skill out of everything given to you at the current level. 5 Slash Storm is useful as a aggro skill + gives you some good mobility. Fatal Blow is then maxed since it is your strongest 1v1 skill till 4th job. Slash Storm is maxed after, giving you full mobility + it's great for MP3 since you'll be training there soon after it's maxed. Mastery is then raised to 19 to make your attks fully stable. 16 Booster gives a good amount of time and is only 30 seconds off from Self-Haste on timer making it easier to keep up with both.
Now just max Dark Sight since there isn't much else better to put points in.

Becoming a Blade Specialist
When you reach lv 54 you will receive a quest from Sulhee, go to Arec (Thief 3rd job instructor in El Nath) and speak to him. Arec will bring up how you oppose the Dark Lord and you have to prove to him that DB are no longer trying to kill the Dark Lord, you'll have to kill White Fangs and collect their tails after you complete this he will give you a scroll as his recognition of the Dual Blade job. Once you hit level 55 return the scroll to Sulhee and you will advance as a Blade Specialist.

Blade Specialist Skills
Tornado Spin(20): Strike many of your enemies quickly with a strong spin attack.
Flash Bang(20): Toss a few flash bangs on the ground to decrease a number of your enemies' accuracy for a duration.
Flash Jump(20): While in the air after a jump, use this skill and the arrow for a second jump. The higher the skill level, the farther the distance for the jump.

Skill build
55: No SP gained upon job advancement.
56: +1 Tornado Spin (1), +2 Flash Jump (2)
57: +3 Flash Jump (5)
58: +3 Flash Jump (8)
59: +1 Flash Jump (9), Save SP (2)
60: Save SP (5)
61: Save SP (8)
62: Save SP (11)
63: Save SP (14)
64: Save SP (17)
65: Save SP (20)
66: Save SP (23)
67: Save SP (26)
68: Save SP (29)
69: Save SP (32)
70: Save SP (35)

Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 0
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure:
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Tornado Spin: 1
Flash Bang: 0
Flash Jump: 9

Reasoning for this build: 1st point is placed into Flash Jump for some extra mobility, followed by 1 point in Tornado Spin and finishing up with 9 Flash Jump then saving the rest.
The reason we only get 1 point in Tornado Spin is because with GMS's available training options at these levels you'll either be training at MP3, Windraider, or Golden Temple.
MP3 you'd be using Slash Storm due to the line of huge mob, Tornado Spin doesn't have much need or use here.
Windraider has a medium - low spawn this is a spot where you'll be just using Triple Stab. Tornado Spin at 1 is great here because it rushes 3 monsters, and in conjunction Triple Stab hits 3 monsters.
Golden Temple is the same deal with Windraider pretty much.. it has a very low spawn but great exp gain.
The points you can save for your 3rd+ skills are more valuable atm also rather then getting higher Flash Jump or Tornado Spin.
And you won't really be using Flash Bang till 4th job so it can wait for now.

Becoming a Blade Lord
Dual Blade's 3rd+ advancement is the same as all other adventurer's 3rd job advancement. Go to El Nath and talk to your 3rd job instructor, return to Vic and talk to Dark Lord. Fight Dark Lord clone. Return to El Nath, do your job question quiz, and advance. You're now a Blade Lord.

Blade Lord Skills
Bloody Storm(10): A more advanced version of Slash Storm. Attack even more enemies quicker than before.
Advanced Dark Sight(20): Attack while in Dark Sight. With a certain probability, remain in dark sight after attacking.
Mirror Image(30): For a certain amount of time, your alternate self will appear, repeating your every move. There's no real stamina in it, and it will disappear after some time.
Owl Spirit(20): If your owl attacks and kills the enemy, your next few attacks will be increased by 1.5 times.
Upper Stab(20): Pop your enemies into the air. While your enemies are in the air, they receive more damage
Flying Assaulter(20): Attack in a downward, diagonal spiral to strike your enemies from above.

Skill build
70: +20 Flying Assaulter (20 - 1 SP from FA mastery book), +10 Bloody Storm (10), +7 Mirror Image (7)
71: +3 Mirror Image (11 - 1 SP from MI mastery book)
72: +3 Upper Stab (3)
73: +3 Upper Stab (6)
74: +3 Upper Stab (9)
75: +3 Upper Stab (12)
76: +3 Upper Stab (15)
77: +3 Upper Stab (18)
78: +2 Upper Stab (20), +1 Tornado Spin (2)
79: +3 Tornado Spin (6 - 1 SP from TS mastery book)
80: +3 Tornado Spin (9)
81: +3 Tornado Spin (12)
82: +3 Tornado Spin (15)
83: +3 Tornado Spin (18)
84: +2 Tornado Spin (20), +1 Mirror Image (12)
85: +3 Mirror Image (15)
86: +3 Mirror Image (18)
87: +3 Mirror Image (21)
88: +3 Mirror Image (24)
89: +3 Mirror Image (27)
90: +3 Mirror Image (30)
91: +3 Flash Jump (12)
92: +3 Flash Jump (15)
93: +3 Flash Jump (18)
94: +2 Flash Jump (20), +1 Owl Spirit (1)
95: +3 Owl Spirit (4)
96: +3 Owl Spirit (7)
97: +3 Owl Spirit (10)
98: +3 Owl Spirit (13)
99: +3 Owl Spirit (16)
100: +3 Owl Spirit (19)
101: +1 Owl Spirit (20), +2 Nimble Body (2)
102: +3 Nimble Body (5)
103: +3 Nimble Body (8)
104: +3 Nimble Body (11)
105: +3 Nimble Body (14)
106: +3 Nimble Body (17)
107: +2 Nimble Body (19), +1 Flash Bang (1)
108: +3 Flash Bang (4)
109: +3 Flash Bang (7)
110: +3 Flash Bang (10)
111: +3 Flash Bang (13)
112: +3 Flash Bang (16)
113: +3 Flash Bang (19)
114: +1 Flash Bang (20), +2 Advanced Dark Sight (2)
115: +3 Advanced Dark Sight (5)
116: +3 Advanced Dark Sight (8)
117: +3 Advanced Dark Sight (11)
118: +3 Advanced Dark Sight (14)
119: +3 Advanced Dark Sight (17)
120: +3 Advanced Dark Sight (20)

Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 19
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Tornado Spin: 20 (max)
Flash Bang: 20 (max)
Flash Jump: 20 (max)
Bloody Storm: 10 (max)
Advanced Dark Sight: 20 (max)
Mirror Image: 30 (max)
Owl Spirit: 20 (max)
Upper Stab: 20 (max)
Flying Assaulter: 20 (max)


Becoming a Dual Blade
Dual Blade's 4th job advancement is exactly the same as a normal adventurer, you should already know how to advance by this point.

Dual Blade Skills
Maple Warrior(30): Increase stats by a certain percentage for everyone in the party.
Venom(30): Smear your Katara with venom. Stacks up to three times. This cannot make the enemy's HP fall below 1.
Final Cut(30): Charge up your power to launch a huge attack on your foes.
Monster Bomb(30): Throw a sticky bomb which attaches to one of your enemies. After a short duration, it explodes causing damage to all mobs surrounding the bomb.
Sudden Raid(30): Attack all monsters on the screen for huge amounts of damage
Chains of Hell(30): While in Dark Sight, fling a chain in front of you to attach it to a monster. Pull it close to you, and then attack your opponent 12 times.
Stack Effect(30): Summons your other self for a certain amount of time. While your other self is around, the monsters will attack it, not you
Thorns(30): Provides certain party members an ability to locate the enemy's weakness, and in turn inflict lethal damage by exploiting it.
Hero’s Will(5): Guard yourself from a particular state. The higher the level, the more states you can stay away from.

Skill build
120: +1 Thorns (1), +1 Final Cut (1), +1 Sudden Raid (1)
121: +2 Thorns (3), +1 Venom (1)
122: +3 Thorns (6)
123: +3 Thorns (9)
124: +3 Thorns (12)
125: +3 Thorns (15)
126: +3 Thorns (18)
127: +3 Thorns (21)
128: +3 Thorns (24)
129: +3 Thorns (27)
130: +3 Thorns (30)
131: +3 Stack Effect (3)
132: +3 Stack Effect (6)
133: +3 Stack Effect (9)
134: +3 Stack Effect (12)
135: +3 Stack Effect (15)
136: +3 Stack Effect (18)
137: +3 Stack Effect (21)
138: +3 Stack Effect (24)
139: +2 Stack Effect (26), +1 Chains of Hell (1)
140: +3 Chains of Hell (4)
141: +3 Chains of Hell (7)
142: +3 Chains of Hell (10)
143: +3 Chains of Hell (13)
144: +3 Chains of Hell (16)
145: +3 Chains of Hell (19)
146: +3 Chains of Hell (22)
147: +3 Chains of Hell (25)
148: +3 Chains of Hell (28)
149: +2 Chains of Hell (30), +1 Final Cut (2)
150: +3 Final Cut (5)
151: +3 Final Cut (8)
152: +3 Final Cut (11)
153: +3 Final Cut (14)
154: +3 Final Cut (17)
155: +3 Final Cut (20)
156: +3 Final Cut (23)
157: +3 Final Cut (26)
158: +3 Final Cut (29)
159: +1 Final Cut (30), +2 Maple Warrior (2)
160: +3 Maple Warrior (5)
161: +3 Maple Warrior (8)
162: +3 Maple Warrior (11)
163: +3 Maple Warrior (14)
164: +3 Maple Warrior (17)
165: +3 Maple Warrior (20)
166: +3 Maple Warrior (23)
167: +3 Maple Warrior (26)
168: +3 Maple Warrior (29)

After that it doesn’t really matter what you put your SP into.

Reasoning for this build: This build, gives you everything you need for partying, training and bossing. Since 95% of our training skills have been maxed out in 3rd job+, Thorns is to improve training, this also makes every class except Sins and Archers want us, after that get Stack Effect to 26 for that 90 second timer which is crucial to RGTS training, then max out CoH which gives us a ultimate weapon against any boss. Then max out Final Cut and Maple Warrior to make your damage better and make monsters fall to there knee's faster.

Recommended Training Locations
1 -> 10
- Maple Island Quest
- HHG1 leech
- Orbis item exchange
10 -> 15
- Thief training quest
- Octos
- Slimes
- Pig / Ribbon Pig
15 -> 20
- Octos
- Slimes
- Scorps
20 -> 30
- Scorpions (Magatia)
- Octos
30 -> 45
- Carnival Party Quest
- Skeletons
- Mutae's (Magatia)
- Golems
- MP3
45 -> 50
- MP3
- Roids
- Carnival Party Quest
- Truckers
- Golems
- STDs (Mu Lung)
50 -> 60
- Windraider
- Slimy, Selkie Jr (MP3 - Singapore)
- Carnival Party Quest 2
60 -> 70
- Windraider (Lower Ascent - NLC)
- Slimy, Selkie Jr (MP3 - Singapore)
70 -> 80
- Gallos
- Windraider / Stormbreakers
- Kents
80 -> 100
- Gallos
- Kents
100 -> 140:
- Gallos
- Skeles
- O1 / O2 (Temple of Time)
140 -> 150:
- Skele
- O4 / O5 (Temple of Time)
- Gallos
150 -> 200
- RGTS (Royal Guard Type S)
- O5
- Skele
- Gallo

Thursday, October 28, 2010

Maplestory Aran Class Skill Build/Guide

AP Distribution

You can choose either to add strength (key stat) or Dexterity (Accuracy).

Regular

Aran are very similar to Warriors. However since they depend on large combos for more powerful attacks, Arans should have at least 2.0–2.2 times more DEX than their level to hit stronger monsters with ease, so if you are at level 25 you should have at least 50–55 DEX. Add everything else to STR.

They do not require INT or LUK. Adding to them is an absolute waste of AP.

Most AP goes into STR and DEX. If you apply your stats correctly, you should have enough accuracy and power to defeat monsters slightly above your level. However, you will deal less damage than a DEX-less Aran, though it will be cheaper to fund a normal Aran compared to a DEX-less one.

Note: Since the Aran quests are required to kill monsters that are similar to your level, or higher, the accuracy gained from DEX helps Aran complete advancement quests (skill and job) more quickly.

DEX-less Aran

DEX-less Arans are a real challenge, and trying this will require a large amount of money. Being DEX-less means that you're putting a lot of your AP into STR and you shouldn't have any dex (it should equal 4).

Since an Aran cannot possibly attack strong monsters without accuracy, instead of adding AP into DEX (which gives 0.8 accuracy per point), you will need a lot of equips that are scrolled to add DEX or accuracy. This requires a lot of luck, since scrolls can fail and sometimes destroy your equipment. The lower the success rate of the scroll, the higher the stat boost from said scroll. It's a trade off that could end up costing you a lot for nothing at all. On a side note, since none of the Aran's pole arms require dex, having equipment that adds accuracy is better then having items that have DEX.

Another downfall to a DEX-less Aran is that the combo system is based on hitting the monsters. If you miss when fighting high level monsters because the lack of DEX, your combo will not go up, and the large amount of combo based attacks cannot be used.

If this is done successfully, a DEX-less Aran will deal much more damage compared to a regular build.

Low DEX Aran

Low DEX Arans are for semi-funded people. You cap your DEX from 20-60. Low DEX Arans do more damage than a regular build Aran but MAY do less damage than a DEX-less Aran depending if you're funded or not. This build is recommended for those who have a stable amount of money and want to do higher damage than normal.

First job

Unlike other jobs, most Aran skills require you to press certain keys to attack. This is the main Aran SP build.

Once you've advanced to Aran, you will not have all the skills available. You will need to complete quests to obtain the Combo Ability and Polearm Booster skill. The list of levels, below, denotes what skills should be added at what levels. An italicized name represents the time at which the skill becomes maxed.

  • Level 10: Double Swing 1 (+1)
  • Level 11: Double Swing 4 (+3)
  • Level 12: Double Swing 7 (+3)
  • Level 13: Double Swing 10 (+3)
  • Level 14: Combo Ability 3 (+3)
  • Level 15: Combo Ability 6 (+3)
  • Level 16: Combo Ability 9 (+3)
  • Level 17: Combo Ability 10 (+1) / Combat Step 2 (+2)
  • Level 18: Combat Step 3 (+1) / Double Swing 12 (+2)
  • Level 19: Double Swing 15 (+3)
  • Level 20: Double Swing 18 (+3)
  • Level 21: Double Swing 20 (+2) / Combat Step 4 (+1)
  • Level 22: Combat Step 5 (+1) / Polearm Booster 2 (+2)
  • Level 23: Polearm Booster 5 (+3)
  • Level 24: Polearm Booster 8 (+3)
  • Level 25: Polearm Booster 11 (+3)
  • Level 26: Combat Step 8 (+3)
  • Level 27: Combat Step 11 (+3)
  • Level 28: Combat Step 14 (+3)
  • Level 29: Combat Step 15 (+1) / Polearm Booster 13 (+2)
  • Level 30: Polearm Booster 16 (+3)
At level 30 you will have

Double Swing and Combo Ability have to be at their maximum levels, because some of the second job skills require them to be maxed. Polearm Booster from 15–20 does not increase the effectiveness of the skill; it only increases the duration of the buff and reduces the cost of MP and HP. Therefore, it is more effective to add SP to Combat Step up to level 15 (max). Alternatively, you can max Polearm Booster to increase the duration by an additional 40 seconds while reducing the cost by 10 MP and 10 HP.

Second job

Once you completed your second job advancement, you will not have all the skills available since there are special quests that will give you the necessary skills.

  • Level 30: Triple Swing 1 (+1)
  • Level 31: Triple Swing 3 (+2) / Polearm Mastery 1 (+1) (Quest)
  • Level 32: Polearm Mastery 4 (+3)
  • Level 33: Polearm Mastery 7 (+3)
  • Level 34: Polearm Mastery 10 (+3)
  • Level 35: Polearm Mastery 13 (+3)
  • Level 36: Polearm Mastery 16 (+3)
  • Level 37: Polearm Mastery 19 (+3)
  • Level 38: Triple Swing 6 (+3)
  • Level 39: Triple Swing 7 (+1) / Save SP (+2)
  • Level 40: Save SP (+3)
  • Level 41: Save SP (+3)
  • Level 42: Save SP (+3)
  • Level 43: Save SP (+3)
  • Level 44: Save SP (+3)
  • Level 45: Combo Smash 20 (+20)(Quest)
  • Level 46: Triple Swing 10 (+3)
  • Level 47: Triple Swing 13 (+3)
  • Level 48: Triple Swing 16 (+3)
  • Level 49: Triple Swing 19 (+3)
  • Level 50: Triple Swing 20 (+1) / Body Pressure/Combo Drain 2
  • Level 51: Body Pressure/Combo Drain 5 (+3)
  • Level 52: Body Pressure/Combo Drain 8 (+2)
  • Level 53: Body Pressure/Combo Drain 11 (+3)
  • Level 54: Body Pressure/Combo Drain 14 (+3)
  • Level 55: Body Pressure/Combo Drain 17 (+3)
  • Level 56: Body Pressure 20 (+3)
  • Level 57: Combo Drain/Body Pressure 3 (+3)
  • Level 58: Combo Drain/Body Pressure 6 (+3)
  • Level 59: Combo Drain/Body Pressure 9 (+1) /
  • Level 60: Combo Drain/Body Pressure 12 (+3)
  • Level 61: Combo Drain/Body Pressure 15 (+3)
  • Level 62: Combo Drain/Body Pressure 18 (+3)
  • Level 63: Combo Drain 20/Body Pressure (+2) / Final Charge 1 (+1) (Quest lvl 54)
  • Level 64: Final Charge 4 (+3)
  • Level 65: Final Charge 7 (+3)
  • Level 66: Final Charge 10 (+3)
  • Level 67: Final Charge 13 (+3)
  • Level 68: Final Charge 16 (+3)
  • Level 69: Final Charge 19 (+3)
  • Level 70: Final Charge 21 (+2) / Polearm Mastery 20 (+1)

A second, less recommended guide is as follows:

  • Level 30: Triple Swing 1 (+1)
  • Level 31: Triple Swing 3 (+2) / Polearm Mastery 1 (+1)
  • Level 32: Polearm Mastery 4 (+3)
  • Level 33: Polearm Mastery 7 (+3)
  • Level 34: Polearm Mastery 10 (+3)
  • Level 35: Polearm Mastery 13 (+3)
  • Level 36: Polearm Mastery 16 (+3)
  • Level 37: Polearm Mastery 19 (+3)
  • Level 38: Polearm Mastery 20 (+1) / Triple Swing 5 (+2)
  • Level 39: Triple Swing 8 (+3)
  • Level 40: Triple Swing 11 (+3)
  • Level 41: Triple Swing 14 (+3)
  • Level 42: Triple Swing 17 (+3)
  • Level 43: Triple Swing 20 (+3)
  • Level 44: Combo Drain/Body Pressure 3 (+3)
  • Level 45: Combo Drain/Body Pressure 6 (+3)
  • Level 46: Combo Drain/Body Pressure 9 (+3)
  • Level 47: Combo Drain/Body Pressure 12 (+3)
  • Level 48: Combo Drain/Body Pressure 15 (+3)
  • Level 49: Combo Drain/Body Pressure 18 (+3)
  • Level 50: Combo Drain/Body Pressure 20 (+2) / Combo Smash 1 (+1)
  • Level 51: Combo Smash 4 (+3)
  • Level 52: Combo Smash 7 (+3)
  • Level 53: Combo Smash 10 (+3)
  • Level 54: Combo Smash 13 (+3)
  • Level 55: Combo Smash 16 (+3)
  • Level 56: Combo Smash 19 (+3)
  • Level 57: Combo Smash 20 (+1) / Final Charge 2 (+2)
  • Level 58: Final Charge 5 (+3)
  • Level 59: Final Charge 8 (+3)
  • Level 60: Final Charge 11 (+3)
  • Level 61: Final Charge 14 (+3)
  • Level 62: Final Charge 17 (+3)
  • Level 63: Final Charge 20 (+3)
  • Level 64: Final Charge 21 (+1) / Body Pressure/Combo Drain 2 (+2)
  • Level 65: Body Pressure/Combo Drain 5 (+3)
  • Level 66: Body Pressure/Combo Drain 8 (+3)
  • Level 67: Body Pressure/Combo Drain 11 (+3)
  • Level 68: Body Pressure/Combo Drain 14 (+3)
  • Level 69: Body Pressure/Combo Drain 17 (+3)
  • Level 70: Body Pressure/Combo Drain20 (+3)


By level 70, you should have

or (not recommended)

This second situation is really not recommended. Combo Drain fully reduces the use for HP potions flat, therefore, you don't have to buy as many HP potions. Final Charge is rarely used and doesn't need to be maxed!

Third job

When you advance to your third job at level 70, there is only one skill missing that can be acquired by completing a quest: Full Swing. Just like any other third job classes, the Arans have a plethora of almost godly attacking and buffing skills at their disposal. Many builds as such can come out of this power buffet. (Go to Erev to obtain Full Swing from Nineheart.)

The Core build
  • Level 70: +1 Full Swing (1)
  • Level 71: +1 Full Swing (2) +2 Smart Knockback (2)
  • Level 72: +3 Smart Knockback (5)
  • Level 73: +3 Smart Knockback (8)
  • Level 74: +3 Smart Knockback (11)
  • Level 75: +3 Smart Knockback (14)
  • Level 76: +3 Smart Knockback (17)
  • Level 77: +3 Smart Knockback (20)[MAX]
  • Level 78: +3 Full Swing (5)
  • Level 79: +3 Full Swing (8)
  • Level 80: +3 Full Swing (11)
  • Level 81: +3 Full Swing (14)
  • Level 82: +3 Full Swing (17)
  • Level 83: +3 Full Swing (20)[MAX]
  • Level 84: +3 Combo Critical (3)
  • Level 85: +3 Combo Critical (6)
  • Level 86: +3 Combo Critical (9)
  • Level 87: +3 Combo Critical (12)
  • Level 88: +3 Combo Critical (15)
  • Level 89: +3 Combo Critical (18)
  • Level 90: +2 Combo Critical (20)[MAX] +1 Free SP (1)(Save this)

The reason for this core build is that with Smart Knockback maxed early, only 10% on the KB damage is necessary to knockback a monster (does not apply to bosses). Next on the list, Full Swing is maxed next to provide great damage. Then Combo critical is maxed to give the godly chance of 60% for all attacks to hit critical damage. Now from here on there are two different builds: the Snow Charge build (for slowing monsters down) and the Final Toss build (for large damage numbers).

The Snow Charge early build
  • Level 91: +4 Snow Charge (4)
  • Level 92: +3 Snow Charge (7)
  • Level 93: +3 Snow Charge (10)
  • Level 94: +3 Snow Charge (13)
  • Level 95: +3 Snow Charge (16)
  • Level 96: +3 Snow Charge (19)
  • Level 97: +1 Snow Charge (20)[MAX] +2 Combo Fenrir (3)
  • Level 98: +3 Combo Fenrir (5)
  • Level 99: +3 Combo Fenrir (8)
  • Level 100: +3 Combo Fenrir (11)
  • Level 101: +3 Combo Fenrir (14)
  • Level 102: +1 Combo Fenrir (15) +2 Final Toss (2)
  • Level 103: +3 Final Toss (5)
  • Level 104: +3 Final Toss (8)
  • Level 105: +3 Final Toss (11)
  • Level 106: +3 Final Toss (14)
  • Level 107: +3 Final Toss (17)
  • Level 108: +3 Final Toss (20)
  • Level 109: +3 Final Toss (23)
  • Level 110: +3 Final Toss (26)
  • Level 111: +3 Final Toss (29)
  • Level 112: +1 Final Toss (30)[MAX] +2 Combo Fenrir (17)
  • Level 113: +3 Combo Fenrir (20)
  • Level 114: +3 Combo Fenrir (23)
  • Level 115: +3 Combo Fenrir (26)
  • Level 116: +3 Combo Fenrir (29)
  • Level 117: +1 Combo Fenrir (30)[MAX] +2 Free SP (2)
  • Level 118: +3 Free SP (5)
  • Level 119: +3 Free SP (8)
  • Level 120: +3 Free SP (11)

The reasoning behind this build is that the primary addition to Snow Charge slows down monsters and prevents them from doing touch damage. Combined with Smart Knockback, you'll be doing very stable KB damage. With 15 SP into Combo Fenrir, you can do 1,300% damage to monsters as a finisher. Final Toss is maxed next to provide some extra damage on top of Triple Swing. Then Combo Fenrir is maxed to give the full 1,600% damage and you are left with 11 free SP.

The Final Toss build
  • Level 91: +4 Final Toss (4)
  • Level 92: +3 Final Toss (7)
  • Level 93: +3 Final Toss (10)
  • Level 94: +3 Final Toss (13)
  • Level 95: +3 Final Toss (16)
  • Level 96: +3 Final Toss (19)
  • Level 97: +3 Final Toss (22)
  • Level 98: +3 Final Toss (25)
  • Level 99: +3 Final Toss (28)
  • Level 100: +2 Final Toss (30)[MAX] +1 Combo Fenrir (1)
  • Level 101: +3 Combo Fenrir (4)
  • Level 102: +3 Combo Fenrir (7)
  • Level 103: +3 Combo Fenrir (10)
  • Level 104: +3 Combo Fenrir (13)
  • Level 105: +2 Combo Fenrir (15) +1 Snow Charge (1)
  • Level 106: +3 Snow Charge (4)
  • Level 107: +3 Snow Charge (7)
  • Level 108: +3 Snow Charge (10)
  • Level 109: +3 Snow Charge (13)
  • Level 110: +3 Snow Charge (16)
  • Level 111: +3 Snow Charge (19)
  • Level 112: +2 Snow Charge (20)[MAX] +1 Combo Fenrir (17)
  • Level 113: +3 Combo Fenrir (20)
  • Level 114: +3 Combo Fenrir (23)
  • Level 115: +3 Combo Fenrir (26)
  • Level 116: +3 Combo Fenrir (29)
  • Level 117: +1 Combo Fenrir (30)[MAX] +2 Free SP (2)
  • Level 118: +3 Free SP (5)
  • Level 119: +3 Free SP (8)
  • Level 120: +3 Free SP (11)

The reasoning behind this build is the same as above, except it is reversed. No SP is put into Rolling Spin because you don't often see mobs of 10 monsters compared to mobs of 12 monsters, and secondly, you would not want to be fighting mobs on both sides.

Fourth job

At level 120, the Aran class doesn't just get more powerful, they even get an Area of Effect attack that can one-hit KO monsters with a chance. Aran fourth job skills are obtained in the usual way, through the completion of quests and the usage of mastery books. This not only means that your skills may not be obtainable, but you might not be able to follow conventional builds. There are a multitude of builds that can be used.

The "Practical" build
  • Level 120: +2 Overswing (2) +1 Final Blow (1)
  • Level 121: +3 Overswing (5)
  • Level 122: +3 Overswing (8)
  • Level 123: +3 Overswing (11)
  • Level 124: +3 Overswing (14)
  • Level 125: +3 Overswing (17)
  • Level 126: +3 Overswing (20)
  • Level 127: +3 Overswing (23)
  • Level 128: +3 Overswing (26)
  • Level 129: +3 Overswing (29)
  • Level 130: +1 Overswing (30)[MAX] +2 High Mastery (2)
  • Level 131: +3 High Mastery (5)
  • Level 132: +3 High Mastery (8)
  • Level 133: +3 High Mastery (11)
  • Level 134: +3 High Mastery (14)
  • Level 135: +3 High Mastery (17)
  • Level 136: +3 High Mastery (20)
  • Level 137: +3 High Mastery (23)
  • Level 138: +3 High Mastery (26)
  • Level 139: +3 Freeze Standing (3)
  • Level 140: +3 Freeze Standing (6)
  • Level 141: +3 Freeze Standing (9)
  • Level 142: +3 Freeze Standing (12)
  • Level 143: +3 Freeze Standing (15)
  • Level 144: +3 Freeze Standing (18)
  • Level 145: +3 Freeze Standing (21)
  • Level 146: +3 Freeze Standing (24)
  • Level 147: +3 Freeze Standing (27)
  • Level 148: +3 Freeze Standing (30)[MAX]
  • Level 149: +3 Combo Barrier (3)
  • Level 150: +3 Combo Barrier (6)
  • Level 151: +3 Combo Barrier (9)
  • Level 152: +3 Combo Barrier (12)
  • Level 153: +3 Combo Barrier (15)
  • Level 154: +3 Combo Barrier (18)
  • Level 155: +3 Combo Barrier (21)
  • Level 156: +3 Combo Barrier (24)
  • Level 157: +3 Combo Barrier (27)
  • Level 158: +3 Combo Barrier (30)[MAX]
  • Level 159: +3 Final Blow (4)
  • Level 160: +3 Final Blow (7)
  • Level 161: +3 Final Blow (10)
  • Level 162: +3 Final Blow (13)
  • Level 163: +3 Final Blow (17)
  • Level 164: +3 Final Blow (20)
  • Level 165: +3 Final Blow (23)
  • Level 166: +3 Final Blow (26)
  • Level 167: +3 Final Blow (29)
  • Level 168: +1 Final Blow (30)[MAX] +2 Maple Warrior (2)
  • Level 169: +3 Maple Warrior (5)
  • Level 170: +3 Maple Warrior (8)
  • Level 171: +3 Maple Warrior (11)
  • Level 172: +3 Maple Warrior (14)
  • Level 173: +3 Maple Warrior (17)
  • Level 174: +3 Maple Warrior (20)
  • Level 175: +3 Maple Warrior (23)
  • Level 176: +3 Maple Warrior (26)
  • Level 177: +3 Maple Warrior (29)
  • Level 178: +3 Combo Tempest (3)
  • Level 179: +3 Combo Tempest (6)
  • Level 180: +3 Combo Tempest (9)
  • Level 181: +3 Combo Tempest (12)
  • Level 182: +3 Combo Tempest (15)
  • Level 183: +3 Combo Tempest (18)
  • Level 184: +3 Combo Tempest (21)
  • Level 185: +3 Combo Tempest (24)
  • Level 186: +3 Combo Tempest (27)
  • Level 187: +3 Combo Tempest (30)[MAX]
  • Level 188: +3 High Mastery (29)
  • Level 189: +1 High Mastery (30)[MAX] +2 High Defense (2)
  • Level 190: +3 High Defense (5)
  • Level 191: +3 High Defense (8)
  • Level 192: +3 High Defense (11)
  • Level 193: +3 High Defense (14)
  • Level 194: +3 High Defense (17)
  • Level 195: +3 High Defense (20)
  • Level 196: +3 High Defense (23)
  • Level 197: +3 High Defense (26)
  • Level 198: +3 High Defense (29)
  • Level 199: +1 High Defense (30)[MAX] +2 Hero's Will (2)
  • Level 200: +3 Hero's Will (3)[MAX]
Results
  • Overswing: MAX
  • Final Blow: MAX
  • High Mastery: MAX
  • Combo Tempest: MAX
  • Combo Barrier: MAX
  • Freeze Standing: MAX
  • Maple Warrior: 29/30
  • High Defence: MAX
  • Hero’s Will: MAX

The reasoning for this build, is you start off with two in Overswing, because like Full Swing, it replaces Triple Swing with a whole new animation, and adds more damage. Then you add one to Final Blow, because it kind of acts like a Final Attack that you can use whenever you like. Then you max out Overswing and High Mastery, to make you stable and do more damage, followed by Freeze Standing so you don't get KB'd every second. Then Combo Barrier, since it makes monsters do 20% less damage on you and your whole party. Then Final Blow because it's very strong. After that, you start on Maple Warrior and Combo Tempest for damage and High Defence to reduce the damage you take. You end with a few in Hero's Will, although you're free to add the points in earlier if you plan to HT and Pink Bean before level 199.

High Mastery is left at 26 because Level 26 adds 90% mastery. The mastery level stays the same until it's maxed, only for an extra two attack will you change anything by maxing it. And level 29 Maple Warrior adds the same stats as 30, but with a few seconds less time, so it's one spare point.

The Damage build
  • Level 120: Over Swing (+1)(696% damage total)
  • Level 121–130: High Mastery (+16) (80% mastery / +5 W.ATK) / Over Swing (+14) (800% damage total)
  • Level 131–140: Final Blow (+20) (600% damage) / High Mastery (+10) (90% mastery / +8 W.ATK)

This beginning build is quite simple. First, High Mastery is increased to give more stable damage. Then Over Swing gives you five attacks. More attacks means more damage. Then Final Blow gives even more damage on top of Over Swing. Finally, High Mastery is increased to 26 to give the maximum mastery possible.

The Party build
  • Level 120: Over Swing (+1) (696% damage total)
  • Level 121–130: Combo Barrier (+30) (20% less damage)
  • Level 131–140: Maple Warrior (+10) (5% stat increase) / Over Swing (+14) (800% damage total) / High Mastery (+6) (70% mastery / +2 W.ATK)

Combo Barrier is first increased to decrease damage taken in a party. Then Maple Warrior is increased to give that little stat boost. After that some SP is put into Over Swing for the damage. Then high mastery is increased to give more stable damage.

The Haunted History of Halloween

http://www.supercoolstuff.com/images/halloween_09-07-07.jpg
Sunday is Halloween, and the frightfest has trick-or-treaters checking the Web for the history of the haunted holiday.

Turns out, the modern-day tradition of outfitting yourself in a costume and going door to door for candy has some really ancient roots.

Originally, the festival came from the Celtic holiday Samhain, which means summer's end, and celebrated the end of fall and the beginning of winter. This day also marked the Celts' version of the new year — and the time, they believed, when the dead came back to roam the earth.

Ancestors were honored, but evil spirits were warded off by lighting bonfires and wearing costumes to hide from them. Turnips carved with faces got placed in windows to scare off the unwelcome undead. People would go "a-souling," and in exchange for food and drink, pray for a household's dead relatives. In Scotland, spirits were impersonated by men wearing all white with veiled faces. Sound familiar?

The holiday is actually a mash of Catholic and Celtic beliefs. Oh, and Roman. Their version of the Celtic holiday was called Feralia, which honored their dead. The Catholics — who were beginning to influence the area by the 800s — contributed All Saints' Day, also known as All Hallows or Hallowmas. The name "Halloween" comes from the Scottish "All-Hallows-Even," meaning "the night before All Hallows Day."

By the mid-19th century, Irish immigrants brought Halloween to America. By the 1950s, candy makers began promoting their sweet stuff as the currency to give out to trick-or-treaters, and this year it's estimated to be a $2 billion candy bonanza. The religious ideas have been dropped, and the day as we know it — dressing up, carving pumpkins, and getting a good scare ... and goodies — became the holiday it is now.http://www.powerlineblog.com/media/archives/halloween.gif

Tuesday, October 26, 2010

Maplestory Evan Class Skill Build/Evan Guide

First Mastery

Balanced Build
  • Level 10: +1 Magic Missile, +2 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 11: +3 Dragon Soul
  • Level 12: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 13: +3 Dragon Soul, +2 Dragon Soul Quest SP
  • Level 14: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 15: +1 Dragon Soul (Maxed), +2 Magic Missile
  • Level 16: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 17: +3 Magic Missile
  • Level 18: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 19: +3 Magic Missile
  • Level 20: +3 Magic Missile (Maxed)
End Result
  • Dragon Soul: Maxed (20)
  • Magic Missile: Maxed (20)

This Build helps give more damage towards magic missile as you max it later on. Although both builds have the same result.

Early Attacking Build
  • Level 10: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 11: +3 Magic Missile
  • Level 12: +3 Magic Missile, +1 Magic Missile Quest SP
  • Level 13: +3 Magic Missile, +2 Magic Missile Quest SP
  • Level 14: +3 Magic Missile, +1 Magic Missile Quest SP (Maxed)
  • Level 15: +3 Dragon Soul
  • Level 16: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 17: +3 Dragon Soul
  • Level 18: +3 Dragon Soul, +1 Dragon Soul Quest SP
  • Level 19: +3 Dragon Soul
  • Level 20: +3 Dragon Soul (Maxed)
End Result
  • Magic Missile: Maxed (20)
  • Dragon Soul: Maxed (20)

This Build gives damage early on to allow for you to take out monsters without having to worry about the amount of attacks it will take to kill a monster.

Because since both builds result in the same ending if you complete the quests, its up to you which skill you max first.

Second Mastery

Regular Build
  • Level 20: +2 Fire Circle, +1 Teleport, +1 Fire Circle Quest SP
  • Level 21: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 22: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 23: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 24: +3 Fire Circle
  • Level 25: +2 Fire Circle (Maxed), +1 Teleport, +1 Teleport Quest SP
  • Level 26: +3 Teleport, +1 Teleport Quest SP
  • Level 27: +3 Teleport
  • Level 28: +3 Teleport, +1 Teleport Quest SP
  • Level 29: +3 Teleport
  • Levle 30: +3 Teleport (Maxed)
End Result
  • Fire Circle: Maxed (20)
  • Teleport: Maxed (20)

Fire Circle is the first mobbing skill Evan receives and Evan doesn't get another conventional mobbing skill until 4th mastery. Maxing it right away will not only allow you to take on more mobs, but will give you an edge with attack power allowing you to attack mobs that are weak to fire.

Alternate Build (Not Recommend)
  • Level 20: +3 Teleport, +1 Fire Circle Quest SP
  • Level 21: +3 Teleport, +1 Teleport Quest SP
  • Level 22: +3 Teleport, +1 Teleport Quest SP
  • Level 23: +3 Teleport, +1 Teleport Quest SP
  • Level 24: +3 Teleport
  • Level 25: +2 Teleport (Maxed), +1 Fire Circle, +1 Fire Circle Quest SP
  • Level 26: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 27: +3 Fire Circle
  • Level 28: +3 Fire Circle, +1 Fire Circle Quest SP
  • Level 29: +3 Fire Circle
  • Levle 30: +3 Fire Circle (Maxed)
End Result
  • Teleport: Maxed (20)
  • Fire Circle: Maxed (20)

This build is highly not recommend because it doesn't give you a strong mobbing skill until later in this mastery although teleport is maxed instead giving you mobility.

The fact that both skills are maxed in the end if you bothered to do all the quests allows for freedom of skill raising but this is the recommend build.

Third Mastery

Regular Build
  • Level 30: +3 Magic Guard, +1 Lightning Bolt Quest SP, +1 Magic Guard Quest SP
  • Level 31: +3 Magic Guard
  • Level 32: +3 Magic Guard, +1 Magic Guard Quest SP
  • Level 33: +3 Magic Guard, +1 Magic Guard Quest SP
  • Level 34: +3 Magic Guard
  • Level 35: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 36: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 37: +3 Lightning Bolt
  • Level 38: +3 Lightning Bolt
  • Level 39: +3 Lightning Bolt
  • Level 40: +3 Lightning Bolt
End Result
  • Magic Guard: Maxed (20)
  • Lightning Bolt: Maxed (20)

This build will ensure that you can live while fighting higher level monsters. It will also help with conserving mesos. Maxing Magic Guard first will transfer the damage away from the much needed HP. After max lightning bolt to take out single mobs quickly and easily. (This especially goes for CPQ when fighting rombots).

Global Build
  • Level 30: +3 Magic Guard, +1 Lightning Bolt Quest SP
  • Level 31: +2 Magic Guard (Non-Skill Book Max)
  • Level 32: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 33: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 34: +3 Lightning Bolt
  • Level 35: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 36: +3 Lightning Bolt, +1 Lightning Bolt Quest SP
  • Level 37: +3 Leftover SP
  • Level 38: +3 Leftover SP
  • Level 39: +3 Leftover SP
  • Level 40: +3 Leftover SP
End Result
  • Magic Guard: Skill Book Maxed (5)
  • Lightning Bolt: Maxed (20)

The Global Build is limiting to magic guard because of the skill books that you have the purchase in order to max it.

Follow the Regular Build if you have a magic guard skill book.

Fourth Mastery

Regular Build
  • Level 40: +3 Ice Breath
  • Level 41: +3 Ice Breath, +1 Ice Breath Quest SP
  • Level 42: +3 Ice Breath, +3 Ice Breath Quest SP
  • Level 43: +3 Ice Breath
  • Level 44: +3 Ice Breath
  • Level 45: +1 Ice Breath (Maxed), +2 Elemental Reset
  • Level 46: +3 Elemental Reset, +3 Elemental Reset Quest SP
  • Level 47: +3 Elemental Reset
  • Level 48: +3 Elemental Reset
  • Level 49: +3 Elemental Reset
  • Level 50: +3 Elemental Reset (Maxed)
End Result
  • Ice Breath: Maxed (20)
  • Elemental Reset: Maxed (20)

This build will allow you to take out high HP monsters being that Ice Breath is a charged and mobbing skill, and because of its high attack power expect only a few charges to finish them. As for elemenetal reset, being the fact that you have a neutral skill, fire skill, lightning skill, and ice skill now, theres no real need for elemental reset but it can come in handy for fighting off monsters that are resistant to all of them above. (By the time you run into a monster like that you'll already have stronger skills to replace them).

Fifth Mastery

Regular Build
  • Level 50: +3 Magic Flare
  • Level 51: +3 Magic Flare, +3 Magic Flare Quest SP
  • Level 52: +3 Magic Flare
  • Level 53: +3 Magic Flare
  • Level 54: +3 Magic Flare
  • Level 55: +2 Magic Flare (Maxed), +1 Magic Shield
  • Level 56: +3 Magic Shield
  • Level 57: +3 Magic Shield, +4 Magic Shield Quest SP
  • Level 58: +3 Magic Shield
  • Level 59: +3 Magic Shield
  • Level 60: +3 Magic Shield (Maxed)
End Result
  • Magic Flare: Maxed (20)
  • Magic Shield: Maxed (20)

Magic Flare is the most powerful single mob attack skill until Killing Wing. It can easily take any out in a few hits and is very good against bosses having no elemental charge. Next max Magic Shield. It lowers physical damage by a percentage being even more effective then Achilles and a party buff but it is timed.

Sixth Mastery

In GlobalMS you need to get a skill book for magic booster, and critical magic possibly rendering these builds impossible, but if you are able to get both skill books then you will be able to follow these builds.

Balanced Build
  • Level 60: +1 Critical Magic, +2 Dragon Thrust
  • Level 61: +3 Dragon Thrust
  • Level 62: +3 Dragon Thrust, +1 Dragon Thrust Quest SP
  • Level 63: +3 Dragon Thrust
  • Level 64: +3 Dragon Thrust
  • Level 65: +3 Dragon Thrust
  • Level 66: +2 Dragon Thrust (Maxed), +1 Magic Booster
  • Level 67: +3 Magic Booster
  • Level 68: +3 Magic Booster, +1 Magic Booster Quest SP
  • Level 69: +3 Magic Booster
  • Level 70: +3 Critical Magic
  • Level 71: +3 Critical Magic
  • Level 72: +3 Critical Magic
  • Level 73: +3 Critical Magic
  • Level 74: +2 Critical Magic (Maxed), +1 Slow
  • Level 75: +3 Slow
  • Level 76: +3 Slow
  • Level 77: +3 Slow
  • Level 78: +3 Slow
  • Level 79: +2 Slow (Maxed), +1 Magic Booster
  • Level 80: +3 Magic Booster (Maxed)
End Result
  • Dragon Thrust: Maxed (20)
  • Critical Magic: Maxed (15)
  • Slow: Maxed (15)
  • Magic Booster: Maxed (15)

This build offers a balance between all skills. First starting off with critical magic to give some critical damage. Then rather than max critical damage, start maxing dragon thrust to get a very good mobbing skill. Dragon thrust is meant to replace fire circle. Having no charge it is good against all monsters. Next raise your booster to level eleven will increase your speed 3x highly raising your ability to attack. But its not to be maxed yet until slow is maxed. Slow helps slow down enemies (hence the name "Slow"). It will help keep monsters away with the combination of dragon thrust. Finally with the left over SP, finish magic booster.

Critical Magic Early Build
  • Level 60: +3 Critical Magic
  • Level 61: +3 Critical Magic
  • Level 62: +3 Critical Magic, +1 Critical Magic Quest SP
  • Level 63: +3 Critical Magic
  • Level 64: +2 Critical Magic (Maxed), +1 Dragon Thrust
  • Level 65: +3 Dragon Thrust
  • Level 66: +3 Dragon Thrust
  • Level 67: +3 Dragon Thrust
  • Level 68: +3 Dragon Thrust, +1 Dragon Thrust Quest SP
  • Level 69: +3 Dragon Thrust
  • Level 70: +3 Dragon Thrust (Maxed)
  • Level 71: +3 Magic Booster
  • Level 72: +3 Magic Booster
  • Level 73: +3 Magic Booster
  • Level 74: +2 Magic Booster, +1 Slow
  • Level 75: +3 Slow
  • Level 76: +3 Slow
  • Level 77: +3 Slow
  • Level 78: +3 Slow
  • Level 79: +2 Slow (Maxed), +1 Magic Booster
  • Level 80: +3 Magic Booster (Maxed)
End Result
  • Critical Magic: Maxed (15)
  • Dragon Thrust: Maxed (20)
  • Slow: Maxed (15)
  • Magic Booster: Maxed (15)

This build offers critical power early on. First off, max Critical Magic. Critical Magic is a very useful skill adding critical to a magicians attack which is a first for that class. However without dragon thrust until level sixty-four has drawbacks. Dragon thrust is a major attacking skill having no element and a knockback, and it won't be replaced until Earhquake in 8th mastery. After maxing dragon thrust, there isn't a real difference between the first build and the second build ending level builds so diverging is possible.

Early Mass Build (CPQ Build)
  • Level 60: +3 Dragon Thrust
  • Level 61: +3 Dragon Thrust
  • Level 62: +3 Dragon Thrust, +1 Dragon Thrust Quest SP
  • Level 63: +3 Dragon Thrust
  • Level 64: +3 Dragon Thrust
  • Level 65: +3 Dragon Thrust
  • Level 66: +1 Dragon Thrust (Maxed), +2 Magic Booster
  • Level 67: +3 Magic Booster
  • Level 68: +3 Magic Booster, +1 Magic Booster Quest SP
  • Level 69: +2 Magic Booster, +1 Critical Magic
  • Level 70: +3 Critical Magic
  • Level 71: +3 Critical Magic
  • Level 72: +3 Critical Magic
  • Level 73: +3 Critical Magic
  • Level 74: +2 Critical Magic (Maxed), +1 Slow
  • Level 75: +3 Slow
  • Level 76: +3 Slow
  • Level 77: +3 Slow
  • Level 78: +3 Slow
  • Level 79: +2 Slow (Maxed), +1 Magic Booster
  • Level 80: +3 Magic Booster (Maxed)
End Result
  • Dragon Thrust: Maxed (20)
  • Magic Booster: Maxed (15)
  • Critical Magic: Maxed (15)
  • Slow: Maxed (15)

Seventh Mastery

Dragon Breath Early Build
  • Level 80: +5 Dragon Breath
  • Level 81: +3 Dragon Breath
  • Level 82: +3 Dragon Breath
  • Level 83: +3 Dragon Breath
  • Level 84: +3 Dragon Breath
  • Level 85: +3 Dragon Breath
  • Level 86: +3 Magic Amplification
  • Level 87: +3 Magic Amplification
  • Level 88: +3 Magic Amplification
  • Level 89: +3 Magic Amplification
  • Level 90: +3 Magic Amplification
  • Level 91: +3 Killing Wing
  • Level 92: +3 Magic Resistance
  • Level 93: +3 Magic Resistance
  • Level 94: +3 Magic Resistance
  • Level 95: +1 Magic Resistance (Maxed), +2 Killing Wing
  • Level 96: +3 Killing Wing
  • Level 97: +3 Killing Wing
  • Level 98: +3 Killing Wing
  • Level 99: +3 Killing Wing
  • Level 100: +3 Killing Wing
End Result
  • Dragon Breath: Maxed (20)
  • Magic Amplification: Maxed (15)
  • Magic Resistance: Maxed (10)
  • Killing Wing: Maxed (20)

Based on predictions, this guide will offer an advantage in mobbing. Although magic amplification comes second on the maxing list, maxing dragon breath first helps pick off monsters first via stunning. Magic Resistance is better maxed next rather then killing wing because killing wing only hits one mob with a dark power which is unknown what its good against and what it isn't. Also Magic resistance decreases magic damage as a percentage rather then by the point and its a party buff.


Magic Amplification Early Build
  • Level 80: +5 Magic Amplification
  • Level 81: +3 Magic Amplification
  • Level 82: +3 Magic Amplification
  • Level 83: +3 Magic Amplification
  • Level 84: +1 Magic Amplification (Maxed) +2 Dragon Breath
  • Level 85: +3 Dragon Breath
  • Level 86: +3 Dragon Breath
  • Level 87: +3 Dragon Breath
  • Level 88: +3 Dragon Breath
  • Level 89: +3 Dragon Breath
  • Level 90: +3 Dragon Breath
  • Level 91: +3 Killing Wing
  • Level 92: +3 Magic Resistance
  • Level 93: +3 Magic Resistance
  • Level 94: +3 Magic Resistance
  • Level 95: +1 Magic Resistance (Maxed), +2 Killing Wing
  • Level 96: +3 Killing Wing
  • Level 97: +3 Killing Wing
  • Level 98: +3 Killing Wing
  • Level 99: +3 Killing Wing
  • Level 100: +3 Killing Wing
End Result
  • Magic Amplification: Maxed (15)
  • Dragon Breath: Maxed (20)
  • Magic Resistance: Maxed (10)
  • Killing Wing: Maxed (20)

Although there is no real difference in the end results of the two builds, maxing magic amplification will give more damage to all your attack moves. Making dragon breath more lethal rather then just picking off monsters then using moves such as magic flare or dragon thrust to kill the rest.

Eighth Mastery

Solo Build
  • Level 100: +5 Earthquake
  • Level 101: +3 Earthquake
  • Level 102: +3 Earthquake
  • Level 103: +3 Earthquake
  • Level 104: +3 Earthquake
  • Level 105: +3 Earthquake (Maxed)
  • Level 106: +3 Dragon Fury
  • Level 107: +3 Dragon Fury
  • Level 108: +3 Dragon Fury
  • Level 109: +1 Dragon Fury (Maxed) +2 Ghost Lettering
  • Level 110: +3 Phantom Imprint
  • Level 111: +3 Phantom Imprint
  • Level 112: +3 Phantom Imprint
  • Level 113: +3 Phantom Imprint
  • Level 114: +3 Phantom Imprint
  • Level 115: +3 Phantom Imprint (Maxed)
  • Level 116: +3 Aurora Recovery
  • Level 117: +3 Aurora Recovery
  • Level 118: +3 Aurora Recovery
  • Level 119: +3 Aurora Recovery
  • Level 120: +3 Aurora Recovery (Maxed)
End Result
  • Earthquake: Maxed (20)
  • Dragon Fury: Maxed (10)
  • Phantom Imprint: Maxed (20)
  • Aurora Recovery: Maxed (15)

The reason for this build is because of its bend towards soloing rather then having to work in a party. Maxing earthquake first insures high damage and to further increase that is dragon fury to be maxed next. Now rather then maxing aurora recovery like it seems you would, maxing phantom imprint can help deal higher damage to monsters such as bosses and because there monsters don't have much resistance to the dark element, additional damage is given. Aurora Recovery really isn't needed if your a solo Evan since you won't be healing other party members. And a cleric/priest/bishops Heal is more effective.

Party Build
  • Level 100: +5 Earthquake
  • Level 101: +3 Earthquake
  • Level 102: +3 Earthquake
  • Level 103: +3 Earthquake
  • Level 104: +3 Earthquake
  • Level 105: +3 Earthquake (Maxed)
  • Level 106: +3 Aurora Recovery/Dragon Fury
  • Level 107: +3 Aurora Recovery/Dragon Fury
  • Level 108: +3 Aurora Recovery/Dragon Fury
  • Level 109: +3 Aurora Recovery/Dragon Fury (Dragon Fury Maxed)
  • Level 110: +3 Aurora Recovery
  • Level 111: +2 Aurora Recovery(Aurora Recovery Maxed), +1 Dragon Fury/+3 Aurora Recovery (If recovery aurora is Level 3)
  • Level 112: +3 Aurora Recovery/Dragon Fury
  • Level 113: +3 Aurora Recovery/Dragon Fury
  • Level 114: +3 Aurora Recovery/Dragon Fury (Either Maxed)
  • Level 115: +3 Phantom Imprint
  • Level 116: +3 Phantom Imprint
  • Level 117: +3 Phantom Imprint
  • Level 118: +3 Phantom Imprint
  • Level 119: +3 Phantom Imprint
  • Level 120: +3 Phantom Imprint
End Result
  • Earthquake: Maxed (20)
  • Aurora Recovery: Maxed (15)
  • Dragon Fury: Maxed (10)
  • Phantom Imprint: Maxed (20)

This build incorporates parties into its build. Starting out with the earthquake first to deal damage, then you either can max Dragon Fury then Aurora Recovery or vice versa. Depending on whether or not you go in parties often decides which to max first. If you go in often you should max Aurora Recovery first, if not Dragon Fury. Then after both those are maxed, use the remaining SP to raise Phantom Imprint.

Ninth Mastery

Because you have to go searching for Magic Mastery and Flame Wheel, these builds may be impractical but if you are able to retrieve all the skill books then you can complete these builds.

Regular Build
  • Level 120: +3 Magic Mastery
  • Level 121: +3 Magic Mastery
  • Level 122: +3 Magic Mastery
  • Level 123: +3 Magic Mastery
  • Level 124: +3 Magic Mastery
  • Level 125: +3 Magic Mastery
  • Level 126: +3 Magic Mastery
  • Level 127: +3 Magic Mastery
  • Level 128: +3 Magic Mastery
  • Level 129: +3 Magic Mastery (Maxed)
  • Level 130: +3 Flame Wheel/Maple Warrior
  • Level 131: +3 Flame Wheel/Maple Warrior
  • Level 132: +3 Flame Wheel/Maple Warrior
  • Level 133: +3 Flame Wheel/Maple Warrior
  • Level 134: +3 Flame Wheel/Maple Warrior
  • Level 135: +3 Flame Wheel/Maple Warrior
  • Level 136: +3 Flame Wheel/Maple Warrior
  • Level 137: +3 Flame Wheel/Maple Warrior
  • Level 138: +3 Flame Wheel/Maple Warrior
  • Level 139: +3 Flame Wheel/Maple Warrior (Maxed)
  • Level 140: +3 Maple Warrior/Flame Wheel
  • Level 141: +3 Maple Warrior/Flame Wheel
  • Level 142: +3 Maple Warrior/Flame Wheel
  • Level 143: +3 Maple Warrior/Flame Wheel
  • Level 144: +3 Maple Warrior/Flame Wheel
  • Level 145: +3 Maple Warrior/Flame Wheel
  • Level 146: +3 Maple Warrior/Flame Wheel
  • Level 147: +3 Maple Warrior/Flame Wheel
  • Level 148: +3 Maple Warrior/Flame Wheel
  • Level 149: +3 Maple Warrior/Flame Wheel (Maxed)
  • Level 150: +3 Illusion
  • Level 151: +3 Illusion
  • Level 152: +3 Illusion
  • Level 153: +3 Illusion
  • Level 154: +3 Illusion
  • Level 155: +3 Illusion
  • Level 156: +3 Illusion
  • Level 157: +3 Illusion
  • Level 158: +3 Illusion
  • Level 159: +3 Illusion (Maxed)
  • Level 160: +3 Hero's Will
End Result
  • Magic Mastery: Maxed (30)
  • Flame Wheel: Maxed (30)
  • Maple Warrior: Maxed (30)
  • Illusion: Maxed (30)
  • Hero's Will: Level (3)

Magic Mastery helps increase all skill damage by raising the minimum damage of all your skills. Next you raise Flame Wheel because it has a higher attack then earthquake but only attacks in the direction that the wheel is cast. However Maple Warrior sharply raises all stats, you can raise this before Flame Wheel since Earthquake from 8th mastery is more effective overall then flame wheel. Last max Illusion to replace ghost lettering with a final damage of 130x4 magic damage total on one monster, and because it doesn't have an elemental charge you can use Illusion on any monster. Its very useful for bossing.

Tenth Mastery

Because you have to go searching for Dark Fog, and Soul Stone, these builds may be impractical but if you are able to retrieve all the skill books then you can complete these builds.

Attack Build
  • Level 160: +3 Dark Fog
  • Level 161: +3 Dark Fog
  • Level 162: +3 Dark Fog
  • Level 163: +3 Dark Fog
  • Level 164: +3 Dark Fog
  • Level 165: +3 Dark Fog
  • Level 166: +3 Dark Fog
  • Level 167: +3 Dark Fog
  • Level 168: +3 Dark Fog
  • Level 169: +3 Dark Fog (Maxed)
  • Level 170: +3 Onyx Blessing
  • Level 171: +3 Onyx Blessing
  • Level 172: +3 Onyx Blessing
  • Level 173: +3 Onyx Blessing
  • Level 174: +3 Onyx Blessing
  • Level 175: +3 Onyx Blessing
  • Level 176: +3 Onyx Blessing
  • Level 177: +3 Onyx Blessing
  • Level 178: +3 Onyx Blessing
  • Level 179: +3 Onyx Blessing (Maxed)
  • Level 180: +3 Blaze
  • Level 181: +3 Blaze
  • Level 182: +3 Blaze
  • Level 183: +3 Blaze
  • Level 184: +3 Blaze
  • Level 185: +3 Blaze
  • Level 186: +3 Blaze
  • Level 187: +3 Blaze
  • Level 188: +3 Blaze
  • Level 189: +3 Blaze (Maxed)
  • Level 190: +3 Soul Stone
  • Level 191: +3 Soul Stone
  • Level 192: +3 Soul Stone
  • Level 193: +3 Soul Stone
  • Level 194: +3 Soul Stone
  • Level 195: +3 Soul Stone
  • Level 196: +2 Soul Stone (Maxed), +1 Unknown
  • Level 197: +3 Unknown
  • Level 198: +3 Unknown
  • Level 199: +3 Unknown
  • Level 200: +3 Unknown, Gain Echo of Hero
End Result
  • Dark Fog: Maxed (30)
  • Onyx Blessing: Maxed (30)
  • Blaze: Maxed (30)
  • Soul Stone: Maxed (20)
  • Echo of Hero: Maxed (1)
  • 13 Left Over SP. It is unknown what can be done with the leftover SP.
Supportive Build
  • Level 160: +3 Soul Stone
  • Level 161: +3 Soul Stone
  • Level 162: +3 Soul Stone
  • Level 163: +3 Soul Stone
  • Level 164: +3 Soul Stone
  • Level 165: +3 Soul Stone
  • Level 166: +2 Soul Stone (Maxed), +1 Dark Fog
  • Level 167: +3 Dark Fog
  • Level 168: +3 Dark Fog
  • Level 169: +3 Dark Fog
  • Level 170: +3 Dark Fog
  • Level 171: +3 Dark Fog
  • Level 172: +3 Dark Fog
  • Level 173: +3 Dark Fog
  • Level 174: +3 Dark Fog
  • Level 175: +3 Dark Fog
  • Level 176: +2 Dark Fog (Maxed), +1 Onyx Blessing
  • Level 177: +3 Onyx Blessing
  • Level 178: +3 Onyx Blessing
  • Level 179: +3 Onyx Blessing
  • Level 180: +3 Onyx Blessing
  • Level 181: +3 Onyx Blessing
  • Level 182: +3 Onyx Blessing
  • Level 183: +3 Onyx Blessing
  • Level 184: +3 Onyx Blessing
  • Level 185: +3 Onyx Blessing
  • Level 186: +2 Onyx Blessing (Maxed), +1 Blaze
  • Level 187: +3 Blaze
  • Level 188: +3 Blaze
  • Level 189: +3 Blaze
  • Level 190: +3 Blaze
  • Level 191: +3 Blaze
  • Level 192: +3 Blaze
  • Level 193: +3 Blaze
  • Level 194: +3 Blaze
  • Level 195: +3 Blaze
  • Level 196: +2 Blaze (Maxed), +1 Unknown
  • Level 197: +3 Unknown
  • Level 198: +3 Unknown
  • Level 199: +3 Unknown
  • Level 200: +3 Unknown, Gain Echo of Hero
End Result
  • Soul Stone: Maxed (20)
  • Dark Fog: Maxed (30)
  • Onyx Blessing: Maxed (30)
  • Blaze: Maxed (30)
  • Echo of Hero: Maxed (1)
  • 13 Left Over SP. It is unknown what can be done with the leftover SP.

Monday, October 4, 2010

Peperiksaan Menegah Rendah

Hey guys....sorry i've been neglecting..its just that i'm too busy and i hardly use the computer at all...
I felt that i just wanna post something on my blog on the day be4 the second biggest exam i've had....maybe its the biggest.....
Anyway....my PMR is tmr and i wanna shout out to my poor blog!!

Friday, August 20, 2010

Meet The YouTube Stars Making $100,000 Plus Per Year

1. Shane Dawson – $315,000

Shane Dawson is so popular that he is three different YouTube channels. His most popular channel consists of his comedy skits and music video parodies. Dawson created a second channel as a vlog and for a separate series called "Ask Shane," and his third channel only has videos taken from his iPhone.

July 2009 - 2010 Views: 431,787,450

2. The Annoying Orange – $288,000

The Annoying Orange is a comedy web series that takes place in a kitchen and is about talking fruit. Dane Boedigheimer is the mastermind behind the series and is also the voice of Orange.

July 2009 - 2010 Views: 349,753,047

3. Philip DeFranco – $181,000

Philip DeFranco uploads a new video onto YouTube every Monday to Thursday for his show – The Philip DeFranco Show. His video blogging topics range from politics to pop culture.

July 2009 - 2010 Views: 248,735,032

4. Ryan Higa – $151,000

Ryan Higa makes comedy skits and is a video blogger who turned into a viral star with his "How to be Gangster" and "How to be Ninja" videos. Even though he doesn't upload as many videos as his fellow YouTube celebrities, Higa is still the top dog at YouTube with over 2.6 million subscribers.
July 2009 - 2010 Views: 206,979,909

5. Fred – $146,000

Lucas Cruikshank plays "a lonely six year old named Fred" who uses his mom's video camera and posts videos on a YouTube channel. As the second most subscribed to YouTube channel, Lucas Cruikshank's immensely popular Fred character even has a movie coming out backed by Nickelodeon.

July 2009 - 2010 Views: 200,656,150

6. Shay Carl – $140,000

As a radio DJ, Shay Carl started making comedy skits and put them on YouTube for the world to see. He claims to have held 20 different jobs before settling down with his DJ and YouTube gigs.

July 2009 - 2010 Views: 192,309,247

7. Mediocre Films – $116,000

Greg Benson created Mediocre Films initially for a sketchy comedy TV series called "Skip TV." The show lasted for one season, and now Benson makes low budget comedy videos for the web.

July 2009 - 2010 Views: 159,030,703

8. Smosh – $113,000

Smosh is the comedy duo of Ian Hecox and Anthony Padilla, and with over 1.7 million subscribers, they make up the 5th most popular channel on YouTube. They first shot to viral fame with their "Pokemon Theme Music Video" which became YouTube's most viewed video in Spring 2006. However, due to copyright reasons, the original video was removed from YouTube.

July 2009 - 2010 Views: 154,936,876

9. The Young Turks – $112,000

The Young Turks is a political talk show that also airs on Sirius Satellite Radio. Founded and hosted by Cenk Uygur, The Young Turks talk show and their vast viewership has proven that the Internet can be a viable broadcast platform.
July 2009 - 2010 Views: 153,807,362

10. Natalie Tran– $101,000

Under the user name of communitychannel, Natalie Tran is the most subscribed to YouTube user in Australia. Like most others on this list, she is a video blogger and occasionally uploads comedy skits.

July 2009 - 2010 Views: 138,871,829

Monday, August 9, 2010

Celebrity yearbook pictures

Guess who is this:




That's right.....ITS.........














adam lambert??omg....

Sunday, August 1, 2010

EXAM EXAM EXAM!!!

I'm so sick of trials and exams...
why cant school be without exams??
better to make it a quiz and not make it so our life's depend on it....

Sunday, July 11, 2010

Fifa World Cup 2014: Brazil confirmed as 2014 hosts



Brazil has today been named Host Nation for the 2014 FIFA World Cup™ by the FIFA Executive Committee. The South American country was the only one bidding to host the tournament, which was due to be staged on the continent under FIFA's rotation system.

Brazil, who have won the tournament a record five times, hosted the tournament once before in 1950, when they were beaten 2-1 in the Final by Uruguay.

"I would just like to say how happy I am to see Brazil's name on that card," said Luiz Inacio Lula da Silva. "Organising the World Cup is a huge task and we have far more responsibility weighing on our shoulders than when we arrived here. But we will organise a great World Cup and I am very happy."

The logo is called “Inspiration”, and was created by Brazilian agency "Africa". The design stems from an iconic photograph of three victorious hands together raising the world’s most famous trophy. As well as depicting the humanitarian notion of hands interlinking, the portrayal of the hands is also symbolic of the yellow and green of Brazil warmly welcoming the world to their country.

Friday, July 9, 2010

‘Oracle Octopus’ gets death/dinner threats

Paul, the so-called “Oracle Octopus” of a German aquarium, became an international sensation during the World Cup for consistently predicting the results of Germany’s games.
Octopus Paul's accurate prediction of Spain beating Germany has not gone over well with German fanshttp://d.yimg.com/a/p/sp/getty/8b/fullj.1983776cf64b39635a6149f0ff67f5f5/1983776cf64b39635a6149f0ff67f5f5-getty-fbl-wc2010-ger-arg-animals-theme-octopus-offbeat.jpg?x=660&y=443&xc=1&yc=1&wc=660&hc=443&q=100&sig=aiRPAzTHw9wjBadgTOgvHg--.

Now it might become dinner.

“Nothing beats grilled octopus,” German fan Dolores Lusch told Reuters. “Cut him up in thin slices and grill him on all sides with a dash of lemon juice, olive oil and garlic on it. Delicious!”

Paul’s problem? He accurately picked Spain to beat Germany prior to Wednesday’s World Cup semifinal, which has led some fans to believe (humorously) that he jinxed their beloved team. They’ve responded with death/dinner threats.

Prior to Germany games, aquarium workers lower two containers holding food into his tank. Each contains a flag of the nations in an upcoming game. The food he chooses is deemed his selection. In this case, Paul ate from Spain’s container.

The choice rattled German players, who acknowledged their surprise that he went with their opponent after choosing Germany in four World Cup victories. Paul also accurately predicted Germany’s loss to Serbia in group play.

[Photos: Check out the psychic Octopus in action]

His ability to accurately pick the winners drew throngs of media after the gimmick caught on during the 2008 European Championships. Some television stations carried his choice live. PETA demanded he be set free. Fans claimed he was Germany’s good luck charm.

At least until Paul’s predicted result came in, Spain 1-0. Then fan anger on the Internet intensified. Twitter, Facebook and even old-school media were overrun with opinions suggesting Paul meet his demise for making such an un-patriotic choice.

“Throw him in the frying pan,” the Berliner Kurier newspaper wrote in an editorial.

The death threats have done nothing to frighten Paul, claimed his caretaker, Oliver Walenciak.

“There are always people who want to eat our octopus but he is not shy and we are here to protect him as well,” Walenciak said. “He will survive.”

Walenciak even said Paul would offer a prediction for Germany’s third-place game against Uruguay on Saturday. If the octopus knows what’s good for him, he’ll pick the Deutschland.

Thursday, July 8, 2010

The World Cup Final: a game of firsts

The 2010 World Cup Final will be a groundbreaking game in more ways than one.You want to know exactly how many ways it will be groundbreaking? You got it — here's why Sunday's match at Soccer City, above, will see a number of firsts...Soccer City Stadium

1. This year's final will be the first time a team from Europe wins the tournament outside of Europe. Only Brazil and Argentina have won away from their home continent.

2. This is the first final that will not feature one of Argentina, Brazil, Germany or Italy.

3. It will be Spain's first time in the final. Their best performance so far is fourth place in the 1950 edition, and this tournament is the first since then that they have even reached the semifinals.

4. This could be the Netherlands' first World Cup victory, if they overcome David Villa et al. They've been losing finalists twice.

5. If you followed the two previous points closely enough, you will see that World Cup 2010 will definitely see a first-time winner.

6. Additionally, it's also the first time the Netherlands will not face the host nation in the final. In 1974 they lost 2-1 to West Germany in Munich, and in 1978 they succumbed to Argentina 3-1 in Buenos Aires.

7. The game will also be the first time either manager has won anything on the international stage. Bert van Marwijk has won the UEFA Cup and the Dutch version of the FA Cup with Feyenoord, and Vicente del Bosque won the Champions League, La Liga, the Supercopa de Espana, the UEFA Super Cup and the Intercontinental Cup with Real Madrid.

8. It's the first time a psychic octopus has shaped the outcome of the final. If Germany had managed to prevail over the Spanish, this would also have been the first time a mollusk would have had the chance to reveal the outcome of a final before it took place.

9. The final will be the first game in this tournament that Fernando Torres maybe thinks about possibly scoring a goal. If he plays, that is.

10. And finally, the final will give you your first chance to talk about something other then LeBron this week.

Sunday, July 4, 2010

Cartoons to Live-Action Movies

The Last Airbender
http://l.yimg.com/k/im_sigg1JdIug8Mcuxfg2XgFf94fA---y660-x616-q75-n0/omg/us/img/98/8e/8800_10244627865.jpg




Transformers
http://l.yimg.com/k/im_siggA6qZ29QeD2xlmzoZyEp6cw---y660-x616-q75-n0/omg/us/img/c3/71/5676_11924433401.jpg


GI Joe: Rise of The Cobra

http://l.yimg.com/k/im_siggtqNfMKyRL1Ewr1m.qxwSZw---y660-x616-q75-n0/omg/us/img/13/a9/848_4803484781.jpg


Speed Racerhttp://l.yimg.com/k/im_siggxz77VXMIrOuG53KV2CsD0g---y660-x616-q75-n0/omg/us/img/eb/ab/5073_1496251906.jpg


Garfield
http://l.yimg.com/k/im_sigg0lXAyExmwgIM3KaUFZUpVQ---y660-x616-q75-n0/omg/us/img/07/89/4946_3021640219.jpg


Fat Albert
http://l.yimg.com/k/im_sigg.lPbz0uR7TQryoHjcrNpBg---y660-x616-q75-n0/omg/us/img/bb/60/1848_6873830736.jpg


Josie and The Pussycats
http://l.yimg.com/k/im_siggnYHDBC4.suvzvZS4e6e3sw---y660-x616-q75-n0/omg/us/img/b5/24/4909_7609233763.jpg


Teenage Mutant Ninja Turtles
http://l.yimg.com/k/im_siggVNvYmlyS.WbfmM9BF.cHhg---y660-x616-q75-n0/omg/us/img/93/13/3732_6630797847.jpg


Underdoghttp://l.yimg.com/k/im_sigga8PJZD7F5oZxETJXXjI_aA---y660-x616-q75-n0/omg/us/img/08/db/7852_7412728199.jpg


Flintstones
http://l.yimg.com/k/im_siggJiLmU1w614UQ.e9e4Xl0tw---y660-x616-q75-n0/omg/us/img/ca/9d/2510_13931790576.jpg


Popeye
http://l.yimg.com/k/im_sigg77zdriyVPf3gR9kKErYsow---y660-x616-q75-n0/omg/us/img/b7/9f/3559_1058043.jpg


Scooby Doo
http://l.yimg.com/k/im_siggTWCZ6EPLvKpnndbHi0dbcA---y660-x616-q75-n0/omg/us/img/b3/60/2416_448607601.jpg


Inspector Gadgethttp://l.yimg.com/k/im_sigg0ZDl0VyjrpNT8Px2iQtCCw---y660-x616-q75-n0/omg/us/img/f1/d4/9557_5935998894.jpg