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2013-01-09, 03:47 PM (This post was last modified: 2013-06-27, 04:27 PM by IImaplers.)
Welcome to the latest Fire/Poison Mage Skill Distribution Guide! All Questions/Comments/Suggestions are welcome Latest updates:
June 27th, 2013 - guide is finally stickied! I'll have to make a few small changes to make it unleashed -friendly and what-not.
January 29th, 2013 - made a ton of alterations to some builds. Removed some unneeded/redundant builds, changed a few things on the Hyper section. Currently Prepping the guide to be Unlimited-friendly (where the damage cap will be raised).
January 9th, 2013 - added a recommendation level section to every build, did some tweaking to DOT Lover's 3rd job build. Today is the first day the guide has been posted on SP. Enjoy :]
November 29th, 2012 - restructured 2nd, 3rd, and 4th job builds to accommodate Tempest job advancement changes!
November 8th, 2012 - Added a section on which hyper skills would be best to raise, and ratings for them @.@
Result: Everything maxed except for 4 points in Flame Arrow
Explanation and reasoning: Start with 1 point in Teleport, 1 point in Poison Breath, 1 in Flame Arrow, and 1 in Spell Mastery . Then focus on the basis of Poison Breath (which is your main attack), Spell Mastery and Teleport. It is most important to max these 3 first because they will be needed down the road. Poison Breath is your best attack in 2nd job, in my opinion, since it hits up to 6 mobs with this at early levels can be very quick because of the high mob volume!). Meditation and High Wisdom are crucial buffs up to lvl 200. Slow won't be useful in 2nd job but it will in 3rd and 4th. Please do avoid raising Flame Arrow past 4, since it completely gets replaced by skills like Explosion, Fire-Demon, etc. If you are making a new F/P wizard, I still recommend maxing MP Eater instead of Flame Arrow, and leaving FA at 4. Why? Because, while MP Eater is not very useful, I think it serves a better purpose than Flame Arrow and can be at least slightly beneficial past lvl 60, unlike Flame Arrow.
If you've read all the above and still want to max Flame Arrow despite everything I've said, you've dishonored the FP gods. But if you want to anyway, go ahead, but you'll end up sacrificing other skills I consider more useful.
Recommendation Level: I Highly recommend this build.
Do this build if:
-you wouldn't care much for poison mist until mid-to-late 3rd job or 4th job rolls around
-Explosion's awesome power suits you just fine
Explanation and reasoning: Good build for those not very into poison (although you'll have to be into poison in 4th job because the poison attacks in 4th job are much more powerful/effective than the fire attacks in 4th job). Delves right into mobbing, disregarding the importance of poison/DoT until mid 3rd job hits.
Recommendation Level: I recommend this build the most.
[SPOILER=DoT-Lover's Poison Training Build] The DoT-lover's Poison Training Build - 124 sp
Do this build if:
-you don't mind not maxing seal since it only really helps in PvP, and you don't even do PvP much if at all.
-you enjoy the concept of poisoning and you're fine with the unorthodox way Mist works even though it is slightly less effective for training than Explosion is.
-you don't really mind not using Explosion much until a bit later in 3rd job.
Explanation and reasoning: Start off with 1 tele mastery so that aggro-ing poisoned or soon-to-be-poisoned monsters is easy. Raise 2 points in Mist since that'll be your main attack in 3rd job. Also raise 1 point in Explosion for variety. Subsequently, 3 points into Amp and Booster for faster attacking speed. Then I prefer maxing Mist followed by Burning Magic to really make your DOT a force to be reckoned with. Max amp next for the sole purpose of widely increasing your damage. Explosion is maxed next to utilize skill variety and explosion is a great finishing move for poisoned monsters which are about to die. Maxed next is Arcane Overdrive in order to add more critical hit percentage and therefore more damage. Next, max Spell booster. Fire Demon next because it isn't crucial for 3rd job but it is for 4th job. Next max tele mastery to compliment Burning Magic and to also increase tele damage and distance. Elemental Decrease is a good skill to have for training at fire-immune or poison-immune monsters (i.e. one of chaos zakum's/zakum's arms) and also for a lot of future bosses down the road which are element-strong or element-immune. And finally we put 14 into Seal because there's nothing else left to put into and seals are sometimes-cute aquatic creatures who fight an infinite war against their bitter rivals, the dolphins.
Random nonsense aside, this build seems to make sense due to poison-related (DoT-centered) skills being a lot more prominent than fire-related skills.
Recommendation Level: I recommend this build but not nearly as much as the previous one. It's there if you like to slightly experiment but solid nonetheless.
[/INDENT]
4th job Fire/Poison ArchMage Builds
[INDENT]
Ultra-Simple Build
The Ultra-Simple Build
Do this build if:
-you want to focus on maxing one skill at a time before even touching another one
-you think raising combinations of skills isn't highly necessary
-you'd like a simple yet highly-effective build
1. lvl 100: 1 Mist Eruption, 1 Paralyze, 1 Big Bang, 1 Meteor Shower (for level 100 only)
2. Max Buff Mastery
3. Max Mist Eruption
4. Max Paralyze
5. Max Arcane Aim
6. Max Infinity
7. Raise Maple Warrior to 29 (skip this and max it last if you have trouble affording Maple Warrior 20/30 skill books)
8. Max Hero's Will
9. Max Ifrit
10. Max Big Bang
11. Max Meteor Shower
12. Max Maple Warrior
Explanation and reasoning: This build makes things simpler with a similar end-result as the other 4th job build. Focus is slightly higher on skills more suitable for training than for bossing. However, training and bossing can go hand-in-hand with this build.
Recommendation Level: Great build for most players. Highly Recommended.
[SPOILER=Unfunded Player's Build]
The Unfunded Player's Build
Special thanks to @ClericBoyZ15 (of basilmarket) for the idea and parts of this build!
Do this build if:
-you have trouble affording skillbooks that are worth over 25 mil mesos
-you especially have trouble affording MW 20 and MW 30 skillbooks
lvl 100: +1 Mist Eruption (1), +1 Paralyze (1), +1 Big Bang (1), +1 Buff Mastery (1)
lvl 101: +2 Mist Eruption (3), +1 Meteor Shower (1)
lvl 102-104: +9 Buff Mastery (10 - maxed)
lvl 105-113: +27 Mist Eruption (30 - maxed)
lvl 114-122: +27 Paralyze (28)
lvl 123: +2 Paralyze (30 - maxed), +1 Arcane Aim(1)
lvl 124-132: +27 Arcane Aim (28)
lvl 133: +2 Arcane Aim (30 - maxed), +1 Infinity (1)
lvl 134-142: +27 Infinity (28)
lvl 143: +2 Infinity (30 - maxed), +1 Ifrit (1)
lvl 144-152: +27 Ifrit (28)
lvl 153: +2 Ifrit (30 - maxed), +1 Maple Warrior (1)
lvl 154-156: +9 Maple Warrior (10)
lvl 157-165: +27 Meteor (28)
lvl 166: +2 Meteor (30 - maxed), +1 Big Bang (2)
lvl 167-175: +27 Big Bang (29)
lvl 176: +1 Big Bang (30 - maxed), +2 Hero's Will (2)
lvl 177: +3 Hero's Will (5 - maxed)
lvl 178+: Raise as much Maple Warrior as you can afford to.
Explanation and reasoning: This build focuses on skill variety very early. It also focuses on mobbing skills as-early-as-possible because mobbing tends to yield better drops/money gain comparing to 1v1, naturally. MW is disregarded for the most part until the end because of the cost of it's skill-books being very expensive.
Recommendation Level: Great build for a player with very low funding.
[/INDENT]
Hyper Skill Ratings and Reference
Hyper Skill Ratings and Reference
Passive stat enhancements for F/P (can only choose 6 out of 13):
[required level: 198] Hyper Critical Rate (increases crit rate by 10%) - Easily the best out of the bunch when it comes to adding damage. Only downside is the lvl 198 level requirement, not really a downside if you're 198+ atm or approaching there. My Personal Usefulness Rating: 10/10
[required level: 192] Hyper Max Heart Point (increases HP by 15%) - great for HP, one of AMs' weaknesses (not so much after this ). However, be aware that's it is optimal to keep your HP/MP ratio at about 1:4. Rating: 10/10
[required level: 186] Hyper Max Magic Point (increases MP by 15%) - More MP doesn't hurt either. However, be aware that's it is optimal to keep your HP/MP ratio at about 1:4 Rating: 10/10
[required level: 140] Hyper Intelligence (INT + 50) - If you have a lot of %INT/ALL, prepare for your range to climb substantially. As soon as you reach 140, RAISE this! 10/10
[required level: 140] Hyper Luck (LUK +50) - Not as significant to raising range as the above, but it only helps; and 50 luk is not a small amount by any measure. If your weapon of choice is the elemental staff 5/6, which has a 165 LUK requirement, this skill may help you quite a bit. 9/10
[required level: 165] Hyper Physical Guard (Physical Defense + 500) - 500 is quite a lot comparing to what AMs are used to. Can't possibly hurt. 9/10
[required level: 174] Hyper Magical Guard (Magical Defense + 500) - 500 is quite a lot comparing to what AMs are used to. Can't possibly hurt. 9/10
Honorable mentions: Hyper Speed/Jump (required lvls: 152, 146 respectively) - If you're willing to forego Magical/Physical Def and you want to feel quicker, this isn't bad either. Though I still would go with Def personally (we've got teleport so yeah). I rate them both 7/10
Not-so-honorable mentions: Everything else.
Questions I have: Is it possible to somehow HP wash by tinkering with 'Hyper Max Heart/Magic Point' and 'Hyper Intelligence' (since these can be reset constantly)? I'm not sure how the HP washing process works at all, so maybe someone can help out here.
Passive Skill Enhancements for F/P (can only choose 5 out of 9):
Okay, lol, these are QUITE A BIT tougher to choose from because they're all seemingly quite useful at first glance. But I'll take a stab at it..
[required level: 195] Mist Eruption - Cooltime Reduce (reduces ME's cooldown by 50%) - Unless you have ridiculous funding this would be HUUUGE for bossing and good for training after lvl 195 as well (keeping in mind that the level cap will increase to 250 in the future). 11/10
[required level: 155] Mist Eruption - Bonus Attack (adds another hit to ME, for 9 total) - Pretty awesome, and also much better for normal training than the above because it's unlocked 40 levels earlier! Good for bossing too. 10/10
[required level: 177] Mist Eruption - Ignore Guard (adds 20% Ignore Def to ME) - Not as noticeable as the above two, but still great. Particularly great for low-funded players. 10/10
[required level: 143] Poison Mist - Reinforce (increases Mist's attack by 20%) - Not on the level of most of the others, depending on funding. Rating for super-high-funded: 0/10, Rating for medium-funded: 2/10, Rating for low-funded: 6/10. This is one to avoid if need be.
[required level: 162] Poison Mist - DoT Persist ("Poison Mist's damage over time duration is increased by 10%". This one is tricky to figure out. The question is whether this is affected by Burning Magic or not. By the description, it does not seem to be. If it would be, the DoT duration increase would be 2.5 seconds (rounds up to 3?). If it wouldn't be, the DoT duration increase would be 1.5 seconds (rounds up to 2?). Tentative Rating: 1/10
[required level: 183] Poison Mist - DoT Reinforce (Mist DoT damage increases 20%) - Good for just about everyone but not as significant as some of the others. 9/10
Questions and Answers
Q: How does DoT work?
A: DoT stands for Damage Over Time. Most of F/Ps' crucial attacks come with DoT accompanying their regular attack. DoT does a set amount of damage (based on your range and based on the skill you're applying DoT with and the skill's level) every second for a set amount of seconds (depending on the skill). DoT of one skill can be combined with DOT of another skill. For example, for me: if I were to attack with Mist and it's DoT every second is about 120k (for me) damage and then attack with Paralyze and it's DoT every second is 70k damage, I would be seeing a combined damage of 190k every second. Quickly add in skills like Poison Breath, Fire Demon, Meteor, Big Bang, and that combined DoT can only get higher and higher! Isn't this an awesome way to attack? And the best thing is that DoT works on bosses too. Not only does DoT have the ability to work on any monster but DoT also ignores all defense of a monster. That means if you can do 300k combined DoT on a snail, you can also do 300k combined DoT on Pink Bean, regardless of the fact that Pink Bean has a lot more defense of regular weapon or magic attacks than the snail (though the snail would probably be dead before any DoT can be applied to it )!
Another good note on DoT - If I attack a monster with Fire Demon and that monster is neutral, my Fire Demon DoT (for instance) would be 30k each second. But if I were to attack a monster Fire Demon and that monster is fire-weak, that DoT would be 45k each second because DoT is also element-based!!!
Q: How does Mist Eruption and its DoT work?
A: Passively, maxed Mist Eruption will raise Mist's DoT from 180% to 240%, a very good thing. Also, in a nutshell, the more different DoT attacks I use on a monster, the more damage I can do with Mist Eruption when exploding the mist and that monster is inside the mist cloud or very close to it.
You can stack up to 5 different DoT attacks to make full use of Mist Eruption. I usually use Mist, Fire Demon, Poison Breath, Big Bang and Paralyze as the setup attacks for Mist Eruption; but Meteor and Flame Gear (if you're a UA) can substitute any of the above.
@Zenarkenstin explained Mist Eruption's effectiveness pretty well here:
Zenarkenstin(of basilmarket) Wrote:The more "poison-like effects" (DoT) you have stacked, the more damage you will do with Eruption. If I just use mist (and it doesn't poison) and Erupt, I do around 50k (times 5 hits = 250k). But if I stack Paralyze, Poison Breath, Fire Demon, Big Bang, Meteor, Mist poisons, THEN Erupt; I'll be hitting 290-300ks (times 5 hits = 1,500k [1.5m])
Credits: thanks Phistoff, ClericboyZ15, Zenarkenstin of basilmarket.com, and thanks Valhala556 of southperry.net for the in-depth feedback and advice.
Copyright Notice: This guide is not to be used and/or posted anywhere outside of Southperry.net or Basilmarket.com without the owner's permission. Violators shall be prosecuted. In the event that an unauthorized version of this guide appears, angry chinchillas will sniff out the I.P. address of the violators, track them down and bite their face off within due law.
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2013-01-09, 04:30 PM (This post was last modified: 2013-01-09, 08:49 PM by IImaplers.)
JoeTang Wrote:Alternating skills is probably the worst idea.
How so? I find it slightly more effective when it comes to raising a combination of Mist/Explosion and Amp than maxing Explosion/Mist and then raising Amp afterwards.
Also, a combo of mist and explo is good if you want variety in training places. Not everyone goes for the most straight-forward builds, that's why I put those as options.
Edit: as for the alternation of skills in the fourth job builds, I think it either wouldn't make sense to not alternate (for things like Big Bang, and Meteor having a great affect on Mist Eruption's damage; or the skills are alternated to increase damage as with Buff Mastery and attacking skills).
I've tweaked one of the third job builds because I think you're partially correct though.
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It took me about 20-30 minutes, albeit yours is much larger. Be wary of [Header] tags lol, just replace with [b] is what I did, and did tons of previews before I thought it was ready to port. The spoilers help the spacing and there's pretty much no need for a table of contents when using spoilers :]. The [IMG] and
tags should also work here just as well as in basil unless I'm mistaken.
i did fire/poison alternate during my early 70s and found it kind of pointless so i just maxed out explosion to maximize damage. But i would rather max out seal now to be honest and leave out explosion.
I also disagree to why most guide recommends 1 teleport mastery after the job advancement. Explosion is x10 more useful especially in pqs where you need that ability to mob.
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2013-01-09, 07:09 PM (This post was last modified: 2013-02-05, 12:57 PM by IImaplers.)
DeanNim Wrote:i did fire/poison alternate during my early 70s and found it kind of pointless so i just maxed out explosion to maximize damage.
It is unusual to alternate but definitely effective if you're alternating between Explo/Mist and Amp. Alternating with Amp adds a lot more damage to Explo/Mist than an extra point or two in them would, the numbers should back this up significantly unless I'm gravely mistaken. And alternating between Mist and Explo is good for those few who enjoy training in lots of different areas due to the elemental attributes. I'm not specifically recommending it but leaving it out there as an option as you can see because it wouldn't hurt at all.
DeanNim Wrote:But i would rather max out seal now to be honest and leave out explosion.
Both seal and explosion aren't used much in 4th job at all. Seal is good for PvP and nothing else. Explosion is good for if you want to attack bearwolves at different platforms in 4th job. But otherwise it's a toss-up. There's also barely any difference between lvl 14 and maxed seal, unlike with explosion.
DeanNim Wrote:I also disagree to why most guide recommends 1 teleport mastery after the job advancement. Explosion is x10 more useful especially in pqs where you need that ability to mob.
1 point in tele mastery to start off 3rd job caters more to Mist than to Explo (tele mastery would be able to aggro monsters Mist can miss, and greater tele distance is nothing but a plus). It'd also be a slight plus to Explo if you're training at enemies with ranged attacks; you can keep them grounded and stunned (albeit at a not-so-great 35% probability) while you explode.
And it's only 1 point in tele mastery to start off, the other three can be spent on Explosion is what I'm getting at.
edit: I'll add a recommendation level to each build
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IImaplers Wrote:What would it take to get this guide to get stickied? i think it has pretty much everything anyone needs in terms of F/P build options.
We usually just stick them when we notice that it's filling a need and people agree on the core points of it. Not asking also works in your favour.
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Five Second Pose Wrote:We usually just stick them when we notice that it's filling a need and people agree on the core points of it. Not asking also works in your favour.
I think the core points were generally agreed upon. I've also addressed the criticisms (even so those criticisms were arguably petty but nevertheless refuted or corrected).
I also think it's obvious that this guide fills a need. But I'll let you guys decide. But to further state my case and explain my reasoning, I was just concerned; because the thread below mine called "Bishop's Comprehensive Guide to Bossing" was really good (and I'm pretty sure the author worked quite hard on it), and it is somehow gone without getting much feedback. Maybe it was gone because there's not much activity in this sub-forum. In which case, having it be stickied is only a benefit to add activity to this sub-forum. I don't see guides withering away as fair. I worked hard on this guide too and having it wiped like the above would make it all for naught.
Nice guy, but you should change the Hyper guide. Since it seems that ignore defense is now multiplicative, having the %ignore Hypers for skills would help even the most funded, wouldn't it?
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Eliseo Wrote:Nice guy, but you should change the Hyper guide. Since it seems that ignore defense is now multiplicative, having the %ignore Hypers for skills would help even the most funded, wouldn't it?
I realize the hyper part is not particularly Unlimited-friendly yet, which I'm planning to change. You have a very good point regardless. I think I'll bump the rating for it up to 10/10 for average-funded because it does seem like ignore is multiplicative (after Unlimited comes, I guess) and the cap will eventually get raised. If you're hitting 10 mil cap with paralyze (only what 3 people can or are able to do that in KMS?) using Mist Eruption serves no purpose because spamming Paralyze gives much better DPM, but indeed that's only for super-rare cases.
edit: I also will prep this guide for the eventual level cap to 250 increase as well.
2013-01-28, 10:30 PM (This post was last modified: 2013-01-29, 02:55 AM by valhala556.)
I was thinking of making a f/p guild but got to lazy when it came down to it. Some problems that I have with it though most will pertain to 4th job.
----4th job-----
1) As a f/p I feel the main focus is Dot stacking + mist eruption. With that said your first proity should be getting at least 1 point in all of your 5 Dot. But for some reason 2 your builds dont put any points into Big Bang at the advancement and one waits till lvl 123. Getting them all early also helps with how they control their character and time skills. Plus it adds variety.
2) You seem to have an emphases on paralyze. Now I know this is a very important skill But again. When you first make a job advancement you want all your 1 point wonders at the begining. And if You didnt know they are skills are massively useful with 1 point. This is mainly for your "Simple Guide" but also for some others as shouldn't put 2 points in a single skill at lvl 100.
3)Meteor Shower is not that good of a skill. Its really bad for damage because of its long cast time/cooldown. Idk why you always have it max so early. It should be one of/if not the last skill you max. Look into how it can be used in-game and you'll see what I mean. Maplewarrior should also be last as well. But that is just me.
4)I agree with [MENTION=535]JoeTang[/MENTION]; that spliting up skills as you level them is bad. If you cant help it then dont worry about it too much but dont focus on it. What it could be is get X skill to 11 then increase Y skill to 19, then max X skill and then max Y skill. Breaking it up every level isnt the best for damage. And its hard to see improvments per level. Think of like pokemon and how it's, in a way, easier to get by training one pokemon as apposed to keeping 6 balanced in level.
5) This one isnt really nessasary but it should be worth noting that having FlameGear helps with bossing. Even though it doesnt effect eruption, I find it easy during bosses to forget that one of my DoT's has expired. and since flamegear only needs to be cased once every 40 seconds. its nice. Though I use it even though its just lvl 2. (19sec) Also recommending Mikhail's stance buff is also extremely helpful for archmages.
-----3rd job----
6) Spell booster. I dont know why but you seem to not be fond of it. I feel like speed is important. You only need to get it to like lvl 3/4 (60sec to 80sec duration) before moving on to something else. But it should be done early as it will speed up training. Everyone OHKO's/ near OHKO's at those lvls anyway.
7) Since Poison Mist training will be vastly different than what the normal mapler does you should provide a guide on which maps are good for poison misting. Even if the training is inferior it still is fun because its different. And it can kill some boredom as a F/P.
8) I remember that having 1 explosion and 20 amp(before revamp) was better than 20 explosion and 1amp. With that said I know 1 explosion and 10 amp> 10explosion and 1 amp as explosion still maxing at 20.
----2nd Job-----
9)Again with the bad splitting of skills at the advancement. You should take one point out breath and put it in mastery. But considering how fast you can go through these levels it doesnt matter too much. Fire Arrow is Ok here for the variation aspect.
10)You need to have them maxing Teleport sooner. Its only 5 points and at that lvl increase movement speed is better for training than any % upgrades to damaging skills.
------Hypers------
11)Passive stat are alright but you should put a disclaimer that you should take your character's needs into account. For instance I wont be getting %hp because even though more Hp is awsome. with Magic Guard my Hp:Mp ratio is way off in that it feels like I have too little MP comparied to HP. I.e. for every 1 HP potion I use I Must use 2 MP.
There are some good thinks in here like the skill hypers but there are also somethings you should work on.
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Thank you very much for your response. I think they are mostly valid points. My responses are in bold...
valhala556 Wrote:I was thinking of making a f/p guild but got to lazy when it came down to it. Some problems that I have with it though most will pertain to 4th job.
----4th job-----
1) As a f/p I feel the main focus is Dot stacking + mist eruption. With that said your first proity should be getting at least 1 point in all of your 5 Dot. But for some reason 2 your builds dont put any points into Big Bang at the advancement and one waits till lvl 123. Getting them all early also helps with how they control their character and time skills. Plus it adds variety.I think you're absolutely right. I'll change accordingly.
2) You seem to have an emphases on paralyze. Now I know this is a very important skill But again. When you first make a job advancement you want all your 1 point wonders at the begining. And if You didnt know they are skills are massively useful with 1 point. This is mainly for your "Simple Guide" but also for some others as shouldn't put 2 points in a single skill at lvl 100. Will try to cater to this as well.
3)Meteor Shower is not that good of a skill. Its really bad for damage because of its long cast time/cooldown. Idk why you always have it max so early. It should be one of/if not the last skill you max. Look into how it can be used in-game and you'll see what I mean. Maplewarrior should also be last as well. But that is just me. Maxing meteor shower early is good for one thing at least, being able to hit all three bearwolves platforms with high damage. But you're right. The cooldown doesn't make this skill any useful otherwise. I think I'll bump this skill down quite a bit.
4)I agree with [MENTION=535]JoeTang[/MENTION]; that spliting up skills as you level them is bad. If you cant help it then dont worry about it too much but dont focus on it. What it could be is get X skill to 11 then increase Y skill to 19, then max X skill and then max Y skill. Breaking it up every level isnt the best for damage. And its hard to see improvments per level. Think of like pokemon and how it's, in a way, easier to get by training one pokemon as apposed to keeping 6 balanced in level. Agreed. I got a lot of work to do.
5) This one isnt really nessasary but it should be worth noting that having FlameGear helps with bossing. Even though it doesnt effect eruption, I find it easy during bosses to forget that one of my DoT's has expired. and since flamegear only needs to be cased once every 40 seconds. its nice. Though I use it even though its just lvl 2. (19sec) Also recommending Mikhail's stance buff is also extremely helpful for archmages. I think I'll add those points somewhere in the Q&A section.
-----3rd job----
6) Spell booster. I dont know why but you seem to not be fond of it. I feel like speed is important. You only need to get it to like lvl 3/4 (60sec to 80sec duration) before moving on to something else. But it should be done early as it will speed up training. Everyone OHKO's/ near OHKO's at those lvls anyway. Agreed.
7) Since Poison Mist training will be vastly different than what the normal mapler does you should provide a guide on which maps are good for poison misting. Even if the training is inferior it still is fun because its different. And it can kill some boredom as a F/P.If you can provide one, I'll be certain to give you the credit.
8) I remember that having 1 explosion and 20 amp(before revamp) was better than 20 explosion and 1amp. With that said I know 1 explosion and 10 amp> 10explosion and 1 amp as explosion still maxing at 20. Not sure if I understand what you mean. Can you elaborate?
----2nd Job-----
9)Again with the bad splitting of skills at the advancement. You should take one point out breath and put it in mastery. But considering how fast you can go through these levels it doesnt matter too much. Fire Arrow is Ok here for the variation aspect.Will do.
10)You need to have them maxing Teleport sooner. Its only 5 points and at that lvl increase movement speed is better for training than any % upgrades to damaging skills.Will do.
------Hypers------
11)Passive stat are alright but you should put a disclaimer that you should take your character's needs into account. For instance I wont be getting %hp because even though more Hp is awsome. with Magic Guard my Hp:Mp ratio is way off in that it feels like I have too little MP comparied to HP. I.e. for every 1 HP potion I use I Must use 2 MP. Good catch. I'll add a note about ideally keeping the HP:MP ratio at 1:4 (I think that's the ideal ratio for MG unless I am mistaken).
There are some good thinks in here like the skill hypers but there are also somethings you should work on.
It seems like the 'raise one skill at a time' thing was covered, but at any given time there is definitely an optimal skill for damage. Increasing either explosion or amp will increase damage. One is going to increase your damage more than the other. Usually one skill is going to be more useful than another at any given time. Whenever a skill exists purely to make numbers bigger, one is going to be more helpful than the other. This isn't true for all builds - alternating attacks are a good example - but for most cases you'll want to focus on one skill at a time.
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Made a ton of edits to builds and the hypers section hopefully for the better, removed 3 builds due to them being unnecessary/redundant imo, and also to streamline it. Let me know how you like the new version of this guide!
edit: [MENTION=921]Kabanaw[/MENTION],[MENTION=8585]valhala556[/MENTION],[MENTION=535]JoeTang[/MENTION] I definitely changed the builds to avoid skill combinations as much as possible.