F/P Mage builds, LET'S MAKE A NEW ONE!
thread starter Dornyth Jul 29 2009
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| So i was scanning the web's large stockpile of 2nd/3rd job Fizard builds, and unfortunately, i was woefully disappointed. Every single one of them contained either some skill I really didn't feel like I needed, or lacked a skill I craved. The most common example being absolutely no Partial Resistance, and instead putting points into Seal, and Elemental Amplification. I for one do not particularly want to spend 2x the MP for a small boost in power (albiet a slight convienence). And at the same time, why put points into Seal and Slow? Aren't Fizards supposed to be destroying everything in sight? Why would you waste MP to instill some debuff on monsters who won't be burdened by them through even half of the time imposed? These builds also lack respect towards both 2nd job attack spells (Poison Brace and Fire Arrow: why not max both?), and to Partial Resistance and Elemental Composition. Therefore, I propose we attempt to create a new build, henceforth titled the FLASH-NOVA BUILD! Catchy, no? These builds will be shown in a much different fashion, because I personally HATE being told where every single SP should go at every level. Some restrictions will still exist, simply for convenience (like maxing Fire Arrow as soon as possible) I don't have as much of an issue with the 2nd job builds, i just think that Slow is a waste of time better spent towards actual damage. HOWEVER, the builds still need to be fleshed out (btw, 1st job mage build is as normal. No, i'm not going to come up with some asinine reason to have Magic Armor) SECOND JOB Lvl 30: MP Eater (1) [why bother getting that one point in Fire Arrow? it's not like it's going to save you a level. And Tele's too expensive at lvl 1] Lvl 31-40: Fire Arrow (MAX) [This is the boring part; maxing the prime attack skill. Deal, it gets funner] Lvl 41-70: ANYTHING ELSE, including MP Eater, Teleport, Meditate, and Poison Brace. The order is all up to you. I however, suggest not maxing specific skills, and instead slowly moving towards the full build, which includes anything but Slow. Teleport and MP Eater are secondary to Meditate and Poison Brace, however, seeing as how they're support skills. Don't put just a single point per level into Teleport, at least at first, until you get the MP cost under control. There's a slight quandary about which to focus on first: Poison Brace or Meditate. This simply depends on your preferences when it comes to partying. Meditate first for one who loves to party, and Poison Brace for the solo-ers. It's that simple. All in all, you will have: MP Eater MAX Meditate MAX Teleport MAX Poison Brace MAX Fire Arrow MAX Now for the explanations: I suggest Fire Arrow maxed first, as most do, simply because this will be the primary bread-winner throughout your 2nd job tenure, being the raw damage that'll do the actual killing. Once you're passed this point, I personally believe that it's funner to enjoy all spells as soon as possible rather than a single new spell every 10 or so lev |
tommy464 07/29/09
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| If you dont like to pq where would a f/p train lvl 50~70 |
Themaplestory3 07/29/09
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| Ummm AMP isnt a little bonus, its a huge bonus. You cant hit 100ks+ Without AMP. |
Dornyth Jul 29 2009
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| tommy464 said: "If you dont like to pq where would a f/p train lvl 50~70" from lvl 49-60, Jr. Yetis and Grupins are ideal, and from then to 70, the new Boat Quay town is a good spot. And besides, if you don't PQ, i can imagine you'd do other quests, which would carry you around everywhere anyways @Kidsun: I just don't like the idea of spending twice the MP for it. It may be good in practice, but on paper is seems like a waste. I eventually caved, didn't I? :D |
Tkboiz 07/29/09
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| Isnt Partial Resistance for def? |
notblack 07/29/09
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| 1 thing though, if you don't max mist first thing 3rd job, you'll be training much slower |
Tkboiz 07/29/09
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| notblack said: "1 thing though, if you don't max mist first thing 3rd job, you'll be training much slower" True o.o |
Inferno Jul 29 2009
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| Slow helps alot in 3rd job. I like the old one |
FPpride 07/29/09
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| Nice wall-o-text, I just noticed you considering Amp a waste of time and decided to comment on that ~ You're wrong =) Ermm reading some more...seal is pretty useful when trying to conserve pots, which it looks like you are since you don't want to have Amp. Also, is that 3rd job build the order you plan on maxing? pr > expl. > mist >booster? If so, NO. lol. As well, slows pretty handy, I would get it if I were you and leave mpe at 3. (I didn't know this for my build) Amp is good for 4th job, whne instead of using meteor a lot of times, use lose it less. And people potentially buying leech would undoubtedly prefer less hits needed to kill monsters. And lastly, since you plan to max comp late, its a bit useless since it gets replaced pretty quickly by fd and paralyze. Enjoy your build. =) |
Torchalan 07/29/09
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| I won't even supply a decent comment on why you shouldn't. You should already know why this build will ultimately fail. |
FPpride 07/29/09
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| And he made me write it out ;) JOE MAKE A CK, IM PATCHING ATM oops caps (not) |
Themaplestory3 07/29/09
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| I like Gandalfs guide better, who is with me? |
jcer101993 07/29/09
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| Umm...without Seal, you're seriously effed. There are monsters that can DISPEL your MG: aka: instead death from touch damage. Seal stops that. Slow stops monsters from eating you up with their Speed when you're Misting them. A drop equal to the increase that Haste gives without Speed Equips is quite noticeable. Amp is necessary to increase your damage because even if you save up MP, your damage will be absolutely next to nothing compared to everyone else. Sure, pot costs are a trade-in, but for faster training and non-suck-ish damage, it's more than fair. You won't even notice MP Eater later on in your career: especially when Ultimates come into play. Unless you are (extremely) lucky and can leech off of all 15 monsters you hit, your MP will still be dented quite a bit since you caved and got Amp. PR at 20 is pushing it. Even 10 is pushing it: you won't be seriously training on monsters that actually use Fire or Poison techniques because Fire Demon + Elquines < Meteor in terms of speed and power. And Zakum won't decimate you with its 1 arm that has Fire and Poison moves, even without PR (although I am personally going for 10 and maxing other skills by taking points from it and Comp) And Comp is an all or nothing skill. It's not particularly useful since Ele Wand 1 + FA > Comp since Comp itself is not affected by Ele Wands. You could use any other skill to clear those trash monsters (but people get 1 Comp just for looks and your reason). I recommend that you turn back. Being unique is one thing, but being a complete burden to yourself is different. Necessary: Slow/Seal/Amp Iffy: PR (Definitely not maxed, but a decent level can't hurt) Preference: Comp (But you don't have points to max it unless points from Booster are gone, and max Booster is the stuff) Not too Great: MP Eater (At least, not until later. It has its uses in 3rd job maxed, but it's obsolete once Meteor comes into play) |
Dragonphlu 07/29/09
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| Raw Damage = pot burning. Misting = running away at the beginning to come back and bite them in the butt when they have 1 hp. Teleport at lvl 30 is quite necessary... All you need to do is pot. MPE is NOT noticeable, and is NOT useful at all from 3rd job and and beyond. Slow is necessary for all the above reasons from jcer, and AMP is also useful for all her reasons. Seal prevents pot burning and the above mentioned death from dispel. This also saves you millions in pots at Skeles. Pros of your build: Lots of damage and lots of pot burning and really slow training through hell levels Pros of Gandalfs Hybrid: Misting, Less pot burning, and very fast training even through hell levels. |
taotapp Jul 30 2009
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| Dornyth said: "So i was scanning the web's large stockpile of 2nd/3rd job Fizard builds, and unfortunately, i was woefully disappointed. Every single one of them contained either some skill I really didn't feel like I needed, or lacked a skill I craved. The most common example being absolutely no Partial Resistance, and instead putting points into Seal, and Elemental Amplification. I for one do not particularly want to spend 2x the MP for a small boost in power (albiet a slight convienence). " I'm gonna stop you right there. Amp is not a small boost. Amp is huge. It's a 40% increase in the power of every single skill you have. You'll actually be so weak without it, that you'll waste more pots trying to kill things with your nerfed skills than you would by having to use twice the MP. I mean, it literally affects every skill. Meteor's just where it shows the most, so a lot of people associate it with meteor's huge pot cost, and nothing more. TS said: " And at the same time, why put points into Seal and Slow? Aren't Fizards supposed to be destroying everything in sight? Why would you waste MP to instill some debuff on monsters who won't be burdened by them through even half of the time imposed?" In second job, there's really nothing better to max. You could get MP eater, but it's terrible in practice. It just doesn't work with poison skills. Also, I've found slow to be useful while training in fourth job. If I'm meteor training, slow makes it so the skelegons don't bump into me nearly as much, and if I'm training in the time temple, it brings every enemy to a crawling pace. Seal is just amazing. The fact is, you're not always going to be able to breeze through a mob. When you're poison training, for example, and you happen to explode a newly spawned mob that wasn't poisoned at all, then that's when seal comes in handy. Otherwise, you're just staring down a group of monsters that are going to do terrible things to you. In fourth job, most people disregard it in favor of "LOLSPAM METEO," but I've actually used it while meteor training at skelegons. Call me paranoid, but I love the idea of meteor spamming in a mob that is not only slowed, but sealed. It's almost the equivalent of freezing, and I use up a lot less pots on trivial things like touch damage, which lets me train longer. Thread Starter said: " These builds also lack respect towards both 2nd job attack spells (Poison Brace and Fire Arrow: why not max both?)" They do. It's the hybrid build, and it's very popular. If you're referring to the tendency to only get PB up to 28, that's just because the skill doesn't do much past that level. Critiques of your build will be in bold. TS said: " SECOND JOB Lvl 30: MP Eater (1) [why bother getting that one point in Fire Arrow? it's not like it's going to save you a level. And Tele's too expensive at lvl 1] MP Eater does not work well for f/p mages at all. 1 point in MP eater will be more useless than 1 point in fire arrow, or 1 point in teleport, because |
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