
Originally Posted by
holycow
oh, how about mages and their mp gain? what's the difference between training them pre and post red?
Forgot about this thread. :x

Originally Posted by
HighOnMushrooms
There were some specific changes to magicians, including the removal of their extra MP gain on level up due to their intelligence. In addition, they now advance at level 10 like the other jobs instead of at level 8.
As for training:
1st Job:
Magic Claw has been removed, Energy Bolt remains largely the same but has become a mobbing move. The ball explodes on contact to deal damage. Of course, being Energy Bolt, obstacles and trajectory are a problem. Thankfully, Teleport has been moved to 1st Job. Magic Armour has been updated to boost WDEF by a % of MDEF, so it's much better now (though not so much for 1st Job). And bringing us back to the MP gain issue, MP Increase boosts MP by 120 x character level when maxed. I would assume that means that existing mages will still have more MP because they have this bonus in addition to however much they had before the update.
2nd Job:
Remains similar for the most part, but everyone gets Magic Booster so it should be much faster. And all attack spells now hit 6 targets so...
3rd Job:
Looks to be the same for everyone, except I/Ls which have the added benefit of getting Glacial Chain in 3rd Job post-RED. With high enough damage though, F/Ps can have Viral Slime solo a platform while they kill other mobs.
4th Job:
F/Ps have never been that good at training, and they still aren't post-RED. I/Ls are unchanged because they'll still be spamming CL, but if anyone was relying on Glacial Chain's damage before it's too bad because it's now a 3rd Job skill. Bishops got much better; they no longer have to rely on SR for AoE mobbing because they can spam Big Bang while Genesis is cooling.
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