Ten 2nd-job branches, ten different builds. This hub covers every one with its skill priority, stat allocation, and playstyle verdict. For the Assassin branch we have a dedicated deep-dive guide with full equipment and scrolling math — this page is the planning layer across all branches.
How to pick a class
Four axes to evaluate against before you commit:
| Axis | Options |
|---|---|
| Playstyle | Melee burst (Fighter/Page/Spearman/Bandit) · Ranged DPS (Hunter/Crossbowman/F-P/I-L) · Support-plus-DPS (Cleric) · High-mobility (Assassin) |
| Group fit | Party-mainstay (Cleric, Spearman) · Flexible (Hunter, Fighter) · Solo-friendly (Assassin, F/P) · PQ-staple (Chief Bandit, Cleric) |
| Gear budget | Low (Fighter/Spearman) · Medium (Page/Hunter/Crossbowman/Bandit) · High (Assassin, mages at 70+) |
| Content ceiling | Grind-friendly to the Lv. 100 cap (every class) · Scales best into Grand Launch (Spearman Hyper Body + Cleric Bless + Priest holy damage) |
Short recommendations by player type:
- “I want to not die” → Spearman (Hyper Body + max HP scaling)
- “I want to feel strong fast” → Fighter or Bandit (early burst)
- “I like being needed” → Cleric (every party wants you)
- “I want to AoE packs” → F/P mage (Poison Mist + Fire Arrow)
- “I want to KS bosses” → Hunter/Crossbowman (Strafe range) or Assassin (Lucky Seven + Shadow Partner)
- “I’m a meso-maker” → Chief Bandit (Meso Explosion is the single highest meso-conversion skill in the game)
Side-by-side comparison matrix
Ten classes rated across the axes that actually affect your day-to-day play. S = best in slot, A = strong, B = serviceable, C = weakness. Ratings are editorial calls grounded in the per-branch build guides linked below.
| Class | Early game (1-30) | Mid game (30-70) | Solo | Party | Meso efficiency | Learning curve |
|---|---|---|---|---|---|---|
| Fighter | A | A | A | A | B | A (easy) |
| Page | B | A | B | S | B | B (medium) |
| Spearman | B | S | B | S | C | A (easy) |
| F/P Mage | C | A | A | A | B | B (medium) |
| I/L Mage | C | A | A | A | B | B (medium) |
| Cleric | C | B | C | S | B | S (hardest) |
| Hunter | A | S | S | A | A | A (easy) |
| Crossbowman | A | A | A | A | A | A (easy) |
| Assassin | S | S | S | B | A | B (medium) |
| Bandit | A | A | B | S | S | B (medium) |
How to read a row:
- Fighter: solid from the first swing (A/A/A/A), scales fine into party roles, moderate meso efficiency, easy to pilot.
- Spearman: slow start (B early), peaks mid-game with Hyper Body making it the single most-invited party warrior (S/S).
- Cleric: hardest first 30 levels in the entire game (C early), worst solo play of any class (C), but S-tier party value from the moment Heal unlocks. Pay the price up front, cash the check for the rest of your career.
- Hunter: the “just plays well” option. Strong at every stage, easy to learn, mid-high meso efficiency from drops. If you can’t pick, this is a defensible default.
- Assassin: S-tier solo DPS and the fastest Lv 1-70 pace in the game. B-tier in party because stars-only play has no utility to share. Highest practical skill cap - the deep-dive Assassin build guide covers the economic side.
- Bandit: S-tier party fit (every PQ wants a Bandit’s Steal) and S-tier meso efficiency (Pickpocket + eventual Meso Explosion). Harder than it looks to pilot because positioning for Steal consistency takes practice.
Axes we deliberately did NOT include
- “DPS at Lv 70” - too dependent on gear quality. A fully scrolled Hunter will out-DPS an unscrolled Assassin. Comparing classes at equal gear is a theoretical exercise, not a real one.
- “Boss damage” - we have per-boss recommendations in Bosses at 30+ instead. Boss damage depends on the specific boss (defense value, elemental weakness, phases).
- “3rd job strength” - speculative: 3rd Job is not in Grand Launch and has no announced date. The Level 70-100 Capstone covers what is (and isn’t) known, not here.
Classic World build rules
Every build on this page assumes four Classic-World-specific facts:
1. HP washing is removed
Night Lords, Bishops, and Buccaneers traditionally washed MP into HP to survive high-HP bosses. Classic World removed this entirely during the 2nd closed test. Your HP is fixed at whatever your base HP table gives at each level — you can’t wash around it.
Build impact: Mages (especially Cleric → Priest) can no longer plan around “I’ll wash later for Shao/Zakum”. Spearmen with Hyper Body remain the most survivable class in CW because that’s the only HP multiplier left in the game.
2. Earring crit damage line
CoT 2 added a crit damage stat line to earring items. Earrings are
now a damage upgrade in addition to being a stat stick.
Build impact: every build should farm earrings aggressively. Traditionally earrings were an afterthought for warriors; in CW they’re worth scrolling with 60% stat scrolls across every class.
3. Elemental damage multiplier is 1.25×, not 1.5×
Playtest-verified by msclassic.wiki moderator Lunitidal: Classic World’s elemental weakness multiplier is 1.25× (down from the traditional 1.5×).
Build impact: F/P and I/L builds that previously planned around “always match element to mob weakness” shift toward raw MATK. Both elementalist branches remain viable but element-specialization is less rewarded than it would be with a 1.5× multiplier.
4. Most traditional late-game BiS gear is NOT in Grand Launch
Zakum, Orbis, Leafre, Omega Sector, Phantom Forest, NLC, Mu Lung, and El Nath Lion King’s Castle are not accessible at Grand Launch. See the Gearing guide’s “What’s not in Grand Launch” section for the full checklist.
Build impact: Zakum Helmet, Stormcaster Gloves, Von Leon’s scrolls, Dragon-tier weapons — none of them are obtainable at Grand Launch either (no Zakum, no Ossyria), and Nexon hasn’t said when they will be. Every build below assumes you’re using scrolled L50-70 CoT 2 gear as your endgame kit.
Fighter
Branch pitch: fast-paced melee DPS with ATK speed boost and the highest crit uptime of any warrior. Final Attack and Power Guard make this the most interactive 2nd-job warrior playstyle.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Weapon Mastery (Sword/Axe depending on weapon) | 20 (max) |
| 2 | Weapon Booster | 20 (max) |
| 3 | Final Attack | 20 (max) at a steady pace |
| 4 | Power Guard | 20 (max) once Final Attack is online |
| 5 | Rage (party buff) | 20 (max) |
| 6 | Sword/Axe Booster is the first Lv 30 skill to max | — |
Note: the top-upvoted critique on the xBucc Reddit build cluster pointed out that “all Warrior builds max both weapon mastery and booster but skip Final Attack entirely” — community consensus disagrees. Final Attack is a free damage multiplier on auto-attacks; max it.
Stat allocation
- STR per level: +5 (full STR)
- DEX per level: maintain character level in DEX only if you need the ACC against evasive bosses (Shade, Mushmom at low levels). Otherwise pure STR.
Why pure STR works in CW: HP wash removal doesn’t affect Warriors much because the warrior HP table is already generous. Pure STR for raw damage.
Playstyle + weapon preference
- 1H + shield for scroll real estate, OR 2H for raw damage
- See the Fighter weapon ladder for per-bracket picks (Cutlus → Jeweled Katar → Neocora → Red Katana)
- Primary training: Training routes guide for L30-70 maps
Page
Branch pitch: the tanky warrior with the party support side-dish (Threaten, Power Guard, and later Combo Attack scaling). Lower raw DPS than Fighter but survives everything.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Weapon Mastery (Sword or BW) | 20 (max) |
| 2 | Weapon Booster | 20 (max) |
| 3 | Threaten | 20 (max) — Page’s party contribution |
| 4 | Power Guard | 20 (max) |
| 5 | Final Attack | 20 (max) |
| 6 | Shield Mastery is maxed as last 2nd-job skill | — |
Contested: xBucc Reddit top-upvoted critique (32 points) argued Page builds skip HP recovery in favor of Precise Strikes; hybrid builds give up Final Attack. The community doesn’t have a settled answer. Recommendation: max Weapon Mastery, Booster, and Threaten first (uncontested), then let your play style decide between HP Recovery (solo-friendly) vs Final Attack (party-friendly).
Stat allocation
- STR per level: +5 (full STR)
- Same reasoning as Fighter.
Playstyle + weapon preference
- Sword or BW (Blunt Weapon). Sword hits faster, BW has higher base damage. Classic World L50 pick: Lion’s Fang 2H sword or Golden Mole 2H blunt — see weapon ladder.
- Primary training route: same as Fighter.
Spearman
Branch pitch: the party HP buffer (Hyper Body) and the only class that can push your effective HP ceiling in a HP-wash-free Classic World. Mandatory party invitation at Lv 70+.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Spear/Polearm Mastery (match your weapon) | 20 (max) |
| 2 | Spear/Polearm Booster | 20 (max) |
| 3 | Hyper Body | 30 (max) — this is why your party is friendly |
| 4 | Iron Will (party DEF buff) | 20 (max) |
| 5 | Final Attack | 20 (max) |
| 6 | Spear Crusher / Polearm Crusher is the Lv 30 skill | — |
Note: Hyper Body is your identity. Max it as fast as the skill tree lets you. In CW with no HP wash, Hyper Body is the ONLY way to multiply a party’s HP ceiling, which means you’re perma-wanted for Jr. Balrog, Zombie Mushmom, and (post-launch) Zakum runs.
Stat allocation
- STR per level: +5 (full STR)
- Same reasoning as other Warriors — the no-HP-wash change doesn’t hurt Warriors because their base HP table is generous.
Playstyle + weapon preference
- Spear (faster) or Polearm (bigger AoE via Crusher skills)
- Classic World L50 picks: Serpent’s Tongue spear or The Nine Dragons polearm — see weapon ladder.
- Primary training: solo through L50, then party-dominant from Hyper Body onward.
Fire / Poison
Branch pitch: AoE damage over time via Poison Mist + single-target burst via Fire Arrow. Best mage for grinding dense spawn maps; weakest against undead content (which includes Shade and Zombie Mushmom).
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | MP Eater | 20 (max) — your mana recovery |
| 2 | Meditation | 20 (max) — party MATK buff |
| 3 | Fire Arrow | 30 (max) — single-target DPS |
| 4 | Poison Mist | 20 (max) — AoE farm skill |
| 5 | Spell Mastery | 20 (max) |
| 6 | Slow (CC) | leftover SP |
Stat allocation
- INT per level: +5 (full INT) if you’re not planning to cross-wear LUK gear
- INT:LUK split 4:1: optional for mages who want to use LUK- requirement wand accessories without penalty. Classic World’s no-HP-wash removes most reasons to go hybrid.
Classic World elemental caveat
Fire does 1.25× against ice-weak mobs, not 1.5× — so your Fire Arrow damage curve against ice-weak content is less steep than traditional MapleStory numbers suggest. Still worth maxing; just don’t plan a build around “I’ll always farm fire-weak zones.”
Playstyle + weapon preference
- Wand (faster cast) or Staff (higher MATK)
- Classic World L50 picks: Cromi (wand) or Thorns (staff, L55) — see weapon ladder.
- Primary training: dense-spawn maps where Poison Mist AoE pays off. Burnt Land for L30-40, Golem’s Temple L50+.
Ice / Lightning
See the Wizard deep-dive guide for the full F/P-vs-I/L decision math, freeze-lock mechanics, Thunder Bolt AoE discussion, and the slight CW-specific ice-weak map advantage.
Branch pitch: freeze-and-blast via Cold Beam / Ice Strike + raw single-target via Thunderbolt. The classic grinder — slow clear but reliably safe thanks to Ice freeze lock.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | MP Eater | 20 (max) |
| 2 | Meditation | 20 (max) |
| 3 | Cold Beam | 30 (max) — freeze mobs |
| 4 | Thunderbolt | 20 (max) — raw single-target |
| 5 | Spell Mastery | 20 (max) |
| 6 | Teleport Mastery (if available) | leftover |
Stat allocation
Same as F/P: pure INT or 4:1 INT:LUK.
Playstyle + weapon preference
- Cold Beam freeze lock is Ice/Lightning’s identity. The freeze- then-DPS loop makes this the safest grinding mage branch, especially solo.
- Weapon picks: same as F/P (wand or staff, same shop progression).
- Primary training: anywhere Cold Beam’s freeze stabilizes a crowded map. Monkey Swamp, Golem’s Temple.
Cleric
Branch pitch: party support (Heal, Bless) + undead specialist via Holy Arrow. The most-wanted party invite in the game. Essential for Shade (999 evasion ghost boss) and Zombie Mushmom.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Heal | 30 (max) — party survival + undead damage |
| 2 | Teleport | 20 (max) — mobility |
| 3 | Invincible | 10 (max) — damage reduction self-buff |
| 4 | Bless | 20 (max) — party ACC + ATK buff |
| 5 | Holy Arrow | 20 (max) — primary single-target vs undead |
| 6 | MP Eater + Meditation at max | — |
Note: Heal double-dips as undead damage. Against Shade and Zombie Mushmom, your maxed Heal is doing more DPS than most non-Cleric builds. This is the identity of the branch.
Stat allocation
- INT per level: +5 (full INT)
- Cleric’s Heal scales off INT; LUK contributes less than other mage branches. Pure INT is correct here.
Classic World impact: HP wash removal hurts, but not fatally
Future-Priest Cleric players traditionally washed MP into HP to survive Horntail. CW’s HP wash removal caps your late-game survivability. Practical impact: Classic World Clerics will be more party-dependent for high-HP content than traditional-MapleStory Clerics were. This isn’t an issue at Grand Launch (no Horntail yet) but worth knowing for later content.
Playstyle + weapon preference
- Wand with +INT scrolled hard. Classic World L50: Cromi wand.
- Primary training: KPQ for L21-30, Golem’s Temple L50+ with a party (your Bless + Heal makes KPQ parties mandatory-invite you).
Hunter
Branch pitch: single-target Strafe DPS + AoE via Arrow Bomb. The classic KSer for Mushmom and Jr. Balrog thanks to Strafe's range and burst.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Bow Mastery | 20 (max) |
| 2 | Bow Booster | 20 (max) |
| 3 | Final Attack: Bow | 20 (max) |
| 4 | Arrow Bomb | 30 (max) — AoE farming |
| 5 | Soul Arrow: Bow | 20 (max) — no-arrow play |
| 6 | Power Knock-Back | leftover |
Note: the xBucc build cluster acknowledged the Archer section was wrong in the original Reddit post and amended it in the linked spreadsheet. Our recommendation: Bow Mastery + Booster first, then Arrow Bomb for farming, Final Attack for sustained DPS.
Stat allocation
- DEX per level: +5 (full DEX)
- Some old guides suggest hybrid STR to equip higher-level bows earlier — unnecessary in Classic World where DEX requirements on weapons stay within character-level reach.
Playstyle + weapon preference
- Bow. Classic World bow ladder: Red Viper L35 → Vaulter 2000 L40 → Olympus L50 → Asianic Bow L60 → Red Hinkel L70 ( weapon ladder).
- Primary training: Fire Boar maps L30-40, Monkey Swamp III L40-50, Golem’s Temple L50-60.
Crossbowman
Branch pitch: higher raw damage per shot than Hunter at the cost of attack speed. Iron Arrow pierce AoE is uniquely good against stacked mobs (think Zombie Mushmom + adds).
See the Archer deep-dive guide for the full Hunter-vs-Crossbowman decision math, Iron Arrow pierce mechanics, and L10-70 crossbow progression.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Crossbow Mastery | 20 (max) |
| 2 | Crossbow Booster | 20 (max) |
| 3 | Final Attack: Crossbow | 20 (max) |
| 4 | Iron Arrow | 30 (max) — pierce AoE |
| 5 | Soul Arrow: Crossbow | 20 (max) |
| 6 | Power Knock-Back | leftover |
Stat allocation
Same as Hunter: pure DEX.
Playstyle + weapon preference
- Crossbow. Classic World ladder: Eagle Crow L30 → Silver Crow L45 → Rower L50 → Golden Crow L60 → Gross Jaeger L70.
- Primary training: Iron Arrow shines on dense multi-mob maps. Golem’s Temple and later Taurospear Sanctuary Entrance IV.
- Boss identity: Iron Arrow against Zombie Mushmom + her baby adds is class-defining.
Bandit
Branch pitch: melee thief with the Savage Blow combo + **Meso Explosion** (Chief Bandit at 3rd job) which is the single highest meso-conversion ability in Maple. At Grand Launch you can't 3rd-job yet, but Bandit's 2nd-job kit still carries boss fights.
SP priority (2nd job)
| Priority | Skill | Target level |
|---|---|---|
| 1 | Dagger Mastery | 20 (max) |
| 2 | Dagger Booster | 20 (max) |
| 3 | Savage Blow | 30 (max) — DPS |
| 4 | Steal | 10 — the fun skill |
| 5 | Haste (party speed+jump buff) | 20 (max) |
Stat allocation
- LUK per level: +5 (full LUK)
- DEX = character level if you need ACC against high-evasion content. Otherwise pure LUK.
Playstyle + weapon preference
- Dagger. Classic World ladder: Halfmoon Zamadar L35 → Gephart L40 → Shinkita L50 → Deadly Fin L60 → Kandine L70.
- Primary training: Savage Blow’s single-target focus means you want dense maps where you can chain. Zombie Lupin at Monkey Swamp III is the Bandit’s sweet spot L40-50.
- Boss identity: Chief Bandit Meso Explosion ends every boss fight. Even at 2nd job Bandit, Savage Blow burst gives you KS potential on Mushmom.
Assassin
Branch pitch: ranged thief with Lucky Seven multi-hit + throwing stars for consistent DPS at any range. High-skill-ceiling, high-reward.
Hub-level summary
| Topic | TL;DR |
|---|---|
| SP priority | Claw Mastery → Claw Booster → Lucky Seven (max) → Dark Sight (max) → Final Attack |
| Stat allocation | Pure LUK OR DEX = character level (CW’s claw DEX reqs match character level exactly - no DEX buffer required) |
| Primary weapon | Claw + throwing stars. Ilbi/Hwabi stars are the endgame grind targets |
| Primary armor | Sauna Robe L30 → Dark Avenger overall L35-59 (Thief overall gap continues to L60+) |
| Boss identity | Avenger with Shadow Partner clears Mushmom + Jr. Balrog reliably |
Top-upvoted critique from the Reddit builds cluster (39 points): Assassin builds that do NOT max Dark Sight are objectively wrong. Dark Sight is your survivability skill — max it.
Classic World specific caveat
CW’s claw DEX requirement is character level exactly (no buffer
above char level needed). This means pure LUK is fully viable in
CW — you can equip your level-appropriate claw without needing
to pump DEX. The dedicated guide covers this at length.
FAQ
Which class is the strongest?
No single answer. For boss drops: Hunter / Crossbowman for Strafe burst. For party value: Spearman (Hyper Body) and Cleric (Heal/Bless). For meso-making at the Lv 100 cap: Chief Bandit via Meso Explosion once you hit 3rd job (post-launch). For solo clear speed: F/P mage or I/L mage AoE.
I accidentally put APs in the wrong stat. Can I reset?
AP reset scrolls exist in CW’s cash shop and GM event rewards. If you’ve only miscounted by 5-10 points, your character is still fine — just stop misallocating going forward. Resetting is only worth the cash shop cost for 20+ wasted APs.
Should I max my 2nd job skill before 3rd job unlocks?
Yes. 3rd Job is not in Grand Launch and has no announced date (the level it unlocks at in Classic World hasn’t been published either), so your 2nd-job skills are your whole kit for the foreseeable future. The question is only about the ORDER within 2nd job, which each branch section covers.
The xBucc Reddit builds look wrong to me. What’s the authoritative answer?
There isn’t one. The xBucc builds were the biggest community-authored reference before launch, but as noted in our community resources page (which has the full xBucc Reddit cluster breakdown with the top-upvoted critique counts), multiple sections drew high-upvoted critiques (Archer builds were acknowledged wrong, Magician Magic Claw max order was contested, Assassin Dark Sight omission was flagged). Use xBucc as a starting point for comparison, not as authority. Our per-branch build priorities above correct the known errors.
Does HP washing being removed mean I shouldn’t play Cleric/Bishop?
No. HP wash removal makes Cleric → Priest less survival-focused in late-game bosses, but Priest + Shining Ray on undead and party Bless remain top-tier contributions. With no Horntail in the game yet, HP wash isn’t a factor at all — Clerics are perfectly viable.
I want to 3rd job as [specific class] — what should I know?
3rd Job is not in Grand Launch - Nexon’s Grand Launch release notes list only the Lv. 10 and Lv. 30 advancements, and no date has been announced. (An earlier version of this answer said it would open at Grand Launch; that was wrong.) For now, max the 2nd job skills you use and only hold SP you have no use for. For the SP trade-off and the traditional 3rd-job names, see the Level 70-100 Capstone.
Where do I find my job’s SP skill book in-game?
Each 2nd-job advancement NPC in Victoria Island hands you a skill book on job advancement. If you missed it, visit your 2nd-job instructor NPC and talk through all dialog options. SP you’ve already spent cannot be refunded without an AP reset scroll (which is different from an SP reset).
Will this guide update with 3rd job content post-launch?
Yes. When Nexon releases 3rd Job advancement, each branch section gets a 3rd-job SP priority addition. Last reviewed 2026-10-21.