Big Bang Magician Guide | MapleStory Magician Guide | MapleStory Magician Skill Build

www.maplesecrets.blogspot.com

No doubt many of you have heard or read about this patch called Maplestory: Big Bang. Much of the game itself will be revamped, including skills. This guide serves to provide players with new skill builds for this new era of Maplestory.

One of my best friends in MapleStory created this website with compilation of most updated MapleStory Magician Guides.

Big Bang Magician Guide | MapleStory Magician Guide | MapleStory Magician Skill Build

Written by: MapleSecrets

Seaching for magician guides for Big Bang? Big Bang revamped MapleStory into a new era of MapleStory, skills have been changed for magician, and old skill builds’ guides on the Intenet have become outdated. Therefore, there is a need to remake the MapleStory magician guides again. It is NOT easy to re-create the guides again, however I managed to squeeze out some of my time and efforts to make one.

Magician
8 +1 Energy Bolt (1)
9 +3 Magic Claw (3)
10 +3 Magic Claw (6)
11 +3 Magic Claw (9)
12 +3 Magic Claw (12)
13 +3 Magic Claw (15)
14 +3 Magic Claw (18)
15 +2 Magic Claw (20 – MAXED), +1 Magic Guard (1)
16 +3 Magic Guard (4)
17 +3 Magic Guard (7)
18 +3 Magic Guard (10)
19 +3 Magic Guard (13)
20 +2 Magic Guard (15 – MAXED), +1 MP Boost (1)
21 +3 MP Boost (4)
22 +3 MP Boost (7)
23 +3 MP Boost (10 – MAXED)
24 +3 Magic Armour (3)
25 +3 Magic Armour (6)
26 +3 Magic Armour (9)
27 +3 Magic Armour (12)
28 +3 Magic Armour (15 – MAXED)
29 +3 Energy Bolt (4)
30 +3 Energy Bolt (7)

Summary
MP Boost – 10 (MAXED)
Magic Guard – 15 (MAXED)
Magic Armour – 15 (MAXED)
Energy Bolt- 7
Magic Claw – 20 (MAXED)

A straight-forward build. Since MP Boost is now percentage-based, start off with a point in Energy Bolt to unlock Magic Claw, then max out Magic Claw. Next, max out Magic Guard and MP Boost. Max out Magic Armour because defence is a lot more useful now after Big Bang. Dump the remaining points in Energy Bolt.

Alternatively, you can give up Magic Armour in favour of Energy Bolt. This is of greater significance only if you’re playing a Cleric (due to Bless being better than Magic Armour).

Wizard (Fire, Poison)
30 +1 Teleport (1)
31 +1 Fire Arrow (1), +2 Spell Mastery (2)
32 +3 Spell Mastery (5)
33 +3 Spell Mastery (8)
34 +3 Spell Mastery (11)
35 +3 Spell Mastery (14)
36 +3 Spell Mastery (17)
37 +3 Spell Mastery (20 – MAXED)
38 +3 Fire Arrow (4)
39 +3 Fire Arrow (7)
40 +3 Fire Arrow (10)
41 +3 Fire Arrow (13)
42 +3 Fire Arrow (16)
43 +3 Fire Arrow (19)
44 +1 Fire Arrow (20 – MAXED), +2 MP Eater (2)
45 +1 MP Eater (3), +2 Meditation (2)
46 +3 Meditation (5)
47 +3 Meditation (8)
48 +3 Meditation (11)
49 +3 Meditation (14)
50 +3 Meditation (17)
51 +3 Meditation (20 – MAXED)
52 +3 Teleport (4)
53 +3 Teleport (7)
54 +3 Teleport (10)
55 +3 Teleport (13)
56 +3 Teleport (16)
57 +3 Teleport (19)
58 +1 Teleport (20 – MAXED), +2 MP Eater (5)
59 +3 MP Eater (8)
60 +3 MP Eater (11)
61 +3 MP Eater (14)
62 +3 MP Eater (17)
63 +3 MP Eater (20 – MAXED)
64 +3 Slow (3)
65 +3 Slow (6)
66 +3 Slow (9)
67 +3 Slow (12)
68 +3 Slow (15)
69 +3 Slow (18)
70 +2 Slow (20 – MAXED), +1 Poison Breath (1)

Summary
MP Eater – 20 (MAXED)
Spell Mastery – 20 (MAXED)
Meditation – 20 (MAXED)
Teleport – 20 (MAXED)
Slow – 20 (MAXED)
Fire Arrow – 20 (MAXED)
Poison Breath – 1

Start off with a point in Teleport for mobility, then get 1 Fire Arrow because it’s much stronger than maxed Magic Claw even with just a single point. Max out Spell Mastery for more stability and attack power, then Fire Arrow because it will be your main attacking skill now. Get 3 MP Eater to unlock Meditation, then max out Meditation for the attack bonus. Max out Teleport to save some MP while moving around, and MP Eater to save you some money when training. End off with maxed Slow, and 1 Poison Breath. Since you can no longer consistently hit enemies of levels much higher than your own, “Pizard” builds are no longer plausible and Poison Breath is pretty much useless.

Wizard (Ice, Lightning)
30 +1 Teleport (1)
31 +1 Thunderbolt (1), +2 Spell Mastery (2)
32 +3 Spell Mastery (5)
33 +3 Spell Mastery (8)
34 +3 Spell Mastery (11)
35 +3 Spell Mastery (14)
36 +3 Spell Mastery (17)
37 +3 Spell Mastery (20 – MAXED)
38 +3 Thunder Bolt (4)
39 +3 Thunder Bolt (7)
40 +3 Thunder Bolt (10)
41 +3 Thunder Bolt (13)
42 +3 Thunder Bolt (16)
43 +3 Thunder Bolt (19)
44 +1 Thunder Bolt (20 – MAXED), +2 MP Eater (2)
45 +1 MP Eater (3), +2 Meditation (2)
46 +3 Meditation (5)
47 +3 Meditation (8)
48 +3 Meditation (11)
49 +3 Meditation (14)
50 +3 Meditation (17)
51 +3 Meditation (20 – MAXED)
52 +3 Teleport (4)
53 +3 Teleport (7)
54 +3 Teleport (10)
55 +3 Teleport (13)
56 +3 Teleport (16)
57 +3 Teleport (19)
58 +1 Teleport (20 – MAXED), +2 MP Eater (5)
59 +3 MP Eater (8)
60 +3 MP Eater (11)
61 +3 MP Eater (14)
62 +3 MP Eater (17)
63 +3 MP Eater (20 – MAXED)
64 +3 Slow (3)
65 +3 Slow (6)
66 +3 Slow (9)
67 +3 Slow (12)
68 +3 Slow (15)
69 +3 Slow (18)
70 +2 Slow (20 – MAXED), +1 Cold Beam (1)

Summary
MP Eater – 20 (MAXED)
Spell Mastery – 20 (MAXED)
Meditation – 20 (MAXED)
Teleport – 20 (MAXED)
Slow – 20 (MAXED)
Cold Beam – 1
Thunderbolt – 20 (MAXED)
No, I’m very much sane thank you. The reason why Cold Beam is left at 1 here is because mobbing makes for much faster training, and Thunderbolt’s damage was boosted a lot so it’s no longer about as strong as Magic Claw. Start off with a point in Teleport and Thunderbolt, then max out Spell Mastery. Max out Thunderbolt, and get used to it because it will be your main attack throughout 2nd Job. 3 MP Eater and maxed Meditation, then maxed Teleport and MP Eater. Now it comes down to two not-so-useful skills: Slow and Cold Beam. Maxed Cold Beam does 360% damage on one enemy. Look at Ice Strike: 355% damage on 6 enemies. As you can see, there is no point in maxing out Cold Beam at this juncture. Thus I decided to max out Slow instead. Of course, you can max out Cold Beam instead of Slow for an attack you can boss with…but then again Thunder Spear does a lot more damage even at Lv1…

Cleric
(Credits to LittlePrincess of Southperry)

30 +1 Teleport (1)
31 +3 Spell Mastery (3)
32 +3 Spell Mastery (6)
33 +3 Spell Mastery (9)
34 +3 Spell Mastery (12)
35 +3 Spell Mastery (15)
36 +3 Spell Mastery (18)
37 +2 Spell Mastery (20 – MAXED), +1 Heal (1)
38 +3 Heal (4)
39 +3 Heal (7)
40 +3 Heal (10)
41 +3 Heal (13)
42 +3 Heal (16)
43 +3 Heal (19)
44 +3 Heal (22)
45 +3 Heal (25)
46 +3 Heal (28)
47 +2 Heal (30 – MAXED), +1 Invincible (1)
48 +3 Invincible (4)
49 +1 Invincible (5), +2 Bless (2)
50 +3 Bless (5)
51 +3 Bless (8)
52 +3 Bless (11)
53 +3 Bless (14)
54 +1 Bless (15 – MAXED), +2 Invincible (7)
55 +3 Invincible (10)
56 +3 Invincible (13)
57 +2 Invincible (15 – MAXED), +1 Teleport (2)
58 +3 Teleport (5)
59 +3 Teleport (8)
60 +3 Teleport (11)
61 +3 Teleport (14)
62 +3 Teleport (17)
63 +3 Teleport (20 – MAXED)
64 +3 MP Eater (3)
65 +3 MP Eater (6)
66 +3 MP Eater (9)
67 +3 MP Eater (12)
68 +3 MP Eater (15)
69 +3 MP Eater (18)
70 +2 MP Eater (20 – MAXED), +1 Holy Arrow (1)

Summary
MP Eater – 20 (MAXED)
Spell Mastery – 20 (MAXED)
Teleport – 20 (MAXED)
Heal – 30 (MAXED)
Invincible – 15 (MAXED)
Bless – 15 (MAXED)
Holy Arrow – 1
Sorry, Holy Arrow. Though you look so cool now, you’re getting the shaft again. Start off with a point in Teleport, then go straight into maxing Spell Mastery for stability and power. Max out Heal after that, because you’ll need that stability to properly kill anything with Heal. Get Invincible to 5, then max out Bless for its MA boost. Max out Invincible after that so you take less touch damage. Max out Teleport and MP Eater next so you save money. End off with a point in Holy Arrow.Alternatively, you could add that one point into Holy Arrow earlier on so you can at least be able to hold your own in 1v1 combat.
Mage (Fire, Poison)
(Credits to Dusk of Southperry)

70 +1 Teleport Mastery (1)
71 +1 Explosion (1), +2 Element Amplification (2)
72 +1 Element Amplification (3), +2 Spell Booster (2)
73 +3 Spell Booster (5)
74 +1 Spell Booster (6), +2 Element Amplification (5)
75 +3 Element Amplification (8)
76 +3 Element Amplification (11)
77 +3 Element Amplification (14)
78 +3 Element Amplification (17)
79 +3 Element Amplification (20 – MAXED)
80 +3 Teleport Mastery (4)
81 +3 Teleport Mastery (7)
82 +3 Teleport Mastery (10 – MAXED)
83 +3 Explosion (4)
84 +3 Explosion (7)
85 +3 Explosion (10)
86 +3 Explosion (13)
87 +3 Explosion (16)
88 +3 Explosion (19)
89 +1 Explosion (20 – MAXED), +2 Poison Mist (2)
90 +3 Poison Mist (5)
91 +3 Poison Mist (8)
92 +3 Poison Mist (11)
93 +3 Poison Mist (14)
94 +3 Poison Mist (17)
95 +3 Poison Mist (20 – MAXED)
96 +3 Spell Booster (9)
97 +3 Spell Booster (12)
98 +3 Spell Booster (15)
99 +3 Spell Booster (18)
100 +2 Spell Booster (20 – MAXED), +1 Element Composition (1)
101 +3 Element Composition (4)
102 +3 Element Composition (7)
103 +3 Element Composition (10)
104 +3 Element Composition (13)
105 +3 Element Composition (16)
106 +3 Element Composition (19)
107 +1 Element Composition (20 – MAXED), +2 Elemental Reset (2)
108 +3 Elemental Reset (5)
109 +3 Elemental Reset (8)
110 +2 Elemental Reset (10 – MAXED), +1 Partial Resistance (1)
111 +3 Partial Resistance (4)
112 +3 Partial Resistance (7)
113 +3 Partial Resistance (10)
114 +3 Partial Resistance (13)
115 +3 Partial Resistance (16)
116 +3 Partial Resistance (19)
117 +1 Partial Resistance (20 – MAXED), +2 Seal (2)
118 +3 Seal (5)
119 +3 Seal (8)
120 +3 Seal (11)

Summary
Partial Resistance – 20 (MAXED)
Element Amplification – 20 (MAXED)
Explosion – 20 (MAXED)
Poison Mist – 20 (MAXED)
Seal – 11
Spell Booster – 20 (MAXED)
Element Composition – 20 (MAXED)
Teleport Mastery – 10 (MAXED)
Elemental Reset – 10 (MAXED)

We’ll start off with a point in Teleport Mastery for stunning purposes (and an increase in distance). Get 1 Explosion, then 3 Element Amplification and 6 Spell Booster because Explosion’s damage scales pretty horribly. Max out Element Amplification for better damage, then Teleport Mastery because it doubles as a decent mobbing attack you can couple with Explosion. Max out Explosion next to increase your damage output, then Poison Mist for misting purposes (though it’s not nearly as useful now as it was pre-BB). Max out Spell Booster for a longer duration, then Element Composition because it’s a fairly decent single-target attack. Max out Elemental Reset next for future bossing (some bosses might be Fire-Resistant), then Partial Resistance so you take less damage from Fire or Poison spells bosses might hurl at you. Dump the remaining points into Seal because it’s fairly useless.

Mage (Ice, Lightning)
70 +1 Teleport Mastery (1)
71 +1 Ice Strike (1), +2 Element Amplification (2)
72 +1 Element Amplification (3), +2 Spell Booster (2)
73 +3 Spell Booster (5)
74 +1 Spell Booster (6), +2 Element Amplification (5)
75 +3 Element Amplification (8)
76 +3 Element Amplification (11)
77 +3 Element Amplification (14)
78 +3 Element Amplification (17)
79 +3 Element Amplification (20 – MAXED)
80 +3 Teleport Mastery (4)
81 +3 Teleport Mastery (7)
82 +3 Teleport Mastery (10 – MAXED)
83 +3 Ice Strike (4)
84 +3 Ice Strike (7)
85 +3 Ice Strike (10)
86 +3 Ice Strike (13)
87 +3 Ice Strike (16)
88 +3 Ice Strike (19)
89 +1 Ice Strike (20 – MAXED), +1 Thunder Spear (1), +1 Spell Booster (7)
90 +3 Spell Booster (10)
91 +3 Spell Booster (13)
92 +3 Spell Booster (16)
93 +3 Spell Booster (19)
94 +1 Spell Booster (20 – MAXED), +2 Thunder Spear (3)
95 +3 Thunder Spear (6)
96 +3 Thunder Spear (9)
97 +3 Thunder Spear (12)
98 +3 Thunder Spear (15)
99 +3 Thunder Spear (18)
100 +2 Thunder Spear (20 – MAXED), +1 Elemental Reset (1)
101 +3 Elemental Reset (4)
102 +3 Elemental Reset (7)
103 +3 Elemental Reset (10 – MAXED)
104 +3 Partial Resistance (3)
105 +3 Partial Resistance (6)
106 +3 Partial Resistance (9)
107 +3 Partial Resistance (12)
108 +3 Partial Resistance (15)
109 +3 Partial Resistance (18)
110 +2 Partial Resistance (20 – MAXED), +1 Seal (1)
111 +3 Seal (4)
112 +3 Seal (7)
113 +3 Seal (10)
114 +3 Seal (13)
115 +3 Seal (16)
116 +3 Seal (19)
117 +1 Seal (20 – MAXED), +2 Element Composition (2)
118 +3 Element Composition (5)
119 +3 Element Composition (8)
120 +3 Element Composition (11)


Summary
Partial Resistance – 20 (MAXED)
Element Amplification – 20 (MAXED)
Ice Strike – 20 (MAXED)
Thunder Spear – 20 (MAXED)
Seal – 20 (MAXED)
Spell Booster – 20 (MAXED)
Element Composition – 11
Teleport Mastery – 10 (MAXED)
Elemental Reset – 10 (MAXED)
We’ll start off with a point in Teleport Mastery because it’s just that awesome. Get 1 Ice Strike, then 3 Element Amplification and 6 Spell Booster because Ice Strike’s damage increases pretty horribly when you simply add points into it. Max out Element Amplification, then Teleport Mastery and Ice Strike. Get 1 Thunder Spear for bossing (or killing the occasional straggler) because it deals more damage than even Cold Beam (you can skip this if you don’t want to). Max out Spell Booster for a longer duration, then Thunder Spear for even more 1v1 damage. Max out Elemental Reset, Partial Resistance and Seal. Dump the remaining 11 points into Element Composition for a 2 second 1v1 freeze.
Priest
70 +1 Shining Ray (1)
71 +1 Teleport Mastery (1), +1 Holy Focus (1), +1 Dispel (1)
72 +2 Dispel (3), +1 Mystic Door (1)
73 +3 Holy Symbol (3)
74 +3 Holy Symbol (6)
75 +3 Holy Symbol (9)
76 +3 Holy Symbol (12)
77 +3 Holy Symbol (15)
78 +3 Holy Symbol (18)
79 +3 Holy Symbol (21)
80 +3 Holy Symbol (24)
81 +3 Holy Symbol (27)
82 +3 Holy Symbol (30 – MAXED)
83 +3 Shining Ray (4)
84 +3 Shining Ray (7)
85 +3 Shining Ray (10)
86 +3 Shining Ray (13)
87 +3 Shining Ray (16)
88 +3 Shining Ray (19)
89 +3 Shining Ray (22)
90 +3 Shining Ray (25)
91 +3 Shining Ray (28)
92 +2 Shining Ray (30 – MAXED), +1 Holy Focus (2)
93 +3 Holy Focus (5)
94 +3 Holy Focus (8)
95 +3 Holy Focus (11)
96 +3 Holy Focus (14)
97 +3 Holy Focus (17)
98 +3 Holy Focus (20 – MAXED)
99 +3 Teleport Mastery (4)
100 +3 Teleport Mastery (7)
101 +3 Teleport Mastery (10 – MAXED)
102 +3 Dispel (6)
103 +3 Dispel (9)
104 +1 Dispel (10 – MAXED), +2 Elemental Resistance (2)
105 +3 Elemental Resistance (5)
106 +3 Elemental Resistance (8)
107 +3 Elemental Resistance (11)
108 +3 Elemental Resistance (14)
109 +3 Elemental Resistance (17)
110 +3 Elemental Resistance (20 – MAXED)
111 +3 Mystic Door (4)
112 +3 Mystic Door (7)
113 +3 Mystic Door (10 – MAXED)
114 +3 Summon Dragon (3)
115 +3 Summon Dragon (6)
116 +3 Summon Dragon (9)
117 +3 Summon Dragon (12)
118 +3 Summon Dragon (15)
119 +3 Summon Dragon (18)
120 +2 Summon Dragon (20 – MAXED), +1 Doom (1)

Summary
Elemental Resistance – 20 (MAXED)
Holy Focus – 20 (MAXED)
Dispel – 10 (MAXED)
Mystic Door – 10 (MAXED)
Holy Symbol – 30 (MAXED)
Shining Ray – 30 (MAXED)
Doom – 1
Summon Dragon – 20 (MAXED)
Teleport Mastery – 10 (MAXED)

Ah, the Priest. Quite a fair bit has changed here too. Start off with a point in Shining Ray and Teleport Mastery. Also put a point in Holy Focus because Lv1 gives +12% Critical Rate, which is really awesome for just 1 point. Get Dispel to 3, then 1 Mystic Door and max out Holy Symbol. Though Holy Focus seems really nice, it isn’t really very reliable (not to mention the rest of the points aren’t as valuable as the first) so we’ll max out Shining Ray for now. Next, we’ll max out Holy Focus to boost Shining Ray’s Critical Rate. Max out Teleport Mastery because it’s such an awesome skill, then max out Dispel for bossing purposes. Max out Elemental Resistance so you take less damage, the Mystic Door to extend its duration. End off with maxed Summon Dragon and 1 Doom for lack of anything better to add.Alternatively, you can get 15 Summon Dragon and 6 Doom if you really like Doom. You could also forgo Doom entirely, getting 15 Summon Dragon and 7 Holy Arrow if you really like Holy Arrow for some reason.Fourth Job (Recommendations)The following section details my recommendations for the Fourth Job skill builds. You’ll notice that I have separated the skills into different categories. High Priority skills should be maxed out ASAP. These are the skills you should try to save up SP for if you can’t get the necessary books. Of course, you could move on to the next category if you don’t think you can get the books any time soon. Mid Priority skills are next on the scale of importance; if you can’t get the books for the High Priority skills, these are a viable alternative to max. Bossing skills are, rather obviously, skills meant for bossing. By the time you have maxed out most of the High and Mid Priority skills, you should almost be at a suitable level to boss. By investing some points into the Bossing skills, you could end up getting some Mastery books for your other skills. Low Priority skills are skills that aren’t very important compared to the others; they are skills you can do without for 50 levels or so. Skills within the same category are listed with leftmost skill being the one I deem most crucial; however, skills within the same category are really almost interchangeable depending on your individual situation.Archmage (Fire, Poison)
Lv120: +1 Paralyze (1), +1 Big Bang (1)#, +1 Meteo (1)

High Priority: Buff Mastery, Paralyze
Mid Priority: Meteo
Bossing: Infinity*, Fire Demon
Low Priority: Big Bang#, Maple Warrior, Hero’s Will, Mana Reflection, Ifrit

At Lv120, we start off with a point each in Big Bang and Meteo. Big Bang is pretty much the most powerful mobbing skill you’ll be getting, but the damage increase per point is horrible so I recommend leaving it at Lv1. Meteo has a point added in it for the occasional large group kill. The third point should go into Paralyze because it’s a powerful mobbing attack. Buff Mastery’s important for its +30 MA and that very nice x1.5 buff duration. Paralyze is up next. These two skills can be maxed in any order, but they should always be the first two skills you max. Infinity can really boost your damage a lot, but its 3 minute cooldown time makes it rather impractical for training. However, it is a huge boon in boss fights. Fire Demon is listed as a Bossing skill because its low damage makes it rather useless for training compared to Paralyze. When bossing however, its DoT (because Fire and Poison DoT can stack with each other but not themselves) and “make target fire-weak” property are very useful.

Archmage (Ice, Lightning)
Lv120: +1 Chain Lightning (1), +1 Big Bang (1)#, +1 Blizzard (1)

High Priority: Buff Mastery, Chain Lightning
Mid Priority: Elquines, Blizzard
Bossing: Infinity*, Ice Demon
Low Priority: Big Bang#, Maple Warrior, Hero’s Will, Mana Reflection

At Lv120, we start off with a point each in Big Bang and Blizzard (similar reasons to above). The third point should go into Chain Lightning because it’s a very powerful mobbing skill. Buff Mastery, for the MA and buff duration bonuses, then Chain Lightning. Again, these two can be maxed in any order but should always be the first two skills you max. Elquines may be a Mid Priority skill, but it’s a matter of preference; it’s useful for its freeze because neither Chain Lightning nor Big Bang freeze. Skip Elquines if you don’t need this property. Infinity and Ice Demon are useful for bossing for the same reasons listed in the F/P section.

Bishop
Lv120: +1 Big Bang (1)#, +1 Genesis (1), +1 Resurrection (1)

High Priority: Buff Mastery
Mid Priority: Big Bang#, Angel Ray*, Genesis
Bossing: Resurrection, Holy Shield, Infinity*
Low Priority: Maple Warrior, Hero’s Will, Mana Reflection, Bahamut

At Lv120, we start off with a point each in Big Bang and Genesis (similar reasons to above). The third point should go into Resurrection if you need it, or you could move on to Buff Mastery instead. Unlike the Archmages, Bishops don’t really have anything better to add so Big Bang is high on the list of priorities. Angel Ray is another powerful mobbing skill, but it only attacks enemies in front of you so it may be quite inconvenient (if you’re fine with this, then by all means get Angel Ray instead). Lastly, though Bahamut is right at the bottom of the list, it really is more of a matter of preference than it being crappy; if you like it and can work it into your training, why not?

*Requires skillbook to learn.
#While Big Bang is one of the best, if not the best, mobbing skills you will ever receive, it is NOT easy to master. The fact that it has to be charged to deal any real damage and that it will not activate if you release the button while not firmly rooted on the ground makes Big Bang a skill that is VERY difficult to use without negative repercussions. If you are not adept at using charged skills (Evan’s Ice Breath is not included here), do NOT add any points into Big Bang. If you have no qualms about placing one point into it for practice, by all means do so. If not, skip Big Bang and get other skills instead.

Flame Wizard
First Job10 +1 Magic Claw (1)
11 +3 Magic Claw (4)
12 +3 Magic Claw (7)
13 +3 Magic Claw (10)
14 +3 Magic Claw (13)
15 +3 Magic Claw (16)
16 +3 Magic Claw (19)
17 +1 Magic Claw (20 – MAXED), +2 Magic Guard (2)
18 +3 Magic Guard (5)
19 +3 Magic Guard (8)
20 +3 Magic Guard (11)
21 +3 Magic Guard (14)
22 +1 Magic Guard (15 – MAXED), +2 Magic Armour (2)
23 +3 Magic Armour (5)
24 +3 Magic Armour (8)
25 +3 Magic Armour (11)
26 +3 Magic Armour (14)
27 +1 Magic Armour (15 – MAXED), +2 MP Increase (2)
28 +3 MP Increase (5)
29 +3 MP Increase (8)
30 +2 MP Increase (10 – MAXED), +1 Flame (1)

Summary
MP Increase – 10 (MAXED)
Magic Guard – 15 (MAXED)
Magic Armour – 15 (MAXED)
Magic Claw – 20 (MAXED)
Flame – 1


Another rather obvious build, and highly identical to the Adventurer Magician build, so I won’t repeat myself here.

Second Job
30 +1 Fire Pillar (1)
31 +1 Teleport (1), +2 Spell Mastery (2)
32 +3 Spell Mastery (5)
33 +3 Spell Mastery (8)
34 +3 Spell Mastery (11)
35 +3 Spell Mastery (14)
36 +3 Spell Mastery (17)
37 +3 Spell Mastery (20 – MAXED)
38 +3 Spell Booster (3)
39 +3 Spell Booster (6)
40 +3 Fire Pillar (4)
41 +3 Fire Pillar (7)
42 +3 Fire Pillar (10)
43 +3 Fire Pillar (13)
44 +3 Fire Pillar (16)
45 +3 Fire Pillar (19)
46 +1 Fire Pillar (20 – MAXED), +2 Meditation (2)
47 +3 Meditation (5)
48 +3 Meditation (8)
49 +3 Meditation (11)
50 +3 Meditation (14)
51 +3 Meditation (17)
52 +3 Meditation (20 – MAXED)
53 +3 Spell Booster (9)
54 +3 Spell Booster (12)
55 +3 Spell Booster (15)
56 +3 Spell Booster (18)
57 +2 Spell Booster (20 – MAXED), +1 Teleport (2)
58 +3 Teleport (5)
59 +3 Teleport (8)
60 +3 Teleport (11)
61 +3 Teleport (14)
62 +3 Teleport (17)
63 +3 Teleport (20 – MAXED)
64 +3 Elemental Reset (3)
65 +3 Elemental Reset (6)
66 +3 Elemental Reset (9)
67 +1 Elemental Reset (10 – MAXED), +1 Fire Arrow (1), +1 Slow (1)
68 +3 Slow (4)
69 +3 Slow (7)
70 +3 Slow (10 – MAXED)


Summary
Spell Mastery – 20 (MAXED)
Meditation – 20 (MAXED)
Slow – 10 (MAXED)
Fire Arrow – 1
Teleport – 20 (MAXED)
Spell Booster – 20 (MAXED)
Elemental Reset – 10 (MAXED)
Fire Pillar – 20 (MAXED)
Let’s start off with a point in Fire Pillar, then another in Teleport. Of course, you could add the first point into Teleport then the second into Fire Pillar but it doesn’t really matter either way. Max out Spell Mastery so your damage doesn’t totally suck, then grab Lv6 Spell Booster. Max out Fire Pillar, your main attacking skill for 2nd Job. Next, max out Meditation for the MA bonus and Spell Booster for a longer duration and lower MP cost. Max out Teleport for the distance boost and lower MP cost, then max out Elemental Reset for those times when you’re forced to fight against Fire-resistant enemies. Dump a point in Fire Arrow for a little better 1v1 capability, then max out Slow for bossing in the future.
Third Job
70 +1 Fire Strike (1)
71 +1 Element Amplification (1), +2 Fire Strike (3)
72 +3 Fire Strike (6)
73 +3 Fire Strike (9)
74 +3 Fire Strike (12)
75 +3 Fire Strike (15)
76 +3 Fire Strike (18)
77 +3 Fire Strike (21)
78 +3 Fire Strike (24)
79 +3 Fire Strike (27)
80 +3 Fire Strike (30 – MAXED)
81 +3 Element Amplification (4)
82 +3 Element Amplification (7)
83 +3 Element Amplification (10)
84 +3 Element Amplification (13)
85 +3 Element Amplification (16)
86 +3 Element Amplification (19)
87 +1 Element Amplification (20 – MAXED), +2 Flame Gear (2)
88 +3 Flame Gear (5)
89 +3 Flame Gear (8)
90 +3 Flame Gear (11)
91 +3 Flame Gear (14)
92 +3 Flame Gear (17)
93 +3 Flame Gear (20)
94 +3 Flame Gear (23)
95 +3 Flame Gear (26)
96 +3 Flame Gear (29)
97 +1 Flame Gear (30 – MAXED), +2 Elemental Resistance (2)
98 +3 Elemental Resistance (5)
99 +3 Elemental Resistance (8)
100 +3 Elemental Resistance (11)
101 +3 Elemental Resistance (14)
102 +3 Elemental Resistance (17)
103 +3 Elemental Resistance (20 – MAXED)
104 +1 Ifrit (1), Save SP (2)
105 Save SP (5)
106 Save SP (8)
107 Save SP (11)
108 Save SP (14)
109 Save SP (17)
110 +20 Meteo (20 – MAXED)
111 +3 Ifrit (4)
112 +3 Ifrit (7)
113 +3 Ifrit (10)
114 +3 Ifrit (13)
115 +3 Ifrit (16)
116 +3 Ifrit (19)
117 +1 Ifrit (20 – MAXED), Extra SP (2)
118 Extra SP (5)
119 Extra SP (8)
120 Extra SP (11)

Summary
Elemental Resistance – 20 (MAXED)
Element Amplification – 20 (MAXED)
Seal – 0
Meteo – 20 (MAXED)
Ifrit – 20 (MAXED)
Flame Gear – 30 (MAXED)
Fire Strike – 30 (MAXED)
[SP Remaining: 11]
Similar to the 2nd Job build, the first 2 SP are interchangeable; it doesn’t matter whether you get Amp or Strike first. Lv1 Fire Strike out-damages maxed Fire Pillar in terms of DPS. Lv1 Amplification gives a x1.12 boost while each subsequent point only increases this by 0.02. After getting a point in both, max out Fire Strike for the best mobbing skill ever. Afterward, max out Amplification to maximise your damage output. Since everything else basically sucks, max out Flame Gear and Elemental Resistance next; which order you do this in is up to you. Slip a point in Ifrit for fun, since Ifrit doesn’t really help all that much, then save up SP to max out Meteo at Lv110. Finally, max out Ifrit for the hell of it. It doesn’t matter what you add the remaining 11 SP to; I would dump them in Seal for fun.
That’s all folks! Enjoy MapleStory.
Written by MapleSecrets
About these ads

Posted on August 6, 2011, in Uncategorized and tagged , , . Bookmark the permalink. 3 Comments.

  1. Everything is very open with a really clear clarification of the issues.
    It was definitely informative. Your site is very useful.
    Many thanks for sharing!

  2. Dip remaining four tortillas into sauce and arrange around 2nd layer.

    This Florida tenting position is excellent for a friends and family
    on a funds merely because it is moderately priced for the Orlando
    vicinity and nevertheless it is near to all the main points of interest like Disney.

    “In society, I imply 50 percent the time scores of human beings have under no circumstances been on your own, unquestionably alone, with no some sort of distraction.

  3. I appreciate, cause I discovered just what I was taking a look for.
    You’ve ended my four day lengthy hunt! God Bless
    you man. Have a great day. Bye

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Follow

Get every new post delivered to your Inbox.

%d bloggers like this: