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Ganondorf
2008-07-02, 09:35 PM
First Job Magician Guide

This is a simple guide for first job magicians, but nothing more, mainly because I simply don't have the experience in MS to write anything more.

This also means that suggestions and/or additions on more advanced topics are 100% welcome. I'll need them.

Table of Contents

1. Why should I go Mage?
2. Luk vs. Lukless
3. Skills
4. Skill Builds
5. Energy Bolt vs. Magic Claw
6. A brief view into Second Job and Beyond
7. Training Spots (Coming Soon)
8. Closing
9. Credit to those who helped

1. Why Should I go Mage?

Here are some quick pros and cons of Mages:

Pros:

Good damage
Have elemental/holy spells that do more damage to certain creature types second job
Good mobility with teleport
Magic Guard (Turns 80% of damage to MP instead of HP allows for a fair amount of survivability when on
Bishop Only: Amazing at bossing

Cons:

Low survivability without Magic Guard due to low health
Fire/Poison and Ice/Lightning Only: Not terribly good at bossing (This is more of an advanced topic I don't know much about, it's simply what I've heard)

In the end, though, it's all up to you what class you play. I reccomend choosing whichever class looks to suit you most.

2. Luk vs. Lukless

Short summary:

Lukless is better than Luk. Luk is simply something that gets you to be able to equip a weapon with higher Magic Attack than regular weapons.

For example:

A Dragon Staff requires 113 luk to use and 125 Magic Attack and 4 INT.
A Maple Wisdom Staff or Shine Wand requires no luk to use and has 80 Magic Attack and 1 INT (As well as some other bonuses, but let's ignore those for now.

So, while a Dragon Staff gets you 45 more magic Attack and 3 more INT, it comes at the cost of using 113 points that could be used in INT instead.

This is simply an example of the basic logic of lukless. I believe it applies to most other things, but honestly, I am no expert here.

Godly lukless is much more expensive than godly luk, though. By the time you have to worry about this, however, you should at least have ways to make money available, even if you don't necessarily have the money all the time.

3. Skills

Improving MP Recovery:

Master Level: 16

Pre-Requisite: None

Official Description: Recovering even more MP every 10 sec. The higher the level of the character and the skill level, the more recovery it enables the character to have.

Levels:

Level 1: Constant additional recovery of MP
Level 2: Constant additional recovery of MP
Level 3: Constant additional recovery of MP
Level 4: Constant additional recovery of MP
Level 5: Constant additional recovery of MP
Level 6: Constant additional recovery of MP
Level 7: Constant additional recovery of MP
Level 8: Constant additional recovery of MP
Level 9: Constant additional recovery of MP
Level 10: Constant additional recovery of MP
Level 11: Constant additional recovery of MP
Level 12: Constant additional recovery of MP
Level 13: Constant additional recovery of MP
Level 14: Constant additional recovery of MP
Level 15: Constant additional recovery of MP
Level 16: Constant additional recovery of MP

Opinion: Pretty good skill. While it isn't going to stop you from using MP pots altogether, it'll certainly slow down the usage a bit. Besides, it's better than the other skills you could put it in.

Improving Max MP Increase:

Master Level: 10

Pre-Requisite: 5 in Improving MP recovery

Official Description: This skill boosts up the amount of increase on MaxMP after each Level UP, or AP used on MaxMP.

Levels:

Level 1: If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
Level 2: If Level UP, +4 more; if AP applied, +2 more on top on MaxMP
Level 3: If Level UP, +6 more; if AP applied, +3 more on top on MaxMP
Level 4: If Level UP, +8 more; if AP applied, +4 more on top on MaxMP
Level 5: If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
Level 6: If Level UP, +12 more; if AP applied, +6 more on top on MaxMP
Level 7: If Level UP, +14 more; if AP applied, +7 more on top on MaxMP
Level 8: If Level UP, +16 more; if AP applied, +8 more on top on MaxMP
Level 9: If Level UP, +18 more; if AP applied, +9 more on top on MaxMP
Level 10: If Level UP, +20 more; if AP applied, +10 more on top on MaxMP

Opinion: Easily the best skill here. That MP will add up to quite a lot. Because you can get more MP by maxing this skill sooner, it should be your first or close to first priority.

Magic Guard:

Master Level: 20

Pre-Requisite: None

Official Description: Temporarily replaces damage with MP instead of HP. If MP reaches 0, the HP takes a full hit.

Levels:

Level 1: MP -6; Replace 11% of HP damage as MP for 111 seconds.
Level 2: MP -6; Replace 14% of HP damage as MP for 132 seconds.
Level 3: MP -6; Replace 17% of HP damage as MP for 153 seconds.
Level 4: MP -6; Replace 20% of HP damage as MP for 174 seconds.
Level 5: MP -6; Replace 23% of HP damage as MP for 195 seconds.
Level 6: MP -8; Replace 30% of HP damage as MP for 246 seconds.
Level 7: MP -8; Replace 33% of HP damage as MP for 267 seconds.
Level 8: MP -8; Replace 36% of HP damage as MP for 288 seconds.
Level 9: MP -8; Replace 39% of HP damage as MP for 309 seconds.
Level 10: MP -8; Replace 42% of HP damage as MP for 330 seconds.
Level 11: MP -10; Replace 49% of HP damage as MP for 381 seconds.
Level 12: MP -10; Replace 52% of HP damage as MP for 402 seconds.
Level 13: MP -10; Replace 55% of HP damage as MP for 423 seconds.
Level 14: MP -10; Replace 58% of HP damage as MP for 444 seconds.
Level 15: MP -10; Replace 61% of HP damage as MP for 465 seconds.
Level 16: MP -12; Replace 68% of HP damage as MP for 516 seconds.
Level 17: MP -12; Replace 71% of HP damage as MP for 537 seconds.
Level 18: MP -12; Replace 74% of HP damage as MP for 558 seconds.
Level 19: MP -12; Replace 77% of HP damage as MP for 579 seconds.
Level 20: MP -12; Replace 80% of HP damage as MP for 600 seconds.

Opinion: Another amazing skill. Mages have very low health, and you'd be HP potting over and over without this at lower levels, and would one shotted at higher levels without it. The onlytime a Mage shouldn't have this up when battling monsters not extremely lower than their level is when a low level Cleric is training with Heal, and even then, some say that you should use it. (Note: For the very last statement, this is only one person's opinion... tell me if it's unpopular and I'll take it out)

Magic Armor:

Master Level: 20

Pre-Requisite: 3 in Magic Guard

Official Description: Temporarily boosts the weapon defense by blowing magic into the armor.

Levels:

Level 1: MP -8; Weapon Def. +2 for 54 seconds.
Level 2: MP -8; Weapon Def. +4 for 68 seconds.
Level 3: MP -8; Weapon Def. +6 for 82 seconds.
Level 4: MP -8; Weapon Def. +8 for 96 seconds.
Level 5: MP -8; Weapon Def. +10 for 110 seconds.
Level 6: MP -10; Weapon Def. +12 for 144 seconds.
Level 7: MP -10; Weapon Def. +14 for 158 seconds.
Level 8: MP -10; Weapon Def. +16 for 172 seconds.
Level 9: MP -10; Weapon Def. +18 for 186 seconds.
Level 10: MP -10; Weapon Def. +20 for 200 seconds.
Level 11: MP -13; Weapon Def. +20 for 244 seconds.
Level 12: MP -13; Weapon Def. +24 for 258 seconds.
Level 13: MP -13; Weapon Def. +26 for 272 seconds.
Level 14: MP -13; Weapon Def. +28 for 286 seconds.
Level 15: MP -13; Weapon Def. +30 for 300 seconds.
Level 16: MP -16; Weapon Def. +32 for 344 seconds.
Level 17: MP -16; Weapon Def. +34 for 358 seconds.
Level 18: MP -16; Weapon Def. +36 for 372 seconds.
Level 19: MP -16; Weapon Def. +38 for 386 seconds.
Level 20: MP -16; Weapon Def. +40 for 400 seconds.

Opinion: Bleh. Terrible. WDEF simply means way too little in Maple. Besides, there are much better skills.

Energy Bolt:

First, I'd just like to note that this is the only uniquely named first level skill (Doesn't follow the pattern of having Magic or Improving as the first word). ZOMG!

Master Level: 20

Pre-Requisite: None

Official Description: Use MP to attack one enemy.

Levels:

Level 1: MP -6; Basic attack 20, mastery 15%
Level 2: MP -6; Basic attack 21, mastery 15%
Level 3: MP -6; Basic attack 22, mastery 20%
Level 4: MP -6; Basic attack 23, mastery 20%
Level 5: MP -7; Basic attack 26, mastery 25%
Level 6: MP -7; Basic attack 27, mastery 25%
Level 7: MP -7; Basic attack 28, mastery 30%
Level 8: MP -8; Basic attack 31, mastery 30%
Level 9: MP -8; Basic attack 32, mastery 35%
Level 10: MP -9; Basic attack 35, mastery 35%
Level 11: MP -9; Basic attack 36, mastery 40%
Level 12: MP -10; Basic attack 39, mastery 40%
Level 13: MP -10; Basic attack 40, mastery 45%
Level 14: MP -11; Basic attack 43, mastery 45%
Level 15: MP -11; Basic attack 44, mastery 50%
Level 16: MP -12; Basic attack 47, mastery 50%
Level 17: MP -12; Basic attack 48, mastery 55%
Level 18: MP -13; Basic attack 51, mastery 55%
Level 19: MP -13; Basic attack 52, mastery 60%
Level 20: MP -14; Basic attack 55, mastery 60%

Opinion: See Magic Claw vs. Energy Bolt section.

Magic Claw:

Master Level: 20

Pre-Requisite: 1 in Energy Bolt

Official Description: Use MP to attack an enemy twice.

Levels:

Level 1: MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level 2: MP -10; Basic attack 12 x 2 Hit, mastery 15%
Level 3: MP -10; Basic attack 13 x 2 Hit, mastery 20%
Level 4: MP -10; Basic attack 14 x 2 Hit, mastery 20%
Level 5: MP -11; Basic attack 16 x 2 Hit, mastery 25%
Level 6: MP -11; Basic attack 17 x 2 Hit, mastery 25%
Level 7: MP -11; Basic attack 18 x 2 Hit, mastery 30%
Level 8: MP -12; Basic attack 20 x 2 Hit, mastery 30%
Level 9: MP -12; Basic attack 21 x 2 Hit, mastery 35%
Level 10: MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 11: MP -13; Basic attack 24 x 2 Hit, mastery 40%
Level 12: MP -14; Basic attack 26 x 2 Hit, mastery 40%
Level 13: MP -14; Basic attack 27 x 2 Hit, mastery 45%
Level 14: MP -15; Basic attack 29 x 2 Hit, mastery 45%
Level 15: MP -15; Basic attack 30 x 2 Hit, mastery 50%
Level 16: MP -16; Basic attack 32 x 2 Hit, mastery 50%
Level 17: MP -17; Basic attack 34 x 2 Hit, mastery 55%
Level 18: MP -18; Basic attack 36 x 2 Hit, mastery 55%
Level 19: MP -19; Basic attack 38 x 2 Hit, mastery 60%
Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%

Opinion: See Magic Claw vs. Energy Bolt section.

Skill Builds:

Regular Build:

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

The basic cookie cutter build. It takes Energy Bolt first to allow you to not be whacking at snails for quite a few more levels, but makes certain to max Improving Max MP Increase straight after to prevent any further Max MP loss. After that, it goes to Magic Claw because it really is quite a lot better than Energy Bolt (See Energy Bolt vs. Magic Claw section). It goes to Improving MP Recovery after to lower your pot usage, then takes Magic Guard.

The only two cons of this build are that it has a few points less Max MP than if you immediately put points towards Improving Max MP Increase, and that you will be forced to use a good amount of HP Pots before you get Magic Guard, but the lesser MP usage seems to be worth it.

Meso Saving Build:

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

The only difference between this build and the regular one is that you switch finishing off Improving MP Recovery and Magic Claw to save a few pots. Not worth it, in my opinion.

Maximum MP Build

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

This build ensures that you have the maximum amount of MP possible by taking Improving Max MP Increase as soon as possible. Of course, this means that you'll be whacking away at snails for quite a few more levels! Most people deem the comparitively small increase as just not worth it. You could use Exchanges quests to get these levels, if you're funded.

Energy Bolt Build:

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

See the Energy Bolt vs. Magic Claw section for more information. Also, feel free to substitute the final point in Magic Armor for Magic Claw, either way, it really doesn't matter.

5. Energy Bolt vs. Magic Claw

First, the final level of each:

Magic Claw: Level 20: MP -20; Basic attack 40 x 2 Hit, mastery 60%
Energy Bolt: Level 20: MP -14; Basic attack 55, mastery 60%

So, as you can clearly see, against a monster with no MDEF, Magic Claw does 80 Base Attack and Energy Bolt does 55 Base aTtack. Magic Claw wins, easily.

But against a monster with high MDEF? Chances are Magic Claw still wins. Really, by the time those monsters come along, you will (Or at least, SHOULD) be using other, better skills.

You may also notice that Magic Claw cost 6 more MP. However, the damage increase tends to be enough to outweigh that. Really, it just isn't worth it.

All in all, though, it just doesn't matter. Like I said before, you'l be using other, better skills by the time Energy Bolt can be better than Magic Claw. If you want to be unique for whatever reason, feel free to go Energy Bolt. Hell, I actually reccomend you to go Energy Bolt in that case, telling noobs to take Magic Armor then showing them you have it has got to be quite fun.

6. A Brief Overview into the Second Job and Beyond

First, it should be noted that Fire/Poison and Ice/Lightning both focus on damage, whereas Clerics focus on healing other players and giving out buffs, however, they do far less damage than the damagers for the most part, though damage is not so small that it is terrible.

Fire/Poison: These guys can poison enemies and have good single mob damage. They do have area of effect attacks as well, however.

Ice/Lightning: These guys can freeze enemies and are great at mobbing. They do have single target attacks as well, however.

Cleric: As said before, these guys focus on healing and giving out buffs.

7. Training Spots

Note: You will be training *ON* the levels reccomended, not up to them.

Classic Training:

Normal Mage (Takes Energy Bolt first point):

Levels 8-15: Slime Tree
Levels 16-22: Pig Beach
Levels 22-25: Green Mushrooms (Sleepywood) or Bubblings (Kerning City) or Kerning City Party Quest
Levels 26-29: Ant Tunnel or Kerining City Party Quest

Maximum MP Mage (Doesn't take Energy Bolt first point):

Levels 8-12: Green Snails, Blue Snails, Small Mushrooms (Henesys Hunting Ground 1 Bottom)
Levels 13-29: Continue as normal

Ariant Training:


While I am uncertain as to whether or not Ariant monster training is better than regular monster training, or where to train for monster training, I personally find that Ariant Colosseum is very good exp from whatever level you find yourself being able to hit the Scorpions well enough all the way to 29. Plus, you might get a Palm Tree Beach Chair out of it, too!

8. Closing

This is not an amazing guide, it is a simple guide for simple guide for simple topics. The more advanced topics I have clearly had trouble in, and suggestions and/or additions are perfectly welcome.

9. Credit to those who helped:

-Retalion: Various advanced topics
-Hana: Reminding me to do a training section
-jessiebelle: Helping me with the training section

If you help in *any* way, you're name will be listed here.

Ganondorf
2008-07-02, 09:35 PM
Reserved, though I doubt it'll be used.

Retalion
2008-07-02, 09:38 PM
A decent job though as a suggestion (Hey, Im no mage, Im an archer so what do I know), I would say it'd be more eye pleasing if you spoilered stuff such as the skills and the skill builds.

As for your guide in terms of information, a few things to throw in there:

1. Not all mages are bad at bosses. In fact, bishops are AWESOME at bosses. Holy Symbol gives the other attackers more exp, heal saves them hp pots, Genesis is a powerful attack (though it causes some people to lag) and Ressurection is good for when someone makes a mistake. The other mages are not often invited to bosses though back in the day, ice mages were brought to zakum to control spawns during the body. It also depends on what you call a boss. Fire mages are useful at pianus and I often find that slow makes Pap A LOT easier to kill (though I wouldnt bring a random mage just for slow).

2. Its probably good to mention that godly lukless is A LOT more expensive than luk mages. A 102 DR would cost almost nothing but a 102 Shine Wand would be hundreds of millions.

Additionally, it should be mentioned that the luk vs. lukless debate is what makes the Doomsday staff so good (Low luk requirement but with the magic attack of a luk staff) along with the fact that luk mages have more stats from all purpose equips than lukless (Luk mages will benefit from 30 stats from zak: 15 luk and 15 int. Lukless will only have use for the 15 int. Same idea applies for the Horntail necklaces).

3. Fire poison mages have no mob attacks. How can you do good "single mob damage" (Im guessing you mean single monsters and I get that. but for someone new it might be confusing).

An I/L's mobbing attack = lightning (You make it sound as if their freezing skill is the mobbing one. Nope, that's 3rd job with Ice Strike). Their single attacking skill is the freezing one and is weaker than Fire arrow (I guess its the exchange: Weaker but can freeze).

Clerics dont focus on giving buffs, Priests do. Most clerics I know either train by healing all the way up to 70, or they heal others and get exp that way (heal isnt a buff). And yes they are devoid of damage (to some extent). Holy Arrow is weaker than magic claw on non-holy monsters and the attack time is somewhat slow. SR has a pretty bad range and is also slow. They dont get good attacks till 4th job and Genesis. Perhaps that's worth mentioning too.

Just a few things that you can perhaps consider adding. Hope it helps

Edit: psst, stop double posting. Just edit your current one D:

Ganondorf
2008-07-02, 09:44 PM
A decent job though as a suggestion (Hey, Im no mage, Im an archer so what do I know), I would say it'd be more eye pleasing if you spoilered stuff such as the skills and the skill builds.

Just tried to do that, but it didn't seem to work in the preview.

Ganondorf
2008-07-02, 10:06 PM
Took most of your suggestions. In the beginning I had meant only for second job, but by the end, I figured that other stuff as well would be better, but never bother changing it. Also, the spoiler tags weren't working in the preview, that's what threw me off.

Alright... I'll try to keep that in mind. I mainly go to a site where you can't edit your posts (GameFAQs), so yeah.

Hana
2008-07-03, 01:11 AM
Well done on the training guide. I was gonna copy blockatese's from SW =P

Retalion
2008-07-03, 01:15 AM
Well done on the training guide. I was gonna copy blockatese's from SW =P

Wait, there was a training section? Cause all I see is how to build a magician and where to put points and whatnot. I dont actually see a "where to train" section o-o

Ganondorf
2008-07-03, 01:18 AM
Thanks... I honestly wasn't so certain how it'd come out, given that this is actually my first guide.

Though that does remind me to put in a place for places to train.

Problem is... I've forgotten the exact levels Slime Tree ends and Pig Beach begin, as well as when Pig Beach ends, and don't really know what you're supposed to do after Pig Beach besides KPQ/AC. Someone mind helping me out here? >_>

jessiebelle
2008-07-03, 01:06 PM
Since i've made ALOT of noob mages >.>
usually what i do is slime tree til about 15 or so and then go to pig beach til 21 where i either kpq or train on bubblings/green mushies til about 25 then i'll start on ant tunnel 1 . . . it might be a little different now because of the new monsters in ariant, there's alot of possibilities there.

Ganondorf
2008-07-03, 02:35 PM
Thanks. Sort of uncertain as to whether or not the way I put the levels made sense and whether your levels were translated properly.

jessiebelle
2008-07-03, 02:44 PM
also for the max mp build you should suggest exchange questing til you have magic claw >.>

EchoFaith
2008-07-05, 11:18 AM
Wait, there was a training section? Cause all I see is how to build a magician and where to put points and whatnot. I dont actually see a "where to train" section o-o

It was a stickied topic on sw in the magician section. I guess I'll be posting it here though since I maintain that one as well.

Back on topic: I wouldn't say lukless is strictly better than luk, but the reality of the situation right now is that lukless is much easier and cheaper to be strong with than it is for a luk mage.

Secks
2008-07-18, 10:53 AM
Thanks for this guide man! :f2:

Russt
2008-07-19, 03:06 PM
also for the max mp build you should suggest exchange questing til you have magic claw >.>
You can't get to Orbis at level 8, unless you use a teleport rock or something.

My way (I'm training my remade mage right now) is to use Three Snails. Basically, hang out on the floor of HHG1, ch1 and loot shells until you have about 10. Then kill all the red snails you see (you might wanna go to ch2 for this if 1 is too full), loot shells, and afk on the rope to regen MP. Then return to ch1 to loot the shells lying on the floor and repeat.

It's as fast as using Energy Bolt without MP pots, and as cheap. Gets tedious after awhile though, so you could go to EQ at level 10.

Btw, it's hardly worth it. You get 6 more MP compared to standard build mages. Yes, 6.