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Battle mage guide - Printable Version

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Battle mage guide - Hanabira.Kage - 2010-12-27

Tikey Wrote:Just tested this earlier. It only affects your own Aura.

FFFFFFFUUUUUUUUUUUUUUUU-



Battle mage guide - Takebacker - 2010-12-27

What if there Are 4 btms, with one of them not casting an aura. Base aura or all?


Battle mage guide - Deretto - 2010-12-27

Just thought of another thing regarding drain. Although 1% of your blow attacks may recover 10% of your hp. That will not apply to Teleport Mastery, which I believe is an essential part of any BaM's combo.


Battle mage guide - HooKarez - 2010-12-27

I'm considering leaving Blue Aura at level 10 and completely skipping Adv Blue Aura. To me it won't even be worth it because personally I don't see myself using Blue Aura at all. So 10 Blue for Body Boost then I'll put those points into Drain for 13 Drain. That's the way I'm going.


Battle mage guide - loANGELol - 2010-12-27

Deretto Wrote:Just thought of another thing regarding drain. Although 1% of your blow attacks may recover 10% of your hp. That will not apply to Teleport Mastery, which I believe is an essential part of any BaM's combo.

I don't rely on Teleport Mastery during training.


Battle mage guide - TLeviathan - 2010-12-27

HooKarez Wrote:I'm considering leaving Blue Aura at level 10 and completely skipping Adv Blue Aura. To me it won't even be worth it because personally I don't see myself using Blue Aura at all. So 10 Blue for Body Boost then I'll put those points into Drain for 13 Drain. That's the way I'm going.

Adv Blue Aura gives you a passive 20% elemental and status resistence, it's worth it for that alone. If you're going to put points into drain, 3% is the absolute most ever that you should have... it's going to be huge overkill in 99% of situations already though. 5/18 or 6/17 are the best builds for drain/booster, you shouldn't have to sacrifice anything. It's basically 20% elemental/status resist vs. nothing, if you look at it... not a hard choice.

As for the teleport mastery comment above, I'm already touching the cap on single target teleport crits at 113, and I'm not exactly funded... 2+ targets has been capped since the 80s for me when I maxed the skill. 2% drain in my case, so I'd be capped already on 2+ targets with 1% and would eventually get there with 1 target as well.


Battle mage guide - Kevin645 - 2010-12-27

If I am in a party and Aura is on. Will it be always on even if the Battle Mage and a Class are farthest apart from the each other on the map?


Battle mage guide - TLeviathan - 2010-12-27

Range is 200%, rather short.


Battle mage guide - Takebacker - 2010-12-28

Updated up to 3rd job. Working on that now.


Battle mage guide - donovan - 2010-12-28

Did you mean 2nd Job, because second job is terribly wrong :\. Nitpicking, but 1 Aura is not worth it at level 10, you should just max Triple Blow.


Battle mage guide - Takebacker - 2010-12-28

donovan Wrote:Did you mean 2nd Job, because second job is terribly wrong :\. Nitpicking, but 1 Aura is not worth it at level 10, you should just max Triple Blow.

Yes. 3rd job is done now too.

SWIRLY DARKNESS <3


Battle mage guide - whybanme - 2010-12-28

Revive=Summon Reaper Buff
Death Blow=Quintuple Blow
Dark Lightning=Dark Shock
Super Body=Body Boost
Battle Boost=Battle Mastery
Advanced Chains=Advanced Dark Chains

You might wanna change the names to the GMS version


Battle mage guide - Deretto - 2010-12-28

loANGELol Wrote:I don't rely on Teleport Mastery during training.
You're missing out on some serious damage potential. Teleporting does not interrupt your finisher or dark shock animations at all. Note that you can teleport in place by holding up as long as there isn't a platform above you to teleport to.

Quote:As for the teleport mastery comment above, I'm already touching the cap on single target teleport crits at 113, and I'm not exactly funded... 2+ targets has been capped since the 80s for me when I maxed the skill. 2% drain in my case, so I'd be capped already on 2+ targets with 1% and would eventually get there with 1 target as well.

You're right(I'm 2% as well by the way.) Just saying you don't hit the drain cap for teleport as soon as you would for blow. Either way, just adding to the timer and/or making it sync with booster is worth ranking it some alone.


Battle mage guide - Twilight - 2010-12-28

Solo'd some pap today at level 126, 14% per run.
Yellow Aura Run: 9 minutes
Dark Aura Run: 8 Minutes
No 30% boss on my weapon. If only pap wouldn't dispel Body Boost so much the Dark Aura run would be much faster. I'll try again when I can use my VIP Staff+Shield.


Battle mage guide - Takebacker - 2010-12-28

whybanme Wrote:Revive=Summon Reaper Buff
Death Blow=Quintuple Blow
Dark Lightning=Dark Shock
Super Body=Body Boost
Battle Boost=Battle Mastery
Advanced Chains=Advanced Dark Chains

You might wanna change the names to the GMS version

I'm not 3rd job and the resistance skill tables have the old names. Done.


Battle mage guide - Stereo - 2010-12-28

Deretto Wrote:You're missing out on some serious damage potential. Teleporting does not interrupt your finisher or dark shock animations at all. Note that you can teleport in place by holding up as long as there isn't a platform above you to teleport to.

Is it easier to use The Finisher and teleport on 4-5 Blow? Cause when I was trying to Triple-Tele-Finisher-Tele (cause I 1hko everything with Triple, the Finisher is useless unless I teleport to new mobs), it didn't work a lot of the time.


Battle mage guide - Deretto - 2010-12-28

Stereo Wrote:Is it easier to use The Finisher and teleport on 4-5 Blow? Cause when I was trying to Triple-Tele-Finisher-Tele (cause I 1hko everything with Triple, the Finisher is useless unless I teleport to new mobs), it didn't work a lot of the time.

It is. I know for 1st and 2nd job X blow gets the job done for most mobs. In third job you will be using finisher though.


Battle mage guide - Kubi - 2010-12-28

Dark chains seems useful for adding damage for training. I usually don't use the finisher skill. Instead, I have teleport mastery as the finisher. Dark chain mobs, quintriple blow, then teleport finish through mobs.

Reapers seems nifty yet unreliable at times since it's a low chance to summon them. Mine's at lv13, 7% chance to summon. At most, I'm able to get about 3 to 4 out at one time. How many did you guys get out when it's at 10% chance to summon?
And is it me or is the description info on the skill seems to be wrong. Reapers seems to get summoned when mobs die, not when you attack? I guess for the 3rd job build, it might depend on preference doesn't it?


Battle mage guide - loANGELol - 2010-12-28

Deretto Wrote:You're missing out on some serious damage potential. Teleporting does not interrupt your finisher or dark shock animations at all. Note that you can teleport in place by holding up as long as there isn't a platform above you to teleport to.
I do have teleport matery turns on.


Deretto Wrote:It is. I know for 1st and 2nd job X blow gets the job done for most mobs. In third job you will be using finisher though.
Once again, I must be missing something O.o I did not use a single finisher in 3rd job (lvl 105 now). Most mobs die in 2 hits in early 3rd job with Quintuple Blow.


Battle mage guide - Deretto - 2010-12-28

loANGELol Wrote:Once again, I must be missing something O.o I did not use a single finisher in 3rd job (lvl 105 now). Most mobs die in 2 hits in early 3rd job with Quintuple Blow.

It would be nice if you told me exactly what you were hunting. At 104 I was hunting Hankie. I tend to always hunt mobs that are 3 levels higher then me. I find that to be the fastest exp growth. Either way, finisher comes out faster then quintblow and being able to teleport to the next mob mid attack and stun the next kill is nice.