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battlemage dps?
#1
looking at this thread...

http://www.basilmarket.com/MapleStory-Gu...e-333.html

concerning battlemage? they seem comparably low in terms of dps... ?
anyone wanna enlighten me about the advantages/benefits of a battlemage =p ?
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#2
They have the most direct damage buff in the game, Dark Aura; this singlehandedly makes them the best offensive support class in the game. It's a 20% damage buff to the entire party - It literally takes your damage range and multiplies it by 1.2. The strength they add to a party easily outweighs their relatively weak damage output.

They also have Blue Aura which decreases the damage the party receives, and Yellow Aura which is an attack and movement speed buff. However, since each battlemage can only have 1 aura active, Dark will be used the most.

Plus they have great survivability, mobility, and likely train fast.
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#3
does that mean if you have 3 battle mages...

you can have all auras active? o.o or they override each other?
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#4
The best idea is to have the battle mage relog and cast each aura each time before the run starts, so the whole party has all three auras.
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#5
lol.. soo battlemage is no more than just a party buffer =p ?
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#6
Doesn't mechanic have a robot that gives the whole party 20% damage, while being great offensive power as well?
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#7
Blup Wrote:Doesn't mechanic have a robot that gives the whole party 20% damage, while being great offensive power as well?

I stand corrected. >_>
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#8
Pauru Wrote:Nope. The closest thing they get to that is Lucky Dice, and that's only 1/6 of the time, and is not a party skill.

Um, you're not completely informed.

Amplifier: AF-11

20% damage boost to all party members.

http://spadow.wordpress.com/2010/08/07/m...d-4th-job/

You can check it out there.
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#9
All I can think of for now =x, hopefully it's not too or at all biased..

Pros:
- Alchemist in beginner skills (applies to Wild Hunter & Mechanic also)
- Multiple hits attacks as a stabilizer for damage
- Decent HP?
- Teleport in first job for mobility
- Party damage buff in first job, Dark Aura, +10/11% damage range
- Dark Chain works like Bucc's Snatch (pull, stun, damage)
- Blood Drain can save quite a good amount of HP pots (on my 10x, it's level 3, that's 1% of damage recovered as life, I still think that does wonders)
- Spell Mastery for Battlemages gives 50% mastery(obvious) but along with 10 Magic Attack and 40% Critical Rate!
- Conversion gives +100% HP boost to self
- Battle Mastery gives 30% damage increase, and 20% minimum critical damage increase ( minimum critical damage boosts acts like Critical Damage "Mastery" the way I see it)
- Dark Lightning can ohko mobs
- Advanced Dark Chain doubles the range of Basic Dark Chain more or less & more targets + stun time
- Reaper/Revive gives you a chance to spawn a Reaper to attack targets upon a target's death
- Teleport Mastery allows teleport to cause damage
- Power Stance! in 4th job
- Energize - Increase HP by 20%, defenses by 150%
- Dark Genesis, your AoE
- Advanced Dark Aura, like Basic Dark Aura in first job, this fourth job one increases damage range by 20%!
- Advanced Dark Aura gives a passive effect of 30 MA boost at max for self
- Advanced Yellow Aura gives a passive effect of 20% "shifter rate" at max for self, (unsure, it says 20% chance to dodge an attack though)
- Advanced Blue Aura gives a passive effect of 20% Elemental Resistance and 20% Status Infliction Resistance at max for self


Cons:
- Less versatile mobility compared to Wild Hunter & Mechanic
- Most Staves are slow(8)
- Teleport in first job can seem like a huge waste of MP
- Blood Drain has a HP amount healed cap
- Conversion has a ridiculous MP cost (1.9k at level 1, 1.0k at level 10 max) (I don't even use it for grind, at least not yet at 10x)
- Conversion does not work on % HP equips such as 10% HP Rex's Earrings
- Dark Lightning has a minor cooldown of 5 sec. when maxed, (higher cooldown at lower level)
- Dark Genesis has a 30 sec cooldown (then again all AoEs have cooldown after BB)
- Auras cannot stack normally on a single Battlemage alone
- Auras only work as long as the Battlemage is in the party
- Booster only lasts 90 seconds when maxed
- Blood Drain lasts 69 seconds at level 3
- Conversion lasts 90 seconds at maxed
- Reaper/Revive only attacks 1 target at a time if I recall & only has a % chance to be summoned upon target's death
- Due to Reaper/Revive only activating upon target's death, seems kind of useless/not much of use at bosses
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#10
Does Conversion stack with Hyper Body?
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#11
Bribery Wrote:Does Conversion stack with Hyper Body?

It's probably additive. So a battlemage with 5k hp that uses conversion would then have 10k hp, and HB wouldn't give you 16k, it would give you 13k.

And Battlemages may not have any amazing attacks, but it looks fun to play and its buffs are cool. And something that Dark Aura has that Amplifier doesn't is it's a permanent buff, and you don't have to stand in a certain area to use it.
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