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Ask a Magician Thread. - Holypie - 2009-08-29

One of my BW friends tried kappas, and it wasn't very good for him. The Samihos keep cursing.


Ask a Magician Thread. - bored4ever86 - 2009-09-03

So, lvl 71 (soon to be 72) and i was wondering a couple things

I'm lukless nothing special about gear (zhelmless, clean wisdom staff, agent overall, clean shoes/shield/cape/no gloves lol) and I have 3 strike 1 gears

Would it be more advantageous for me to get a 8 second gears or a lvl 6 strike?

if i got an ele wand 1 (for sake of argument an avg clean one) what lvl/ lvl strike would i need to hit 4-6K on blue Kents?

also, I have a question about how gears works, is it like shadow web in that no matter the lvl it does a constant % of max hp or as the lvl of gears increases the timer and the dmg increases?


Ask a Magician Thread. - Shidoshi - 2009-09-03

bored4ever86 Wrote:So, lvl 71 (soon to be 72) and i was wondering a couple things

I'm lukless nothing special about gear (zhelmless, clean wisdom staff, agent overall, clean shoes/shield/cape/no gloves lol) and I have 3 strike 1 gears

Would it be more advantageous for me to get a 8 second gears or a lvl 6 strike?

if i got an ele wand 1 (for sake of argument an avg clean one) what lvl/ lvl strike would i need to hit 4-6K on blue Kents?

also, I have a question about how gears works, is it like shadow web in that no matter the lvl it does a constant % of max hp or as the lvl of gears increases the timer and the dmg increases?

Gears does (monster hp)/(70-skilllevel) damage per second, as other poison skills. You can try the numerous formulas in this forum to calculate how much magic you would need to hit that damage.


Ask a Magician Thread. - Holypie - 2009-09-05

Where should i train a strike first blaze wizard at level 90? Still blue kents?


Ask a Magician Thread. - Dusk - 2009-09-05

Holypie Wrote:Where should i train a strike first blaze wizard at level 90? Still blue kents?

Himes.


Ask a Magician Thread. - Holypie - 2009-09-06

Would I need an HB mule to survive there? Is it better party or solo?


Ask a Magician Thread. - Dusk - 2009-09-06

Holypie Wrote:Would I need an HB mule to survive there? Is it better party or solo?

It would be cheaper, but no, they only do 2k damage ... I have no idea where you would put an HB mule though.

You should have something like 1400 HP with a Deputy and the Cygnus medal. You may want to go in equipped with a Wisdom Staff so you can survive Black Crow if he's sitting at the entrance, but for the Himes themselves they hardly do any damage.


Ask a Magician Thread. - Narguz - 2009-09-14

What level can I start skeles with my Bishop ? Please be detailed.


Ask a Magician Thread. - WillDaSnail - 2009-09-14

Narguz Wrote:What level can I start skeles with my Bishop ? Please be detailed.
There's no "specific level" sir.

Once you hit 4th job (for mages), the decision on where you can train is highly dependent on how fast you can kill the monsters. Lets put it this way: Start going when you start 2-hitting Skeles. (Should be slightly earlier than AM's due to the fact you have the Holy elemental advantage)


Ask a Magician Thread. - KajitiSouls - 2009-09-14

WillDaSnail Wrote:There's no "specific level" sir.

Once you hit 4th job (for mages), the decision on where you can train is highly dependent on how fast you can kill the monsters. Lets put it this way: Start going when you start 2-hitting Skeles. (Should be slightly earlier than AM's due to the fact you have the Holy elemental advantage)

Personally I would be fine with 3-hitting Skeles, but then again I've never played a 4th job mage, so....

It should be added that fresh 4th job mages tend to die a lot at skeles, according to my experience as a LOLPALLY. It's either they get into the groove move with training (to prevent stupid deaths), or they bunker up more MP before nuking Skeles for exp.


Ask a Magician Thread. - Dusk - 2009-09-14

KajitiSouls Wrote:Personally I would be fine with 3-hitting Skeles, but then again I've never played a 4th job mage, so....

It should be added that fresh 4th job mages tend to die a lot at skeles, according to my experience as a LOLPALLY. It's either they get into the groove move with training (to prevent stupid deaths), or they bunker up more MP before nuking Skeles for exp.

A common route is just to buy auto MP.

I know some high level Bishops that can't train safely without auto MP ._. Yeah, it's sad.


Ask a Magician Thread. - Shidoshi - 2009-09-25

I have now remaining 42 skill points (level 106 to 120) to add to my skills of 3rd job F/P mage.

Current build:

30 explosion
30 poison mist
22 ele amp
11 spell booster
16 seal
0 comp arrow
0 Partial Resistance

11 magic armor

I'll obviously max element amp. I want to max spell booster and seal as well (though seal may not be as important).
With that, I have 21 skill points to use on either PR, magic armor and Comp (comp i just want 1 point for fun).

Suggestions?

I'm leaning towards something like 11 PR 9 magic armor and 1 comp OR 20 PR 1 comp
I may also leave seal at 19 since it doesn't change that much.


Ask a Magician Thread. - Morgana - 2009-09-27

I would never leave Seal at 19 just to add another point to Magic Armor. I'm no mage expert, but it's the sort of skill you want as high a % as you can... I know this, after using an ~90% Dispel at Zakum. It fails a lot more than you'd think!

Also, I know it's not as useful as Elemental Resistance, but I think Partial Resistance is still going to be more useful than Magic Armor. If you want a bit more DEF, just carry around Grilled Cheeses. They last a lot longer, and don't get dispelled!



I was just curious the other day, and I've been jealous of all my friends with Reverse weapons and using Maker to its full extent... So I started playing around to see how I could wear a Reverse Enreal Tear, which has a 120 LUK requirement, lower than the Aeas Hand.

My base LUK is 41, and I have an AP reset from the bundle event which will expire in a week or so.

I think I put together an equip list that can do it:
Code:
41  base         41
41  Agent Suit +14     55
55  Zhelm +15         70
70  Black Belt +5        75
75  HT Pendant +22     97
97  Broken Glasses +1     98
98  MW19 +4         102
102 Green Neli Shoes +8  110
110 Purple Ciara +9     119
119 Quest medal +2       121
Which leaves 1 to spare in case the HTP or Makered gloves or shoes come out under average... Or I could reset.

Note this all depends on getting an egged HT Pendant, which I don't currently have. A cadre of d/c hackers has been taking over Horntail in Bera for the past 3 months, so pendants (and Gen30!) are very expensive... Mad But I can hope for them to get banned and/or bored, right? I wouldn't be able to even wear the gloves and shoes until I got the HT Pendant.

The other downside is, I wouldn't be scrolling my gloves for a long, long time. But they would be 9 INT/9 LUK average, so that's only 2 stats behind my current 12 INT 8 Matk ones, which are borrowed. So it's a good compromise for me, I think.

I just need to decide whether to use the last AP reset, I guess. (That would mean I'd have to use MW to wear my current weapon, as I don't have a Black Belt or Broken Glasses yet, either.) Or if I should give up this whole plan until better LUK equips are released, and plan to get an INT overall and a Doomsday.

EDIT: Should mention, my current weapon is a 113/10 Phoenix Wand, so the Enreal Tear beats it by 10 Magic clean and unleveled. I was planning on getting a Doomsday later, though.


Ask a Magician Thread. - KhainiWest - 2009-09-28

Im curious on how early you can hime without any int or luk equips, or someone who was feeling generous could give me both instances and show me how much a 15/15 int/luk difference would make on a blaze wizard. (As in when I can efficiently hit them) and/if typhoons would be a better option?


Ask a Magician Thread. - Takebacker - 2009-09-28

ImVindictive Wrote:Im curious on how early you can hime without any int or luk equips, or someone who was feeling generous could give me both instances and show me how much a 15/15 int/luk difference would make on a blaze wizard. (As in when I can efficiently hit them) and/if typhoons would be a better option?

Strike or curtain? (probably strike)


Ask a Magician Thread. - KhainiWest - 2009-09-28

Takebacker Wrote:Strike or curtain? (probably strike)

Uhm, whatever would lead to the optimum amount of training. Have to get my girlfriends blaze wizard to 120 asap lol.


Ask a Magician Thread. - Takebacker - 2009-09-28

ImVindictive Wrote:Uhm, whatever would lead to the optimum amount of training. Have to get my girlfriends blaze wizard to 120 asap lol.

Curtain is faster, and it doesn't have an acc formula. You can curtain CGs as soon as you get it. (there was an SS of someone curtaining CGs at level 70 but i can't for the life of me find it Goggleemoticon)


Ask a Magician Thread. - Chompy - 2009-09-28

KajitiSouls Wrote:Personally I would be fine with 3-hitting Skeles, but then again I've never played a 4th job mage, so....

It should be added that fresh 4th job mages tend to die a lot at skeles, according to my experience as a LOLPALLY. It's either they get into the groove move with training (to prevent stupid deaths), or they bunker up more MP before nuking Skeles for exp.

3-hitting skeles is extremely rough on the pocketbook. Glitter
If you three hit skeles and 3 hit newts I'd do newts- It much much much less stressful and cheaper.
However, 2-hitting skeles is easy and fast- Glitter

FYI- if you can find someone willing to take top- you can just do bottom safe version at skeles- Which is mobbing up all the skeles from right to left and standing on the lowest left edge and then you can snipe them- So the 3hit thing is only a matter of speed and not taking hits dying etc. Glitter


Ask a Magician Thread. - KhainiWest - 2009-09-28

Takebacker Wrote:Curtain is faster, and it doesn't have an acc formula. You can curtain CGs as soon as you get it. (there was an SS of someone curtaining CGs at level 70 but i can't for the life of me find it Goggleemoticon)

I saw it, but would be, at level 70, CG's>Himes/Typhoons. I haven't actually bothered to attempt to train there yet so I'm wondering if their damage would be slightly overwhelming.


Ask a Magician Thread. - Takebacker - 2009-09-28

ImVindictive Wrote:I saw it, but would be, at level 70, CG's>Himes/Typhoons. I haven't actually bothered to attempt to train there yet so I'm wondering if their damage would be slightly overwhelming.

Actually i think himes/typhons > CGs, since you can curtain a lot more of himes/typhons than you can CGs. I just said CGs to illustrate that you can hit anything you want. That and their damage is still pretty high and they lock.