Post by iCyBeEeZ on Oct 13, 2006 6:02:16 GMT -5
[glow=red,2,300]3rd job fire /poison [/glow]
To the f/p mage, slow is very important. Very. It can be used to make mobs nearly stationary for effective mobbing and also can keep monsters a safe distance away while you kill them. It can even be used to escape from monsters. Its all up to creativity. In your training at 3rd job this skill can work wonders. Therefore I shall assume all of you f/p wizards out there have maxed this wonderful spell
I had enough of the "WHERES THE 3RD JOB GUIDE FOR FIRE MAGE?" threads around this forum, which is why I went to gather enough information to form one here.
Firstly, We fire mages definitely arent lousy or lose out or whatever to any other class. Do not get jealous or disheartened by the single mob damage that a crusader/hermit/archer can do. We are specialists in AOE in 3rd job (as opposed to being single mob killers in 2nd job), or area of effect damage. Why do I say that? Just take explosion for example. At lv 9x you can easily do 5k damage with fire arrow and some points (10+?) into EA. Thats 5k * 6 mobs maximum = 30k damage per cast of explosion. Which other job has that kind of damage potential at lv 9x? Very few, almost none.
So. You're already lv 70 and advanced as a f/p mage. Firstly, congratulations on your hard work =D To tell the truth I cant really say I have enough experience with f/p mages =X Anyway...on to the guide.
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This is what you have been training for:
Partial Resistance
Master Level: 20
Type: Passive
Description: You get additional resistance from Fire & Poison.
Level 1: 23% resistance against fire/poison attacks
Level 10: 50% resistance against fire/poison attacks
Level 20: 70% resistance against fire/poison attacks
Comments: Poison effect damage is reduced as well. Not exactly of much use...for now. The high levelled monsters it affects (for now) are: lucida(probably poison), vikings/gigantic vikings, jr balrog (his meteor attack), bain and zakum. -Credits go to got2panlid 1 point for the immediate 23% resistance is quite cool though
Element Amplification
Master Level: 30
Type: Support
Description: Use more MP, but Increase Magic Attack.
Level 1: MP -105%; Magic attack +102%
Level 15: MP -170%; Magic attack +120%
Level 30: MP -200%; Magic attack +135%
Comments: It may not seem to be worth it (200% mp for just 35% increase!?) but it really boosts your attack. A LOT.
Explosion
Master Level: 30
Type: Active
Description: Make an explosion around the character. Attack the enemy with the fire power.
Level 1: MP -21; Basic attack 60, mastery 15%, attack range 110%
Level 15: MP -35; Basic attack 94, mastery 35%, attack range 150%
Level 30: MP -50; Basic attack 120, mastery 60%, attack range 200%
Comments: Ahh. Finally an AOE attack spell. This skill when lv 28 onwards will cover roughly up to 1/4 of the screen, therefore giving f/p mages some ability to damage enemy monsters without getting hurt at all, like standing on platforms while exploding enemies below and sometimes above you. Although the spell description didnt specify, you can only hit up to 6 enemies at a time (tested and proven). One of your bread and butter skills in 3rd job. A little slow without booster, though.
Poison Mist
Master Level: 30
Type: Active
Description: Make a poison fog around the character.
Level 1: MP -21; Basic attack 32, mastery 15%, attack range 110%, 41% success rate to put
enemy into the state of poison for 4 seconds
Level 15: MP -35; Basic attack 60, mastery 35%, attack range 150%, 55% success rate to put
enemy into the state of poison for 20 seconds
Level 30: MP -50; Basic attack 90, mastery 60%, attack range 200%, 70% success rate to put
enemy into the state of poison for 40 seconds
Comments: This is a great skill that will grant you much more flexibility in places/methods of training, for example in aqua dungeon where the monsters there are mostly resistant to fire. Allows you to solo big maps with much more ease.
How it actually works will be explained in the FAQ section.
FYI, People dont slowly wait for monsters to die when they are really training, they move on. Cons? Slow cast speed, useless against poison immune mobs like bosses. Not many of these around, eh?
Seal
Master Level: 20
Type: Active
Pre-requisite: Element Amplification Lv 3
Description: Seals up the enemies around you for a certain amount of time. Once sealed up,
the monsters can't use attacking skills, but the skill does not work on boss monsters.
Level 1: MP -12; 38% success rate for 10 seconds
Level 10: MP -18; 65% success rate for 15 seconds
Level 20: MP -30; 95% success rate for 20 seconds
Comments: Doesnt work against bosses. Even at lv 1 this skill can do wonders, only thing is that the repetitive casting at low levels may slow down your training. Almost perfect sucess rate when maxed, and can be comboed with slow from the 2nd job advance to give fire mages good mob control. Not as good as ice but will do for us =)
Magic Composition
Master Level: 30
Type: Active
Description: Uses fire & poison-based spell on a single enemy. Applies massive damage to
monsters that are weak against fire or poison, and the enemy will be poisoned on a set
success rate.
Level 1: MP -14; Basic attack 80, mastery 15%, 41% success rate to put enemy into the state
of poison for 4 seconds
Level 15: MP -18; Basic attack 124, mastery 35%, 55% success rate to put enemy into the
state of poison for 20 seconds
Level 30: MP -22; Basic attack 150, mastery 60%, 70% success rate to put enemy into the
state of poison for 40 seconds
Comments: A must know for all f/p mages: This skill is split into 2 separate attacks, one with fire element and the other with poison element, each with a base of 75 spell damage. Therefore when this spell hits a monster that is weak to either fire or poison, only the fire OR the poison element damage is multiplied by 1.5 only. Same thing goes to resistance. For this skill to do maximum damage it must be targetted on a monster that is both weak to fire and poison. I believe there are such monsters in JMS and KMS and hopefully we can get them too .
Magic Booster
Master Level: 20
Type: Support
Pre-requisite: Element Amplification Lv 3
Description: Uses up a significant amount of HP and MP to increase the attacking speed for
spells.
Level 1: HP -53, MP -58; Casting speed +1 for 10 seconds
Level 10: HP -35, MP -40; Casting speed +1 for 100 seconds
Level 20: HP -25, MP -30; Casting speed +2 for 200 seconds
Comments: Although Magic Booster has a delay of around 2 seconds when casted standing up but if you cast it on a rope there will not be any delay. The casting speed from lv 11 onwards is VERY obvious. Also, once Magic Booster is level 11, it will add +2 speed and subsequent levels of this spell will only reduce mp and hp consumption. Because of this, it's recommended you leave it at level 11.
Some fun facts about booster:
I did some tests with this skill on different spells, and here are some rough results, just to show how booster helps you:
***Note: I used a DR with a slow attack speed here (yes attack speed does affect cast speed, sorry for my blunder here) and the time difference between a fast speed staff/wand and a slow speed staff/wand is only noticable with the spell explosion.
For example: My friend, using an EW, casted 18 explosions in 30 seconds. In this amount of time, my DR only could manage 16 explosions.
Explosion (50 casts)
Without booster > 96 seconds
With lv 1 to lv 10 booster > 93 seconds
With lv 11+ booster > 85 seconds
Which translates to:
Explosion (per cast)
Without booster > 1.92 seconds
With lv 1 to lv 10 booster > 1.86 seconds
With lv 11+ booster > 1.70 seconds
Fire arrow (50 casts)
Without booster > 40 seconds
With lv 1 to lv 10 booster > 39 seconds
With lv 11+ booster > 37 seconds
Which translates to:
Fire arrow (per cast)
Without booster > 0.80 seconds
With lv 1 to lv 10 booster > 0.78 seconds
With lv 11+ booster > 0.74 seconds
Magic Claw (50 casts)
Without booster > 40 seconds
With lv 1 to lv 10 booster > 39 seconds
With lv 11+ booster > 37 seconds
Which translates to:
Magic Claw (per cast)
Without booster > 0.80 seconds
With lv 1 to lv 10 booster > 0.78 seconds
With lv 11+ booster > 0.74 seconds
Magic Composition (50 casts)
Without booster > 48 seconds
With lv 1 to lv 10 booster > Not sure
With lv 11+ booster > 41 seconds
Which translates to:
Magic Composition (per cast)
Without booster > 0.96 seconds
With lv 1 to lv 10 booster > Not sure
With lv 11+ booster > 0.82 seconds
Whatever conclusions there are I believe you can draw yourself.
Okay, lets try a different approach to finding what kind of build you want.
Throughout your 3rd job life, you would have 151 sp to spend. My aim is to allow people to decide for themselves which build suits them best.
Lets start, shall we?
Which skill to max first?
My suggestion would be an attack skill or a passive that buffs your damage directly. Do note that the choice you make here will determine your training style for the next 20++ levels of your maple story.
You have 3 of these skills to choose from:
-Explosion
This skill, as explained earlier on, gives you a rather decent mob attack, abeit its slow cast speed. It also allows you to snipe monsters from higher platforms. As there are quite a number of fire-weak mobs in ludi and ossy, this skill has high utility.
-Poison mist
This is a very unique skill, our signature attack that differentiates us from all other jobs. It is capable of very fast levelling speeds as soon as you can get a hold on the technique, at the expense of heavy potion costs. For a more in-depth explaination on how this skill works, check this out:
My Poison Mist FAQ
-Magic Composition
This skill costs less mp to cast as compared to fire arrow, and has a nice added poison effect. However against fire-weak mobs its 187.5 base damage, only 7.5 more than fire arrow. Max this if you plan on fighting neutral mobs like thanatos, gatekeeper and such early.
-Element Amplification
This skill doubles your spell cast mp costs for a 135% boost in magic attack (not a 135% boost in your damage). Your fire arrow damage will be increased very significantly, more than 150% of the damage you were doing before. Downside is that you will have to comply to fire arrow for a much longer period of time.
Alternatively, you could choose 11 booster then followed by explosion. Or get lv 3 element amp and lv 1 seal first. This lv 1 seal helps training at lycans, ypp and stuff and would help mist also (seal all monsters, then start sifting out poisoned monsters from untouched ones)
Next.
Second skill.
I shall now split the builds into many paths, hope it wont become too confusing.
-Magic Booster lv 11
This skill is left at lv 11 since lv 11 provides faster cast speed than lv 1-10 but anything more than that will only give more duration and lower reduction of hp and mp per cast.
-If you mastered explosion, this skill would be a prime choice. The boost in castspeed will help this slow spell alot.
-If you mastered poison mist, you wont need booster so much as mist is a cast-and-run skill, not for spamming.
-If you maxed element amplification and are thinking of explosion next, this skill can come first of you like.
-Element Amplification (for those who didnt max it the first time)
-For poison mist users, this skill is definitely out. It serves nothing to boost your poison effect damage and even doubles your mist cast mp cost. Not yet.
-For explosion users, you could either max this to increase your mob damage or choose booster to increase cast speed. Either way its beneficial for you.
For those who maxed element amp or poison mist, explosion.
-Element amp works best on this skill.
-The range of this attack can help clear poisoned spawns in a shorter period of time.
Choose.
Third skill.
Add whichever skill you left out in your 1st and 2nd choices.
-If you maxed explosion and element amp, booster would be a good choice.
-If you maxed explosion and booster, element amp.
-If you maxed mist and 11 booster, explosion.
-If you maxed mist and explosion, booster (since you will be relying in mist for quite a while more and wont need element amp so soon)
-If you maxed element amp and booster, explosion.
Fourth skill.
By now you would have decent attacks and your character would have taken shape.
Lets now look at the skills left...
-Poison mist
If you havent maxed out this one, now would be quite a good time to do so. This skill will open up many other training areas to suit your exp needs.
-Magic composition
This skill would allow you to solo thanatos and gatekeepers and other neutral mobs with relative ease. It will also almost replace your fire arrow once and for all. Not reccomended for those who havent maxed element amp already, though.
-Element Amplification
If you havent maxed this, do so now. You will need that damage boost rather badly.
-Seal
Time to save pots, maybe? Throw in at least 5 sp into this if you want to train at sharks with poison mist.
Fifth skill.
If you didnt max either poison mist or magic compo, max them now.
Final allocation of sp.
The reason why I left these 2 skills, seal and partial resistance, is because they do not help in efficiency of training. I feel it is best to ensure good training speed before concentrating on other areas.
-19 seal, 1 Partial Resistance
19 seal for a 92% chance of sealing, which is quite sufficient, and lv 1 PR for the free immediate 23% resistance to f/p attacks.
-Maxing Partial Resistance?
I feel this should not be done at the expense of seal. Think about it: Why whould you need spell resisitance of seal prevents monsters from casting anything? For bosses that cant be sealed, maxing this would also be quite a waste. Ask yourself: would you be training on bosses all day long? Maxing a skill just for usage at bosses is quite stupid IMO.
-10 seal, 10 Partial Resistance
The balanced build. As explained by unlegendary, top pure int mage bootes:
On bosses/mobs that spit fire/poison like zakuum,jr balrog, Vikings/gigantic vikings, lucida, bain you can enjoy the 50% magical damage resist against their spells, and it is more to go as more mobs are released. And also a lvl 10 seal is sufficient to take out a mob in one sucessful cast (even that, I seldom use it, f/p composite's knockback is already the strongest knocking-backing skill in current maple settings). Sealing isnt effective training, rather a solo/party hunting spell. Because if you need to
seal the mob everytime you need to engage them, your leveling speed will be greatly hindered. Furthermore, fire mage are always inclined to jump into the mob crowd to cast the aoe spells, hence taking physical damage already, sealing doesnt help much in this kind of situation.
At the end of it all, this is what you should have:
-Explosion max
-Poison mist max
-Element Amplification max
-Magic Booster lv 11
-Magic Composition max
-Either 19 Seal and 1 Partial Resistance or 10 Seal and 10 Partial Resistance
Hopefully this will help you create your very own skill build ^^
**Im sorry i left out the magic compo route, its basically the same as the explo one, just swap the two. No space in the post
I shall now provide some examples on skill builds, you can use/alter them in any way you wish:
Demo build 1
In this build, the pre-requisite of booster (3 element amp) is added to 4 instead of the minimum of 3 in most cases because from lv 1 to lv 4 element amp boosts your attack by 2% each.
Level 70: 1 Element Amplification
Level 71: 3 Explosion
Level 72: 3 Explosion
Level 73: 3 Explosion
Level 74: 3 Explosion
Level 75: 3 Explosion
Level 76: 3 Explosion
Level 77: 3 Explosion
Level 78: 3 Explosion
Level 79: 3 Explosion
Level 80: 3 Explosion (Maxed)
Level 81: 3 Element Amplification
Level 82: 3 Magic Booster
Level 83: 3 Magic Booster
Level 84: 2 Magic Booster
Level 85: 2 Magic Booster (11), 1 Seal
Level 86: 3 Element Amplification
Level 87: 3 Element Amplification
Level 88: 3 Element Amplification
Level 89: 3 Element Amplification
Level 90: 3 Element Amplification
Level 91: 3 Element Amplification
Level 92: 3 Element Amplification
Level 93: 3 Element Amplification
Level 94: 2 Element Amplification (Maxed), 1 Poison Mist
Level 95: 3 Poison Mist
Level 96: 3 Poison Mist
Level 97: 3 Poison Mist
Level 98: 3 Poison Mist
Level 99: 3 Poison Mist
Level 100: 3 Poison Mist
Level 101: 3 Poison Mist
Level 102: 3 Poison Mist
Level 103: 3 Poison Mist
Level 104: 2 Poison Mist (Maxed), 1 Magic Composition
Level 105: 3 Magic Composition
Level 106: 3 Magic Composition
Level 107: 3 Magic Composition
Level 108: 3 Magic Composition
Level 109: 3 Magic Composition
Level 110: 3 Magic Composition
Level 111: 3 Magic Composition
Level 112: 3 Magic Composition
Level 113: 3 Magic Composition
Level 114: 2 Magic Composition(Maxed), 1 Partial Resistance
Level 115: 3 Seal
Level 116: 3 Seal
Level 117: 3 Seal
Level 118: 3 Seal
Level 119: 3 Seal
Level 120: 3 Seal (19)
End results:
Magic Composition : 30
Poison Mist: 30
Explosion: 30
Booster: 11
Elemental Amplification: 30
Seal: 19
Partial Resistance: 1
Analysis on build
This is my personal choice With explosion you can have so much more fun! Mp eater will come in useful here. The only thing is how you use it to train effectively. Seal will be especially useful here, even at lv 1. In this build I would rather mist come first than compo because the 2 AOE skills compliment each other (mist then explosion).
Pros:
-Mob skill early in the game
-Kills quite fast
Cons:
It will take quite a while before the full power of explosion sets up =/
Variations:
-Adding PR as and when you deem fit
-Maxing seal and ignoring PR
-10 seal, 10 PR (will be explained later on)
-Max compo before mist (for easier soloing of thanatos and gatekeeper)
-Max seal first before compo
Demo build 2
Level 70: 1 Element Amplification
Level 71: 2 Element Amplification,(3) 1 Seal
Level 72: 3 Poison Mist
Level 73: 3 Poison Mist
Level 74: 3 Poison Mist
Level 75: 3 Poison Mist
Level 76: 3 Poison Mist
Level 77: 3 Poison Mist
Level 78: 3 Poison Mist
Level 79: 3 Poison Mist
Level 80: 3 Poison Mist
Level 81: 3 Poison Mist (Maxed)
Level 82: 3 Booster
Level 83: 3 Booster
Level 84: 3 Booster
Level 85: 2 Booster (11) 1 Seal
Level 86: 3 Explosion
Level 87: 3 Explosion
Level 88: 3 Explosion
Level 89: 3 Explosion
Level 90: 3 Explosion
Level 91: 3 Explosion
Level 92: 3 Explosion
Level 93: 3 Explosion
Level 94: 3 Explosion
Level 95: 3 Explosion (Maxed)
Level 96: 3 Seal
Level 97: 3 Seal
Level 98: 3 Seal
Level 99: 3 Seal
Level 100: 3 Seal
Level 101: 2 Seal (19), 1 Partial Resistance
Level 102: 3 Element Amplification
Level 103: 3 Element Amplification
Level 104: 3 Element Amplification
Level 105: 3 Element Amplification
Level 106: 3 Element Amplification
Level 107: 3 Element Amplification
Level 108: 3 Element Amplification
Level 109: 3 Element Amplification
Level 110: 3 Element Amplification (Maxed)
Level 111: 3 Magic Composition
Level 112: 3 Magic Composition
Level 113: 3 Magic Composition
Level 114: 3 Magic Composition
Level 115: 3 Magic Composition
Level 116: 3 Magic Composition
Level 117: 3 Magic Composition
Level 118: 3 Magic Composition
Level 119: 3 Magic Composition
Level 120: 3 Magic Composition (Maxed)
End result:
Magic Composition: 30
Poison Mist: 30
Explosion: 30
Booster: 11
Elemental Amplification: 30
Seal: 19
Partial Resistance: 1
Analysis on build:
This build is for anyone who simply loves poison. You wont be needing booster that soon since mist doesnt really need that cast speed increase as the damage will be done naturally over time. Booster and explosion come next because the mob attack will enable you to clear poisoned spawns more effectively. EA isnt so good here since the poison damage wont increase, only the base(initial) mist damage does. It even doubles your mp usage for nothing It is therefore left till very late in 3rd job. Levels very fast since there is quite a variety of good spawn maps for you to mist, however pot spamming will reach a peak at lv 8x since you will be training on monsters that other 8x characters wont even think of touching.
Pros:
-After you max mist your training is going to be *super* fast
-Enables you to train at almost any place with good spawn (great flexibility)
-Makes you the most unique class in maple (which other job has MASS poison? )
-You can choose to chat while poison takes effect
Cons:
-Training quite slow till mist is maxed or near maxed
-Pot consumption will be very high (considering you are fighting monsters with levels waaaay higher than you) until seal is maxed
Variations:
-Maxing seal before explosion
-10 seal, 10 PR (will be explained later on)
-You can put 1 point into PR anytime while adding seal.
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Training spots at ludi (Now that mapleSEA has it)
In whichever build you choose:
The early part of 3rd job
-Mixed golems (See misc. places)
-White pangs
-Yetis (not really reccomended)
-Pepes (Pangs are still best)
-Zombies (Map buying crap + ks )
Yeah i know you will be sick of pangs by now. The sad thing is you dont have much of a choice. Perservere.
This is mainly for all builds except mist (info on this is in my mist thread)
Lv 76 - 85
You can go there to train at death teddies or ghost pirates. Ghost pirates are easier to kill with slow (the technique will be explained later) while death teddies require you to use telecasting A LOT to avoid the charms they shoot at you. For explosion builds death teddies are definitely the better choice because you cant really make use of the range in ghost pirates. Mist is said to be very good here since the spawn is good.
Lv 86 - 100+
If you are bored by now, dual ghost pirates are now available as an alternative choice. There will be more people there, all wanting to solo the map (I dont see the point why, but nevermind) because its rather mobby and they drop steelies, which will make up for potion costs there.
Lv 100+ - 105
Phantom watches will be best, grim phantom watches....not so. Only try grims with a party that has hyperbody and heal (DKs and Priests) unless you want to really burn pots. If you are thinking about kages...forget it. Chances are, you wont be getting one, and you will be making big losses. The drops from phantom watches kinda suck but at least you wont go bankrupt training with them. If you havent thrown some points into mist you may have to change channels after the spawn at the bottom grows too big.
Lv 105 onwards
Only at this point grims will be better as a solo map especially if you have decent levels of seal. Thanatos and gatekeepers are plausible too if your magic compo is maxed but again, you will either need a good seal or a near 100% knockback rate with slow.
***Between Levels 86 to 99+
For mist players vikings are an alternative because of the good spawn. With seal you can even move on to gig.vikings, phantom watches or even grims (partying is advisable).
***At any level as long as you have maxed mist (seal may help) you can go virtually ANYWHERE. This is the advantage that f/p mages have over the other mages who generally rely more on elements for damage. Levelling at grim phantom watches at lv 80 is possible however you will definitely lose alot of money through potting here unless you are lucky enough to get a kage or 2. Simply target any map with good spawn (all high lv maps in ludi are good, actually).
Other miscellaneous places
Mages who have added EA can go to jr yetis or grupins whenever they have near to 100% success of OHKOing them.
With maxed mist these are some places you can try:
-Bone fish
-Sotongs
-Sharks (needs skill to counter their dispel)
-Bain
You can find a party with maxed explosion and preferably 11 booster (around lv 85) in ice valley 2 (yeti and pepe maps) and snipe from the platform that lies between the bottom 2 spawn lanes.
***From lv 7x to 85 you can already train at mixed golems too with a party and a priest. Mg spots, however, are very hard to find, you'll have to wake up early or stay up very late to get one