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Friday, December 28, 2007

Fire/Poison Mage Guide


==>Magician Guide List <==


Fire/Poison Mage Guide!





Table of Contents



1.0 Introduction

-1.1 Legal Crap

-1.2 Real Introduction

-1.3 Updates

2.0 Basic Fire Mage Overview

3.0 Skills

4.0 Skill Builds

-4.1 Magic Composition Build

-4.2 Explosion Build

-4.3 Poison Mist Build (Pure)

-4.4 Poison Mist Build (Mixed)

5.0 Leveling Spots

-5.1 Magic Composition Areas

-5.2 Explosion Areas

-5.3 Poison Mist (Pure) Areas

-5.4 Poison Mist (Mixed) Areas

6.0 Screen Shots

-6.1 Magic Composition Screen Shots

-6.2 Explosion Screen Shots

-6.3 Poison Mist Screen Shots

7.0 Ludibrium

8.0 Bosses

9.0 Non Related, but Useful Tips

10.0 F.A.Q **READ THIS BEFORE PMING ME**

11.0 Movie

12.0 Closing

13.0 Credits



1.0 Introduction



1.1 Legal Crap



This guide is mine only, and shouldn’t be posted anywhere else without my permission. The guide you’re reading cannot be altered, taken, and if you get my permission to use it, all credits = mine. Anywhoo...



1.2 Real Introduction



That's right; I've decided to post my own version of various Fire Mage skill orders, depending on where you want to train, how and on your level of patience. If you're curious, I play a level 90+ Fire Mage on Scania who goes by the name of Flenaris, though I've never played beta. I've grown tired of people consistently bothering me about where to train, what skills to invest into, etc. Before I begin, I’d like to explain some of the abbreviations I will be using:



AoE = Area of Effect

YnP = Yetis and Pepes

MP = Mana points

HP = Health Points

Matk = Magic Attack



Due to the fact that I don't feel like covering Fire Wizards, I'll assume everyone goes with the casual skill tree, as follows.



Fire Arrow - Maxed

Slow - Maxed

Teleport - Maxed

MP Eater - Maxed

Meditation - Maxed

Poison - 0-11 (Depending on how you spend the left over skill points)



The goal of this isn't to review Fire Wizards, there are enough posts and guides to do that crap, this is specifically meant for Fire/Poison Mages.



*Note: If you don't agree with anything here, I don't care. If you don't like it, close your current window and go cry in a corner or something, I really couldn't care less. This doesn’t mean I don’t accept constructive criticism, but I don’t want any hateful comments being given to me for this. The guide you’re reading now IS my first one ever and I hope it’s sufficient enough for everyone.




1.3 Updates

-added additional information to the Explosion Leveling Areas.



2.0 Basic Fire Mage Overview



As some of you may have noticed, Fire Wizards had claimed domination between the clash of fire and ice. Though, let’s face it, what used to make us popular was the fact that our single hit skill, Fire Arrow could out damage any Ice Wizard. Now that 3rd jobs are here, this has all changed. We’re no longer meant to be the class that dishes out big numbers, now we’re the class with the most devastating and useful AoE skills. We’re meant to be in maps with monsters clustered together and there’s no way around it. Knowing this, it ISN’T unusual to be seeing level 80+ Fire Mages training in maps such as Jr.Yetis and Grupins. For everyone who’s still in their 40~60 range, please understand that this is the way we have to train and there isn’t much we can do about it unfortunately.



Other classes may choose to avoid partying us for various reasons. First of all, we don’t offer any support buffs. Secondly, Wizards have become known as the “Kill Stealing Class” (which isn’t true) and unfortunately other classes like to keep this in mind before partying a Mage. To top it off, we’re usually considered “Weak” due to our lack of doing major damage on one monster, though people overlook the fact that we’re not supposed to be doing that anyways. But, even if it does seem like soloing is the right thing, trust me, it isn’t. I HIGHLY recommend Fire Wizards/Mages to party. Anyone who’s capable of killing at the same speed as you and who doesn’t leech (sit around and soak up their party’s exp) WILL give you better exp. There IS an exp boost for people who party and it will make things easier on you. Now, how you decide to share your drops is completely up to you. Partying doesn’t only give better exp, but it also prevents you from always having to move around when the mobs shift. With another party member killing in another section of the map, you’ll both have an equal share of kills and less moving around will be required. In Addition, partying creates a better atmosphere, and prevents boredom from happening so frequently. Had I not of partied from levels 58 to now, I would never know even close to half the people I do on ms and I’d regret missing out on such great friends.



Now that I believe that I’ve cleared up most of what I had to say, let’s continue with the rest of the guide!







3.0 Skills





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



Added Notes: Poison damage from Zombies, poisonous gas, etc is reduced.



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%



Added Notes: Skills such as Teleport don't consume double MP, poison effect from Poison Mist / Poison Brace doesn't increase with this.



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%



Added Notes: Once maxed, range from Explosion will offer new ways to kill monsters without being hit. You'll be able to stay on certain ledges and hit from a safe distance. With the 0.16 patch, the speed was increased noticably. It USED to be 3x slower than ice strike, but now I would have to say that the speeds are NEAR the same. Ice Strike is still a wee bit faster though.



Poison Myst

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



Added Notes: Monsters weak/resistant (but NOT immune) to Poison are only affected by the BASE damage. This simply means that monsters weak to poison will take extra damage from Poison Mist's/ Compo's / Brace's primary attack damage (the damage that hits before the poison takes effect) but they will still take the normal % of hp/second damage. ON the other hand, Poison immune monsters completely resist the poison per second effect and reduce poison's base dmg to 1.



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



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



Added Notes: Although Magic Booster has a pretty noticable delay when casted standing up, if you cast it on a rope there will be no delay. Also, once Magic Booster is level 11, it will add +2 speed and remain that way even when it's maxed. Because of this, it's recommended you leave it at level 11.



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



Added Notes: Magic Composition's damage isn't like Fire Arrow's unlike what most people think. Maxed out, Magic Composition has 150 spell damage, but this damage is really split up into two parts equally, making it 75 Fire and 75 Poison. When facing an ice monster, the 75 Fire element gets the 1.5x additional damage while the 75 poison stays the same. At the same time, when you're facing zombies, who're completely poison immune, the poison part of Magic Composition does 0 while the Fire does 75. The only monsters who are weak to both aren't released in Oms yet.



4.0 Skill Builds





I'll start with the legend.



-Type of Build-



-Skill order-



-Upsides-



-Downsides-



-Explanations of skill orders-







4.1 Magic Composition Build







Level 70: First point into Elemental Amplification

Level 71: 3 Elemental Amplification (4)

Level 72: 3 into Booster

Level 73: 3 Booster

Level 74: 3 Booster

Level 75: 2 Booster (11), 1 Magic Composition

Level 76: 3 Magic Composition

Level 77: 3 Magic Composition

Level 78: 3 Magic Composition

Level 79: 3 Magic Composition

Level 80: 3 Magic Composition

Level 81: 3 Magic Composition

Level 82: 3 Magic Composition

Level 83: 3 Magic Composition

Level 84: 3 Magic Composition

Level 85: 2 Magic Composition (Maxed), 1 Seal

Level 86: 3 Elemental Amplification

Level 87: 3 Elemental Amplification

Level 88: 3 Elemental Amplification

Level 89: 3 Elemental Amplification

Level 90: 3 Elemental Amplification

Level 91: 3 Elemental Amplification

Level 92: 3 Elemental Amplification

Level 93: 3 Elemental Amplification

Level 94: 2 Elemental Amplification (Maxed) 1 Explosion

Level 95: 3 Explosion

Level 96: 3 Explosion

Level 97: 3 Explosion

Level 98: 3 Explosion

Level 99: 3 Explosion

Level 100: 3 Explosion

Level 101: 3 Explosion

Level 102: 3 Explosion

Level 103: 3 Explosion

Level 104: 2 Explosion (Maxed) 1 Seal

Level 105: 3 Seal

Level 106: 3 Seal

Level 107: 3 Seal

Level 108: 3 Seal

Level 109: 3 Seal

Level 110: 3 Seal (Maxed)

Level 111: 3 Poison Mist

Level 112: 3 Poison Mist

Level 113: 3 Poison Mist

Level 114: 3 Poison Mist

Level 115: 3 Poison Mist

Level 116: 3 Poison Mist

Level 117: 3 Poison Mist

Level 118: 3 Poison Mist

Level 119: 3 Poison Mist

Level 120: 3 Poison Mist





This leaves you with:



Magic Composition : 30

Booster: 11

Elemental Amplification: 30

Poison Mist: 30

Explosion: 30

Seal: 20

Partial Resistance: 0



EDIT: OKAY. I made a mistake about the level 5 EA thing, it should be 4. EXCUSE ME x_X geeze atleast i busted my ass to make this guide. When I did the job advancement, I was already level 87 and excuse me for not paying attention to these things, god. Btw, to the people who are runing around posting how I made a mistake on other threads, why the hell don't you just PM me and tell me instead of going around and telling people how I made a mistake? Is it really that hard? Next time, you go make the guide.




Upsides: You’ll be able do MUCH greater damage on neutral monsters! Plus, they'll be poisoned on imact. Think of the fact that it's a Poison Brace within itself.



Downsides: Stuck using a single target skill for a long while.



Skill Explanation: The reason why Elemental Amplification came first is because of the attack boost. It’s more competent to place it before booster due to the fact that booster’s effect isn’t drastically noticeable when compared to the damage increase of Elemental Amp. Also, I only placed amp at 4 because of the way it’s set. After level 4, its damage increase percentage only raises by one; instead of 2 in the previous levels. Knowing this, it’s best to leave it at 4 and start booster, followed by Magic Composition.



The reason why I edited this was because it was on my to-do list but I never got around to it. >_>

Because of Ludi, Partial Resistance blows.



4.2 Explosion Build



Level 70: 1 Elemental Amplification

Level 71: 3 Elemental Amplification (4)

Level 72: 3 into Booster

Level 73: 3 Booster

Level 74: 3 Booster

Level 75: 2 Booster, 1 Explosion (11)

Level 76: 3 Explosion

Level 77: 3 Explosion

Level 78: 3 Explosion

Level 79: 3 Explosion

Level 80: 3 Explosion

Level 81: 3 Explosion

Level 82: 3 Explosion

Level 83: 3 Explosion

Level 84: 3 Explosion

Level 85: 2 Explosion (Maxed), 1 Seal

Level 86: 3 Elemental Amplification

Level 87: 3 Elemental Amplification

Level 88: 3 Elemental Amplification

Level 89: 3 Elemental Amplification

Level 90: 3 Elemental Amplification

Level 91: 3 Elemental Amplification

Level 92: 3 Elemental Amplification

Level 93: 3 Elemental Amplification

Level 94: 2 Elemental 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 Seal

Level 115: 3 Seal

Level 116: 3 Seal

Level 117: 3 Seal

Level 118: 3 Seal

Level 119: 3 Seal

Level 120: 3 Seal (Maxed)





The Results give us:





Magic Composition : 30

Poison Mist: 30

Explosion: 30

Booster: 11

Elemental Amplification: 30

Seal: 20

Partial Resistance: 0



Upsides: Finally! We can take advantage of our long needed AoE skill. With this, training will become a lot faster, drops will happen more frequently because of the increase of monster kills, and because of your MP Eater, potion usage won’t be as severe; as long as you’re able to avoid using Magic Guard and consistently get 4~6 enemies within your Explosion range. With the new patch recently released, the delay on Explosion is hardly noticable. Also, the casting speed has greatly increased. Thanks to this helpful update, speed is no longer a problem when it comes to using this great skill.



Downsides: The only downside I can see is that you'll have to wait a while until this skill is maxed out =(



Explanation: The whole level 4 Elemental Amplification concept is already explained in the Magic Composition Build. The reason why I maxed out Poison mist and left Partial Resistance at 0 is because of the fact that you’ll want to be able to use Explosion to its fullest. The longer Mist hangs around, the less moving you’ll have to do to gather mobs. All you have to do is Mist, wait for everything to gather as close to you as possible, then bang, instant mob! Seal was added in early because of it’s usefulness. Level 1 alone will leave you impressed beyond belief. You’ll be so happy that you were able to squeeze in level 1 Seal early on. It can be spammed on ropes, so if it doesn’t work the first shot, just recast until it does. The duration is reasonable and even level 1 affects 6 monsters.



4.3 Poison Mist Build (Pure, all skill orders aim to support Poison mist, for you Poison freaks =p)



Level 70: 1 Elemental Amplification

Level 71: 2 Elemental 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 Seal

Level 87: 3 Seal

Level 88: 3 Seal

Level 89: 3 Seal

Level 90: 3 Seal

Level 91: 3 Seal (Maxed)

Level 92: 3 Explosion

Level 93: 3 Explosion

Level 94: 3 Explosion

Level 95: 3 Explosion

Level 96: 3 Explosion

Level 97: 3 Explosion

Level 98: 3 Explosion

Level 99: 3 Explosion

Level 100: 3 Explosion

Level 101: 3 Explosion (Maxed)

Level 102: 3 Elemental Amplification

Level 103: 3 Elemental Amplification

Level 104: 3 Elemental Amplification

Level 105: 3 Elemental Amplification

Level 106: 3 Elemental Amplification

Level 107: 3 Elemental Amplification

Level 108: 3 Elemental Amplification

Level 109: 3 Elemental Amplification

Level 110: 3 Elemental 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)



Your build will look like this:



Magic Composition: 30

Poison Mist: 30

Explosion: 30

Booster: 11

Elemental Amplification: 30

Seal: 20

Partial Resistance: 0



Upsides: Though getting to 81 will be rather slow. Pot usage will probably be high until you have seal, so make sure that you’ve got the money to support yourself. To add to this, you’ll also be the most unique class possible. Another handy thing is the fact that poison’s damage is based on the monster’s HP. This of course, is a give and take feature. Due to the HP damage, your Matk won’t be very important, though at the same time your leveling areas will be limited for a while.



A nice thing to look forward to is you’ll face less problems of people saying “o I wuz here b4 u”. As soon as they walk in and see a giant green blob of mist lagging them, they’ll know well that someone is in the map. =] Lastly, while you’re waiting for the monsters to decay from poison, you’ll have time to chat with your buddy list!





Downsides: This build isn’t 100% guaranteed to give satisfying results. Also, getting to 81 will be slow, but after that exp will speed up. It will take a while before you can add Elemental Amplification, so you're really going to have to learn to enjoy your mist for a while.



Another disadvantage is once your Poison Mist is maxed, the damage won’t change whether you’re level 80 or 150. Also, all bosses are generally immune to poison. Finally, parties will make tons of annoying "Fart" jokes about mist. Not only that, some of them are real pricks and complain about how they can't see and other crap. Trust me, just tell them to go to hell or something, you'll feel much better. :D





Explanation: As you can see, the typical level -4- Elemental Amplification and 11 Magic Booster doesn’t show up here. The reason for this is because Poison Mist’s poison effect is purely HP based. The skill itself isn’t very slow, which means we won’t need booster until after we max mist. Though, level 3 Elemental Amplification was added early on because of the pre-req for Seal.Explosion comes after mist due to the fact that you’ll want to kill those monsters which mob around you more quickly than having to hit them one at a time. Though, you won’t need to max it, since the poisoned monsters will only have one HP. For a pure Poison Mage, Elemental Amplification won't be needed until WAY later on. There's no need to add to your already high MP usage from Magic Guard, thus we won't be adding Elemental Amplification until near the end of our job.



Note: This leveling build is for PURE Poison Mages. And yeah, I changed the build. I've been wanting to do this for a while with Ludibrium released. Why? Because now that Fire Mages can train on Grim Phantom watches and such, Partial Resistance just isn't as useful as it was before Ludibrium. Knowing this, you're better off just getting Magic Composition. But hey, if you decided not to get composition, don't worry, not all is lost, you can easily manage without it.



4.4 Poison Mist Build (Mixed, aimed to support other skills such as Fire Arrow and Explosion)



Level 70: 1 Poison Mist

Level 71: 3 Poison Mist

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: 2 Poison Mist (maxed), 1 Elemental Amplification

Level 81: 2 Elemental Amplification (3) 1 Seal

Level 82: 3 Booster

Level 83: 3 Booster

Level 84: 3 Booster

Level 85: 2 Booster (11) 1 Partial Resistance

Level 86: 1 Explosion 2 Elemental Amplification

Level 87: 3 Elemental Amplification

Level 88: 3 Elemental Amplification

Level 89: 3 Elemental Amplification

Level 90: 3 Elemental Amplification

Level 91: 3 Elemental Amplification

Level 92: 3 Elemental Amplification

Level 93: 3 Elemental Amplification

Level 94: 3 Elemental Amplification

Level 95: 1 Elemental Amplification, 2 Explosion

Level 96: 3 Explosion

Level 97: 3 Explosion

Level 98: 3 Explosion

Level 99: 3 Explosion

Level 100: 3 Explosion

Level 101: 3 Explosion

Level 102: 3 Explosion

Level 103: 3 Explosion

Level 104: 3 Explosion

Level 105: 3 Seal

Level 106: 3 Seal

Level 107: 3 Seal

Level 108: 3 Seal

Level 109: 3 Seal

Level 110: 3 Seal (19)

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)



Your build will look like this:



Magic Composition: 30

Poison Mist: 30

Explosion: 30

Booster: 11

Elemental Amplification: 30

Seal: 19

Partial Resistance: 1



Upsides: You'll have Magic Composition for monsters such as Zakum. By 120, you'll almost be the same as a Fire Mage who decided to go with the Magic Composition or Explosion build.



Downsides You won't have the satisfaction of knowing that you went entirely 100% poison. Leveling will be slow in the beginning, but later speed up.Training will be a bit more expensive due to the low Seal and Partial Resistance levels. Most of of the ups and downs are similar to the ones in the pure Poison Mage area so you already have the general idea



Explaination After Poison Mist, the level 3 Elemental Amplification comes in as a pre-req for Seal. The one point into Partial Resistance is only a minor help and can be instead added to Seal. Elemental Amplification follows after Seal so your Fire Arrow and Magic Claw can do more damage, allowing you to train in other maps. With Explosion and Poison mist, Magic Composition isn't really needed until later on. If you have any doubts with choosing this build, I highly suggest you avoid it for now.



5.0 Leveling Spots:



5.1 Magic Composition Areas:



Guess what? From levels 70 to 75 you’ll be sitting in boring, old, slow Pangs. Horrid, I know, but just hang in there until you’re able to kill Jr.Yetis atleast 85% of the time with Fire Arrow. Some players have reported that Zombies were faster for them. It's something considerable



Levels 76 – 85: Now that Ludibrium is out, I'd have to say your best bet is at Death Teddies or Ghost Pirates. When dealing with Death Teddies, remember that you'll have to rely on dodging alot. It's an easy place to find Priests. Make sure to stay friendly with everyone you meet, you don't know when you might need a party for later levels.



Ghost Pirates requires you to avoid staying at higher/lower ledges then where they are. Other than that, they won't attack you. Further information is located in the Ludibrium section.



Levels 86 – 95: Dual Ghost Pirates are a nice change. They give a bit more experiance than Death Teddies, and you're better off killing them one at a time anyways. Steelys will cover the pot cost, assuming you find a set. If not, be extra careful when training.



Levels 96 – 105: Normal Phantom Watches or Grims work at this level. Only go to Grims if you have a party consisting of a Dragon Knight and Priest. Otherwise, you're going to burn alot of money. Hyper Body will help greatly with the Elixir costs. Even though Phantom Watches attack you no matter what side you're on, they have a much higher meso return than Grims. I know, Kages are the best drops, which come from Grims. Be realistic. Odds are, you WON'T be getting a Kage, and you're going to lose money. You're better off staying somewhere that gives almost a double meso return, with mostly bad drops.



Levels 105+: Grim Phantom Watches are a good soloing spot when you're low on money. If have a decent level of Seal, that is. Thanatos and Gate Keepers can be trained on also. You'll out damage Ice Mages because of the fact that they don't resist Fire or Poison damage. You'll need a decent level of seal, or a way to prevent them from attacking to make the exp more efficiant.



5.2 Explosion Areas:



Same as Composition build for the first 5 levels, you’ll be in Pangs...Zombies...Etc.



Levels 76 – 85: Death Teddies are once again recommended. At first it may be a tad costly, and you might retreat back to Ossyria, but as Explosion's level raises, you'll notice you'll be able to take full advantage of the map set up. There are ledges which are close enough to you'll be able to Explode and hit the monsters on the ledge below. Also, on the bottom area, there are three spots where you can explode safely. Basically, EXP will stay at a reasonably even rate as you level up. Explosion's range and damage increase/stability will allow faster killing, and more exp/hour, but the EXP boosts per level will even out the leveling speed increase. You COULD go to Ghost Pirates, though there's aren't as many sniping spots. (but there are still some)



Levels 86 – 90: Continue at Death Teddies or move on to Dual Ghost Pirates. Using Fire Arrow and Slow will be your main technique at Dual Ghost Pirates.





Levels 96 – 104: With a bit of points into Elemental Amplification, you can take your risks at Normal Phantom Watches. There are enough safe spots to make use of, but you'll realize that there are some areas where, you'll have to kill them one by one. You might have to change channels by the time the bottom mob clusters, until you have some points into Poison Mist. The one point into Seal will prove useful in this map. Only go to Grim Phantom Watches if you're partied with a Priest and Dragon Knight. But, don't get your hopes up, odds are you won't be unless they're friends.



Levels 105+: Grim Phantom Watches. You'll burn money reasonably quickly until your Seal is near maxed. Even then, you'll either break even or lose slowly. Because of this, feel free to move back to Normal Phantom Watches. You can go to Thanatos / Gate Keepers once your Magic Composition is maxed. It's not the greatest EXP, but it's a nice change. The Magicodar/Fair Frozen are definitally a nice fund to potions/equipment if you manage to find one.



5.3 Poison Mist (Pure) Areas::



Levels 70 – 75: Pangs, Grupins, Zombies.



Levels 76 – 85: Death Teddies. Poison Mist is said to be AMAZING here. I have no idea personally though. It would be alot more easier to Mist this map compared to Ghost Pirates.



Levels 85 - 92: With maxed Poison Mist, you can start training at Viking. Some parties find Mist to be appealing and ask to party. If you're not careful, you'll end up wasting a ton of money on pots from taking too much touch damage. If you're tired of Vikings, you can go to Dual Ghost Pirates.



Levels 93 - 99: Normal Phantom Watches are a nice change. The first few points in Explosion will help you clear the bottom. As Explosion's level raises, it'll be easier to hit Watches from safe spots. With Seal, you can also train at Gig. Vikings.



Levels 99+: With Seal, Mist, and Explosion maxed, you can start going to Grim Phantom Watches early. A good party is still needed until your MP is higher, but it's still possible to solo in a map.



5.4 Poison Mist (Mixed) Areas::



Note: These aren't 100% certain and only based on theory



(You can tell I'm out of ways to say the same leveling spots over and over)



Levels 70 – 75: Do I even have to say this again?



Levels 76 – 85: Death Teddies.



Levels 86 – 95: Vikings until about 90, then if you're bored, Phantom Watches.



Levels 96– 104: Phantom Watches, Grim Phantom Watches in a good party with a DK and Priest.



Levels 104+: Grim Phantom Watches



6.0Screen Shots:



Proton took this while we were at Gig Vikings in a map which was vac'd by a hacker who ran when we came :





Near highest damage with Compo at level 141:





Explosion and Pianus screenshots coming soon.



The Zakum pics were removed due to their excessive popularity and they're honestly quite common now a days.



7.0 Ludibrium:



Before I get into details about the maps and monsters, I would like to give a general look at where Fire Mages stand when placed in Ludibirum. First of all, a majority of the higher monsters are weak to fire. Though this may seem great at first sight, there are way too many other downsides to this new...toyland. Personally, being over level 105 at the moment, and knowing a large majority of the high level Fire Mages, some conclusions have been made which may not appeal to us Fire Mages. The first problem is things here do HUGE damage. Because of this, we'll be using Magic Guard no matter what. Ice Mages can freeze monsters and Priests have Elemental Resistant and invincible to prevent them from having to use guard. Us, on the only hand, even with Seal and slow, will be taking alot of damage which leads to alot of potion consumption. We will, sadly, have to depend on drops to cover for the costs. To add to that, the monsters which give good exp have very few, or no drops which bring in good money. Money will being a primary problem for training.



On the bring side though, Poison Mist becomes more useful than it was before. Lower level Fire Mages will be more appealing when partied with people at their level because of the way mist works. Also, Magic Composition can be used for training/hunting at Thantos and Gate Keepers. As many can guess, Explosion plays a huge part in faster training aswell. Maps in Ludibrium, as every other map, has safe spots for casting Explosion or Poison Mist while staying out of range from enemy attacks. Also, the general EXP will take a huge increase, which allows Fire Mages to catch up to Ice Mages in terms of levels. Finally, thanks to Poison Mist, even maps which contain fire-resistant monsters can still be considerate training areas.



This section of the guide will be different than before. I will instead cover the maps individually which offer good EXP/drops, compared to before where I would only give a general overview of the leveling areas according to the levels.



Maps



Warped Path of Time 3



Monsters: Ghost Pirates - 30000 HP 160 MP, weak to fire, 3200 KB, 1100 EXP

Bafoons - 16000 HP 120 MP, resistant to fire, 1500 KB, 340 EXP



Recommended for: Level 75+



Drops worth money (at the moment): Ghost Pirates- White Seraph Cape, Kandine, Fire Arund

Bafoons - Crystal Flowerings, Golden Hinkel, 60% cape LUK



About the Monsters: The attack patterns of the Ghost Pirates aren't as simple as expected. Unlike any other monster in the game, these NEVER attack as long as you stay fairly close to them. What that means is, as long as you stay DIRECTLY infront of them, they won't attack. Though, if you either raise yourself higher than them ( jumping with haste, trying to stand on ledges which are elevated, but not high enough to be directly above them) they will attack. The attacks aren't avoidable, which means you're going to have to avoid trying to avoid them indirectly. Also, slow becomes a major help here, especially if you're planing to use explosion on them when they're mobbed together, but you have to stay infront of them. Try to keep them on one side of the explosion, since whichever side you're facing is the direction they'll be knocked back to, no matter what side they're on. Also, since Slow doesn't make them slow enough for you to stand still, you'll still have to teleport backwards after 2-3 explosions.



About the Map: The map itself is fairly big, big enough to share / party. Also, you'll notice that the Bafoons are placed at the top of the map, which tends to become annoying. There are multiple full safe spots where you can explode without the range of the Pirates or Bafoons being able to hit you. Elemental Composition or Magic Claw will be the facter choice for killing the Bafoons singularly, but if they're mobbed up, explosion is your best bet. Try to stay in as many safe spots as possible, and avoid taking as much attacks and touch damage as possible, the pot burning adds up...quickly.





Hidden Street: Unbalanced Time



Located from: Top-most area in Warped Path of Time 3 (left), press up at the purple spikey circle



Monsters: Dual Ghost Pirates - 35000 HP, 200 MP, weak to fire, 3700 KB, 1500 EXP



Recommended for: Level 75+



Drops worth money: Black Seraph Cape, Steely Throwing Stars, Dragon's Tail



About the Monsters: The Dual Ghost Pirates operate the same way as the normal Ghost Pirates. The only difference is they deal more damage (go figure).



About the Map: This map, I must say, is the most annoying of all, in my opinion anyways. Why? Because there's visible safe areas, but once you start attacking, you realize that you're not actually as safe as you think. Almost all of the ledges on the sides of the map (by the ladder) where you can reach the Pirates. The bad side is, they can do the same with their attacks. With this issue in mind, you'll quickly notice that you'll either have to seal and attack from the ledges, or you'll have to jump in, slow, and hope to avoid as much damage as possible. Personally, I spent most of the time exploding mobs while taking touch damage, only to be finally about to explode from those same monster infested ledges. With the map set-up, it's better start up and work your way down. People with explosion will notice that you'll be able to explode on higher rows (which has monsters) and the explosion will reach the monsters below also. Poison Mist also avoids you from taking alot of damage when you reach the bottom of the map, after killing the top spawn that is, which consists of almost the entire map's spawn.





Forgotten Path of Time 3



Monsters: Death Teddies - 32000 HP, 180 MP, weak to fire, 3500 KB, 1300 EXP



Recommended for: Levels 75 +



Drops worth money: Redemption, Red Oriental Fury (M), 60% Cape INT



About the Monsters: Death Teddies shoot magic-block beam thingers at you. They're rather slow and easy to avoid by teleporting.



About the Map: There are multiple safe spots where you can explode while avoiding damage. The most noticable one is the the two bottom safe spots, each located at the far end of the right and left side of the map. This map, however, can generally be shared. Though, if the user has Poison Mist, it's honestly more of a solo map.





Forgotten Path of Time 4



Monsters: Phantom Watches - 53000 HP, 200 MP, weak to fire, 5000 KB, 2300 EXP



Recommended for: Levels 88+ Fire Mages



Drops worth money: Green Seraph Cape, Heaven's Gate, Heaven's Justice, Black Oriental Fury (F), 60% Cape LUK



About the Monsters: Phantom Watches have the same attack style as Death Teddies, though this time they shoot ice blocks at you. Unlike the teddies though, their attacks are MUCH faster and harder to avoid. Poisoning and staying safe is the usual technique here. The thing about using Poison Mist is, you'll take touch damage alot, but you honestly don't have much choice.



About the Map: Same as usual. Try to stay in the safe spots and use Poison Mist to get around. When it comes to the bottom clustered spawn, there are no safe areas to explode. This means you'll have to either kill them one at a time, or you'll just Mist around then going around the top area again, while waiting for Poison to play it's role.



Hidden Street: Forbidden Time



Monsters: Grim Phantom Watches - 53000 HP, 200 MP, weak to fire, 5500 KB, 2800 EXP



Recommended for: Mages level 100+, espcially with Seal.



Drops worth money: Doombringer, Devil's Sunrise, Kage Staff, 10% Scroll for Claw attack



About the Monsters: Oh geeze. Money wasting at it's best. The only map where you'll burn pots faster than this are Gigantic Viking Spirits. Like Thantos, these summon 2-3 ice pillars. But, the difference is, you won't have time to dodge these like you do with Thanatos' attacks. Not only that, but these are summoned randomly on the ledges, unlike Thanatos, which all appear around him. The touch and magic damage are ridiculously high, so you'll appriciate Poison Mist. The main technique here is to Seal before attacking, and to attack from the RIGHT side. As long as they're facing left (which means you have to attack from the right) they will NOT attack. Slow helps a ton here when combined with Seal.



About the Map: The map is pretty straight forward. Basically all you have to know is there are two SEMI-safe spots. Because of this, you'll heavily rely on Slow and Seal. Because it's too complicated to explain, the following screenshot will basically show you what I mean.





The only two semi safe spots are that and the ledge on the left side which basically the same thing. The reason why they're only HALF safe is because there are usually Grims on the yellow ledge. You'd have to kill those first before being able to Explode without fear of accidentally hitting one of the Grims on the ledge.





Warped Path of Time 4



Monsters: Spirit Vikings - 50000 HP, 190 MP, resistant to fire, 5000 KB, 2100 EXP



Recommended for: Mages with a high level poison skill.



Drops worth money: Ilbi Throwing Star, Dark Scarab, Devil's Sunrise, Marine Arund



About the Monsters: Well, they're giant dudes that scream like...rabid monkies when they die....o_O. They shoot canonballs at you at a very slow speed. You can't teleport around them, but they're already slow to begin with.



About the Map: Very mobby, very easy to spend alot of money if you're reckless with not avoiding taking hits. Not the best exp, not the worst either. It's a really good spot for players who decided to go mist first. There's more than enough safe spots where you can attack without having to worry about getting hit.





Hidden Street: Twisted Time



Monsters: Gigantic Viking Spirits - 58000 HP, 220 MP, resistant to fire, 5300 KB, 2600 EXP



Recommended for: Mages with a high level poison skill.



Drops worth money: Heaven's Gate, Angelic Betrayal,Gold Drop Earrings, Fraute



About the Monsters: Same as the other Vikings basically.



About the Map: Not many sniping spots, but there are a few. Work your way from the top to bottom, then once you reach the bottom, either go into Cash Shop or change channels. This map is generally ALWAYS empty due to bad drops, and watch out, there are tons of times where you'll find people vac hacking here.



Aqua Dungeon:



Before I even start, I'd just like to paste the lyrics to the chorus of the Little Mermaid song from Disney in dedication to such a...wonderful new land.



Under the sea

Under the sea

Nobody beat us

Fry us and eat us

In fricassee

We what the land folks loves to cook

Under the sea we off the hook

We got no troubles

Life is the bubbles

Under the sea

Under the sea

Since life is sweet here

We got the beat here

Naturally

Even the sturgeon an' the ray

They get the urge 'n' start to play

We got the spirit

You got to hear it

Under the sea




So...Now that we've taken care of that, let's get down to business.



Everything in there = resistant to fire



Map setups = Bad for Misting, lots of pot burning



Aqua Dungeon = Lole for Fire Mages.



In conclusion, I honestly see no point in revising this area of Maple Story, until I'm told that there's something that just might be worth looking into. But, from as much as I can tell, aside from Pianus, Aqua Dungeon is a huge waste of time.



8.0Bosses (in progress)



Alright, so there's been tons of talk going on about how useful Fire Mages are at boss fights. Well, this is basically going to highlight some of the upsides there are of partying a Fire Mages at the bosses mentioned. Now, as everyone should know by now, we're not exactly the best against 1 vs 1'ing, and I'll be honest, tons of people hate partying us period because of this. But that doesn't mean we're totally useless, even though Wizet has this way of trying to screw us over.



A good note to bring up is not all bosses are immune to poison damage. Yes, they are ALL immune to the poison effect, but the base damage of the element itself still works. So for people who use Poison Brace or Magic Composition, your skill will do full damage, just that the boss won't get poisoned. I've seen alot of confusion with this and felt that it needed to be clarified.



Mushmom



Level :60

HP: 20,000

MP: 200

EXP: 1,200

KB: 1,000



Uhh...If you're going here with an entire party and you're 70+....Then...Yeah, you do that...And I hope you get KS'd by a level 40 while you're at it...



Crimson Balrog



Level:100

HP: 100,000

MP: 500

EXP: 3,500

Speed: 0

Immune to Poison



Good ol' Crimson Balrog. This will probably be the first boss people will fight, that actually has a chance to kill you. Alot of high levels use this as a quick chance to show off their damage to others, and get spammed with "OMG UR PRO" and crap like that. For Fire Mages, we get kinda screwed over since Crimson Balrog is immune to poison. So guess what? No Magic Composition for you. Yup, you'll be using Fire Arrow and/or Explosion, nice way to show off your damage, eh?



Pianus



Level:110

HP: 30,000,000

MP: 3,500,000

Speed: None

EXP: 1,299,960

Weak to Fire



The setup for this boss, is amusingly stupid. Basically, any level can enter, and a maximum of 12 people can be in the map at a time. Now, what does this equal? Noobs sitting their ass in there trying to be all cute. Another issue is, anyone can enter at any time, whether there's a fight going on or not. Easy looting oppertunity if you get a few hits in before it dies, yes? Dead people will also act all cutesy by leaving their ass in there while F2'ing. Picture a Jr.Rog scene with a player limit and the Jr.rog is a mini zakum. Not very fun. Oh, I also forgot to mention there's an 8 hour respawn wait, but on the bright side, it spawns in every channel...Just not at the same time.



On the bright side, it IS weak to fire, though this profits White Knights more than Mages due to the fact that compo is also 50% poison. Although, I've found out some interesting things about Pianus.



On the map, there's a 2 spawn areas. One on the far left, and one on the far right. There's a slight possibility that both will spawn at the same time, making two Pianuses in the map. The Pianus on the left side does less damage than the Pianus on the right side. Although, the Pianus on the left side will ALSO seal you and your party, and dispel your skills (mg, hs, hb, etc). The Pianus on the right side will NOT dispel / seal you and your party.



Advice? Don't go in unless you're 120+, save everyone who's already able to go in the headache, please. If you don't have a DK, don't go unless you're 140+.



For those who can go in, be sure to bring tons of Power Elixirs and Elixirs, as you normally would for Zakum. I'm not sure if it either has a skill that brings you to 1 Hp, 1 Mp, or it's a huge damaging attack that rapes you, I need to check on that. Also, stay AWAY from the Blood Booms. If they explode on you, then your pretty much fucked.It does about 8k damage. It's a pretty nice place if you're pot-spam-happy. As for drops, it drops mostly level 100 armors of all classes and some warrior weapons...Nothing all that hot..



Papulatus Clock



Level:125



(With Clock Machine)



HP: 23,000,000

MP: 2,000,000

Speed: -40

EXP: 596,000

KB: 10,000



(After Machine is Broken)



HP: 1,590,000

MP: 80 (lole wtf)

Speed: 60

EXP: 970,000

KB: 12,000



Though this boss isn't released yet, I've heard from here and there that the second form is annoyingly fast. This is a nice time to show off Slow.



Zakum



(I'll eventually get around to working on the arms...)



Level: 140

Speed: None

EXP: 7,000,000



(1st body HP bar)



HP: 66,000,000

MP: 30,000



(2nd body HP bar)



HP: 88,000,000

MP: 35,000



(3rd body HP bar)



HP: 110,000,000

MP: 40,000



Haha, I've been asked tons of times to join people at Zakum who plan to kill the body. Why? Because apprently the Ice monsters it spawns rapes the hell out of Ice Mages and everyone else. They say that there should be atleast 2-3 Fire Mages there to assist. Also, Zakum has two armor immunities, one which is complete weapon damage immunity, and one which is magic immunity. It alternates between the two, and sometimes turns off both. This would be another reason why Fire Mages are welcomed to join at Zakum. Warning to Mages though, it's expensive to go to Zakum.



9.0 Non Related, but Useful Tips:



This section is completely unrelated to the guide, though I feel that it’s still important to bring these up.



- I’d like to mention the fact that people need to stop worrying so much about their armors and shields and start focusing on more important things. Before you say, “Oh, but Mages have low defense and need as much as possible!” think for a second. Mages NATURALLY will always be the class with the lowest defense. It’s already been proven that 3 defense is only -1 damage. It’s because of this that shows how useless it really is to have people get so worked up over Panlids and Wooden Shields. The reason I say this is because I’ve been harassed by many players, being called “Weak” solely because of the fact that I choose to equip my character with a Wooden Shield and not a Panlid. The ironic part is, when I ask these same people if they scroll their earings or cape, the majority of them reply either with a “no” or “yes, with 100%s”. Last time I checked, the stats on your earings and cape add magic attack, which determines your damage, while your shield only adds defense and some HP if you’re lucky, but doesn’t affect your damage at all =(. Get with it people! Earings ARE important! They’re the Magician’s version of an attack glove and there’s nothing that will change this fact. A perfectly scrolled 10% work gloves adds 15 attack, while a perfectly 10% scrolled pair of earings will add 15 int and 25 Matk. Add that together and you get a total of 40 Matk! The sad part is, most people just shove 100%s in their earings and continue with their day.



- Fire Mages in general don’t make as much money as most Ice Mages or Priests. Knowing this, there’s no reason to feel bad or left out if you’re not as rich as your friends. I’m not implying that this happens all the time, but I’ve made multiple comparisons and most of the time, it’s the person playing a Fire Mage who’s usually the poorest of the three.



- Unlike the Jms glitch, Partial Resistance level 1 does NOT make you only take 1 damage from fire and poison attacks. (Credit to Omegadragon for confirming this) =/





- Fire Mages DO take alot of money to train. It's debatable whether they're more expensive than Cheif Bandits. Some people say no, some say yes. Either way, I'm currently levle 115 and usually have 2~6m. I'm not ashamed to admit this really, most of my Fire Mage friends have less, or a bit more. I really couldn't care less if you have more than me though. The only time you'll make money is by getting lucky through from drops.(eg. Kage)



- To all high level Mages, once your MP is high enough to the point where you can switch to Elixirs instead of Sundaes, DO IT. You'll save a ton of money using Elixirs instead of Sundaes. Think of it, say you have 8,000 MP, you can either pay 4k for a sunday and recover 2k MP, or you can use an elixirs which sells in player shops for 5k and recover 4k Mp and x amount of HP. This is the reason why HB is useful at higher levels. Thanks to Hyper Body, you'll be able to save additional money be having more MP to run out before using an Elixir. Currently, and hopefully for a very long time, Elixirs sell for an average of 5k. DON'T buy them for anything more than that price. By buying them for more than 5k, you're only contributing to an inflation, which is something we don't need.



10.0 F.A.Q:



Okay, I truely appriciate everyone's interest in what I do in MS, and have tons of questions for me, although, I'm basically getting the same questions over and over and...OVER again. To keep everyone's life simple, I'm going to answer the most common questions here. Please, PLEASE, don't PM me in game asking these questions in a basically different manner, otherwise I'll just tell you to read this section, or I'll straight forward ignore you.



Q: What level are you?



Check mapleglobal.com and see for yourself



Q: How much money do you have?



Usually ranges between 5 ~ 20m. Yes, I know, people at my level have usually 7x as much, but unlike many classes, I do this thing called "potting".



Q: How much damage do you do?



I think I hate this question the most. Because of poison, there's no definite answer. Get that straight people. I can do a base damage with a certain spell, then there's bonus damage. For example, Compo does x amount of damage, then there's an additional y amount from the poison per second. Same applies for Poison Mist. Because of this, there's no straight forward answer.



Q: Can you solo Zakum?



No, no one can. Not me, not Tiger, not Suuushi, not some non-existing level 200 guy, No One. It's not meant to be solo'd, you need 5 parties to kill it. The end.



Q: How long does Zakum take to kill?



Depends on the general level of the parties, the people that go, people's internet connection, who dies early, etc. Basically, it depends. The fastest it's ever been killed at this point is about one and a half hours. But, usually it takes 2 ~ 2.5 hours.



Q: Do you have a Zakum helmet?



Yes



Q: Do you want to train my char?



No.



Q: Do you want to be my friend?



No. Yes, alot of you are honestly nice people, I know. Although, I can't manage talking to 10 of you at once while TRYING to train. Also, I don't feel like stopping my training just to answer the same questions every day. The reality is, alot of people on MS are nice, and if every nice person wanted to talk to me and get to know me, then I wouldn't have time to know anyone, now would I?



Q: Can you give me meso / items?



No. Earn it yourself like I did.



Q: What equipment are you using?



Whatever the hell I feel like.



Q: Are you planning to make a second video?



No, not right now, not for a very very long time, probably never even.



Q: What's stronger, Ice or Fire Mage?



They both have up's and down's. They both alternate between being the dominant class. Ice Mages are generally richer, Fire usually has more training places. Pick whichever is more fun to you, don't ask me.



Q: Which build is better, Explosion or Mist?



When I did my third job advancement, I was level 87. I had a basic idea of what to add. I pretty much added all my SP into 11 booster, max amp, 1 seal, and a bit into Explosion. The point is, I don't know which is "Faster" exp. Fast EXP depends on the people you know, where you party, and your equipment. Yes, both builds ARE expensive, and yes, you will level quickly with both of them. I have no straight answer on which one you'll like most, because a) I don't know you, b) I never had the chance to try both builds.



Q: Can I frap (or any other recording program) you killing?



I would REALLY, appriciate it if you DIDN'T. I don't want to be in any of your videos, demonstrating "Pros" of MS, considering MS pros don't exist.



11.0 Movie:

http://www.youtube.com/watch?v=JxIt4nQpUM0



This video was made by me at level 118. The reason why I decided to do it at 118 was because I knew that if I waited until 120, odds are I'd become to lazy to get it done. My skill build goes as follows:



Level 30 Magic Composition

Level 30 Explosion

Level 30 Elemental Amplification

Level 11 Booster

Level 20 Seal

Level 23 Poison Mist

Level 1 Partial Resistance



12.0 Closing:



In conclusion, I hope that I’ve been able to shed some much needed light upon Fire Mages. Within the next while, I’ll be updating the guide, trying to get screenshots and more helpful information. Thank you everyone who’s taken the time to read this and a huge thank you for the support from my friends.


==>Magician Guide List <==

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