Jackie's guide for clerics
Introduction
Hi. This is my guide for new people on clerics, its on construction right now but its supposed to be useful for you to have a full guide while making your cleric.
Pros
- You will be picked up in parties almost instantly.
- You're like a walking HP pot, so you will never need HP pots at all.
- After like level 60 or so you won't need any more MP pots while training if you've maxed MP eater.
- Since no one really expects you do to damage, all you have to do is press a button for healing and mantain it pressed.
- You aren't supposed to loose money at all on any builds, in fact, clerics are like... "profit makers".
Cons
- Low damage, so it "sucks" (it doesn't really lol) for soloing unless you're godly or have some very good equips.
- Since all you do is healing, it kind of gets boring after some time (until you get to priest).
- Being cleric sucks until you get maxed heal.
- Leveling from 65+ is kind of slow.
- Low HP.
- Low damage and low defense.
- In early levels, you won't be able to mantain up a constant healing or using constantly a skill which is what clerics do, since they take too much MP for you to handle it if you don't have enough pots for it.
- Ever since 51+ people will want to BL you because you're a cleric (only if you're a good one), so you'll always be expanding your BL or denying buddy requests (my BL turned from 12 people to 38 people in a week or so)...
Ability Points Build
It might not seem important for most new people, but how you expend your AP points is very important, since that will affect on things like damage, equips, etc etc etc.
Common Distribution
NOTE: This guide contains a dice roll section for AP points. We would like to inform you that dice roll function is not used anymore in GMS and MapleSEA. If you are a beginner, there is no need as all points are assigned to STR. When you get your job advancement, click A and then click on auto-assign points. Please avoid that section and everytime you level up, press 'a' and press auto-assign. You may continue that system or if you are looking to use a special point build eg. dexless assassin, then you may do so.
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For any common mage, this will be ok on the dice rolling:
- STR - 4/5
- DEX - 4/5
- INT - anything
- LUK - anything
From there on, your LUK should always be +3 from your current level, while your INT should be as much as possible.
Lukless Distribution
If you're making a lukless mage, this should be your dice roll for a almost perfect build:
- STR - Anything at all
- DEX - Anything at all
- INT - 11/13
- LUK - Anything at all
From here on, everything goes on INT. Be aware that your damage will go much higher than a normal magician, but you won't be able to wear most clothes for normal magicians, since they require LUK. Suggestion is only make a lukless magician if you have enough money to fund it (30m+).
Magician
You will start in Maple Island, while being there, you will have to get to level 8 before being able to become a Magician. As a Beginner you have 3 Basic skills, out of those 3, you will be able to max 2. Let's take a look at them:
Icon | Skill Name | Description | Type | Mastered | Element | Prerequisites |
Three Snails | Hurls snail shells to attack monsters from long distance. | Active | 3 | x | - | |
Recovery | Enables the user to recover HP constantly for 30 sec. | Supportive | 3 | x | - | |
Nimble Feet | Enables the character to move around quickly for a short amount of time. | Supportive | 3 | x | - | |
Blessing of the Fairy | Skill Point will increase by 1 when the related character reaches above Lv.10. | Supportive | 20 | x | - | |
Empress's Blessing | Grants 1 skill level for every 5 levels your highest level Cygnus character has. Between Blessing of the Fairy and Empress's Blessing, the higher increase is applied. | Supportive | 30 | x | - | |
Link Manager | Allows you to manage your Link Skills, either by sharing with other characters on your account, or by choosing which skills to use on this character. | Supportive | 1 | x | Must reach level 10. | |
Echo of Hero | Increase weapon attack and magic attack on all players around. | Supportive | 1 | x | Must be a level 200. | |
Maple Return | Return to Maple Island. | Supportive | 1 | x | Must reach 2nd Job. | |
Will of the Alliance | Strong force is released according to the Willpower of the Alliance. | Passive | 1 | x | Complete The Birth of an Alliance. |
You should pick which ones you want. I recommend maxing Three Snails and Recovery since thats what you'll find most useful while training your way up to 8. You should also try doing some quests while you're there in Maple Island, since they're easy and they give good rewads for the level you're at (they will make your training easier later on).
As soon as you reach level 8, go to Southperry and sail on the ship, you will find yourself at Victoria Island. This is the main game's island, where you will be all the time during your first levels (since it will be stupid to go out to some other continent). By the time you're in Victoria Island, your stats should be something like this (if you're going to be a common build atleast):
- STR - 4/5
- DEX - 4/5
- INT - whatever
- LUK - 11
As long as you mantain whatever build you planned on making, you should be fine. As soon as you arive, go to Ellinia and then to the very top of it. Enter into the house and talk to Grendel The Really Old about becoming a magician. If he doesn't allow you, then give up and make another character because leveling for making a magician from there on is useless.
Congratulations! You've now become a magician. Now you'll be given 1 Skill Point, you should put it into Energy Bolt since thats what you'll use for attacking at first, and without it you won't be able to level as you're supposed to.
Magician: Skills
Improving MP Recovery (Magician)
Type: passive
- Level 1 If MaxMP Level's up, 2, if AP is applied, add 1 more
- Level 5 If MaxMP Level's up, 10, if AP is applied, add 5 more
- Level 10 If MaxMP Level's up, 20, if AP is applied, add 10 more
One of these skills that MUST be maxed ASAP. This skill is very important, its what will make you a more powerful magician sometimes, having more MP to a magician is like having more HP too, or atleast when you're fighting against powerful monsters and you're using Magic Guard.
Improving Max MP Increase
Type: passive
- Level 1 Constant additional recovery of MP
- Level 16 Constant additional recovery of MP
This is a MUST MAX, maybe not much in low levels, but in higher levels it will save you some money, without even saying that it will help you while you're fighting since its a constant recovery.
Magic Guard
Type: supportive
- Level 1 MP -6; Replace 11% of HP damage as MP for 111 seconds.
- Level 10 MP -8; Replace 42% of HP damage as MP for 330 seconds.
- Level 20 MP -12; Replace 80% of HP damage as MP for 600 seconds.
Magic Guard, this skill is ESSENTIAL to any mage. Since us mages have low HP, we just can't survive without it (ever since level 40+ you will be using it quite a bit). When you fight against bosses, for example, this is a MUST unless you want to see your grave ^^.
Magic Armor
Type: supportive
- Level 1 MP -8; Weapon Def. +2 for 54 seconds.
- Level 10 MP -10; Weapon Def. +20 for 200 seconds.
- Level 20 MP -16; Weapon Def. +40 for 400 seconds.
This one is a skill I've never tried nor want to, you can see that it isn't good at all by just looking at what it does... DON'T PULL ANY POINTS ON THIS SKILL.
Energy Bolt
Type: active
- Level 1 MP -6; Basic attack 20, mastery 15%
- Level 10 MP -9; Basic attack 35, mastery 35%
- Level 20 MP -14; Basic attack 55, mastery 60%
Well, energy bolt is an important skill since its what allows you to use Magic Claw (requirement is level 1 Energy Bolt to use Magic Claw), you'll most likely use it while you don't have Magic Claw.
Magic Claw
Type: active
- Level 1 MP -10; Basic attack 11 x 2 Hit, mastery 15%
- Level 10 MP -13; Basic attack 23 x 2 Hit, mastery 35%
- Level 20 MP -20; Basic attack 40 x 2 Hit, mastery 60%
This skill is the most important one, its the only "weapon" that us clerics have for hitting anything until level 70 (when we reach Priest).
Magician: Skill Points
This are different builds on how to apply your skill points, they might be found useful or not, but they're most likely to be useful. Theres no real need for you to follow any of these builds, you can do however you want, but I recommend to follow the guide on this things.
NOTE: Only Magic Armor and Energy Bolt should be left without maxing (on all builds). ATENTION: For those who want more MP, this guide isn't really comprehensive on that, meaning that all this builds WILL loose some MP Increase points during the first levels.
Common Build
This build is a economic build in every aspect, this way you won't waste as much mesos but training will be MUCH SLOWER
- Level 8 - +1 Energy Bolt
- Level 9 - +3 Improving MP Recovery
- Level 10 - +2 Improving MP Recovery +1 Improving Max MP Increase
- Level 11/13 - +3 Improving Max MP Increase (Maxed)
- Level 14/16 - +3 Improving MP Recovery
- Level 17 - +2 Improving MP Recovery (Maxed) +1 Magic Claw
- Level 18/23 - +3 Magic Claw
- Level 24 - +1 Magic Claw (Maxed) +2 Magic Guard
- Level 25/30 - +3 Magic Guard
Funded Build
This is a specially-made build for those who wish to level faster, you shall not use this build if you don't have enough money to fund your mage (about 500k PER 5 LEVELS).
- Level 8 - +1 Energy Bolt
- Level 9 - +3 Improving MP Recovery
- Level 10 - +2 Improving MP Recovery +1 Improving Max MP Increase
- Level 11/12 - +3 Improving Max MP Increase (Maxed)
- Level 14/19 - +3 Magic Claw
- Level 20 - +2 Magic Claw (Maxed) +1 Improving MP Recovery
- Level 21/23 - +3 Improving MP Recovery
- Level 24 - +1 Improving MP Recovery (Maxed) +2 Magic Guard
- Level 25/30 - +3 Magic Guard (Maxed)
My Build
For jackierun02 I've used a funded build, but for all the latest mages I've been creating, I've been using a somewhat more powerful build, but it looses A LOT of MP during the first levels, it will level faster tho, its this way, in order of MAXING:
- First 1 point on Energy Bolt
- Max Magic Claw
- Get +5 into Improving MP Recovery
- +2 Improving MP Increase +1 Improving MP Recovery until one of them is Maxed
- Max the other one
- Max Magic Guard
Thats it, pretty easy isn't it?... Well, like I said, you'll be loosing A LOT of MP, and probably a lot of money on MP pots too, but since I haven't been really checking how much I use on them I don't really care.
Cleric
Cleric: Skills
MP Eater
Type: passive
- Level 1 For every attack, 11% success rate, absorb 21% of the enemy's MaxMP
- Level 10 For every attack, 20% success rate, absorb 30% of the enemy's MaxMP
- Level 20 For every attack, 30% success rate, absorb 40% of the enemy's MaxMP
Some people don't max this skill until "high" level (almost becoming priests), I personally maxed it after Heal since it saves you A LOT of potions (Saved me from taking potions while I was cpqing and everything, now I don't even have to use many MP pots *unless I'm LMPQing*).
Teleport
Type: supportive
- Level 1 MP -60; Teleport, with 130 in distance
- Level 10 MP -33; Teleport, with 130 in distance
- Level 20 MP -13; Teleport, with 150 in distance
This is like... a must max for me *its pathetic to waste 60 MP on a 130 distance tele*, its actually nice for going faster to places, and you will need it if you want to GPQ or if you're OPQing without a haster.
Heal
Type: active/recovery
- Level 1 MP -12; Recovery rate 10%
- Level 16 MP -24; Recovery rate 160%
- Level 30 MP -24; Recovery rate 300%
Theres no real point on being cleric without this skill, this is the main skill for clerics, the reason why they're picked on parties and everything. Its the great Heal skill. Heal is the most useful skill since... it allows you to heal yourself *+ your parties* and attack undead monsters. It can attack up to 6 undead monsters in one shot.
Bless
Type: supportive
- Level 1 MP -12; +1 on accuracy, avoidability, weapon and magic def. for 10 seconds
- Level 10 MP -12; +10 on accuracy, avoidability, weapon and magic def. for 100 seconds
- Level 20 MP -24; +20 on accuracy, avoidability, weapon and magic def. for 200 seconds
Bless is also a important skill, not as important as heal tho... It can enpower yourself and your party quite a bit. Actually, warriors love this skill and thats one of the reasons that a cleric which has got Bless will most likely be picked over a non-bless one.
Invincible
Type: supportive
- Level 1 MP -15; Weapon damage -11% for 15 seconds
- Level 10 MP -15; Weapon damage -20% for 150 seconds
- Level 20 MP -30; Weapon damage -30% for 300 seconds
This skill is a very important one, specially for us clerics who have low HP, it allows you to reduce the weapon damage of any monster a lot (30% IS a lot), I haven't maxed it yet tho...
Holy Arrow
Type: active
- Level 1 MP -12; Basic attack 22, mastery 15%
- Level 16 MP -24; Basic attack 52, mastery 40%
- Level 30 MP -24; Basic attack 80, mastery 60%
Well... Holy Arrow... what can I say?, don't max it unless you're a solo build, its not really useful otherwise, and its overpowered by shining ray (priest skill) anyways.
Note: Images and level statistics along with "Type" was taken from Conflict's cleric guide over here[1].
Cleric: Skill Points
Well, cleric builds are essentially how to expend your skill points. This will change the way you play.
Party Cleric Build
- 30 - +1 Teleport
- 31/40 - +3 Heal (Maxed)
- 41 - +3 Invincible
- 42 - +2 Invincible +1 Bless
- 43/48 - +3 Bless
- 49 - +2 Bless (Maxed) +1 Teleport
- 50/54 - +3 Teleport
- 55 - +2 Teleport +1 MP Eater
- 56/61 - +3 MP Eater
- 62 - +1 MP Eater (Maxed) +2 Invincible
- 63/66 - +3 Invincible
- 67 - +1 Invincible (Maxed) +2 Holy Arrow
- 68/70 - +3 Holy Arrow
For lazy people:
- 30 Heal (Maxed)
- 20 Invincible (Maxed)
- 20 Bless (Maxed)
- 20 MP Eater (Maxed)
- 20 Teleport (Maxed)
- 11 Holy Arrow
Solo Cleric Build
- 30 - +1 Teleport
- 31/40 - +3 Heal (Maxed)
- 41/46 - +3 MP Eater
- 47 - +2 MP Eater (Maxed) +1 Holy Arrow
- 48/56 - +3 Holy Arrow
- 57 - +2 Holy Arrow (Maxed) +1 Invincible
- 58/63 - +3 Invincible
- 64 - +1 Invincible (Maxed) +2 Teleport
- 65/69 - +3 Teleport
- 70 - +2 Teleport (Maxed) +1 Bless
For lazy people:
- 30 Heal (Maxed)
- 30 Holy Arrow (Maxed)
- 20 Invincible (Maxed)
- 20 MP Eater (Maxed)
- 20 Teleport (Maxed)
- 1 Bless
My Build
I haven't yet reached to level 70, but I already know what I'm maxing next and everything so it should be ok. Notice that my cleric has always paid for himself and got me many more mesos, so its kind of a money build, like some people call that kind of thing. Instead of pulling it like Party or Solo build, I'll just tell you how to do it:
The level 30's point on Teleport, then max Heal, after that, max MP eater, followed by +5 on Invincible and then maxing Bless, max Teleport and then Invincible, all resting points go to Holy Arrow
- 30 Heal
- 20 MP Eater
- 20 Teleport
- 20 Bless
- 20 Invincible
- 11 Holy Arrow
(Ending build is the same as party build)
Training
Levels 1/8
Over this levels you should stay safe at Maple Island, since you as a magician have low strength you might want to kill something easy like Snails or Blue Snails, just try to keep away from Red Snails and everything up there...
Exception:
If you have Three Snails skill with enough snails to use it, then you can go for better things.
Suggestion:
Try to do as many quests as possible while in the level range from 1/8, example: don't miss the very first quest with the girl dressed strange. Remember to get your Relaxer since it will help you A LOT later on, etc...
Levels 8/15
You should train at Henesys Hunting Grounds, with easy things like Slime and Orange Mushroom (maybe some snails from level 8 to 10 will do).
Levels 15/21
Slime Tree and Henesys Hunting Ground (on Slimes, Orange Mushrooms and Green Mushrooms) should do fine.
Levels 21/25
During this levels, best training place is Kerning Party Quest, or you could go for Horny Mushrooms, but they will take more time.
Levels 25/30
At this levels, best you can do are these: - Ant Tunnel I/II. - Mini dungeon @ Ant Tunnel II.
Right now I'm making a F/P Wizard, its currently level 27, and at Ant Tunnel I'm doing about 150% per hour (constantly train of course).
Levels 30/35
Since you're not good enough for CPQ yet, you should try training at Ant Tunnel (I, II, etc), Zombie Mushrooms are an almost-assured 1/2 hits.
Levels 35/40
CPQ is all good at this levels, your heal is enough to max heal yourself and *not full life most likely* people in the party. It shouldn't be very troublesome, just try to stay away from Chronos and Rombots (since they're the most powerful in the PQ you're most likely going to either die or waste MP). You could also LPQ, its at the EoS Tower, going up on the stairs at the 100th floor, ever since CPQ came out its kind of empty, but you could make a party with some friends and it should work out.
If you're not one for PQs or you're a solo cleric you should try out Jr. Wraiths when you're level 40, but before that stick with Ant Tunnel.
Levels 40/51
Party clerics just stick with LPQ and CPQ. Solo clerics should do Zombie Lupins, its the best way to go (only heal all the time).
Levels 51/55
You can LMPQ now!, thats what party clerics should do, all the time... This levels are pretty fast for party clerics so they probably won't even feel them at all. On what comes to solo clerics, well: Platoon/Master chronos, Coolie Zombies.
Levels 55/60
Party clerics should keep LMPQing, or you could do some PPQ (Pirate Party Quest, its close to Herb Town, you can get in by going to Old Swamp; its most likely that you will find a good party in short time). All the time they should keep LMPQing, while solo clerics should keep it up on Master chronos, Coolie Zombies and could try doing some Hoodoos (they give the same EXP as Voodoos, but they have less HP, MP and defense, they're somehow better for this level)
Levels 60/65
Party clerics could try doing PPQ, LMPQ is the best PQ still. Actually, party clerics would do pretty fine in Hoodoos and Coolie Zombies. Solo clerics should do Hoodoos/Voodoos, and ever since the new Singapore Update both party and solo clerics can try on Jr. Selkie and Slimmy (they're better than Hoodoos actually).
This levels are hard as fuck (I'm going through this stage where I'm about to quit because of slow leveling? lol), so keep your patience and try to think about how great it's going to be when you get to Priest :p.
Levels 65/70
OMG You're almost there, at this levels, party clerics keep it up with LMPQ and PPQ (or you could also glitch OPQ?). On what comes to solo clerics, Coolie Zombies, Hoodoos/Voodoos, Jr. Selkies, Slimmys, Master Soul Teddies (how about trying to solo some bosses? ;p).
This levels are the hardest ones, keep calming down or you'll loose it too early.
Equipments / Common Build
This is just a list of some level 30+ equiments (the ones that might be worth buying), only up to level 70 since this is a cleric guide.
Hat
- Level 30 - Jester
- Level 35 - Matty
- Level 40 - Guiltian
- Level 50 - Golden Circlet
- Level 60 - Seraphis
- Level 70 - Infinium Circlet
Cape
- Any cape will do fine.
Top
- Level 33 - Amoria Robe (F)
Bottom
- Level 33 - Amoria Robe Skirt (F)
Overall
- Level 33 - Chaos Robe (M)
- Level 38 - Moonlight/Starlight
- Level 48 - Calaf/Calas
- Level 58 - Anakarune/Anakamoon
- Level 68 - Requierre/Requiem
Gloves
- Level 30 - Lutia
- Level 40 - Arten
- Level 60 - Manute
- Level 70 - Lorin
Staff/Wand
- Coming Soon
Shield
- Level 22 - Mystic Shield
- Level 33 - Esther Shield
NOTE: Both shields have the same INT bonus (+1 INT), so only thing that changes is Weapon DEF. and Magic DEF. Also note that there are some Esther Shields which have +2 INT instead of +1 INT. So if you don't care about the difference on DEF and you don't have enough money for a Esther Shield, buy a Mystic Shield which is *about* the same thing.
Shoes
- Level 30 - Magic Shoes
- Level 35 - Salt Shoes
- Level 40 - Moon Shoes
- Level 50 - Goldwind Shoes
- Level 60 - Goldrunners
- Level 70 - Lapiz Sandals
Equipments / Lukless Mage
Note: lukless mages should try to have as much +INT as possible, since thats the whole point on them, this guide isn't exact at all since I have never made any lukless mage, I'm just listing possibilities for the mage to wear, this is kind of a recopilation of possible good equips for the level.
Hat
- Level 10 - White Bandana
- Level 25 - Starry Bandana
- Level 35 - Chief Stan's Hat
- Level 42 - Bone Helmet
- Level 50 - Zakum Helmet
- Level 60 - Zakum Helmet
Cape
- Any cape will do fine (its better if they have INT bonus)
Top
- Level 11 - Shirts
Bottom
- Level 11 - Grey Thick Sweat Pants
- Level 16 - Ice Jeans
- Level 26 - Camo Pants
Overall
- Level 20 - Male/Female Bathrobe
- Level 30 - Male/Female Sauna
Gloves
- Level 10 - Any Work Glove
Staff/Wand
- Level 10 - Wooden Wand
- Level 40 - Yellow Umbrella
- Level 43 - Maple Lama Staff
Shield
- Level 5 - Stolen Fence
- Level 10 - Pan Lid
Shoes
- Level 11 - Gomushin
- Level 16/26 - Henesys Shoes
- Level 31 - Sneakers
The End
It's ended!. Well, you can contact me @ Windia on my cleric, jackierun02. You can also hmmm... well, my email (eax AT eax.uni.cc). If you want to publish this guide somewhere else, just email me where it'll be posted and wait until confirmation (I look at it like thrice a week so it won't take much).