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There are also storybooks.
There are also storybooks.
*Burning Flame Book (Fire/Poison Archmage)
*Frozen Ice Book (Ice/Lightning Arghmage)
*Frozen Ice Book (Ice/Lightning Arghmage)
*Black Book (Bishop)


===Ice/Lightning ArchMage===
===Ice/Lightning ArchMage===

Revision as of 09:50, 21 October 2011

Template:MapleStory/Big Bang

Statistic Builds

LUK Build (Normal)

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 level, put 4 points into INT and 1 point into LUK. If you are not sure, press Auto Assign as this will take advantage of equipment stats as well. Alternatively, put all 5 points into INT for four levels, and at every 5th level put all 5 points into LUK.

  • Level 8 -> 11 LUK
  • Level 10 -> 13 LUK
  • Level 33 -> 36 LUK
  • Level 50 -> 53 LUK
  • Level 66 and above level +3

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 75 or so and put all AP on INT after that.

LUKless Build

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 19 LUK at level 200.

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: Magician weapons and armors require LUK to wear.

Note~ Keep in mind that the maplestory big bang patch is coming soon. It has been announced 
that LUKless mages will not work the same way as before, for the time being,
you may NOT want to consider using this build--the magic attack of a weapon divided by 100 
is now multiplied instead of being added to the damage range. After the big bang patch,
LUK does not affect the mage's accuracy, instead, level affects mage accuracy.

Maker LUKless

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. 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. This build is not recommended unless one has access to Zakum helms and other high level and expensive items.

First Job Skill Builds

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.


Regular Build
  • Level 8: +1 Energy Bolt (1)
  • Level 9: +3 Magic Claw (3)
  • Level 10: +3 Magic Claw (6)
  • Level 11: +3 Magic Claw (9)
  • Level 12: +3 Magic Claw (12)
  • Level 13: +3 Magic Claw (15)
  • Level 14: +3 Magic Claw (18)
  • Level 15: +2 Magic Claw (20), +1 MP Boost (1)
  • Level 16: +3 MP Boost (4)
  • Level 17: +3 MP Boost (7)
  • Level 18: +3 MP Boost (10)
  • Level 19: +3 Magic Guard (3)
  • Level 20: +3 Magic Guard (6)
  • Level 21: +3 Magic Guard (9)
  • Level 22: +3 Magic Guard (12)
  • Level 23: +3 Magic Guard (15)
  • Level 24: +3 Magic Armor (3)
  • Level 25: +3 Magic Armor (6)
  • Level 26: +3 Magic Armor (9)
  • Level 27: +3 Magic Armor (12)
  • Level 28: +3 Magic Armor (15)
  • Level 29: +3 Energy Bolt (4)
  • Level 30: +3 Energy Bolt (7)
End Result
  • Magic Claw: Level 20
  • MP Boost: Level 10
  • Magic Guard: Level 15
  • Magic Armor: Level 15
  • Energy Bolt: Level 7


Common Myths

Myth: Energy Bolt is Better than Magic Claw

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. 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

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.

Second Job Skill Builds

Cleric

Pure Heal
  • 30 Heal (MAX)
  • 20 MP Eater (MAX)
  • 20 Invincible or Bless (MAX)
  • 20 Bless or Invincible (MAX)
  • 20 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
  • 1 Teleport or MP Eater (1)
  • 1 MP Eater or Teleport (1)
  • 5 Heal (5)
  • 5 Invincible (5)
  • 20 Bless (MAX)
  • 25 Heal (MAX)
  • 19 MP Eater (MAX)
  • 15 Invincible (MAX)
  • 30 points Remaining (see below)

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.

Party Offensive
  • 1 Teleport or MP Eater (1)
  • 1 MP Eater or Teleport (1)
  • 5 Heal (5)
  • 5 Invincible (5)
  • 20 Bless (MAX)
  • 10 Heal (15)
  • 30 Holy Arrow (MAX)
  • 19 MP Eater (MAX)
  • 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
  • 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
  • 1 Teleport (1)
  • 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
  • 1 Teleport or MP Eater (1)
  • 1 MP Eater or Teleport (1)
  • 30 Heal (MAX)
  • 19 MP Eater (MAX)
  • 30 Holy Arrow (MAX)
  • 10 Invincible (10)
  • 30 points remaining (see below)

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.

Solo Offensive build
  • 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 reach level 74+, it will be made obsolete by Level 11 Shining Ray (given that you spend on all your skillpoints on it). 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 and the Magatia Party Quest requires a max teleport mage.

Fast Wraith Training build
  • 1 Teleport (1)
  • 30 Heal (MAX)
  • 20 MP Eater (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.

Hybrid build
  • 30 Heal (MAX)
  • 20 Bless (MAX)
  • 20 MP Eater (MAX)
  • 20 Teleport (MAX)
  • 20 Invincible (MAX)
  • 11 Holy Arrow

This is a rather rounded-out and average build, and covers most all situations for those who like to split their time between training on zombie monsters and completing Party Quests. You should max Bless at around level 50, and therefore are good for party questing and set for solo training, in which you start maxing MP eater, Teleport for fast movement, and the oh-so-coincidental skill Invincible. One of the downsides to this build is the fact that MP eater takes no effect until level 50, and you have to buy MP pots at a usual rate.

If you start out putting points in random locations and not following a set build, you should end up with everything but Holy Arrow maxed. In this case, Holy arrow should be the "Dump" skill, or the last skill you work on, putting all your extra points into it.

Powerful Party Cleric Build.
  • 1 Teleport (1).
  • 30 Heal (Max).
  • 5 Invincible (5).
  • 20 Bless (Max).
  • 15 Invincible (Max).
  • 20 Holy Arrow (20).
  • 20 Mp Eater (Max).
  • 10 Holy Arrow (Max).

This build is meant for the player who likes to both PQ and hunt. It allows you to hit big in PQ, while still being able to Support your party. The only disadvantage of the build is that you do not Max Teleport, which means it you will spend more MP when using it. As such, you will probably end up spending more on potions.

Ice/Lightning Wizard

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

Ice Hybrid build
  • 1 Teleport
  • 30 Cold Beam (MAX)
  • 5 MP eater
  • 30 Thunder Bolt (MAX)
  • 15 MP Eater (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
MP Thief
  • 1 Teleport
  • 25 Thunder Bolt
  • 20 MP Eater (MAX)
  • 5 Thunder Bolt (MAX)
  • 30 Cold Beam (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
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

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 useing 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.

Both Attacks First
  • 1 Teleport (1)
  • 1 MP Eater (1)
  • 30 Primary Attack (MAX)
  • 2 MP Eater (3)
  • 30 Secondary Attack (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
  • 17 MP Eater (MAX)
  • 1 Anything (including 1st Job skills) (1)
Early Meditation
  • 1 Teleport (1)
  • 1 MP Eater (1)
  • 30 Primary Attack (MAX)
  • 2 MP Eater (3)
  • 20 Meditation (MAX)
  • 30 Secondary Attack (MAX)
  • 19 Teleport (MAX)
  • 17 MP Eater (MAX)
  • 1 Anything (including 1st Job skills) (1)
Early Meditation and Teleport
  • 1 Teleport (1)
  • 1 MP Eater (1)
  • 30 Primary Attack (MAX)
  • 20 Meditation (MAX)
  • 19 Teleport (MAX)
  • 30 Secondary Attack (MAX)
  • 17 MP Eater (MAX)
  • 1 Anything (including 1st Job skills) (1)

There are some people who feel they don't need teleport to be efficient. For those who are wondering, there are other builds that can work better in different situations. 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)
  • 1 Teleport
  • 30 Thunder Bolt
  • 20 Mp Eater
  • 19 Teleport
  • 30 Cold Beam
  • 20 Meditation

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.

No/Low Cold Beam Build

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.

  • 1 Teleport (1)
  • 30 Thunderbolt (MAX)
  • 19 Teleport (MAX)
  • 20 MP Eater (MAX)
  • 20 Meditation (MAX)
  • 20 Slow (MAX)
  • 11 Anything (Including First Job Skills)

Fire/Poison Wizard

Post Ascension DoT on Poison Breath is more valuable than Fire 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)
  • Level 31: +1 Spell Mastery (1), +1 Fire Arrow (1), +1 Poison Breath (1)
  • Level 32: +3 Spell Mastery (4)
  • Level 33: +3 Spell Mastery (7)
  • Level 34: +3 Spell Mastery (10)
  • Level 35: +3 Spell Mastery (13)
  • Level 36: +3 Spell Mastery (16)
  • Level 37: +3 Spell Mastery (19)
  • Level 38: +1 Spell Mastery (20), +2 High Wisdom (2)
  • Level 39: +3 High Wisdom (5)
  • Level 40: +3 High Wisdom (8)
  • Level 41: +2 High Wisdom (10), +1 Poison Breath (2)
  • Level 42: +3 Poison Breath (5)
  • Level 43: +3 Poison Breath (8)
  • Level 44: +3 Poison Breath (11)
  • Level 45: +3 Poison Breath (14)
  • Level 46: +3 Poison Breath (17)
  • Level 47: +3 Poison Breath (20)
  • Level 48: +3 Teleport (4)
  • Level 49: +3 Teleport (7)
  • Level 50: +3 Teleport (10)
  • Level 51: +3 Teleport (13)
  • Level 52: +3 Teleport (16)
  • Level 53: +3 Teleport (19)
  • Level 54: +1 Teleport (20), +2 MP Eater (2)
  • Level 55: +2 Meditation (2), +1 MP Eater (3)
  • Level 56: +3 Meditation (5)
  • Level 57: +3 Meditation (8)
  • Level 58: +3 Meditation (11)
  • Level 59: +3 Meditation (14)
  • Level 60: +3 Meditation (17)
  • Level 61: +3 Meditation (20)
  • Level 62: +3 MP Eater (6)
  • Level 63: +3 MP Eater (9)
  • Level 64: +3 MP Eater (12)
  • Level 65: +3 MP Eater (15)
  • Level 66: +3 MP Eater (18)
  • Level 67: +2 MP Eater (20), +1 Slow (1)
  • Level 68: +3 Slow (4)
  • Level 69: +3 Slow (7)
  • Level 70: +3 Slow (10)


End Result
  • Spell Mastery: Level 20
  • High Wisdom: Level 10
  • Poison Breath: Level 20 (or 1)
  • Teleport: Level 20
  • Meditation: Level 20
  • MP Eater: Level 20
  • Slow: Level 10
  • Fire Arrow: Level 1 (or 20)

Fire Arrow is replaced by 3rd job Fire Demon so it does not need to be maxed, and those 19 SP are better used elsewhere. Teleport is costly till maxed, but you could swap with Meditation for more damage earlier.

Third Job Skill Builds

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)
  • 30 Ice Strike(MAX)
  • 30 Element Composition or Thunder Spear(MAX)
  • 30 Element Amplification(MAX)
  • 30 Thunder Spear or Element Composition(MAX)
  • 20 Spell Booster(MAX)
  • 10 Seal
  • 1 Partial Resistance
Thunder Spear
  • 30 Thunder Spear or Element Composition (MAX)
  • 11 Spell Booster (11)
  • 30 Element Amplification (MAX)
  • 30 Ice Strike (MAX)
  • 30 Element Composition or Thunder Spear (MAX)
  • 20 Seal (MAX)*(See Note Below)
  • 2 Partial Resistance (2)
Ice Strike
  • 30 Ice Strike (MAX)
  • 11 Spell Booster (11)
  • 30 Element Amplification (MAX)
  • 30 Thunder Spear (MAX)
  • 30 Composition (MAX)
  • 20 Partial Resistance (MAX)
Element Composition
  • 1 Composition or Thunder Spear (1)
  • 3 Elemental Amplification (3)
  • 29 Composition or Thunder Spear (MAX)
  • 1 Elemental Amplification (4)
  • 11 Magic Booster (11)
  • 30 Thunder Spear or Ice Strike (MAX)
  • 26 Elemental Amplification or Thunder Spear (MAX)
  • 1 Partial Resistance (1)
  • 1 Seal (1)
  • 19 Partial Resistance or Seal (MAX)
Power Up First
  • 5 Elemental Amplification (5)
  • 11 Magic Booster (11)
  • 30 Thunder Spear (MAX)
  • 30 Ice Strike (MAX)
  • 9 Magic Booster (MAX)
  • 20 Seal (MAX)*(See note below)
  • 25 Elemental Amplification (MAX)
  • 20 Partial Resistance (MAX)
  • 1 Magic Armor (2)
Ice Mobber
  • 30 Ice Strike (MAX)
  • 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

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

Explosion and Fire Demon hit 6, their fast, and have good range. (Now you know why you didn't get Fire 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.


Regular Build
  • Level 70: +1 Teleport Mastery (1)
  • Level 71: +1 Explosion (1), +1 Poison Mist (1), +1 Fire Demon (1)
  • Level 72: +3 Explosion (4)
  • Level 73: +3 Explosion (7)
  • Level 74: +3 Explosion (10)
  • Level 75: +3 Explosion (13)
  • Level 76: +3 Explosion (16)
  • Level 77: +3 Explosion (19)
  • Level 78: +1 Explosion (20), +2 Element Amplification (2)
  • Level 79: +2 Spell Booster (2), +1 Element Amplification (3)
  • Level 80: +3 Spell Booster (5)
  • Level 81: +3 Spell Booster (8)
  • Level 82: +3 Spell Booster (11)
  • Level 83: +2 Element Amplification (5), +1 Seal (1)
  • Level 84: +3 Element Amplification (8)
  • Level 85: +3 Element Amplification (11)
  • Level 86: +3 Element Amplification (14)
  • Level 87: +3 Element Amplification (17)
  • Level 88: +3 Element Amplification (20)
  • Level 89: +3 Fire Demon (4)
  • Level 90: +3 Fire Demon (7)
  • Level 91: +3 Fire Demon (10)
  • Level 92: +3 Fire Demon (13)
  • Level 93: +3 Fire Demon (16)
  • Level 94: +3 Fire Demon (19)
  • Level 95: +1 Fire Demon (20), +2 Burning Magic (2)
  • Level 96: +3 Burning Magic (5)
  • Level 97: +3 Burning Magic (8)
  • Level 98: +3 Burning Magic (11)
  • Level 99: +3 Burning Magic (14)
  • Level 100: +3 Burning Magic (17)
  • Level 101: +3 Burning Magic (20)
  • Level 102: +3 Poison Mist (4)
  • Level 103: +3 Poison Mist (7)
  • Level 104: +3 Poison Mist (10)
  • Level 105: +3 Poison Mist (13)
  • Level 106: +3 Poison Mist (16)
  • Level 107: +3 Poison Mist (19)
  • Level 108: +1 Poison Mist (20), +2 Teleport Mastery (3)
  • Level 109: +3 Teleport Mastery (6)
  • Level 110: +3 Teleport Mastery (9)
  • Level 111: +1 Teleport Mastery (10), +2 Spell Booster (13)
  • Level 112: +3 Spell Booster (16)
  • Level 113: +3 Spell Booster (19)
  • Level 114: +1 Spell Booster (20), +2 Elemental Decrease (2)
  • Level 115: +3 Elemental Decrease (5)
  • Level 116: +3 Elemental Decrease (8)
  • Level 117: +2 Elemental Decrease (10), +1 Seal (2)
  • Level 118: +3 Seal (5)
  • Level 119: +3 Seal (8)
  • Level 120: +3 Seal (11)


End Result
  • Explosion: Level 20
  • Elemental Amplification: Level 20
  • Fire Demon: Level 20
  • Burning Magic: Level 20
  • Poison Mist: Level 20
  • Teleport Mastery: Level 10
  • Spell Booster: Level 20
  • Elemental Decrease: Level 10
  • Seal: Level 11


Explosion will be your fastest training skill. Boost and Amp next to support Explosion. Fire Demon is your next attack, but you could swap Burning Magic if you still use Poison Breath. Poison Mist to take advantage of the DoT. Finish Teleport Mastery for more damage. Finish Booster for more time. Max Elemental Decrease for those mobs that are strong to 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

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 as useful.

Pure Party Build
  • 1 Element Resistance
  • 1 Shining Ray
  • 3 Dispel (Prereq for Door and HS)
  • 1 Mystic Door
  • 2 Dispel (Level 5)
  • 30 Holy Symbol (MAX)


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.

Mystic Door lets you to bring party members to the map you are on. This is very useful for Zombies and other places.

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.

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.

Solo Build
  • 1 Element Resistance
  • 3 Dispel (Prereq for Door and HS)
  • 1 Mystic Door
Balance between--
  • 20 Holy Symbol
  • 16 Shining Ray
  • 2 Dispel

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.

At level 20, HS goes from gaining 2% per point to gaining only 1% per point. At level 16, SR gets 40% mastery and after 17 is only adding 1 Magic Attack versus 2.

The Damage resistance gain from ER starts looking more attractive at this point.

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).

SR Build
  • 20 Element Resistance
  • 30 Shining Ray
  • 3 Dispel
  • 20 Holy Symbol
  • 30 Summon Dragon
  • 18 Mystic Door
  • 30 Points Left Over

Fourth Job Skill Builds

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 are only based on having all the skills but not having upgraded them to 20 and 30. They are also set for the fastest training possible.

Skills

Fourth Job Skills aren't readily available. You will need to get a skill book or complete some sort of quests 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.

  • 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.

There are also storybooks.

  • Frozen Ice Book (Ice/Lightning Arghmage)

Ice/Lightning ArchMage

  • 15 Blizzard
  • 1 infinity
  • 9 Maple Warrior
  • 10 Chain Lightning
  • 5 Ice Demon
  • 10 Ifrit
  • 1 Hero's Will (MAX)
  • 5 Big Bang
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

When you reach 120, go to El Nath and talk to Robeira the 3rd job instructor. Get a letter of recommendation. Then, go to Leafre, Valley of the Antelope and talk to Gritto the 4th Job Instructor. Bring back a Heroic Star and Heroic Pentagon. You can get them by killing Griffey & Manon, (Note: it may not drop on the first kill) or you can go to Eos Tower and talk to Vega on the 66th floor to buy a scroll for 10,000,000 and bring it to Chief Tatamo to trade for the star and pentagon.

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.

Regular Build
  • Level 120: +1 Paralyze (1), +1 Big Bang (1), +1 Meteor Shower (1)
  • Level 121: +1 Mist Eruption (1), +1 Arcane Aim (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)
End Result (This shows max all, but you could leave points off Ifrit or Big Bang)
  • 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
  • Meteor Shower: Level 30
  • Big Bang: Level 30
  • Ifrit: Level 30

Bishop

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.

Regular 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: +3 Buff Mastery (3)
  • Level 123: +3 Buff Mastery (6)
  • Level 124: +3 Buff Mastery (9)
  • Level 125: +1 Buff Mastery (10), +2 Advanced Blessing (3)
  • Level 126: +3 Advanced Blessing (6)
  • Level 127: +2 Advanced Blessing (9)

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.

End Result (This shows max all, but you could leave points off Bahamut or Big Bang)
  • Buff Mastery: Level 10
  • Angel Ray: Level 30
  • Advanced Blessing: Level 30
  • Arcane Aim: Level 30
  • Infinity: Level 30
  • Resurrection: Level 5
  • Hero's Will: Level 5
  • Maple Warrior: Level 30
  • Genesis: Level 30
  • Big Bang: Level 30
  • Bahamut: Level 30

Anti-Builds

These are a collection of builds that look great on paper but aren't efficient in practice.

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."

Max Heal recovers health equal to about 300% of the Cleric's maximum HP.

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.

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, 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.
  • Attack skills (Magic Claw, Holy Arrow) also do little damage, if any.

Third, Magic Guard will likely be the only thing saving you from death at stronger monsters; At least Warriors have their massive HP, Bandits a good amount of HP and (eventually) Meso Guard, and perma-beginners have no EXP loss on death.

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

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.