MapleStory/Magician: Difference between revisions

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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 (see Funded Magician Build).
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 (see Funded Magician Build).


====The Perfect Build aka The 'Hell' Build====
==== The Perfect Build ====
This build will allow you to have more max mp in exchange for slower training up to lvl 13.
Although this build provides your character with the maximum amount of MP, it requires more time to train, as you will do minimal damage for a few levels. Some players say the amount of MP gained with this build is negligible.
*5 Improved MP Recovery (5)
*10 Improving Max MP Increase (MAX)  
*10 Improving Max MP Increase (MAX)  
*1 Energy Bolt (1)  
*1 Energy Bolt (1)
*11 Improving MP Recovery (MAX)  
*5 Improving MP Recovery (5)
*20 Magic Claw (MAX)  
*11 Improving MP Recovery (MAX)
*20 Magic Guard (MAX)  
*20 Magic Claw (MAX)
First of all, this build is called the 'Hell' build for a reason. This is because until level 13, all you can do to train is whack away at snails. This period of time really sucks for you, aka. HELL. This build gives you the greatest MP benefit, although only by a fraction. 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. I DO NOT RECOMMEND THIS BUILD FOR IMPATIENT PEOPLE AND PEOPLE WHO LIKE TO DO HIGH DAMAGE.
*20 Magic Guard (MAX)
Until level 13, all you can do to train effectively is to whack away at snails. This period of time is really slow going unless there is an event going on. Having a friend to help you train more quickly through these first levels is a great benefit.


====The Low MP Build====
====The Low MP Build====
This build will allow you to train faster at the cost of lots of pots and lower MP.
This build will allow you to train faster, minimize your MP, and require you to spend more mesos on potions than you might otherwise.
*1 Energy Bolt (1)  
*1 Energy Bolt (1)  
*20 Magic Claw (MAX)  
*20 Magic Claw (MAX)  
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*11 Improving MP Recovery (MAX)  
*11 Improving MP Recovery (MAX)  
*20 Magic Guard (MAX)  
*20 Magic Guard (MAX)  
This build is the worst in my overall opinion. This build is for people who like high damage early and don't care about the essentials like maxed MP. I do not recommend this build.
This build is for people who like high damage early and don't care about their character's stats at the end of the game. This build is not recommended for players planning on reaching high levels.


====The Balanced Build====
====The Balanced Build====
This build will allow you to train quite fast but not as fast as the Low MP Build. This will consume some pots, but not as many as the Low MP Build.
This build will allow you to train quickly, but not as fast as the Low MP Build. This will consume some pots, but not as many as the Low MP Build.
*1 Energy Bolt (1)
*1 Energy Bolt (1)
*5 Improved MP Recovery (5)
*5 Improved MP Recovery (5)
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*11 Improved MP Recovery (MAX)
*11 Improved MP Recovery (MAX)
*20 Magic Guard (MAX)
*20 Magic Guard (MAX)
This build is basically what its name says. Its balanced. Magic Claw is given quite early to boost training at the cost of lower MP recovery. However, they will still recieve almost max MP.
This build is basically what its name says. Its balanced. Magic Claw is given quite early to boost training at the cost of lower MP recovery. However, they will still receive close to the maximum amount of MP.


===Ability point recommendation===
===Ability point recommendation===
The Standard Normal Luck Ap build goes as:  
The Standard Normal Luck Ap build goes as:  
   lvl    luck    int  
   lvl    luck    int  
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After you reach level 20 or so, Perion (which is ironically the Warrior's town) is a relatively good place to train, since the monsters, which are mostly stumps and their variants, have low magical defense and slow, good for magicians. The Kerning Party Quest is additionally a popular way to level, although it is recommended to be around level 24+ to have a higher chance of being selected for this PQ.
After you reach level 20 or so, Perion (which is ironically the Warrior's town) is a relatively good place to train, since the monsters, which are mostly stumps and their variants, have low magical defense and slow, good for magicians. The Kerning Party Quest is additionally a popular way to level, although it is recommended to be around level 24+ to have a higher chance of being selected for this PQ.


;LEVEL 8-13: Slimes and stumps at the map south of Ellinia will work wonders with your exp, you better have magic bolt handy in case a mob comes by. NEVER go up to the top, the monsters up there will make you a bowl of instant KO, alternatives include HHG and the sniping shots in Thicket around the beach II. Also you could consider going to Amoria, the first map with monsters on it, to kill orange mushrooms. Also Slime Tree is a great option, as for the spraw rate of the monsters.
;Level 8-13: slimes and stumps at the map south of Ellinia will work wonders with your exp. Slime Tree is a great option because of the spawn rate of the monsters. You should have Energy Bolt handy in case a mob comes by. '''Never''' go to the tops of some of the maps or use the portals there, as higher level monsters will quickly kill you. Alternatives include the Henesys Hunting Ground and the Thicket Around the Beach II where you can safely attack enemies with Energy Bolt. You may want to consider going to Amoria, as the first map with monsters on it has orange mushrooms.


;LEVEL 13-20: At Lvl 13 with Max MP Increase maxed and new armor and weapon choices, the octopi at Kerning can be added into the hunting list, if you stay on the ramp and use magic claw lv 5 then its magic defense wont really matter. At Lvl 20, with Magic Claw (MAX), one can handle green mushy, Horny mushy and maybe even dark axe stump effectively. You could go to mushroom forest in Zipangu and go crazy on the mushrooms there. Pig beach would also be as effective.
;Level 14-20: at level 13 with Improving Max MP Increase maxed and new armor and weapon choices, the octopi at Kerning can be added to the hunting list. If you stay on the ramp and use magic claw, then its magic defense won't really matter. At level 20, with Magic Claw (MAX), one can handle green mushrooms, horny mushrooms, and maybe even dark axe stumps effectively. You can go to mushroom forest in Zipangu and go crazy on the mushrooms there. Pig beach is also an effective area to hunt.


;LEVEL 21-30: At Lvl 21, Kerning Party Quest is available, and as a Magician, one will be invited readily for the quest. If you get bored of Kenning Accompaniment, you can try the Ariant Coliseum, available in versions with Ariant (available in KoreaMS, JapanMS, ChinaMS, TaiwanMS, ThailandMS, MapleSEA, GlobaMS). You could stay on the green and horny mushies. Or you could go and destroy Jr sentinels in orbis tower by using the off-land sniping spots! Great money and good exp if you start at an early level! In GMS, go hunt the nearby normal cactus's and kill them for 47 EXP! At lv 27 go kill green trixters and not take damage because they always move vertically! Level 28-30 go crazy on teddies (normal) or flower fishes. You should have a good time like you should if you follow these instructions. (Unless your version doesn't have aqua road or ludi, then go with your gut.) You could also go to the Minidungeon in Antcave 2 (or Ant Cave 1, if your MS version doesn't have the Minidungeons).
;Level 21-30: at level 21, Kerning Party Quest is available. Since first jobs all have minimal damage until just before second job, you should have equal chances of getting invited. If you get bored of the First Accompaniment, you can try the Ariant Colosseum, available in versions with Ariant (available in KoreaMS, JapanMS, ChinaMS, TaiwanMS, ThailandMS, MapleSEA, GlobalMS). You can continue to train on green and horny mushrooms, or you can go and destroy jr. sentinels in Orbis Tower (b using the off-land sniping spots you can stay out of their reach). There is great money and good experience if you start at an early level. In GMS, you can go to Ariant and hunt the nearby cactus, as each of them give 47 EXP! At level 27, hunting kill green trixters is a great way to save on pots, as you won't take damage from these vertically moving targets. From level 28 to 30, go crazy on teddies (normal) in Ludibrium Tower or flower fishes in Aqua Road. Remember that there is [[MapleStory/Mini Dungeons#Cave Where Mushrooms Grow|Mini Dungeon: Cave Where Mushrooms Grow]] (or Ant Cave 1, if your MS version doesn't have the Minidungeons and you want to hunt horny or undead mushrooms) where you can hunt safely from the side platforms.


===Training Methods===
===Training Methods===
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===Second Job advancement preparations===
===Second Job advancement preparations===
At this point, you're a Magician, you're at level 30, and you're currently much more powerful than the other classes. Return to Ellinia and converse with Grendel. He will give you a compliment, and then send you to the 2nd Job Advance Instructor in The Forest North of Ellinia. He'll talk to you as well, and then take you into the darkness. Inside the tree, you will find several Horned Mushrooms 2 (they are a kind of Horned Mushrooms with almost 2X HP) and Curse Eyes. Kill them. Instead of EXP and Items, they give you Dark Marbles. Collect 30 of these marbles, and then talk to the Instructor. He will give you the Proof of a Hero, and then send you back to Grendel the Really Old. Here, he will inquire as to which path you wish to take...
At this point, you're a Magician, you're at level 30, and you're currently much more powerful than the other classes. Return to Ellinia and converse with Grendel. He will give you a compliment, and then send you to the 2nd Job Advance Instructor in The Forest North of Ellinia. He'll talk to you as well, and then take you into the darkness. Inside the tree, you will find several Horned Mushrooms 2 (they are a kind of Horned Mushrooms with almost 2X HP) and Curse Eyes. Kill them. Instead of EXP and Items, they give you Dark Marbles. Collect 30 of these marbles, and then talk to the Instructor. He will give you the Proof of a Hero, and then send you back to Grendel the Really Old. Here, he will inquire as to which path you wish to take.


You have three roads before you, each with a myriad of puzzles and adventures that await you. The least common choice is the Fire/Poison. This does not mean that it is inferior, of course. By level 38, you'll be capable of dishing out more damage faster than any other class. Or, you could become an Ice Mage, and quickly freeze and kill your enemy. Lightning comes along with ice, and Lightning gives you the ability to kill of a pack of 6 monsters all at once (Ice/Lightning are placed in the same job, so you get both eventually as an Ice/Lightning Wizard). The third, and possibly most common choice is the Cleric. As a cleric, you do the least damage, but you eventually become (literally,) the life of the party. You'll eventually end up very wealthy as a cleric. This is because Clerics can cheat the system; they can gain MP from killing monsters, and HP from their MP-consuming skill, heal. Nowhere in this process is money drained.
You have three roads before you, each with a myriad of puzzles and adventures that await you. The least common choice is the Fire/Poison. This does not mean that it is inferior, of course. By level 38, you'll be capable of dishing out more damage faster than any other class. Or, you could become an Ice Mage and quickly freeze and kill your enemy. Lightning comes along with ice, and Lightning gives you the ability to kill of a pack of 6 monsters all at once (Ice/Lightning are placed in the same job, so you get both eventually as an Ice/Lightning Wizard). The third, and possibly most common choice is the Cleric. As a cleric, you do the least damage, but you eventually become (literally,) the life of the party. You'll eventually end up very wealthy as a cleric. This is because Clerics can cheat the system; they can gain MP from killing monsters, and HP from their MP-consuming skill, heal. Nowhere in this process is money drained.


===Holy, Fire, Ice, Poison, or Lightning?===
===Holy, Fire, Ice, Poison, or Lightning?===
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Note: Robos are really annoying, because they are strong against ice. Tell some other people like bandits to kill robos. If you just don't want to see them, try going into room 1 or 2. You will not see them unless someone summons them.  
Note: Robos are really annoying, because they are strong against ice. Tell some other people like bandits to kill robos. If you just don't want to see them, try going into room 1 or 2. You will not see them unless someone summons them.  


*Level 50-59: If you have both Ice and Lit, Hot Sands is a very good choice. With only Ice, Red Drake should now be what you're training on (you can also go for Cellions and Lioners if Red Drakes hurt too much), while with only lit, Retz are still your best bet right now, even though you're earning less than 0.01% exp per kill, mobbing them should let you level every 6-8 hours until you reach level 55. Move to hot sands if you're going for Ice after med, when you have level 15 ice. With the new lands coming out, Platoon Chronos in The Road of Time is also a good choice.  Many still recommend Lorangs, but due to the travel time required (lots of walking), plus the constant damage you will take, Hamsters are your best choice if you want to gain mesos.  You should level 3-4x as fast on Retz as you would on Lorangs. Around level 55, you could also consider drakes meal table as a decent training spot. The exp is in general better then Retz, you'll gain 85 + sometimes a 240 exp times 6 a few seconds or 135 times 6 a few seconds. The drops are also noteworthy, as wild cargo's sometimes drop tobi's, and Drakes quite often kumbi's. The only big drawback of this place is that it drains meso's. Especially with magic guard on, which is a must since cargo's do around 300 damage. Expect to earn half of what you need for the potions. (For lightning wizards)Try going into the room with the roids and neohuroids in Magatia, known as C-2. It has a lot of monsters, and you can mob them to the edge of the map where there is a safe spot to zap them with lightning. Or just do '''OrbisPartyQuest''' untill lv 65
*'''Level 50-59''': if you have both Ice and Lit, Hot Sands is a very good choice. With only Ice, Red Drake should now be what you're training on (you can also go for Cellions and Lioners if Red Drakes hurt too much), while with only lit, Retz are still your best bet right now, even though you're earning less than 0.01% exp per kill, mobbing them should let you level every 6-8 hours until you reach level 55. Move to hot sands if you're going for Ice after med, when you have level 15 ice. With the new lands coming out, Platoon Chronos in The Road of Time is also a good choice.  Many still recommend Lorangs, but due to the travel time required (lots of walking), plus the constant damage you will take, Hamsters are your best choice if you want to gain mesos.  You should level 3-4x as fast on Retz as you would on Lorangs. Around level 55, you could also consider drakes meal table as a decent training spot. The exp is in general better then Retz, you'll gain 85 + sometimes a 240 exp times 6 a few seconds or 135 times 6 a few seconds. The drops are also noteworthy, as wild cargo's sometimes drop tobi's, and Drakes quite often kumbi's. The only big drawback of this place is that it drains meso's. Especially with magic guard on, which is a must since cargo's do around 300 damage. Expect to earn half of what you need for the potions. (For lightning wizards)Try going into the room with the roids and neohuroids in Magatia, known as C-2. It has a lot of monsters, and you can mob them to the edge of the map where there is a safe spot to zap them with lightning. Or just do '''OrbisPartyQuest''' untill lv 65
 
*'''Level 60-64''': Red Drakes, Hot Sands, Helios Tower, the old spots. You can TRY to train at Buffoons if you like, but that's not generally a good idea. If you're not so obsessed with big damage, electrifying some jr. Yetis may not be a bad idea, as with freezing up some hectors and zombies.
*Level 65-70: Now it's time for mp3 (mystic path 3 in singapore)
*'''Level 65-70''': go to Mystic Path 3 (mp3) in Singapore if your version has it.
*Level 60-69: Red Drakes, Hot Sands, Helios Tower, the old spots. You can TRY to train at Buffoons if you like, but that's not generally a good idea. If you're not so obsessed with big damage, electrifying some jr. Yetis may not be a bad idea, as with freezing up some hectors and zombies.
*'''Level 70-75''': Same old, same old. Zombies, Hot Sands, Red Drakes. Buffoons might be more practical to hunt right now, but there isn't much change in training.  If you're still doing RETZ, you must be a masochist :)
*Level 70-75: Same old, same old. Zombies, Hot Sands, Red Drakes. Buffoons might be more practical to hunt right now, but there isn't much change in training.  If you're still doing RETZ, you must be a masochist :)
*'''Level 76-83''': IS mages can start killing Death Teddies now, since there are some sniping points present where you can hit them without worrying about getting hit. It's not great on your wallet, but it's very fast training. If you need money, Zombies are your friend again. You can also try Buffoons. Comp Mages should just stay at Zombies or Buffoons right now.
*Level 76-83: IS mages can start killing Death Teddies now, since there are some sniping points present where you can hit them without worrying about getting hit. It's not great on your wallet, but it's very fast training. If you need money, Zombies are your friend again. You can also try Buffoons. Comp Mages should just stay at Zombies or Buffoons right now.
*'''Level 83-88''': IS mages got some options now. Bains are a pain to get to and there aren't many sniping spots, but they're like Death Teddies with more money, though the map isn't pure Bains and poison geysers are annoying. Death Teddies are as good as always. If you feel bold, you can try Vikings. Comp mages should probably go for Bains now, or Vikings if you're bold.
*Level 83-88: IS mages got some options now. Bains are a pain to get to and there aren't many sniping spots, but they're like Death Teddies with more money, though the map isn't pure Bains and poison geysers are annoying. Death Teddies are as good as always. If you feel bold, you can try Vikings. Comp mages should probably go for Bains now, or Vikings if you're bold.
*'''Level 88+''': Vikings are a great target. JMSers could probably go for Bains in Weapon Storage (the map after Anego), or try the Kentauruses which give good exp Leafre (though I'm not sure about their spawns).
*Level 88+: Vikings are a great target. JMSers could probably go for Bains in Weapon Storage (the map after Anego), or try the Kentauruses which give good exp Leafre (though I'm not sure about their spawns).


;Level 31-35 (6-8 hrs/level)
;Level 31-35 (6-8 hrs/level)
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====Training Grounds====
====Training Grounds====
*Note in Advance: If you have any money problems, go to Amoria and train on Sakura Cellions, they give MAJOR money (they are level 33 and give like 300 mesos each)!!
If you have any money problems, go to Amoria and train on Sakura Cellions, as they drop more mesos than any other enemy of similar level (they are level 33 and give 300 mesos each).
*Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitable alternatives. White Letties and Dark Leatties and Jr Pepes are good for El Nath. Very Profitable.  
*Level 30-34: Train where you have trained before. Ant Tunnel is a good choice, and so is Land of Wild Boars. Jr Sentinels and those green and horned mushroom tree dungeons at Ellinia are profitable alternatives. White Letties and Dark Leatties and Jr Pepes are good for El Nath. Very Profitable.  
(Note from player: Jr Pepes are very profitable at this level, but they're much harder to kill than, say, both horny and zombie mushrooms in the Ant Tunnel. Evil Eyes are also good choices, but they net average mesos and equipment drops. At this level, Jr Wraiths (mentioned below) are also a good choice, with the average fire/poison wizard being able to kill one in about 2 ~ 5 hits (depending on your LUK, accuracy and skill level of Fire Arrow.)
(Note from player: Jr Pepes are very profitable at this level, but they're much harder to kill than, say, both horny and zombie mushrooms in the Ant Tunnel. Evil Eyes are also good choices, but they net average mesos and equipment drops. At this level, Jr Wraiths (mentioned below) are also a good choice, with the average fire/poison wizard being able to kill one in about 2 ~ 5 hits (depending on your LUK, accuracy and skill level of Fire Arrow.)