Junior Member
Posts: 19
Threads: 0
Joined: 2008-08
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.
So far I agree with this, Ifrit is definitely not an important addition. I went and used my leftover SP to get it, and at Werewolves it seems to make only the teensiest difference, really; I just move around and kill too quickly for it to even find something to take a swing at. It's quite interesting to note how unimportant skills are once you get max Paralyze and Buff Mastery, nothing seems to really affect training that much.
On an unrelated note, has anybody found, or heard somebody else found, Paralyze 30 at Werewolves? I want to know if I should keep at it there, or if I should take my 9x Crusader to lvl 95 Saities in Magatia, which a screenshot of the JMS monster book says also drop the book. In either case I did find a Leomite there, which was in accordance with the book.
Posting Freak
Posts: 7,488
Threads: 76
Joined: 2008-07
Gender: Male
Sexual Orientation: Straight
Country Flag: North_Carolina
IGN: I don't play MS
So far I've been just been hunting Werewolves and doing ToT quests. No Paralyze 30 yet in about 2 hours total.
Posting Freak
Posts: 3,054
Threads: 142
Joined: 2008-07
Gender: Male
Country Flag: Massachusetts
IGN: flarfek
Server: Scania
Level: 150
Job: ILAM
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.
yeah, I'll take Ifrit and ID out of my build. I forgot I even put them in there.
As for the slow vs. CB thing, it's really just what you prefer. The slowdown on bosses is useful, but cold beam is useful if you're doing any second job bossing for some reason, or are just goofing around questing instead of just training strait through the second job. I'll change cold beam to cold beam/slow.
Also, for the other I/L builds, why Lightning before mastery? stability is more important than high damage. Plus it increases damage a bit anyways.
Posting Freak
Posts: 7,488
Threads: 76
Joined: 2008-07
Gender: Male
Sexual Orientation: Straight
Country Flag: North_Carolina
IGN: I don't play MS
I don't see the point of Cold Beam anyway. It's better just to spam Lightning on everything, bosses included. The extra damage from Cold Beam isn't worth losing Slow.
Senior Member
Posts: 480
Threads: 27
Joined: 2010-05
So, uh, what's the rationale for maxing Magic Armor over Magic Claw for a Bishop?
Senior Member
Posts: 582
Threads: 7
Joined: 2010-06
Kabanaw Wrote:yeah, I'll take Ifrit and ID out of my build. I forgot I even put them in there.
As for the slow vs. CB thing, it's really just what you prefer. The slowdown on bosses is useful, but cold beam is useful if you're doing any second job bossing for some reason, or are just goofing around questing instead of just training strait through the second job. I'll change cold beam to cold beam/slow.
Also, for the other I/L builds, why Lightning before mastery? stability is more important than high damage. Plus it increases damage a bit anyways. Originally, I had the same idea. I ended up changing it after it was suggested a few times that Thunderbolt was a better idea because the ability to mob 6 monsters quickly was more important than stabilizing damage. Meh.
Posting Freak
Posts: 3,054
Threads: 142
Joined: 2008-07
Gender: Male
Country Flag: Massachusetts
IGN: flarfek
Server: Scania
Level: 150
Job: ILAM
Kalemora Wrote:Originally, I had the same idea. I ended up changing it after it was suggested a few times that Thunderbolt was a better idea because the ability to mob 6 monsters quickly was more important than stabilizing damage. Meh.
No real point in hitting high damage if you can hit anywhere between something like 300% to 75% damage. you could probably do anything between 1 hitting and 4 hitting with that damage range, instead of 1-2 hitting.
Senior Member
Posts: 582
Threads: 7
Joined: 2010-06
Kabanaw Wrote:No real point in hitting high damage if you can hit anywhere between something like 300% to 75% damage. you could probably do anything between 1 hitting and 4 hitting with that damage range, instead of 1-2 hitting. I see your point. It wouldn't bother you if added this change (1 Thunderbolt, then Spell Mastery, then max Thunderbolt) to the guide I have up on basil, with credit given of course, would it?
Posting Freak
Posts: 3,054
Threads: 142
Joined: 2008-07
Gender: Male
Country Flag: Massachusetts
IGN: flarfek
Server: Scania
Level: 150
Job: ILAM
Kalemora Wrote:I see your point. It wouldn't bother you if added this change (1 Thunderbolt, then Spell Mastery, then max Thunderbolt) to the guide I have up on basil, with credit given of course, would it?
YES, IT WOULD BOTHER ME VERY MUCH, I HATE BASIL AND EVERYTHING IT STANDS FOR. >:c
Nah, go for it.
Senior Member
Posts: 582
Threads: 7
Joined: 2010-06
Kabanaw Wrote:YES, IT WOULD BOTHER ME VERY MUCH, I HATE BASIL AND EVERYTHING IT STANDS FOR. >:c
Nah, go for it. Awesome.
Posting Freak
Posts: 1,638
Threads: 57
Joined: 2008-07
Gender: Female
Country Flag: nicaragua
If you guys want me to change or alter your builds or add anything you feel is important to mention (like quotes, comparisons, and the like) please don't hesitate to PM me I try to keep this as updated as I can <3
Posting Freak
Posts: 4,267
Threads: 92
Joined: 2010-10
I completely agree with the whole Ifrit/Elquines thing. Before Big Bang I had Elquines maxed and I only used him when I was screwing around with friends at some monster or kill some boss, and even then his damage and slow attack speed was not worth the 30 SP spent. After the SP reset I left Ifrit at 0 and maxed out Big Bang and put as many points into Infinity as I could (probably should have maxed it, but I love hitting 500k ish with Big Bang)
Posting Freak
Posts: 1,139
Threads: 28
Joined: 2010-09
2010-12-10, 08:23 PM
(This post was last modified: 2010-12-11, 03:21 PM by Kunagisa.)
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.
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 49 (currently 49, only spent about an hour or less at Scarecrows before disconnecting for the HACK reason and calling it a night) 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.
Senior Member
Posts: 644
Threads: 17
Joined: 2008-07
Gender: Female
Country Flag: usa
IGN: LiIIPrincess
Server: Bellocan
Level: 200
Job: Bishop
Guild: Nobility
2010-12-11, 03:00 PM
(This post was last modified: 2010-12-11, 08:30 PM by LittlePrincess.)
Delicae Wrote:[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]
Thanks for all your hard work, I was on break at work and didn't have time to fix it.
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.
Kunagisa Wrote: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.
LOL I forgot. =/
I always used to do invincible first, but now that bless had magic atack I thought bless was more useful.
Posting Freak
Posts: 7,488
Threads: 76
Joined: 2008-07
Gender: Male
Sexual Orientation: Straight
Country Flag: North_Carolina
IGN: I don't play MS
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.
Senior Member
Posts: 644
Threads: 17
Joined: 2008-07
Gender: Female
Country Flag: usa
IGN: LiIIPrincess
Server: Bellocan
Level: 200
Job: Bishop
Guild: Nobility
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.
Oh that's interesting. I'll try it when I train today. Since I'm 184 I got both, so I'll experiment and maybe I'll change my mind. lol
FanaticRat Wrote:So, uh, what's the rationale for maxing Magic Armor over Magic Claw for a Bishop?
In bossing parties people don't want you to use bless because it's not a smart skill and will cast over the attack pots. So armor is for the defense when you are not using bless. If you never boss then this is useless and you may as well max claw instead.
I did bolt for bishop over claw because bolt is a bishop's only non-holy attack now so it seemed important to have one (to attack giest, big foot, and other holy immune bosses).
First job goes by so fast anyway that it probably won't matter early on and I thougth the long term benefits outweighed the short term.
Senior Member
Posts: 335
Threads: 1
Joined: 2008-07
Gender: Male
Sexual Orientation: Gay
IGN: Farewell
Server: Reboot
Level: ???
Job: Meth Addict
Guild: None
Guild Alliance: None
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.
Member
Posts: 144
Threads: 12
Joined: 2010-07
Green4Ever Wrote:I completely agree with the whole Ifrit/Elquines thing. Before Big Bang I had Elquines maxed and I only used him when I was screwing around with friends at some monster or kill some boss, and even then his damage and slow attack speed was not worth the 30 SP spent. After the SP reset I left Ifrit at 0 and maxed out Big Bang and put as many points into Infinity as I could (probably should have maxed it, but I love hitting 500k ish with Big Bang)
Thinking about it I agree as well. All 3 summons (Behamut included) are quite useless esp post BB. Elquines is slightly better as it freezes mobs but i/l has so many skills to immobise mobs already. For the other 2 summons, all they do just agro mobs.
Posting Freak
Posts: 4,267
Threads: 92
Joined: 2010-10
loANGELol Wrote:Thinking about it I agree as well. All 3 summons (Behamut included) are quite useless esp post BB. Elquines is slightly better as it freezes mobs but i/l has so many skills to immobise mobs already. For the other 2 summons, all they do just agro mobs.
Yeah, exactly. The only time they're useful is at bosses, but the 30 SP just isn't worth it when I could use that SP in another skill that allowed me to train a bit faster. I fly through mobs so fast Ifrit wouldn't even be able to get a hit off anyway
Posting Freak
Posts: 7,488
Threads: 76
Joined: 2008-07
Gender: Male
Sexual Orientation: Straight
Country Flag: North_Carolina
IGN: I don't play MS
loANGELol Wrote:Thinking about it I agree as well. All 3 summons (Behamut included) are quite useless esp post BB. Elquines is slightly better as it freezes mobs but i/l has so many skills to immobise mobs already. For the other 2 summons, all they do just agro mobs.
I don't see why you'd be concerned about aggroing mobs as a mage. I'd say Elquines is the worst summon because it does the least damage. Not by much, though.
|