DUfire's guide to the Meso Saving Cleric

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The guide on this page was created for an older and outdated version of Maplestory and is now inaccurate to the current gameplay and no longer deemed useful. Please do not edit or delete this article.

Information and Version History

Disclaimer: I do not own any of the images contained within this guide, nor do I hav sex with chiks so taht makes me g@y any of the characters associated with them. Everything displayed in this guide is sole property of Nexon America Incorporated.

Version 1.0.10 - Introduction Completed, Information Added. Expect Beginner Information next version.

Version 1.2.30 - Beginner information and skills added. Expect First - Second job next version.

Why Cleric?

.

Why not?

  • Lowest damage after 2nd job.
  • Worst 'Hell Leveling' of any job between 30 - 40.

Making a Cleric

I'm going to start by assuming you have registered on the Maplestory website and have logged into your account. The starting stats of a character are crucial getting out as much damage as your Cleric is worth. Any server choice is fine, you can check BasilMarket.com for prices on certain Magician equipment. Feel free to contact me in Khaini on MageOwnX if you need help [or just need a friend].

Stats

Don't worry about your stats; Nexon has taken away the "roll-the-dice-for-your-stats". They will be put at a automatic 4/4.

Maple Island: Beginner

Even though future Magicians only need to make it to level 8 here, it still proves somewhat difficult to get there. Even though you are at a low level, you shouldn't slack off when distributing Ability Points [AP].

Where to Train

Fairly simply, just train on green snails in the first few maps, or, go to the shroom hidden map before Amherst and train there. At level 7 and 75%, continue on to Lith Harbor and speak to Olaf, who gives you the "A Lesson on Job Advancement" quest [Olaf is in the far right of Lith Harbor]. Fulfilling this quest will boost you up to level 8.

Ability Points

The AP build for Magicians is one of the simplest in the game. The key idea is that your Luk is always your level + 3 [E.g. Level 10 - 13 Luk]. This doesn't apply to Lukless Magicians. The following build is based on a 4 Str/5 Dex/8 Luk/7 Int.

  • Level 2 - Add 5 Int
  • Level 3 - Add 5 Int
  • Level 4 - Add 5 Int
  • Level 5 - Add 5 Int
  • Level 6 - Add 4 Int, Add 1 Luk
  • Level 7 - Add 4 Int, Add 1 Luk
  • Level 8 - Add 4 Int, Add 1 Luk
  • Level 9 - Add 4 Int, Add 1 Luk
  • Level 10 - Add 4 Int, Add 1 Luk

The build keeps going on like this until your Luk is capped, when your character level is somewhere around the 100's.

Beginner Skills

These are the beginner skills. You allot Skill Points [SP] to skill to gain mastery of those skills. These skills in particular don't matter, you shouldn't have to use them ever again after level 8.

File:Nimblefeet.gif Nimble Feet

Type: Supportive

  • You can only use this skill every 15 minutes.
  • Level 1 MP -10; speed +10 for 4 sec.
  • Level 2 MP -15; speed +15 for 8 sec.
  • Level 3 MP -20; speed +20 for 12 sec.

Recovery.gif Recovery

Type: Recovery

  • You can only use this skill every 10 minutes.
  • Level 1 MP -10; Recover 24 HP in 30 sec.
  • Level 2 MP -20; Recover 48 HP in 30 sec.
  • Level 3 MP -30; Recover 72 HP in 30 sec.

File:Threesnails.gif Three Snails

Type: Active

  • Level 1 Snail Shell -1, MP -10; Damage 10
  • Level 2 Blue Snail Shell -1, MP -15; Damage 25
  • Level 3 Red Snail Shell -1, MP -20; Damage 40

First Job: The Magician

Alright, this is what you've survived through 8, long, enduring levels killing green snails to get to! Finally, down to some real magic! Alright, training is going to be pretty easy, and your damage will rise steadily and level out at about level 23 to 25.

Where to Train

  • Level 15 - 19: Plain and simple - Pig Beach. No more, no less. You shouldn't be here long, but leveling slow at level 19 so you can move on fairly quickly.
  • Level 19 - 27: Ant Tunnel I and Ant Tunnel II. Good experience, although it can get crowded, it shouldn't be too much of a hassle to find a good area. If it's too crowded in Ant Tunnel I, move to Ant Tunnel II. Or, if you want 2 hours of privacy, go to the mini-dungeon located at the bottom-right of the map
  • Level 27 - 30: Cave of Evil Eye I and Cave of Evil Eye II. III and IV are reasonable as well, but the Jr. Boogies can get in the way occasionally. If it proves to be too much, try moving back into the Deep Ant Tunnels for a mix of Evil Eyes and Zombie Mushrooms. Also, I hear Stirges are good leveling as well, though I'm not sure at what map.
  • Optional: From levels 21 - 30, Kerning PQ is also an option, though after about 25, training solo is faster.

Magician Skills

Improving Max MP Increase Improving MP Recovery (Magician)

Type: Passive

  • Level 1: Constant additional recovery of MP
  • Level 2: Constant additional recovery of MP
  • Level 3: Constant additional recovery of MP
  • Level 4: Constant additional recovery of MP
  • Level 5: Constant additional recovery of MP
  • Level 6: Constant additional recovery of MP
  • Level 7: Constant additional recovery of MP
  • Level 8: Constant additional recovery of MP
  • Level 9: Constant additional recovery of MP
  • Level 10: Constant additional recovery of MP
  • Level 11: Constant additional recovery of MP
  • Level 12: Constant additional recovery of MP
  • Level 13: Constant additional recovery of MP
  • Level 14: Constant additional recovery of MP
  • Level 15: Constant additional recovery of MP
  • Level 16: Constant additional recovery of MP

Comment

  • This doesn't seem like much, mainly because it goes unnoticed in the heat of the battle. This, along with MP Eater, keep your MP Gauge up constantly, making the Meso Saving Cleric what it is. The amount of MP recovered increases by 3 every level, and after you max it, for every level you gain, it increases by 3 more. This heals MP every 10 seconds.

Improving MP Recovery Improving Max MP Increase

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

Comment

  • What does a Magician need most? Why, MP of course! This will be your first maxed skill so you can get the most out of it.

Magic Guard 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.

Comment

  • VERY IMPORTANT! Without this, us Magicians would be dying in 3-4 hits! With just this one skill, a Magicians durability matches that of a Warrior. Also, make sure you pay attention when this skill runs out, you don't want to forget about it and get killed because you didn't notice it wasn't on.

Magic Armor 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.

Comment

  • Not important at all. Given SP simply as a filler.

Energy Bolt 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%

Comment

  • Used a Magicians main attacking skill from level 8 to level 17, while Max MP Increase is being maxed out.

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%

Comment

  • Another very important skill. This will be your main attacking skill from level 17 all the way until 41.

Skill Build

I'm going to be focusing on what's the most efficient as far as MP goes, not attacking first.

8 - 1 in Energy Bolt
9 - 3 in Improving MP Recovery
10 - 2 in Improving MP Recovery, 1 in Improving Max MP Increase
11 - 3 in Improving Max MP Increase
12 - 3 in Improving Max MP Increase
13 - 3 in Improving Max MP Increase (Maxed!)
14 - 3 in Improving MP Recovery
15 - 3 in Improving MP Recovery
16 - 3 in Improving MP Recovery
17 - 2 in Improving MP Recovery (Maxed!), 1 in Magic Claw
18 - 3 in Magic Claw
19 - 3 in Magic Claw
20 - 3 in Magic Claw
21 - 3 in Magic Claw
22 - 3 in Magic Claw
23 - 3 in Magic Claw
24 - 1 in Magic Claw (Maxed!), 2 in Magic Guard
25 - 3 in Magic Guard
26 - 3 in Magic Guard
27 - 3 in Magic Guard
28 - 3 in Magic Guard
29 - 3 in Magic Guard
30 - 3 in Magic Guard (Maxed!)

Conclusion

  • 20 Magic Claw Maxed
  • 20 Magic Guard Maxed
  • 16 Improving MP Recovery Maxed
  • 10 Improving Max MP Increase Maxed
  • 1 Energy Bolt

Second Job: The Cleric

If you've made it this far, kudos to you. You've probably quested, trained, and sweat over getting here. Well, bad news, it doesn't get any easier from here on out. However, the skill turnout is a lot better than first job. A lot of emphasis is placed on this stage, mainly because you gain a lot of the supportive skills you need during third job if you move onto being a party Priest.

Where to Train

  • Level 30 - 33: This leveling is the first half of what us Clerics call 'Hell Level'. Essentially, it's the hard levels to get through. For now, staying in the dungeon at Evil Eyes and Zombie Mushrooms is your best choice.
  • Level 35 - 41: Try as hard as you can to get into LPQ. It's a load off of training and not nearly a strain on potions, and it's fun, too. The prizes can bring in some mesos as well.

(different person): lpq is not hard to get in now...less ppl the only thing of lpq u have to worry now is that is a party even there? usually about....5 parties per world r probaly lpq now

  • Level 41 - 50: At this point, you actually have quite a few options. You can either stay in Ludibrium and train on Platoon/Master Chronos, or go to Jr. Wraiths now that your Heal is maxed you can do more damage with Heal to all three kinds of monsters than you can with Magic Clas. LPQ is still an option, but it slows down dramatically around 44.
  • Level 50 - 55: Quite simply, Wraiths in the Subway. Good experience and good drops. If you want, Coolie Zombies might be a good option as well if your damage is good enough. Also, OPQ is an option, it makes these levels a breeze as well.
  • Level 55 - 70: This is the second half of a Cleric's 'Hell Levels', though in the end, it's worth it. The only difference from 55 to 70 and 50 to 55 is training at Wraiths isn't a viable option. Coolie Zombies are almost your only option for solo training. OPQ is definitely a good option at this point as well.

After you max MP Eater, you should notice training to be come easier seeing as you don't have to stop and buy potions as often, and it doesn't take away all your hard-earned mesos from training.

Cleric Skills

MP Eater.gif 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

Comment

  • This is the most essential guild to my build. Although it only works 30% of he time, that's one out of every three attacks, absorbing up to 40% of the enemies Max MP. That adds up as your training. It's a very debatable skill, usually among those who have no idea what they're talking about. Trust me, it's a must-max skill.

Teleport.gif 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

Comment

  • Not too useful, but it's included for Guild PQ where someone in the guild's party needs to have maxed teleport in order to reach certain areas. Also, if you begin adding this, it's good to max it, because it's addicting and to keep it at level 1 and use it all the time is a huge waste of MP.

Heal.gif 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%

Comment

  • Always maxed no matter what. Self-explanatory. Clerics main function is healing and support, thus, your answer.

Bless.gif 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

Comment

  • This is what the warriors demand in LPQ parties, in order to make up for their lousy accuracy and unstable damage. If you're following my build, this isn't maxed until after the LPQ levels, but it shouldn't be much of a problem anyway.

Invincible.gif 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

Comment

  • Seeing as this is a mainly solo Cleric build, this skill is entirely important to surviving, especially into your Priest levels when you're training in higher level parties. -30% on Weapon Damage is a lot [E.g. 300 damage becomes 205].

Holy Arrow.gif 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%

Comment

  • Another skill widely debated, mostly by retards who didn't make it to Priest, or far enough into Priest to realize the power of Shining Ray, which makes this skill completely useless. Simply a filler skill, used for messing around with other weirdos.

Skill Build

At this point, you have A LOT of different routes to go. After a few characters, you will find blazing your own trail is usually the best option. In other words, whatever works, go with it. However, I have put together a build that I made for myself and would like to share, simply because it's what inspired me to write this guide.

This is the build I followed, I found it to be better than maxing Holy Arrow [HA] because what they say is true, maxing HA is pointless once you get to level 70 and get Shining Ray [SR]. Having maxed Bless may pay off if you want to switch to being a Party Priest after being a solo cleric. Also, the meso savings are at a max by maxing MP Eater and Heal first.

30 - 1 in Teleport
31 - 3 in Heal
32 - 3 in Heal
33 - 3 in Heal
34 - 3 in Heal
35 - 3 in Heal
36 - 3 in Heal
37 - 3 in Heal
38 - 3 in Heal
39 - 3 in Heal
40 - 3 in Heal (Maxed!)
41 - 3 in MP Eater
42 - 3 in MP Eater
43 - 3 in MP Eater
44 - 3 in MP Eater
45 - 3 in MP Eater
46 - 3 in MP Eater
47 - 2 in MP Eater (Maxed!), 1 in Invincible
48 - 3 in Invincible
49 - 3 in Invincible
50 - 3 in Invincible
51 - 3 in Invincible
52 - 3 in Invincible
53 - 3 in Invincible
54 - 1 in Invincible (Maxed!), 2 in Teleport
55 - 3 in Teleport
56 - 3 in Teleport
57 - 3 in Teleport
58 - 3 in Teleport
59 - 3 in Teleport
60 - 2 in Teleport (Maxed!), 1 in Bless
61 - 3 in Bless
62 - 3 in Bless
63 - 3 in Bless
64 - 3 in Bless
65 - 3 in Bless
66 - 3 in Bless
67 - 1 in Bless (Maxed!), 2 in Holy Arrow
68 - 3 in Holy Arrow
69 - 3 in Holy Arrow
70 - 3 in Holy Arrow

Conclusion

  • 30 Heal Maxed
  • 20 MP Eater Maxed
  • 20 Invincible Maxed
  • 20 Teleport Maxed
  • 20 Bless Maxed
  • 11 Holy Arrow