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Description: Blow magic into your armor to improve your defense. Unmaxable without messing up your skills. (takes some magic guard to  
Description: Blow magic into your armor to improve your defense. Unmaxable without messing up your skills. (takes some magic guard to  
open it up) +40 defense for 3 minutes. -16 mp.By the way,You can put this at a level from 10-18 if your a DEFFENSIVE magician[cleric's way even better,because of "Invincible"].You can do whatever you want with this skill if you are deffensive,at all.
open it up) +40 defense for 3 minutes. -16 mp


Importance: This is decent at low level monsters, but when you fight stronger monsters, 40 defence is nothing.
Importance: This is decent at low level monsters, but when you fight stronger monsters, 40 defence is nothing.

Revision as of 17:54, 11 June 2006

This page has been created to prevent vandalism. Please help us by making the best possible Magician Guide

Introduction

Magicians are the primary users of magic in MapleStory. They use magic attacks, such as Energy Bolt and Magic Claw and, later on, Cold Beam, Thunderbolt, Fire Arrow, Heal, and Holy Arrow. All Magician attacks are ranged and generally use a lot of Magic Points, or MP. Magicians usually have very high MP and very low Health Points (HP).

Magician1.gif Magician2.gif

File:Magician3.gif

Class Analysis

The Magician is a class of many strengths and a few weaknesses. Here are a few that you will notice as you progress through the game as a Magician.

Advantages

1. Very high damage, especially at lower levels compared to other classes

2. Very high MP (level 30 has around 1.7k-1.9k mp)

3. Ranged attacks, many of which do not require clear paths

4. Many support skills (Clerics have Bless and Heal, and even fire/ice wizards have Meditate and Slow, which are very useful)

5. Excellent accuracy

6. Not very expensive

7. Very resistant to Magic

8. Best class for the Kerning City Party Quest

9. Useful and very fun to play!

Disadvantages

1. Weak upon reaching the 3rd job advancement

2. Low maximum HP

3. Unable to both jump and attack simultaneously

4. Armor has low Attack Defense

Getting Started

Assuming you have used the Main Page/Registration and Beginning guide you now have Maplestory working and an account to start a Magician on. If you have not read that guide, please go back and read it.

Creating Your Character

Create a new character and name it and change whatever you like but make sure Strength and Dexterity are 4,4; 4,5; or 5;4. I recommend that you make both your Strenght and Dexterity Lvl. 4. This will make your Magician's damage higher in the high levels. A Magician needs Luck to wear equipment and Intelligence to strengthen his magic. A wooden club has lower minimum damage and higher maximum, but a sword is very stable. Stick with a sword.

Creating a Character

You should now be at the character login screen. Double click on your new Magician.

The Character Selection Screen

Training Your Beginner

Now that you have created your character you can start exploring Maple Island. Ignore the mini quests along the way to Amherst and Southperry but be sure to talk to Roger to score three Red Potions.

Train until level eight on either Maple or Victoria Island on Green and Blue Snails. Don't waste your time on Red Snails, as they aren't worth the effort.

Leveling on Snails

Tip: Do the "Maria's Letter" quest, as you will receive a nice headband to boost your defence when you are done. Don't talk to Biggs in Southperry since you cannot kill Orange Mushrooms for the items needed in the quest.

Allocation Of AP

Every time you level up you gain five ability points. These can be used to improve either INT, STR, DEX, LUK, HP, or MP. As a magician you only need LUK and INT. When you level up you should go to your Character Stats and tweak your stats so that your LUK = Level + 3 and dump the rest of the Ability Points into INT.

Adding Stats

Lets say you have 9 LUK and 7 INT at level 1:

  • Level 2: 9 LUK, 12 INT
  • Level 3: 9 LUK, 17 INT
  • Level 4: 9 LUK, 22 INT
  • Level 5: 9 LUK, 27 INT
  • Level 6: 9 LUK, 32 INT
  • Level 7: 10 LUK, 36 INT

And so on, putting one AP into LUK every level, and the remaining 4 AP into INT.

Tip: Never, I repeat NEVER, add to any of the following stats:

  • STR
  • DEX
  • HP
  • MP

The First Job Advancement

Now you are almost ready to become a magician. Just follow the following steps:

When you are Level 8, go to Southperry and take the boat to Victoria Island.

Leveling to Seven
Heading to Victoria
Welcome to Victoria Island!!!

Take the taxi in Lith Harbor (Double-click on the man standing in the ticket booth) to Ellinia and go all the way to the top of the map.

The errr...Lith Harbor Taxi

Enter the magic library and talk to Grendel the Really Old. He will ask you if you want to become a Magician. If you're reading this guide, you probably are sure you want to be a Magician, so say yes.

Making the First Job Advancement

Congratulations, you are now a Magician! Open the skill window ("K" on the default keyset) and spend your first Skill Point (SP)!

Improving Skills

Go to the Weapon Store to buy your first Wand. (And Level 8 equipment if you can afford it)

Wooden Wand, Level 8 wand 23 magic attack

Black Armine, Level 8 top (female) 7 weapon defence Black Armine Skirt Level 8 bottom (Female) 6 weapon defence

Green Armine Level 8 top (Female) 7 weapon defence Green Armine Skirt Level 8 bottom (Female) 6 weapon defence

Grey-Brown Training Shirt Level 8 top (Male) 7 weapon defence Grey-Brown Training Pants Level 8 bottom (Male) 6 weapon defence

Blue Training Shirt Level 8 top (Male) 7 weapon defence Blue Training Pants Level 8 bottom (Male) 6 weapon defence

Buy some red and blue potions from the Potion Shop to heal your MP and HP when necessary.

Red Potion-Heals 50 Hp Blue Potion-Heals 50 Mp

Congratulations! You have reached a point in your Magician career where no guide can tell you exactly what to do. Now, you will make your own choices on Skill Distribution, Equipment, etc.

Magician Skills

You gain 3 Skill Points, or SP, for your current job every time you "Level Up". These can be used to strengthen the many Skills you have. Remember that SP can only be allocated into skills for your current job, which means that after you become a Wizard, Cleric or Wizard at level 30, you will no longer be able to apply those skill points into the skills of your first job advancement, the Magician.

Below is a list of all available Magician Skills, for the first job advancement:

Improving MP Recovery Improving MP Recovery

Description: Recover more MP every 10 seconds

Importance: Unlike Warriors, Mages need to max their recovery skill. This helps balance out MP usage when fighting. MP Recovery is also affected by Level and INT.

Improving Max MP Increase Improving Max MP Increase

Description: With this, you'll gain even more MP every level.

Description: When this skill is maxed, every time you level, you will gain 50% more MP than you usually do. Each skill point that is added here increases the amount of MP you regain every 10 seconds by 1. The amount of MP you regain depends on your level and INT too.

Master Level: 16

Skill Type: Passive

Magic Claw Magic Claw

A Magician using magic claw on a Jr.Grupin

Description: Attack twice with magic. When maxed, this does 40 base damage twice and uses 20 MP.

Importance: This is much better than bolt, since it goes through obstacles. It is more stable, but has less of a chance of doing higher damage than bolt at first.

Magic Guard Magic Guard

A Magician using Magic Guard

Description: Channel some damage taken to your MP. When maxed, this channels 80% of damage taken to MP for 10 minutes.

Importance: At high levels, some monsters will do more damage than you have HP. This helps to make sure you won't die in one hit.

Warning: Do not use on things that take off less than 40% of your hp or you will waste mp and, therefore, mesos.

Energy Bolt Energy Bolt

A Magician using Energy Bolt on a Jr.Grupin

Description: Shoot a ball of magic at an enemy. 70 base damage when maxed. -14 MP

Importance: Just add one point to activate magic claw. This is unstable and does not go through obstacles.

Magic Armor Magic Armor

Description: Blow magic into your armor to improve your defense. Unmaxable without messing up your skills. (takes some magic guard to open it up) +40 defense for 3 minutes. -16 mp

Importance: This is decent at low level monsters, but when you fight stronger monsters, 40 defence is nothing.

Skill Distribution

Standard Magician Build

The most popular Magician Build. It can be found here.

Alternative Training Build

The "Hell" build. It leads to maximized natural MP, slightly higher than that of the previous guide. But beware, the training can, and will, become extremely tedious. It can be found here.

Training

Training is one of the few ways to gain Experience (EXP) other than PQing and doing Quests. There are two ways of training:

Normal Leveling

This type of training is very effective for Magicians, since they recover MP very quickly. To level this way, buy very few potions and only use them when you are about to die. When you run out of MP, stand in a safe spot and *do something else while your MP recovers*. This method is slower than Power Leveling, but saves mesos.

Power Leveling

This type of training is very expensive, usually costing more than you earn from the monsters you hunt. Basically, what you do is buy around 50-100 MP potions and 25-50 HP potions. Fight the monsters you are training on, without resting for too long to regain MP. Everytime you see your mp is going down a lot, use a few of the MP potions you have. Even with this method, you should rest every once in a while.

Potion Use

When you power level, you will need potions powerful enough to recover most of your MP or HP. Put your mouse over the image of the potion to see at what HP or MP you should use it.

Mp:1-10002000-30003000-4000

Hp:1-300300-700700-1100

Training Spots

As a magician you can train in many different places. Here are some recommendations from my experience

Level 1-10

Blue and Green Snails Green Snail Blue Snail

At this point you may be tempted to add points into STR. DON'T! You'll be sorry in 20 levels when you barely do any damage.

Level 10-15

Snails on the Bottom of Henesys Hunting Ground I. SlimeSlime

Around these levels, ribbon pigs and iron hogs at Pig Beach can kill you very quickly. Avoid training there. If you find a good orange mushroom spawn, train at those when you begin to easily kill them.

Level 15-21

It is recommended that you train in Pig Beach at around this level. Go to the Split Road between Kerning City, Henesys, and Lith Harbor. Find a field of yellow flowers and press up. As said before, you might have trouble with potions at Pig Beach. Train at Orange Mushrooms if you are having trouble. If you are dying in Pig Beach and don't feel like climbing to the portal, just enter and exit the Cash Shop to be teleported to the entrance.

Pig Ribbon Pig

Avoid: Iron Hog

Level 21-30

Kerning City Party Quest/Green and Horny Mushrooms. Go 3 screens left from the portal at the bottom of Ellinia and go to the tree dungeon directly below the portal. Green Mushroom Horned Mushroom

No matter what anyone tells you, DO NOT TRAIN AT WILD BOARS! These are never the best training available for mages. First of all, they do tons of damage. Second, at these levels you will 2-3 hit them. That's as much as Zombie Mushrooms, which do less damage. At levels 32-40 you should mass attack zombies if you are a cleric, for more EXP than wild boars. And Wizards should be at their respective monsters in the Gardens of Three Colors.

Level 30-35

Horny Mushrooms and Zombie Mushrooms. These are best found a couple of screens to the right of Sleepywood. You can also try Evil Eyes if you 2 hit them, since they give better EXP. Bring lots of pots. Horned Mushroom Zombie Mushroom

Level 35-40

Fire/Poison Wizards - Once your Fire Arrow is level 15, Jr. Grupins are very good for EXP, mesos, and drops. These are fire mage heaven, but lately Assassins and Bandits have been taking over. Alternatives are ratz, brown teddies, or pink teddies in Ludibrium.

Ice Wizards - Once your Ice Strike is around level 20, you can try Jr. Cellions or Jr. Lioners. You can also go to fire boars for good mesos, but I do not recommend them unless you can always one hit kill them.

Clerics - Wild Boars or anything in the Gardens of Three Colors in Orbis. Clerics can also continue with Zombie Mushrooms and Horny Mushrooms.

Lightning Wizards - Once your lightning can do ~300 damage, you might want to try out evil eyes because of their great mob spawn. You can also try teddies or ratz in Ludibrium, who also mob spawn.

Level 40-50

Fire/Poison Wizards - At level 40-43, stay at Jr. Grupins, go to Jr. Wraiths in Subway B2, or try out different monsters you can one hit kill in Ludibrium. Ticks are a nice Jr. Grupin alternative, once you can always one hit kill them because of their decent spawn and 65 EXP.

Ice Wizards - Keep to what you trained during levels 35-40, and maybe experiment with chronos once you can one hit kill them.

Lightning Wizard - Now you have reached the golden levels of Lightning Wizards. With Meditation, you will see that you can gain very fast EXP at Lorangs and cover potion costs with lots of drops. Try going to Lorang Lorang Lorang.

Clerics - Now that your Heal can do decent damage, you should be training at Jr. Wraiths. Once you can always hit Zombie Lupins, try the Zombie Lupin Tree or try any of the two weaker variaties of chronos in Ludibrium. At around 40-44 zombie lupins will waste MP. You might want to complete the B2 Kerning City Jump Quest to get a really nice Jr. Wraith Spawn.

Level 50-60

Fire/Poison Wizards - At the earlier levels, train at Jr. Yetis, then around 55, give or take, you can go on to grupins. Avoid their magic attack. They are good once you can two hit kill them, so synthenizing a Thorns in Ludibrium with a stimulator is recommended. Grupins have very high MP, therefore maxed MP Eater is recommended.

Ice Wizards - You should try red drakes if you feel you can handle their magic attack and have maxed Meditation. You will be here for quite a while, so try to mix training here with monsters in Ludibrium so you won't get bored easily.

Clerics - Coolie zombies all the way! If you are having kill-stealing (KSing) trouble at zombies, try Master Chronos.

Lightning Wizards - You still can't fight vikings or buffons with lightning, so you might want to try Hot Sands for umtis, clangs, and lorang.

Level 60-70

Fire/Poison Wizards - Fight Grupin, Jr. Yetis, Yetis, Pepes, and basically anything fire can kill in 2-3 hits.

Ice Wizards - Red Drakes or try partying at taurospears.

Clerics - Coolie Zombies. This is when you really start training on Coolie Zombies.

Lightning Wizards - Hot Sands. This map is full of umtis, clangs, and lorang.

Level 70+

Party up at Tauromacis!

Author's Note

Thank you for reading my guide. I hope it was helpful for you. Again, thanks for reading!

Disclaimer

--Danelkayam 20:06, 23 December 2005 (CET) Please do not post your name or signature, this is a wiki not a forum. Only the original maker of the page should put his signature at the bottom. Btw, please keep to the format I set in other sections when making new ones. Note:If you post: stupid, misspelt, or chatspeak comments, THEY WILL BE REMOVED!!! If you plagiarise the guide, I am removing the whole thing. For now, all 2nd and 3rd Job parts should not be added, I will make a proper skill description area. Then you can all post your distribution charts.

If this is posted anywhere else but on MapleTip or Ludibrius, you will have the law to deal with.