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Sunday, December 23, 2007

Wizard FAQ


==>Magician Guide List <==



Maple Story
CHARACTER GUIDE: Wizards

By Great Teacher Templarle


VERSION HISTORY:
VER. 1.0: 1st edition 11/25/04


TABLE OF CONTENTS:

1) Intro to Wizards

2) Common Wizard Skills

3) Ice/Lightning Wizards
A- Skills
B- SP Build
C- Leveling Guide
D- Tips/Strategies

4) Fire/Poison Wizards
A- Skills
B- SP Build
C- Leveling Guide
D- Tips/Strategies

5) Copyright

6) Thanks


-----------------------------------------------------------------------
1) INTRO TO WIZARDS
-----------------------------------------------------------------------

When you're level 30 and you complete the 2nd job advancement test,
you'll get the chance to become an Ice/Lightning Wizard, Fire/Poison
Wizard, or a Cleric.


-----------------------------------------------------------------------
2) COMMON WIZARD SKILLS
-----------------------------------------------------------------------

MP Eater- (20 Levels)
This is a passive skill that may automatically consume MP from the
enemy you targeted with a spell and redistribute that consumed MP to
your own reserves.

Level 1: 11% Chance of Successfully Activating/21% of the enemy's MP
will be consumed if MP Eater activates.

The % Chance of Successfully Activating and % of the enemy's MP that
will be consumed if MP Eater activates will increase by 1 % for every
SP you add to this skill after level 1.

Level 20: 30% Chance of Successfully Activating/40% of the enemy's MP
will be consumed if MP Eater activates.

Meditation- (20 Levels)
After activation, your Magic Attack Power will be increased by a
certain amount for a limited amount of time.

Level 1: +1 Magic Attack/+10 Seconds for the Spell Duration/-10 MP

Magic Attack will increase by 1 and 10 more Seconds for the Spell
Duration will be added for every SP used on this skill. After level 10,
the MP cost will increase to 20.

Level 20: +20 Magic Attack/+200 Seconds for the Spell Duration/-20 MP

Teleport: (20 Levels)
This skill allows you to teleport a short distance to aid on offense,
defense, escape, traveling, etc. It cannot teleport you through walls
in front of you.

Level 1: -60 MP

The MP cost will drop by 3 per SP you place into this skill until level
11. At level 11 and onward, every SP will decrease the MP cost by only
2, but will now also add 1 point in the distance you can teleport.

Level 20 -13 MP

Slow: (20 Levels)
This skill will slow down an enemy's movement by a certain amount and
for a limited amount of time.

Level 1: -2 Enemy Movement/2 Seconds of Spell Duration/-8 MP

Every SP added will increase the Enemy Movement reduction by 2 and
Seconds of Spell Duration by 2 seconds. After level 10, this spell will
cost 16 Mp.

Level 20: -40 Enemy Movement/40 Seconds of Spell Duration/-16 MP


-----------------------------------------------------------------------
3) ICE/LIGHTNING WIZARDS
-----------------------------------------------------------------------

///////////////////////////////////////////////////////////////////////
A- Skills
///////////////////////////////////////////////////////////////////////

Cold Beam: (30 Levels)
This spell causes a large sharp icicle to form above a monster's head
and land on them to cause damage and freeze them in place momentarily.
This spell is able to go through walls to hit enemies. Ice Elements
spell will inflict 150% damage on fire type monsters.

Level 1: 13 Base Spell Power/-12 MP/1 Second Frozen Duration/15%
Mastery

+3 Base Spell per SP. The Freeze Duration lasts 2 seconds and the MP
cost is -24 after level 15. The mastery increases by 5% every 3 skill
levels.

Level 30: 100 Base Spell Power/-24 MP/2 Seconds Frozen Duration/60%
Mastery

Thunder Bolt: (30 Levels)
This spell can hit up to 6 enemies at the same time with lightning
bolts. Lightning spells inflict 150% against water type monsters.

Level 1: +2 Base Spell Power per lightning bolt/-20 MP/15% Mastery

An additional +2 Base Spell Power per lightning bolt will be added per
SP. The MP cost will increase to 40 after level 15. The mastery
percentage increases by 5% every 3 skill levels.

Level 30: +60 Base Spell Power per lightning bolt/-40 MP/60% Mastery

///////////////////////////////////////////////////////////////////////
B- SP Build
///////////////////////////////////////////////////////////////////////

Do not jump around putting SP into both Ice and Lit. Max out one and
then start on the other. It isn't productive to split the point
distribution between these 2 attacks before one is maxed. The early
goal is to gain an attack that becomes more efficient at leveling than
MClaw. Splitting points before one is maxed is only going to cause
your spell to remain in a weaker state for an extra amount of
unnecessary time. The exception to this rule is adding just 1 point
into Ice before maxing Lit, this will be explained momentarily. Even
after you max out one, do not start maxing out the other. It's better
to increase your leveling speed by providing support skills to the
attack you already maxed out before you attempt to max out the other
attack.

Slow is useless here because Ice/Lit 2nd and 3rd advance's offense
consists almost entirely of crowd control, Thunder Spear being the only
exception since it's a single target brute force attack.

Do not feel that you have to follow this SP schedule point for point,
feel free to improvise if you believe it'll suit your personal needs
more effectively. At the end of this SP skill distribution guide,
you'll obviously have leftover SP. The guide will help get you on the
right track; you can do whatever you want with the rest of your SP,
based on your own personal preferences.

Ice Wizard:
L30: 1-Ice
L31: 3-Ice
L32: 3-Ice
L33: 3-Ice
L34: 3-Ice
L35: 3-Ice
L36: 3-Ice
L37: 3-Ice
L38: 3-Ice
L39: 3-Ice
L40: 2-Ice 1-Teleport
L41: 3-MP Eater
L42: 3-Meditation
L43: 3-Meditation
L44: 3-Meditation
L45: 3-Meditation
L46: 3-Meditation
L47: 3-Meditation
L48: 2-Meditation 1-Teleport
L49: 3-Teleport
L50: 3-Teleport
L51: 3-Teleport
L52: 3-Teleport
L53: 3-Teleport
L54: 3-Teleport

3 levels into MP Eater is a requirement to use Meditation. Why
Meditation? More power means less hits needed to kill a target, which
in turns mean faster leveling. Teleportation will be a very important
tool to an Ice Wizard; this will be explained in the Strategies
section. Getting a point into Teleport early on is very useful as an
evasion, offensive, and defensive too for a ranged fighter.

Lit Wizard:
L30: 1-Ice
L31: 3-Lit
L32: 3-Lit
L33: 3-Lit
L34: 3-Lit
L35: 3-Lit
L36: 3-Lit
L37: 3-Lit
L38: 3-Lit
L39: 3-Lit
L40: 3-Lit
L41: 3-MP Eater
L42: 3-Meditation
L43: 3-Meditation
L44: 3-Meditation
L45: 3-Meditation
L46: 3-Meditation
L47: 3-Meditation
L48: 2-Meditation 1-Teleport

Even though you're going to max out Lit first, level 1 Ice can be very
useful in combination with MClaw for those 1 on 1 situations. 3 levels
into MP Eater is a requirement to use Meditation. Why Meditation? More
power means less hits needed to kill a target and that in turn means
faster leveling. 1 point is recommended to be placed into Teleport
later than an Ice Wizard because a Lit Wizard often needs to be in the
heart of a crowd to maximized damage output. Still, even if it's not
as useful to a Lit Wizard early on, it's still a very good escape tool
in a desperate situation. After level 47, I suggest that you start
maxing out both MGUard and MArmor. Since a Lit Wizard will usually need
to be within a mob to maximize its damage potential, defensive skills
are a great asset to you.

///////////////////////////////////////////////////////////////////////
C- Leveling Tips
///////////////////////////////////////////////////////////////////////

Ice:
As soon as your Ice can kill Fire Boars as fast as your
MClaw(consistent 2-Hit KO's), that's when you should begin leveling on
Fire Boars. The freezing effect makes things a lot easier when you're
going up against more than 1 enemy at a time. You will be able to
consistently 1-Hit KO Fire Boars before Ice is even maxed out. You
will soon realize, if you haven't already, that there's a world of a
difference in being able to 1-Hit KO instead of 2. Fire Boars can be
found by going through the dungeon entrance in Perion, move on pass
that area to come to a place that has a doorway labeled "Burning Zone".
Once you enter there, you'll be in Burnt Land I. I personally find
Burnt Land II to be the most productive area to slaughter Fire Boars.
I recommend moving in a clockwise direction and killing Fire Boars as
you go along. The purpose of this is to keep the Fire Boars Respawning
efficiently. If you only stay at the top or bottom, most of the Fire
Boars will just respawn in the area you're not killing and it's just a
waste of time to mess around on just the top/bottom for a while before
switching locations after realizing not much is spawning in your area.
Get used to the scenery because Fire Boars will be the most efficient
place for Ice Wizards to level until at least level 48.

When you get to level 48 or 49, you'll be ready to fight them, though
it won't be easy. At level 48-49, your accuracy isn't very consistent,
but by then it's still better to level on Fire Drakes than Fire Boars.
Fire Drakes are level 60, so they'll be a very good monster to level
off of for quite some time for an Ice Wizard.

Lit:
Lit is very weak at first and has a slow start, so don't think about
trying to use your elemental advantage too early on in Florina because
some of the monsters there are too high for you for now. As soon as
you notice that your Lit has become more productive than your MClaw
against Wild Boar mobs, start using Lit in the Land of the Wild Boar.
This place is located behind the wooden door in the first area east of
Perion. A strong enough Lit works exceptionally well on Wild Boars
because there are 2 platforms there where the Wild Boars group together
making them extremely vulnerable to a multiple targeting attack. This
location is very popular, so if it becomes too crowded in every
channel, you might want to give Fire Boars a try for the time being.

When you feel your Lit is strong enough, go to Florina Beach to see if
you can level more efficiently there. To get there, you have to go to
Lith Harbor and ask this person standing by a little boat.

///////////////////////////////////////////////////////////////////////
D- Tips/Strategies
///////////////////////////////////////////////////////////////////////

Even level 1 Teleport is a great emergency escape tool in certain
situations and it's a good idea to get early practice with Tele so you
don't end up teleporting into enemies during a desperate situation.

Teleport + Offensive Spell Combo: Have you noticed the obvious pause
after you cast a spell? If there wasn't a pause in between spells, you
could cast rapidly. Well this pause exists for Teleport too. Once you
teleport, you can still move, but you can't activate another spell for
about 1 second. The point of the combo is to lessen this pause.

To activate this combo: Cast an offensive spell and immediately
teleport in 1 direction.

If properly done, you will teleport in a direction and immediately fire
off the spell as soon as you reappear. This combo will allow your
spell attack lag and teleport lag to occur at the same time so you
don't have to wait for each pause individually. Some things you should
know: You have to be within normal firing range to be able to target
the monster during this combo. However, even if you teleport away from
the monster to a distance that's normally out of targeting range, the
spell will still hit them if you are within normal targeting range when
you initiate this combo.

When you start fighting Fire Drakes it's a good idea to have Ice and
Meditation maxed ASAP and then start using every single SP you get on
Teleport. You're going to be teleporting all the time against Fire
Drakes. You won't always have the ideal situation where you get to
freeze one and beat it to death with Ice while it's helpless. Multiple
Fire Drakes will often creep up on you and then you'll need to teleport
around offensively and defensively, depending on the situation. Even
if you don't care about the high MP cost of teleport, the added
distance can be very useful. At level 1, it's almost impossible to
teleport through a drake safely w/o being right in it's face before
teleporting.

Fire Drakes are level 60 monsters that inflict magic damage, but even
so, you'll still be taking around 300 damage a hit. They also yield
many types of equipment that are worth millions to buyers out there.
They give al this great stuff, at a cost. Fighting a powerful monster
that can shoot a projectile is far different from going up against
monsters that have to run to you. This will not be the same as taking
on 2 to 3 monsters that need to run up to you while you freeze them.
You'll need to develop certain new techniques and strategies against
enemies like this.

Remember that Fire Drakes have a slightly longer range than your
spell's targeting range. Also remember that Fire Drakes extend
themselves forward when shooting fire balls so this will close the gap
between you 2, allowing you to be farther away, but still within
targeting range.

Do NOT attempt to jump over fireballs when a Fire Drake isn't frozen.
This won't work because a Fire Drake can fire off another Fireball
right as you land from jumping over the first one.

Remember to use your environment to your advantage. Ropes and ladders
are excellent tools in a firefight; you can jump on them and wait for
the chasing Fire Drakes to pass so you can get on one side of the crowd
and start fighting again.

If the owner of the fireball dies, the fireball becomes harmless and
will pass through you.

1 on 1: In the event that a Fire Drake gets off a fire ball before you
freeze it, you could teleport away from it and fire off another shot,
but that could put too much distance for you to use the Tele+Spell
combo again. Instead use the Tele+Spell combo to tleport past the
oncoming fireball and fire off another Ice at the Fire Drake. You'll
now have more than enough time to recover from the pause and fire off
another Ice before it can thaw out from your last shot.

2 on 1: If, you can freeze them practically side-by-side without having
fired any fireballs at you, you've achieved the perfect 2 on 1 set up.
This setup allows you to keep them both contained until they die
because when you hit one, it'll be pushed back just a little but so you
can hit the other Fire Drake so they both stay frozen until their
deaths. But let's be realistic, things don't always go according to
plan. You won't always get them in that perfect situation and a third
or more Fire Drake could show up. In this case, keep teleporting away
from the Fire Drake and firing off your Ice. Remember that once you
get far enough away, they'll have to retarget you and this is where one
of their weaknesses lies. When a Fire Drake needs to walk up to you to
shoot, it needs a second to position itself and fire, this is enough
time for you to freeze it before it does so.

Do not try to Teleport away from within a group of fire drakes if you
can't take 1 hit from them and be able to run away on time. The pause
after the Teleport will prevent you from doing anything, but moving,
this includes potions. So it's better to walk through the crowd while
chugging down white potions after every hit you take to stay at full
health and use the invincibility intervals to escape. When you know
you've gotten far enough to avoid the next fireball with a Tele+Spell
combo, do so and go back on the defensive again. Defensive meaning
teleporting away from them each time and firing off your Ice, not
forward like you do when on the offense. This is because it's too
difficult to time teleports to get through multiple fireballs from
multiple Fire Drakes and then be able to keep multiple Fire Drakes
frozen while you've teleported right in front of their face.


-----------------------------------------------------------------------
4) FIRE/POISON WIZARDS
-----------------------------------------------------------------------

///////////////////////////////////////////////////////////////////////
A- Skills
///////////////////////////////////////////////////////////////////////

Fire Arrow: (30 Levels)
This spell fires off a fire arrow that strikes a single target. It
inflicts 150% damage against wooden and ice type monsters. This spell
can't shoot through walls to hit an enemy.

Level 1: +33 Base Spell Power/-14 MP/15% Mastery

An additional +3 Base Spell Power will be added per SP. The MP cost
will increase to 28 after level 15. The mastery percentage increases
by 5% every 3 skill levels.

Level 30: +120 Base Spell Power/-28 MP/60% Mastery

Poison: (30 Levels)
This spell has a chance of poisoning a target and causing it to
gradually take a little damage. Boss type monsters have a resistance
so they'll only take 1 damage at a time.

Level 1: +12 Base Spell Power/31% Chance of Infliction/4 Seconds of
Infliction Duration/-10 MP/15% Mastery

Every added SP will increase the Base Spell Power by 2 and the Chance
of Infliction by 1 %. The Seconds of Infliction Duration by 4 and
Mastery increases by 5% every 3 skill levels. MP cost will increase to
-20 MP after level 15.

Level 30: +70 Base Spell Power/60% Chance of Infliction/40 Seconds of
Infliction Duration/-20 MP/60% Mastery

///////////////////////////////////////////////////////////////////////
B- SP Build
///////////////////////////////////////////////////////////////////////

Fire Wizard:
L30: 1-Fire
L31: 3-Fire
L32: 3-Fire
L33: 3-Fire
L34: 3-Fire
L35: 3-Fire
L36: 3-Fire
L37: 3-Fire
L38: 3-Fire
L39: 3-Fire
L40: 2-Fire 1-Teleport
L41: 3-MP Eater
L42: 3-Meditation
L43: 3-Meditation
L44: 3-Meditation
L45: 3-Meditation
L46: 3-Meditation
L47: 3-Meditation
L48: 2-Meditation 1-Teleport or Slow

Even level 1 Teleport is a great emergency escape in certain situations
and it's a good idea to get early practice with Tele so you don't end
up teleporting into enemies during a desperate situation. 3 levels
into MP Eater is a requirement to use Meditation. Why Meditation? More
power means less hits needed to kill a target, which in turns mean
faster leveling. Teleportation and Slow can be very useful to a Fire
Wizard because of the lack of any form of crowd control. Even during
the next advancement, though Fire Explosion is at least a form of
multi-targeting, it still isn't the same as freezing, powerful mass
targeting, mass freezing, mass disabling(Arrow Bomb), etc.

Don't bother with Poison at all. Your SP is better spent elsewhere.
It could be used for hit and hide for a while tactics, but hit and hide
for a while tactics can probably only be used effectively to gather
certain quest materials that you need from a high level monster,
otherwise this strategy is useless if you want to level efficiently.
More importantly, Magic Composition, a 3rd advancement skill that is a
stronger version of Fire Arrow and can also poison a target makes the
2nd advancement's Poison skill seem absolutely worthless.

///////////////////////////////////////////////////////////////////////
C- Leveling Tips
///////////////////////////////////////////////////////////////////////

Basically, just level off of the monster that has a high respawn rate,
you can kill in 1 or 2 hits, and gives you the most experience. When
your Farrow can take down a Cold Eye in 1 or 2 hits, work on them until
the amount of exp they give you is worth less than .01% of your exp
meter or you find some monster that's more efficient. When you get to
your level 50's, you're eventually going to have to move on to stronger
monsters that you need more than 2 hits to kill because just about
everything else gives way too little experience by then. In Victoria,
there aren't very easy decisions to make on leveling areas because
there is pretty much only 1 ice type monster.

///////////////////////////////////////////////////////////////////////
D- Tips/Strategies
///////////////////////////////////////////////////////////////////////
Even level 1 Teleport is a great emergency escape tool in certain
situations and it's a good idea to get early practice with Tele so you
don't end up teleporting into enemies during a desperate situation.

Teleport + Offensive Spell Combo: Have you noticed the obvious pause
after you cast a spell? If there wasn't a pause in between spells, you
could cast rapidly. Well this pause exists for Teleport too. Once you
teleport, you can still move, but you can't activate another spell for
about 1 second. The point of the combo is to lessen this pause.

To activate this combo: Cast an offensive spell and immediately
teleport in 1 direction.

If properly done, you will teleport in a direction and immediately fire
off the spell as soon as you reappear. This combo will allow your
spell attack lag and teleport lag to occur at the same time so you
don't have to wait for each pause individually. Some things you should
know: You have to be within normal firing range to be able to target
the monster during this combo. However, even if you teleport away from
the monster to a distance that's normally out of targeting range, the
spell will still hit them if you are within normal targeting range when
you initiate this combo.



==>Magician Guide List <==

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