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[Post-BB] Mage Builds - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +---- Forum: Magician (https://www.southperry.net/forumdisplay.php?fid=39) +---- Thread: [Post-BB] Mage Builds (/showthread.php?tid=34076) |
[Post-BB] Mage Builds - Felicitates - 2010-12-09 [COLOR="Magenta"] Please contribute, discuss, comment! We especially need some discussions about 4th job options. Enjoy! [/COLOR] [SIZE="6"]I/L Mages[/SIZE]Written by LittlePrincess
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1st Job - Magician Code: Lv. 8: +1 Energy BoltEnergy Bolt 7 Magic Claw 20 Magic Armor 15 Magic Guard 15 MP Boost 10 2nd Job - I/L Wizard Code: Lv. 30: +1 TeleportThunder Bolt 20 Spell Mastery 20 Meditation 20 Teleport 20 MP Eater 20 Slow 20 Energy Bolt 8 3rd Job - I/L Mage Code: Lv. 70: +1 Ice StrikeIce Strike 20 Teleport Mastery 10 Elemental Reset 10 Elemental Amplification 20 Thunder Spear 20 Seal 20 Elemental Composition 20 Spell Booster 20 Partial Resistance 11 Written by Kalemora
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1st Job
+1 Energy Bolt +20 Magic Claw (Maxed) +10 MP Boost (Maxed) +15 Magic Armor (Maxed) +15 Magic Guard (Maxed) +6 Energy Bolt (7) • Energy Bolt is left at 7 because despite its higher damage output than Magic Claw on one monster, Magic Claw is still more useful. Magic Claw is a mob skill and hits decent damage either way; you probably won't be needing a 1v1 skill in 1st job anyways. Magic Armor is recommended because it will make a minor difference in the damage you take, I consider it more important than Energy Bolt, but if you want to max Energy Bolt, this is the skill to drop. Magic Boost doesn't necessarily have to be maxed so early. Correct me if I'm wrong, but because it is a 20% increase to what your MP would be otherwise, adding into it later in 1st job isn't a big deal. Just be sure to max it before your 2nd job advancement. Lastly, Magic Guard is a must to max as you WILL need it to survive in higher levels.
2nd Job
+1 Teleport +1 Thunderbolt +20 Spell Mastery (Maxed) +19 Thunderbolt (Maxed) +3 MP Eater +20 Meditation (Maxed) +19 Teleport (Maxed) +17 MP Eater (Maxed) +20 Slow (Maxed) +1 Cold Beam (1) • Most skills in 2nd job are essential to your next job advancements or training up there. This means that Teleport, Spell Mastery, Thunderbolt, Meditation, and Slow MUST be maxed eventually. This means you have to drop either MP Eater or Cold Beam. MP Eater takes on much more use post-BB and allows you to train while using very few potions. If you're unfunded or just want to save mesos, this is probably the build for you. Note that after you get Spell Mastery you have a lot of freedom in the order that you max your skills; you don't necessarily have to follow the order recommended beyond that. The other build in this thread was deleted because the issue of the lack of a "1v1 freezer" may be solved in 3rd job; also skipping MPE for Cold Beam is rather silly. -Some changes to this build are thanks to dewgong of Basilmarket and Kabanaw.
3rd Job
+20 Ice Strike (Maxed) +3 Elemental Amplification +6 Spell Booster +17 Elemental Amplification (Maxed) +10 Teleport Mastery (Maxed) +10 Elemental Decrease (Maxed) +20 Thunder Spear (Maxed) +14 Spell Booster (Maxed) +20 Seal (Maxed) +11 Cold Beam (12) +20 Partial Resistance (Maxed) • After doing some testing, I'm under the impression that the "glitches" in Composition and Ice Strike are mistakes in text and do not affect the actual skills (though it does seem like Ice Strike has less range than previously -- maybe I'm crazy). As such, I'm asking an I/L who has not used their SP Reset yet to do some further testing by comparing the range of level 1 Ice Strike to level 20. The sooner I can get a reply on this; the sooner this build becomes the most accurate it can be. If it so turns out that Ice Strike is working properly, this build is as follows: +1 Ice Strike +3 Elemental Amplification +6 Spell Booster +17 Elemental Amplification (Maxed) +19 Ice Strike (Maxed) +10 Teleport Mastery (Maxed) +10 Elemental Decrease (Maxed) +20 Thunder Spear (Maxed) +14 Spell Booster (Maxed) +20 Seal (Maxed) +11 Cold Beam (12) +20 Partial Resistance (Maxed) • Since Ice Strike will get max range starting at level 1, there is no point in maxing it first. Maxing Elemental Amplification makes Ice Strike (and everything else for that matter) stronger than maxing Ice Strike, and 3 Amp/6 Booster will out-damage 9 AMP (following the pattern that 3 AMP/11 Booster currently out-damages 14 AMP), so that's what is being done here. Also bear in mind that Spell Booster also gives its +2 from the get-go, which is why I left it at the minute mark as opposed to putting it to 11 (in which 14 AMP probably would out-damage it after Big Bang). Then we max the skills for optimal Ice Strike damage as I stated, following with Teleport Mastery for more augmented Ice Strike damage (provided you can constantly telecast it and have the skill deal damage to it). From there it's really up to personal opinion. I would drop Elemental Composition, because it overall seems like the least useful skill in the 3rd job book (Seal still probably has some practicalities to it despite getting Teleport Mastery). 11 Cold Beam is to allow for Cold Beam to serve the purpose of a 1v1 freezer (2 seconds freeze at level 11+). Stuck it in before PR because PR doesn't really start serving much purpose until you begin to boss. -Build and build explanation are created by kirbyhyper of Basilmarket.
4th Job
+1 Chain Lightning +1 Blizzard +1 Big Bang +29 Chain Lightning (Maxed) +10 Buff Mastery (Maxed) +5 Ice Demon +10 Elquines +30 Infinity (Maxed) +30 Maple Warrior (Maxed) +25 Ice Demon (Maxed) +20 Elquines (Maxed) +29 Blizzard (Maxed) +1 Hero's Will (1) +29 Big Bang (Maxed) +22 Mana Reflection (22) • The advancement SP goes into having your "free" ultimate, a point in Big Bang for clearing wherever applicable, and Chain Lightning since its the main move in 4th job. Buff Mastery and Chain Lightning are up for maxing first for a free +30 Magic and getting Chain Lightning stronger (I also think you can max Buff Mastery first if you prefer to get the +30 Magic first; I'm not too great at running calculations, so we could try getting someone to see which one would be better to max). I wanted Elquines just to make life a little bit easier in terms of not having to use Ice Strike or something to freeze monsters I'm attacking, and it's at 10 for the minute mark. Then Infinity, Maple Warrior, and Ice Demon are maxed(?) in order for bossing purposes (Infinity for temporary damage increases, Maple Warrior for stat increases, and Ice Demon for DoT). Elquines is maxed next to increase its duration, Blizzard is maxed to reduce the cooldown and increase its DoT, and the point in Hero's Will lets you get out of Seduce. I decided not to max Big Bang until a late point because at level 1 it does 232% damage * 5 hits, which isn't too far off from what it is maxed (290% * 5) and I honestly don't see myself (maybe other I/Ls will disagree with me) using the skill too much, especially with my bad keyboard. And the rest of the SP goes to Mana Reflection because of a lot of people saying it's not a good skill. -Build and build explanation are created by kirbyhyper of Basilmarket. +1 [Optional] Big Bang +1 [Optional] Blizzard +30 Chain Lightning (Maxed) +10 Buff Mastery (Maxed) +30 Maple Warrior (Maxed) +30 Infinity (Maxed) +5 [Or +8] Ice Demon +30 Elquines (Maxed) +5 Hero's Will (Maxed) +25 [Or +22 if you added +8 earlier] Ice Demon (Maxed) +30 [Or +29 if you added +1 earlier] Big Bang (Maxed) +30 [Or +29 if you added +1 earlier] Blizzard (Maxed) +18 Mana Reflection (18) • My reasoning is simple - It's the fastest, strength-building bossing build I can think of. Max CL to get your main attack maxed ASAP. Buff Mastery boosts the effectiveness of your buffs and provides an additional 30 M.ATT - Boosting your top-end and low-end damage even further. Maple Warrior is next for an overall damage increase, increased MP upon level-up and a useful party-skill low-level. Infinity is maxed next due to it's bossing capabilities - 1 out of 3 minutes your damage rises in an insane crescendo - A necessity for any bosser. Ice Demon here is iffy - I'd get it to 5-8 as a way of having DoT to assist with bosses that stun / M.Def up. Since it's spammable it's easy to maintain the DoT unlike Blizzard. If not, we move on anyhow. Elquines is up next - Again, bossing build, more DPM. Hero's Will follows, for seducing bosses. (By now you're 160+ so those kinds of bosses you should be familiar with.) Max Ice Demon for maximal DoT & also a nice, fast, elemental mobbing skill. Big Bang follows, its applications are somewhat limited currently, although revisions may be made based upon how effective it is in bossing post-BB. Finally Blizzard for its raw power / DoT (You may have wanted to get 1 point in it earlier on (fair enough)), and Mana Reflection brings up the rear. -Build and build explanation are created by Etrieys. Written by Kabanaw
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I also have an I/L build:
1st job
8:1 magic bolt 9:3 magic claw 10:6 magic claw 11: 9 magic claw 12: 12 magic claw 13: 15 magic claw 14: 18 magic claw 15: 20 magic claw, 1 MP increase 16: 4 MP increase 17: 7 MP increase 18: 10 MP increase 19: 3 magic gaurd 20: 6 magic gaurd 21: 9 magic gaurd 22: 12 magic gaurd 23: 15 magic gaurd 24: 3 magic armor 25: 6 magic armor 26: 9 magic armor 27: 12 magic armor 28: 15 magic armor 29: 4 magic bolt 30: 7 magic bolt End: Magic bolt- 7 Magic claw- max MP increase - max Magic Gaurd- max Magic Armor- max Explanation: While magic bolt does 40% more damage at max than magic claw, I've seen some SSs of magic claw's huge vertical range, and that, plus the extra stability of two attacks instead of one, make it a better attack. MP increase isn't maxed first anymore because it doesn't matter when it's maxed. Magic gaurd is obviously maxed, and magic armor is too, because at max level it reduces damage by 30, and there's no point in maxing two attacks that will both be replaced in the second job.
2nd Job
30: 1 teleport 31: 1 lightning bot, 1 magic mastery, 1 ice beam/slow 32: 4 magic mastery 33: 7 magic mastery 34: 10 magic mastery 35: 13 magic mastery 36: 16 magic mastery 37: 19 magic mastery 38:20 magic mastery, 3 lightning bolt 39:6 lightning bolt 40: 9 lightning bolt 41: 12 lightning bolt 42: 15 lightning bolt 43: 18 lightning bolt 44: 20 lightning bolt, 2 teleport 45: 5 teleport 46: 8 teleport 47: 11 teleport 48: 14 teleport 49: 17 teleport 50: 20 teleport 51: 3 MP eater 52: 6 MP eater 53: 9 MP eater 54: 12 MP eater 55: 15 MP eater 56: 18 MP eater 57: 20 MP eater, 1 meditation 58: 4 meditation 59: 7 meditation 60: 10 meditation 61: 13 meditiation 62: 16 meditation 63: 19 meditation 64: 20 meditation, 3 ice beam/2 slow 65: 6 ice beam/5 slow 66: 9 ice beam/8 slow 67: 12 ice beam/11 slow 68: 15 ice beam/14 slow 69: 18 ice beam/17 slow 70: 20 ice beam/ 20 slow, 1 slow if you did ice beam Final: Lightning bolt-max Ice Beam-1/max Teleport-max MP Eater- max Meditate-max Magic Mastery- max Slow-max/1 Explanation: Lightning bolt is awesome, even at level 1. 152% to 6 mobs. Then teleport for movement, and 1 cold beam since it's already stronger than any 1st job attack. Then mastery for more stability and a bit more magic, then max lightning bolt for better mob damage. After that, max teleport and MP eater, because teleport's low MP cost and MP eater's current awesomeness reduces mp pot use to almost 0. Then meditation, since it increases damage a ton when you only have about 60-80 MA. Max cold beam or slow next. Really, this is jsut personal preference. If you want a single target ice attack in the second job, go with ice beam. If you want to slow down moving bosses, then go with slow. Neither do much for training.
3rd Job
70: 1 amp 71: 1 teleport mastery, 2 ice strike 72: 5 ice strike 73: 8 ice strike 74: 11 ice strike 75: 14 ice strike 76: 17 ice strike 77: 20 ice strike 78: 3 amp, 1 booster 79: 4 booster 80: 7 booster 81: 10 booster 82: 11 booster, 5 amp 83: 8 amp 84: 11 amp 85: 14 amp 86: 17 amp 87: 20 amp 88: 4 teleport mastery 89: 7 teleport mastery 90: 10 teleport mastery 91: 3 lightning spear 92: 6 lightning spear 93: 9 lightning spear 94: 12 lightning spear 95: 15 lightning spear 96: 18 lightning spear 97: 20 lightning spear,1 elemental reset 98:1 elemental reset 99: 4 elemental reset 100: 7 elemental reset 101: 10 elemental reset 102: 3 partial resistance 103: 6 partial resistance 104: 9 partial resistance 105: 12 partial resistance 106: 15 partial resistance 107: 18 partial resistance 108: 20 partial resistance, 1 seal 109: 4 seal 110: 7 seal 111: 10 seal 112: 13 seal 113: 16 seal 114: 19 seal 115: 20 seal, 13 magic booster 116: 16 magic booster 117: 19 magic booster 118: 20 magic booster, 2 ele comp 118: 5 ele comp 119: 8 ele comp 120: 11 ele comp Final: Ice Strike- max Lightning Spear- max Ele comp-11 amp- max booster- max seal-max teleport mastery-max elemental reset-max Explanation: 1 amp first, since it increases damage by 112% with one point. Next max ice strike to speed up training, and one teleport mastery for the teleport damage and stun. Then 11 booster for the timer(note: if you don't mind a shorter timer, and booster 11 doesn't speed up attacking any more than booster 10, then feel free to leave it lower), and 20 amp for the damage increase. Max elemental reset for when you need to fight mobs strong to your element, and then max teleport mastery. Then max partial resistance and max seal, then 11 composition. Why not max composition? Every skill either looks cooler and is just as replaceable, or is simply more useful later game.
4th job
So, I'm not going to post levels. It would just be way too much effort to do something I can easily do with words instead.
With the 120 skill points, it would be best to go with 1 Blizzard, 1 Chain Lightning, and 1 Big Bang. After this, Magic Mastery is a good skill to max. +30 MA and 50% longer buffs are pretty, nice, and will probably be the best damage increase for 10 skill points. 5 points into ID after that to unlock elquines for the freeze, ad then however many points you want for a decent timer. I would put in 6 points, for a total timer of 60 seconds. After this, max CL would be the best for both bossing and training. Infinity is next because it increases damage by about 130%ish overall, and then Ice Demon, for the DoT at bosses, since you probably won't need to train with more than teleport mastery and CL. After this, max Blizzard, Elquines, Mana Reflection, Big Bang, and Maple Warrior depending on skill book availability and what you want. Of course, if you need the extra luk for equips or anything like that from Maple Warrior, max that sooner, but a 10% increase in damage is pretty small compared to what other skills do. And at this point, you're level 200. [SIZE="6"]F/P Mages[/SIZE]Written by Dusk
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1st job 1 Energy Bolt Max Magic Claw Max Magic Armor Max Magic Guard Max MP Boost 7 (+6) Energy Bolt
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This build should be standard for all adventurer magicians. 1 Energy Bolt is required to unlock Magic Claw, which is your main attack skill for 1st job. Magic Armor is taken next. It reduces the amount of damage you'll be taking in 1st job by about 30. Nothing in 1st job does enough damage to really warrant getting Guard first. Guard is taken next of course, to increase survivability. MP Boost is taken last since you have more MP than you'll know what to do with anyway. Spare points go into Energy Bolt, though you will never ever use it. 2nd job 1 Fire Arrow, 1 Teleport Max Spell Mastery Max Fire Arrow Choice - 1. Max (+19) Teleport, 3 MP Eater, Max Meditation or 2. 3 MP Eater, Max Meditation, Max (+19) Teleport Max (+17) MP Eater Max Slow 1 Poison Breath
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Take 1 Fire Arrow at level 30. It has significantly more range than Claw and hits an additional target, though you'll still be using Claw on single and double targets. 1 Teleport is next because of the incredible mobility it provides. Mastery isn't as important for mobbing classes, in my opinion, because average damage matters more than stability, but it is still the best source of damage, so I would take Spell Mastery next. Fire Arrow should be maxed afterward.
Here we come to a part where others might disagree with me. I have always been an advocate of maxing Teleport as early as reasonably possible. Maxed Teleport lets you move faster and spend less time mashing your MP potion button. I use Teleport extremely often and on low level mages I always need to pack a lot of Sorcerer Elixirs. Meditation is another good option, but 1. you can always use potions to take care of that damage boost, and 2. the monsters are so weak that even a completely unfunded character will be clearing out the spawn faster than they can reach it. I'm leaving that open. MP Eater doesn't steal the thousands of MP that it does at higher levels in 2nd job, so it isn't as good as maxing Teleport and gets maxed afterward. Slow is maxed last because it is only useful for bossing and doesn't really benefit you in 2nd job. 3rd job 1 Teleport Mastery, 1 Explosion 3 Elemental Amplification 6 Spell Booster Max (+17) Elemental Amplification Max (+9) Teleport Mastery Max (+19) Explosion Max Poison Mist Max Elemental Composition Max (+14) Spell Booster Max Elemental Decrease Max Partial Resistance 11 Seal
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Take 1 Teleport Mastery at level 70. This is an INCREDIBLE skill and easily my favorite skill in the entire game. It lets you move faster and if used properly, it is basically a free mob attack that can be activated between skills. In my opinion, any build that does not get Teleport Mastery immediately is just plain wrong. 1 Explosion is useful because of the large range. Explosion scales poorly and does 80% of its max damage at level 1, so it can be delayed for the moment. Amplification and Spell Booster are taken next, because they are huge boosts to your overall damage.
I find both of the 3rd job mobbing skills underwhelming. Poison Mist is good on paper, but all the mobs you'll be training on are too weak for you to really take advantage of it. Nothing takes 2400% damage to kill, and you will only be wasting your time casting it. Explosion is too slow and you can't spam Teleport in between casts, which really hinders it. Its primary advantage over Fire Arrow is simply its huge range. It can be useful for training at Galloperas (even if they are fixed) and Captain/Krus, but both of those are higher level mobs, so it does not need to be maxed very early. So instead of getting either skill, I would max Teleport Mastery first. It actually scales quite well and you will be using it very often. Explosion is taken next, followed by Poison Mist. The rest of this build is just filler. None of these skills are useful to your training at all, but they can help you with bossing and maybe other possible applications down the road. Composition is a decent 1v1 attack to have, so I'd max that first. Booster's timer is a bit short at 60 seconds, so I'd finish that off next. Everything else can be taken in any order. Seal is left at level 11 because it is completely useless. 4th job 1 Paralyze, 1 Meteor, 1 Big Bang Max Buff Mastery Max Paralyze
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The top three lines of this build are the no-brainers that I've posted before. Each of these skills is useful with just 1 point in them and this build starts you off with a good arsenal to work with. Buff Mastery is next because the damage increase is unbeatable without nearly 500 Magic Attack, and soon you will have 7/8 (counting Decrease) buffs to cast, which is extremely hard to manage without nice 5+ minute timers for everything. Paralyze is next because it will be your primary attack skill in 4th job. Since 4th job is mastery book-based and pretty open-ended, I will just give a quick summary of each skill instead of a specific build to use. Big Bang: Low-Medium priority skill. Big Bang is a good skill, but your primary use for it is to charge it up while dropping down a platform or before climbing up a rope in order to immediately take out a mob. Its range is crap compared to Explosion and it's usually easier to spam Paralyze to take out mobs because if you release it while getting bumped, you lose your charge. Big Bang scales extremely poorly and deals 80% of its max damage at level 1. It also usually 1hkos mobs with decent funding, so there's not much of a point in adding more points. May be more useful at Lionheart Castle. Infinity: Medium-High priority skill. Infinity is an good damage boost and can speed up training a little bit. It scales in a way that makes it almost useless at lower levels, so it is an all-or-nothing skill. Don't leave it at 10 or 20, max it if you plan on getting it. Meteor: Medium priority skill. Many people assume that ultimates are useless now that they have a cooldown. This is completely false. Meteor is stronger than ever and like Big Bang, it is pretty much a guaranteed 1hko. Large maps can take over 30 seconds to cycle, and a well-placed Meteor can save you a bit of walking. Paladins think Heaven's Hammer is great, and their ultimate doesn't even kill mobs. The 30 second cooldown on Meteor does make it a bit less useful than Air Strike and Dark Fog, but it can still help your training. Meteor can even boost your bossing damage slightly, thanks to the DoT. Maple Warrior: Medium-High priority skill. Maple Warrior is a solid damage increase and can help an entire party, although as a common skill it is pretty much guaranteed that someone will have it if you don't when party training/bossing. Ifrit: Low-Medium priority skill. Ifrit is an acceptable boost to your overall damage and is useful for clearing mobs without physically having to attack them. Fire Demon: Low priority skill. This skill is pretty much useless for the moment. Its damage is pitiful, even weaker than Fire Arrow, and the elemental shift doesn't do you too much good since you have Elemental Decrease now and as stated before, Big Bang 1hkos things anyway. It does boost your bossing damage slightly thanks to the DoT. Hero's Will: Low priority skill. It's very situational. Mana Reflection: Rejected skill. Leave this unmaxed if you get to 200. Written by Green4Ever
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I have a hat with +2 All Skills, so my build's a little different, but anywho, I'll post what I did
Note that everything is before adding the +2 All Skills, so all my skills are indeed maxed 1st Job: 14 Magic Guard 13 Magic Armor 18 Energy Bolt 18 Magic Claw 8 MP Boost 2nd Job: 18 MP Eater 18 Meditation 20 Teleport (required for teleport mastery) 18 Slow 18 Poison Breath 18 Spell Mastery 18 Fire Arrow 3rd Job: 18 Partial Resistance 18 Poison Mist 18 Seal 18 Spell Booster 18 Elemental Composition 8 Teleport Mastery 8 Elemental Decrease 18 Elemental Amplification 18 Explosion 4th Job: 28 Big Bang 0 Mana Reflection 21 Infinity (Currently maxing this and then most likely saving points for MW30) 0 Ifrit (Originally had this maxed with 1 Infinity and 21 Big Bang, but I thought he was rather useless so I left it at 0) 0 Hero's Will 8 Buff Mastery 19 Maple Warrior 28 Fire Demon 28 Paralyze 28 Meteor Shower I LOVE +2 All Skills Sadly the cap for skills is still 20/30.. A hat with +X All Skills will not increase the cap. Written by LittlePrincess
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1st Job - Magician Code: Lv. 8: +1 Energy BoltEnergy Bolt 7 Magic Claw 20 Magic Armor 15 Magic Guard 15 MP Boost 10 2nd Job - F/P Wizard Code: Lv. 30: +1 TeleportFire Arrow 20 Spell Mastery 20 Meditation 20 Teleport 20 MP Eater 20 Slow 20 Energy Bolt 8 3rd Job - F/P Mage Code: Lv. 70: +1 ExplosionExplosion 20 Teleport Mastery 10 Elemental Reset 10 Elemental Amplification 20 Poison Mist 20 Seal 20 Elemental Composition 20 Spell Booster 20 Partial Resistance 11 [SIZE="6"]Bishops[/SIZE]Written by Lantisca
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[COLOR="royalblue"]I just thought I'd give my own opinions on the build that I did. Being 200 already way before Big Bang came out, it was easy for me to just set the points in where I wanted. As for specific guides on what skills to do first/in order, I will just make a simple list in order of importance (in my own opinion). Hope this helps some of you fellow Bishops! ![]() [SIZE="2"]M a g i c i a n :[/SIZE]
[INDENT][SIZE="1"]* [ Remember that order is purely based on my opinions and own build that seem most beneficial in my views. ] *[/SIZE][/INDENT] Total First Job SP Used: 67 [SIZE="2"]C l e r i c :[/SIZE]
[INDENT][SIZE="1"]* [ Remember that order is purely based on my opinions and own build that seem most beneficial in my views. ] *[/SIZE][/INDENT] Total Second Job SP Used: 121 [SIZE="2"]P r i e s t :[/SIZE]
[INDENT][SIZE="1"]* [ Remember that order is purely based on my opinions and my own build that seem most beneficial in my views. ] *[/SIZE][/INDENT] Total Third Job SP Used: 151 [SIZE="2"]B i s h o p :[/SIZE]
[INDENT][SIZE="1"]* [ Remember that order is purely based on my opinions and my own build that seem most beneficial in my views. ] *[/SIZE][/INDENT] Total Fourth Job SP Used: 240 [ Explanation for Unmaxed Skills: ][INDENT] I know many might be asking why I didn't bother to max either Bahamut or Doom, since I know many prefer alternate routes. My explanation/reasoning is this: For Bahamut, I find myself personally rarely ever using him, as well as the fact that Angel Ray, which can do up to THREE hits, has a higher damage rate than Bahamut. I also find that since Big Bang was updated to hitting 6 monsters: 5 times each, the need of one extra attack is pretty useless. If a monster just needs a final attack to kill it, Angel Ray is faster and more powerful to whip out. As for Doom, I used to have a lot of SP in it pre-Big Bang. However since we now get Holy Focus, the SP is obviously more important/useful to go there. Summon a.k.a "Baby" Dragon is kept at 15 just to satisfy the pre-requisite of Bahamut. And even though I didn't bother to max Bahamut, seeing as how I also found Mana Reflection more practical/used than him, Bahamut is STILL more powerful than Summon Dragon even at level 1.[/INDENT] [ Ending Thoughts: ][INDENT] I pretty much based my build off what I did back in the day as well as what I think is most efficient for a Bishop today, post Big Bang. I know many of you will probably question my order of placement importance, but there's really nothing I can say. This was just a combination of how I did things back when Clerics, Priests and Bishops were more noted for their "party" builds rather than their "solo'ing" builds. Feel free to switch things up how you see fit and like, because there is no real wrong way to building your character. (Unless you do something pretty idiotic like put AP in STR or the like). ^_~[/INDENT] I hope this guide helps some of you! Let me know if you have any questions about my particular build, and feel free to make any suggestions! ![]() [/COLOR] Written by LittlePrincess
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1st - 3rd Job
1st Job - Magician Code: Lv. 8: +1 Energy BoltEnergy Bolt 20 Magic Claw 7 Magic Armor 15 Magic Guard 15 MP Boost 10 2nd Job - Cleric Code: Lv. 30: +1 HealHeal 30 Spell Mastery 20 Holy Arrow 1 Bless 15 Invincible 15 Teleport 20 MP Eater 20 3rd Job - Priest Code: Lv. 70: +1 Shining RayHoly Symbol 30 Holy Focus 20 Shining Ray 30 Teleport Mastery 10 Summon Dragon 20 Dispel 9 Elemental Resistance 20 Mystic Door 10 Holy Arrow 3 4th Job - Bishop Here's my bishop build: 120: 1 Big Bang, 1 Behamut, 1 Resurrection 121: 1 Genesis, 1 Angel Ray, 1 Magic Mastery Max Magic Mastery 29 Maple Hero (if you regularly train with people who have this skill then you can move it to later on) Max Behamut Max Big Bang 1 Hero's Will (skip this if you do not boss) Max Genesis Max Resurrection (skip this if you do not regularly train in parties, boss, pq, etc) 29 Infinity Max Holy Shield (only get 1 for 11% passive effect if you do not boss) Max Mana Reflection Max Hero's Will (if you regularly attend small boss runs where bishop does get sed) Angel Ray Notes: At 184 full mw adds about 1,100 to my damage. Maple Hero 29 is the same effect as 30, and 31 is the same effect as 32. lvl 1 AR and BB did not seem that much different than max AR & BB. BB seems to get at most 10k more per hit, but most hits do not get that much more at max. I would say max BB did on average 20k more damage than 1 BB. AR was a little more noticeable. lvl 1 AR did 70k for me and max AR did about 100k (per monster) so average of 30k increase. This is why I recommend one of each early on. You can decide which one you like best because both seem good at lvl 1. I maxed behamut before BB becaues behamuts increase in power is significantly more than BB increase in power as more points are added. I only did 29 Infinity because the best magic increase is at lvl 31 and additional time (1 second) didn't matter to me.) Max it if you like it better than something else. I find genesis more useful than infinity because you can cast it once every 30-60 seconds rather than once every 10 minutes. AR might be useful if you like to shoot at bosses, but no one takes bishops to boss runs for damage so no one will care if you neglect it. lol When using BB don't let go of the charge up when you get hit, wait until you land and then the skill will still cast. [SIZE="4"] Suggestions/Comments/Critisisms [/SIZE]![]()
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TKWizard Wrote:LittlePrincess Kunagisa;600271 Dusk Wrote:Elquines's freeze is pretty useless. Mage killing style is mostly initiating mobs with your attack skills, then immediately telecasting by. It will mostly be finishing off monsters as you teleport past them. Also, everything will be constantly stunned when it is near you thanks to Teleport. I still don't have Ifrit at 155 and I don't plan on getting it until I max Meteor. Dusk Wrote:Big Bang doesn't stop charging if you get hit. It just doesn't activate if you release it while in mid-air. Wait til you land on the ground again to release it. Blake Wrote:My only thought on the second job for mages is that if you don't mind spending a very minimal amount extra, you could get Teleport before Meditation and just use an NLC potion. Dusk Wrote:Seal is completely useless in both 3rd and 4th job. The only thing it's capable of doing that you can't do better with another skill is preventing monsters from casting spells while you are on a rope. I just don't see why you'd ever need to do this. If a monster is within Seal range, you are still probably going to take touch damage (which is typically worse than magic damage) on your way up. If they're all off to one side, then why wouldn't you just climb up and freeze/stun them all with your other attack skills? Plus, usually if I'm climbing a rope, I'll be charging Big Bang and not caring about preventing one possible hit. Seal and the 1st/2nd job attack skills are the only skills I don't even have set on my keyboard. Composition is somewhat useful for F/Ps in 3rd job and I believe it adds a little DPS in 4th job, but I guess I/Ls can skip it. <3 [Post-BB] Mage Builds - Dusk - 2010-12-09 There are three threads in the first 10 topics for each of the mage classes =/ couldn't you just do some compiling? [Post-BB] Mage Builds - xLuxMentisx - 2010-12-09 Think the point was that there aren't any guides for mages like there are for other jobs. And not everyone is skill savvy enough enough to just compile and go on their marry little way. [Post-BB] Mage Builds - LittlePrincess - 2010-12-09 I've been thinking about mages since I like them. I only have my plan through third job so far. But for bishops I have the following in mind for 4th job: Magic Mastery > BB > MW = Bhamut > HS > Infinity. I think 120 bishops would benefit from 1 gen, 1 behamut, & 1 BB, because BB = strongest atk even at lvl 1, lvl 1 behamut > lvl 20 dragon, gen is still cool to smash the map every minute (just not worth maxing anymore imo). Edit: my copy pasta from my excel sheet is fail =( If you paste it back into excel maybe you can read it then.
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Lvl Fire Poison Ice Lightning Bishop 8 Energy Bolt Energy Bolt Energy Bolt 9 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt 10 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt 11 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt 12 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt 13 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt 14 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Energy Bolt 15 Magic Claw Magic Claw Energy Bolt Magic Claw Magic Claw Magic Claw Energy Bolt Energy Bolt Magic Claw 16 Energy Bolt Energy Bolt Magic Claw Energy Bolt Energy Bolt Magic Claw Energy Bolt Energy Bolt Magic Claw 17 Energy Bolt Energy Bolt Magic Claw Energy Bolt Energy Bolt Magic Claw Magic Armor Magic Armor Magic Armor 18 Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor 19 Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor 20 Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor 21 Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor 22 Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Guard Magic Guard Magic Guard 23 Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard 24 Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard 25 Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard 26 Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard 27 Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard Magic Guard MP Boost MP Boost MP Boost 28 MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost 29 MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost 30 MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost MP Boost 30 Teleport Teleport Heal 31 Fire Arrow Lighting Teleport Fire Arrow Lighting Heal Fire Arrow Lighting Heal 32 Fire Arrow Lighting Heal Fire Arrow Lighting Heal Fire Arrow Lighting Heal 33 Fire Arrow Lighting Heal Fire Arrow Lighting Heal Fire Arrow Lighting Heal 34 Fire Arrow Lighting Heal Fire Arrow Lighting Heal Fire Arrow Lighting Heal 35 Fire Arrow Lighting Heal Fire Arrow Lighting Heal Fire Arrow Lighting Heal 36 Fire Arrow Lighting Heal Fire Arrow Lighting Heal Fire Arrow Lighting Heal 37 Fire Arrow Lighting Heal Fire Arrow Lighting Heal Spell Mastery Spell Mastery Heal 38 Spell Mastery Spell Mastery Heal Spell Mastery Spell Mastery Heal Spell Mastery Spell Mastery Heal 39 Spell Mastery Spell Mastery Heal Spell Mastery Spell Mastery Heal Spell Mastery Spell Mastery Heal 40 Spell Mastery Spell Mastery Heal Spell Mastery Spell Mastery Heal Spell Mastery Spell Mastery Heal 41 Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery 42 Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery 43 Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery Spell Mastery 44 Spell Mastery Spell Mastery Spell Mastery Mediation Mediation Spell Mastery Mediation Mediation Spell Mastery 45 Mediation Mediation Spell Mastery Mediation Mediation Spell Mastery Mediation Mediation Spell Mastery 46 Mediation Mediation Spell Mastery Mediation Mediation Spell Mastery Mediation Mediation Spell Mastery 47 Mediation Mediation Spell Mastery Mediation Mediation Spell Mastery Meditation Meditation Holy Arrow 48 Meditation Meditation Bless Meditation Meditation Bless Meditation Meditation Bless 49 Meditation Meditation Bless Meditation Meditation Bless Meditation Meditation Bless 50 Meditation Meditation Bless Meditation Meditation Bless Meditation Meditation Bless 51 MP Eater MP Eater Bless Teleport Teleport Bless Teleport Teleport Bless 52 Teleport Teleport Bless Teleport Teleport Bless Teleport Teleport Bless 53 Teleport Teleport Invincible Teleport Teleport Invincible Teleport Teleport Invincible 54 Teleport Teleport Invincible Teleport Teleport Invincible Teleport Teleport Invincible 55 Teleport Teleport Invincible Teleport Teleport Invincible Teleport Teleport Invincible 56 Teleport Teleport Invincible Teleport Teleport Invincible Teleport Teleport Invincible 57 Teleport Teleport Invincible Teleport Teleport Invincible MP Eater MP Eater Invincible 58 MP Eater MP Eater MP Eater MP Eater MP Eater Teleport MP Eater MP Eater Teleport 59 MP Eater MP Eater Teleport MP Eater MP Eater Teleport MP Eater MP Eater Teleport 60 MP Eater MP Eater Teleport MP Eater MP Eater Teleport MP Eater MP Eater Teleport 61 MP Eater MP Eater Teleport MP Eater MP Eater Teleport MP Eater MP Eater Teleport 62 MP Eater MP Eater Teleport MP Eater MP Eater Teleport MP Eater MP Eater Teleport 63 MP Eater MP Eater Teleport MP Eater MP Eater Teleport MP Eater MP Eater Teleport 64 Slow Slow Teleport Slow Slow Teleport Slow Slow MP Eater 65 Slow Slow MP Eater Slow Slow MP Eater Slow Slow MP Eater 66 Slow Slow MP Eater Slow Slow MP Eater Slow Slow MP Eater 67 Slow Slow MP Eater Slow Slow MP Eater Slow Slow MP Eater 68 Slow Slow MP Eater Slow Slow MP Eater Slow Slow MP Eater 69 Slow Slow MP Eater Slow Slow MP Eater Slow Slow MP Eater 70 Slow Slow MP Eater Slow Slow MP Eater Energy Bolt Energy Bolt MP Eater 70 Explosion Ice Strike Shining Ray 71 Explosion Ice Strike Teleport Mastery Explosion Ice Strike Dispel Explosion Ice Strike Dispel 72 Explosion Ice Strike Dispel Explosion Ice Strike Mystic Door Explosion Ice Strike Holy Symbol 73 Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol 74 Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol 75 Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol 76 Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol Explosion Ice Strike Holy Symbol 77 Explosion Ice Strike Holy Symbol Amplification Amplification Holy Symbol Amplification Amplification Holy Symbol 78 Amplification Amplification Holy Symbol Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol 79 Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol 80 Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol 81 Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol Spell Booster Spell Booster Holy Symbol 82 Teleport Mastery Teleport Mastery Holy Symbol Teleport Mastery Teleport Mastery Holy Focus Teleport Mastery Teleport Mastery Holy Focus 83 Teleport Mastery Teleport Mastery Holy Focus Teleport Mastery Teleport Mastery Holy Focus Teleport Mastery Teleport Mastery Holy Focus 84 Teleport Mastery Teleport Mastery Holy Focus Teleport Mastery Teleport Mastery Holy Focus Teleport Mastery Teleport Mastery Holy Focus 85 Teleport Mastery Teleport Mastery Holy Focus Elemental Reset Elemental Reset Holy Focus Elemental Reset Elemental Reset Holy Focus 86 Elemental Reset Elemental Reset Holy Focus Elemental Reset Elemental Reset Holy Focus Elemental Reset Elemental Reset Holy Focus 87 Elemental Reset Elemental Reset Holy Focus Elemental Reset Elemental Reset Holy Focus Elemental Reset Elemental Reset Holy Focus 88 Elemental Reset Elemental Reset Holy Focus Elemental Reset Elemental Reset Holy Focus Amplification Amplification Holy Focus 89 Amplification Amplification Shining Ray Amplification Amplification Shining Ray Amplification Amplification Shining Ray 90 Amplification Amplification Shining Ray Amplification Amplification Shining Ray Amplification Amplification Shining Ray 91 Amplification Amplification Shining Ray Amplification Amplification Shining Ray Amplification Amplification Shining Ray 92 Amplification Amplification Shining Ray Amplification Amplification Shining Ray Amplification Amplification Shining Ray 93 Amplification Amplification Shining Ray Amplification Amplification Shining Ray Amplification Amplification Shining Ray 94 Amplification Amplification Shining Ray Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray 95 Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray 96 Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray 97 Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray 98 Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Shining Ray Poison Mist Thunder Spear Teleport Mastery 99 Poison Mist Thunder Spear Teleport Mastery Poison Mist Thunder Spear Teleport Mastery Poison Mist Thunder Spear Teleport Mastery 100 Poison Mist Thunder Spear Teleport Mastery Poison Mist Thunder Spear Teleport Mastery Poison Mist Thunder Spear Teleport Mastery 101 Seal Seal Teleport Mastery Seal Seal Teleport Mastery Seal Seal Summon Dragon 102 Seal Seal Summon Dragon Seal Seal Summon Dragon Seal Seal Summon Dragon 103 Seal Seal Summon Dragon Seal Seal Summon Dragon Seal Seal Summon Dragon 104 Seal Seal Summon Dragon Seal Seal Summon Dragon Seal Seal Summon Dragon 105 Seal Seal Summon Dragon Seal Seal Summon Dragon Seal Seal Summon Dragon 106 Seal Seal Summon Dragon Seal Seal Summon Dragon Seal Seal Summon Dragon 107 Seal Seal Summon Dragon Seal Seal Summon Dragon Composition Composition Summon Dragon 108 Composition Composition Summon Dragon Composition Composition Dispel Composition Composition Dispel 109 Composition Composition Dispel Composition Composition Dispel Composition Composition Dispel 110 Composition Composition Dispel Composition Composition Dispel Composition Composition Resistance 111 Composition Composition Resistance Composition Composition Resistance Composition Composition Resistance 112 Composition Composition Resistance Composition Composition Resistance Composition Composition Resistance 113 Composition Composition Resistance Composition Composition Resistance Composition Composition Resistance 114 Composition Composition Resistance Spell Booster Spell Booster Resistance Spell Booster Spell Booster Resistance 115 Spell Booster Spell Booster Resistance Spell Booster Spell Booster Resistance Spell Booster Spell Booster Resistance 116 Spell Booster Spell Booster Resistance Spell Booster Spell Booster Resistance Spell Booster Spell Booster Resistance 117 Spell Booster Spell Booster Resistance Partial Resistance Partial Resistance Mystic Door Partial Resistance Partial Resistance Mystic Door 118 Partial Resistance Partial Resistance Mystic Door Partial Resistance Partial Resistance Mystic Door Partial Resistance Partial Resistance Mystic Door 119 Partial Resistance Partial Resistance Mystic Door Partial Resistance Partial Resistance Mystic Door Partial Resistance Partial Resistance Mystic Door 120 Partial Resistance Partial Resistance Mystic Door Partial Resistance Partial Resistance Holy Arrow Partial Resistance Partial Resistance Holy Arrow [Post-BB] Mage Builds - donovan - 2010-12-09 That's a pain to read man. [Post-BB] Mage Builds - Dusk - 2010-12-09 Yeah, Larka sent me a PM that explained things better. Here's my revised F/P build INCOMING WALL OF TEXT: 1st job 1 Energy Bolt Max Magic Claw Max Magic Armor Max Magic Guard Max MP Boost 7 (+6) Energy Bolt
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This build should be standard for all adventurer magicians. 1 Energy Bolt is required to unlock Magic Claw, which is your main attack skill for 1st job. Magic Armor is taken next. It reduces the amount of damage you'll be taking in 1st job by about 30. Nothing in 1st job does enough damage to really warrant getting Guard first. Guard is taken next of course, to increase survivability. MP Boost is taken last since you have more MP than you'll know what to do with anyway. Spare points go into Energy Bolt, though you will never ever use it. 2nd job 1 Fire Arrow, 1 Teleport Max Spell Mastery Max Fire Arrow Choice - 1. Max (+19) Teleport, 3 MP Eater, Max Meditation or 2. 3 MP Eater, Max Meditation, Max (+19) Teleport Max (+17) MP Eater Max Slow 1 Poison Breath
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Take 1 Fire Arrow at level 30. It has significantly more range than Claw and hits an additional target, though you'll still be using Claw on single and double targets. 1 Teleport is next because of the incredible mobility it provides. Mastery isn't as important for mobbing classes, in my opinion, because average damage matters more than stability, but it is still the best source of damage, so I would take Spell Mastery next. Fire Arrow should be maxed afterward.
Here we come to a part where others might disagree with me. I have always been an advocate of maxing Teleport as early as reasonably possible. Maxed Teleport lets you move faster and spend less time mashing your MP potion button. I use Teleport extremely often and on low level mages I always need to pack a lot of Sorcerer Elixirs. Meditation is another good option, but 1. you can always use potions to take care of that damage boost, and 2. the monsters are so weak that even a completely unfunded character will be clearing out the spawn faster than they can reach it. I'm leaving that open. MP Eater doesn't steal the thousands of MP that it does at higher levels in 2nd job, so it isn't as good as maxing Teleport and gets maxed afterward. Slow is maxed last because it is only useful for bossing and doesn't really benefit you in 2nd job. 3rd job 1 Teleport Mastery, 1 Explosion 3 Elemental Amplification 6 Spell Booster Max (+17) Elemental Amplification Max (+9) Teleport Mastery Max (+19) Explosion Max Poison Mist Max Elemental Composition Max (+14) Spell Booster Max Elemental Decrease Max Partial Resistance 11 Seal
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Take 1 Teleport Mastery at level 70. This is an INCREDIBLE skill and easily my favorite skill in the entire game. It lets you move faster and if used properly, it is basically a free mob attack that can be activated between skills. In my opinion, any build that does not get Teleport Mastery immediately is just plain wrong. 1 Explosion is useful because of the large range. Explosion scales poorly and does 80% of its max damage at level 1, so it can be delayed for the moment. Amplification and Spell Booster are taken next, because they are huge boosts to your overall damage.
I find both of the 3rd job mobbing skills underwhelming. Poison Mist is good on paper, but all the mobs you'll be training on are too weak for you to really take advantage of it. Nothing takes 2400% damage to kill, and you will only be wasting your time casting it. Explosion is too slow and you can't spam Teleport in between casts, which really hinders it. Its primary advantage over Fire Arrow is simply its huge range. It can be useful for training at Galloperas (even if they are fixed) and Captain/Krus, but both of those are higher level mobs, so it does not need to be maxed very early. So instead of getting either skill, I would max Teleport Mastery first. It actually scales quite well and you will be using it very often. Explosion is taken next, followed by Poison Mist. The rest of this build is just filler. None of these skills are useful to your training at all, but they can help you with bossing and maybe other possible applications down the road. Composition is a decent 1v1 attack to have, so I'd max that first. Booster's timer is a bit short at 60 seconds, so I'd finish that off next. Everything else can be taken in any order. Seal is left at level 11 because it is completely useless. 4th job 1 Paralyze, 1 Meteor, 1 Big Bang Max Buff Mastery Max Paralyze
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The top three lines of this build are the no-brainers that I've posted before. Each of these skills is useful with just 1 point in them and this build starts you off with a good arsenal to work with. Buff Mastery is next because the damage increase is unbeatable without nearly 500 Magic Attack, and soon you will have 7/8 (counting Decrease) buffs to cast, which is extremely hard to manage without nice 5+ minute timers for everything. Paralyze is next because it will be your primary attack skill in 4th job. Since 4th job is mastery book-based and pretty open-ended, I will just give a quick summary of each skill instead of a specific build to use. Big Bang: Low-Medium priority skill. Big Bang is a good skill, but your primary use for it is to charge it up while dropping down a platform or before climbing up a rope in order to immediately take out a mob. Its range is crap compared to Explosion and it's usually easier to spam Paralyze to take out mobs because if you release it while getting bumped, you lose your charge. Big Bang scales extremely poorly and deals 80% of its max damage at level 1. It also usually 1hkos mobs with decent funding, so there's not much of a point in adding more points. May be more useful at Lionheart Castle. Infinity: Medium-High priority skill. Infinity is an good damage boost and can speed up training a little bit. It scales in a way that makes it almost useless at lower levels, so it is an all-or-nothing skill. Don't leave it at 10 or 20, max it if you plan on getting it. Meteor: Medium priority skill. Many people assume that ultimates are useless now that they have a cooldown. This is completely false. Meteor is stronger than ever and like Big Bang, it is pretty much a guaranteed 1hko. Large maps can take over 30 seconds to cycle, and a well-placed Meteor can save you a bit of walking. Paladins think Heaven's Hammer is great, and their ultimate doesn't even kill mobs. The 30 second cooldown on Meteor does make it a bit less useful than Air Strike and Dark Fog, but it can still help your training. Meteor can even boost your bossing damage slightly, thanks to the DoT. Maple Warrior: Medium-High priority skill. Maple Warrior is a solid damage increase and can help an entire party, although as a common skill it is pretty much guaranteed that someone will have it if you don't when party training/bossing. Ifrit: Low-Medium priority skill. Ifrit is an acceptable boost to your overall damage and is useful for clearing mobs without physically having to attack them. Fire Demon: Low priority skill. This skill is pretty much useless for the moment. Its damage is pitiful, even weaker than Fire Arrow, and the elemental shift doesn't do you too much good since you have Elemental Decrease now and as stated before, Big Bang 1hkos things anyway. It does boost your bossing damage slightly thanks to the DoT. Hero's Will: Low priority skill. It's very situational. Mana Reflection: Rejected skill. Leave this unmaxed if you get to 200. [Post-BB] Mage Builds - Felicitates - 2010-12-09 [COLOR="Magenta"]@LittlePrincess Thanks a lot! When I pasted it into the forum, it lined up fine its just when you submit it doesn't register the tabs. But I'll fix it up and make it look readable for you.[/COLOR] [Post-BB] Mage Builds - Green4Ever - 2010-12-09 I have a hat with +2 All Skills, so my build's a little different, but anywho, I'll post what I did Note that everything is before adding the +2 All Skills, so all my skills are indeed maxed 1st Job: 14 Magic Guard 13 Magic Armor 18 Energy Bolt 18 Magic Claw 8 MP Boost 2nd Job: 18 MP Eater 18 Meditation 20 Teleport (required for teleport mastery) 18 Slow 18 Poison Breath 18 Spell Mastery 18 Fire Arrow 3rd Job: 18 Partial Resistance 18 Poison Mist 18 Seal 18 Spell Booster 18 Elemental Composition 8 Teleport Mastery 8 Elemental Decrease 18 Elemental Amplification 18 Explosion 4th Job: 28 Big Bang 0 Mana Reflection 21 Infinity (Currently maxing this and then most likely saving points for MW30) 0 Ifrit (Originally had this maxed with 1 Infinity and 21 Big Bang, but I thought he was rather useless so I left it at 0) 0 Hero's Will 8 Buff Mastery 19 Maple Warrior 28 Fire Demon 28 Paralyze 28 Meteor Shower I LOVE +2 All Skills Sadly the cap for skills is still 20/30.. A hat with +X All Skills will not increase the cap [Post-BB] Mage Builds - MariettaRC - 2010-12-09 There are like... no I/L builds, so I'm hoping someone comes up with that soon. [Post-BB] Mage Builds - Felicitates - 2010-12-09 MariaColette Wrote:There are like... no I/L builds, so I'm hoping someone comes up with that soon. Working on it atm. Sorry for the delay, I'm trying to organize everything and make it look readable. [Post-BB] Mage Builds - Green4Ever - 2010-12-09 Wouldn't it be pretty much the same as an F/P build? Just swap the attacking skills... Fire Arrow becomes Ice Strike, Paralyze becomes Chain Lightning, Meteor Shower becomes Blizzard, etc.. [Post-BB] Mage Builds - Felicitates - 2010-12-09 Just did that =P Its just LittlePrincess's excel was tedious to write out by hand. [Post-BB] Mage Builds - Liralei - 2010-12-10 I know Kalemora & several others have actually put together a few comprehensive I/L builds already, and we've been discussing them at *cough* another forum for a few days now. Maybe she could share them here as well. [Post-BB] Mage Builds - Felicitates - 2010-12-10 Liralei Wrote:I know Kalemora & several others have actually put together a few comprehensive I/L builds already, and we've been discussing them at *cough* another forum for a few days now. Maybe she could share them here as well. Please ask them for me if you can I unfortunately cannot access *that* site.
[Post-BB] Mage Builds - Kalemora - 2010-12-10 Copy-pasta time. Any constructive criticism is appreciated. For the I/L Mages:
1st Job
+1 Energy Bolt +20 Magic Claw (Maxed) +10 MP Boost (Maxed) +15 Magic Armor (Maxed) +15 Magic Guard (Maxed) +6 Energy Bolt (7) • Energy Bolt is left at 7 because despite its higher damage output than Magic Claw on one monster, Magic Claw is still moreuseful. Magic Claw is a mob skill and hits decent damage either way; you probably won't be needing a 1v1 skill in 1st jobanyways. Magic Armor is recommended because it will make a minor difference in the damage you take, I consider it more important than Energy Bolt, but if you want to max Energy Bolt (which I could not see why you would even want to), this is the skill to drop. MP Boost doesn't necessarily have to be maxed so early. Correct me if I'm wrong, but because it is a 20% increase to what your MP would be otherwise, adding into it later in 1st job isn't a big deal. Just be sure to max it before your 2nd job advancement. Lastly, Magic Guard is a must to max as you WILL need it to survive in higher levels.
2nd Job
+1 Teleport +20 Thunderbolt (Maxed) +20 Spell Mastery (Maxed) +3 MP Eater +20 Meditation (Maxed) +19 Teleport (Maxed) +20 Slow (Maxed) +17 MP Eater (Maxed) +1 Cold Beam (1) • Most skills in 2nd job are essential to your next job advancements or training up there. This means that Teleport, Spell Mastery, Thunderbolt, Meditation, and Slow MUST be maxed eventually. This means you have to drop either MP Eater or Cold Beam. MP Eater takes on much more use post-BB and allows you to train while using very few potions. If you're unfunded or just want to save mesos, this is probably the build for you. Note that after you get Spell Mastery you have a lot of freedom in the order that you max your skills; you don't necessarily have to follow the order recommended beyond that. I'm not even going to post the other build I put up for consideration. Dropping MPE for Cold Beam is just insane when considering the fix for the lack of the "1v1 freezer" in 3rd job. -Some changes to this build are thanks to dewgong of Basilmarket.
3rd Job
+20 Ice Strike (Maxed) +3 Elemental Amplification +6 Spell Booster +17 Elemental Amplification (Maxed) +10 Teleport Mastery (Maxed) +10 Elemental Decrease (Maxed) +20 Thunder Spear (Maxed) +14 Spell Booster (Maxed) +20 Seal (Maxed) +11 Cold Beam (12) +20 Partial Resistance (Maxed) • Due to a problem with the skill Ice Strike, this build was changed slightly. Because Ice Strike currently remains unchanged from its previous stats, it does gain range as it levels up. Please disregard the first sentence of the following explanation as it currently does not hold truth. [Starting to think this is just a glitch in text. I'd need someone to test the range of level 1 Ice Strike and compare it to level 20 though. But it does seem like Ice Strike's range is less than what it should be...] If Ice Strike has the same range through all its levels, then the build is as follows: +1 Ice Strike +3 Elemental Amplification +6 Spell Booster +17 Elemental Amplification (Maxed) +19 Ice Strike (Maxed) +10 Teleport Mastery (Maxed) +10 Elemental Decrease (Maxed) +20 Thunder Spear (Maxed) +14 Spell Booster (Maxed) +20 Seal (Maxed) +11 Cold Beam (12) +20 Partial Resistance (Maxed) • Since Ice Strike will get max range starting at level 1, there is no point in maxing it first. Maxing Elemental Amplification makes Ice Strike (and everything else for that matter) stronger than maxing Ice Strike, and 3 Amp/6 Booster will out-damage 9 AMP (following the pattern that 3 AMP/11 Booster currently out-damages 14 AMP), so that's what is being done here. Also bear in mind that Spell Booster also gives its +2 from the get-go, which is why I left it at the minute mark as opposed to putting it to 11 (in which 14 AMP probably would out-damage it after Big Bang). Then we max the skills for optimal Ice Strike damage as I stated, following with Teleport Mastery for more augmented Ice Strike damage (provided you can constantly telecast it and have the skill deal damage to it). From there it's really up to personal opinion. I would drop Elemental Composition, because it overall seems like the least useful skill in the 3rd job book (Seal still probably has some practicalities to it despite getting Teleport Mastery). 11 Cold Beam is to allow for Cold Beam to serve the purpose of a 1v1 freezer (2 seconds freeze at level 11+). Stuck it in before PR because PR doesn't really start serving much purpose until you begin to boss. -Build and build explanation are created by kirbyhyper of Basilmarket. Slightly edited by myself.
4th Job
Two builds put up here, keep in mind these builds assume you have access to all Mastery Books: +1 Chain Lightning +1 Blizzard +1 Big Bang +29 Chain Lightning (Maxed) +10 Buff Mastery (Maxed) +5 Ice Demon +10 Elquines +30 Infinity (Maxed) +30 Maple Warrior (Maxed) +25 Ice Demon (Maxed) +20 Elquines (Maxed) +29 Blizzard (Maxed) +1 Hero's Will (1) +29 Big Bang (Maxed) +22 Mana Reflection (22) • The advancement SP goes into having your "free" ultimate, a point in Big Bang for clearing wherever applicable, and Chain Lightning since its the main move in 4th job. Buff Mastery and Chain Lightning are up for maxing first for a free +30 Magic and getting Chain Lightning stronger (I also think you can max Buff Mastery first if you prefer to get the +30 Magic first; I'm not too great at running calculations, so we could try getting someone to see which one would be better to max). I wanted Elquines just to make life a little bit easier in terms of not having to use Ice Strike or something to freeze monsters I'm attacking, and it's at 10 for the minute mark. Then Infinity, Maple Warrior, and Ice Demon are maxed(?) in order for bossing purposes (Infinity for temporary damage increases, Maple Warrior for stat increases, and Ice Demon for DoT). Elquines is maxed next to increase its duration, Blizzard is maxed to reduce the cooldown and increase its DoT, and the point in Hero's Will lets you get out of Seduce. I decided not to max Big Bang until a late point because at level 1 it does 232% damage * 5 hits, which isn't too far off from what it is maxed (290% * 5) and I honestly don't see myself (maybe other I/Ls will disagree with me) using the skill too much, especially with my bad keyboard. And the rest of the SP goes to Mana Reflection because of a lot of people saying it's not a good skill. -Build and build explanation are created by kirbyhyper of Basilmarket. +1 [Optional] Big Bang +1 [Optional] Blizzard +30 Chain Lightning (Maxed) +10 Buff Mastery (Maxed) +30 Maple Warrior (Maxed) +30 Infinity (Maxed) +5 [Or +8] Ice Demon +30 Elquines (Maxed) +5 Hero's Will (Maxed) +25 [Or +22 if you added +8 earlier] Ice Demon (Maxed) +30 [Or +29 if you added +1 earlier] Big Bang (Maxed) +30 [Or +29 if you added +1 earlier] Blizzard (Maxed) +18 Mana Reflection (18) • My reasoning is simple - It's the fastest, strength-building bossing build I can think of. Max CL to get your main attack maxed ASAP. Buff Mastery boosts the effectiveness of your buffs and provides an additional 30 M.ATT - Boosting your top-end and low-end damage even further. Maple Warrior is next for an overall damage increase, increased MP upon level-up and a useful party-skill low-level. Infinity is maxed next due to it's bossing capabilities - 1 out of 3 minutes your damage rises in an insane crescendo - A necessity for any bosser. Ice Demon here is iffy - I'd get it to 5-8 as a way of having DoT to assist with bosses that stun / M.Def up. Since it's spammable it's easy to maintain the DoT unlike Blizzard. If not, we move on anyhow. Elquines is up next - Again, bossing build, more DPM. Hero's Will follows, for seducing bosses. (By now you're 160+ so those kinds of bosses you should be familiar with.) Max Ice Demon for maximal DoT & also a nice, fast, elemental mobbing skill. Big Bang follows, its applications are somewhat limited currently, although revisions may be made based upon how effective it is in bossing post-BB. Finally Blizzard for its raw power / DoT (You may have wanted to get 1 point in it earlier on (fair enough)), and Mana Reflection brings up the rear. -Build and build explanation are created by Etrieys of Basilmarket. [Post-BB] Mage Builds - Kabanaw - 2010-12-10 I also have an I/L build:
1st job
8:1 magic bolt 9:3 magic claw 10:6 magic claw 11: 9 magic claw 12: 12 magic claw 13: 15 magic claw 14: 18 magic claw 15: 20 magic claw, 1 MP increase 16: 4 MP increase 17: 7 MP increase 18: 10 MP increase 19: 3 magic gaurd 20: 6 magic gaurd 21: 9 magic gaurd 22: 12 magic gaurd 23: 15 magic gaurd 24: 3 magic armor 25: 6 magic armor 26: 9 magic armor 27: 12 magic armor 28: 15 magic armor 29: 4 magic bolt 30: 7 magic bolt End: Magic bolt- 7 Magic claw- max MP increase - max Magic Gaurd- max Magic Armor- max Explanation: While magic bolt does 40% more damage at max than magic claw, I've seen some SSs of magic claw's huge vertical range, and that, plus the extra stability of two attacks instead of one, make it a better attack. MP increase isn't maxed first anymore because it doesn't matter when it's maxed. Magic gaurd is obviously maxed, and magic armor is too, because at max level it reduces damage by 30, and there's no point in maxing two attacks that will both be replaced in the second job.
2nd Job
30: 1 teleport 31: 1 lightning bot, 1 magic mastery, 1 ice beam/slow 32: 4 magic mastery 33: 7 magic mastery 34: 10 magic mastery 35: 13 magic mastery 36: 16 magic mastery 37: 19 magic mastery 38:20 magic mastery, 3 lightning bolt 39:6 lightning bolt 40: 9 lightning bolt 41: 12 lightning bolt 42: 15 lightning bolt 43: 18 lightning bolt 44: 20 lightning bolt, 2 teleport 45: 5 teleport 46: 8 teleport 47: 11 teleport 48: 14 teleport 49: 17 teleport 50: 20 teleport 51: 3 MP eater 52: 6 MP eater 53: 9 MP eater 54: 12 MP eater 55: 15 MP eater 56: 18 MP eater 57: 20 MP eater, 1 meditation 58: 4 meditation 59: 7 meditation 60: 10 meditation 61: 13 meditiation 62: 16 meditation 63: 19 meditation 64: 20 meditation, 3 ice beam/2 slow 65: 6 ice beam/5 slow 66: 9 ice beam/8 slow 67: 12 ice beam/11 slow 68: 15 ice beam/14 slow 69: 18 ice beam/17 slow 70: 20 ice beam/ 20 slow, 1 slow if you did ice beam Final: Lightning bolt-max Ice Beam-1/max Teleport-max MP Eater- max Meditate-max Magic Mastery- max Slow-max/1 Explanation: Lightning bolt is awesome, even at level 1. 152% to 6 mobs. Then teleport for movement, and 1 cold beam since it's already stronger than any 1st job attack. Then mastery for more stability and a bit more magic, then max lightning bolt for better mob damage. After that, max teleport and MP eater, because teleport's low MP cost and MP eater's current awesomeness reduces mp pot use to almost 0. Then meditation, since it increases damage a ton when you only have about 60-80 MA. Max cold beam or slow next. Really, this is jsut personal preference. If you want a single target ice attack in the second job, go with ice beam. If you want to slow down moving bosses, then go with slow. Neither do much for training.
3rd Job
70: 1 amp 71: 1 teleport mastery, 2 ice strike 72: 5 ice strike 73: 8 ice strike 74: 11 ice strike 75: 14 ice strike 76: 17 ice strike 77: 20 ice strike 78: 3 amp, 1 booster 79: 4 booster 80: 7 booster 81: 10 booster 82: 11 booster, 5 amp 83: 8 amp 84: 11 amp 85: 14 amp 86: 17 amp 87: 20 amp 88: 4 teleport mastery 89: 7 teleport mastery 90: 10 teleport mastery 91: 3 lightning spear 92: 6 lightning spear 93: 9 lightning spear 94: 12 lightning spear 95: 15 lightning spear 96: 18 lightning spear 97: 20 lightning spear,1 elemental reset 98:1 elemental reset 99: 4 elemental reset 100: 7 elemental reset 101: 10 elemental reset 102: 3 partial resistance 103: 6 partial resistance 104: 9 partial resistance 105: 12 partial resistance 106: 15 partial resistance 107: 18 partial resistance 108: 20 partial resistance, 1 seal 109: 4 seal 110: 7 seal 111: 10 seal 112: 13 seal 113: 16 seal 114: 19 seal 115: 20 seal, 13 magic booster 116: 16 magic booster 117: 19 magic booster 118: 20 magic booster, 2 ele comp 118: 5 ele comp 119: 8 ele comp 120: 11 ele comp Final: Ice Strike- max Lightning Spear- max Ele comp-11 amp- max booster- max seal-max teleport mastery-max elemental reset-max Explanation: 1 amp first, since it increases damage by 112% with one point. Next max ice strike to speed up training, and one teleport mastery for the teleport damage and stun. Then 11 booster for the timer(note: if you don't mind a shorter timer, and booster 11 doesn't speed up attacking any more than booster 10, then feel free to leave it lower), and 20 amp for the damage increase. Max elemental reset for when you need to fight mobs strong to your element, and then max teleport mastery. Then max partial resistance and max seal, then 11 composition. Why not max composition? Every skill either looks cooler and is just as replaceable, or is simply more useful later game.
4th job
So, I'm not going to post levels. It would just be way too much effort to do something I can easily do with words instead.
With the 120 skill points, it would be best to go with 1 Blizzard, 1 Chain Lightning, and 1 Big Bang. After this, Magic Mastery is a good skill to max. +30 MA and 50% longer buffs are pretty, nice, and will probably be the best damage increase for 10 skill points. 5 points into ID after that to unlock elquines for the freeze, ad then however many points you want for a decent timer. I would put in 6 points, for a total timer of 60 seconds. After this, max CL would be the best for both bossing and training. Infinity is next because it increases damage by about 130%ish overall, and then Ice Demon, for the DoT at bosses, since you probably won't need to train with more than teleport mastery and CL. After this, max Blizzard, Elquines, Mana Reflection, Big Bang, and Maple Warrior depending on skill book availability and what you want. Of course, if you need the extra luk for equips or anything like that from Maple Warrior, max that sooner, but a 10% increase in damage is pretty small compared to what other skills do. And at this point, you're level 200. [Post-BB] Mage Builds - TKWizard - 2010-12-10 LittlePrincess For the cleric build, I don't recommend maxing heal first because you will be training in spots that don't have healable mobs. IMHO Spell Mastery is by far higher in the priority list because you need to stablize and increase your magic damage. Plus the monsters HP will keep getting higher and higher the more you go on, and having zero Spell Mastery makes it very bad to train on those mobs. Also, healable mobs are no good until 50, which reinforces my opinion even more. Heal at best, should be maxed 2nd, with a few points thrown into Invincible here and there to reduce damage even further. [Post-BB] Mage Builds - donovan - 2010-12-10 One thing I was really surprised about was the usefulness of MP Eater now, I was at Memory 1-5 doing quests, and I didn't use a single MP Pot, and that was all night. Quote:5 points into ID after that to unlock elquines for the freeze, ad then however many points you want for a decent timer. I would put in 6 points, for a total timer of 60 seconds. I'd wouldn't do this, I'm 156 and I barely use Demon/Elquines, you're better of maxing Chain Lighting then Infinity before even considering Demon and Elquines. [Post-BB] Mage Builds - Dusk - 2010-12-10 Elquines's freeze is pretty useless. Mage killing style is mostly initiating mobs with your attack skills, then immediately telecasting by. It will mostly be finishing off monsters as you teleport past them. Also, everything will be constantly stunned when it is near you thanks to Teleport. I still don't have Ifrit at 155 and I don't plan on getting it until I max Meteor. I agree with Kabanaw's build for the most part; the only things I'd switch are the 1-pointers at the beginning of 2nd and 3rd job. 1 Tele at 30, 1 Tele Mastery at 70. Oh, and max Slow instead of Cold Beam. Sure, you can KB a boss, but it's always better if the boss can't move anywhere on its own. Cold Beam is pretty bad and you won't use it much if at all. [Post-BB] Mage Builds - Kalemora - 2010-12-10 donovan Wrote:I'd wouldn't do this, I'm 156 and I barely use Demon/Elquines, you're better of maxing Chain Lighting then Infinity before even considering Demon and Elquines.I'm in the same boat on that; I haven't touched Elquines at 152. |

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I unfortunately cannot access *that* site.