MapleStory 2 Runeblade build - guide to the magic-wielding blade master in MS2
Every MMO aficionado in the world have heard about the revelation from the Far East - the MapleStory 2. Many said that the game would die within a couple of months. Despite all odds, it thrives and survives on the hard field of MMORPG online gaming. It has a large crowd of loyal fans, who are still sacrificing a large portion of their lives to wander, fight, kill, farm, and generally have fun in the eye-candy, manga-like MMO. They can choose one of the ten classes (11 on some servers), being Archer, Assassin, Berserker, Heavy Gunner, Knight, Priest, Soul Binder, Runblade, Thief, and Wizard.
To meet those players' expectations, we have created an Ultimate MapleStory 2 Classes Guide (link below), which is the prelude to 10 separate, in-depth guides dedicated to all classes. This one is for the magic-wielding sword master - Runeblade.
A member of the mysterious Terrune Calibre, the Runeblade is trained in ways of sword and sorcery. As a class, it mixes elemental rune magic with blade techniques to defeat enemies. MS2 Runeblade can deal massive damage by using the elemental sigils, which represent forces of Fire, Frost, and Storm.
Role: Melee damage
Attributes: Fire, Frost, and Lightning
Main Stats: Strength and Intelligence
Difficulty to play: 2/5
Pros and Cons
Has an ability to restore 20 Spirit Points per second without needing to kill enemies.
Strong at clearing mobs
Three elements provide different play styles
Has high range ability
Bad defensively and squishy
Hybrid tax (not the best melee, nor ranged)
At the very beginning, a player will have an opportunity to level up such skills as Blink, Echoing Blade, Flurry, and Rune Balance. These are the core of your Runeblade rotation ever since until you get to more powerful abilities. We will briefly talk them through right below.
The percentages in the brackets are the upgrade range of the skill, usually from rank 1 to 10.
"Active" and "Passive" next to skill names designate whether they are able to be activated manually in case of active skills or are always in effect in the case of passive skills.
Level in captions informs at which level skill first becomes available to use.
Echoing Blade (active) - Summon arcane echoes trapped in your blade, dealing (63% - 99%) damage 7 times to 8 enemies within 3 m range in front of you. The echoes fade when you perform other actions. This skill attunes with your Flame, Frost, and Storm sigil skills. It consumes 30 spirit.
Flame variant – Deal (33% - 51%) fire damage 14 times to 8 enemies.
Frost variant – Deal (58% - 94%) ice damage 7 times to 8 enemies within 4.5 m in front of you. Reduces their movement speed by 30% and jump power by 30%
Storm variant – Deal (44% - 71%) electric damage 7 times to 8 enemies within 3 m range in front of you. Additionally, targets are struck by lightning, taking (22% - 31%) electric damage.
Flurry (active) - Your blade is used to perform three slashes, dealing (46% - 73%) damage to 5 enemies within 3 m range in front of you. This skill attunes with your Flame, Frost, and Storm sigil skills.
Flame variant – Deal (45% - 72%) fire damage to 5 enemies within 3 m range in front of you. Targets burst into flames, taking an additional (36% - 54%) fire damage. The first burst's damage is based on your magic attack.
Frost variant – Deal (63% - 99%) ice damage to 5 enemies within 4.5m range in front of you.
Storm variant – Deal (71% - 116%) electric damage to 5 enemies within 3m ranges in front of you. Common mobs are momentarily stunned.
Whirling Blade (Flame variant) (active) (Level 13) - Throw three flame blades at the nearest enemy within 7.5 m in front of you, dealing (43% - 70%) fire damage to 5 enemies in their way. Targets are set ablaze, additionally taking (73% - 127%) fire damage each second for 12 seconds. It consumes 60 spirit.
Frost variant – Deal (40% - 58%) ice damage. Blades explode upon hitting the target, dealing additional (109% - 181%) ice damage to 8 enemies within 3 m range, decreasing their movement speed and jump power by 15% for 3 seconds. It consumes 40 spirit.
Storm variant – Deal (122% - 203%) electric damage. Then blades bounce onto other enemies within 3m range, dealing (122% - 203%) electric damage. Each blade can bounce up to 4 times. It consumes 40 spirit.
Whirling Blades (active)(Level 13):
Throw three arcane blades at the nearest enemy within 7.5 m range in front of you, dealing (49% - 85%) damage. This skill attunes with your Flame, Frost, and Storm sigil skills. It consumes 40 spirit.
Gravity Rune (active) (Level 16) - Calls a rune 3 m in front of you. It pulls enemies within itself, dealing (144% - 186%) damage to 8 enemies within 3.75 m range.
Impact (active) (Level 19) - Pierce the ground with your blade, creating a shock wave that deals (303% - 492%) damage to 5 enemies within 2.25 m. This skill attunes with your Flame, Frost, and Storm sigil skills. While casting this skill Runeblade is immune to knockback. It consumes 45 spirit.
Flame variant – Deal (257% - 410%) fire damage to 5 enemies within 2.25 m range. Spews forth a pillar of flames that deals (224% - 359%) fire damage to 5 enemies within 2.25 m each second for 5 seconds.
Frost variant – Deal 682% ice damage to 5 enemies within 2.25 m. Icy shards deal an additional 255% ice damage to 8 enemies within 1.5 m. Damage dealt by shards is based on your magic attack. You become immune to knockback while casting this skill.
Storm variant – Deal (180% - 297%) electric damage to 5 enemies within 2.25 m. After that thunderstorm starts, dealing (72% - 117%) electric damage four times, once every 0.2 sec to 5 enemies within 2.25 m range. The last thunderbolt deals 396% electric damage to 5 enemies within 2.25 m. The damage dealt by storm and bolts is based on your magic attack.
Illusory blades (active) (Level 25):
Throw five arcane blades, one per second. Blades fly at the closest enemy within 7.5 m range, dealing (113% - 176%) damage. It consumes 15 spirit.
Blade Chasm (active) (Level 43): Charge forward 7.5 m piercing the ground with your blade to deal (53% - 89%) damage to 5 enemies in your way. The rupture explodes dealing (106% - 178%) damage to 8 enemies in your path. Then the split explodes, dealing (106% - 178%) damage to 8 enemies in range. This skill attunes with your Flame, Frost, and Storm sigil skills. It consumes 40 spirit.
Flame variant – Deal (53% - 89%) fire damage to 5 enemies. Trail of fire deals (52% - 88%) fire damage to 8 enemies in range every 0.5 second. The trail's damage is based on your magic attack.
Frost variant – Deal (53% - 89%) ice damage to 5 enemies in your path. Ice shards burst from rapture, dealing (94% - 148%) ice damage to 8 enemies within 1.5 m. The shards' damage is based on your magic attack.
Storm variant – Deal (83% - 137%) electric damage to 5 enemies in your way. Thunderbolt animation trail behind 0.5 sec later, dealing (573% - 942%) electrical damage to 5 enemies in range. The thunderbolts' damage is based on your magic attack.
Blink (active) - Teleport yourself to the closest enemy within 6 m range. In case of no enemies around, teleport 3 m instead. This skill cancels other skills. You are immune to knockback while using this skill.
Rune Balance (passive) - Your training gave you the ability to absorb 1 spirit every 0.1 second and increases your intelligence by 70% of your strength.
Flame Sigil (active) (Level 10) - Fuse a fire rune to your blade that lasts 240 seconds, increasing fire damage by (2% - 20%). While active, specific skills become fire skills.
Frost Sigil (active) (Level 22) - Fuse an ice rune to your blade that lasts 240 seconds, increasing ice damage by (2% - 20%). While active, certain skills become ice variants.
Warding Rune (active) (Level 28) - Create a shield that lasts 9 seconds, increasing physical and magic resistance by (10 – 100). This skill attunes with your Flame, Frost, and Storm sigil skills.
Flame variant – Reduces fire damage by (1% - 10%). Every 0.5 second deals (36% - 54%) fire damage to 5 enemies within 3 m. The flame shield damage is based on your magic attack.
Frost variant – Reduces ice damage by (1% - 10%) and absorbs damage up to (3% - 12%) of your max health. It cannot be combined with other barrier effects.
Storm variant – Reduces electric damage by (1% - 10%). Every second, lightning strikes the closest enemy within 6 m range in front of you, dealing (102% - 174%) electric damage to 3 enemies within 1.5 m. The lightning's damage is based on your magic attack.
Rune Focus (passive) (Level 31) - As a member of Jibricia Sect, you have the knowledge to unlock the power of your rune magic. While Flame Sigil is active, your max health increases by (1% - 4.6%), and fire damage increases by (1% - 6.4%). While Frost Sigil is active, your defense increases by (1% - 4.6%), and your ice damage increases by (1% - 6.4%). While Storm Sigil is active, your evasion increases by (1 – 4), movement speed increases by (1% - 10%), and your electric damage increases by (1% - 6.4%).
Storm Sigil (active) (Level 34) - Fuse an electric rune into your blade that lasts 240 seconds, increasing electrical damage by (2% - 20%). While active, certain skills become their electric variants.
Blade Mastery (passive) (Level 37): Pelgia Sect trained you well in ways of swordsmanship. Increases your weapon attack by (1% - 6.4%) when you equip a blade.
Elemental Potency (active) (Level 40) - This secret technique passed on you by Master Ishura allows you to amplify your rune power. Increases fire, ice, and electric damage by (2% - 20%) for 10 seconds.
Honing Runes (active) (Level 46) - Creates square around you based on 9 runes. Allies, who touch these runes gain (2% - 20%) critical damage for 180 seconds. It increases your critical damage by an additional (1% - 10%).
Due to the dual nature of Runeblade, there is no simple chart showing the priority of statistics on gear. But there's a common opinion that overall priorities should look like this: Piercing > Physical Piercing > Critical or Total Damage > Boss Damage > Strength > Critical Damage.
Piercing is, without a doubt, the most important stat in building characters in case of almost all classes, if not all classes.
Physical piercing is also important, but not as much as normal piercing and in certain situations, can be weaker than a lot of the other stats listed below.
Crit and Total Damage. These two stats are equal in importance as they both provide sizable DPS increases.
Boss Damage is next on the list because of a lot of the current content, where DPS and damage numbers matter, gravitates around fighting bosses like the Fire Dragon raid. So boss damage is a direct increase in DPS in those kinds of situations. For all other content that doesn't involve bosses, disregard this stat.
Strength and Critical Damage are final. Strength stands over Critical Damage for two reasons: Unless you build towards it, you don't see much critical until later parts of the game, and strength gives a ton of useful stats thanks to passive.
In this Maplestory 2 Runeblade build, you will be using Echoing Blade as your main way of an attack. When you get low on Spirit Points, use Flurry in order to recover, and use Impact while on cooldown.
Keep in mind that Echoing Blade is a special skill. You have to stand still while using it, and you can't use other abilities during it, or it will cancel them. Luckily, you can spam attacks with Echoing Blade, and it won't cancel itself. Instead, it will go right into another Echoing Blade.
It means that you should never put Echoing Blade in macro with other skills, only use it on its own.
You also don't want to cancel it by casting Flurry or Impact too early. When you get low on Spirit Points, or when Impact is coming off cooldown, just stop using Echoing Blade. After that, wait for one second, then use Flurry or Impact before continuing Echoing Blade.
Whirling Blades Build
It is similar in use to Echoing Blade, except you will be using Whirling Blades as your primary way of attack instead, but still use Flurry as a mean to recover Spirit Points and Impact while on cooldown.
This build only works well with Storm Sigil. Fire Whirling Blades costs too much spirit, and Frost Whirling Blades does significantly less damage than Electric ones.
Whirling blades will use more spirit than Echoing Blade, so you must use Flurry on more occasions. At fully loaded Spirit Points meter, you can use Whirling Blades 3 times before running out.
This build utilizes Elemental Potency as its base. It causes you to lose 3% elemental damage passively but compensates you with 20% during the buff's period. Great for burst damage and works for either Echoing Blade or Whirling Blades – your choice. If you use Whirling Blades, you'll have to take a few skill points from either Flurry or Honing Runes.
A character with this build does a really decent amount of damage and more or less show its prowessin any fight when you need burst damage.
That should do when it comes to knowledge about the Runeblade in MS2. We hope that having all this knowledge humbly presented, you hit the top of the tops of MapleStory ranks in no time. And hey, PS. - it's Runeblade. Not Runeblader, Rune Blader, or some other BS Google tells you, but Runeblade. Keep it in mind.
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