2010-12-09, 03:57 PM
(This post was last modified: 2011-02-24, 02:55 AM by Felicitates.)
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Please contribute, discuss, comment!
We especially need some discussions about 4th job options.
Enjoy!
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[SIZE="6"]I/L Mages[/SIZE]
Written by LittlePrincess
Written by Kalemora
Written by Kabanaw
[SIZE="6"]F/P Mages[/SIZE]
Written by Dusk
Written by Green4Ever
Written by LittlePrincess
[SIZE="6"]Bishops[/SIZE]
Written by Lantisca
Written by LittlePrincess
[SIZE="4"] Suggestions/Comments/Critisisms [/SIZE]![[Image: 014.gif]](http://nxcache.nexon.net/maplestory/npc/014.gif)
<3
Please contribute, discuss, comment!
We especially need some discussions about 4th job options.
Enjoy!
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[SIZE="6"]I/L Mages[/SIZE]Written by LittlePrincess
Spoiler
1st Job - Magician
Energy Bolt 7
Magic Claw 20
Magic Armor 15
Magic Guard 15
MP Boost 10
2nd Job - I/L Wizard
Thunder Bolt 20
Spell Mastery 20
Meditation 20
Teleport 20
MP Eater 20
Slow 20
Energy Bolt 8
3rd Job - I/L Mage
Ice 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
1st Job - Magician
Code:
Lv. 8: +1 Energy Bolt
Lv. 9: +3 Magic Claw
Lv. 10: +3 Magic Claw
Lv. 11: +3 Magic Claw
Lv. 12: +3 Magic Claw
Lv. 13: +3 Magic Claw
Lv. 14: +3 Magic Claw
Lv. 15: +2 Magic Claw +1 Energy Bolt
Lv. 16: +3 Energy Bolt
Lv. 17: +2 Energy Bolt +1 Magic Armor
Lv. 18: +3 Magic Armor
Lv. 19: +3 Magic Armor
Lv. 20: +3 Magic Armor
Lv. 21: +3 Magic Armor
Lv. 22: +2 Magic Armor +1 Magic Guard
Lv. 23: +3 Magic Guard
Lv. 24: +3 Magic Guard
Lv. 25: +3 Magic Guard
Lv. 26: +3 Magic Guard
Lv. 27: +2 Magic Guard +1 MP Boost
Lv. 28: +3 MP Boost
Lv. 29: +3 MP Boost
Lv. 30: +3 MP BoostEnergy Bolt 7
Magic Claw 20
Magic Armor 15
Magic Guard 15
MP Boost 10
2nd Job - I/L Wizard
Code:
Lv. 30: +1 Teleport
Lv. 31: +3 Thunder Bolt
Lv. 32: +3 Thunder Bolt
Lv. 33: +3 Thunder Bolt
Lv. 34: +3 Thunder Bolt
Lv. 35: +3 Thunder Bolt
Lv. 36: +3 Thunder Bolt
Lv. 37: +2 Thunder Bolt +1 Spell Mastery
Lv. 38: +3 Spell Mastery
Lv. 39: +3 Spell Mastery
Lv. 40: +3 Spell Mastery
Lv. 41: +3 Spell Mastery
Lv. 42: +3 Spell Mastery
Lv. 43: +3 Spell Mastery
Lv. 44: +1 Spell Mastery +2 Meditation
Lv. 45: +3 Meditation
Lv. 46: +3 Meditation
Lv. 47: +3 Meditation
Lv. 48: +3 Meditation
Lv. 49: +3 Meditation
Lv. 50: +3 Meditation
Lv. 51: +1 MP Eater +2 Teleport
Lv. 52: +3 Teleport
Lv. 53: +3 Teleport
Lv. 54: +3 Teleport
Lv. 55: +3 Teleport
Lv. 56: +3 Teleport
Lv. 57: +2 Teleport +1 MP Eater
Lv. 58: +3 MP Eater
Lv. 59: +3 MP Eater
Lv. 60: +3 MP Eater
Lv. 61: +3 MP Eater
Lv. 62: +3 MP Eater
Lv. 63: +3 MP Eater
Lv. 64: +3 Slow
Lv. 65: +3 Slow
Lv. 66: +3 Slow
Lv. 67: +3 Slow
Lv. 68: +3 Slow
Lv. 69: +3 Slow
Lv. 70: +2 Slow +1 Energy BoltThunder 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 Strike
Lv. 71: +3 Ice Strike
Lv. 72: +3 Ice Strike
Lv. 73: +3 Ice Strike
Lv. 74: +3 Ice Strike
Lv. 75: +3 Ice Strike
Lv. 76: +3 Ice Strike
Lv. 77: +1 Ice Strike +2 Element Amplification
Lv. 78: +1 Element Amplification +2 Spell Booster
Lv. 79: +3 Spell Booster
Lv. 80: +3 Spell Booster
Lv. 81: +3 Spell Booster
Lv. 82: +3 Teleport Mastery
Lv. 83: +3 Teleport Mastery
Lv. 84: +3 Teleport Mastery
Lv. 85: +1 Teleport Mastery +2 Elemental Reset
Lv. 86: +3 Elemental Reset
Lv. 87: +3 Elemental Reset
Lv. 88: +2 Elemental Reset +1 Element Amplification
Lv. 89: +3 Element Amplification
Lv. 90: +3 Element Amplification
Lv. 91: +3 Element Amplification
Lv. 92: +3 Element Amplification
Lv. 93: +3 Element Amplification
Lv. 94: +1 Element Amplification +2 Thunder Spear
Lv. 95: +3 Thunder Spear
Lv. 96: +3 Thunder Spear
Lv. 97: +3 Thunder Spear
Lv. 98: +3 Thunder Spear
Lv. 99: +3 Thunder Spear
Lv. 100: +3 Thunder Spear
Lv. 101: +3 Seal
Lv. 102: +3 Seal
Lv. 103: +3 Seal
Lv. 104: +3 Seal
Lv. 105: +3 Seal
Lv. 106: +3 Seal
Lv. 107: +2 Seal +1 Element Composition
Lv. 108: +3 Element Composition
Lv. 109: +3 Element Composition
Lv. 110: +3 Element Composition
Lv. 111: +3 Element Composition
Lv. 112: +3 Element Composition
Lv. 113: +3 Element Composition
Lv. 114: +1 Element Composition +2 Spell Booster
Lv. 115: +3 Spell Booster
Lv. 116: +3 Spell Booster
Lv. 117: +1 Spell Booster +2 Partial Resistance
Lv. 118: +3 Partial Resistance
Lv. 119: +3 Partial Resistance
Lv. 120: +3 Partial ResistanceIce 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
Spoiler
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.
+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.
+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.
+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.
+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
Spoiler
I also have an I/L build:
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.
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.
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.
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.
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
Spoiler
1st job
1 Energy Bolt
Max Magic Claw
Max Magic Armor
Max Magic Guard
Max MP Boost
7 (+6) Energy Bolt
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
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
4th job
1 Paralyze, 1 Meteor, 1 Big Bang
Max Buff Mastery
Max Paralyze
1st job
1 Energy Bolt
Max Magic Claw
Max Magic Armor
Max Magic Guard
Max MP Boost
7 (+6) Energy Bolt
Spoiler
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.
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
Spoiler
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.
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
Spoiler
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.
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
Spoiler
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.
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
Spoiler
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.
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
Spoiler
1st Job - Magician
Energy Bolt 7
Magic Claw 20
Magic Armor 15
Magic Guard 15
MP Boost 10
2nd Job - F/P Wizard
Fire Arrow 20
Spell Mastery 20
Meditation 20
Teleport 20
MP Eater 20
Slow 20
Energy Bolt 8
3rd Job - F/P Mage
Explosion 20
Teleport Mastery 10
Elemental Reset 10
Elemental Amplification 20
Poison Mist 20
Seal 20
Elemental Composition 20
Spell Booster 20
Partial Resistance 11
1st Job - Magician
Code:
Lv. 8: +1 Energy Bolt
Lv. 9: +3 Magic Claw
Lv. 10: +3 Magic Claw
Lv. 11: +3 Magic Claw
Lv. 12: +3 Magic Claw
Lv. 13: +3 Magic Claw
Lv. 14: +3 Magic Claw
Lv. 15: +2 Magic Claw +1 Energy Bolt
Lv. 16: +3 Energy Bolt
Lv. 17: +2 Energy Bolt +1 Magic Armor
Lv. 18: +3 Magic Armor
Lv. 19: +3 Magic Armor
Lv. 20: +3 Magic Armor
Lv. 21: +3 Magic Armor
Lv. 22: +2 Magic Armor +1 Magic Guard
Lv. 23: +3 Magic Guard
Lv. 24: +3 Magic Guard
Lv. 25: +3 Magic Guard
Lv. 26: +3 Magic Guard
Lv. 27: +2 Magic Guard +1 MP Boost
Lv. 28: +3 MP Boost
Lv. 29: +3 MP Boost
Lv. 30: +3 MP BoostEnergy Bolt 7
Magic Claw 20
Magic Armor 15
Magic Guard 15
MP Boost 10
2nd Job - F/P Wizard
Code:
Lv. 30: +1 Teleport
Lv. 31: +3 Fire Arrow
Lv. 32: +3 Fire Arrow
Lv. 33: +3 Fire Arrow
Lv. 34: +3 Fire Arrow
Lv. 35: +3 Fire Arrow
Lv. 36: +3 Fire Arrow
Lv. 37: +2 Fire Arrow +1 Spell Mastery
Lv. 38: +3 Spell Mastery
Lv. 39: +3 Spell Mastery
Lv. 40: +3 Spell Mastery
Lv. 41: +3 Spell Mastery
Lv. 42: +3 Spell Mastery
Lv. 43: +3 Spell Mastery
Lv. 44: +1 Spell Mastery +2 Meditation
Lv. 45: +3 Meditation
Lv. 46: +3 Meditation
Lv. 47: +3 Meditation
Lv. 48: +3 Meditation
Lv. 49: +3 Meditation
Lv. 50: +3 Meditation
Lv. 51: +1 MP Eater +2 Teleport
Lv. 52: +3 Teleport
Lv. 53: +3 Teleport
Lv. 54: +3 Teleport
Lv. 55: +3 Teleport
Lv. 56: +3 Teleport
Lv. 57: +2 Teleport +1 MP Eater
Lv. 58: +3 MP Eater
Lv. 59: +3 MP Eater
Lv. 60: +3 MP Eater
Lv. 61: +3 MP Eater
Lv. 62: +3 MP Eater
Lv. 63: +3 MP Eater
Lv. 64: +3 Slow
Lv. 65: +3 Slow
Lv. 66: +3 Slow
Lv. 67: +3 Slow
Lv. 68: +3 Slow
Lv. 69: +3 Slow
Lv. 70: +2 Slow +1 Energy BoltFire 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 Explosion
Lv. 71: +3 Explosion
Lv. 72: +3 Explosion
Lv. 73: +3 Explosion
Lv. 74: +3 Explosion
Lv. 75: +3 Explosion
Lv. 76: +3 Explosion
Lv. 77: +1 Explosion +2 Element Amplification
Lv. 78: +1 Element Amplification +2 Spell Booster
Lv. 79: +3 Spell Booster
Lv. 80: +3 Spell Booster
Lv. 81: +3 Spell Booster
Lv. 82: +3 Teleport Mastery
Lv. 83: +3 Teleport Mastery
Lv. 84: +3 Teleport Mastery
Lv. 85: +1 Teleport Mastery +2 Elemental Reset
Lv. 86: +3 Elemental Reset
Lv. 87: +3 Elemental Reset
Lv. 88: +2 Elemental Reset +1 Element Amplification
Lv. 89: +3 Element Amplification
Lv. 90: +3 Element Amplification
Lv. 91: +3 Element Amplification
Lv. 92: +3 Element Amplification
Lv. 93: +3 Element Amplification
Lv. 94: +1 Element Amplification +2 Poison Mist
Lv. 95: +3 Poison Mist
Lv. 96: +3 Poison Mist
Lv. 97: +3 Poison Mist
Lv. 98: +3 Poison Mist
Lv. 99: +3 Poison Mist
Lv. 100: +3 Poison Mist
Lv. 101: +3 Seal
Lv. 102: +3 Seal
Lv. 103: +3 Seal
Lv. 104: +3 Seal
Lv. 105: +3 Seal
Lv. 106: +3 Seal
Lv. 107: +2 Seal +1 Element Composition
Lv. 108: +3 Element Composition
Lv. 109: +3 Element Composition
Lv. 110: +3 Element Composition
Lv. 111: +3 Element Composition
Lv. 112: +3 Element Composition
Lv. 113: +3 Element Composition
Lv. 114: +1 Element Composition +2 Spell Booster
Lv. 115: +3 Spell Booster
Lv. 116: +3 Spell Booster
Lv. 117: +1 Spell Booster +2 Partial Resistance
Lv. 118: +3 Partial Resistance
Lv. 119: +3 Partial Resistance
Lv. 120: +3 Partial ResistanceExplosion 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
Spoiler
[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]
[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]
- MP Boost - 10 [maxed]
- Magic Guard - 15 [maxed]
- Magic Armor - 15 [maxed]
- Energy Bolt - 7/20
- Magic Claw - 20 [maxed]
[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]
- MP Eater - 20 [maxed]
- Invincible - 15 [maxed]
- Bless - 15 [maxed]
- Heal - 30 [maxed]
- Teleport - 20 [maxed]
- Holy Arrow - 1/20
- Spell Mastery - 20 [maxed]
[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]
- Elemental Resistance - 20 [maxed]
- Teleport Mastery - 10 [maxed]
- Dispel - 10 [maxed]
- Mystic Door - 10 [maxed]
- Holy Symbol - 30 [maxed]
- Shining Ray - 30 [maxed]
- Doom - 6/20
- Summon Dragon - 15/20
- Holy Focus - 20 [maxed]
[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]
- Maple Warrior - 30 [maxed]
- Big Bang - 30 [maxed]
- Mana Reflection - 30 [maxed]
- Infinity - 30 [maxed]
- Bahamut - 10/30
- Angel Ray - 30 [maxed]
- Holy Shield - 30 [maxed]
- Resurrection - 5 [maxed]
- Genesis - 30 [maxed]
- Buff Mastery - 10 [maxed]
- Hero's Will - 5 [maxed]
[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
Spoiler
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.
1st - 3rd Job
1st Job - Magician
Energy Bolt 20
Magic Claw 7
Magic Armor 15
Magic Guard 15
MP Boost 10
2nd Job - Cleric
Heal 30
Spell Mastery 20
Holy Arrow 1
Bless 15
Invincible 15
Teleport 20
MP Eater 20
3rd Job - Priest
Holy 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
1st Job - Magician
Code:
Lv. 8: +1 Energy Bolt
Lv. 9: +3 Energy Bolt
Lv. 10: +3 Energy Bolt
Lv. 11: +3 Energy Bolt
Lv. 12: +3 Energy Bolt
Lv. 13: +3 Energy Bolt
Lv. 14: +3 Energy Bolt
Lv. 15: +1 Energy Bolt +2 Magic Claw
Lv. 16: +3 Magic Claw
Lv. 17: +2 Magic Claw +1 Magic Armor
Lv. 18: +3 Magic Armor
Lv. 19: +3 Magic Armor
Lv. 20: +3 Magic Armor
Lv. 21: +3 Magic Armor
Lv. 22: +2 Magic Armor +1 Magic Guard
Lv. 23: +3 Magic Guard
Lv. 24: +3 Magic Guard
Lv. 25: +3 Magic Guard
Lv. 26: +3 Magic Guard
Lv. 27: +2 Magic Guard +1 MP Boost
Lv. 28: +3 MP Boost
Lv. 29: +3 MP Boost
Lv. 30: +3 MP BoostEnergy Bolt 20
Magic Claw 7
Magic Armor 15
Magic Guard 15
MP Boost 10
2nd Job - Cleric
Code:
Lv. 30: +1 Heal
Lv. 31: +1 Teleport +2 Heal
Lv. 32: +3 Heal
Lv. 33: +3 Heal
Lv. 34: +3 Heal
Lv. 35: +3 Heal
Lv. 36: +3 Heal
Lv. 37: +3 Heal
Lv. 38: +3 Heal
Lv. 39: +3 Heal
Lv. 40: +3 Heal
Lv. 41: +3 Spell Mastery
Lv. 42: +3 Spell Mastery
Lv. 43: +3 Spell Mastery
Lv. 44: +3 Spell Mastery
Lv. 45: +3 Spell Mastery
Lv. 46: +3 Spell Mastery
Lv. 47: +2 Spell Mastery +1 Holy Arrow
Lv. 48: +3 Bless
Lv. 49: +3 Bless
Lv. 50: +3 Bless
Lv. 51: +3 Bless
Lv. 52: +3 Bless
Lv. 53: +3 Invincible
Lv. 54: +3 Invincible
Lv. 55: +3 Invincible
Lv. 56: +3 Invincible
Lv. 57: +3 Invincible
Lv. 58: +1 MP Eater +2 Teleport
Lv. 59: +3 Teleport
Lv. 60: +3 Teleport
Lv. 61: +3 Teleport
Lv. 62: +3 Teleport
Lv. 63: +3 Teleport
Lv. 64: +2 Teleport +1 MP Eater
Lv. 65: +3 MP Eater
Lv. 66: +3 MP Eater
Lv. 67: +3 MP Eater
Lv. 68: +3 MP Eater
Lv. 69: +3 MP Eater
Lv. 70: +3 MP EaterHeal 30
Spell Mastery 20
Holy Arrow 1
Bless 15
Invincible 15
Teleport 20
MP Eater 20
3rd Job - Priest
Code:
Lv. 70: +1 Shining Ray
Lv. 71: +1 Teleport Mastery +2 Dispel
Lv. 72: +1 Dispel +1 Mystic Door + 1 Holy Symbol
Lv. 73: +3 Holy Symbol
Lv. 74: +3 Holy Symbol
Lv. 75: +3 Holy Symbol
Lv. 76: +3 Holy Symbol
Lv. 77: +3 Holy Symbol
Lv. 78: +3 Holy Symbol
Lv. 79: +3 Holy Symbol
Lv. 80: +3 Holy Symbol
Lv. 81: +3 Holy Symbol
Lv. 82: +1 Holy Symbol +2 Holy Focus
Lv. 83: +3 Holy Focus
Lv. 84: +3 Holy Focus
Lv. 85: +3 Holy Focus
Lv. 86: +3 Holy Focus
Lv. 87: +3 Holy Focus
Lv. 88: +3 Holy Focus
Lv. 89: +3 Shining Ray
Lv. 90: +3 Shining Ray
Lv. 91: +3 Shining Ray
Lv. 92: +3 Shining Ray
Lv. 93: +3 Shining Ray
Lv. 94: +3 Shining Ray
Lv. 95: +3 Shining Ray
Lv. 96: +3 Shining Ray
Lv. 97: +3 Shining Ray
Lv. 98: +2 Shining Ray +1 Teleport Mastery
Lv. 99: +3 Teleport Mastery
Lv. 100: +3 Teleport Mastery
Lv. 101: +2 Teleport Mastery +1 Summon Dragon
Lv. 102: +3 Summon Dragon
Lv. 103: +3 Summon Dragon
Lv. 104: +3 Summon Dragon
Lv. 105: +3 Summon Dragon
Lv. 106: +3 Summon Dragon
Lv. 107: +3 Summon Dragon
Lv. 108: +1 Summon Dragon +2 Dispel
Lv. 109: +3 Dispel
Lv. 110: +2 Disel +1 Elemental Resistance
Lv. 111: +3 Elemental Resistance
Lv. 112: +3 Elemental Resistance
Lv. 113: +3 Elemental Resistance
Lv. 114: +3 Elemental Resistance
Lv. 115: +3 Elemental Resistance
Lv. 116: +3 Elemental Resistance
Lv. 117: +1 Elemental Resistance +2 Mystic Door
Lv. 118: +3 Mystic Door
Lv. 119: +3 Mystic Door
Lv. 120: +1 Mystic Door +2 Holy ArrowHoly 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]![[Image: 014.gif]](http://nxcache.nexon.net/maplestory/npc/014.gif)
Spoiler
TKWizard Wrote: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.
Kunagisa;600271
@TKWizard
Wrote:I have to disagree. I went heal first and was able to go to Rotting Skeletons from level 30 -> 45, then Scarecrows from level 45 until current (49) within a few hours. For any version without Haunted House, I'd agree, but Haunted House provides a very nice training area for early Clerics.
You don't need the extra stable damage, because Rotting Skeletons are only level 20, and you should be able to OHKO them with a fairly low level heal. Work on maxing Heal from 30 -> 40, then work on maxing Mastery from 40 -> 45. You'll have max Mastery AND Heal by the time you enter Scarecrows.
Though, I do have a comment to make on the guide. You need 5 Invincible before you can put anything into Bless. Also, I'd recommend getting level 1 MP eater at the point where it says to get level 1 Holy Arrow. Holy Arrow really doesn't help much. If you're looking for a single target move to get rid of a monster that didn't die in your mob, it's faster to just heal them or Energy Bolt/Magic Claw. The extra MP from level 1 eater isn't too much, but it's a nice boost for anyone that wants to save a potion or two every few heals.
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.
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.
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

