MapleStory/Magician: Difference between revisions

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* Magician armors in the beginning give very low defense.
* Magician armors in the beginning give very low defense.
* Slow to level from 1 to 8 (this only applies to VMS).
* Slow to level from 1 to 8 (this only applies to VMS).
* Uses a lot of pots especially Mp Pots.
* Uses a lot of pots especially MP Pots.
* High Mp consumption for 4th job AOE skills
* High MP consumption for 4th job AOE skills


===Is this the job for you?===
===Is this the job for you?===
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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.
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 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).
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*Magicians depend solely on magic skills to attack. Use them, as ordinary weapons and weapon attacks are useless.
*Magicians depend solely on magic skills to attack. Use them, as ordinary weapons and weapon attacks are useless.
*Add 1 energy bolt at level 8 (6 MP per attack). Do not add magic claw (10 MP per attack) yet. 6 MP per attack is sustainable considering how little MP you have now.
*Add 1 energy bolt at level 8 (6 MP per attack). Do not add magic claw (10 MP per attack) yet. 6 MP per attack is sustainable considering how little MP you have now.
*Try to Max MP Increase 1st. (add 5 MP recovery 1st ONLY) This will give you plenty of MP to utilize.(MP increase formula is 15 + (total int * 0.1), may have slight variation as decimals aren't displayed) Slower MP recovery will be remedied in the 2nd job by MP Eater. (The MP recovery formula for mages is skill level (character level/10) +3. The final +3 stands for the basic mana recovery rate for beginners. Therefore maxing MP recovery early on before Max MP Increase '''DOES NOT''' improve your mana recovery rate. If you sit on a Relaxer or a Palm Chair, MP recovery is 1.5 (skill level(character level/10) +3).)
*Try to Max MP Increase 1st. (add 5 MP recovery 1st ONLY) This will give you plenty of MP to utilize.(MP increase formula is 15 + (total INT * 0.1), may have slight variation as decimals aren't displayed) Slower MP recovery will be remedied in the 2nd job by MP Eater. (The MP recovery formula for mages is skill level (character level/10) +3. The final +3 stands for the basic mana recovery rate for beginners. Therefore maxing MP recovery early on before Max MP Increase '''DOES NOT''' improve your mana recovery rate. If you sit on a Relaxer or a Palm Chair, MP recovery is 1.5 (skill level(character level/10) +3).)
*Do not add Magic Armour. It is not useful in the long run as monsters will deal a lot of damage later on (more than 500), so -20 damage isn't useful. Use Magic Guard instead. It diverts 80% of damage to MP, allowing you to survive many monsters, that would otherwise kill you in 1 hit.
*Do not add Magic Armour. It is not useful in the long run as monsters will deal a lot of damage later on (more than 500), so -20 damage isn't useful. Use Magic Guard instead. It diverts 80% of damage to MP, allowing you to survive many monsters, that would otherwise kill you in 1 hit.
*If you want to have as much MP as possible, just start adding Max MP after advancing as the magician. Add 1 energy bolt after Maxing your MP. As training up to level 13 (9374 experience from level 8 to 13) without energy bolt would be exhausting, it would be wise to ask a friend to train you past this stage.
*If you want to have as much MP as possible, just start adding Max MP after advancing as the magician. Add 1 energy bolt after Maxing your MP. As training up to level 13 (9374 experience from level 8 to 13) without energy bolt would be exhausting, it would be wise to ask a friend to train you past this stage.
*Choose MP pots that will recover about half of your MP. From level 1 to 30, try to use only blue potions and blue pills, as they won't tax your mesos too much. From levels 30 to 40 ~ 50, you could keep using blue potions, but 100 MP recovery for a 1000+ MP bar scarcely does anything. It is recommended, though, that you buy mana elixirs, pure waters, and elixirs(at this levels, monsters will start dropping elixers, keep them, don't use them yet, these are percentage based pots, so use them only if no normal pot can fill up more than 50% of your mp) as soon as you can afford them, since this will allow you to train much faster and more efficiently.
*Choose MP pots that will recover about half of your MP. From level 1 to 30, try to use only blue potions and blue pills, as they won't tax your mesos too much. From levels 30 to 40 ~ 50, you could keep using blue potions, but 100 MP recovery for a 1000+ MP bar scarcely does anything. It is recommended, though, that you buy mana elixirs, pure waters, and elixirs(at this levels, monsters will start dropping elixers, keep them, don't use them yet, these are percentage based pots, so use them only if no normal pot can fill up more than 50% of your MP) as soon as you can afford them, since this will allow you to train much faster and more efficiently.
*Being a mage (what magicians are known as), the status effect that will lead to your downfall is Seal, cast by some monsters like Jr. Boogie and Fairies. Carry some Holy Water to remedy this.
*Being a mage (what magicians are known as), the status effect that will lead to your downfall is Seal, cast by some monsters like Jr. Boogie and Fairies. Carry some Holy Water to remedy this.
*Some Mages choose to become a Pure INT mage. This means that they choose to add all their Ap in INT. The attack of these mages are exceptionally high, but they suffer from inability to don mage equipments, which need some luck. If you become one, wear a bathrobe. As for weapons, use the level 8 wand until level 35 (this will be somewhat difficult but worth it), and switch to a Maple Staff (Weapon attack - 25,Magic attack - 48, 100 more HP). At level 43, upgrade to a Maple Lama Staff (Weapon attack - 39,Magic Attack - 58,100 more HP, 50 more MP). At level 64, get a Maple Shine Wand (Weapon attack - 49,Magic attack - 80, 1 more INT, 100 more HP, 100 more MP) OR a Maple Wisdom Staff (Weapon attack - 50,Magic attack - 80, 1 more INT, 150 more HP, 50 more MP). Also get a Maple Magician Shield at level 64; a Stolen Fence, Pan Lid and Maple Shield can be utilized during earlier levels. Don't forget to buy a hinomaru fan from the free market too. A good one can have MORE Magic Attack than some level 90 staffs! The Maple Staff, Maple Lama Staff, Maple Shining Wand and Maple Wisdom Staff are available during anniversary periods. During other times, just buy them from the free market (although they are extremely expensive, they are well worth it).
*Some Mages choose to become a Pure INT mage. This means that they choose to add all their Ap in INT. The attack of these mages are exceptionally high, but they suffer from inability to don mage equipments, which need some luck. If you become one, wear a bathrobe. As for weapons, use the level 8 wand until level 35 (this will be somewhat difficult but worth it), and switch to a Maple Staff (Weapon attack - 25,Magic attack - 48, 100 more HP). At level 43, upgrade to a Maple Lama Staff (Weapon attack - 39,Magic Attack - 58,100 more HP, 50 more MP). At level 64, get a Maple Shine Wand (Weapon attack - 49,Magic attack - 80, 1 more INT, 100 more HP, 100 more MP) OR a Maple Wisdom Staff (Weapon attack - 50,Magic attack - 80, 1 more INT, 150 more HP, 50 more MP). Also get a Maple Magician Shield at level 64; a Stolen Fence, Pan Lid and Maple Shield can be utilized during earlier levels. Don't forget to buy a hinomaru fan from the free market too. A good one can have MORE Magic Attack than some level 90 staffs! The Maple Staff, Maple Lama Staff, Maple Shining Wand and Maple Wisdom Staff are available during anniversary periods. During other times, just buy them from the free market (although they are extremely expensive, they are well worth it).
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===Beginners===
===Beginners===
{{details|MapleStory/Magician Guide/Builds|raising INT and LUK|Builds}}
{{details|MapleStory/Magician Guide/Builds|raising INT and LUK|Builds}}
At the start of the game players no longer get to choose the stats for their characters by rolling dice. GlobalMS now allows you to add your stats anyway you want, and a 1st job instructor (i.e. Grendel the Really Old) will correct them. Spend your free Ability Points at each level by adding 1 to DEX and 4 to STR until you become a magician. '''Note''': as of the GlobalMS patch v0.66, beginners can only put stats into STR and DEX, to allow quick training while on Maple Island. Unfortunately, INT affects how much mp you gain every time you level up, so you will now end up with less MP than mages from other versions. In older versions you were able to gain 100+ mp from the first 10 levels by spending all of your AP on INT.
At the start of the game players no longer get to choose the stats for their characters by rolling dice. GlobalMS now allows you to add your stats anyway you want, and a 1st job instructor (i.e. Grendel the Really Old) will correct them. Spend your free Ability Points at each level by adding 1 to DEX and 4 to STR until you become a magician. '''Note''': as of the GlobalMS patch v0.66, beginners can only put stats into STR and DEX, to allow quick training while on Maple Island. Unfortunately, INT affects how much MP you gain every time you level up, so you will now end up with less MP than mages from other versions. In older versions you were able to gain 100+ MP from the first 10 levels by spending all of your AP on INT.


When you advance to 1st job at level 8 or higher, Grendel will change your stats so that you only have 4 STR and 4 DEX, and give you 20 INT and 4 or 5 LUK. At first job, you have to be careful when spending Ability Points, as your selections will not be undone (typically you will only put points into INT and LUK). A basic rule of thumb for applying AP as a magician is that as long as your luck is 3 more than your level, you should be able to wear the equipment for your level.
When you advance to 1st job at level 8 or higher, Grendel will change your stats so that you only have 4 STR and 4 DEX, and give you 20 INT and 4 or 5 LUK. At first job, you have to be careful when spending Ability Points, as your selections will not be undone (typically you will only put points into INT and LUK). A basic rule of thumb for applying AP as a magician is that as long as your luck is 3 more than your level, you should be able to wear the equipment for your level.
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I know these can be found at the builds section but, more and more young mages are getting it wrong. Therefore, I have decided to post it in this section. The mage which provided this pleads you to read it carefully.
I know these can be found at the builds section but, more and more young mages are getting it wrong. Therefore, I have decided to post it in this section. The mage which provided this pleads you to read it carefully.
*If you are new to the game with no friends, take the basic magician skill build.
*If you are new to the game with no friends, take the basic magician skill build.
*If you have friends to party and train you (same world), or want higher max mp, choose Higher Max MP Build.
*If you have friends to party and train you (same world), or want higher max MP, choose Higher Max MP Build.
*If your character is funded, choose Funded Magician Build (NOT FOR THOSE NEW TO THE GAME).
*If your character is funded, choose Funded Magician Build (NOT FOR THOSE NEW TO THE GAME).
====The Basic Build====
====The Basic Build====
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===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
   8        11      All the AP you have left  
   8        11      All the AP you have left  
   9        12      All the AP you have left  
   9        12      All the AP you have left  
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There is another 2 styles of playing as a magician, a low luck magician or a pure intelligence magician. A pure intelligence magician simply pours generous amounts(in fact all) of their AP into Int. The problem with this is that they will not be able to use normal equipment their level, so have less defense and weapon attack from weapons, but their high damage(doing 10 level higher damage) more than makes up for it.
There is another 2 styles of playing as a magician, a low luck magician or a pure intelligence magician. A pure intelligence magician simply pours generous amounts(in fact all) of their AP into Int. The problem with this is that they will not be able to use normal equipment their level, so have less defense and weapon attack from weapons, but their high damage(doing 10 level higher damage) more than makes up for it.


A low luck magician is a pure int magician with some points into luck(20~50), granting them the ability to wear some magician clothes.
A low luck magician is a pure INT magician with some points into luck(20~50), granting them the ability to wear some magician clothes.


===Training Recommendations===
===Training Recommendations===
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:For stronger priests who can survive, late 7x is when it becomes possible to go to be a party priest for himes.
:For stronger priests who can survive, late 7x is when it becomes possible to go to be a party priest for himes.
:Romeo and Juliet Party Quest (Magatia) from level 71 to 85 is also a good place to train as the experience is good and there is the possible reward of the horus eye a decent necklace for priests that don't have enough money to buy deputy star
:Romeo and Juliet Party Quest (Magatia) from level 71 to 85 is also a good place to train as the experience is good and there is the possible reward of the horus eye a decent necklace for priests that don't have enough money to buy deputy star
:Another low 7x training spot is Authorized Personel, in Magatia. Sites give less exp than Voodoos/Hoodoos, but have a faster spawn rate, and drop more mesos. The other downside is that their mp is not MP Eater sustainable, meaning that you will have to eventually use pots. The meso drop is more than enough to counteract this.
:Another low 7x training spot is Authorized Personel, in Magatia. Sites give less exp than Voodoos/Hoodoos, but have a faster spawn rate, and drop more mesos. The other downside is that their MP is not MP Eater sustainable, meaning that you will have to eventually use pots. The meso drop is more than enough to counteract this.


;Level 80-90
;Level 80-90
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===Fire/Poison Wizard===
===Fire/Poison Wizard===
Fire wizards are pretty straight forward. You use magic claw until around lvl 34-35, when you can train on things weak to fire, such as jr. grupins. After that, it's all about spamming fire arrow. Also, learn to use teleport in conjunction with fire arrow. At the later levels (around 50) it becomes useful. Even though teleport at lvl 1 uses 60 mp, it will cost more mp to get hit by an enemy than to teleport.
Fire wizards are pretty straight forward. You use magic claw until around lvl 34-35, when you can train on things weak to fire, such as jr. grupins. After that, it's all about spamming fire arrow. Also, learn to use teleport in conjunction with fire arrow. At the later levels (around 50) it becomes useful. Even though teleport at lvl 1 uses 60 MP, it will cost more MP to get hit by an enemy than to teleport.


===Fire/Poison Mage===
===Fire/Poison Mage===
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===Cleric===
===Cleric===
Clerics are pretty efficient, once they have max heal and max mp eater. You can just stand at a sniping spot and heal to your delight, draining hp and mp from the undeads, transform it's hp to exp, and keep the mp for yourself.
Clerics are pretty efficient, once they have max heal and max MP eater. You can just stand at a sniping spot and heal to your delight, draining hp and MP from the undeads, transform it's hp to exp, and keep the MP for yourself.


Here is a list of monsters you can train on. When you feel you are strong enough, upgrade to the next option. The list~~
Here is a list of monsters you can train on. When you feel you are strong enough, upgrade to the next option. The list~~
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: Finally, after what seems to be a millennia of waiting, your patience and training has paid off. The Bishop wields Genesis, an extremely powerful magic attack. People will be swarming you with pleads to join their party for bossing. And with the new skill Resurrection, you don't just heal anymore. With the additional boost of Infinity, the Bishop is the most powerful job.
: Finally, after what seems to be a millennia of waiting, your patience and training has paid off. The Bishop wields Genesis, an extremely powerful magic attack. People will be swarming you with pleads to join their party for bossing. And with the new skill Resurrection, you don't just heal anymore. With the additional boost of Infinity, the Bishop is the most powerful job.


Note : Although F,P (meteor) and I,L (blizzard) archmage's attack is 71 basic attack more than Genesis when Element Amplification is taken into consideration, bishops have the advantage of self support skills and party support skills, while the archmages have to fork out twice as much mp for their higher attack skills, therefore, bishops are much more efficient, especially during the late levels when you often kill bosses to level.
Note : Although F,P (meteor) and I,L (blizzard) archmage's attack is 71 basic attack more than Genesis when Element Amplification is taken into consideration, bishops have the advantage of self support skills and party support skills, while the archmages have to fork out twice as much MP for their higher attack skills, therefore, bishops are much more efficient, especially during the late levels when you often kill bosses to level.


When training switch between meso training and exp training, as spamming genesis at skelegosaurus is not economical and sustainable. Utilize Heal and Shining Ray until you have earned 1 million, buy suitable MP pots, and start spamming Genesis once again, until your 1 million is used up. Then, start earning mesos again.
When training switch between meso training and exp training, as spamming genesis at skelegosaurus is not economical and sustainable. Utilize Heal and Shining Ray until you have earned 1 million, buy suitable MP pots, and start spamming Genesis once again, until your 1 million is used up. Then, start earning mesos again.


{{Footer Nav|game=MapleStory|prevpage=Jobs|nextpage=Magician Guide/Skills|nextname=Skills}}
{{Footer Nav|game=MapleStory|prevpage=Jobs|nextpage=Magician Guide/Skills|nextname=Skills}}
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