MapleStory/Magician/Builds: Difference between revisions

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{{Header Nav|game=MapleStory|custom={{MapleStory/TOC}}{{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Magician}}}}
{{Header Nav|game=MapleStory|custom={{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Magician}}}}
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==Stat Build==
== Statistic Builds ==
===Luk Build (Normal)===
=== LUK Build (Normal) ===
* '''STR''': 4
LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level (elemental staffs). When you level, put all points into INT. If you are not sure, press Auto Assign as this will take advantage of equipment stats as well. Even if you need LUK yo wear elemental staffs, at level 140, Hyper Luck is available and increases 50 LUK.
* '''DEX''': 4
* '''INT''': *
* '''LUK''': *
STR and DEX should be as low as possible, preferably a 4 in each, though up to dual 5 or 6/4 is acceptable.
INT and LUK are the main stats for the Magician, and as long as STR and DEX is 4/4, it doesn't matter what INT and LUK are.


LUK is only used for the Mage as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level. When you get to lvl ten make sure your LUK is 13 and to get your LUK to be as the description below, at every 5th level put all points into LUK and at the other levels put them into INT
INT is the Mage's main damage stat, as it adds to the character's Magic Attack. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL!  Some people cap their LUK at 4 or so and put all AP on INT after that.


* Level 10 -> 13 LUK
=== LUKless Build ===
* Level 33 -> 36 LUK
LUKless mages keep their base LUK at 4 and add all their AP to INT. At level 197 a LUKless mage will be unable to add more int past 999 base INT. At that point they add their points to LUK. with a ending stat distribution of 999 INT and 23 LUK at level 200.
* Level 50 -> 53 LUK


INT is the Mage's main damage stat, as it determines the character's Magic Attack. Also, it increases the Magic Defense of the character as well. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL!
If carefully built, a LUKless Mage has far more potential than a LUK mage, and costs less (unlike most other statless classes). The magic attack in a weapon is divided several times, and then added to determine your minimum and maximum damage with a given spell, rather than multiplied like the weapon attack in most other weapons. This renders LUK obsolete. Their max MP is also vastly greater at higher levels because INT is what determines how much MP a character gains at level up. Magic attack from weapons does not. But be warned: Elemental staffs require LUK to wear.


===No LUK Build===
=== Maker LUKless ===
Beginning stats should be
Maker LUKless have the benefit of both being able to wear mage equipment and be considered LUKless when they reach the highest levels of MapleStory.
* '''STR''': 4
They remain with the no LUK build until level 50, which is the lowest level that maker equips can reach, and then adding enough base LUK up to a maximum of 19 to wear level 50 equips. Using Advanced wisdom crystals to make the level 50 gloves and shoes they make equipment that offsets the amount of LUK they had to put into their base stat to wear. The shoes on average will be 8 INT and the gloves 8 INT also, offsetting the 15 AP Maker mages have to put into LUK.
* '''DEX''': 4
This build is not recommended unless one has access to Zakum helms and other high level and expensive items.
* '''INT''': 11/12/13
* '''LUK''': 4/5


However impossible looking, yes, this is possible, the 4 4 5 roll notoriously rare, and the 4 4 4 roll even rarer still. Don't settle for anything higher than a 5 5 5 or equivalent.
==First Job Skill Builds==
===Beginner===
Considering Recovery only heals about 2HP/second when fully leveled, most people will not select this.


The other option is to create a character with the standard build, and cap your LUK at a certain level.  Suggested levels are 8, 13, 23, 28, and 33. Beyond that, it is best to continue with the standard build.  This allows the character to wear some two part equips before capping their LUK. Many Fire/Poison wizards choose to cap their LUK at 68 to use Evil Wings because it increases the casting speed of the Explosion skill.
*'''Level 2''': +1 Three Snails (1)
*'''Level 3''': +1 Three Snails (2)
*'''Level 4''': +1 '''Three Snails''' (3)
*'''Level 5''': +1 Nimble Feet (1)
*'''Level 6''': +1 Nimble Feet (2)
*'''Level 7''': +1 '''Nimble Feet''' (3)


==First Job Skill Build==
===Magician===
The following skill build is recommended from the Magician's start. This is the most commonly used build.
Maxing MP Boost first is no longer necessary post ascension. For the first few levels, you will be able to use Three Snails to attack, and save MP if Magic Claw is draining it too quickly.
* 1 Energy Bolt (1)
* 5 Improving MP Recovery (5)
* 10 Improving Max MP Increase (MAX)
* 11 Improving MP Recovery (MAX)
* 20 Magic Claw (MAX)
* 20 Magic Guard (MAX)
With this build, Magic Claw can be maxed before finishing Improving MP Recovery (but after Max MP Increase), if you can afford the potion cost. Although higher level Magic Claw is better for faster training.


;Alternative non-perfectionist build:
;Regular Build
* 1 Energy Bolt (1)
*'''Level 8''': +1 Energy Bolt (1), +3 Magic Claw (3)
* 10 Magic Claw (10)
*'''Level 9''': +3 Magic Claw (6)
* 5 Improved MP Recovery (5)
*'''Level 10''': +3 Magic Claw (9)
* 10 Improving Max MP Increase (MAX)
*'''Level 11''': +3 Magic Claw (12)
* 11 Improved MP Recovery (MAX)
*'''Level 12''': +3 Magic Claw (15)
* 10 Magic Claw (MAX)
*'''Level 13''': +3 Magic Claw (18)
* 20 Magic Guard (MAX)
*'''Level 14''': +2 '''Magic Claw''' (20), +1 MP Boost (1)
This build does not max Improved MP Increase ASAP, so you will lose some max MP in the long run. However, 1HKOing slimes and earning enough money for potions and equipment beats 1HKOing snails and conserving MP any day, and this build allows you to do it sooner. It is better to level up Max MP while you keep putting 1 point on claw. Usually its best to put up to 6 or 7 points in Regen then work on Max MP with magic Claw otherwise leveling up will be slow.
*'''Level 15''': +3 MP Boost (4)
*'''Level 16''': +3 MP Boost (7)
*'''Level 17''': +3 '''MP Boost''' (10)
*'''Level 18''': +3 Magic Guard (3)
*'''Level 19''': +3 Magic Guard (6)
*'''Level 20''': +3 Magic Guard (9)
*'''Level 21''': +3 Magic Guard (12)
*'''Level 22''': +3 '''Magic Guard''' (15)
*'''Level 23''': +3 Magic Armor (3)
*'''Level 24''': +3 Magic Armor (6)
*'''Level 25''': +3 Magic Armor (9)
*'''Level 26''': +3 Magic Armor (12)
*'''Level 27''': +3 '''Magic Armor''' (15)
*'''Level 28''': +3 Energy Bolt (4)
*'''Level 29''': +3 Energy Bolt (7)
*'''Level 30''': +3 Energy Bolt (10)


;Perfectionist build:
;End Result
* 5 Improved MP Recovery (5)
*'''Magic Claw''': Level 20 (MAX)
* 10 Improving Max MP Increase (MAX)
*'''MP Boost''': Level 10 (MAX)
* 1 Energy Bolt (1)
*'''Magic Guard''': Level 15 (MAX)
* 11 Improving MP Recovery (MAX)
*'''Magic Armor''': Level 15 (MAX)
* 20 Magic Claw (MAX)
*'''Energy Bolt''': Level 10
* 20 Magic Guard (Max)
This build will provide the greatest benefit to your max MP, however it is very difficult since you will only get Magic Bolt at level 13 (until then whacking away at snails).  Having a friend to help you train past these levels is a great benefit.  If you do begin with this build, and get very bored with the leveling, you can always add 1 point to Energy Bolt for a damage increase.
 
;Wealthy Perfectionist build:
* 1 Energy Bolt (1)
* 5 Improved MP Recovery (5)
* 10 Improving Max MP Increase (MAX)
* 20 Magic Claw (MAX)
* 11 Improving MP Recovery (MAX)
* 20 Magic Guard (MAX)
This build will provide you with a stronger character earlier on.  However your character will not be able to recover MP as fast, so you will need to be able to purchase large quantities of MP potions until you max out improving MP recovery.  This build enables you to train on higher level monsters early, making leveling easier.  A main is strongly recommended for this build.
 
===Lukless and Low-Luk builds===
For Lukless just follow the first build. Make sure to get Improving Max MP Increases right away to have more MP


===Common Myths===
===Common Myths===
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For each attack, Energy bolt hits once, while Magic Claw hits twice. Magic Claw can also go through walls while Energy Bolt cannot. Energy Bolt is slower each cast compared to Magic Claw. Magic claw takes more MP. Magic claw is recommended over energy bolt.
For each attack, Energy bolt hits once, while Magic Claw hits twice. Magic Claw can also go through walls while Energy Bolt cannot. Energy Bolt is slower each cast compared to Magic Claw. Magic claw takes more MP. Magic claw is recommended over energy bolt.


Each hit with Magic Claw (40 M.ATK) does less damage than one Energy Bolt (55 M.ATK) hit, however Magic Claw hits twice, which does significantly more damage. Energy Bolt will allow you to knock back some monsters with high defense that Magic Claw will not, however by the time the difference is noticeable, you will already have new attacks (as a Wizard or Cleric).
Each hit with Magic Claw (40 M.ATK) does less damage than one Energy Bolt (55 M.ATK) hit, however Magic Claw hits twice, which does significantly more damage. Many people think that Magic Claw uses more MP per M.ATK than Energy Bolt. This is a lie. At lvl 20 Magic Claw, 80 total M.ATK using 20 MP equals 4 M.ATK per MP, but Energy Bolt does 55 M.ATK with 14 MP, equaling around 3.9 M.ATK per MP. On the other hand, Energy Bolt will allow you to knock back some monsters with high defense that Magic Claw will not, however by the time the difference is noticeable, you will already have new attacks (as a Wizard or Cleric). Still, due to its ability to knock back higher leveled monsters, some Lukless mages tend to max this instead since they train at high level monsters due to the pure INT advantage.


'''Myth:''' Magic Armor is better than Magic Guard
'''Myth:''' Magic Armor is better than Magic Guard
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At lower levels, when MP is fairly low, Magic Guard used to be very expensive. Because of the release of New Leaf City and its potions, MP is not nearly as expensive to recover as it once was.  Still, lower-level enemies don't usually do enough damage to make Magic Guard essential for survival.  However, at higher level, when enemies do damage in the thousands, Magicians do not have enough HP to survive even one hit from the enemies.  This means that Magic Guard is required at higher levels.  At higher levels, MP is also not as big a problem due to very quick MP recovery, NLC pots, and the Wizard/Cleric MP Eater skill.
At lower levels, when MP is fairly low, Magic Guard used to be very expensive. Because of the release of New Leaf City and its potions, MP is not nearly as expensive to recover as it once was.  Still, lower-level enemies don't usually do enough damage to make Magic Guard essential for survival.  However, at higher level, when enemies do damage in the thousands, Magicians do not have enough HP to survive even one hit from the enemies.  This means that Magic Guard is required at higher levels.  At higher levels, MP is also not as big a problem due to very quick MP recovery, NLC pots, and the Wizard/Cleric MP Eater skill.


For Fire/Poison Wizards who do not want to put any points to Poison Brace could put any extra points in the second job into magic armor. (You will have 11 points left after maxing Fire arrow, Meditation, MP Eater, Teleport and Slow.) Although 40 weapon defense (maxed Magic Armor) it not much, it may be better compared to Poison Brace.
== Second Job Skill Builds==
 
== Second Job Skill Build==
===Cleric===
===Cleric===
;Pure Heal
* 1 Teleport
* 30 Heal (MAX)
* 20 MP Eater (MAX)
* 20 Invincible or Bless (MAX)
* 20 Bless or Invincible (MAX)
* 19 Teleport (MAX)
* 11 Holy Arrow
This is one of the best builds you can have as being a cleric who plans on making it to the third job and above. With this set of skills, the best option is to take down monsters weak to heal or by PQing your way through, the only bummer is that you're going to get bored to death when training on monsters weak to heal unless you’re very patient. You can always switch the order of Bless, Invincible, and Teleport, or slowly raise them all. You will put the last 11 points into Holy Arrow. The reason that Holy Arrow isn’t strongly recommended is because your main attack will be Heal and Level 11 Shining Ray will replace Holy Arrow.


;Party Support
;Regular Build
* 1 Teleport or MP Eater (1)
*'''Level 30''': +1 Teleport (1), +2 Heal (2), +1 Holy Arrow (1)
* 1 MP Eater or Teleport (1)
*'''Level 31''': +3 Heal (5)
* 5 Heal (5)
*'''Level 32''': +3 Heal (8)
* 5 Invincible (5)
*'''Level 33''': +3 Heal (11)
* 20 Bless (MAX)
*'''Level 34''': +3 Heal (14)
* 25 Heal (MAX)
*'''Level 35''': +3 Heal (17)
* 19 MP Eater (MAX)
*'''Level 36''': +3 '''Heal''' (20)
* 15 Invincible (MAX)
*'''Level 37''': +3 Spell Mastery (3)
* 30 points Remaining (see below)
*'''Level 38''': +3 Spell Mastery (6)
For those who will always have a good party to level with there is this build where bless is maxed first, then heal.  MP Eater and Invincible aren't raised until later since they only help the cleric without increasing the killing power for the rest of the party. This may cause a problem because you will be using more HP pots than the average cleric who will max Heal first.  However, this build lacks damage dealing skills, so it may be more difficult to find a party.
*'''Level 39''': +3 Spell Mastery (9)
*'''Level 40''': +1 '''Spell Mastery''' (10), +2 High Wisdom (2)
*'''Level 41''': +3 '''High Wisdom''' (5)
*'''Level 42''': +3 Teleport (4)
*'''Level 43''': +1 '''Teleport''' (5), +2 Invincible (2)
*'''Level 44''': +3 Invincible (5)
*'''Level 45''': +3 Bless (3)
*'''Level 46''': +3 Bless (6)
*'''Level 47''': +3 Bless (9)
*'''Level 48''': +3 Bless (12)
*'''Level 49''': +3 '''Bless''' (15)
*'''Level 50''': +3 MP Eater (3)
*'''Level 51''': +3 MP Eater (6)
*'''Level 52''': +3 MP Eater (9)
*'''Level 53''': +3 MP Eater (12)
*'''Level 54''': +3 MP Eater (15)
*'''Level 55''': +3 MP Eater (18)
*'''Level 56''': +2 '''MP Eater''' (20), +1 Invincible (6)
*'''Level 57''': +3 Invincible (9)
*'''Level 58''': +3 Invincible (12)
*'''Level 59''': +3 '''Invincible''' (15)
*'''Level 60''': +3 Holy Arrow (4)


;Party Offensive
;End Result
* 1 Teleport or MP Eater (1)
*'''Heal''': Level 20 (MAX)
* 1 MP Eater or Teleport (1)
*'''Spell Mastery''': Level 10 (MAX)
* 5 Heal (5)
*'''High Wisdom''': Level 5 (MAX)
* 5 Invincible (5)
*'''Teleport''': Level 5 (MAX)
* 20 Bless (MAX)
*'''Bless''': Level 15 (MAX)
* 10 Heal (15)
*'''MP Eater''': Level 20 (MAX)
* 30 Holy Arrow (MAX)
*'''Invincible''': Level 15 (MAX)
* 19 MP Eater (MAX)
*'''Holy Arrow''': Level 4
* 30 points remaining (see below)
Heal at level 15 is still quite strong, so if you also want to be able to kill anything with your party, you will need an attack, so spending some points in Holy Arrow early can be beneficial. This may not be a good build for a player who actually plans on making it to the third job. Once you're at the third job, you will be using heal A LOT for attacking, and your Shining Ray will replace Holy Arrow.


;Solo Holy Arrow
Holy Arrow is replaced by 3rd job Shining Ray so it does not need to be maxed, and those 16 SP are better used elsewhere. Heal should be maxed early to enjoy the benefits of being a Cleric (which is to support others by healing).
* 1 Teleport or MP Eater (1)
* 1 MP Eater or Teleport (1)
* 1 Heal (1)
* 30 Holy Arrow (MAX)
* 14 Heal (15)
* 19 MP Eater (MAX)
* 15 Heal 30 (MAX)
* 10 Invincible (10)
* 30 points remaining (see below)
Without a party, you will need to be able to attack.  This build uses Holy Arrow as your main offensive skill.


;Solo Defensive
===Ice/Lightning Wizard===
*1 Teleport (1)
You can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With both choices in mind, your first attack will be labeled as your Primary Attack, and the other as Secondary Attack
*30 Heal (MAX)
*5 Invincible (5)
*15 Invincible or 20 Bless (MAX)
*30 Holy Arrow or 20 MP Eater (MAX)
*20 MP Eater or 30 Holy Arrow (MAX)
Like the Solo Holy Arrow except you will be focusing defense wise. Useful if you’re training against monsters that deal high damage but have low hp. The only crap thing with this build is that you're going to waste a fair bit of potions unless you max MP Eater earlier than Holy Arrow.


;Solo Heal
;Ice Hybrid build:
* 1 Teleport or MP Eater (1)
* 1 Teleport
* 1 MP Eater or Teleport (1)
* 30 Cold Beam (MAX)
* 30 Heal (MAX)
* 5 MP eater  
* 19 MP Eater (MAX)
* 30 Thunder Bolt (MAX)
* 30 Holy Arrow (MAX)
* 15 MP Eater (MAX)
* 10 Invincible (10)
* 20 Meditation (MAX)
* 30 points remaining (see below)
* 19 Teleport (MAX)
The heal build is much easier and cheaper since you will never require regular healing potions, and once you get MP eater maxed, you will barely even need to use mana pots.
;MP Thief
 
* 1 Teleport
;Solo Offensive build
* 25 Thunder Bolt
* 1 Teleport (1)
* 30 Heal (MAX)
* 3 MP Eater (3)
* 30 Holy Arrow (MAX)
* 5 Invincible (5)
* 20 Bless (MAX)
* 32 points remaining (see below)
This build is useful for clerics who tend to train by themselves and can easily take down Maladys, Dark Yetis or Dark Stone Golems unlike some of the other builds. Also they can KB easily due to their Maxed Holy Arrow.
 
;Extra points
The remaining points can be spent in any order, based on the preferred skill.  There is a lot of debate in choosing where to put these final points.  Invincible is a very good skill to max, since it will reduce 30% of the damage taken once it is maxed.  However as a cleric, you will heal any damage you take simply by healing making it almost useless at low levels.  However at higher levels when enemies do 1500+ damage, while you have less than 1000, this will save you a lot of money on mana potions when you get hit with Magic Guard activated. There are many debates about whether to put the final points in Holy Arrow, Bless, or Teleport.
 
Holy Arrow is good against enemies weak to Holy attacks, however once you get to level 70, it will be made obsolete by Level 11 Shining Ray. Holy Arrows base damage is the same as Magic Claw (80, Claw is 40x2), but it does provide an elemental attack and much better KB.
 
Bless, like Magic Armor, is a skill which adds a certain amount to various skill rather than a percentage.  This becomes less and less useful as your level increases.  The main benefit is when partied with Warriors, who will greatly benefit from the +20 ACC.
 
Teleport is good since you can get around the screen much more easily.  Each level increase lowers the MP cost.  Once you get it past level 10, the range is increases slightly.  This mainly allows higher vertical jumps, which can be critical on some maps.  The Perion Guild Party Quest requires a max teleport mage.
 
;Fast Wraith Training build
* 1 Teleport (1)
* 30 Heal (MAX)
* 20 MP Eater (MAX)
* 20 MP Eater (MAX)
* 5 Thunder Bolt (MAX)
* 30 Cold Beam (MAX)
* 20 Meditation (MAX)
* 19 Teleport (MAX)
* 19 Teleport (MAX)
* 30 Holy Arrow (MAX)
* 20 Invincible (MAX)
* 1 Bless (1)


This build specializes in training on Wraiths.  Clerics get maximum exp/hr on wraiths, and with max teleport you can zip around the map without using any ladders.  It minimizes the time spent moving between wraiths on Subway Line 4, and you can easily afford the minimal cost teleports.  This was used to level from 56 to 70 in 3 weeks.
;Fast and Cheap Training Build
*1 MP Eater
*1 Teleport
*1 Cold Beam
*15 Thunder Bolt
*19 MP Eater
*19 Teleport
*20 Meditation
*15 Thunder Bolt
*20 Slow
*9 Extra


===Ice/Lightning Wizard===
The Reason you Max Meditation before Thunder bolt is because you will be traing in Helois Tower on the Hamsters. This is so that you take no damage, exluding when you go and get your loot. Because of this you do not need to have as much damage, rather increase damage by using Meditation as Thunder bolt doubles MP cost at level 16. You add 1 in MP eater and Cold beam because when traing in the Mushking empire this will allow you to constantly freeze the yetis and MP eater will always fully restore your mp when activated. Teleport and MP eater are Maxed before Thunder Bolt because the goal of this build is to train fast and get rich, not train fast and get poor.
You can decide to max either Cold Beam (commonly referred as ice) first or Thunder Bolt (commonly referred as lit or lightning) first. Ice first is recommended to most, although if you have money to burn and just want to train fast, by all means go for lit first. With both choices in mind, your first attack will be labeled as your Primary Attack, and the other as Secondary Attack.


;Both Attacks First
;Both Attacks First
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* 30 Secondary Attack (MAX)
* 30 Secondary Attack (MAX)
* 19 Teleport (MAX)
* 19 Teleport (MAX)
* 17 MP Eater (MAx)
* 17 MP Eater (MAX)
* 1 Anything (including 1st Job skills) (1)
* 1 Anything (including 1st Job skills) (1)


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Teleport is almost essential to a lightning wizard. When training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.
Teleport is almost essential to a lightning wizard. When training at say, Lorangs (or basically any map with crowded mobs - exactly the type of maps lightning wizards should train in), they are doing a lot of damage to you, and teleport allows you get in a good spot without getting hit on the way so you can start zapping away.


My personal build LV (132 arch mage)
;My personal build LV (132 arch mage)


1 teleport
* 1 Teleport
30 thunder bolt
* 30 Thunder Bolt
20 mp eater
* 20 Mp Eater
19 teleport
* 19 Teleport
30 cold beam
* 30 Cold Beam
20 meditation
* 20 Meditation


This build is for pure leveling and usually for funded mages.  The reason behind meditation being last is that in nlc you can purchase wizard elixir (+20 magic attack for 8 minutes) there by eliminating the need for meditation in favor of rapid leveling. Most of your low lv training would be teddies for 25-35 then you can try retz the little hamsters to the west, there’s a screw you can stand one floor down on and spam thunder bolt for hours and never fear retaliation for very fast xp.  If at any point retz aren’t doing it for you your welcome to try clangs at there hidden street but.... in personal experience its too much teleporting around and getting hit with retz you may teleport up or down every few minutes and you should never be hit staying only on screws usually good till lv 51 u can also try straw test dummies 3200 hp. Also a note to newb mpq mages we are the best leaders for offensive fast runs, with teleport we can get to any room faster than any other class and we have consistent fast damage to the mob its all about positioning as a leader you'll be in room 7 firstly only boxes facing the left can contain tauros not the one facing right. now when it opens there’s three possibilities top- stand underneath them and thunder bolt away middle- this ones a little tricky but the fastest one jump up on the platform underneath them you’ll be struck first then while flashing jump again and begin the thunder spam as for the bottom- you can either stand next to them on the left, hide to the right but if your good you can stand on the window and thunder bolt away and one final note always teleport never walk get used to teleporting all over the place it will save you hours in the long run.
This build is for pure leveling and usually for funded mages (also this is the most sensible build and used by many early Arch Mages highly recommended).  The reason behind meditation being last is that in nlc you can purchase Wizard Elixir (+20 magic attack for 8 minutes) there by eliminating the need for meditation in favor of rapid leveling. Most of your low lv training would be teddies for 25-35 then you can try retz the little hamsters to the west, there’s a screw you can stand one floor down on and spam thunder bolt for hours and never fear retaliation for very fast xp.  If at any point retz aren’t doing it for you your welcome to try clangs at there hidden street but in personal experience it’s too much teleporting around and getting hit with retz you may teleport up or down every few minutes and you should never be hit staying only on screws usually good until lv 51 you can also try straw test dummies 3200 hp. Newer mpg mages should note that Magicians using this build can be the best leaders for offensive fast runs. With teleport they can get to any room faster than any other class and can deliver consistent fast damage to the mob within. It’s all about positioning as a leader you'll be in room 7 Only boxes facing the left can contain tauros. Now when it opens there’s three possibilities: top - stand underneath them and thunder bolt away middle - this one is a little tricky but the fastest one jump up on the platform underneath them you’ll be struck first then while flashing jump again and begin the thunder spam as for the bottom - you can either stand next to them on the left, hide to the right but if your good you can stand on the window and thunder bolt away. Always teleport - never walk. Get used to teleporting all over the place and it will save you hours in the long run.


===Fire/Poison Wizard===
;No/Low Cold Beam Build
Considering Fire Arrow will be your primary attack, the skill build instead differs in whether to get Slow or to get Poison Brace.
Many find Cold Beam to be useless after 2nd job and choose to not invest points in it, especially since Thunderbolt is faster exp anyways, and claw is decent single target damage.  Plus, Comp replaces cold beam in 3rd job as a single target attack.  Also, Slow can be useful at bosses and other areas, much more than Cold Beam will be later on.


;Max Slow
* 1 Teleport (1)
* 1 Teleport (1)
* 1 MP Eater (1)
* 30 Thunderbolt (MAX)
* 30 Fire Arrow (MAX)
* 19 Teleport (MAX)
* 2 MP Eater (3)
* 20 MP Eater (MAX)
* 20 Meditation (MAX)
* 20 Meditation (MAX)
* 19 Teleport (MAX)
* 20 Slow (MAX)
* 20 Slow (MAX)
* 17 MP Eater (MAX)
* 11 Anything (Including First Job Skills)
* 11 Poison Brace (11)
 
===Fire/Poison Wizard===
Post Ascension DoT on Poison Breath is more valuable than Blazing Arrow which is replaced with 3rd job Fire Demon anyway, so it does not need to be maxed.
 
;Regular Build
*'''Level 30''': +1 Teleport (1), +1 Spell Mastery (1), +1 Blazing Arrow (1), +1 Poison Breath (1)
*'''Level 31''': +3 Spell Mastery (4)
*'''Level 32''': +3 Spell Mastery (7)
*'''Level 33''': +3 '''Spell Mastery''' (10)
*'''Level 34''': +3 High Wisdom (3)
*'''Level 35''': +2 '''High Wisdom''' (5), +1 Poison Breath (2)
*'''Level 36''': +3 Poison Breath (5)
*'''Level 37''': +3 Poison Breath (8)
*'''Level 38''': +3 Poison Breath (11)
*'''Level 39''': +3 Poison Breath (14)
*'''Level 40''': +3 Poison Breath (17)
*'''Level 41''': +3 '''Poison Breath''' (20)
*'''Level 42''': +3 Teleport (4)
*'''Level 43''': +1 Teleport (5), +2 MP Eater (2)
*'''Level 44''': +2 Meditation (2), +1 MP Eater (3)
*'''Level 45''': +3 Meditation (5)
*'''Level 46''': +3 Meditation (8)
*'''Level 47''': +3 Meditation (11)
*'''Level 48''': +3 Meditation (14)
*'''Level 49''': +3 Meditation (17)
*'''Level 50''': +3 '''Meditation''' (20)
*'''Level 51''': +3 MP Eater (6)
*'''Level 52''': +3 MP Eater (9)
*'''Level 53''': +3 MP Eater (12)
*'''Level 54''': +3 MP Eater (15)
*'''Level 55''': +3 MP Eater (18)
*'''Level 56''': +2 '''MP Eater''' (20), +1 Slow (1)
*'''Level 57''': +3 Slow (4)
*'''Level 58''': +3 Slow (7)
*'''Level 59''': +3 '''Slow''' (10)
*'''Level 60''': +3 Blazing Arrow (4)
 
;End Result
*'''Spell Mastery''': Level 10
*'''High Wisdom''': Level 5
*'''Poison Breath''': Level 20 (or 4)
*'''Teleport''': Level 5
*'''Meditation''': Level 20
*'''MP Eater''': Level 20
*'''Slow''': Level 10
*'''Blazing Arrow''': Level 4 (or 20)
 
Blazing Arrow is replaced by 3rd job Fire Demon so it does not need to be maxed, and those 16 SP are better used elsewhere.
 
==Third Job Skill Builds==
===Priest===
Post Ascension build, Shining Ray hits 6, and has good range.  (Now you know why you didn't need Holy Arrow in second job) After 3 SP on Dispel, max Holy Symbol for more EXP.  Shining Ray does not need to be maxed because it's replaced by 4th job Angel Ray.


;Max Poison Brace
;Regular Build
* 1 Teleport (1)
*'''Level 60''': +1 Shining Ray (1), +1 Teleport Mastery (1), +2 Dispel (2)
* 1 MP Eater (1)
*'''Level 61''': +1 Dispel (3), +2 Holy Symbol (2)
* 30 Fire Arrow (MAX)
*'''Level 62''': +3 Holy Symbol (5)
* 2 MP Eater (3)
*'''Level 63''': +3 Holy Symbol (8)
* 20 Meditation (MAX)
*'''Level 64''': +3 Holy Symbol (11)
* 30 Poison Brace (MAX)
*'''Level 65''': +3 Holy Symbol (14)
* 19 Teleport (MAX)
*'''Level 66''': +3 Holy Symbol (17)
* 17 MP Eater (MAX)
*'''Level 67''': +3 '''Holy Symbol''' (20)
* 1 Anything (including 1st Job skills) (1)
*'''Level 68''': +1 Mystic Door (1), +2 Holy Focus (2)
*'''Level 69''': +3 Holy Focus (5)
*'''Level 70''': +3 Holy Focus (8)
*'''Level 71''': +2 '''Holy Focus''' (10), +1 Shining Ray (2)
*'''Level 72''': +3 Shining Ray (5)
*'''Level 73''': +3 Shining Ray (8)
*'''Level 74''': +3 Shining Ray (11)
*'''Level 75''': +3 Shining Ray (14)
*'''Level 76''': +3 Dispel (6)
*'''Level 77''': +3 Dispel (9)
*'''Level 78''': +1 '''Dispel''' (10), +2 Holy Magic Shell (2)
*'''Level 79''': +3 Holy Magic Shell (5)
*'''Level 80''': +3 Holy Magic Shell (8)
*'''Level 81''': +3 Holy Magic Shell (11)
*'''Level 82''': +3 Holy Magic Shell (14)
*'''Level 83''': +3 Holy Magic Shell (17)
*'''Level 84''': +3 '''Holy Magic Shell''' (20)
*'''Level 85''': +3 Teleport Mastery (4)
*'''Level 86''': +3 Teleport Mastery (7)
*'''Level 87''': +3 '''Teleport Mastery''' (10)
*'''Level 88''': +3 Magic Booster (3)
*'''Level 89''': +3 Magic Booster (6)
*'''Level 90''': +3 Magic Booster (9)
*'''Level 91''': +1 '''Magic Booster''' (10), +2 Arcane Overdrive (2)
*'''Level 92''': +3 Arcane Overdrive (5)
*'''Level 93''': +3 Arcane Overdrive (8)
*'''Level 94''': +2 '''Arcane Overdrive''' (10), +1 Doom (1)
*'''Level 95''': +3 Doom (4)
*'''Level 96''': +3 Doom (7)
*'''Level 97''': +3 '''Doom''' (10)
*'''Level 98''': +3 Mystic Door (4)
*'''Level 99''': +3 Mystic Door (7)
*'''Level 100''': +3 '''Mystic Door''' (10)


;Low Teleport
;End Result
* 1 Teleport (1)
*'''Holy Symbol''': Level 20
* 1 MP Eater (1)
*'''Holy Focus''': Level 10
* 30 Fire Arrow (MAX)
*'''Shining Ray''': Level 14 (or 20)
* 2 MP Eater (3)
*'''Dispel''': Level 10
* 20 Meditation (MAX)
*'''Holy Magic Shell''': Level 20
* 30 Poison Brace (MAX)
*'''Teleport Mastery''': Level 10
* 17 MP Eater (MAX)
*'''Magic Booster''': Level 10
* 10 Teleport (11)
*'''Doom''': Level 10 (or 4)
* 10 Slow (10)
*'''Mystic Door''': Level 10
*'''Arcane Overdrive''': Level 10


;Pure Poison
Shining Ray and Heal will be your training skills.  Shining Ray does not need to be maxed because it's replaced by 4th job Angel Ray, but AR requires a mastery book that's dropped by Zakum.  Heal training can allow you to train without the use of Magic Guard on some maps which will maximize MP Eater and minimize pot burn.  1 SP on Door early for parties.  Holy Magic Shell will heal and protect you and your party up to 20 seconds.  Doom can turn mobs into snails for a little while.  It's a non essential, but fun skill.  Alternatively, you could leave it at 3 and max Shining Ray.
* 1 Teleport (1)
* 1 MP Eater (1)
* 30 Poison Brace (MAX)
* 19 Teleport (MAX)
* 20 Slow (MAX)
* 19 MP Eater (MAX)
* 20 Meditation (MAX)
* 11 Anything


==Third Job Skill Build==
===Ice/Lightning Mage===
===Ice/Lightning Mage===
There are no mobs weak to thunder between Clangs and Vikings, so Thunder Spear may not be suitable as your first attack skill. Ice Strike freezes Vikings solid.
Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks.  In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakum all day (since it can't be sealed). Though, it's not like you're going to try to train on Grims or anything.
*Note: There is a debate between which is better, Seal or Partial resistance. Seal works against non-boss monsters, though they'll be frozen, and Partial resistance is extremely helpful against bosses such as Papulatus, Zakum, and Horned Tail since they all use Ice and Lightning Based attacks. 10 points into Seal and 10 points into Partial resistance is the key to having a rounded character.  If you tend to fight bosses most of the time, then Partial resistance should instead be maxed (the difference between being balanced and maxing the skill is 20% damage reduction).
;Boss and Non-Boss Build(Possibly Most effective)
;Boss and Non-Boss Build(Possibly Most effective)
*30 Ice Strike(MAX)
*30 Ice Strike(MAX)
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*30 Element Amplification(MAX)
*30 Element Amplification(MAX)
*30 Thunder Spear or Element Composition(MAX)
*30 Thunder Spear or Element Composition(MAX)
*11 Spell Booster
*20 Spell Booster(MAX)
*10 Seal
*10 Seal
*10 Partial Resistance
*1 Partial Resistance


;Thunder Spear
;Thunder Spear
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* 1 Magic Armor (2)
* 1 Magic Armor (2)


There are no mobs weak to thunder between Clangs and Vikings, so Thunder Spear may not be suitable as your first attack skill
;Ice Mobber
 
* 30 Ice Strike (MAX)
Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks.  In any case, Seal is probably better for everything but Zakum, while Partial Resistance is useful if you do Zakum all day (since it can't be sealed). Though, it's not like you're going to try to train on Grims or anything, and for Vikings Ice Strike freezes them solid anyway.
* 5 Elemental Amplification (5)
* 11 Magic Booster (11)
* 25 Elemental Amplification (MAX)
* 20 Seal (MAX)
* 30 Element Composition (MAX)
* 9 Magic Booster (MAX)
* 20 Partial Resistance (MAX)
* 1 Thunder Spear or Slow


*Note: There is a debate between which is better, Seal or Partial resistance. Well, Seal works against non-boss monsters, though they'll be frozen anyway, and Partial resistance is extremely helpful against bosses such as Papulatus, Zakum, and Horntail since they all use Ice and Lightning Based attacks. So I would say 10 points into Seal and 10 points into Partial resistance.
Ice Mobber build completely removes Thunder Spear because it is replaced by Chain Lighting in 4th job. Additionally Seal and Partial Resistance have very unique and helpful uses. Seal is useful for mobbing monsters that are either un-freezable (not likely you would train on them) and more importantly monsters that have high magic attack (example Skelegons and Newties). Seal is able to be casted from a ladder and has longer range/time than freeze. Partial resistance is for simple boss runs. You could have 11 TS and 11 Booster but trust me when you are an Arch Mage its really a matter of how often do you want to stop attacking to rebuff for a skill that you will not use.


===Fire/Poison Mage===
===Fire/Poison Mage===
;Myst build
Explosion and Fire Demon hit 6, their fast, and have good range.  (Now you know why you didn't get Blazing Arrow in second job) 1 SP on Poison Mist early just because it's cool, but it's really not very useful till you get more points on it later.  Don't raise Element Amplification too early, or it will cost you too much MP.  You could swap Amp with Arcane Overdrive if you want.
* 30 Myst (MAX)
* 3 Elemental Amplification (3)
* 11 Magic Booster (11)
* 27 Elemental Amplification (MAX)
* 30 Explosion (MAX)
* 20 Seal (MAX)
* 30 Magic Composition (MAX)


Note that there is a lot of freedom after maxing Myst. This build is just one of many possibilities. Some people prefer Explosion earlier to attack or to finish off mobs. Some people prefer Seal to go to sharks. Some people max booster instead of Seal, or get 12 seal for a two minute time. Some people take a few points off skills for Partial Resistance.
;Regular Build
*'''Level 60''': +1 Teleport Mastery (1), +1 Explosion (1), +1 Poison Mist (1), +1 Fire Demon (1)
*'''Level 61''': +3 Explosion (4)
*'''Level 62''': +3 Explosion (7)
*'''Level 63''': +3 Explosion (10)
*'''Level 64''': +3 Explosion (13)
*'''Level 65''': +3 Explosion (16)
*'''Level 66''': +3 Explosion (19)
*'''Level 67''': +1 '''Explosion''' (20), +2 Element Amplification (2)
*'''Level 68''': +2 Spell Booster (2), +1 Element Amplification (3)
*'''Level 69''': +3 Spell Booster (5)
*'''Level 70''': +3 Spell Booster (8)
*'''Level 71''': +2 '''Spell Booster''' (10), +1 Arcane Overdrive (1)
*'''Level 72''': +3 Arcane Overdrive (4)
*'''Level 73''': +3 Arcane Overdrive (7)
*'''Level 74''': +3 '''Arcane Overdrive''' (10)
*'''Level 75''': +1 Seal (1), +2 Element Amplification (5)
*'''Level 76''': +3 Element Amplification (8)
*'''Level 77''': +2 '''Element Amplification''' (10), +1 Poison Mist (2)
*'''Level 78''': +3 Poison Mist (5)
*'''Level 79''': +3 Poison Mist (8)
*'''Level 80''': +3 Poison Mist (11)
*'''Level 81''': +3 Poison Mist (14)
*'''Level 82''': +3 Poison Mist (17)
*'''Level 83''': +3 '''Poison Mist''' (20)
*'''Level 84''': +3 Burning Magic (3)
*'''Level 85''': +3 Burning Magic (6)
*'''Level 86''': +3 Burning Magic (9)
*'''Level 87''': +1 '''Burning Magic''' (10), +2 Fire Demon (3)
*'''Level 88''': +3 Fire Demon (6)
*'''Level 89''': +3 Fire Demon (9)
*'''Level 90''': +1 '''Fire Demon''' (10), +2 Teleport Mastery (3)
*'''Level 91''': +3 Teleport Mastery (6)
*'''Level 92''': +3 Teleport Mastery (9)
*'''Level 93''': +1 '''Teleport Mastery''' (10), +2 Elemental Decrease (2)
*'''Level 94''': +3 Elemental Decrease (5)
*'''Level 95''': +3 Elemental Decrease (8)
*'''Level 96''': +2 '''Elemental Decrease''' (10), +1 Seal (2)
*'''Level 97''': +3 Seal (5)
*'''Level 98''': +3 Seal (8)
*'''Level 99''': +3 Seal (11)
*'''Level 100''': +3 Seal (14)


;Explosion build
;End Result
* 4 Elemental Amplification (4)
*'''Explosion''': Level 20
* 30 Explosion (MAX)
*'''Arcane Overdrive''': Level 10
* 11 Magic Booster (11)
*'''Elemental Amplification''': Level 10
* 26 Elemental Amplification (MAX)
*'''Poison Mist''': Level 20
* 30 Myst (MAX)
*'''Burning Magic''': Level 10
* 20 Seal (MAX)
*'''Fire Demon''': Level 10
* 30 Composition (MAX)
*'''Teleport Mastery''': Level 10
*'''Spell Booster''': Level 10
*'''Elemental Decrease''': Level 10
*'''Seal''': Level 14


Amplification is useful for increasing Explosion's damage. Magic Booster because Explosion casts very slowlyBut after that, there is again much freedom with what can be done.
Explosion will be your fastest training skill.  Spell Booster, Arcane Overdrive, and Elemental Amplification are next to support Explosion.  Poison Mist comes next to take advantage of the DoT, than Burning Magic to increase it.  Finish Fire Demon and Teleport Mastery for more damage. Finish Spell Booster for more timeMax Elemental Decrease for those mobs that are strong to both Fire and Poison.  Seal cast fast and is useful with only one point, so it does not need to be maxed early, or at all.


===Priest===
==Fourth Job Skill Builds==
===Skills===
Fourth Job Skills aren't readily available. You will need to get a skill book or complete some sort of quest to earn the Skill, except the skill book Maple Hero, which is given free of charge by your 4th job instructor. Moreover, you can only add 10 skill points into any particular skill. To raise it further, you need to get additional mastery books. Each Skill has it's own particular book. There are 2 kinds of Mastery Books.


The first point should be into Element Resistance. This gets you 12% damage reduction from pretty much any magic attack.  One point into anything else is not very useful.
*Level 20 Mastery Book: This book requires a minimum of level 5 in that particular skill to use. 70% success rate.
*Level 30 Mastery Book: This book requires a minimum of level 15 in that particular skill to use. 50% success rate.


;Pure Party Build
There are also storybooks.
* 1 Element Resistance
*Frozen Ice Book (Ice/Lightning Arghmage)
* 1 Shining Ray
* 3 Dispel  (Prereq for Door and HS)
* 1 Mystic Door
* 2 Dispel  (Level 5)
* 30 Holy Symbol (MAX)


===Bishop===
When you reach 100, go to Leafre, Forest of the Priest (Hidden Portal at the top of Valley of the Antelope) and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.


Dispel is very useful for getting rid of Lock and other monster spells. Example: Thantos can disable a party with its multiple spells, and Dispel helps get you out of it. It is also the pre-req for Door and HS. Dispel at level 5 (50% Dispel rate) seems to work a lot better than at Level 3. You may want to add the 2 points somewhere in the middle of maxing HS, depending on what types of parties you are in.
Most people say Griffey is more difficult, so do that last. The strategy is the same for both. Don't use Teleport Mastery or Bless/HS, as they will get debuffed anyway and take too long to put back. Do use Magic Guard, and if/when you have time, a macro with Invincible/Magic Armor/Magic Booster. Of course MG is the priority. You don't really need the other, but it saves MP. Put Holy Magic Shell on a Quick Slot so you can see when the cooldown is finished and you can use it again. Putting potions on Quick Slot is also helpful so you can see how many you have left. Minimize last minute changes to your keyboard layout so you don't get confused. A split second delay in thinking could mean you die. You can open the keyboard layout and move the keys you need to the Quick Slot area if needed so you don't need to change what keys you are used to using just to be able to see them.


Mystic Door lets you to bring party members to the map you are on. This is very useful for Zombies and other places.  
Go in and immediately use Holy Magic Shell and start attacking. When it runs out, teleport away and hide. Don't worry about attacking the Kents, just hide from Manon/Griffey by teleporting to the left and right side of the map away from them and be ready with the MG and Power Elixer when you teleport past as they will 1/1 and/or debuff you. Don't attack again till you are able to use Holy Magic Shell again first. This will take lots of patience, but it will work. Good Luck.


Holy Symbol adds to the party members experience gain. This is probably the most sought after power up, so you want this maxed. Holy Symbol is less effective in parties less than 3, and solo it does something like 1/6th the exp gain.
A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started. The Maple Warrior skill book will be given when you finish the job advancement. Angel Ray requires the Angel Ray skill book which drops from Zakum. Most people will agree Angel Ray is the most important skill to max first, but since you probably won't have the book... Post Ascension build, there are several 1 pointers you should get first such as Bahamut because it adds Elemental Resistance. Next max Buff Mastery for the added attack and longer buffs.


Shining Ray lets you mass hit non-undead monsters.  A single point lets you use it. Getting it up in strength gives you major damage, for the first time. 
;Party Build
*'''Level 120''': +1 Advanced Blessing (1), +1 Big Bang (1), +1 Genesis (1)
*'''Level 121''': +1 Resurrection (1), +1 Arcane Aim (1), +1 Bahamut (1)
*'''Level 122''': +2 Maple Warrior (2), +1 Buff Mastery (1)
*'''Level 123''': +3 Maple Warrior (5)
*'''Level 124''': +2 Maple Warrior (7), +1 Buff Mastery (2)
*'''Level 125''': +3 Buff Mastery (5)
*'''Level 126''': +3 Buff Mastery (8)
*'''Level 127''': +2 '''Buff Mastery''' (10), +1 Advanced Blessing (2)
*'''Level 128''': +3 Advanced Blessing (5)
*'''Level 129''': +3 Advanced Blessing (8)


;Solo Build
;Solo Build
* 1 Element Resistance
*'''Level 120''': +1 Advanced Blessing (1), +1 Big Bang (1), +1 Genesis (1)
* 3 Dispel  (Prereq for Door and HS)
*'''Level 121''': +1 Resurrection (1), +1 Arcane Aim (1), +1 Bahamut (1)
* 1 Mystic Door
*'''Level 122''': +3 Buff Mastery (3)
; Balance between--
*'''Level 123''': +3 Buff Mastery (6)
* 20 Holy Symbol
*'''Level 124''': +3 Buff Mastery (9)
* 16 Shining Ray
*'''Level 125''': +1 '''Buff Mastery''' (10), +2 Angel Ray (2)
* 2 Dispel
*'''Level 126''': +3 Angel Ray (5)
*'''Level 127''': +3 Angel Ray (8)


Door is too useful to not have, and Dispel can save your life.  Holy Symbol is not very effective in parties less than 3, and solo it does something like 1/6th the exp gain. However, not having HS makes you less welcome in parties, which is never fun.
If you don't have Angel Ray yet, Buff Mastery is a good choice as it is only 10 SP to max and will improve your other attacks and buffs. Max Angel Ray or Advanced Blessing next depending on if you are able to get the skill book.


At level 20, HS goes from gaining 2% per point to gaining only 1% per point.
;End Result (This shows max all, but you could leave points off Bahamut or Big Bang)
At level 16, SR gets 40% mastery and after 17 is only adding 1 Magic Attack versus 2.
*'''Buff Mastery''': Level 10
*'''Angel Ray''': Level 30
*'''Advanced Blessing''': Level 30
*'''Arcane Aim''': Level 30


The Damage resistance gain from ER starts looking more attractive at this point.
*'''Infinity''': Level 30
*'''Resurrection''': Level 5
*'''Hero's Will''': Level 5
*'''Maple Warrior''': Level 30


One other thing to watch is your stats.  You will want to cap your LUK either at 80, 90 or 100, depending on what you plan to wear.  And your LUK requirement is reduced by any LUK on your other equips, especially something like a ZHelm (+15 LUK).
*'''Genesis''': Level 30
 
*'''Big Bang''': Level 30
==Fourth Job Skill Build==
*'''Bahamut''': Level 30
Fourth Job can go by really fast for Magicians. To ensure that, one of your first points should go into your super skill.
 
;The following skill paths is only based on having all the skills but not having upgraded them to 20 and 30. They are also set for the fastest possible training.


===Ice/Lightning ArchMage===
===Ice/Lightning ArchMage===
 
* 15 Blizzard
 
* 1 infinity
* 1 Blizzard
* 9 Maple Warrior
* 9 Maple Hero
* 10 Chain Lightning
* 10 Chain Lightning
* 5 Ice Demon
* 5 Ice Demon
* 10 Ifrit
* 10 Ifrit
* 1 Hero's Will (MAX)
* 1 Hero's Will (MAX)
* 5 Quantum Explosion
* 5 Big Bang


;Due to element amplification, it would be more meso efficient to raise Blizzard straight from level 15 to level 30
;Due to element amplification, it would be more meso efficient to raise Blizzard straight from level 15 to level 30
Another build worth considering is
* 1 Blizzard
* 9 Maple warrior
* Max Chain Lightning
* 5 Ice Demon
* 5 Ifrit
* Max Infinity
* Max Blizzard
No matter the build it never hurts to put 1 point into Infinity after Blizzard is obtained. The reason is simply because it will give you 10 seconds of free Blizzard spamming once every 10 minutes. It is a very small savings on potion cost but still adds up over the course of leveling. Like all 4th job build suggestions it is purely personal preference.
===Fire/Poison ArchMage===
===Fire/Poison ArchMage===
When you reach 120, go to Leafre, Forest of the Priest (Hidden Portal at Valley of the Antelope) and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon, obtained by killing Manon & Griffey.


Post Ascension, this quest changed.  You don't go to El Nath anymore, and you can no longer buy the star and pentagon for 10,000,000.  Also, you can't bring a party to help you.  This is a solo quest.  Manon & Griffey are in the same location as normal, but it's a special map that you, and only you, can get into when you have the quest.  They will always be there, and their HP will reset every time you die and start over.


* 1 Meteo
A level by level build is not realistic as there is no way to predict when you will find, or be able to buy, the required mastery books, but here are some tips to get you started.  The Maple Warrior skill book will be given when you finish the job advancement.  Post Ascension build, there are several 1 pointers you should get first such as Ifrit because it adds Elemental Resistance.  Next max Buff Mastery for the added attack and longer buffs.
* 9 Maple Hero
* 10 Paralyze
* 5 Fire Demon
* 10 Elquines
* 1 Hero's Will
* 5 Quantum Explosion


;Regular Build
*'''Level 120''': +1 Paralyze (1), +1 Mist Eruption (1), +1 Arcane Aim (1)
*'''Level 121''': +1 Big Bang (1), +1 Meteor Shower (1), +1 Ifrit (1)
*'''Level 122''': +3 Buff Mastery (3)
*'''Level 123''': +3 Buff Mastery (6)
*'''Level 124''': +3 Buff Mastery (9)
*'''Level 125''': +1 '''Buff Mastery''' (10), +2 Paralyze (3)
*'''Level 126''': +3 Paralyze (6)
*'''Level 127''': +2 Paralyze (9)


;Due to element amplification, it would be more meso efficient to raise Meteo straight from level 15 to level 30
;End Result  (This shows max all, but you could leave points off Ifrit or Big Bang)
===Bishop===
*'''Buff Mastery''': Level 10
*'''Paralyze''': Level 30
*'''Arcane Aim''': Level 30
*'''Mist Eruption''': Level 30


*'''Infinity''': Level 30
*'''Hero's Will''': Level 5
*'''Maple Warrior''': Level 30


* 1 Genesis
*'''Meteor Shower''': Level 30
* 1 Ressurect
*'''Big Bang''': Level 30
* 9 Maple Hero
*'''Ifrit''': Level 30
* 10 Summon Dragon
* ? Angel Ray
* ? Holy Shield
* 1 Hero's Will (MAX)
* 5 Quantum Explosion


==Anti-Builds==
==Anti-Builds==
These are a collection of builds that look great on paper but don't work in practice.
These are a collection of builds that look great on paper but aren't efficient in practice.
 
===HP Cleric===
===HP Cleric===
Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP.  This way your heal will heal tons of HP since it is based on your HP.  You will be extremely popular with parties, because of your high durability and high healing rate. However, recent testing has determined HP healed depends quite a bit on INT and thus this build will only heal very small, below 20, HP per heal.
"Instead of spending stat points in INT and LUK, wear a bathrobe, and put it all in HP.  This way your heal will heal tons of HP since it is based on your HP.  You will be extremely popular with parties, because of your high durability and high healing rate."
 
Max Heal recovers health equal to about 300% of the Cleric's maximum HP.


===STR Cleric===
===STR Cleric===
You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.
You may be thinking, Magicians have access to maces, so it should be a good idea to do a warrior-ish build, just adding enough INT to make the first advancement then doing a similar STR/DEX build to a warrior.


Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a perma-beginner. Even then, perma-beginners have access to the 200+ attack weapons (Not in Maple Global). Second, the few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?
Unfortunately, there are a few problems wrong with this idea. First of all, a lack of mastery and weapon-based skills makes this build nearly as weak, if not weaker, than a permanent beginner. Even then, perma-beginners have access to the 200+ attack weapons (not in Maple Global). Second, the few Magician/Cleric skills available won't nearly be enough to compensate for its weaknesses. Why?


*As stated, with so little INT, Heal will heal very little amounts of HP and do very little damage (Heals power is based on Magic and INT, NOT MAX HP OR CURRENT HP. HP has absolutely nothing to do with the strength of heal.).
*As stated, with so little INT, the damage done by Heal to undead monsters will be very weak


*Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.
*Skills that aren't based on INT (Magic Guard/Armour, Bless, Invincible) still work, but they would anyway in a normal build.
*Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.
*Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.


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As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.
As such, Perma-beginners will likely be better than a STR Cleric in most areas except partying... And the lack of Heal really hurts a STR Cleric in that regard anyway.
In its own ways, though, the STR Cleric is still usable.
*The STR Cleric uses MP moreover as an extension of HP, using MP to substitute for health. They rely on this much more than other mages.
*STR Clerics also benefit from bless more than other mages since Bless affects accuracy and avoidability, not intelligence or magic.
*Though heal cannot be used to combat undead or unholy enemies, it still maintains its healing properties.
*STR Clerics can also more easily access other party members since they will be fighting monsters directly rather than standing at a distance and casting spells.
*Party spells such as Door and Dispel can still be used, allowing STR Clerics to still maintain the role of a Cleric within a party
*STR mages in general get the ability to tele-slash. It is the ability to physically attack, then teleport, similar to tele-casting. This allows STR mages to avoid injury more easily than other classes.
The STR Cleric, like the Perma-Beginner, has a slow growth rate, along with all of its disadvantages. They also require much more planning than other classes and are more limited in equip choices. Still, they have a unique gameplay style and are still an option to consider.


===Pure MP Build===
===Pure MP Build===
It would be exactly like the HP build, but instead of adding HP, you max out the MP improving thing and add MP after maxing it out. After the second job advancement, you make it a cleric, max out heal and MP eater, and "Voila!", you get the Pure MP build. You can heal people with ease, have no risk of dying if MP guard is activated, and you can take free pots using MP eater , since you don't need to hit for MP eater to be activated <<--- ( THIS IS NOT TRUE. MP EATER TAKES EFFECT ONLY WHEN ATTACKING ENEMIES).
It would be exactly like the HP build, but instead of adding HP, you max out the MP improving thing and add MP after maxing it out. After the second job advancement, you make it a cleric, max out heal and MP eater, and "Voila!", you get the Pure MP build. You can heal people with ease, have no risk of dying if MP guard is activated, and you can take free pots using MP eater, since you don't need to hit for MP eater to be activated.
 
However, because of the new patch, throwing shells is not available, so you should also do something about your INT. You should put it around 43 or something (needs confirming), and then do the job advancement.
However, because of the new patch, throwing shells is not available, so you should also do something about your INT. You should put it around 43 or something (needs confirming), and then do the job advancement.
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