Scorwix's ice/lightning wizard guide

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The guide on this page was created for an older and outdated version of Maplestory and is now inaccurate to the current gameplay and no longer deemed useful.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

Welcome to my guide for the Ice/Lightning Wizard. At the moment, this guide will take you from being a beginner right up to an Ice/Lightning Mage. I will do an Ice/Lightning Mage section when I have more time. But you won't need to wait too long. I don't like guides which say "do this" and "do that". That is why my guide gives you freedom. I offer lots of different options for you to take, for example many training areas and skill builds. If you have any suggestions as to how I can improve this guide, use the discussion tab above. I would greatly appreciate your contribution, because I am a perfectionist. I don't want any spelling or grammar mistakes. So please tell me, even if I have got a tiny little word wrong. Also tell me if a section is unclear, because that will help everyone who reads this guide. If you have a training area or skill build to submit, please do write it (in the discussion tab). I want my guide to be as complete as possible. Thank you for your time, consideration and (hopefully) contribution.

Version history

v1.0: Guide completed.

Beginner

Ability points

Ever since V.0.70, Nexon has given you automatic 4's for the job you want to become. Also, if you add any stats wrongly, Nexon will reset all of them at the job advancement.

Throughout your time playing, your LUK should always be 3 points above your level. For example, if you are level 42, your LUK must be 45. (There is an exception to this, and that is if you are a LUKless magician. But these will not be covered in this guide)

Every time you level up, you get 5 ability points. As stated above, maintain your LUK so that it is 3 points above your level. All the other points should go into INT. Never ever put any points into HP, MP, STR or DEX. Never. Full stop. If you do, you will be weaker than other magicians the same level as you. You might be tempted to put points into them, but don't. Just don't. Or else you'll regret it.

You could also use "Auto Assign", with automatically asigns your AP to the right stat. You will be able to confirm what they are adding to your stats.

When you start out, your LUK will probably be more than 3 points above your level. That's ok. Put all points into [[[NT]] until you get to the level where your LUK is 3 points above. From then on, you only need to raise LUK by one point per level. The 4 other points go into INT. No where else.

LUK = level + 3
INT = all other points

Beginner Skills

Skills

File:Threesnails.gif Three Snails

Master level: 3

Type: Attack

Description: Hurl a snail shell at an enemy.

Recovery.gif Recovery

Master level: 3

Type: Support

Description: Recover HP constantly for 30 seconds. Can only be used once every 10 minutes.

File:Nimblefeet.gif Nimble Feet

Master level: 3

Type: Support

Description: Move quicker for a short amount of time. Can only be used once every 15 minutes.

Skill builds

Recommended build

Lvl 2 - Nimble Feet (1)
Lvl 3 - Nimble Feet (1)
Lvl 4 - Nimble Feet (1)
Lvl 5 - Recovery (1)
Lvl 6 - Recovery (1)
Lvl 7 - Recovery (1)

Nimble Feet is maxed first so you can use it in an emergency, for example if you are being chased by an Orange Mushroom (which is dangerous to you at your level). Recovery is maxed next so you can use it if you want to quickly recover some HP. No points are put into Three Snails because it is useless. When you become a magician it will become totally useless because of the low damage it does. You also have to spend time killing snails for their shells to throw. Whoopee. Really though, it doesn't actually matter what you go for. When you get to a higher level, you will never use these again. This is just the recommended build.

Training areas

Snail Hunting Ground 1: Snails (1-8)

Train here until you get to level 8. Pick up the money the snails drop. When you get to level 8, do not fight any monsters. Go straight to Southperry and catch the ship to Victoria Island (check the world map (press W) to see how to get there). You should do all the useful quests, one of them are Pio and the Recycling. The chair it gives you is very useful.

Magician

At Lith Harbor, talk to Olaf. Do his questionnaire, then tell him you want to be a magician. Talk to Phil. Tell Phil(the person in the booth beside Jane you want to go to Ellinia. When you are at Ellinia, go right to the top and enter the house there. Speak to Grendel the Really Old and you will have become a magician!

Magician Skills

Improving MP Recovery.gif

Improving MP Recovery

Master level: 16

Type: Passive

Description: Recover more MP every 10 seconds.


Improving Max MP Increase.gif

Improving Max MP Increase

Master level: 10

Type: Passive

Description: Increase the amount of MP you gain every level up.


Magic Guard.gif

Magic Guard

Master level: 20

Type: Support

Description: Temporarily replace damage with MP instead of HP.


Magic Armor.gif

Magic Armor

Master level: 20

Type: Support

Description: Temporarily increase weapon defense.


Energy Bolt.gif

Energy Bolt

Master level: 20

Type: Attack

Description: Fire a bolt of energy at an enemy.


Magic Claw.gif

Magic Claw

Master level: 20

Type: Attack

Description: Send claws to attack an enemy twice.

Magic skill builds

Recommended build

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

The first point is put into Energy Bolt so that you have an attack which does more than 3 damage. This will help you until you get Magic Claw. You can't put your first point into Magic Claw because you need Level 1 Energy Bolt to activate it. Then you put 5 points into Improving MP Recovery so that you activate Improving Max MP Increase. Max out Improving Max MP Increase, because it is an essential skill. If you don't get it, you'll have far less MP than other magicians your level. You don't want that. So just max it. No questions. You finish off maxing Improving MP Recovery because it saves you potions. Then you max Magic Claw. You max Magic Claw instead of Energy Bolt because it is a better attack. It does more damage and, most importantly, can fire through walls, whereas Energy Bolt can't. You then max Magic Guard. Again, this is an essential skill. This skill makes up for your low HP. You won't need it much at low levels, which is why it's maxed last, but at higher levels it is irreplaceable. Magic Armor is not advised due to that Magic Armor only add 40 weapon defense, when maxed, while Magic Guard takes 80% of HP damage and subtract that percentage from your MP. Magic Armor's 40 weapon defense maybe seem a lot in the earlier levels but Magic Guard is a must in the later levels.

Funded build

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

The only difference in this build is that Magic Claw is maxed before Improving MP Recovery. This build is for those who can afford potions. It results in faster leveling, but uses a lot of money along the way. This should not be attempted if you don't have another character to buy potions for you.

Training areas

Level 8 to 12: The Tree That Grew l, ll & lll(Slimes, Henesys Hunting Ground: Blue Snails, Green Snails

Level 10 to 17: Tree Dungeon, Southern Forest 1: Slimes (10-17)

Level 16 to 25:Henesys Hunting Ground 1: Orange Mushrooms and Green Mushrooms

Level 21 to 23:The Pig Beach: Pigs and Ribbon Pigs

Level 23 to 25:Tree dungeon:Green Mushroom or Kerning City Party Quest

Level 25 to 27:Subway Line 1 Area 1: Bubblings (26-30) or Kerning City Party Quest

Level 27 to 30:Shanghai Wai-Tan (only in MapleSEA), Dungeon: Southern Forest 4 ,Green Mushrooms and Horny Mushrooms

Level 10 to 30:Complete all the quests in Victoria Island except Jump quests if you want to.

Level 20 to 30:Trade wins in Ariant Battle Arena, get 31 each win, 30 each loss, as 30 gives max Exp, 5k for loss, 10k for win in a 2 person arena.

A lot of training areas are offered so that you don't get bored. At level 8, you should go to The Tree That Grew 1 because Dungeon, Southern Forest 1 will be too dangerous. When you get to level 10 you should be able to handle it there. This is a great place to train, and you should stay there for quite a while. You should also try Orange Mushrooms at Henesys Hunting Ground 1 once Slimes are becoming too easy for you. Green Mushrooms are better exp at Henesys Hunting Ground 1 than Orange Mushrooms, but you will be using more blue potions, so be prepared if you go there. The Pig Beach is another excellent place to train, but to be on the safe side you should only go there once you are level 21. You can attempt the Kerning City Party Quest when you are level 21, but you should wait until you are level 24 at the minimum because at level 21 you won't be able to kill some of the monsters in there very well. Party Questing is probably the best place to train until level 30, but if you want a little variety, Green Mushrooms at Henesys Hunting Ground 1, Bubblings at the Kerning City Subway and Green Mushrooms and Horny Mushrooms at Dungeon, Southern Forest 4 are the best alternatives. What I can suggest you is to do quest, they are good because of the exp, mesos and items.

Ice/lightning wizard

This section is not finished at the moment. It will be as soon as possible.

When you are level 30, return to Grendel the Really Old. Talk to him, and he will tell you to visit the instructor. The instructor can be found at the top of the Forest North of Ellinia. The instructor will take you to an area filled with Horny Mushrooms and Curse Eyes. Defeat the enemies until you have 30 Dark Marbles. Talk to the instructor, and head back to Grendel. He will make you an ice/lightning wizard (assuming you chose the right option)!

Skills

MP Eater.gif

MP Eater

Master level: 20

Type: Passive

Description: Have a chance to take MP away from an enemy with every attack.


Meditation.gif

Meditation

Master level: 20

Type: Support

Description: Increase the magic attack of the whole party.


Teleport.gif

Teleport

Master level: 20

Type: Support

Description: Teleport a short distance ahead of you.


Slow.gif Slow

Master level: 20

Type: Support

Description: Slow down the enemies in front of you.


Cold Beam.gif

Cold Beam

Master level: 30

Type: Attack

Description: Attack an enemy with ice.


Thunderbolt.gif Thunderbolt

Master level: 30

Type: Attack

Description: Use lightning to attack enemies around you.


Skill builds

Recommended build

30 - Teleport (1)
31 - Cold Beam (3)
32 - Cold Beam (3)
33 - Cold Beam (3)
34 - Cold Beam (3)
35 - Cold Beam (3)
36 - Cold Beam (3)
37 - Cold Beam (3)
38 - Cold Beam (3)
39 - Cold Beam (3)
40 - Cold Beam (3)(Cold Beam Maxed)
41 - MP Eater (3)
42 - Meditation (3)
43 - Meditation (3)
44 - Meditation (3)
45 - Meditation (3)
46 - Meditation (3)
47 - Meditation (3)
48 - Meditation (2), Thunderbolt (1)
(Meditation maxed) 49 - Thunderbolt (3)
50 - Thunderbolt (3)
51 - Thunderbolt (3)
52 - Thunderbolt (3)
53 - Thunderbolt (3)
54 - Thunderbolt (3)
55 - Thunderbolt (3)
56 - Thunderbolt (3)
57 - Thunderbolt (3)
58 - Thunderbolt (2), Teleport (1)
(Thunderblot maxed) 59 - Teleport (3)
60 - Teleport (3)
61 - Teleport (3)
62 - Teleport (3)
63 - Teleport (3)
64 - Teleport (3)
65 - MP Eater (3)
66 - MP Eater (3)
67 - MP Eater (3)
68 - MP Eater (3)
69 - MP Eater (3)
70 - MP Eater (2), Slow (1)


The first point is given to Teleport because it is the most useful skill at level 1.(But it uses a lot of MP) You then max Cold Beam because it will replace Magic Claw as your main attack and you will be using it nearly all the time (the only time you'll use Magic Claw is against ice-resistant monsters). You then put 3 into MP Eater to activate Meditation, then max Meditation, because Meditation increases your magic attack (making your attacks stronger). Thunderbolt is next, because you will open up a whole lot of new training places with your first mob attack. Then you max Teleport to save a heck of a lot of money while teleporting, then you max MP Eater to save even more money. Slow is not needed, because you will never need to slow enemies down. It makes it harder to gather mobs and also you freeze things with Cold Beam and Ice Strike (in 3rd job) anyway. It may look fun, but it's pointless.

Thunderbolt first build

30 - Teleport (1)
31 - Thunderbolt (3)
32 - Thunderbolt (3)
33 - Thunderbolt (3)
34 - Thunderbolt (3)
35 - Thunderbolt (3)
36 - Thunderbolt (3)
37 - Thunderbolt (3)
38 - Thunderbolt (3)
39 - Thunderbolt (3)
40 - Thunderbolt (3)
(Thunderbolt maxed) 41 - MP Eater (3)
42 - Meditation (3)
43 - Meditation (3)
44 - Meditation (3)
45 - Meditation (3)
46 - Meditation (3)
47 - Meditation (3)
48 - Meditation (2), Cold Beam (1)
(Meditation maxed) 49 - Cold Beam (3)
50 - Cold Beam (3)
51 - Cold Beam (3)
52 - Cold Beam (3)
53 - Cold Beam (3)
54 - Cold Beam (3)
55 - Cold Beam (3)
56 - Cold Beam (3)
57 - Cold Beam (3)
58 - Cold Beam (2), Teleport (1)
(Cold Beam maxed) 59 - Teleport (3)
60 - Teleport (3)
61 - Teleport (3)
62 - Teleport (3)
63 - Teleport (3)
64 - Teleport (3)
(Teleport maxed) 65 - MP Eater (3)
66 - MP Eater (3)
67 - MP Eater (3)
68 - MP Eater (3)
69 - MP Eater (3)
70 - MP Eater (2), Slow (1)(MP Eater maxed)

In this build, Thunderbolt is maxed first instead of Cold Beam. The first build is recommended because if you follow this build you will still be using Magic Claw mostly. You will still be using Magic Claw a lot because Thunderbolt uses up a lot of MP, therefore you will only be using it when you really have to. If you have a lot of money and don't mind using a lot of potions, go for this build, because it levels you faster.

Both attacks first build

30 - Teleport (1)
31 - Cold Beam (3)
32 - Cold Beam (3)
33 - Cold Beam (3)
34 - Cold Beam (3)
35 - Cold Beam (3)
36 - Cold Beam (3)
37 - Cold Beam (3)
38 - Cold Beam (3)
39 - Cold Beam (3)
40 - Cold Beam (3)
(Cold Beam maxed) 41 - Thunderbolt (3)
42 - Thunderbolt (3)
43 - Thunderbolt (3)
44 - Thunderbolt (3)
45 - Thunderbolt (3)
46 - Thunderbolt (3)
47 - Thunderbolt (3)
48 - Thunderbolt (3)
49 - Thunderbolt (3)
50 - Thunderbolt (3)
(Thunderbolt maxed) 51 - MP Eater (3)
52 - Meditation (3)
53 - Meditation (3)
54 - Meditation (3)
55 - Meditation (3)
56 - Meditation (3)
57 - Meditation (3)
58 - Meditation (2), Teleport (1)
(Meditation maxed) 59 - Teleport (3)
60 - Teleport (3)
61 - Teleport (3)
62 - Teleport (3)
63 - Teleport (3)
64 - Teleport (3)
(Teleport maxed) 65 - MP Eater (3)
66 - MP Eater (3)
67 - MP Eater (3)
68 - MP Eater (3)
69 - MP Eater (3)
70 - MP Eater (2), Slow (1)(MP Eater maxed)

With this build, you get both of your attacks first. However, because you don't max Meditation early, your attacks will be a lot weaker than they could be. If you want some more variety in your training areas, go for this build, but without Meditation you won't be dishing out as much damage.

Training areas

Cold Beam first

Ant Tunnel 1 and 2: Horny Mushrooms and Zombie Mushrooms (31-35)
Terrace Hall: Brown Teddies (31-40)
Land of Wild Boar 1 and 2: Wild Boars (32-35)
Ludibrium Party Quest (35-50)
The Burnt Land 1 and 2: Fire Boars (36-40)
Garden of Red 1: Jr. Cellions (41-50)
Garden of Yellow 1: Jr. Lioners (41-50)
Garden of Red 2: Cellions (51-60)
Garden of Yellow 2: Lioners (51-60)
Dangerous Valley 2: Red Drakes (51-70)
Lorang Lorang Lorang: Lorangs (58-60)
Hot Sand: Clangs and Torties (61-70)
Forest of Dead Trees 1, 2, 3 and 4: Coolie Zombies (61-70)

At first, Cold Beam isn't that powerful and you'll be sticking with Magic Claw for some more, so you won't be training on hard enemies just yet. The best place for you to train is definitely Ant Tunnel 1. However, it can get very crowded sometimes so you might need to go to Ant Tunnel 2, Terrace Hall, or Wild Boars. You could try the Ludibrium Party Quest at level 35, but it isn't recommended to because at your level not many parties would want you. And if you form a low level party, you won't be able to kill the boss (Alishar). It is better to PQ when you are level 40 or higher. For the time being, a great place to train is Fire Boars. You can finally use Cold Beam to train, because they're weak to Ice. At level 40, you can try the Ludibrium Party Quest, or you can train at Kitties in Orbis. When you hit level 50 you should train at the bigger Kitties or Red Drakes. The exp at Red Drakes isn't as good as Kitties, but they drop some Magician gear for you (Anakamoons and Seraphises) and even steelies, which can be sold for some big money. At level 58, you have maxed Thunderbolt, so you can train at Florina Beach until level 70, or alternatively Zombies, which are both the best exp for you.

Thunderbolt first

Ant Tunnel 1 and 2: Horny Mushrooms and Zombie Mushrooms (31-40)
Terrace Hall: Brown Teddies (31-40)
Land of Wild Boar 1 and 2: Wild Boars (31-40)
Ludibrium Party Quest (35-50)
Cave of Evil Eye 1, 2, 3 and 4: Evil Eyes (41-50)
Lorang Lorang Lorang: Lorangs (45-60)
Dangerous Valley 2: Red Drakes (58-70)
Hot Sand: Clangs and Torties (61-70)
Forest of Dead Trees 1, 2, 3 and 4: Coolie Zombies (61-70)

At first, Thunderbolt isn't that powerful and you'll be sticking with Magic Claw for some more, so you won't be training on hard enemies just yet. The best place for you to train is definitely Ant Tunnel 1. However, it can get very crowded sometimes so you might need to go to Ant Tunnel 2, Terrace Hall, or Wild Boars. You could try the Ludibrium Party Quest at level 35, but it isn't recommended to because at your level not many parties would want you. And if you form a low level party, you won't be able to kill the boss (Alishar). It is better to PQ when you are level 40 or higher. At level 40, you can try the Ludibrium Party Quest, or you can train at Evil Eyes with Thunderbolt. Evil Eyes do use up a lot of money, which is why you should be funded for going Thunderbolt first. You'll be leveling faster than wizards who went Cold Beam first though. When you hit level 45 you should train at Florina Beach. Lorangs are the best until level 60. At level 60, you should change to Hot Sand (or Zombies) and go all the way until level 70. But at level 58, you have maxed Cold Beam, so you could go to Red Drakes to try your luck with steelies.