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Monday, December 31, 2007

Guide to Party Priests


==>Magician Guide List <==


Guide to Party Priests





Table of Contents

1. Introduction to Priests

------*The Party Priest Routine*

1-b. Purpose of Guide

2. Ability Points

3. 1st Job Advancement: Magician

----3-a. 1st Job Skill Points

----3-b. Training Grounds

4. 2nd Job Advancement: Cleric

----4-a. 2nd Job Skill Points

----4-b. Training Grounds

------------*Training at Zombie Lupins*

5. 3rd Job Advancement: Priest

----5-a. 3rd Job Skill Points

------------*Mystic Doors Guide*

----5-b. Training Grounds

------------*Training at Zombies*

------------*Training at Master Death Teddies*

------------*Training at Dual Ghost Pirates*

6. Tips & Tricks

------*Minimizing your Lag*

7. The Legal Stuff

8. Credits

9. Upcoming



Press Ctrl+F and type the title to get there more quickly.



KEY:

MP - Mana/Magic Points: The most important thing to a Priest

HP - Hit Points:

KS - Kill Steal



1. Introduction to Priests

First off, Priests are not exactly known for their attacks, so if you're biggest priority is high damage, then this is not the right job for you. Secondly, if you aren't one who enjoys partying, then this is not the right guide for you. This is a guide for party Priests, in all their low-damage, party member-dependent glory.



What is a Priest? A priest is one of the 3rd Job Advancement choices for the Magician. In order to become one, you must first become a magician, then a cleric, then a priest.



What is a "party priest"? A priest who primarily trains in a party and who, especially at the higher levels, is dependant on their party members for levelling. Most can solo until about level 80, at which point, priests require others in order to level fast. It may not sound like much of a perk to be dependant on other people for your training, however it is totally worth it, because you will level FAST. 8x priests are in high demand for enemies such as Master Death Teddies, Grims, etc. "Party Priest" is also my name for this SP build.



So why be a priest? For their mad party skillz of course! Exhibit A: Heal, one of my personal favourites. No more wasting money on HP pots; it's appealing for potential party members; an excellent mob skill against the undeads; and you can technically kill anything that you can hit/survive one hit from. Next there is Holy Symbol; a skill which increases the amount of exp your party recieves to 150%. Who doesn't want 50% exp extra for every kill? Priests also come equipped with various other usefull party skills such as Bless (warriors LOVE this), dispel (speaks for itself), mystic door, and many more.



Finally, I just enjoy being a priest. Even party priests can solo, and it's oodles of fun knocking out those undeads. So if this job sounds right for you, then continue reading.



*The Party Priest Routine*

This is the way in which Priests and Clerics train.



1. HEAL -- Always try to keep the HP of you and your party members full. Sometimes they don't mind coming to you for heal, but a good priest/cleric will go to where they are to heal them. If at Undeads: Spam heal. This will restore the HP of you and your party members, while harming any enemies in your area.



2. SUPPORTIVE SKILLS -- (e.g. Holy Symbol and Bless) Don't let these skills run out for you OR your party members. A good priest/cleric will keep them on at all times. For the lower level monsters, I waited until the skills were close to running out before recasting them, but for things like Master Death Teddies and Grims, cast them after every "chunk"/mob of enemies that you kill.



3. ATTACKING -- The Priest is not usually depended on for attacking. At undeads, priests are helpful to weaken the enemies (using heal), but at most things priests are not expected to attack. Just focus on healing and casting support magic. In between heals/blesses/hses go ahead and attack, knock yourself out =P



1-b. Purpose of Guide

The purpose of this guide is to stop other magicians/clerics/priests from making the same mistakes that I did with my character, and also to share the useful information that I've learnt through my time as all of those things. It is also to gather all of the information about this class into one guide (I always seemed to have trouble finding the right guides, so hopefully this will be helpful). Please note that everything here is my opinion: the way that I like to build a Priest. I'm not saying it's the right way, so please don't get mad if you disagree with anything here -___-V



2. Ability Points

Roll a 4 on DEX and a 4 on STR and you are ready to go. INT and LUK are the only ability points which you need. Your stats should look something like this:

DEX 4

STR 4

INT #

LUK #



Ultimately you want your LUK to be 3 above what your level is, and everything else on INT. FOr example, if you are level 10, then your LUK should be 13. If you are level 23, then your LUK should be 26. If you are level 84, then your LUK should be 87. Get it? Don't put any more on LUK than is necessary, but make sure that it is always 3 above your level.



Stay at Maple Island until you reach level 8, then hop on the boat and head to Victoria Island.



3. 1st Job Advancement: Magician

From Lith Harbour, taxi over to Ellinia (to get on the taxi, talk to the guy in the stand to the right side of the the ship). Climb to the very top of Ellinia and enter the house to find Grendel the Old. Talk to him and if you have at least 20 INT, he will make you into a Magician.



3-a. 1st Job SKill Points

After becoming a magician, you will recieve a book titled "Intro. to Magic" with a list of skills in it. To get you started, Grendel also provides you with one skill point. Most people use that one skill point on Energy Bolt, however if you happen to have some nice friends who are willing to let you leech, then it should be put on Improving MP Recovery.



Improving MP Recovery (Maxes at 16) - A skill which allows you to recover a little more MP every 10 seconds. It is very usefull and can save you quite a bit on potions in the earlier levels (provided that you have patience and a place to stand while you wait). The higher the level that you are, the more MP you will recover.



Improving Max MP Increase (Maxes at 10) - This is an incredibly important skill for any magician as it increases the amount of total MP you have each time you level. This should be maxed first out of anything because the sooner it is maxed, the more MP you will have in the end. If you don't max it first, the extra MP that you would have gained at the earlier levels will have been lost. Prerequisite: 5 on Improving MP Recovery



Magic Guard (Maxes at 20) - If maxed, this skill causes 80% of any damage recieved to be to the MP rather than the HP. Priests do not use this while training, however it is necessary for survival at the more dangerous monsters. Magic Guard allows Priests to help with things such as Jr. Barlog, Lycanthropes, Crimson Rog, etc. It is a VERY useful skill.



Magic Armor (Maxes at 20) - I've never maxed this because it seems inferior to Magic Guard. It functions by temporarily raising the weapon defense of your armour. I would recommend not to max this, as it is replaced by the much better "Invincible" during the second job advancement. Prerequisite: 3 on Magic Guard



Energy Bolt (Maxes at 20) - A slow bolt of energy used to attack enemies. Typically this skill is left at 1, and is only used for training during the earlier levels. This is because it is slow and unable to go through obstacles. I've never maxed this skill, and I would recommend that you do the same.



Magic Claw (Maxes at 20) - A faster, stronger magic attack which deals two swift swipes of damage to any opposing forces. A great majority of magicians choose this over magic bolt. Max this skill as soon as possible, as it makes for fast levelling in the 20's and 30's.



SP Build: Magician

IF YOU HAVE FRIENDS TO TRAIN YOU (until level 17):

KEY: Level # - # of SP on skill (total # of SP on skill)

Level 8 - 1 on Improving MP Recovery (1)

Level 9 - 3 on Improving MP Recovery (4)

Level 10 - 0 on Improving MP Recovery (5) -- 2 on Improving Max MP Increase (2)

Level 11 - 0 on Improving MP Recovery (5) -- 3 on Improving Max MP Increase (5)

Level 12 - 0 on Improving MP Recovery (5) -- 3 on Improving Max MP Increase (8)

Level 13 - 0 on Improving MP Recovery (5)] -- 2 on Improving Max MP Increase (10 MAX) -- 1 on Magic Bolt (1 STOP)

Level 14 - 3 on Improving MP Recovery (8) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP)

Level 15 - 3 on Improving MP Recovery (11) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP)

Level 16 - 3 on Improving MP Recovery (14) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP)

Level 17 - 2 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 1 on Magic Claw (1)

Level 18 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 3 on Magic Claw (4)

Level 19 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 3 on Magic Claw (7)

Level 20 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 3 on Magic Claw (10)

Level 21 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 3 on Magic Claw (13)

Level 22 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 3 on Magic Claw (16)

Level 23 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 3 on Magic Claw (19)

Level 24 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 1 on Magic Claw (20 MAX) -- 2 on Magic Guard (2)

Level 25 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (5)

Level 26 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (8)

Level 27 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (11)

Level 28 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (14)

Level 29 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (17)

Level 30 - 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Bolt (1 STOP) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (20 MAX)







Quote:









Originally Posted by Phelddagrif

For the "perfect" magician build, there's no reason to wait for 1 Energy Bolt until after MP Recovery is maxed. Why max MP Recovery when you're not spending MP? Just put in the 1 point after you're finished with MP Increase.





IF YOU MUST TRAIN YOURSELF:

Level 8 - 1 on Magic Bolt (1 STOP)

Level 9 - 0 on Magic Bolt (1 STOP) -- 3 on Improving MP Recovery (3)

Level 10 - 0 on Magic Bolt (1 STOP) -- 2 on Improving MP Recovery (5) -- 1 on Improving Max MP Increase (1)

Level 11 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (5) -- 3 on Improving Max MP Increase (4)

Level 12 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (5) -- 3 on Improving Max MP Increase (7)

Level 13 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (5) -- 3 on Improving Max MP Increase (10 MAX)

Level 14 - 0 on Magic Bolt (1 STOP) -- 3 on Improving MP Recovery (8) -- 0 on Improving Max MP Increase (10 MAX)

Level 15 - 0 on Magic Bolt (1 STOP) -- 3 on Improving MP Recovery (11) -- 0 on Improving Max MP Increase (10 MAX)

Level 16 - 0 on Magic Bolt (1 STOP) -- 3 on Improving MP Recovery (14) -- 0 on Improving Max MP Increase (10 MAX)

Level 17 - 0 on Magic Bolt (1 STOP) -- 2 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 1 on Magic Claw (1)

Level 18 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 3 on Magic Claw (4)

Level 19 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 3 on Magic Claw (7)

Level 20 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 3 on Magic Claw (10)

Level 21 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 3 on Magic Claw (13)

Level 22 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 3 on Magic Claw (16)

Level 23 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 3 on Magic Claw (19)

Level 24 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 1 on Magic Claw (20 MAX) -- 2 on Magic Guard (2)

Level 25 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (5)

Level 26 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (8)

Level 27 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (11)

Level 28 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (14)

Level 29 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (17)

Level 30 - 0 on Magic Bolt (1 STOP) -- 0 on Improving MP Recovery (16 MAX) -- 0 on Improving Max MP Increase (10 MAX) -- 0 on Magic Claw (20 MAX) -- 3 on Magic Guard (20 MAX)




Your final build should be as follows:

Improving MP Recovery: 16

Improving Max MP Increase: 10

Magic Guard: 20

Magic Armor: 0

Energy Bolt: 1

Magic Claw: 20



3-b. Training Grounds

Level 8-15: Slimes (Dungeon, Southern Forest I)

Level 15-21: Pigs (The Pig Beach), Ribbon Pigs (The Pig Beach)

Level 21-30: Green Mushrooms (Dungeon, Southern Forest III), Horned Mushrooms (Dungeon, Southern Forest IV)

You could also do the Kerning Party Quest from level 21-30, however it is often very hard to get in.



4. 2nd Job Advancement: Cleric

At level 30 head back to Ellinia and talk to Grendel once again. He will give you a letter which you must then bring to the 2nd Job Adv. Instructor (who can be found at the very top of the Forest North of Ellinia). He will take you to a hidden map where you must kill weakened enemies and collect the Dark Marbles that they drop. Once you have collected 30 of these marbles, and given them to the instructor, he will grant you a Proof of Hero. Bring that back to Grendel and he will ask you if you want to become a Fire Wizard, Ice Wizard, or a Cleric. Choose Cleric.



4-a. 2nd Job Skill Points

If you open up your skill inventory, you will notice a new book called "Holy Magic Basics". This enables you to learn your 2nd job skills!



MP Eater (Maxes at 20) - This skill allows you to randomly steal MP from enemies as you attack. The higher level it is, the more MP you are able to steal and the better chance there is of it working. It is debated whether or not one should max this, however I believe that it is a very usefull skill, even for party priests. Often, you will train at undeads, from which you can steal MP just by healing. It really does seem to make a difference in how many potions I use.



Teleport (Maxes at 20) - One of my all-time favourites, teleport makes for fast transportation and easy navigation of training maps. Definately max this.



Heal (Maxes at 30) - Arguably a Priests most usefull skill, heal allows you to restore the HP of you and your party members [in your area] on command. I really don't see the point of a Priest without this, especially not a party priest. Max this for sure.



Invincible (Maxes at 20) - When maxed, Invincible temporarily decreases the weapon damage dealt to your character by 30% (so basically, it increases your weapon defense by 30%). This skill is necessary, especially when fighting the stronger, more difficult monsters (e.g. Master Death Teddies). Prerequisite: 5 on Heal



Bless (Maxes at 20) - Warriors love this skill because it gives them accuracy, thus allowing them to fight enemies which they wouldn't normally be able to hit. It also raises the magic defense, weapon def., and avoidablity of the party members in your area. It seems, and probably is, quite useless for a solo cleric, however in the later levels (MDTs, Grims, Dual Ghost Pirates) most warriors need this skill to hit the enemies. It is especially useful when training with crusaders, as it cancels out the negative effects of their skill "rage" (Raises wattk, but lowers wdef). Since Priests do not use wattk, and have a low wdef to begin with, it is not a beneficial skill to have on. Rage lowers the wdef by 20, while bless raises it by 20, thus returning it to normal. Seeing as this is a guide for party clerics, I say "Max it!" Preqquisite: 5 on Invincible (thanks BigBadWeirdo)



Holy Arrow (Maxes at 30) - Quite a useless skill for a party cleric. Basically all it is is an extra attack and a waste of SP. Since you will be relying on your party members to kill things, then you will not need this skill. Do not max this.



SP Build: Cleric

The order in which you max these skills isn't all that important, however I would recommend that you do Heal first.

Level 30 - 1 on Heal (1)

Level 31 - 2 on Heal (3) -- 1 on MP Eater (1)

Level 32 - 3 on Heal (6) -- 0 on MP Eater (1)

Level 33 - 3 on Heal (9) -- 0 on MP Eater (1)

Level 34 - 3 on Heal (12) -- 0 on MP Eater (1)

Level 35 - 3 on Heal (15) -- 0 on MP Eater (1)

Level 36 - 3 on Heal (18) -- 0 on MP Eater (1)

Level 37 - 3 on Heal (21) -- 0 on MP Eater (1)

Level 38 - 3 on Heal (24) -- 0 on MP Eater (1)

Level 39 - 3 on Heal (27) -- 0 on MP Eater (1)

Level 40 - 3 on Heal (30 MAX) -- 1 on MP Eater (1)

Level 41 - 0 on Heal (30 MAX) -- 3 on MP Eater (4)

Level 42 - 0 on Heal (30 MAX) -- 3 on MP Eater (7)

Level 43 - 0 on Heal (30 MAX) -- 3 on MP Eater (10)

Level 44 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 3 on Invincible (3)

Level 45 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 2 on Invincible (5) -- 1 on Bless (1)

Level 46 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 3 on Bless (4)

Level 47 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 3 on Bless (7)

Level 48 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 3 on Bless (10)

Level 49 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 3 on Bless (13)

Level 50 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 3 on Bless (16)

Level 51 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 3 on Bless (19)(4)[/b]

Level 52 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 1 on Bless (20 MAX) -- 2 on Teleport (2)

Level 53 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 0 on Bless (20 MAX) -- 3 on Teleport (5)

Level 54 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 0 on Bless (20 MAX) -- 3 on Teleport (8)

Level 55 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 0 on Bless (20 MAX) -- 3 on Teleport (11)

Level 56 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 0 on Bless (20 MAX) -- 3 on Teleport (14)

Level 57 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 0 on Bless (20 MAX) -- 3 on Teleport (17)

Level 58 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 0 on Invincible (5) -- 0 on Bless (20 MAX) -- 3 on Teleport (20 MAX)

Level 59 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 3 on Invincible (8) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 60 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 3 on Invincible (11) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 61 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 3 on Invincible (14) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 62 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 3 on Invincible (17) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 63 - 0 on Heal (30 MAX) -- 0 on MP Eater (10) -- 3 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 64 - 0 on Heal (30 MAX) -- 3 on MP Eater (13) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 65 - 0 on Heal (30 MAX) -- 3 on MP Eater (16) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 66 - 0 on Heal (30 MAX) -- 3 on MP Eater (19) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX)

Level 67 - 0 on Heal (30 MAX) -- 1 on MP Eater (20 MAX) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX) -- 2 on Holy Arrow (2)

Level 68 - 0 on Heal (30 MAX) -- 0 on MP Eater (20 MAX) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX) -- 3 on Holy Arrow (5)

Level 69 - 0 on Heal (30 MAX) -- 0 on MP Eater (20 MAX) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX) -- 3 on Holy Arrow (8)

Level 70 - 0 on Heal (30 MAX) -- 0 on MP Eater (20 MAX) -- 0 on Invincible (20 MAX) -- 0 on Bless (20 MAX) -- 0 on Teleport (20 MAX) -- 3 on Holy Arrow (11)




Your final build should be as follows:

MP Eater: 20

Teleport: 20

Heal: 30

Invincible: 20

Bless: 20

Holy Arrow: 11






Quote:









Originally Posted by Kagemucha

I would advise putting 1 point of MP Eater at lvl 31. It's a passive skill and it'll help with MP quite a bit.





This is the build that I like to use. For other good builds (e.g. if you want Holy Arrow), I would recommend that you check YuhwoO's Cleric Guide.



4-b. Training Grounds

Level 30-40: Jr. Lioners (Garden of Yellow I), Jr. Cellions (Garden of Red I), Jr. Grupins (Garden of Green I)

Level 30-38: Zombie Mushrooms (Ant Tunnel #) (Thanks HoWdOiNoE)

Level 40-48: Zombie Lupins (Tree Dungeon, Monkey Forest #)

Level 42-48: Platoon Chronos (Lost Time <1>) (Thanks Kurorat)

Level 48-65: Wraiths (Subway Line 1 Area 4)

Level 65-78: Coolie Zombies (Forest of Dead Trees #), Wraiths (Subway Line 1 Area 4)

From level 35-50, you could try the Ludi Party Quest however, once again, it is often hard to get in.



*Training at Zombie Lupins*

I really hated training here. The people were rude and the monkeys were ugly. Here are some tips on surviving these dreadful few levels:



This is probably obvious, but kill zombie lupins using heal: Heal a couple in an area until you have a group of about 6 angry monkeys whipping bananas at you. Heal those 6 to death and repeat.



Unequip your weapon while flipping through channels. That way you can heal yourself without provoking the zombie lupins. This makes it much easier to change without getting that stupid "You need to catch your breath" message.



If someone comes up to you and says "CC i lvl 50 ur lower", but if you were there first, then DO NOT CC. People are jerks, don't reward them for it T___T





During your earlier levels here, do not insist on having the whole tree to yourself. A) It will be very hard to find an empty one. B) You probably won't kill fast enough anyways. C) Don't be selfish, what if you were those other people looking for a place to train? Even later on, in the late 40's I didn't find it all that necessary to have the whole tree to myself. Partying works well here since each person gets their own little section.



Loot and sell the curse dolls for 200 each. You can make fairly good money off of them ;D






Quote:









Originally Posted by Kagemucha

Also, Coolies can be replaced by Wraiths. I'd actually recommend Wraiths because if you go to Zombies, and all chans are full, you have nowhere to train. With wraiths, theres Line 1, Line 2, B3, and even ZLupins. Of course, the alternatives won't get you as good as Line 1 Wraiths, but it's better than nothing.. *I actually get about the same in Line 1 as in Zombies.. Maybe a 1% diff..



If you tend to solo, this is the way for you. If you have someone who you train with often/are able to find a party, and can wake up early enough to get a free map, try for Zombies. I levelled really fast there when I partied with a crusader.





5. 3rd Job Advancement: Priest

Once you reach level 70, head to El Nath and find the building containing a woman named Robeira. Talk to her and then head back to Ellinia (in Victoria Island) to speak with Grendel. After speaking with Grendel, head to the Door of Dimension in Forest of Evil II. Enter and fight Grendel's dark side to obtain the Black Charm, which you must then give to Grendel in exchange for the Necklace of Strength. Return to El Nath and give the necklace to Robeira, then proceed on to the throne (make sure that you have a refined Dark Crystal with you) through the alternate portal at Sharp Cliff II (I believe it's about half way up, on the right side). Double click the throne, and in exchange for a dark crystal, it will ask you 5 questions. Answering them all correctly will earn you the Necklace of Wisdom, however, getting just one wrong will end it and you will have to use another dark crystal and try again. Bring the Necklace back to Robeira and she will make you into a Priest!



Recap:

1. El Nath -- Talk to Robeira

2. Ellinia -- Talk to Grendel

3. Forest of Evil II -- Door of Dimension, fight Grendel's dark side and get a Black Charm

4. Ellinia -- Talk to Grendel and get the Necklace of Strength

5. El Nath -- Talk to Robeira and give her the Necklace of Strength

6. Portal at Sharp Cliff II -- Answer 5 Questions correctly to get the Necklace of Wisdom

7. Talk to Robeira and become a Priest



5-a. 3rd Job Skill Points

This section is in progress, however it will be updated as I level up. Any helpful information regarding this section would be appreciated.



Elemental Resistance (Maxes at 20) - Personally, I love this skill. It is what enables me to survive at Master Death Teddies, and other such places, without a Dragon Knight. It functions by significantly decreasing the damage of any elemental attacks. I would max this sooner than later.



Dispel (Maxes at 20) - It speaks for itself, a skill which dispels your character and those around it. It eliminates negative status ailments to your party members (e.g. poison, darkness, stun, etc.) and gets rid of anything that enemies have casted on themselves (e.g. power up). Dispel <b>does not</b> get rid of positive things such as bless, hyper body, rage, etc. And it does not get rid of skills that you have used on enemies (e.g. poison, stun, etc.). No matter what, using this skill always works in your favour. I am planning to max it later on: it has not proved necessary through out the 80's, but I have seen it used in the later levels.



Mystic Door (Maxes at 20) - This is probably the single most usefull skill at level 1. It allows you to create a door to the nearest town, and is most often used to transport party members from town to the area where they want to train. It is a big time saver, especially at zombies, and I would recommend getting it to level 1 as soon as possible. The only downside is that it requires 1 magic rock each time it is used. (At level 1 the door remains in place for 30 seconds, and 180 seconds at level 20 -- enough time to repot and more) Prerequisite: 3 on dispel



*Mystic Doors Guide* (suggested by iceh_kk)

When you use a door to bring your party from the nearest town, the door will always appear in the same place in each town. The following is a brief guide of where the door appears in each town:



El Nath: Door appears in El Nath El Nath on the right side of the entrance to the market place (NOT the free market).

Ludibrium: Door appears to the left of the storage person. The storage person is the red car on the bottom right of the toy factory in Ludibrium Ludibrium.

Kerning: Door appears by the repair shop.






Quote:









Originally Posted by Zetsui

Sleepywood - Left of the Sleepywood Hotel Portal

Perion - To the left of the weapon shop









Quote:









Originally Posted by iceh_kk

Lith Harbor-top platform of Mr Kim Storage Guy

Ellinia-the bottom right of potion shop sign

Heneseys- Right of free market entrance

Florina Beach- Left of hawiians girls






I will try to test out all of the other towns as soon as possible, but any information regarding this would be very helpful. I'll see if I can take some screenshots of the doors in each place, or possibly add maps (whichever one I deem to be more useful).



Holy Symbol (Maxes at 30) - This skill is reason enough to make a Priest. It actually increases the amount of exp you(re party recieves) per kill. When maxed (in a party of 3), it increases the exp rate to 150%. Most people will not party you if you do not have this, so max it first. Prerequisite: 3 on Dispel



Shining Ray (Maxes at 30) - A mob skill which attacks enemies of any kind, but is most effective against undead monsters. I haven't maxed this yet, however even at level 1 it seems quite strong. I've been told that it is needed for higher level training, so it is what I'll be maxing next. I'll keep you updated on the results.



Doom (Maxes at 30) - If successful, doom temporarily turns the monsters around you into snails. It does not work on bosses, and only lasts for 20 seconds at max level. It does not seem like a very useful skill, and I do not plan to max it. Also, it requires 1 magic rock each time it is used.



Summon Dragon (Maxes at 30) - A skill which enables you to summon a holy dragon for a certain amount of time. The dragon hovers around you and attacks enemies while you perform your usual priest routine (heal, hs, bless to your party members). I haven't maxed this but it seems like a good idea to have something attacking for me while I walk around healing everybody (might even be able to get a couple kills in =P). The higher level it is, the stronger the dragon will be. It requires 1 summoning rock evrytime it is used.



SP Build: Priest

This is what I would recommend that you do:



Level 70 - 1 on Dispel (1)

Level 71 - 2 on Dispel (3) -- 1 on Holy Symbol (1)

Level 72 - 0 on Dispel (3) -- 2 on Holy Symbol (3) -- 1 on Mystic Door (1)

Level 73 - 0 on Dispel (3) -- 3 on Holy Symbol (6) -- 0 on Mystic Door (1)

Level 74 - 0 on Dispel (3) -- 3 on Holy Symbol (9) -- 0 on Mystic Door (1)

Level 75 - 0 on Dispel (3) -- 3 on Holy Symbol (12) -- 0 on Mystic Door (1)

Level 76 - 0 on Dispel (3) -- 3 on Holy Symbol (15) -- 0 on Mystic Door (1)

Level 77 - 0 on Dispel (3) -- 3 on Holy Symbol (18) -- 0 on Mystic Door (1)

Level 78 - 0 on Dispel (3) -- 3 on Holy Symbol (21) -- 0 on Mystic Door (1)

Level 79 - 0 on Dispel (3) -- 3 on Holy Symbol (24) -- 0 on Mystic Door (1)

Level 80 - 0 on Dispel (3) -- 3 on Holy Symbol (27) -- 0 on Mystic Door (1)

Level 81 - 0 on Dispel (3) -- 3 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1)

Level 82 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (3)

Level 83 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (6)

Level 84 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (9)

Level 85 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (12)

Level 86 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (15)

Level 87 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (18)

Level 88 - 0 on Dispel (3) -- 0 on Holy Symbol (30 MAX) -- 0 on Mystic Door (1) -- 3 on Elemental Resistance (20 MAX) -- 1 on Shining Ray (1)



You could put your first point into Shining Ray if you just want to see another skill, but I would recommend waiting because that's what I did and it has been pretty much useless so far.

More to come..



5-b. Training Grounds

65-78: Coolie Zombies (Forest of Dead Trees #)

78-90: Master Death Teddies (Lost Time), Dual Ghost Pirates with a party, and don't attack (Unbalanced Time)



*Training at Zombies*

There are so many downsides to training here that it's unbelievable. If you can find a map, however, it's worth it because the exp is excellent. (There's a reason it's so crowded >.>)



When looking for free a map, always check Forest of Dead Trees I first. There are no platforms for people to wait on, so it's more likely that you'll find a channel where someone has just disconnected. Also, I don't know if this is just coincidence, but I found that I got ksed less in this map.



If every channel is taken, go through them again but this time look for the ones with only one person in them and ask if you can share. This doesn't necessarily mean that you need to party, but often people will.



Wait 10 seconds before asking anyone to change channels. Often they are just passing through. I hate it when people ask me to cc before they even know if I'm staying. It can also save you the trouble of typing it if indeed they are just passing through. Ask nicely: saying "ccplz" can actually cause people to stay and KS.



Loot everything! The money at zombies is an excellent source of income. If you don't like looting, get a pet, or door in a low level character who doesn't mind looting for you (but who also won't get exp).



If you get ksed: There were a couple times where I found myself being ksed by other people who clearly had the advantage (mainly assassins my level or above-my-level priests). Now as I have said Priests are not known for high damage, and even at undeads they are prone to being ksed, however I have a tactic which I often used to combat ksers at zombies.



What you do is teleport along the map and heal everything enough so that you think you think that it is about 3/4 dead (in other words, with about 1/4 of it's life left). Even other magicians can not follow you with teleport because they need to know where you are going before they can go there. Let the other person finish killing the monsters (if they are too slow to kill, finish the monsters off yourself). This way, you get most of the exp, leaving them with very little. Most people won't stay when they realize how slow they are levelling (unless it is a personal attack on you or something).



Recap: Teleport back and forth across the length of the map (ALL the way across) and 3/4 kill all of the monsters. Allow the KSer to finish them off. Since you did the most damage, you will recieve most of the exp aswell as the drops. The KSer will get bored and leave to find another channel to take over.



This has helped me to keep my map countless times. When I was in my late 60's, I got a level 80 priest to stop ksing. And it has often worked on assassins my level or below (they are too fast when they are above my level).



Also, I found that training at zombies was especially effective when I trained with crusaders and sins, but I'm sure other classes would be good too. Solo-ing isn't as fast, but is still very good.



*Training at Master Death Teddies*

Master Death Teddies (MDTs) can be found on a hidden map called Lost Time, linked to that of the regular Death Teddies. This is an excellent place for priests to train during their late 70's, early 80's. The best way to train here is to have a party consisting of one Priest with max Holy Symbol (HS) and one Warrior.





Upon my first trip there, I learnt what I believe is the most effective training route. Start by killing the ones on the uppermost left platform, then jump down to the very bottom on the left side. From there, kill the bottom row, and work your way back up to the top, killing everything in your way. This keeps the spawn even and provides for very fast experience.



Hyper Body, Holy Symbol, and Bless should be cast often. I try to do this everytime I climb a ladder to prevent them from running out. During combat, the Priest should "spam heal" (heal continuously) and try to stay near to the warrior.



Many Dragon Knight's like to "mob" the MDTs, which is to gather them all up into one area and then kill them. This is difficult for priests to do, but it is possible. Most like to mob to the right side on the very bottom row. I've found that the easiest way to do this is to jump to the right side while healing continuously. If there is only one MDT in your way, you can teleport past it, but make sure to heal immediately afterwards, in case of any surprise projectiles. Try to stand in the middle of the mob and spam heal: this might even help you to get a few of the kills.



From level 78 to about 83, Priests require Hyper Body in order to survive at MDTs, so it is wise to party with a dragon knight for these levels. Once you can survive one hit (magic or weapon attack) then you can train with other classes aswell. Crusaders are good to party with because they kill fast.



Never log out at MDTs and if you get DCed, make sure to go back to the same channel from which you came. Once I logged in and before it had even loaded (and my computer is fairly fast), I was dead due to a vackhacker sucking them all past me. Make sure to have either hyper body or magic guard on when entering Lost Time.





*Training at Dual Ghost Pirates*

For Dual Ghost Pirates, I like the Crusader/Priest Combo. In order to do this, the crusader will fight and the Priest will follow them casting Holy Symbol/Bless/Heal.





If you are the priest, MAKE SURE that you do not attack the DGPs, as their magic attack is targeted and you probably will not be able to survive it. If only the crusader attacks it, then only the crusader will be hit.



There are various safe platforms to stand on while healing: use them. For this map, I would recommend to slowly make your way up to the top of the map, and then back down. Don't jump all the way to the bottom (like at MDTs).



For the very bottom row, the priest should hang on the rope until the crusader's life gets to about half, upon which point the Priest should jump down, heal, and try to get back up onto the rope. If the priest can't get back up, they should just spam heal until the crusader has killed all of the DGPs.



Note: Bumping into DPGs twice is enough to kill a Priest so heal often.



6. Tips & Tricks

~ Stay on Maple island until level 8 as it will be harder to level on the more crowded Victoria Island.

~ If all of the zombie maps are full, try asking someone if they will share their map with you. I've found that people are often happy to, especiall when I had HS ;D

~ Use Hidden-Street.net to answer the questions for the 3rd Job Advancement (use alt+tab to minimize MS).

~ At level 78, assemble an HP set which consists of: (It doesn't seem like it would help all that much, but it makes the difference between surviving and 1-hit K.O.)

- A Pig Headband scrolled with seven 100% Helmet HP scrolls (can be bought for 35k each) = +85 HP

- An Emergency Rescue Tube OR a Maple Lama Staff = +99-150ish HP

- Any cape (I used a napoleon) scrolled with five 100% Cape HP scrolls = +25 HP

~ During the late 70's, early 80's keep a list of the Dragon Knight's who you enjoy partying with (at Master Death Teddies).

~ If you have someone who you *always* train with, and are trying to decide on the most effective character duo, I would suggest Priest/Warrior. The warrior is able to kill fast, while the Priest follows them and casts Holy Symbol/Heal/Bless on them. If it is a Dragon Knight, Hyper Body can function to give the Priest more HP (necessary for the earlier levels). This does not rule out crusaders however, as they seem to kill faster. If it is a Priest/Crusader duo, just train at Dual Ghost Pirates from about 78-83 and get an HP set.

~ Be courteous and respectful to people because you never know if you will be asking them to party.

~ Only afk in the Free Market, in the Cash Shop, or on high ropes in towns. Summoning bags are everywhere T___T

~ Buy safety charms to prevent exp loss T~T

~ When you ask someone to change channels, ask politely, and use "please". It's more likely that people will listen. Also, wait about 10 seconds before asking to see if they are just passing through. It's always made me mad when I'm looking for a channel and before I even have time to open the channel screen, I hear "CCPLZ!". Correct: "Can you please cc?" Incorrect: "ccplz"

~ When you start to train, try to set goals for how much % you will gain before you leave. For example "I'll get to 20% today". It sounds really stupid, but I always feel more motivated when I do that.



*Minimizing your Lag*

At places like MDTs and Dual Ghost Pirates, a bit of lag can make the different between life and death. Here are some of the things I do to eliminate lag:



1. Minimize chat, and turn off buddy chat. This also makes it less tempting to talk so that you can focus on training ;D



2. Minimize the map screen. Once you know the route, you don't really need it anyway.



3. I usually turn off the music volume, just incase it's slowing me down at all. I keep the effects volume on so that I can hear my heals and make sure that they are working.



4. Put away any pets. I'm not sure if this helps, but I do it just in case. I figure that it's less pixels so it should do something.



5. Close all windows: chat, items, character information, etc. Keeping them open tends to cause lag.



6. Setting the background quality to "low" may also be useful, depending on the kind of lag.



If you think you might be dying, sign off. It's better to lose your map than to lose 5%.


==>Magician Guide List <==

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