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== Stat Build ==
== Stat Build ==
Hello All


=== Cookie Cutter Build ===
=== Cookie Cutter Build ===

Revision as of 11:43, 13 July 2006

Template:MapleStory/TOC
Jobs:Guild skills
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Transcendent: Zero
Exclusive: Jett | Dragon Warrior (Zen) | Hayato | Kanna | Beast Tamer
Magician: Skills | Builds | Equipment | Quests

Builds

Stat Build

Hello All








Cookie Cutter Build

The path of the Mage starts at the Character Creation screen. The only parts you can customize with any real game-play importance are the four stats: STR, DEX, INT, and LUK.

STR and DEX should be as low as possible, prefferably a 4 in each, though up to dual 5 or 6/4 is acceptable. INT and LUK are the main stats for the Mage, and as long as STR and DEX is 4/4, it doesn't matter what INT and LUK are.

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. 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.

Level 10 -> 13 LUK

Level 33 -> 36 LUK

Level 50 -> 53 LUK

And so on.

If LUK is being kept at a desired level, all points should be placed in INT, as the other stats do not help Magicians AT ALL!

No LuK Build

•Note from a player: For this build, it is recommended that you try and have this:

STR: 4 DEX: 4 INT: 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.

The build, it you may notice, may remind you of the "Fabled No Dex" build. This is however, only a certain type of LuK Build. Another LUK build is when you up your LUK till a certain point, and continue with only INT after that level. The reccomended Levels (asisde for getting perfect beginning rolls)

Level 8 Level 13 Level 18 Level 23 Level 28 Level 33

Note: If you reach this point and you're still adding LUK, then I suggest you keep going. I personally stopped at 18, the 2nd equipment with a + on it I believe. Basicaly, the only reason I stopped at this level, was because I took a liking to the 2 part equipment :P

First Job Skill Build

The following skill build is recommended from the Magician's start, level by level.

8: Energy Bolt (1)

9: 3x Improving MP Recovery (3)

10: 2x Improving MP Recovery (5), Improving Max MP Increase (1)

11: 3x Improving Max MP Increase (4)

12: 3x Improving Max MP Increase (7)

13: 3x Improving Max MP Increase (10 MAXED)

14: 3x Improving MP Recovery (8)

15: 3x Improving MP Recovery (11)

16: 3x Improving MP Recovery (14)

17: 2x Improving MP Recovery (16 MAXED), Magic Claw (1)

18-23: 3x Magic Claw

24: 1x Magic Claw (MAXED); Magic Guard (2)

25-30: Magic Guard (MAXED, as if it was a surprise)

With this build, Improving MP Recovery can be replaced by Magic Claw, if you can afford the potion cost. Leveling will be painful drudgery otherwise.

Regal Star/MajesticMystic's alternative non-perfectionist build:

  • 8: Energy Bolt (1)
  • 9-12: Magic Claw (10)
  • 12-13: Improved MP Recovery (5)
  • 14-17: Improved MP Increase (10)
  • 17-20: Improved MP Recovery (11) [MAX]
  • 21-23: Magic Claw (9)
  • 24-30: Magic Claw (1) [MAX], Magic Guard (20) [MAX]

As you can see, this build does not max Improved MP Increase ASAP, so you will lose some max MP in the long run. However, let's face it... 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. The less max MP is less noticable too, as it will make you miss out on, oh, about 30-50 MaxMP, and that's nothing when you're working with 2500s at level 50 or so.

Note from a player:I recommend not to use the non-perfectionist build, as you may regret it terribly and have to start over. Maxing 'Max MP Increase' is a must, and you must do it as soon as possible. PLEASE max Max MP Increase as soon as possible. In the end, after level 30, you will have the exact same skill levels, only one mage will have much more MP than the other one. - Mach1Sloth, Scania Magician/SlickSinner (Sin)

~And a whole lot less ofensive to level up. 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.

Second Job Skill Build

Cleric

There are multiple builds u can go for cleric. Some which focus on party skills, some which focus on killing skills.

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 till later since they only help the cleric without increasing the killing power for the rest of the party.

  • Teleport or MP Eater 1
  • MP Eater or Teleport 1
  • Heal 5
  • Invincible 5
  • Bless 20
  • Heal 30
  • MP Eater 20
  • Invincible 20

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.

  • Teleport or MP Eater 1
  • MP Eater or Teleport 1
  • Heal 5
  • Invincible 5
  • Bless 20
  • Heal 15
  • Holy Arrow 30
  • MP Eater 20

Without a party, you will need to be able to attack. These builds are based around going either Heal or Holy Arrow as your main skill. Holy Arrow Build

  • Teleport or MP Eater 1
  • MP Eater or Teleport 1
  • Heal 1
  • Holy Arrow 30
  • Heal 15
  • MP Eater 20
  • Heal 30 (Max)
  • Invincible 10

The heal build is much easier and cheapet since you will never require regular healing potions, and once you get MP eater maxed, you will barely even need to use mana pots. Heal Build

  • Teleport or MP Eater 1
  • MP Eater or Teleport 1
  • Heal 30
  • MP Eater 20
  • Holy Arrow 30
  • Invincible 10

There are 30 points left over after any of these builds to finish of some of your skills. 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 hith with Magic Guard activated. There are many debates about whether to get Holy Arrow, Bless, or Teleport. Teleport is good since you can get around the screen much more easily, however mp cost is the only thing that decreases as you add more SP. Holy Arrow is good against enemies weak to Holy attacks, however once you get to level 70, it will be replaced by Shining Ray anyway making it useless. And its base damage is hardly higher than Magic Claw. Bless, 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 choice in this skill really comes down to personal preference.

Here is another contributed build:

  • Lvl 30- Add on 1 heal or Teleport.
  • Lvl 31-40- Max heal in those lvls(on every lvl only add on heal if you added heal at lvl you'll have an extra point, add on tele, you will need it)
  • Lvl 41- 3 Mp eater
  • Lvl 41-51- Max Holy Arrow
  • Lvl 51- Add 3 Invinvble
  • Lvl 52- Add 2 Invincble, 1 Bless
  • Lvl 53-59 Max bless till lvl 19
  • Lvl 60- 1 Bless
  • After that Max TelePort or Invinble your coice, if you want max mp eater.

Essentially all builds sacrifice at least one skill since Clerics are short 19 points to max all skills. This build sacrifices 17 points in MP eater so that both holy arrow and heal can be maxed.

[Note from a Cleric]: Also, maxing Holy Arrow may not be the thing to do because it not only does only a tiny fraction more than Magic Claw compared to Fire/Poison or Ice/Lightning Wizards' main attacks, but also because on your third job change, you get a skill that is much better than holy arrow, making it useless. I would recommend only putting around 10 or 11 points into Holy Arrow, if any, because of those reasons. If you want to do really good damage compared to Magic Claw, Cleric probably is not the best choice for you. =)

Ice/Lightning Wizard

MajesticMystic: Alright, 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 regard of both choices in mind, I will label the first attack you max as your Primary Attack, and the other as Secondary Attack.

Build A - Maxing two attacks in quick succession

  • Teleport (1)
  • MP Eater (1)
  • Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend]
  • MP Eater (2)
  • Secondary Attack (30) [Again, save SP at skill level 15]
  • Meditation (20)
  • Teleport (19)
  • MP Eater (17)
  • Energy Bolt/Slow/Whatever (1)

Build B - Maxing meditation after one attack

  • Teleport (1)
  • MP Eater (1)
  • Primary Attack (30) [Save SP at skill level 15 until you have 11 SP to spend at once]
  • MP Eater (2)
  • Meditation (20)
  • Secondary Attack (30) [Again, save SP at skill level 15]
  • Teleport (19)
  • MP Eater (17)
  • Energy Bolt/Slow/Whatever (1)

Build C - Maxing Teleport AND Meditation after one attack

  • Same build as above, but max Teleport before Secondary Attack

[HappyViet] 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.

[MajesticMystic] Teleport is almost essential to a lightning wizard. When you're 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.

For those who are maxing out lightning first, I recommend this build:

  • Lvl. 30 - 1 MP Eater (1)
  • Lvl. 31 - 3 Lightning (3)
  • Lvl. 32 - 3 Lightning (6)
  • Lvl. 33 - 3 Lightning (9)
  • Lvl. 34 - 3 Lightning (12)
  • Lvl. 35 - 3 Lightning (15)
  • Lvl. 36 - Save
  • Lvl. 37 - Save
  • Lvl. 38 - Save or if you can't wait any longer 9 Lightning (24)
  • Lvl. 39 - 12 Lightning (27) or if you already added 3 Lightning (27)
  • Lvl. 40 - 3 Lightning (30)

Now that you have maxed out your essential attack, you'll find it still weak to train efficiently off better monsters.

 Pehhd: the following needs to be fixed -- 3 MP Eater is a prereq for Meditation.

  • Lvl. 41 - 3 Meditation (3)
  • Lvl. 42 - 3 Meditation (6)
  • Lvl. 43 - 3 Meditation (9)
  • lvl. 44 - 3 Meditation (12)
  • Lvl. 45 - 3 Meditation (15)
  • Lvl. 46 - 3 Meditation (18)

Now you'll finish maxing Med. but what do you do now? Should you teleport around, moving faster or into big groups of monsters, or recover some more MP with MP Eater??? I find that 1 Teleport is efficient enough but MP Eater recovers a little MP even when maxed. I recommend more over the other MP Eater though. But it's your character, build it the way you want to.


  • Lvl. 47 - 2 Meditation (20) and 1 Teleport (1)
  • Lvl. 48 - 3 MP Eater (4)
  • Lvl. 49 - 3 MP Eater (7)
  • Lvl. 50 - 3 MP Eater (10)
  • Lvl. 51 - 3 MP Eater (13)
  • Lvl. 52 - 3 MP Eater (16)
  • Lvl. 53 - 3 MP Eater (19)

Now that you have finished maxing MP Eater, you can go finish out Teleport or start on a new cool ice attack (but sound gets annoying)


  • Lvl. 54 - 1 MP Eater (20) and then it's your build now!!!

hope this build is for those who want Lit fast and efficient!!! See you guys later.


Third job is now available. This is a simple 3rd job skill build guide. Enjoy.


Total Points, Lv 70-120 = 151


Skills (160 points total)


Skill Build


  • Lv 70 Lightning Spear 3
  • Lv 71 Lightning Spear 3
  • Lv 72 Lightning Spear 3
  • Lv 73 Lightning Spear 3
  • Lv 74 Lightning Spear 3
  • Lv 75 Lightning Spear 3
  • Lv 76 Lightning Spear 3
  • Lv 77 Lightning Spear 3
  • Lv 78 Lightning Spear 3
  • Lv 79 Lightning Spear 3
  • Lv 80 Spell Booster 3
  • Lv 81 Spell Booster 3
  • Lv 82 Spell Booster 3
  • Lv 83 Spell Booster 2 Elemental Amplification 1
  • Lv 84 Elemental Amplication 3
  • Lv 85 Elemental Amplification 3
  • Lv 86 Elemental Amplification 3
  • Lv 87 Elemental Amplification 3
  • Lv 88 Elemental Amplification 3
  • Lv 89 Elemental Amplification 3
  • Lv 90 Elemental Amplification 3
  • Lv 91 Elemental Amplification 3
  • Lv 92 Elemental Amplification 3
  • Lv 93 Elemental Amplification 2, Ice Strike 1
  • Lv 94 Ice Strike 3
  • Lv 95 Ice Strike 3
  • Lv 96 Ice Strike 3
  • Lv 97 Ice Strike 3
  • Lv 98 Ice Strike 3
  • Lv 99 Ice Strike 3
  • Lv 100 Ice Strike 3
  • Lv 101 Ice Strike 3
  • Lv 102 Ice Strike 3
  • Lv 103 Ice Strike 2, Magic Composition 1
  • Lv 104 Magic Composition 3
  • Lv 105 Magic Composition 3
  • Lv 106 Magic Composition 3
  • Lv 107 Magic Composition 3
  • Lv 108 Magic Composition 3
  • Lv 109 Magic Composition 3
  • Lv 110 Magic Composition 3
  • Lv 111 Magic Composition 3
  • Lv 112 Magic Composition 3
  • Lv 113 Magic Composition 2, Seal 1
  • Lv 114 Seal 3
  • Lv 115 Seal 3
  • Lv 116 Seal 3
  • Lv 117 Seal 3
  • Lv 118 Seal 3
  • Lv 119 Seal 3
  • Lv 120 Seal 1, Partial Resistance 2

  • Choosing Thunder Spear or Composition first it totally preference, however training ground options are more open with a massive damage spell [ Thunder Spear, up to 8000 damage with amplification ]
  • MajesticMystic: I have to disagree with the above build. Personally, I think it might be better to max Ice Strike first so you can kill Bains earlier (recommended for level 85+). Thunder Spear lacks good training spot since 1)Ludi isn't out yet, and 2) Even with Ludi out, you're not about to kill Vikings on level 80. You can kill Zombies or Baffoons if you go for Ice Strike first, then eventually on Bains. My recommended build is:

Ice Strike (30) Booster (11) Element Amp (30) Thunder Spear (30) Composition (30) Partial Resistance (20)

Let's face it, who the hell needs Seal when you can just freeze them solid?

  • Consider whether you should put points into Partial Resistance or not, after all, there aren't many monsters with such elemental attacks, and why would an Ice/Lightning be training on them in the first place?

Fire/Poison Wizard

Considering Fire Arrow will be your primary attack, the skill build instead differs in whether to get Slow or to get Poison Brace (As an added note, if you max Slow you still has 11 points for Poison).

Build A - Max Slow

  • Teleport (1)
  • MP Eater (1)
  • Fire Arrow (30) [Save SP at level 15 Fire Arrow until you have 11 SP to spend]
  • MP Eater (2)
  • Meditation (20) [Again, save SP at level 10 Meditation]
  • Teleport (19)
  • Slow (20)
  • MP Eater (17)
  • Poison Brace (11)

Build B - Max Poison

  • Teleport (1)
  • MP Eater (1)
  • Fire Arrow (30) [Save SP at level 15 Fire Arrow until you have 11 SP to spend]
  • MP Eater (2)
  • Meditation (20) [Again, save SP at level 10 Meditation]
  • Poison (30) [Don't bother saving SP. You're not spamming it.]
  • Teleport (19)
  • MP Eater (17)
  • Energy Bolt/Slow/Whatever (1)

Alternate Fire/Poison Build

  • Fire Arrow (30)
  • Meditation (20)
  • Poison Breath (30)
  • MP Eater (20)
  • Teleport (10)
  • Slow (10)

This only represents the final look on the build. The way the person chooses to distribute the stats is up to him/her. However it is highly recommended Fire Arrow along with Meditation are top priority. A maxed Poison Breath can do around 347 to 578 damage (with roughly 35 luk and 175 m attack) plus if poisoned 70 hp or 1/40th hp whichever is higher. This can allow Fire Wizards to hunt fire creatures they normally would not be able too such as Fire Boars. Some creatures weak to poison also give good exp. This is an optional build and only recommended for advanced players.

Anti-Builds

These are a collection of builds that look great on paper but don't work 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 do tons of damage since it is based on your HP. Unfortunately this doesnt work since the damage you do to enemies is based on the level of your Heal regardless of your HP.

--Actually, testing has been done, and it turns out that Heal isn't percentage based as most people think. A 4/4 Strength Cleric will probably heal 4 HP with each cast of Heal, since the amount healed is apparently based upon M. Attack, like most other spells.

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 perma-beginner. Even then, perma-beginners have access to the 200+ attack weapons (Not in Maple Global, but still...). 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.
  • 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.