Who am i?

A few starting words about the class in general before we get into it. You can probably skip this unless you are completely new to the class, this is for new players and people thinking about playing a maewha.

Skills and Skill-addons

Preawakening skills

Retaliation:

Divider:

Backstep slash:

Blind Thrust&Backstab&Blind Slash:

Ultimate nemesis slash:

Maewha's Will:

Chase:

Whirlwind cut:

All kicks:

Carver:

Decapitation:

Dragonbite&Dragon Claw&Lunar slash:

Chaos Red moon:

Blooming:

Tigerblade:

Stub Arrow:

Precise martial arts:

Sword training&Manuveur training&Infinite Mastery&Skilled Hunter:

Awakening skills

Awakening: Maewha's Kerispear:

Full Moon Wall:

General Apricot:

Sleet Steps:

Kerispear Training:

Tenacious Edge:

Petal Drill:

Moonrise:

Sticky Snowflake:

Frost Pillars:

Petal Bloom:

Royal Rage:

Oppression:

Stigma:

New Year's Eve:

Flow: Moonlight Dash:

Flow: Tip of an Iceberg:

Flow: Cloud Stab:

Flow: December:

Combo summarization, some tips and examples for pvp

Skill Addons



Grinding

Gear Progression

I PRI: Yuria Blade

I PRI: White Horn Bow

+14 Grunil Helmet

+14 Taritas Armor

+14 Grunil Gloves

+14 Taritas Shoes

Jarette's Ring

Jarette's Ring

Jarette's Earring

Jarette's Earring

Jarette's Necklace

Jarette's Belt

I PRI: Yuria Blade

III TRI: Sundo Kerispear

III TRI: Ultimate White Horn Bow

I PRI: Grunil Helmet

I PRI: Taritas Armor

I PRI: Grunil Gloves

I PRI: Taritas Shoes

I PRI: Red Coral Ring

I PRI: Red Coral Ring

I PRI: Blue Coral Earring

I PRI: Blue Coral Earring

III TRI: Bares Necklace

I PRI: Belt of Shultz the Gladiator

III TRI: Liverto Blade

III TRI: Sundo Kerispear

III TRI: Ultimate White Horn Bow

II DUO: Ultimate Grunil Helmet

II DUO: Ultimate Taritas Armor

II DUO: Ultimate Taritas Gloves

II DUO: Ultimate Grunil Shoes

II DUO: Mark of Shadow

II DUO: Mark of Shadow

II DUO: Blue Coral Earring

I PRI: Red Coral Earring

II DUO: Necklace of Shultz the Gladiator

II DUO: Belt of Shultz the Gladiator

III TRI: Liverto Blade

III TRI: Sundo Kerispear

III TRI: Ultimate White Horn Bow

III TRI: Ultimate Taritas Helmet

III TRI: Ultimate Taritas Armor

III TRI: Bheg's Gloves

III TRI: Ultimate Taritas Shoes

II DUO: Mark of Shadow

II DUO: Mark of Shadow

II DUO: Blue Coral Earring

II DUO: Red Coral Earring

III TRI: Necklace of Shultz the Gladiator

III TRI: Belt of Shultz the Gladiator

III TRI: Kzarka Blade

III TRI: Dandelion Kerispear

III TRI: Nouver Horn Bow

III TRI: Giath's Helmet

III TRI: Dim Tree Spirit's Armor

III TRI: Bheg's Gloves

III TRI: Muskan's Shoes

II DUO: Mark of Shadow

II DUO: Mark of Shadow

II DUO: Blue Coral Earring

II DUO: Red Coral Earring

III TRI: Necklace of Shultz the Gladiator

III TRI: Belt of Shultz the Gladiator

IV TET: Kzarka Blade Black Magic Crystal - Carmae Black Magic Crystal - Precision

IV TET: Dandelion Kerispear

IV TET: Nouver Horn Bow Awakened Spirit's Crystal Magic Crystal of Infinity - Critical

IV TET: Giath's Helmet Black Magic Crystal - Harphia Black Magic Crystal - Harphia

IV TET: Dim Tree Spirit's Armor Magic Crystal of Infinity - Evasion Magic Crystal of Infinity - Evasion

IV TET: Bheg's Gloves Black Magic Crystal - Precision Black Magic Crystal - Valor

IV TET: Muskan's Shoes Black Magic Crystal - Hystria Red Battlefield Crystal: Adamantine

III TRI: Ring of Crescent Guardian

III TRI: Ring of Crescent Guardian

III TRI: Red Coral Earring

III TRI: Red Coral Earring

III TRI: Ogre Ring

III TRI: Basilisk's Belt

*No innocent berserkers or fish were hurt or killed during the production of this guide

None of your business. No but jokes aside, just for the sake of credibility (and to stroke my e-peen) i am a level 60 maewha playing on and off on EU servers since beta. I started playing more hardcore as soon as maewha came out because i loved the class. While i am not playing in a siege guild nor do i consider myself exceptionally good at maewha, i still feel qualified to do an updated guide since the class is really lacking one.Maewha is a high mobility, high single target burst class. She is designed to get in and out fast and get places faster than other classes. You are not supposed to tank nor to fight multiple people at once (unless you outgear them heavily). You are going to delete people but you are deleting them one at a time. In nodewars this means you are great for scouting, going for the backline or cannons and in general being a huge annoyance. As most classes maewha wants to get level 60 to get most of her skills to max rank but her powerspike is at 58 where you unlock her 2 most important flows. Without these you are not going to do much in pvp. The class is also kind of gear dependant, you are not going to be able to delete people with low ap like warrior or wizard. Her greatest strength is also her greatest weakness. Since all of her awakening skills are frontal cones except for a few very small aoe's, her grinding speed is one of the lowest of all awakened classes. However given the right circumstances it can be quite decen but I will talk more about this later. I am telling you all this just so you guys are aware that this is not an easy class, it has it's struggles and especially coming from other superior classes you might get frustrated early on. That said i do think the class is really balanced in pvp and while i wish they would buff her pve a tad, it's still managable. And last not least to me this is by far the most enjoyable class in the game. I tried every class except for warrior and zerker and got quite a lot of them to 56 or higher but none of them managed to keep me as entertained as maewha does. Even though i am already going towards level 61 i find myself still having fun grinding with her. But now let's get to the topic at hand!First off remember that you can freely reset your skills if you are below level 56 so feel free to experiment around. You also get a free skill reset for a day after your awakening quest so don't have to do a full reset before 56 unless you want to save the skill reset.While not a useless skill i would not put any points into this unless you don't need them elsewhere. not a skill you should ever need in pve and in pvp you have your awakening block which is far superior.A good filler attack with amazing hp recovery if you put skill addons on it. Only downside is that it costs wp which makes it bad as a filler unless you are not having wp problems. While leveling to 56 i would put points in this but once you get your awakening you no longer need it. If you have free skill points however it's a nice panic hp recovery.You can slash 2 times by pressing "E" twice and after that can get a third hit with "lmb".Looks cool but is useless in pve besides adding in some smoothness. However in pvp it's not to bad as lethal skills demonstrated, you can use it to pull off a longer combo after an initial cc. While the damage on it is nonexistent it has a really nasty slow.Nope, nope and nope. All skills you don't really need for pve or pvp. The only decent one is blind thrust as you need it for some longer pvp comboes.For the sake of completeness, you can strike a second time with blind thrust if you "rmb" after "backspace".The only reason to put points into nemesis slash and one of the main reasosn to put points into blind thrust. It doesn't really do damage but it's a really good burst heal.Hold down the buttons for a longer cast.Max out as soon as possible since it gives you wp back.Max out as soon as possible and get it to ultimate as well. Infinite superarmor dashes are fun! Well...until you are out of stamina.Really bad damage, but good wp recovery. Don't put any points into it's addons.What are kicks? (that means ignore these)Good filler attack with decent damage and wp recovery. Put some points in it while leveling if you don't need them.Can create comboes with holding down "shift+lmb" and just "lmb" inbetween.And now we slowly get to the good skills. Decent aoe and decent damage. Not your main priority but do put points in it when you can, it often can finish off stray targets after red moon.Get those asap. They not only are great single target damage with fairly low cooldowns but they also look absolutely sick.Welcome to grinding as maewha pre awakened. This is your main clear ability as it's your best damage dealer and only good aoe. This is your number one priority to level up and use. Put points intoaswell, it will deal the whole damage of red moon once more in a much shorter time although in a smaller area. It's a really great damage tool but with a long cooldown so use it wisely. Beware though this skill has no frontal guard or superarmor. In pvp it will get you killed unless you are in a 1v1 and your opponent is cced.is pretty useless as it only adds a movement speed slow and not a good one either.is not to bad for pve. You can put it on a quick slot and use it right after red moon to finish off stray mobs.You can move around the camera while using red moon to focus it's main damage somewhere else since it hits hardest in front of you and does weaker damage on the sides and behind you.As soon as you can level this and it's addondo it. It's a great damage dealer, inflicts stun and with phantom inflicts really nasty debuffs on your opponent like draining wp/mana etc. This is an ability that you will actually use in pvp even after awakened. In pve use it on big targets, since it has a long cooldown.This skill has a looong animation. You can cancel it in various ways by pressing "shift+lmb+rmb" after certain abilities.The first one is straight out of chase:The second one is out of carver:And the third one is out of awakened chase (, with non awakened dash you can hold down w while doing the cancel, you can NOT do this with awakened chase:While this stance is suuuuper cool it is unfortunately utterly useless except for one purpose. While in tigerblade stance you have no stamina costs on your dash. This makes it really good if you want to get somewhere fast or run away and don't care about wp costs like in nodewar. You can also ani-cancel your dash by holding down "directional key+rmb" and spamming "e" inbetween (this will burn wp like hell):Useless in pve, sometimes usable in pvp. Unlike musa, maewha does not really need stub arrow to engage plus it is unreliable, we can't use it out of awakening and it makes you vulnerable so i only use it exceptionally in some duels. The one you want to use isand if you use it getaswell.andare useless.Put stub arrow on a quick slot because you WILL instead use chase on accident otherwise.Good passive, especially for pvp, do get!You do want to max these out but they do not take priority over leveling skills like red moon while leveling. However after awakening these take priority.To some this might already be obvious but you want to get all awakening skills, they take priority over all non awakening skills. The only one that is not super necessary to level up isas it's an autoattack you rarely use. That said let's get to a more in depth skill description:This is just how you change to awakening form. However if you just press "c" you will get an animation that while pretty is also quite long. You can skip it in various ways. In combat there are several skills from which you can smoothly switch to awakened or blade form to which we will get later. If you just want to switch inbetween use "any directional key+c":This is a so called "block". You press "q" and enter a defensive stance where you will block incoming frontal attacks. However attacks from the back or sometimes even from the side will damage you and be able to cc you. People can also just grab you through it no matter which direction. And last not least when you get attacked the game displays a shield with a little number inside which tells you how close your block is to breaking. If the enemy attacks into your block often enough it will break and you will stop blocking. To refill your block you have to stop blocking. How much damage your block can take depends on your DP. Maewha is not really supposed to just stand in block and tank damage. Usually you just use it to recover stamina inbetween dashing or to bait out enemies moves and leave block as soon as they start attacking you. Getting hit while blocking also recovers a lot of wp so you can use that in pve if you are bringing no pots. You can useandright out of block without disabling it as shown further below.This is your "go ham" skill. It's a buff on a long cooldown that should be used wisely. It is pretty bad compared to other classes awakening buff but it still has it's uses. If you plan to jump into a group of enemies to use your black spirit rage always use this buff beforehand! It's attackspeed buff speeds up the animation of bs rage quite a lot.A great mobility skill that gives you an iframe but only if it's off cooldown so you have to use it careful. You can still cast it while it's on cooldown but you will be completely vulnerable. Usually in pvp you never want to use it if it's on cooldown unless your enemy is cced or you are sure he won't be able to catch you while you are using it. You can also do some neat tricks with sleet steps by moving your camera while using it. That way you will move into that direction instead of going in a straight sideways line. You can use this to get behind your opponent which is vital for getting a cc in since all of our skills are getting blocked by frontal guard. Sleet step also gives you a 12% crit buff which is why you want to use it in a combo early if possible.This is the only skill that you don't necessarily have to max out if you are low on skill points. It's just a normal autoattack to regen wp. Although if you do it right out of awakening chase it's a knockup :Same goes for switching to awakening out of blade chase:A really good filler skiller and good damage skill overall. It also gives hp back on second hit and wp on the third which leads to some decent sustain in pve if you use it off cooldown. While not on cooldown it has frontal guard which makes it a decent skill to try and catch your opponent offguard since it applies stiffness. It also has down attack damage so i usually use it to finish off opponents on the ground if they survive my full combo or if i have cooldowns. If you useright afterthe animation is speed up:One of the key skills of our kit. Probably our most important skill. Landing good petal drills is one of the things that defines a good maewha player. This is a gapcloser with superarmor and a stun on hit. Just let that roll of your tongue. Oh it also has 100% crit rate. You ALWAYS want to hit this on your opponent, it's absolutely crucial not only because it's a great initiator but you also want to use it if you land a different cc because you need the stun to get your combo off. For PvE this skill is also great to initiate camps. You can useright after without switching weapons which is actually the main combo you want to get in first while initiating a mob camp until you unlock your level 59 flow. It also gives a good amount of wp back:afterYou can use petal drill right out of yourout ofout ofyou can also useright after petal drill:A key pve skill which has multiple casts. If you just press "s+f" once you will only perfom a little stab that is pretty weak. It has no superarmor or frontal guard which means it's a nono to randomly use in pvp. However it does apply stiffness and recovers WP and it kind of has an aoe. If you continue to hold down "s+f" after the initial stab you will perform 2 additional hits that are far superior to the first one. They have superarmor and apply floating and sometimes they can even knock down your opponent. Like other on cooldown usable abilities these benefits are not provided if the skill is on cd and the damage will be reduced as well. In pve i like to cc the camp first withand then finish them off with. You want to finish the mobs with moonrise because it otherwise pushes them away from you:This skill is pretty meh until you get it to max rank (level 60). It can be used as an alternative start to the second and third hit ofby starting with "w+f" and then holding down "s+f" right after. You have to be pretty fast on the timing though. The problem with this skill is that depending on rank it has lower damage than the startup ofor barely higher one. While it does apply a bleed and movement speed slow, it's animation is slower than that ofwhich can ruin your combo if you are to slow or lacking in attack speed. It also has no frontal guard or superarmor. I think it's personal preference if you use this as a startup or not. However if you can not kill your opponent in one combo (which you should always be able to as maewha, otherwise you are probably outgeared) you should usebecause it hinders your opponent from running off and potting back up. In pve i almost never use this skill because unlikeit does not give back wp.This skill offers great damage, frontal guard, a crit rate buff and a knockdown. And it's spammable on cooldown (again usual deficits). Only downside is the long animation. Or is it? If you use it right after the final hits ofyou will cancel most of the animation. Using this combo provides a great damagedealer that can be spammed in pve if necessary and is part of our main combo in pvp.normal animation:cancel:cancel:One of our main burst damage skills. You can either charge it up to increase it's damage by holding down "shift+rmb" or release the keys immediately for a quick cast. You have super armor while stabbing however while charging you only get frontal guard. You can actually use this to bait your opponent by charging up and when they try to attack you from behind you can turn around and release the charge like this:Sinceknocksdown your opponent this can serve as a decent initiation. However i also like to use it after my opponent is already on the ground since it has downattack bonus damage aswell. This skill is on quite a long cooldown though, so be aware of that. In pve i like to use this skill for bigger camps with tougher mobs since it's frontal cone is quite big. You can usually useto finish off mobs on the ground.This skill is basically a counterattack which you use by pressing "lmb" while in block stance. It applies a stun and has forward guard but if you are fighting anyone that kind of knows what they are doing they won't fall for this skill. At least not twice. Reason is that if someone rushes your block head on, they most likely have super armor or frontal guard active unless they are stupid. Personally i always just get grabbed when using this skill. However you can cancel the animation by using chase right afterwards and it provides a 10% attackspeed bonus so i like to use while dashing around looking for an engage. You can also use this in your combo if you need a stun and bothandare on cooldown. In pve you only use this if you are already recovering wp with block anyways.This a small aoe shout that does very little damage but inflicts stiffness and reduces target dp. I know it's very tempting to try and dash to your opponent and try to hit them with it but since you have no frontal guard or superarmor while using it you will probably get cced. I like to use this in the beginning of my combo if i have the time since it lowers dp. In pve it pulls mobs together however the pull is nowwhere near valks pull but it has it's situational uses.This skill is pretty whatever in pve however it is one of our key skills in pvp. It applies stiffness and has frontal guard so you can try to catch your enemy with it by chasing towards them and then using stigma to create space again and hopefully bait out a skill. You can also cancel theanimation with. Press "f" really quick afterto only stab without doing the backstep animation. Combining this with thecamera movement provides for a great initiator. You can also apply the same camera tricks fromto stigma however be careful to not get catched sinceonly has frontal guard:This skill can be used after any kind of stab so it usually serves as getting some extra damage in. It also applies stiffness so you can use it to prolong a cc. However it has no frontal guard or superarmor so be careful. In Pve i rarely use this since it eats wp like candy. Here is a video showcasing after which skills you can useand after which not:Now we get to the flows. This one unlocks at 57 and is basically just some extra damage and smoothness afterIt has superarmor so it's fairly save to use. There is really not much to say about it, you usually want to always use it afterby pressing "lmb".Two words. Big. Damage. This skill unlocks at level 58 and greatly increases your damage in pvp. You use it by pressing "f" afterwhich makes the already great combo ofintoeven better. Since this skill can also knockdown, you have a very high chance to knockdown your opponent by using this combo. However be aware that it has quite a long cooldown and no superarmor or frontal guard.Moving on to more good stuff. This skill also unlocks at level 58 and provides you with a second heal. You use it by holding (!!) "lmb" after. It does not matter which hit of, you can use it immediately after the initial stab. It does subpar damage in pve so i usually only use it to heal there. However it haswhich means it hits really hard in pvp. It also has frontal guard, making it quite safe so i like to use it if i am confident that i can quickly burst down someone without using the full combo. It can also knockdown your opponent however that is quite rare in my experience. Usually it just applies floating. Be aware though that this is your longest cooldown so use it wisely.If you hit someone's block with this you will still regain hp!This skill unlocks at level 59 and it's usefulness relies almost entirely on your damage output. You use it by pressing "lmb" right afterwhich drastly improves your grinding speed if you can oneshot a whole camp by doing this. However if the flow is not enough to finish off the mobs it becomes awkward because it pushes them away from you. In pvp this skill has great situational uses. Since it knockdowns i don't want to use it if i know that the stun ofgot my opponent because i would not be able to get my moonrise combo off first before knocking them down. However this flow has superarmor and is an aoe which makes it great for trading hits or in fights with more than one person. You can jump in, possibly get a knockdown on several people and dash out again to let your teammates finish them off.Pvping as Maewha involves a lot of dashing around trying to find a window or baiting your opponent by sitting in block or using other skills. Usually you get a cc in by either:1. Landing a good petal drill2. Getting behind your opponent with sleet step+stigma cancel3. Baiting them with stigma/blockUsually in that order aswell. Once you land a cc you perform the usual combo. Sometimes you will have to improvise on your combo if you have cooldowns but that usually should not happen. Just remember that you want to chain cc's by hitting either a stiffness or stun first, then use a stiffness or stun depending on what you already hit and after that knockdown your opponent.petal drill>sleet steps+stigma cancel>oppression>moonrise+frostpillar cancel>iceberg flow>petal bloom>moonlight dash flowIf you hit a stiffness as initial cc with stigma for example, use petal drill afterwards and proceed as usual (skip oppression). If you still have time or your opponent barely survived use tenacious edgeYou don't have to use the stigma cancel after you hit them with a stun (sometimes you won't have the time to) but it adds some extra damage, gives you the crit chance buffs and gets you behind their back for extra backattack damage.petal drill>moonrise+frostpillar cancel>iceberg flow>petal bloom>moonlight dash flowpetal drill>sleet steps+stigma cancel>oppression>moonrise+frostpillar cancel>petal bloom flowTenacious edge>frost pillar>iceberg flow>petal bloomI am not a big fan of this combo since randomly using tenacious edge in a fight trying to cc your opponent feels clunky and is pretty slow plus it kinda leaves you locked in an animation while you only have frontal guard. As you can see in the gif it also makes positioning a bit weird.block>royal rage>petal drill>sleet steps+stigma cancel>moonrise+frostpillar cancel>iceberg flow>petal bloom>moonlight dash flowblooming> backstep slash> switch to awakeningYou can try to bait your opponent by dashing towards them so they might try to hit you with something, then dash away again to dodge it and try to catch them with blooming afterwards:Let me just make clear that this combo is basically only for arena and is honestly completely overkill but it looks really sweet and if you are lacking damage to kill your opponent with a normal combo this might do the trick. It's also kinda risky because if you don't have enough attackspeed or are to slow, your opponent will come out of the cc before you are finished.petal drill>stigma cancel>oppression>switch to blade>chase into blind thrust>blooming>backstep slash>switch to awakening>moonrise combo or petal bloomIn fights with multiple people you often will not be able to perform a full combo. This here is a full superarmor combo that is very fast and what i mostly use in nodewars or rbf unless i am alone with my opponent:Petal drill> december flow> petal bloom> moonlight dash flowAnd this here is a perfect example where i baited my opponent by sitting in block:I sat in block until the ninja tried to jump towards me and get behind me. Then i chased straight out of the block to dodge it (first chase is iframe), performed a sleet step+stigma cancel to turn around and cc him from behind and then killed him with a normal combo.These are the skill addons i use however these are optimized for pvp and the preawakening ones are far from perfect but rather my own preferences.Since this is one of the only blade skills you still use in pvp i put the in my opinion best skill addons on it. The attack speed is really nice because blooming is a stun so if we hit it we want to get our combo off as fast as possible afterwards. While leveling to 56 you probably don't even want to awaken this skill because you don't use it that much while grinding however skill addons for grinding to 56 don't really have to be optimized considering how fast you get there nowadays. Just make sure to get this one last.Since this is your most used grinding skill you want to awaken this first and get some extra damage done. I went for the hp per hit as second add on here because red moon hits quite often and since you use it so much this really works wonders for your overall sustainability. If you feel like you are doing fine on that front go for something else.Now this skill addon is highly situational. It's only use is to regen hp as fast as possible. Since i really don't use any other blade skill often enough i went for this for emergency situations for example if i am fighting for my spot and am close to dieing i can dash away to a mob pack and regen hp by spamming this real quick. I guess you could awaken backstep slash but usually i don't use the long combo that contains it in pvp because i can kill my opponents without it. While leveling to 56 you could awaken this or decapacitation with some extra damage. As i said it's really not that important at that point.Now i will start with the most important one. 30% crit rate for 9 seconds. Ooooooh boy. And that on one of our key skills in pvp? Sign me up. This is an absolute no brainer pick and what you should go for first. The second choice here is debatable, i like the pain damage as it's quite high and prevents opponents from potting back up a bit. Honestly the other choices aren't really that great.Just like with blooming we go with attack speed here since it's a stun. Since this skill is also sometimes used for trading damage with superarmor skills the 20dp bonus is really nice. I would awaken this second but it's a tough choice since you only really start doing the superarmor trades with level 59.Since this skill is basically always used at the start of our combo a 20% crit buff and pvp attack buff is a really nice damage boost. Buffs on other skills might be better but you always have to consider that they don't really matter if they are used at the end of our combo.Personally i always think it's a bit difficult to explain somebody else how to grind with a class because that is something you just have to learn yourself. After you've done a few rotations at sausans for example you will get a feel for the spot and the skills you should use for what mobs etc. However i will try to give some insight:1. Usually you want to engage a camp withand follow up with an instantunless you are 59.2. For bigger camps with harder mobs you can also start with petal bloom.3. After you did one of these engages, still standing mobs should be attacked with the4. Now most mobs that are still alive should be laying on the ground so you can just finish them off with5. If there are still stray mobs around at this point that you want to kill, you should haveback off cooldown for them.6. If there are packs in your rotation that have a lot of stray mobs usefirst to try and group them up a bit.7. I personally do not use the 100% black spirit rage skill but instead get the attack speed buff from the rage absorption. Reason for that is, that i can usually kill packs faster without the long animation of bs rage and the attack speed buff speeds up your animations a lot. This depends entirely on your damage, you will have to test yourself if you clear a pack significantly faster with bs rage. However if you want to use bs rage, the most beneficient way is on the largest pack you can find since the skill has quite a huge aoe (as most maewha "aoe's" it hits hardest in front and weaker to the sides and back).Now to the most important part of grinding with maewha. Spot selection. Our grind speed is actually not to bad if you have a rotation where there are a lots of small packs. For example grinding on mainspot at sausans is just awful as maewha because the packs are so huge and full of stray mobs. However this backspot here is perfect for us:I suggest grinding here until level 57 and 150 ap. After that you have mostly 3 choices. You can either stay at sausans, go to bashims or go to pirates. Personally i am not a fan of grinding pirates as maewha but i am also not a fan of pirates in general (doesn't mean it's a bad spot, i just don't like going there). Unfortunately this also means i do not have any tips for grinding there. As for bashims, the spot is full of small mob packs meaning it's perfect for us. However while the exp is really good at bashims, the money is quite bad and you are probably still at the point where you really need money. You can of course always go to a different grind spot especially since these are quite popular ones but that also means these are some of the best ones.Once you hit 58 and get around 170-180 ap and at least 200 dp you can go to the in my opinion best spot for maewha: Gahaz Bandits. This grind spot also consists of lots of small mob packs, offers about the same exp as bashims and way better money. Since i hit 58 i grinded here to the point where i am now. Here is a video of my favourite spot right after exiting shakatu. I am fast enough that i sometimes have to wait for spawns, it only has little already grouped up packs that i can kill without aggroing other ones and it also has 3 elite spawns.After that point i honestly think you should still stay at gahaz. I tried pila ku but it's not efficiently doable as Maewha unless i am doing something super wrong. Sulfur is alright but it's very far away from the nearest town with blacksmith etc so you would need maids to go there. And even then still feel like i make more money and xp at gahaz with my stats. Centaurs might be decent now but i haven't given them a try yet. Personally i will stay at gahaz while grinding to 61 unless kamasilve offers something better.If you are a new player you will be getting a free full set of jarette acessories. Those should be exchanged only if your new accessories will give you more than 33 ap since testing has shown that the set bonus of jarette's is equal to roughly 6 ap. Getting your main- and offhand to pri is your first priority, always failstack on your armor first and then try to upgrade your weapons. This is more important since it improves your killspeed and a lack of dp can always be played around. We are getting a yuria instead of a liverto because the liverto is to expensive for a new player at the beginning. However upgrading the yuria above pri is a waste of money. It makes more sense to spend the money towards your awakening weapon since the real grind/game only starts once you get it anyways. A point can be made that this build lacks accuracy considering we are going for a full ap offhand but we can't participate in pvp anyways at this point in the game and the accuracy is enough for grinding. Also the full ap offhands that classes like maewha have are just to damn good, The 2 piece taritas will give you a 100 WP bonus which is invaluable on maewha. Make sure to get a grunil helmet and gloves for the 5 ap bonus. If you take 2 other grunil pieces it won't work.This is what you should be aiming for as your first goal. Do not exchange your jarette set until you have your awakening weapon and offhand at tri, they take priority. Also somewhere in the process you should ultimate your white horn bow with an ultimate weapon reform stone. This has a 100% success chance and gives you some "free" extra stats.The accessory set here will give you 37 and 8 dp at a reasonably price. Red coral rings are insanely cheap for their basic stats however their scaling is really bad so we won't upgrade them above pri. Blue coral earrings while giving one less ap than witch earring are a lot cheaper. We will keep upgrading these along the way however at least one red coral earring is advised once you start getting into pvp. The Tri Bares necklace is also really cheap to make if you use cron stones for it but we won't upgrade it past tri. The gladiator belt however will be upgraded and kept until you get a best in slot belt. You can already buy/upgrade your awakening weapon before getting the awakening so make sure you do that so you can equip it right away. Green awakening weapons can be bought at the weapons trader in Altinova next to the blacksmith.For this gear step you will have to make 2 decisions. First off you can either go for a tri liverto or you could skip it and go straight for a kzarka, the best in slot weapon. Those are acquired rather easily nowadays, they often go through bid phase and i don't think the preorder price is above 120 million. However the kzarka is a lot more expensive than the liverto while not giving to much of a benefit. So personally i think at this point the min maxing is not worth the extra money yet and you can always sell your liverto later albeit this can take a bit of time. If you have never enchanted a liverto before make sure to repair it only by using artisan's memory (400 loyalties or 50 pearls) together with an unenchanted liverto. Artisan's memory triples the amound of durability you get back on a blue item and will save you a lot of money when enchanting a liverto.The second decision is an easier one. If you plan on participating in pvp from time to time you need to start enchanting at least one red coral earring for the accuracy. However if you are sure you will play this game only pvewise then you can just stick with another blue coral and get that to duo. The reason why all armor is still duo here is because i don't think you should be actually aiming for enchanting it but rather keep failstacking on it and if it goes tri you won't be as mad as if you were failstacking on gear you are not wearing. This is the point where you should consider saving up 100 million at all times to be able to snipe boss gear off the marketplace.This is basically the "pvp ready budget set" that we are aiming for. Bhegs are an absolute must for pvp and also relatively easy acquirable. Preorder is probably like 120 million. Since while wearing it you lose the grunil bonus i recommend exchanging the grunil helmet for a third taritas so you get the accuracy set bonus. The gladiator accessories should be the first to be upgraded to tri since they give the most ap for the lowest price. Up unto this point gearing up was "easy" since we are not going for rare boss gear yet or trying to upgrade really expensive accessories to tri or higher.Now we get to the point were it's very unrealistic to plan to upgrade your gear just like these planners suggest. You are gonna get your boss gear when RNG decides to have mercy and the same goes for the expensive accessory upgrades we are going for next. After the previous gear step you should honestly just try to get your hands on what you can and not worry to much about specific upgrade steps, However here is the gear you should be ultimately aiming at besides full pen of course:The double red coral earring is necessary for maewha because she is really accuracy hungry. Most of her skills do either have low accuracy modifiers or none at all and in high pvp you can always expect your opponent to have a good amount of evasion. The combination of 2 rce and a basilisk give more ap and accuracy than 1 rce, a witch earring/tungrads and a tree belt. Why did i not go for this combo but enchanted a tree belt instead? Because i am dumb and they were cheap.I believe nouver is the superior offhand for maewha in pvp since it provides us with more ap to burst people and i did some tests with the kutum and honestly the extra dp do not matter, we are so squishy if we get cced we are dead anyways unless our opponent ****s up or has no gear. However that does not mean you should completely ignore kutum. If you can get your hands on one, go for it since it's better for pve (hidden monster damage) and it's always good to have both. However i would not advise upgrading the kutum to tet.The crystals represented here allow us to hit attack speed level 5 (really important to speed up animations) and criticial hit rate level 3 (i did some calculations and together with the buffs from stigma and sleet steps and various other sources this is enough to get us to 100% crit rate or very close at least).Movement speed is also another important stat for maewha since it speeds up our dash however i personally value the knockdown resistance more since knockdown always means death. I went for the stamina crystal with only 1 movement speed instead of the 2 movement speed crystal because i value the extra stamina more for longer dashing. Also in pvp i wear the "orwen travel clothes costume" (ingame craftable costume that can be transformed to an outfit) for an extra 2 movement speed bonus.I use one critical crystal in the offhand because it actually provides really decent damage buffs for it's price and it is a bit difficult to get your hands on awakened spirit crystal's sometimes. I think these are personal preference though.The armor crystals might surprise you but special evasion means all attacks like downattacks, critical hits, backattacks etc which is basically where most of the damage comes from at all times.Not much to say about the rest of the crystals and to be honest i think my crystal choices are far from perfect and usually everyone kinda goes for their own build here.