Typical magician guide

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Hi. Welcome to Websurfer09's Magician guide. I'm assuming that if you're here, then you want to become a magician. Anyways, let's get started!

Overview

The Magician is a job class that a person can choose after fulfilling specific requirements.

Good

  • Far ranged
  • Lots of MP
  • Meso savers
  • Both offensive and supportive
  • Recovers MP quickly
  • Good damage in the beginning
  • Good KS'ers (even though that's not very nice)

Bad

  • Low HP
  • Need lots of MP Potions
  • Need even more HP Potions
  • OK damage compared to other classes in later levels

Starting

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.

To become the strongest Magician you can be, you should have decent stats. When creating your character, you should see a dice with stats under it. Click on the dice to change the stat distribution. A perfect Magician will aim for:

STR: 4 or 5

DEX: 4 or 5

INT: Most anything

LUK: Most anything

4's in STR and DEX is usually preferred, but getting both can take a while. I stuck with 4 STR and 5 DEX.

STR and DEX generally determines weapon damage, but because Magicians use magic, weapon damage is useless. INT determines magic attack and defense. CRUCIAL TO ALL MAGICIANS!!! LUK lets you wear most Magician armours and weapons.

Stats

To be a good Magician, you must keep your STR and DEX at 4 or 5! I can't stress enough how important this is! If you put any of your SP into STR or DEX, then your Magician will be messed-up for life.

LUK should always be your level + 3. So if your level is 15, then it should be 18, 21 should be 24, etc. This is necessary for wearing all of those Magician armours and weapons that allow Magicians to be at their strongest. LUK-less Magicians keep their LUK at about 8 or so, but have intense damage in later levels.

INT is your best friend. Higher INT = Higher damage. LUK-less Magicians choose to sacrifice all of their LUK for INT, so their damage is incredibly high compared to normal LUK Magicians. INT also gives Magic Defense, something that is important when fighting enemies in later levels that have magic attacks.

So your stat distribution should be +4 INT, +1 LUK for every level.

Maple Island

Due to lack of weapon damage, Magicians on Maple Island might become discouraged at how slow they level. However, this is easily avoidable. After creating your character, go through the Mushroom Training Camp and do the quests in there. After getting out, complete the quests as you go along, but do not kill any more monsters than you need to! If you do, you may level past 8, the required level for a Magician Job Advancement. Complete the quests that give you the Razor and the Sporty Cap (Hope for a Blue one). If, at all, you come to level 7, leave Maple Island Immediately! If you don't, then you may go to level 9 on Victoria Island. You should be around 30 or 40 % exp off of Maple Island.

Your abilities, or skills, should read as "Three Snails" "Recovery" and "Light Feet" Put your six AP into Recovery and Light Feet. Three Snails is useless with your later Magician skills.

Job Advancement 1

Get to Ellinia. Go to Peter on the far left in a ticket booth. Pay to go to Ellinia, and go there. At the top of the big room, (it should be really green and leafy) there should be a building. Go inside, and you should find a few hundred NPC's of people who made level 200. Talk to Grendel the Really Old (in the center of the room) to make your job advancement.

Requirements

Level 8 or higher (Preferable level 8)

INT at 20 or higher

Preferably LUK is your level + 3

STR and DEX should be 5 or lower

Congrats on your job advancement!

You are officially a Magician! You will have gained 1 AP for a skill in your new set of skills.

Skills

Improving Max MP Increase Improving MP Recovery

Recover every 10 seconds. The recovery is based on your level and INT.

Max Level: 20

Improving MP Recovery Improving Max MP Increase

This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP.

Max Level: 10

Magic Guard Magic Guard

Temporarily replaces damage with MP instead of HP.

If MP reaches 0, no more. In other words, If you run out of MP, then then you won't be protected anymore and you will take damage as normal.

Max Level: 20

Magic Armor Magic Armor

Temporarily boosts the weapon defense by blowing magic into the armor.

Max Level: 20

Energy Bolt Energy Bolt

Use MP to attack one enemy.

Max Level: 20

Magic Claw Magic Claw

Use MP to attack an enemy twice.

Max Level: 20


Build

Although there are several "official" builds for a Magician's skills, the one shown below is the one I made for myself. If you don't like it, please go to another page or guide to see the build they provide.

  • Level 8: +1 Energy Bolt
  • Level 9: +3 MP Recovery
  • Level 10: +2 MP Recovery, +1 MP Increase
  • Level 11: +3 MP Increase
  • Level 12: +3 MP Increase
  • Level 13: +3 MP Increase (MAX)
  • Level 14: +3 MP Recovery
  • Level 15: +3 MP Recovery
  • Level 16: +3 MP Recovery
  • Level 17: +3 MP Recovery
  • Level 18: +3 MP Recovery (MAX)
  • Level 19: +3 Magic Claw
  • Level 20: +3 Magic Guard
  • Level 21: +3 Magic Claw
  • Level 22: +3 Magic Guard
  • Level 23: +3 Magic Claw
  • Level 24: +3 Magic Guard
  • Level 25: +3 Magic Claw
  • Level 26: +3 Magic Guard
  • Level 27: +3 Magic Claw
  • Level 28: +3 Magic Guard
  • Level 29: +3 Magic Claw (MAX)
  • Level 30: +3 Magic Guard (MAX)

So in the end, you skill build should look like this: MP Recovery: 20

MP Increase: 10

Magic Guard: 20

Magic Armour: 0

Energy Bolt: 1

Magic Claw: 20

Analysis on Magician Skills

MP Recovery is Crucial to a Magician. Magicians use a lot of MP, so it is wise to recover that MP as quickly as possible. MUST MAX, no matter what build you take!

MP Increase is also crucial to a Magician. It allows Magicians to have the max amount of MP as possible. As mentioned before, Magicians must have a lot of MP to carry out their skills.

Magic Guard is very important when fighting monsters taht do a lot of damage to you. Because Magicians have a low amount of HP, Substituting that HP for MP (80% of it at Max) is very useful, then Magicians won't die from one hit from Papalatus.

Magic Armour is useless for most Magicians. Magic Guard already overshadows it, and for Clerics, Invincible decreases Weapon damage by 30%, instead of Weapon Defense +20. When fighting something that normally does 100 damage, MA makes the W.DEF higher so the damage is lower. So instead of 100 damage, it would deal about 95 to 99 damage. Inv decreases W.ATT by 30%, so instead of 100 damage, you would get 70. Now, which is better: 95 damage, or 70?

Energy Bolt is overshadowed by Magic Claw. It cannot go through the environment, takes a while to cast, and hits only once. It is very unstable, and should be left at 1.

Magic Claw is your main magic attack after you get it past level 5. It hits twice, goes through environment, and has a decent casting speed. Must max this skill, even though it takes 20 MP later. 20 MP isn't a lot, as with MP Recovery at level 60 will recover about 100 MP every 10 seconds.