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Old 06-27-2005, 02:58 PM   #15
Squeek
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Quote:
Originally Posted by -Fallen-
Uh just to tell you one thing Squeek, it's best for a Bowman/Crossbowman/Hunter whatever to choose one of the two between Double Shot and Arrow Blow so that you may have extra points for other skills becuase in the end Arrow Blow does more damage.
You do both because you can fire one or the other depending on the situation. Arrow Blow is for times you need knockback and Double Shot is for times when you want to do good damage.

Same thing goes for Warriors. They max Slash Blast and Power Strike. Bowmen just don't have any other skills that are worth it.

Quote:
Originally Posted by Tasuke
Squeek what do you think is the best secong job class for a magician?
I was gonna go for fire/poison, but now I'm thinking about going for holy
I'll give you the pros and cons of all 3. In fact, I'll quote a tabulation of everything anybody needs to know about EVERY class.

Quote:
Many people have trouble trying to decide which class to be. Most like to look into the future, so they can be sure they like what they will become. This guide will help you decide which class to be, and then which advancement to be after that.

NOTE - Please do yourself a favor and don't be a class that sounds like it's the "best". Go with what you personally like. I chose Cleric because I thought it was the "best" mage, and I ended up deleting after spending months on it because it simply wasn't personally suited to me and I got bored.

SECOND NOTE - This guide may skip over abilities and such that are dwarfed by more deciding factors. For example, I may leave out abilities of Crusaders, because Combo Attack is the main attraction to become one, and the other abilities shouldn't be too important in judging which class to be.

WARRIOR

Warriors are the only class in the game to wear heavy armor. This grants them more defense than the other classes. They can wield a myriad of weapons, ranging from swords w/ shields to polearms and axes. They're the close-range combatants who can take plenty of hits with high HP and defense and keep pounding. Warriors level the fastest in the beginning of the game, simply because they do the most damage and take the least damage. Then they get beat slightly by all classes but dagger Thieves, simply because they aren't ranged. However, plenty of classes lack a mob attack. Slash Blast lets you take out many enemies at once, and this helps levelling greatly.

Which type of weapon should I use?
Warriors can equip a lot of different weapons. Which do you use?

Here are the statistics of maximum damage you can do with certain weapons, credits to starlitsky:

One Handed Sword: [((STR*4.0) + DEX) / 100] * Weapon Atk
One Handed Axe and Blunt: [((STR*4.4) + DEX) / 100] * Weapon Atk
Two Handed Sword: [((STR*4.6) + DEX) / 100] * Weapon Atk
Two Handed Axe and Blunt: [((STR*4.8) + DEX) / 100] * Weapon Atk
Spears and Polearms: [((STR*5.0) + DEX) / 100] * Weapon Atk

Because of these formulas, weapons with the same stats are still different. For example, if you have a one-handed sword with 50 attack and a two-handed sword with 50 attack, the two-handed sword will still do more damage because of the damage formula. The upside to having a one-handed sword is that you'll be able to equip shields, which boost your defense. Fighters and Pages gain a passive ability at the third job advancement that boosts the effectiveness of shields. Swords have the most stable damage. When you attack, you either swing or stab. Swords do normal damage either way. However, spears only do good damage when stabbing, but do less damage when swinging. So while swords are the weakest weapons, they are the most stable. First, you have to consider what class you want to be. If you want to be a Spearman, you're stuck with spears and polearms. There is hardly any difference between the two, except that spears and spear scrolls are cheaper. This is because more people use polearms, because of a second difference. Polearms do better damage when swinging, and this covers a larger area than a straight stab. However, stabbing gives you slightly more range. When you have decided what class you want to be, then you decide if you want a one-handed weapon and shield or a two-handed weapon. Then you decide whether you want more damage, or more stable damage.

UPDATE: At third job advancement, there is a noticable difference between Spears and Polearms. Dragon Knights have two abilities - Slasher and Buster. Buster is an ability that hits up to three enemies three times with a base damage of 170 each, adding up to 510. Slasher has a base damage of 250, which is 10 less than Power Strike. This is a little less than half the damage Buster does, but it can hit up to six enemies. The main allure of this attack is that it can cover half the screen. Slasher always slashes and Buster always stabs, so which skill you like best should affect what weapon you end up choosing.

Fighter -> Crusader -> Hero

Fighters equip swords, shields, and axes. There is not much difference between the three Warriors at second job advancement in terms of skills. Fighters get Fury, which is an ability that increases the weapon attack and decreases the weapon defense of your party. Not that special, but it's exclusive to them. Fighters and Pages also get Power Guard, which is an ability that when activated, sometimes reduces some damage that you take and returns it to the offending enemy. Final Attack is a neat ability that Warriors and Archers get that has a chance of automatically unleashing a somewhat powerful attack as a follow-up to an attack that you use.

Crusaders are good at taking out solo enemies. They have a Combo Attack that gives you orbs that orbit around you. Each orb adds to your attack, until your attacks start doing 220% the damage they usually do. They also have finishers that do a large amount of damage. Pick Fighters if you want to take out solo enemies.

Page -> Knight -> Paladin

Pages equip swords, shields, and blunt weapons. They get Threaten, their exclusive ability, that decreases the weapon attack and defense of all enemies in the area. They are a lot like Fighters at this stage so read the preceding section.

Knights get elemental attacks. This is great because elemental attacks do 150% the damage that regular attacks do if used on an enemy that is weak against a particular element. This means that you can do 150% damage to a large number of enemies, no matter what you face. Become a Page if you would like elemental attacks.

Spearman -> Dragon Knight -> Dark Knight

Spearmen equip spears and polearms. These attack slow, but with Booster to up the attack speed, this problem is somewhat remedied. These weapons also do the most damage, though they aren't steady like swords. One great Spearman ability is Hyper Body, an ability that when maxed, boosts the HP and MP of your entire party by 60%.

Dragon Knights get one more ability to help with defense, which is a passive ability that helps against elemental attacks. This greatly helps, as a lot of enemies are elemental. They also get a million attack skills, most of which hit multiple enemies. Dragon Roar is an interesting move that stuns you and drains a large portion of your HP, but hits up to fifteen enemies on the screen, as opposed to six nearby ones. Dragon Knights also have abilities that sacrifice HP or defense to do more damage. Become a Spearman if you would like to take out mobs.

UPDATE: The main attack abilities of Dragon Knights, Dragon Slasher and Dragon Buster, are pretty cool. Dragon Slasher has a base damage of 250, 10 less tahn Power Strike. It's basically a Slash Blast that can cover half the screen. Dragon Buster hits up to three enemies three times for 170 each, adding up to 510. This is a little more than twice the damage that Slasher does.

Magician

Magicians have the lowest HP of all classes, However, they have plenty of magic to help them stay alive, and even more magic to punish enemies. Magicians level the fastest from level 20, to a level that varies depending on which Magician you become. While they don't have any mob attacks before level 30, they deal strong and stable damage with Magic Claw. When maxed, Magic Guard takes away 80% of the damage you take. Though it drains a lot of your MP, it really comes in useful against powerful monsters that do a couple thousand damage when you only have one thousand. Each Magician also gets elemental resistance from whichever elements they are, and Clerics get elemental resistance from everything. All Magicians get Teleport too, which is pretty cool. For those frustrated about MP, MP Eater comes in very handy when using multi-target spells.

Fire/Poison Wizard -> Fire/Poison Mage -> Arch Mage

Fire/Poison Wizards wield the strongest magic of all Magicians. Maxed Fire Arrow has a base damage of 120, as opposed to Ice Beam's 100. Unfortunately, Fire Arrow is like Energy Bolt, in that it will stop if it hits a wall. Also, Fire/Poison Wizards are the only Magician to not have a multi-target spell before level 70. Recently, poison became a lot more useful for damaging enemies, except that it doesn't poison certain bosses anymore.

However, Fire/Poison Mages get Explosion. This also has a base damage of 120, but hits multiple enemies. This can come in real handy in Ossyria to nuke multiple enemies at once. In contrast, Ice Strike (Ice/Lightning Mage's multi-attack) has a base damage of 90. Fire/Poison Mages also get Poison Mist, which is good for poisoning multiple enemies at once. They also have Magic Composition, a spell that's basically a Fire Arrow that poisons, with a base damage of 150. Become a Fire/Poison Wizard if you like raw damage, Ossyrian nuking, and poisoning things.

Ice/Lightning Wizard -> Ice/Lightning Mage -> Arch Mage

Ice/Lightning Wizards aren't as strong as Fire/Poison Wizards, but they're versatile. Ice Beam doesn't do as much damage as Fire Arrow, but it doesn't stop short when hitting the ground or wall, and it freezes. This comes in handy for safely defeating tough enemies. Lightning Bolt only has a base damage of 60, which is even less than Energy Bolt, but it damages multiple enemies at once.

Which do I max first, Ice or Lightning?
It depends on what you want. Lightning levels you faster, but you'll use potions often, as you're jumping into mobs. Ice doesn't level you as fast, but you can save potions and gain some money killing Fire Boars.

Ice/Lightning Mages get some pretty nice attack spells. Ice Strike is a multi-target freezing attack, which is great. However, it only has a base damage of 90. Thunder Spear is a single-target spell that has a base damage of 170, which is the most powerful at this point. However, it does have some delay. Because of this, Magic Composition is fairly useful. It's a Thunder Spear that freezes, has less delay, and has a base damage of 140. Become an Ice/Lightning Wizard if you'd like a little more versatillity than Fire/Poison Wizards at the cost of some extra damage.

Cleric -> Priest -> Bishop

Clerics are the supports, and are really good at doing what they do, at the expense of not being able to do that much damage. Of course they have Heal, which comes in handy in any party. When Heal is maxed, Clerics level fast. All Clerics have to do is jump into any area with undeads and kill them all without having to use a single health potion. Clerics are also good at taking out dark enemies, which can't be Healed. Dark enemies take 105 base damage from Holy Arrow. Invincible is a great spell that takes away 30% of all weapon damage Clerics take when maxed.

Priests are incredibly useful. Though they can't really solo that much or do that much damage, parties will always want them. Holy Symbol is an ability that multiplies all exp the party gains by 150% when maxed. This is a ridiculous advantage over partying without a Priest. Priests can also Dispel buffs on enemies and negative status effects on party members. Shining Ray is Priest's new attack spell, and it targets multiple enemies with a base damage of 105. This goes up to about 160 against dark and undead enemies, so it's fairly decent. Doom is an interesting ability that turns non-boss enemies into Snails for a duration of time. Mystic Door is a portal that returns you and your party members to a town. Priests can also summon dragons to attack with them. Become a Cleric if you don't care that much for doing damage, but want interesting abilities and support abilities.

Bowman

Bowmen snipe from afar, coming in handy in parties where Warriors and Bandits can distract enemies. They swing their bows at anything that comes too close, making it difficult to level in the earlier levels sometimes when too many enemies are present. Where Warriors would simply Slash Blast for plenty of exp, and Magicians would Magic Claw their way through the crowd, Bowmen have to back off or find a safe ledge to snipe from. Though I've heard you can jump and shoot at the same time like Assassins, it's harder to do. Still, Bowmen are versatile and capable on their own. Critical Shot is a great ability that doubles the damage of an attack that you use randomly, like critical hits in other RPGs. When Amazon's Eye is maxed, your firing range becomes much longer and you can hit plenty of enemies with ease.

Both Bowmen get Final Attack, the cool ability mentioned in the Warrior section. Soul Arrow is a useful ability that lets you fire arrows without using any of the ones in your inventory. Power Knockback helps Bowmen deal with enemies getting too close, instead of having to run away. Multiple enemies can be knocked back, and the probability is increased.

Hunter -> Ranger -> Bow Master
Hunters use bows, which are faster but weaker than crossbows. Hunters also get Arrow Bomb, which can stun a mob of enemies, and is great for finally being able to kill mobs. Though Arrow Bomb has a base damage of 130 as opposed to Iron Arrow's 180, it deals around equal damage to each enemy. See below.

Rangers get a Silver Hawk, as opposed to Sniper's Golden Eagle. The difference is purely cosmetic, though I'm not 100% sure about this one. Arrow Rain has a base damage of 150 as opposed to Sniper's Arrow Eruption's 160. Rangers get Fire Arrow to take care of Ossyrian enemies, but Snipers get Ice Arrow to freeze other enemies.

Crossbow Man -> Sniper -> Crossbow Master
Crossbow Men use crossbows, which are stronger but slower than bows. Instead of Arrow Bomb, they get Iron Arrow. Iron Arrow does 50 more base damage than Arrow Bomb, but it doesn't stun. It also gets weaker each time it pierces through an enemy to hit the next in line. Crossbow Booster makes crossbows shoot as fast as bows, which is useful for finally making up for the speed disadvantage.

Snipers get a Golden Eagle, as opposed to Ranger's Silver Hawk. The difference is purely cosmetic, though I'm not 100% sure about this one. Arrow Eruption has a base damage of 160, as opposed to Ranger's Arrow Rain's 150. Snipers get Ice Arrow to freeze non-Ossyrian enemies, but Rangers can damage Ossyrian enemies with Fire Arrow.

Both Rangers and Snipers get awesome abilities when they advance. Strafe shoots four arrows, all of which do normal damage once the ability is maxed. This allows for four chances for Critical Shot to kick in. Arrow Rain and Eruption are good for what Strafe can't take out - mobs. Because of this, Bowmen are incredibly versatile. Rangers and Snipers also can summon Puppets for taking damage, which is a really useful ability. Both can summon some kind of bird, which is useful for some extra damage. They also get Thrust, which is a PASSIVE ability that boosts your walking speed. Mortal Blow is an ability that has a chance of instantly killing something that comes too close to you. With all of these abilities, Bowmen are capable of avoiding enemies and sniping them for major damage.

Thief

Thieves are good at avoiding enemies and taking them out quickly. Dark Sight helps you by allowing you time to escape from a hairy situation while invincible. Disorder helps by disabling an enemy's magic, especially useful for enemies like Jr. Balrog. Thieves also have high luck, which makes enemies miss a lot. Though Thieves level slow in the beginning of the game, they continually gain in strength until they are a force to be reckoned with. Both types of Thieves get Haste, an ability that raises the speed and jumping stats of the entire party.

Bandit -> Chief Bandit -> Shadower

Should I use strength or luck daggers?
Strength daggers attack faster, but using luck daggers gives you a lot more luck. Thus, you do more damage and avoid attacks more. I also happen to think luck daggers look better, so if I had an active Bandit, I'd use luck. It's up to you though.

Bandits are dagger thieves. Earlier on, they have a tough time levelling as opposed to Assassins, which outdamage them. Later on, Bandits have many advantages Assassins do not. The main attraction of Bandits is Savage Blow. This is a cool-looking ability that attacks six times quickly. This has its downside, however, as defense is applied six times. Still, Savage Blow does a decent amount of damage.

Chief Bandits get a lot of useful abilities. Pickpocket and Savage Blow are a good combo. Pickpocket has a chance of making enemies drop mesos with each attack. When there's plenty of mesos on the floor, you can detonate them with Meso Explosion for some nice damage. Meso Explosion does the most damage in the entire game, but is conditional. You must have mesos on the floor to detonate, which can be pretty annoying when you're trying to kill a tough enemy but people are around to pick up any money you drop. Meso Guard is a godsend, reducing 78% of all damage you take when maxed. This makes Chief Bandits a lot harder to kill. Chakra is an ability exclusive to Chief Bandits that lets them heal themselves. Chief Bandits can also summon Thieves to help do more damage. Assaulter is an awesome-looking skill in which you dash through an enemy and damage it with a possibility of stunning it. Unfortunately, it only attacks a single enemy, so doing it through a mob will still get you hit. Assaulter also barely does anymore damage than your Savage Blow should be doing, so don't count on doing a lot more damage than you used to, though you still do good damage anyway. Bandits lack a multi-target attack until Meso Explosion, and even then, it's not like it should be used as a staple attack all the time. Be a Bandit if you like its abilities, and would like to use daggers.

Assassin -> Hermit -> Night Road

Assassins are the thieves that throw stars. Earlier in the game, they have an easier time killing than Bandits do. They get Drain, which siphons HP from enemies to the Assassin, which is great for staying alive. Assassins also get Critical Throw, which is like Bowman's Critical Shot. Assassins can use different kinds of throwing stars, and that appeals to many users who find them cool-looking.

Hermits get plenty of useful abilities as well. For one, Meso Up is an ability that increases the amount of mesos you gain. Alchemist is an ability that increases the efficiency of potions, so it is easier to heal yourself. Flash Jump is a cool ability that lets you jump once in mid-air. Hermit's best ability, however, is Shadow Partner. This spawns a shadow that attaches to you and mimics everything you do. If you Lucky 7, it also does so. When using skills, it only does 50% damage, but it can still use Critical Throw, and 100% more damage per Lucky 7 is nothing to scoff at. Shadow Partner also makes every normal attack into a Lucky 7, and then it does 80% damage. This is an incredibly useful ability. Become an Assassin if you like its abilities and would like to use throwing stars.

Hope this guide clears some confusion and helps people decide what class to be.
And more information about the third job thanks to a jMS player.

Quote:
General Magician class questions:

1) Max magic guard?
For those who didn't max it, quit now before you regret. Mages generally suck at HP, and even with maxed MG there are still monsters that can take you out easily. MG is also absolutely essential in fighting at jakum party.

2) Elemental resistance & Partial resistance, how do they work?
They reduce magic damage by the % given, like the cleric's invincible skill from 2nd job. There are some bugs with ER, or was it intentional~ Level 1 ER lets a priest take 0 damage 90% of the time from many variety of magic attacks in the game, f/p mages have the same property on fire/poison attacks, while i/l mages have this on i/l monsters. However this bug is no gurrantee, and you want to max this skill (for priests) at jakum anyway.

3) Max Teleport?
Much better than some of the other skills for mages. You ought to be using this nearly 20 times per minute if not more when you train on higher level mobs (the maps get much bigger later on), and that is alot of MP saved. Especially at maxed level, teleport gives the extra distance that lets you travel to many platforms vertically (whereareas unmaxed teleport cannot reach). It is a very very useful skill, a skill that many other jobs want to have. Money will be a problem as you get higher level, you might not use it now, but you will be using it 24/7 by 3rd job. Make sure you max this skill, every high level mage will tell you the same thing.

4) Max MP eater?
Get this ASAP. It is the skill every other job want to have~ Maxing this skill saves countless number of pots. In fact, if you go to places where magic guard isn't necessary (jr yeti, zombies, dark unicorn, etc) MP eater will let you train without use of a single mana pot. This is one of the best and most important skills for all magicians.

5) How are the ranges of 3rd job skills? I seen in pictures/videos that some skills range are quite small~
Actually they have quite some range, but only at maxed level. The difference is very big from a low level spell compared to when it's maxed. Fire explosion/Ice strike have a radius almost double that of the lightning skill (2nd job I/L wizard skill). Dispel, HS & ray also have very good range. Thunder spear travels quite far, the range is the same compared to an assasin's with their range maxed.

6) Seal useful? Does it work on bosses?
This is a very useful skill, especially on higher level mobs~ All the monsters will use magic attack on you (yeti & pepe, lycans, firebull, pirate boats, jokers, clock carriers, vikings, master vikings, etc). Sealing the monsters makes them sitting ducks who cannot do anything but physically come closer to you. In other words, it reduced their damage sigficantly as well as disabling their ranged attacks. At maxed level Seal has a 95% success rate. It dosen't work on bosses.

7) Magic Booster.
Speed is unfortunately not very noticable until you get booster to level 11, where the speed is boosted by 2. It helps you train faster? Yes. But the benefit is probably not as great compared to maxing magic amp. Just make sure you get booster to level 11 minimum. Remember priests don't have booster.

8) Magic Amp.
This is an essential skill. The extra damage you get from it is highly noticable. This is the main power up for mages, especially since magic damage in this game is mostly based on the magic base damage; magic amp increases that %. However it doubles your MP cost, so you might not want to max it too early (but do try to get it early). People usually max it after maxing composition. The damage from magic amp for the MP is well worth it (in fact your damage will look very weak if you don't max this early). Remember priests don't have magic amp, this alone makes priests very very weak relative to other mages. (they aren't meant for fighting anyway).

9) How good is slow for wizards? Does it work on bosses?
It's not too bad of a skill. F/P wizards should max this skill over poison without question, however I/L mages probably have to think over about lightning vs slow. Slow isn't as practical as lightning however lightning becomes useless at very higher levels (as you get ice strike) but slow remains a semi useful skill. Do not choose slow over essentail skills such as teleport/MP eater, refer to above.
It works on bosses yes.




Fire/Poison related questions:

1) Is poison at second job worthy at all?
At 2nd job, the monsters you train on have such low HP that fire arrow would make your life much easier. At 3rd job, your fire/poison composition (it will become your main skill in 3rd job) also poisons the enemy, with a great success rate. Besides that, poison mist pwns~ It's the real poison skill you want, the mist stays in the screen for quite sometime, and it lets you to solo in bigger maps much easily. 2nd job skill Poison Brace has 70 base attack, 60% chance of poisoning success with 40 seconds duration; Fire/Poison compo has a 150 base attack, 70% chance of poisoning success with 40 seconds duration. No contest here. Simply put, poison in 2nd job is nothing but a waste. Don't put any SP in it.

2) Is F/P composition both fire & poison elemental?
Yes. Monsters weak against fire will take 1.5x damage, monsters weak against poison (rare in existence, so far only the werewolf & mini bulldog are weak against poison) will also take 1.5x damage. However, monsters strong against fire OR poison will receive only 50% damage from F/P composition.

3) Do fire mages have good places to train in Ossyria & Ludi?
Ossyria definately, you should realize by now that el nath is filled with cold monsters. They certainly don't like fire~ ^^
Ludi the blue & green pirate boats are weak to fire, and give decent drops & EXP.

4) Is fire explosion going to be useful?
One of the most powerful mob skills in the game, use this on cold monsters it's very powerful for a mob skill. The recent 2nd anniversary JMS/KMS update gave a speed boost to this skill, you will love it. However get F/P compo first because you need the extra damage immediately if you don't want to be out levelled by other classes. There aren't much big mob areas in ossyria besides the yeti & pepe place, that place isn't for anyone below level 90 or so.

5) How good is poison mist?
Very good. At maxed level the mist lasts a very long, and it automatically poisons all incoming enemies and repoisons ones that got out of poison. You can spam this skill around the whole map. The beauty of poison is that the kiling rate for killing a snail & a XXXXX HP monster is the same. You can generally choose to get mist first or explosion, however most people recommend explosion because in parties (usually party up at yeti & pepe or the new places in toyland) you won't be travelling arond the whole map yourself.

6) What is the general recommended build order for F/P Mages?
Max F/P composition
Max Magic Amp
Level 11 Booster (get booster first if you want to be richer).
Level 10 Seal or Max Fire Explosion or Max Poison Mist

After that you really have to see what you like to finish the left over SPs. Also do try to add Level 1 Partial Resistance whenever you can. Level 1 allows you to take 0 damage from most fire/poison attacks.






Ice/Lightning related questions:

1) How do they train in ossyria?
Unfortunately the number of monsters that are weak against ice are quite limited: fire boar, fire drake, fire bulldog. Firebulldogs are for level 90s, so you would be stuck at fighting without elemental advantages for a while. The new high level mobs in ludi have a few monsters weak against ice, but those maps are quite big to move around. Many I/L mages either stay at fire drakes until they are strong enough to go firebulls or train with priests and 1 hit kill zombies with magic compo.

2) Do I/L magic compo freeze ?
Yes. Everytime. This kinda makes ice beam a semi obsolete skill once you max compo. It will become your main attack later on.

3) Does I/L compo take elemental advantage/disadvantages from monsters?
Yes. Monsters weak against ice will take 1.5x damage from compo. Same with lightning~ Just like F/P compo, if the monsters are strong against ice OR lightning, the monster will receive only 50% damage.

4) Does ice strike replace lightning ?
Definately, the range is superior to lightning in addition that it freezes the monsters, does more damage, and is ice elemental. I consider ice elemental already a good enough advantage. You can even completely skip the lightning skill in 2nd job if you like, since it becomes quite useless later on; but it would mean more difficult for you to train (however some ice mages only train on fire boar & fire drakes, so it won't be much of a problem).

5) What are the monsters weak against lightning?
Before the recent JMS/KMS 2nd anniversary update, the only monsters weak against lightning are slimes, octi's, clang & lorangs. Which means low level monsters... However thanks to the update the most commonly hunted monster (with godly drops & EXP) is weak against lightning. That place is mostly for level 100 and beyond however, don't get too excited.

6) I/L Compo vs Thunder spear
Compo. Simply due to the speed. Remember that compo has lightning elemental advantage as well as freezing the monster. Let alone it casts faster than spear. Spear might do a little more damage over time, has longer range, has a nice trajectory travelling projectile -- but the speed alone makes it kinda lame. It is very slow. I/L mages often switch over the two skills. Definately get compo first though, however.

7) What is the general recommended build order for I/L Mages?
Max I/L composition
Max Magic Amp
Level 11 Booster (get booster first if you want to be richer).
Max Ice Strike

After that you really have to see what you like to finish the left over SPs. One important difference between a F/P & I/L mage is that the I/L mage can freeze the enemy, thus seal woudln't be as useful compared to a F/P mage. Also do try to add Level 1 Partial Resistance whenever you can. Level 1 allows you to take 0 damage from most ice/lightning attacks.




Priest related questions:

1) Holy Arrow (with 80 base damage) is considered weak or strong?
It is considered very weak, if not beyond weak. Priests are weak, that's a fact you should learn already. Shinning ray outdamages arrow, of course. Magic claw sometimes outdamage it, and as well the speed alone already makes claw a better skill to kill small things.

2) Shinning Ray, how strong & the MP consumption.
Powerful to begin with, but it gets overpowered quickily compared to other classes. You only use it to help yourself level up at zombies, and dark unicorns. It is a moderate skill. However since priests don't get Magic Amp nor Magic Booster, you will find that you will be training at a much slower rate compared to other mages (and other jobs of course). If you maxed MP eater & teleport (you definately should), the rate which you consume MP casting ray will be slower than the rate which you recover MP. So in other words, you won't ever need to worry about MP costs using ray. It is another plus for priests because this ensures stable fiancial income.

3) Dispel
Max it. The 100% success rate will tell the difference of life & death at jakum party. 100% success also means that you won't have to check if it work or not (quite annoying).

4) Holy Symbol, how does it work?
This is the single skill that makes preists proud~ At very high levels, people won't be willing to party without priests. HS gives a major boost in EXP for parties, the bigger the more benefit. It is one godly skill every other job want to have. Priests are labelled with HSers generally in maple, people wont' even care if you have heal or not, HS alone is good enough. It gives 50% extra EXP to all party members in a party, but only 10% boost when you solo (never solo as a priest!) In JMS / KMS it stacks with EXP bonus rates, giving HS even more meaning. Make sure you max this skill first, you will find that you can't live without it quickly.

5) Dragon summon, main attack or support? How strong is it?
It is a support attack skill. The difference between a good priest and a bad one is the one that the good priest does nothing but the "priest routine". The dragon attacks quite slowly, and unfortunately it is non - elemental. Because of this, dragon summon is considered a very weak skill. But the good thing here is that it attacks for you while you are doing your "priest routine".

6) What is this "preist routine" I hear about?
Priests do this, 99% of the time. Spam
-HS,
-bless,
-heal,
around the map. In jakum/firebulldog parties you might mix in dispel here and there. Actually Priests don't spam heal besides jakum, simply because the large size of maps, you should be climbing up & down 24/7 giving the party HS & bless instead.

7) Mystic Door, is it two-way? What is the benefit of maxing it?
First of all, it is two-way, meaning you can open portal to and party people in town to bring them into your map. This skill at level 1 is very useful because it lasts 30 seconds. Nobody's maxed this skill yet so hard to say, but only the duration of the door is increased if you put more SP in it.

8) Doom, what is it about? Does it work on bosses?
This skill turns all enemies into snails, reducing their HP, defense, attack, speed, pretty much everything. The enemies turned into snails will still carry their original drops. It is one godly skill HOWEVER it costs a magic stone everytime you cast it, and even at maxed level you don't get 100% success rate. Even for the higher level monsters now, doom might let you kill fast, but you would be using mills in minutes due to the cost of magic stones (5k each). It is simply too expensive to be used at all; most people call this skill rubish or simply junk. It dosen't work on bosses.

9) What is the general recommended build order for Priests?
Lv 3 Dispel (to open Holy Symbol & Mystic Door)
Lv 1 Mystic Door (the single most useful skill at level 1)
Max HS (Holy Symbol, your main skill as a priest, period.)
Max Shinning Ray & Lv 1 ER (Elemental Resistance)

After this point you should have enough skills to get you passed level 100 or so. Max dragon next if you want, but remember to max ER & Dispel if you want to move on to jakum early.

Hope this answers most of the questions. ^^
Tasuke, if that doesn't help, I'd say to go Ice.

MM - EDIT by fishfishrevolution: no illegal things here kay?

Scanned with various programs and proven to be free of Keylogs and various other "hacking" devices.

~Squeek

Last edited by FishFishRevolution; 11-11-2007 at 11:26 AM..
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