MapleStory/Magician: Difference between revisions

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Changed description, still requires modifying.
m (Adding Big Bang warning)
(Changed description, still requires modifying.)
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* Can use element based attacks early (2nd job advancement).
* Can use element based attacks early (2nd job advancement).
* Very high Mana Point (often just typed as MP) level.
* Very high Mana Point (often just typed as MP) level.
* Unlike Assassins, Hunters and Crossbowmen, Magicians can still use their ranged attack even when enemies are close.
* When maxing mastery, additional Magic Attack is added.
* Later on with mastered MP eater, they need very few MP potions
* Cleric, one of the second job advancement, is the least costly and has many pro-party skills.
* Cleric, one of the second job advancement, is the least costly.
* Area Of Effect skills.
* Area Of Effect skills  
* An array of DOT (Damage Over Time) attacks.


;Cons:
;Cons:
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* Uses a lot of pots especially MP Pots.
* Uses a lot of pots especially MP Pots.
* High MP consumption for [[MapleStory/Magician Guide/Skills#Fourth Job|4th job AOE skills]] (primarily the ones that target the entire screen).
* High MP consumption for [[MapleStory/Magician Guide/Skills#Fourth Job|4th job AOE skills]] (primarily the ones that target the entire screen).
* As of the Big Bang Update, no longer has high regeneration, thus taking long periods to recover used MP.
*  


;Requirements
;Requirements
*Minimum level 8.
* Minimum level 8.
*All Ability Points not placed into INT can be used for STR to make training much easier. When you reach level 8, talk to Grendel The Really Old to become a magician. He will fix your stats when you make the advancement, setting the right INT for your level.  
* All Ability Points not placed into INT can be used for STR to make training much easier. When you reach level 8, talk to Grendel The Really Old to become a magician. He will fix your stats when you make the advancement, setting the right INT for your level.  
*Have not chosen any other job.
*Have not chosen any other job.


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Magicians are ranged characters that eventually become imbued with a specific element, dealing 150% damage to monsters weak to that element. Each of the three 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).
Magicians are ranged characters that eventually become imbued with a specific element, dealing 150% damage to monsters weak to that element. Each of the three 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).


Magicians have the highest magic defense in the game, and have the most MP, however many magician skills sap away a lot of MP. At the 3rd Job, Magicians can acquire elemental resistance, 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. At the 3rd Job, Magicians can acquire elemental resistance, 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 can 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 can cost twice the cost of HP pots.


Many magicians depend on luck to don equipment and improve their accuracy (0.3 accuracy 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 gain a elemental reset skill in 3rd job that temporarily suspends elemental abilities when active. It allows magicians to attack a larger array of monsters as efficiently as other non-elemental classes.
 
Many magicians depend on luck to don equipment and improve their accuracy, 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. However, unlike the other classes, magicians rely on magic accuracy to hit monsters.


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%, 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)
In regard to Maximum and Minimum damage, Magicians deal very stable damage when mastery is maxed similar to all other classes. (the mastery determines the minimum attack. For example, if your maximum attack is 100, and your mastery is 50%, your minimum attack is 50, giving you a damage range of 50-100) However, elemental magicians cannot deal critical attack (Chain Lightning is an exception), 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 past 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/Meteor.)
Magicians can also teleport past monsters with teleport, and drain MP from monsters with MP Eater. Likewise, when Teleport Mastery is toggled it deals damage when teleporting past monsters.


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.
Magicians start off fairly weak in the game, and start to gain power from level 8 through 35. After level 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 Spell Mastery, 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 level 120, unleashing their fury with terrific area of effect attacks and deathly DOT skills.


Magicians, with their ultimate attack skills being slow-casting multi-target area of effect skills, are designed for training, but not for boss runs. However, being able to use both their HP and MP to receive damage, magicians has survivalbility parallel to warriors, but they must constantly look out for dispel, which removes their magic guard. Their multiple target skills work well agaist composite bosses but not as well against single body bosses.
Magicians, are largely based on elemental abilities which in turn makes them weak in boss runs. Even with the implementation of elemental reset, without that elemental bonus on certain bosses such as Horntail and Von Leon, their damage suffers tremendously.  


Magicians lack the high damage of Warriors, the nimbleness of Thieves, the range of Bowman and the rapidity of damage of Pirates. Magicians specialize in mastering elements, dragons and area of effect attacks, status effects, stable damage, and beautiful skills, therefore, if this is what you would like for your special Maple character, this is truly the class for you.
Magicians lack the high damage of Warriors, the nimbleness of Thieves, the range of Bowman and the rapidity of damage of Pirates. Magicians specialize in mastering elements, dragons and area of effect attacks, status effects, stable damage, and beautiful skills, therefore, if this is what you would like for your special Maple character, this is truly the class for you.
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