MapleStory/Magician: Difference between revisions

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(it's time to cleanup^^)
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;Pros:
;Pros:
* Can use element based attacks early (2nd job advancement).
* Can use element based attacks early (2nd job advancement).
* Very high MP level and regeneration.
* Very high Mana Point(MP) level and regeneration.
* Unlike Sins, Magicians can still use their ranged attack even when enemies are close.
* Unlike Assassins, Hunters and Crossbowmen, Magicians can still use their ranged attack even when enemies are close.
* Later on with mastered MP eater, they need very few MP potions
* Later on with mastered MP eater, they need very few MP potions
* Cleric, one of the second job advancement, is the least costly of all.
* Cleric, one of the second job advancement, is the least costly.
* Area Of Effect  skills  
* Area Of Effect  skills  


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===Is this the job for you?===
===Is this the job for you?===
Magicians are ranged characters that eventually become imbued with a specific element, dealing 150% damage to monsters weak to that element. Each job tree can get summons at the fourth job (3rd for Priests) and use Area of Effect attacks (though they are slow to cast).
Magicians are ranged characters that eventually become imbued with a specific element, dealing 150% damage to monsters weak to that element. Each of the 3 specialised Magician jobs can get summons at the fourth job (3rd Job for Priests) and use Area of Effect attacks (though they are slow to cast).


The first two attacking spells you learn are magic claw and energy bolt you must have at least lvl.1 on energy bolt to use magic claw. The first two defense skills are magic guard and magic armor you must have at least lvl.1 on magic guard to use magic armor.
The first two attacking spells you learn are magic claw and energy bolt. Your Energy Bolt must be at least level 1 to use magic claw. The first two defense skills are magic guard and magic armor and you must have at least 1 skill point invested into magic guard to use magic armor.


Magicians have the highest magic defense in the game, and have the most MP, however many magician skills sap away a lot of MP. To improve it further, all magicians get elemental resistance in the 3rd job, rendering them more resistant to element based attacks.
Magicians have the highest magic defense in the game, and have the most MP, however many magician skills sap away a lot of MP. Further enhancements include elemental resistance in the 3rd job, rendering them more resistant to element based attacks.


On the other hand, Magicians have the lowest weapon defence and HP in the entire game, making them prone to dying without their skill Magic Guard, which diverts 80% of damage taken from monsters to MP. However, MP pots cost twice the cost of HP pots.
On the other hand, Magicians have the lowest weapon defence and HP in the entire game, making them prone to dying without their skill Magic Guard, which diverts 80% of damage taken from monsters to MP. However, MP pots cost twice the cost of HP pots.


Many magicians depend on luck to don equipment and gain accuracy (0.3 acc per luk), but luck also decreases the amount of experience lost per death (minimum 5% experience lost upon death when luck is above 75, maximum 10% exp loss when luck is below 10. In some versions, the requirement is lower, 4 luck means 10% exp loss, 10 luck will grant the player 5% exp loss). However, adding luck reduces the number of points you can place in intelligence, which improves your attack (intelligence increases the damage output of spells, as each attack is primarily based off of a combination of Int and your wand's attack. Also note that 1 INT = 1 MA and 1 MD.). However, unlike the other classes, magicians rely on hands to hit monsters. Every AP added into Dexterity, Intelligence, and Luck earns you 1 Hand, so AP added in Luck has some benefits.
Many magicians depend on luck to don equipment, and it also grants them some accuracy(0.3 acc per luk), but luck also decreases the amount of experience lost per death (minimum 5% experience lost upon death when luck is above 75, maximum 10% exp loss when luck is below 10. In some versions, the requirement is lower, 4 luck means 10% exp loss, 10 luck will grant the player 5% exp loss). However, adding luck reduces the number of points you can place in intelligence, which improves your attack (intelligence increases the damage output of spells, as each attack is primarily based off of a combination of Int and your wand's magic attack. Also note that 1 INT = 1 MA and 1 MD.). However, unlike the other classes, magicians rely on hands to hit monsters. Every AP added into Dexterity, Intelligence, and Luck earns you 1 Hand, so AP added in Luck has some benefits.


Magicians are also able to use some of the status effects magical based monsters use, such as seal, slow, poison, dispel and freeze. Priest gain unbelievable party support skills, like heal, bless, holy symbol, dispel and holy shield, and even a GM skill called resurrection (which is pretty self-explanatory itself).
Magicians are also able to use some of the status effects magical based monsters use, such as seal, slow, poison, dispel and freeze. Priest gain unbelievable party support skills, like heal, bless, holy symbol, dispel and holy shield, and even a GM skill called resurrection (which is pretty self-explanatory itself).


In regard to Maximum and Minimum damage, Magicians deal very stable damage in contrast to the other classes, due to their mastery in every attack skill. (the mastery determines the minimum attack. For example, if your maximum attack is 100, and your mastery is 60% (norm for magician skills, except Quantum Explosion 80%), your minimum attack is 60, giving you a damage range of 60-100) However, magicians cannot deal critical attack, but more or less damage to monsters in accordance to their respective elements. (elementally weak monsters, 1.5 damage, similar element monsters, 0.5 damage)
In regard to Maximum and Minimum damage, Magicians deal very stable damage in contrast to the other classes, due to their mastery in every attack skill. (the mastery determines the minimum attack. For example, if your maximum attack is 100, and your mastery is 60% (norm for magician skills, except Quantum Explosion 80%, Bahamat 80%), your minimum attack is 60, giving you a damage range of 60-100) However, magicians cannot deal critical attack, but more or less damage to monsters in accordance to their respective elements. (elementally weak monsters, 1.5 times damage, similar element monsters, 0.5 times damage)


Magicians can also teleport pass monsters with teleport, and drain MP from monsters with MP Eater.  
Magicians can also teleport pass monsters with teleport, and drain MP from monsters with MP Eater.  


Magicians start off extremely weak in the game (unless you are playing EuropeMS or GMS), and start to gain power from lvl 8 through 35. After lvl 35, Magicians begin to show their powerful magic potential, with their elemental skills dealing massive damage to opposing elemental monsters (with the added boost of Meditation), and a decent damage range with non-elemental skills. Skills such as MP Eater and Meditation give the mage a boost in recovery and power, respectively, and are unbelievably helpful later on. Mages start to show their full potential from level 70, and rise through the ranks all the way beyond lvl 120, unleashing their fury with terrific area of effect attacks, which none but the Dragon Knights can oppose with ease. (Dragon Knights are such an irony. Their damage is superb, but similar to Magicians, except that their skills consume HP, They actually depend on clerics and priests, a type of magician, to train effectively. If only the brawler skill MP recovery, not the magician's type, was a party skill, so mages don't have to worry about Genesis/Ice Field/Meteo)
Magicians start off extremely weak in the game (unless you are playing EuropeMS or GMS), and start to gain power from lvl 8 through 35. After lvl 35, Magicians begin to show their powerful magic potential, with their elemental skills dealing massive damage to opposing elemental monsters (with the added boost of Meditation), and a decent damage range with non-elemental skills. Skills such as MP Eater and Meditation give the mage a boost in recovery and power, respectively, and are unbelievably helpful later on. Mages start to show their full potential from level 70, and rise through the ranks all the way beyond lvl 120, unleashing their fury with terrific area of effect attacks, which none but the Dragon Knights can oppose with ease. (Dragon Knights are such an irony. Their damage is superb, but similar to Magicians, except that their skills consume HP, They actually depend on clerics and priests, a type of magician, to train effectively. If only the brawler skill MP recovery, not the magician's type, was a party skill, so mages don't have to worry about Genesis/Ice Field/Meteo.)


Note : If there is no mastery gained, mastery is set at 10%. Warriors, thieves, bowman and pirate earn their weapon mastery in their 2nd job, and it grants them a permanent 60% mastery, with the exception of bowman, which grants them 90% mastery with their expertise mastery skill. Magician's mastery, on the other hand, is paired up together with the spell involved. The more skill points added into the skill, the higher the mastery. This gives magicians an advantage in the 1st job, as they gain mastery before all other classes do. However, from the 2nd job onwards, other's classes mastery apply to every attack regardless of the skill's power, but magicians has much lower mastery compared to the other classes in the lower attack skill levels. This places Mages at a slight disadvantage in the later levels.
Note : If there is no mastery gained, mastery is set at 10%. Warriors, thieves, bowman and pirate earn their weapon mastery in their 2nd job, and it grants them a permanent 60% mastery, with the exception of bowman, which grants them 90% mastery with their expertise mastery skill. Magician's mastery, on the other hand, is paired up together with the spell involved. The more skill points added into the skill, the higher the mastery. This gives magicians an advantage in the 1st job, as they gain mastery before all other classes do. However, from the 2nd job onwards, other's classes mastery apply to every attack regardless of the skill's power, but magicians has much lower mastery compared to the other classes in the lower attack skill levels. This places Mages at a slight disadvantage in the later levels.
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'''Lore note''': Grendel the Really Old once experimented with dark magic, and it was he who created the cursed dolls. The cursed dolls were later stolen by lupins, causing some of them to become zombie lupins.
'''Lore note''': Grendel the Really Old once experimented with dark magic, and it was he who created the cursed dolls. The cursed dolls were later stolen by lupins, causing some of them to become zombie lupins.
 
Proof: Arwen's cursed doll quest.
===Requirements===
===Requirements===
;For all versions
;For all versions
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