Jackie's guide for clerics

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The guide on this page was created for an older and outdated version of Maplestory and is now inaccurate to the current gameplay and no longer deemed useful.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.

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 maintain 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 maintain 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.

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
ThreeSnails.gif Three Snails Hurls snail shells to attack monsters from long distance. Active 3 x -
Recovery.gif Recovery Enables the user to recover HP constantly for 30 sec. Supportive 3 x -
NimbleFeet.gif Nimble Feet Enables the character to move around quickly for a short amount of time. Supportive 3 x -
Blessing of the Sprite.png Blessing of the Fairy Skill Point will increase by 1 when the related character reaches above Lv.10. Supportive 20 x -
Empress's Blessing.png 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.png 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.png Echo of Hero Increase weapon attack and magic attack on all players around. Supportive 1 x Must be a level 200.
Maple Return.png Maple Return Return to Maple Island. Supportive 1 x Must reach 2nd Job.
Will of the Alliance.png 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

Icon Skill Name Description Type Mastered Element Prerequisites
MP Boost.gif MP Boost Increases Max MP permanently. Also increases MP proportional to your level. Passive 20 x -
Magic Guard.png Magic Guard Damage dealt to you affects your MP instead of your HP. If your MP reaches 0, your HP takes the full amount of damage. Supportive 10 x -
Magic Armor.png Magic Armor Condenses magic around your armor to increase Weapon Defense by a percentage of your Magic Defense. Supportive 10 x Magic Guard Level 3
Energy Bolt.png Energy Bolt Consumes MP to fire a condensed energy bolt that explodes on contact with an enemy. Active 20 x -
Teleport.png Teleport Allows you to teleport a set distance to other locations on the same map using the arrow keys. Supportive 5 x -



Skill Points Build

  • 1 point into Energy Bolt.
  • Max Magic Claw.
  • Max Magic Guard.
  • Max MP Boost.
  • Max Magic Armor.
  • All of your points left until 30 into Energy Bolt.

This build is basically focused into letting you kill the highest leveled monsters at the lowest level possible, which is the reason for why Magic Guard is maxed before MP Boost and Magic Armor. Please note that in NO CASE you should max Energy Bolt. It is but a complete waste of SP.

Cleric

Skills

Icon Skill Name Description Type Mastered Element Prerequisites
MP Eater.gif MP Eater Absorbs the enemy's MP when attacking with Magic skills until the enemy's MP reaches 0. Passive 10 x -
Blessed Ensemble.png Blessed Ensemble Allows you to teleport a set distance to other locations on the same map using the arrow keys. Passive 1 x -
Spell Booster.png Spell Booster Uses MP to temporarily double the speed of Magic Attacks. Supportive 10 x -
Heal.png Heal Restores the HP of all surrounding party members. Monsters within the skill range are inflicted with the effect that increases incoming damage for a short duration. Undead monsters take additional damage. Recovery 20 Holy -
Invincible.png Invincible Temporarily decreases all damage received. Supportive 10 x Heal Lv 5
Bless.gif Bless Increases Weapon ATT, Magic ATT, DEF, Accuracy, and Avoidability of all nearby team members for a set amount of time. Can be stacked with other buff skills. Supportive 10 x Invincible Lv 5
High Wisdom.png High Wisdom Permanently increase INT through mental discipline. Passive 5 x -
Holy Arrow.png Holy Arrow Attacks multiple monsters with Holy Arrows. Very effective against Undead and Devil monsters. Active 20 Holy -
Spell Mastery.png Spell Mastery Increases Magic Mastery and Magic Attack. Active 10 x -



Skill Points Build

Nowadays, as we said earlier, Clerics are a party class, meaning that you pretty much exist solely for training in parties (and that is the way of the Priest as well until you reach Bishop). As such, you should follow a "Party Cleric" Build, in case you want to be a better "Solo Cleric" (meaning you don't train in parties) follow the second build. But I must warn you: a Cleric's damage is very low in comparison to other classes, you will only condemn yourself to a harsh training if you pick a "Solo Cleric".

Party Cleric Build

  • 1 point in Teleport.
  • Max Heal.
  • 5 points in Invincible.
  • Max Bless.
  • 5 points in Spell Mastery.
  • Max MP Eater.
  • Max Teleport.
  • Max Spell Mastery.
  • Extra points into Holy Arrow.

Summary:

  • 30 Heal (Maxed).
  • 15 Bless (Maxed).
  • 20 Spell Mastery (Maxed).
  • 20 MP Eater (Maxed).
  • 20 Teleport (Maxed).
  • 11 Holy Arrow.
  • 5 Invincible.

Solo Cleric Build =

  • 1 point in Teleport.
  • Max Heal.
  • 5 points in Spell Mastery.
  • Max MP Eater.
  • Max Holy Arrow.
  • Max Spell Mastery.
  • Max Teleport.
  • Max Invincible.
  • Resting points into Bless.

Cleric Build Notes

Please notice that, as of now, a Solo Cleric Build is completely useless, and just left in here for completion of content.

Training (NOT UPDATED)

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).

These levels are tough (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.

Priest

Well, you've managed to get to being a Priest. Now back to grinding.

Skills

Icon Skill Name Description Type Mastered Element Prerequisites
Holy Fountain.png Holy Fountain Summons the Holy Fountain to recover party member's HP using holy power. Even a party member in Undead status can use it. Go near the fountain and press the up arrow key to recover. Cannot be summoned near a portal. Supportive 10 x -
Dispel.png Dispel Nullifies all enemy magic effects within the targeted area while removing all abnormal conditions suffered by nearby allies. Decreases Divine Protection's cooldown based on the number of treated party members. The Dispel skill can remove critical abnormal conditions, including Knocked Out, Seduction, Confusion, and Zombified. Supportive 10 x -
Mystic Door.gif Mystic Door Creates a portal that leads to the nearest town. All members of the party can use it multiple times until the portal disappears. Press Up Key to move. Supportive 10 x Dispel Lv 3
Holy Symbol.png Holy Symbol Temporarily allows all nearby party members to gain additional EXP while hunting. Supportive 20 x Dispel Lv 3
Holy Magic Shell.png Holy Magic Shell Fully restores an ally's HP and grants them a holy shield which will absorb up to 10 hits. The shield can last up to 20 seconds, and when it's activated once, it will not be reactivated for a short time even if a different character uses Holy Magic Shell. Supportive 20 x Dispel Lv 3
Shining Ray.gif Shining Ray Attacks multiple enemies at once with a ray of holy light. Deals massive damage to the Undead and Devil-type monsters. Active 20 Holy -
Divine Protection.png Divine Protection Permanently increases Abnormal Status and all Elemental Resistances. When used, you use holy power to create a holy barrier that blocks critical Abnormal Status. Upon casting Dispel, the cooldown is reduced according to the number of recovered party members. Active 10 x -
Teleport Mastery.png Teleport Mastery When activated, enemies at the teleport location will take damage and become Stunned. Also, permanently increases teleport distance. Active 10 x Level 5 Teleport
Holy Focus.png Holy Focus Permanently increases all magic attacks, Heal magic Critical Rate, Accuracy, and Magic Mastery. Passive 10 x Level 10 Spell Mastery
Arcane Overdrive.png Arcane Overdrive Permanently increases Critical Rate and Minimum Critical Damage. Passive 10 x -



Skill Points Build

Here we've got a division. You will always end up with the same skills, but the order in which you level them up defines the way that you will be training.

Priest Party-Oriented Build

This kind of Priest focuses on partying other classes for experience, taking advantage of the buffs that we Priests get and other classes want.

  • 3 points into Dispel.
  • Max Holy Symbol.
  • Max Mystic Door.
  • Max Dispel.
  • Max Holy Focus.
  • 1 point into Teleport Mastery.
  • Max Shining Ray.
  • Max Teleport Mastery.
  • Max Summon Dragon.
  • Max Elemental Resistance.
  • Points that you have left go into Doom.

Please note that this build will be extremely boring to play in, for you will be pretty much standing aside from battle, getting the extra experience. It does have the pro, although, that it will get you into parties VERY fast, because most people want HS (Holy Symbol); specially at higher levels.

Priest Solo-Oriented Build

Well, the idea of this type of Priest is the exact contrary of the previous build. It is meant to be made for training alone, without parties.

  • Max Shining Ray.
  • 3 points into Dispel.
  • 1 point into Mystic Door.
  • Max Holy Focus.
  • Max Holy Symbol.
  • Max Teleport Mastery.
  • Max Elemental Resistance.
  • Max Summon Dragon.
  • Max Dispel
  • Max Mystic Door.
  • Points that you have left go into Doom.

This build will get to have fun sooner. The problem is that training won't be fast (not to say very slow), since you won't be able to train in parties until you max Holy Symbol, which will be in your late 90s.

Jackie's Build

Well, this is the build I prefer, which is neither party oriented nor solo oriented. You'll get to party and kill at the same time (basically, it'll stop yourself from being an HS bag).

  • 1 point into Shining Ray.
  • 3 points into Dispel.
  • 1 point into Mystic Door.
  • 1 point into Teleport Mastery.
  • 2-1 points into Holy Symbol and Shining Ray respectively until both are maxed.
  • Max Holy Focus.
  • Max Teleport Mastery.
  • Max Summon Dragon.
  • Max Dispel.
  • Max Mystic Door.
  • Points that you have left go into Doom.

Training

70/100

At 70 to 100 , you can try to train at mysterious path 3 , these mobs are prety easy to kill for a priest as most are undead. Or , If you have maxed HS , try party quest , people recruits priest for pq for their excellent buffs like holy symbol , I as a priest in remoeo and juliet pq is not required to kill any monster at all , I contribute by casting HS , Bless and occasional holy magic shell. ( getting exp whithout killing)

100/110

Party Quest , Gallopera Is not a good training spot already as often people when there train in post big bang and end up using large amount of mana, even when training with maxed mp eater.


110/120

This is time for soloing:

  • Gallopera (as of 20/12/2010, this spot will be no longer good for training) at Malaysia (party).
  • Hobies at Leafre (solo).
  • Rashes at Leafre (solo, might be more effective with another person if you've maxed HS).
  • Harps at Leafre (solo, although partying with another person wouldn't do bad, as long as they can manage without you dispeling them).
  • Bone Fish at Aqua Road (both party and solo).
  • Bombing Fish House (Gobbies) at Aqua Road (both party and solo).
  • Sharks at Aqua Road (both party and solo).
  • Squids at Aqua Road (both party and solo).
  • Soul Teddy at Lubridium (solo).
  • Master Soul Teddy at Lubridium (solo).
  • Buffy at Lubridium (both party and solo).
  • Lazy Buffy at Lubridium (both party and solo).
  • Himes at World Tour Japan (solo).

Please notice that in big maps, such as Master Soul Teddy's, it might be more profitable to just share it with another class, so as to maximize the effect of HS.

Contact

This guide is not yet finished and many more things are yet to be done. If you want to contact me, you can email me at [email protected] OR contact me in game. I play in Windia with a Priest named jackierun02