Recommended Maple Planet Job: Hero Aran Skill Tree Guide

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Recommended Maple Planet Job: Hero Aran Skill Tree Guide

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Hello, this is Game Sky.

It has been a while since I last covered Maple Planet. I also feel like it has been quite some time since I last logged in, mainly because I have been busy lately and have not had much time to play. This time, the class we will be looking at is Aran. Aran is a hero-type job built around the concept of awakening after being sealed in ice for a long time. It was already released in Rona World, and now it has also arrived in Maple Planet. So in this post, I will go over the Maple Planet Job Recommendation: Hero Aran Skill Tree.

Let us get started.





Contents

  • 1st Job

  • 2nd Job

  • 3rd Job

  • 4th Job

  • Closing




1st Job

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Double Swing 1 → Combo Ability M → Double Swing M → Polearm Booster M

For the early levels, start by putting 1 point into Double Swing, which is Aran's basic attack skill. However, the real core of the class is Combo Ability. Because of that, it is more efficient to max Combo Ability first so you can secure both attack and defense. After that, you can max Double Swing as your main damage skill.

2nd Job

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Triple Swing 1 → Polearm Mastery M → Triple Swing M → Combo Smash M → Combo Drain M → Body Pressure M → Free Distribution

From 2nd Job onward, the main point is to secure the final Swing upgrade and your key utility skills as quickly as possible. This is also the stage where combo-based skills such as Combo Smash and Final Charge become available. In particular, Combo Smash is almost essential for training. Personally, I do not recommend Final Charge very highly. Compared to Combo Smash, it tends to be much less favored.

3rd Job

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Full Swing 1 → Combo Fenrir 1 → Full Swing M → Combo Critical M → Combo Fenrir M → Snow Charge M → Final Toss M → Smart Knockback M → Rolling Spin M

After reaching 3rd Job, it is better to prioritize passive skills and buffs first, since that makes training more efficient. You also gain a new combo skill, Combo Fenrir, which reduces your reliance on Combo Smash. On top of that, skills like Rolling Spin and Final Toss give you more ways to attack. Snow Charge is also worth noting, since it changes your attacks to the ice element and is very effective against monsters weak to ice. Because of that, it is a good idea to train in maps with many fire-element monsters that are weak to ice. For example, a hunting ground like Battlefield of Fire and Darkness should work very well.

4th Job

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Overswing 1 → Final Blow 1 → High Mastery M → Overswing M → Final Blow M → Freeze Standing M → Maple Warrior M → Hero's Will M → Combo Barrier M → High Defense M → Combo Tempest M

From 4th Job onward, you will need Mastery Skill Books. If you do not have the Mastery Books, you can invest in the skills that are available by default first. However, if you have already secured all of the Mastery Books, then the goal is to maximize the damage of your basic attack combo chain.

Closing

Today, I went over the Maple Planet Aran skill tree. Aran is classified as a warrior-type job, and true to its hero title, it feels like a class whose skills are designed very well around its concept. If you enjoy this kind of warrior-style class, I would recommend giving it a try.

This has been Game Sky. Thank you!


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