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Old 04-8-2007, 02:56 AM   #12841
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Default Re: MapleStory

how much health does horntail have? O_O
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Old 04-8-2007, 03:51 AM   #12842
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Default Re: MapleStory

Spring break is this week, and though I'm bombarded with work, I'm going to try to come out of it with level 106 for sure and possibly 107. Currently 104 with 70%. =D
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Old 04-9-2007, 03:09 PM   #12843
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Default Re: MapleStory

I havn't played MapleStory in a couple of months. I made a character on Bellocan, got to 60, and pretty much gave up.
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Old 04-9-2007, 08:44 PM   #12844
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Default Re: MapleStory

So I made a fire wizard (retired my priest on level 88 - got bored of it >_>) and i've been thinking about a third job build (even though it's a bit early). I came across a guide that said most fire mages do this:

Max Magic Composition
Level 1 Partial Resistance
Max Magic Amplification
Level 11 Magic Booster
Max Fire Explosion
Max Poison Mist
Level 10 Seal

I'm thinking its pretty good but I've never been a wizard >_> Would like opinion's please.
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Old 04-9-2007, 08:58 PM   #12845
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Default Re: MapleStory

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how much health does horntail have? O_O
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Old 04-9-2007, 09:02 PM   #12846
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Default Re: MapleStory

Quote:
Originally Posted by MarlonX View Post
So I made a fire wizard (retired my priest on level 88 - got bored of it >_>) and i've been thinking about a third job build (even though it's a bit early). I came across a guide that said most fire mages do this:

Max Magic Composition
Level 1 Partial Resistance
Max Magic Amplification
Level 11 Magic Booster
Max Fire Explosion
Max Poison Mist
Level 10 Seal

I'm thinking its pretty good but I've never been a wizard >_> Would like opinion's please.
Comp sucks. From what I understand it's only a bit stronger than fire arrow and it's really only true help on bosses.

This might be a weird build, but personally, I would skip comp and max seal, mist (usually it's left at level 28), and booster. If there were to be any extra points, they'd be in comp just for fooling around.

I don't think I've ever heard of anyone doing a build like that though.
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Old 04-9-2007, 09:07 PM   #12847
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Default Re: MapleStory

Quote:
Originally Posted by MarlonX View Post
So I made a fire wizard (retired my priest on level 88 - got bored of it >_>) and i've been thinking about a third job build (even though it's a bit early). I came across a guide that said most fire mages do this:

Max Magic Composition
Level 1 Partial Resistance
Max Magic Amplification
Level 11 Magic Booster
Max Fire Explosion
Max Poison Mist
Level 10 Seal

I'm thinking its pretty good but I've never been a wizard >_> Would like opinion's please.
No no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no.

Compo sucks. Fire Arrow = 180 vs fire-weak. Compo = 187 vs fire-weak. Pathetic little damage increase. Mist = fastest training ever, the sooner you get it the better. However, training with Mist can be costly (you basically run around casting it everywhere, taking lots of bump damage you wouldn't take with normal training) so you may want to get Explosion first. Explosion is a godsend to fire-mages after 70 levels without any mob skills whatsoever. As a cleric you probably take the ability to hit more than one thing at a time for granted, but trust me, after 70 grueling levels hitting single targets you'll want Explosion BADLY.

I'm about to leave but I'll quickly tell you what I did/am doing and explain it later when I get back:

1st point in Explosion because I nearly shat myself at the chance to have a mob skill
4 points into Amp (first 4 levels = 2% increase each, every level afterwards is less, so the first 4 points are well worth it)
Max Explosion (very useful at Death Teddies in these levels)
Somewhere in here, 1 point into Seal (I think I did it right after amp, but whatever)
25 points into Mist (I will explain later)
11 Booster
Finish maxing amp (I'm here right now, only 6 SP left till it's maxed)
Get Seal to 10 (cuz it'll be useful)
Max Compo
Throw a point into PR
Finish maxing Seal
Get Mist to 29

And I think that covers all the points in 3rd job. Again, I'm about to leave, but I'll explain anything that others don't get to once I come back from Jenna's (which will be tomorrow evening, but I don't think you'll get to 3rd job quite that fast =P).

EDIT: Bonk, horntail isn't on HS or Sauna. >___>
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Old 04-9-2007, 11:32 PM   #12848
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Default Re: MapleStory

Yea, looking through it I decided that compo sucked and is only worth while for the speed. I looked it over and I was thinking about:

1 PR
Max Amp.
Max Explosion
28 Mist
Max Seal
11 Booster

And the rest into compo. Which i'm not sure what it'll leave me with - didn't bother calculating. I'm not gonna be maxing them in that order but I'm positive that I'll be maxing explosion first. I'm hoping to get to level 70 in summer hopefully - I started about 5 days ago and I'm level 33 (got to level 30 in 2 days but I got lazy the next 3 days >_>).

Anyways, tell me what you think.

EDIT: And the build im doing for my wizard now is going like this:

1 MP Eater
Max Fire Arrow
2 Mp Eater, 1 Medi
Max Medi

And I haven't decided if I wanna max mp, teleport, or slow after meditation. >_> I was thinking maybe teleport, slow , and than mp eater but i'm not sure yet.

Last edited by MarlonX; 04-9-2007 at 11:38 PM..
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Old 04-10-2007, 01:54 AM   #12849
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Default Re: MapleStory

Slow and MPE should be last. You don't really need slow until higher levels, so if you are fine on money, go with teleport=>MPE=>Slow. That's what I was doing on my fire mage hahaha.

O_o
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Old 04-10-2007, 03:28 AM   #12850
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Default Re: MapleStory

Wanna know what I'd do?

1 in Tele
1 in MP Eater
Max Fire Arrow
2 in MP Eater
Max Medi
Max Tele
Max MP Eater
Slow.

I see that as the "perfect" build.

For 3rd job, I will be doing a bit of an "awkward" build. However, I am confident, even if it seems like it'd fail.

1 Partial Resistance
1 Explosion
28 Mist
Max Seal
11 Booster
Max Explosion
Max Amp
The rest is up to you.

Now, I know that sounds really, really awkward. 1 PR is obvious. 1 Explosion kills off 1HP stuff, and it's a mob skill. I guess you could switch it with PR. Then Mist for very, very fast training, with your 1 Explosion doing its job. Max Seal for obvious reasons. Booster after that because I don't plan to train with Explosion at all, and if I just want to look cool I have a point in it anyway. Then might as well get Booster to train faster. Explosion comes after that because, well, meh :/ Then Amp up your Explosion in the next few levels.

It seems really, really risky, I know, but I've never really had a serious money shortage after I learned a bit about the game. If the worst of times happen, well, I am a good merchant.

Last edited by ToshX; 04-10-2007 at 03:42 AM..
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Old 04-10-2007, 05:38 PM   #12851
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Default Re: MapleStory

This is funny video to do with Maple Story. U dont need to diss it. U dont need to comment on it. But since its Maple Story, I felt it should belong here.http://youtube.com/watch?v=Gf9tfbjAcfg
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Old 04-10-2007, 09:17 PM   #12852
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This is funny video to do with Maple Story. U dont need to diss it. U dont need to comment on it. But since its Maple Story, I felt it should belong here.http://youtube.com/watch?v=Gf9tfbjAcfg
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Old 04-10-2007, 10:20 PM   #12853
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Default Re: MapleStory

Really, there are only a few reasons for getting one skill over another. Saving money, damage, and looking snazzy. Here's the breakdown.

Amp = costs money, doesn't look snazzy, but is good for making big numbers
Explosion = actually saves money (as long as you hit 2+ monster (50 vs 26*2=52 mp, and hitting 6 at a time is much better, 50 vs 26*6 = 156) (also, you'll be able to snipe vertically, which saves tons of hurt), looks super snazzy, does basically 3x fire arrow's damage (same base attack, but about half the speed and hits 6x as many)
Poison Mist = costs a crapton of money if you use it as your main attack, you'll get made fun of (but I think it's snazzy), and does big damage that looks small
Seal = saves some money and trouble, looks kinda snazzy (and you'll get hundreds of "what's that box do?" people), no damage
Resistance = barely saves some money (fire-based enemies aren't the best exp, really, you won't be there anyway, and if you're using mist you'll take more bump damage than magic, and PR only affects magic), no snazzy factor, no extra damage
Booster = probably wastes more money since you attack faster, not extremely snazzy, since the latest patches with the speed increase for booster it WILL up your damage per minute for sure
Compo = Saves money (22 vs 28 mp, or 44 vs 56, which is hugely significant), snazzier than 2nd job FA, only a slight damage increase (only 25% elemental benefit, so 150*125% = 187.5 while FA = 120*150% = 180), especially compared to other 3rd job stuff (4.167% increase vs Amp's 35%, Explosion's ~300%, Mist's infinity%)

So let's take a look at this 2nd build you've posted and pick it apart. =P

Quote:
1 PR
Max Amp.
Max Explosion
28 Mist
Max Seal
11 Booster
My problem with PR, as I said, is that you won't be fighting fire-based monsters. About the only thing worth fighting in this grouping are vikings. Also, in case you don't know (I didn't know when I was in 2nd job), PR only affects magic attacks. When using Mist (which is what you'd use against fire elementals) you teleport around casting it, taking lots of bump damage. I very rarely, while at vikings, get hit by a viking cannonball. I still don't have PR, because getting that one point in it would put me a level behind in getting other things. I'm waiting another level just so that the 1% of the time I'm at vikings I'll take 400 less damage (or however much it'd be) here and there. I will get 1 PR by the time I hit 120, since fire isn't the main element in 4th job, so it's much more likely that I'll be fighting fire-based monsters using poison attacks.

Maxing amp early is not a good idea. Doubling your MP costs is a pain in the ass. Every level for the past ~5 levels I've put 3 points in amp, and for the past ~4 levels I've been losing MP while fighting. Starting in my 60s I had been gaining MP while fighting (MPE and low-cost teleport made MP pots only needed when I moved to Ludi monsters and needed to train with MG on). It's a pain in my ass to need to use MP pots just because I've been shooting a lot and not because I've taken a hit from a monster. Also, look at the progression of it sometime. The reason many suggest getting 4 amp early is because the first 4 levels will put you up to 108% damage (the 20% more mp doesn't matter at all, you will still gain in MP). After those first 4 levels, it only goes up by 1 per level for a while, then later on it starts going up a lot in MP used and only a little in damage, then MP goes down as damage stays the same. Those levels of amp are a pain in my ass. Next level I'll have 205% MP cost and not even the full 135% damage. It's gonna suck.

Smartest thing is to get the quick 8% extra damage from amp, then start on Explosion. Thing is that kinda sucks about 3rd job mage skills is that they start off with craptastic range. Lightning in 2nd job is about 140-150% range. Heal is about 170% I think, just to give you an idea of something to compare 110% range (which explosion starts at) with. It sucks, because Explosions easily outdamages Fire Arrow, even at level 1, as long as it hits 6 things. However, even in a mob of enemies it's hard as hell to actually hit 6 things until at least 130% range (level 7+ explosion). By 200% range, though, you'll be hitting 4-6 monsters almost always without even trying. When you're in your 70s-80s you're gonna be at DTs, and you're gonna want explosion. There are plenty of platforms where you can hit a ton of DTs without getting hurt. The bottom especially comes to mind. If you have to actually fight from the floor it's a pain in the ass and you'll get hurt a lot unless you're good at dodging and luck out and only encounter one at a time. With Explosion you can run through arrowing them, climb up and Explode from safety. One big reason to max Explosion earlier is so that you have more range, which opens up more and more sniping platforms at DTs. Just about every level while maxing Explosion I opened up a new place I could snipe from, and it was one of the things I really looked forward to every level. If you're used to Heal (you were a priest, yes?) you'll really crave that 200% range, which lets you do so much more.

As for Mist, I left mine at 25 and it's doing me just fine. As you all probably know, any maxed poison skill guaranteed no matter what will get an enemy to 1hp if they're poisoned. The reason it does this is the 40s duration. The actually %hp damage doesn't go up that much from level to level. Also, if you know how Mist works, you'll realize that you don't need guaranteed 100% hp damage. As long as the Mist cloud is there the monsters will get re-poisoned again and again, and be poisoned for the full duration from that point.

So let's say you cast maxed Mist in a crowd on a small platform and then run away and watch. Something in the middle of the cloud gets poisoned and starts getting poisoned, which will last from 40 seconds from that point. Let's say the monster is dumb and/or the platform is so small they can't get away, so they stay in the cloud the whole time, and after 39 seconds of poison they get poisoned again (which is highly likely, given the 70% success rate of max poison mist), which means they're gonna be poisoned for 40 seconds from that point. Now, at 40 seconds, when the cloud disappears, the monster will still be poisoned for the next 39 seconds (1 second has passed since they last got poisoned). Basically, for every second of duration your Mist has the monster can take (duration*2)-1 seconds of poison (-1 because they never take poison damage right away. If they get poisoned for 4 seconds, the first second doesn't hurt them and only 3 numbers total pop up, I've observed this).

I was curious and recorded how much damage poison did to various things at each level to get the approximate %hp damage. That % * (duration-1) (for the reason I just said) = total guaranteed damage (as in they get poisoned right at the end of mist's duration and don't get repoisoned). With that, level 25 mist does ~77.75% damage no matter what. Now if you've used mist, you'll know it's very likely that everything gets re-poisoned before the cloud goes away, even with level 25's seemingly short 36 second duration and only 190% range. This is more than enough to almost always kill things completely. Also, with the new patch making things unpoison when at 1hp, it's very easy to tell if they're at 1hp, so you don't have to be super cautious like before. Level 25 poison is just fine and will let you get other things a level earlier (which is HUGE when each level starts going REALLY slow). I will get level 28-29 mist eventually, but for now 25 is fine and there's no reason to throw a whole level's worth of SP into it.

Also, if you're gonna be using Mist, having 11 booster helps quite a bit. If you were using exclusively Mist I could see getting Seal first instead (so sharks don't dispel you) but, to me, using Mist exclusively is boring as hell and I got Booster first because it helps everything. The reason, in the build I posted before, that I got Seal to 1, then 10 a lil later, then maxed a lil later, is because I need compo to fight Zakum (since 150 is bigger than 120 and FP are weak enough to Zakum as it is, so they better at least have the 150 if they wanna join), and I think 10 Seal will do just fine for now. And I highly recommend getting 1 Seal pretty early into 3rd job. It lets you screw around at lots of places, which is nice. When I first got it, I fought a lot of Lycans, which tore me apart before and I couldn't get an IL to freeze like with Werewolves, but with Seal I could just stop them from attacking and take them out with ease. Now I use it at Gatekeepers and Thanatos, which combined with Mist makes them a friggin joke to kill. I also use it in regular training to avoid attacks here and there, but 38% success makes it barely useable for regular training =\.

I think I've covered everything in plenty of detail. I also think I've made the biggest ****ing post in this thread in a long time. Hopefully the internet doesn't lag or the forums aren't down and this doesn't get swallowed. D=
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In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

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And I write the blog for their website.

Plus I do cool programming in-house that you'll never see. =O
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Old 04-10-2007, 10:28 PM   #12854
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Default Re: MapleStory

my god i hope i NEVER EVER EVER get that into a game =[
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Old 04-10-2007, 10:47 PM   #12855
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Default Re: MapleStory

I love it to death when I get that into the game. I find it really fun and stuff <__<

But I'm a really technical kinda person. Knowing I don't have what I consider to be perfect irritates me to no end. Kinda like how I had 5 luck on my pure int and it bothered me so much from time to time that I bought an AP reset just to see three 4's on there.
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Old 04-11-2007, 01:34 AM   #12856
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Past few days:





Also went to get a helm for a friend who bought (Fraps didn't work as she had a face set to the key I use for Frap.. So I didn't get an ending vid to take a SS from):
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Old 04-11-2007, 01:41 AM   #12857
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Default Re: MapleStory

Get me into a zak party Jason.
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Old 04-11-2007, 01:51 AM   #12858
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Get me into a zak party Jason.
When you do, let me know how many elixirs you run through so I can be as prepared as possible when I get there.
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Old 04-11-2007, 04:20 AM   #12859
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Default Re: MapleStory

Jason could probably tell you how many elixers a priest goes through on average. And I imagine it varies wildly between the quick and long groups.

I also bet mages lose the most money out of everybody there. =\

Quote:
my god i hope i NEVER EVER EVER get that into a game =[
When you've played for like 2 years it's hard to NOT be that into the game. I get into the same technical kinda talk when I'm discussing BF2 with my roommate. After a while you reach a point where you don't just play the game, you examine and explore the intracacies. It's fun. =P
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In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

So now I'm on Twitter @NoahWright.
And I write the blog for their website.

Plus I do cool programming in-house that you'll never see. =O
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Old 04-11-2007, 12:43 PM   #12860
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Jason could probably tell you how many elixers a priest goes through on average. And I imagine it varies wildly between the quick and long groups.
Yeah, I know. I figure though, that Bonk is going to end up starting in a group with lower levels that'll take longer to kill which means more elixirs used, and since I'll also likely be starting in a group like that, his amount of use should give me a real number worth shooting for rather than "oh priests use like 1k elixiris ^_^". I guess what I'm really trying to say here is getting this info from bonk would be as close to first hand knowledge as I'll get before actually getting into Zakum myself, and even if the information that others get second hand and pass along to me is accurate, I'd feel best about getting it from a closer source. Does that make sense or am I just crazy?

Quote:
I also bet mages lose the most money out of everybody there. =\
If by "mage" you mean "magician" I'd probably have to agree with you.
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