FighterWarrior, 2nd job
Fast 2H weapons, Rage for the party and the only warrior Final Attack that hits more than one mob.
Which 2nd-job branch is strong at what. Our tiers come with the reason behind each one, and players vote next to them.
Classic World caps at level 100 and has 2nd job only, so these lists rank the ten branches you can pick at level 30. Early game covers levels 1 to 30, before that choice.
Our take, based on the game files and our tools; not tested in Classic World. We have no measured EXP or mesos per hour for any branch yet, so read a tier as a lean, not a result. The players’ tier is the median vote and shows once a branch has 5 votes in a list.
Solo mobbing and EXP per hour from 30 to 100: how many mobs one attack reaches and how fast they fall.
Our take, based on the game files and our tools; not tested in Classic World.
Arrow Bomb hits and can stun up to 6 on any map shape. Arrow Blow reaches 350 plus up to 120 from The Eye of Amazon, and Focus adds accuracy, so misses bite least.
Slash Blast reaches 6, and Final Attack adds 200% on up to 3, the only warrior Final Attack that hits a group. 2H axes and swords swing at stage 5 to 6.
Poison Breath hits up to 6, the 29 Oct update raised its damage to 60 to 90, and it passes Fire Arrow per MP at 3 mobs. 54% of spawns at mob level 50 to 59 resist fire, so pick maps with care.
Iron Arrow pierces up to 6 with damage falling on each one. Best on long flat platforms, weaker on stacked maps.
Slash Blast for groups, but Final Attack hits one target. Blunts swing at stage 6 to 7. Threaten pays on W.DEF maps such as Wraiths.
Slash Blast plus the longest warrior reach by our estimate, but Final Attack hits one target and polearms are the slowest weapon at stage 7 to 8.
Thunder Bolt has the widest box but needs 4 mobs to match Cold Beam per MP. Almost no spawns from mob level 40 to 59 are weak to ice or lightning.
No area skill, but Lucky Seven reaches about 400 and runs near 100 casts a minute with Booster by our estimate, so you pick mobs off across a map.
No group attack. Holy Arrow is single target at 160, though holy-weak mobs are 60% of spawns at mob level 40 to 49 and lift it to about 200 by our estimate.
Savage Blow hits one mob and reaches about 95, so you walk to every kill. Steal reaches 2 mobs, once each.
No branch here on our numbers.
Single-target damage and staying alive in a long fight against the live bosses.
Our take, based on the game files and our tools; not tested in Classic World.
Savage Blow lands 6 hits at 75% each for 28 MP with no ammo. One launch-era model puts Bandit first on one target that stands still. Short reach means you take hits.
Final Attack hits one target for 360%, the hardest of any warrior. Threaten cuts W.DEF by up to 10, though we do not know yet if it lands on bosses. A shield is an option.
Final Attack at 350% heals 10% of the damage, Iron Will adds 50 W.DEF, and Spear Mastery can ignore W.DEF.
Fire Arrow at 180 is the strongest mage spell, and Stumpy and Mushmom are weak to fire. Poison Breath is resisted or useless on Shade and Jr. Balrog.
Lucky Seven from about 400 away, fast casts and Critical Throw. Drain gives back HP. Stars and MP add up in a long fight.
The crossbow multiplier is 3.6 against 3.4 for a bow, and Crossbow Mastery adds critical damage. You fight from range.
Final Attack is 200% on one target, below Power Strike's 260%. Rage adds 40 Attack Power but cuts W.DEF by 40.
No live boss is weak to ice or lightning, so Cold Beam at 170 does neutral damage. It is the cheapest spell per MP for a long fight.
Holy Arrow at 160 is the lowest mage spell, but Shade and Zombie Mushmom are weak to holy and undead, so Heal hurts them too. Invincible and Bless cut damage taken.
Safe from range, but the bow multiplier is the lowest of the ranged weapons and Arrow Bomb's spread adds nothing on one boss.
No branch here on our numbers.
No branch here on our numbers.
How easy levels 1 to 30 are, before the branch choice. Branches of one class share most of this.
Our take, based on the game files and our tools; not tested in Classic World.
Bowman levels 1 to 30: Arrow Blow at 240% with 350 range, Focus for accuracy and evasion, and arrows at 1 meso each. One report calls bowmen the cheapest class to run.
Same bowman start as Hunter: long range, the least trouble with accuracy by our estimate, and 1-meso arrows.
Warrior levels 1 to 30: Slash Blast hits up to 6 at 1st job, you can basic-attack while mesos are short, and you have the most HP. Precise Strikes matters, the accuracy wall starts near 30.
Same warrior start as Fighter: forgiving, cheap and the usual first character. Potions are the only running cost.
Same warrior start as Fighter and Page. Nothing before 30 locks you into a branch.
Claw path: Lucky Seven from range, but Subi Throwing Stars cost 500 mesos at a grocer and MP adds up. Better stars cost far more.
Dagger path: Double Stab with no ammo to buy, but melee range and thief HP. Thieves have no attack that hits more than 2.
Magician levels 10 to 20 are the hardest on mesos: every kill costs MP and there is no multi-target spell before 30. Players report it eases by 20 to 25.
Same magician start: Energy Bolt is cheap per MP, but you hunt only what dies in one or two casts until about 20.
Same magician start. Mage armor also needs LUK, about its level minus 10, from 20 on.
No branch here on our numbers.
What a class costs to run (potions, stars, arrows) and how well it farms goods to sell to other players.
Our take, based on the game files and our tools; not tested in Classic World.
Arrows cost 1 meso each and Soul Arrow fires without spending them while it lasts. Arrow Bomb clears dense farm maps of up to 6 at a time.
The same cheap arrows and Soul Arrow as Hunter. Iron Arrow farms well only where mobs line up.
No ammo, and Final Attack on up to 3 helps farm dense maps. Meat and Lemons are the cheapest heals per point.
The cheapest mage per damage: Cold Beam at 7.73 per MP and Energy Bolt at 8.13. Thunder Bolt clears groups of 4 or more.
No stars to buy, and Steal can give mesos and items. Savage Blow uses up to about 140,000 MP an hour at full speed by our estimate, so potions are the bill.
Cheap to run like every warrior, but one-target Final Attack farms slower on dense maps.
Cheap to run. Final Attack heals, which may save potions, but we have no measured figure yet.
A bigger potion bill than Ice/Lightning: Fire Arrow is 6.43 per MP against Cold Beam's 7.73. Poison Breath does farm crowded maps, and mages handle high W.DEF farm mobs well.
Heal is cheap sustain next to potions by one estimate, and undead farm maps are holy weak. Holy Arrow is the costliest mage spell at 5.71 per MP.
Stars plus up to about 96,000 MP an hour by our estimate. Claw Mastery returns up to 25% of stars, and shop stars are cheap beside MP.
No branch here on our numbers.
What you bring to a group: buffs, heals, debuffs and damage that helps everyone.
Our take, based on the game files and our tools; not tested in Classic World.
Heal restores HP for up to 6 nearby and damages undead. Bless cuts all damage the party takes and raises Heal. Invincible cuts the physical damage you take, which keeps the healer up.
Rage gives the whole party nearby +40 Attack Power for physical attacks. Warn them first: it also cuts their W.DEF by 40.
Threaten slows up to 4 mobs and cuts their W.DEF, which should help every physical attacker with no cost to the party (our inference).
Meditation adds Magic Attack for mages in the party, and Slow hits up to 6. Poison Breath helps on crowded party maps.
Meditation and Slow like Fire/Poison, plus Thunder Bolt's wide box and a stun chance.
Haste raises speed and jump for the party nearby. Otherwise you bring single-target damage.
Haste for the party, and Steal stuns up to 2 mobs for 1.5 seconds when it lands.
No party buff. Arrow Bomb's stun and group damage are what you bring.
No party buff. Iron Arrow's pierce and heavy hits are what you bring.
No party buff at all: Hyper Body is not in Classic World, and Iron Will and the Final Attack heal help only you.
Our tier in each list. Tap a tier to jump to its list, or open the branch’s build guide and skill planner.
Fast 2H weapons, Rage for the party and the only warrior Final Attack that hits more than one mob.
The hardest warrior Final Attack on one target, Threaten on the mob and the option of a shield.
Iron Will, a Final Attack that heals and the longest warrior reach by our estimate.
The strongest mage single-target spell and a 6-target poison spell, with a bigger potion bill than Ice/Lightning.
The cheapest mage damage per MP and the widest group spell, on a thin map pool in the 40s and 50s.
Heal and Bless for the whole party and Holy Arrow for undead maps. No group attack.
Arrow Bomb hits and stuns up to 6 on any map shape, and arrows cost 1 meso each.
Heavier hits and Iron Arrow, which pierces up to 6 along a flat platform.
Lucky Seven from long range at a fast pace, paid for in stars and MP.
Savage Blow's six hits with no ammo, and Steal. Short reach and heavy MP use.
Disagree with us? Give each branch your own tier in any list. You get one vote per branch in each list and can change it any time. The players’ tier shows once a branch has 5 votes.
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Solo mobbing and EXP per hour from 30 to 100: how many mobs one attack reaches and how fast they fall.
Our take, based on the game files and our tools; not tested in Classic World.
Arrow Bomb hits and can stun up to 6 on any map shape. Arrow Blow reaches 350 plus up to 120 from The Eye of Amazon, and Focus adds accuracy, so misses bite least.
Slash Blast reaches 6, and Final Attack adds 200% on up to 3, the only warrior Final Attack that hits a group. 2H axes and swords swing at stage 5 to 6.
Poison Breath hits up to 6, the 29 Oct update raised its damage to 60 to 90, and it passes Fire Arrow per MP at 3 mobs. 54% of spawns at mob level 50 to 59 resist fire, so pick maps with care.
Iron Arrow pierces up to 6 with damage falling on each one. Best on long flat platforms, weaker on stacked maps.
Slash Blast for groups, but Final Attack hits one target. Blunts swing at stage 6 to 7. Threaten pays on W.DEF maps such as Wraiths.
Slash Blast plus the longest warrior reach by our estimate, but Final Attack hits one target and polearms are the slowest weapon at stage 7 to 8.
Thunder Bolt has the widest box but needs 4 mobs to match Cold Beam per MP. Almost no spawns from mob level 40 to 59 are weak to ice or lightning.
No group attack. Holy Arrow is single target at 160, though holy-weak mobs are 60% of spawns at mob level 40 to 49 and lift it to about 200 by our estimate.
Savage Blow hits one mob and reaches about 95, so you walk to every kill. Steal reaches 2 mobs, once each.
No branch here on our numbers.
Single-target damage and staying alive in a long fight against the live bosses.
Our take, based on the game files and our tools; not tested in Classic World.
Savage Blow lands 6 hits at 75% each for 28 MP with no ammo. One launch-era model puts Bandit first on one target that stands still. Short reach means you take hits.
How easy levels 1 to 30 are, before the branch choice. Branches of one class share most of this.
Our take, based on the game files and our tools; not tested in Classic World.
Bowman levels 1 to 30: Arrow Blow at 240% with 350 range, Focus for accuracy and evasion, and arrows at 1 meso each. One report calls bowmen the cheapest class to run.
Same bowman start as Hunter: long range, the least trouble with accuracy by our estimate, and 1-meso arrows.
What a class costs to run (potions, stars, arrows) and how well it farms goods to sell to other players.
Our take, based on the game files and our tools; not tested in Classic World.
Arrows cost 1 meso each and Soul Arrow fires without spending them while it lasts. Arrow Bomb clears dense farm maps of up to 6 at a time.
What you bring to a group: buffs, heals, debuffs and damage that helps everyone.
Our take, based on the game files and our tools; not tested in Classic World.
Heal restores HP for up to 6 nearby and damages undead. Bless cuts all damage the party takes and raises Heal. Invincible cuts the physical damage you take, which keeps the healer up.
Rage gives the whole party nearby +40 Attack Power for physical attacks. Warn them first: it also cuts their W.DEF by 40.
No area skill, but Lucky Seven reaches about 400 and runs near 100 casts a minute with Booster by our estimate, so you pick mobs off across a map.
Final Attack hits one target for 360%, the hardest of any warrior. Threaten cuts W.DEF by up to 10, though we do not know yet if it lands on bosses. A shield is an option.
Final Attack at 350% heals 10% of the damage, Iron Will adds 50 W.DEF, and Spear Mastery can ignore W.DEF.
Fire Arrow at 180 is the strongest mage spell, and Stumpy and Mushmom are weak to fire. Poison Breath is resisted or useless on Shade and Jr. Balrog.
Lucky Seven from about 400 away, fast casts and Critical Throw. Drain gives back HP. Stars and MP add up in a long fight.
The crossbow multiplier is 3.6 against 3.4 for a bow, and Crossbow Mastery adds critical damage. You fight from range.
Final Attack is 200% on one target, below Power Strike's 260%. Rage adds 40 Attack Power but cuts W.DEF by 40.
No live boss is weak to ice or lightning, so Cold Beam at 170 does neutral damage. It is the cheapest spell per MP for a long fight.
Holy Arrow at 160 is the lowest mage spell, but Shade and Zombie Mushmom are weak to holy and undead, so Heal hurts them too. Invincible and Bless cut damage taken.
Safe from range, but the bow multiplier is the lowest of the ranged weapons and Arrow Bomb's spread adds nothing on one boss.
No branch here on our numbers.
No branch here on our numbers.
Warrior levels 1 to 30: Slash Blast hits up to 6 at 1st job, you can basic-attack while mesos are short, and you have the most HP. Precise Strikes matters, the accuracy wall starts near 30.
Same warrior start as Fighter: forgiving, cheap and the usual first character. Potions are the only running cost.
Same warrior start as Fighter and Page. Nothing before 30 locks you into a branch.
Claw path: Lucky Seven from range, but Subi Throwing Stars cost 500 mesos at a grocer and MP adds up. Better stars cost far more.
Dagger path: Double Stab with no ammo to buy, but melee range and thief HP. Thieves have no attack that hits more than 2.
Magician levels 10 to 20 are the hardest on mesos: every kill costs MP and there is no multi-target spell before 30. Players report it eases by 20 to 25.
Same magician start: Energy Bolt is cheap per MP, but you hunt only what dies in one or two casts until about 20.
Same magician start. Mage armor also needs LUK, about its level minus 10, from 20 on.
No branch here on our numbers.
The same cheap arrows and Soul Arrow as Hunter. Iron Arrow farms well only where mobs line up.
No ammo, and Final Attack on up to 3 helps farm dense maps. Meat and Lemons are the cheapest heals per point.
The cheapest mage per damage: Cold Beam at 7.73 per MP and Energy Bolt at 8.13. Thunder Bolt clears groups of 4 or more.
No stars to buy, and Steal can give mesos and items. Savage Blow uses up to about 140,000 MP an hour at full speed by our estimate, so potions are the bill.
Cheap to run like every warrior, but one-target Final Attack farms slower on dense maps.
Cheap to run. Final Attack heals, which may save potions, but we have no measured figure yet.
A bigger potion bill than Ice/Lightning: Fire Arrow is 6.43 per MP against Cold Beam's 7.73. Poison Breath does farm crowded maps, and mages handle high W.DEF farm mobs well.
Heal is cheap sustain next to potions by one estimate, and undead farm maps are holy weak. Holy Arrow is the costliest mage spell at 5.71 per MP.
Stars plus up to about 96,000 MP an hour by our estimate. Claw Mastery returns up to 25% of stars, and shop stars are cheap beside MP.
No branch here on our numbers.
Threaten slows up to 4 mobs and cuts their W.DEF, which should help every physical attacker with no cost to the party (our inference).
Meditation adds Magic Attack for mages in the party, and Slow hits up to 6. Poison Breath helps on crowded party maps.
Meditation and Slow like Fire/Poison, plus Thunder Bolt's wide box and a stun chance.
Haste raises speed and jump for the party nearby. Otherwise you bring single-target damage.
Haste for the party, and Steal stuns up to 2 mobs for 1.5 seconds when it lands.
No party buff. Arrow Bomb's stun and group damage are what you bring.
No party buff. Iron Arrow's pierce and heavy hits are what you bring.
No party buff at all: Hyper Body is not in Classic World, and Iron Will and the Final Attack heal help only you.