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Lightning Wizard Training Guide


Lightning Wizard Training Guide

Contents

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(1: Quick Intro and My Story
(2: Why Lightning?
(3: Builds
(4: Equipment
(5: Lv30-70 Training
(6: How Thunderbolt works
(7: Tips 'n' Tricks
(8: A Guide To Training Efficiently

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(1: Quick Intro and My Story

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a sorta Advice/My Story section, filled with all types of tips on
how
to train well (Most are hidden in my mistakes). If you don't wanna read my
struggles, don't. Skip down a bit.

After my last Kerning Party Quest, I said to myself: "Good job. You've
reached
lv31, and now you're on your way to becoming a fully-fledged Wizard". If
you're
unsure of your next step when 30 or below, go here:

http://www.hidden-street.net/guides/magician_001.txt?

It's quite good, and has nice ASCII art :P. Only read up to the line that
Lv30.
Anyway, I reached lv31. I was thinking whether to follow the track of about
80%
of ice/lit wizards and put 3 into Cold Beam. Then i thought, lightning is
the
first mob magic anyone can get. Fire/Poison and Cleric classes don't receive
proper mob techs until 70 (I don't include Heal as a mob tech because it
only
affects certain enemies). Then I decided. I was sick of being mobbed in the
Ant
Tunnel, so I got up, moved my mouse away from Cold Beam, and clicked on the
little arrow beside Thunderbolt. Then I panicked. Oh no! I'm stuck with
Magic
Claw for 5 levels. Then I thought again. DOWN WITH MOBS! And that is how I
got
into the Li-zard path.

At first, I simply M-Clawed my way down at the bottom of the Ant Tunnel. How
I
trained will be detailed later. Then, I realised Thunderbolt was elemental.
I
dragged myself to Hidden Street and checked the Element Weakness List. Wow.
Two
monsters I can possibly kill at my level. Slimes and Octopi. So, hey, why
not
the ol' slime tree? Big mistake. I went in. I killed, and killed, and
killed,
and killed, and ate dinner, then killed some more. The total exp gain? 4%. I
lost nearly 1 and a half times the mana I would've lost in the Ant Tunnel.
So
I went to Octopi. It was alright, but only since I had just received 800
Mana
Elixirs from my friend (Ty Magus). The result? 200 lost Mana Elixirs and
14%.
Not a good way to go. So, basically train on 'shrooms till lv33, where you
have
lv9 Thunderbolt. Then kill Octopi. It worked out pretty well, but not as
good
as if I just trained non-stop at the Ant Tunnel.

I reached 35. I tried to PQ, but it was obvious no-one wanted me. So I
trudged
over to Teddies for a bit. Now these monsters are great for money, and exp
is
good too - more than two green mushrooms. It should take two hits. Trained
on
these till lv37. By then I simply had too many available quests, so I abused
them. This got me 40%, and by then I could get into PQ. Which is what I did.
Sometimes I trained on Teddies. At lv40, I equipped my newfound Hall Staff
(if
you don't have that luck, use a Fairy/Crystal Wand). By then you'll have
maxed
Thunderbolt. The best training is over in Helios Tower. Go down to the 99th
floor and stand on the second screw between the fourth platform down and the
floor. The diagram is like this

TO 100th
floor
___________
|-|
|-|
------
______| X
X
_______
|_______|
>
--------X
________| !
X
--------------------
-------|-|----------
|-|
|-|
-----------
|________|-|
|-|
|-|----
|_____|-|
ELEVATOR |-|
______ |-|
/ \ |-|
| |________|-|

X = screw
! = aforementioned screw
>= This screw also lets you hit two platforms

In case you didn't know, hamsters (or Retz) spawn here. THey are moderately
easy to kill with Magic Claw or Cold Beam, but they spawn in 4s and 5s. This
makes it ideal for lightning wizards with maxed lightning. Thunderbolt
should
do about 400-500 damage at least, and it should take 3 or 4 hits for each
kill.
Every 5 Retz killed is 390 exp for 120-160mp. That isn't bad, considering
how
difficult it was to train effectively before Ludi. I trained here from 40-44
continously (with a few PQ breaks). The equip drop is good too - Petal
Staff!
The whole point of training here is not the drops or experience, but rather
the
speed. You can down 5 Retz at once, which is much better than anywhere else
in
the current world.

After lv44, I PQed till 48 without break. Then I completed quests and went
down
to Omega a few times for no real reason, mobbing Plateons at the Plateon
field
(I confess now, I abused hackers). That got me a Dark Calaf, which I swapped
with my friend for a Dark Calas. Alright. Enough of that. That about wraps
up
my story. I am currently lv53, and I will not be going on much because of a
ban
so don't expect any further levelling. I have had experience with lv60+ as
well
thanks to the Thai MS version and the account so graciously set up for me by
my
friend Andrew. He was quitting, had a lv61 I/L wizard, I thought why not.

Now, I'm lv53 going on 54, (Andrew is now playing again, Lv81 going on 82),
got
a REALLY horrible haircut from that Amoria quest, am currently training on
Red
Drakes and am playing my thief as well.

NOW I'm 58 going on 59, my Evil Tale blew up because of a Dark Scroll, I'm
(vainly) trying to mob Gryphons in NLC (better than stupid Lorangs for
another
27%), and training my thief and warrior too. My warrior has cool gear ^_^.

59-60! Yay!

Now you've read the boring stupidity, onto the real guide!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(2: Why Lightning?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This section will detail why you want to choose lightning FIRST. All I/L
wizard
choosers will get it eventually, but this will detail why to get it FIRST.

This argument is as unbiased as I can get it, but if it seems unfair, shoot
an
email over (see Credits section).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This are the reasons for getting Lightning first.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The main reason is SPEED. Sure, the first 5 levels will require tedious
Magic
Clawing at the Ant Tunnel or Land of Wild Boar, but after that, you can take
down large mobs with two hits, or a crowd of Octopi with one hit. The
training
will prove to be much faster than Ice choosers from there on out, but it
takes
patience to pass levels 31-35. Just keep thinking - I could be doing 500
damage
to everything at lv40. In the end, you will surpass Ice users with ease,
since
monsters killable with lightning at lv40 are more common as compared to ice-
weak monsters (Jr. Lioners/Cellions, Fire Boars). Personally, I suggest Retz
or
Jr. Grupins/Cellions. Lorangs if you must. Octopi if you feel desperate.
Slimes
if you feel weak.

The second reason is VERSATILITY. Although Thunderbolt is quite weak
compared
to moves such as Cold Beam or Fire Arrow, there are hardly any monsters
which
resist lightning. Ice wizards cannot possibly go to El Nath without
seriously
sucking. This means less boredom. Whereas Ice Wizards have to stay at one
map
for a half decade, Lightning Wizards can travel anywhere. Slower levelling
for
sure, but I'd prefer to travel and familiarize myself with the worlds. Okay,
lightning is near useless in El Nath as well, but it's better than doing a
mere
300 damage to everything but Hectors.

The third reason is MOB CONTROL. This is possibly the most referred-to
reason
as it makes it possible for any lightning wizard to kill off large mobs of
enemies. It can be used in virtually any mob situation, unless there are
thunder-resistant enemies lurking around. Even then a lit-wiz can just use
Magic Claw and come out on top.

The fourth reason is minor. I'm sure people would love to see all those
items
flood out onto the screen and the influx of text in the bottom right. That's
just plain satisfying ^_^.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This are the reasons for getting Ice first.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first reason is POWER. Power is something magicians feel they lack
compared
to the consistent four digit numbers Warriors, Archers and Thieves pull up.
Cold Beam gives wizards a fair bit more power than Magic Claw, and
eventually
they are as effective as the other classes, and drastically more consistent
as
well. The damage still isn't even, but it's closer than before.

The second reason is the STATUS effect. Freezing is one of the better
statuses
inflictable. Stun is good too, but it doesn't always occur. Threaten is good
for the other classes, but isn't too great until it's maxed. I've had no
experience with Disorder. Freeze, however, will always occur. Warriors seem
to
adore it because they have less chance of being hit.

The third reason is SOLOING. Ice lets you solo harder enemies quicker. With
luck you can actually defeat Buffys at lv40. My friend did (I went with
him).
The freeze ability is invaluable against monsters with special attacks
(that'll
teach you, you stupid Lupins. DIE DIE DIE!).

The fourth reason is RANGE. You, as a magician, want to keep the hell away
from
monsters. Cold Beam's range combined with the awesome freezing ability will
do
this nicely. Freeze lets you keep multiple enemies at bay. Very handy (Red
Drakes anyone?) indeed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Those are my arguments. You'll see that Ice seems to have more convincing
ones.
In the end it's a matter of which you prefer, fast levelling and higher mp
cost
or slower levelling, money saving and no mob protection. You'll get both
spells
eventually though, so don't worry. ^^ Biased ^^

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(3: Builds

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The good ol' builds. Something no guide will ever be without. I'll detail
the
skills here too. I won't give Lv1-30 statistics on the skills (Hidden Street
does that quite nicely) but I will explain each one's pros, cons, uses and
whether you should get it or not. The explanations are all of my own
experience
so if you find it contradicting to your own, email me and I'll add a section
for you (include your screen-name if you want that).

NOTE: I'm assuming you know the basics of these skills. If you don't I've
got a
small section detailing roughly the usefulness of the skill and when to use
it.

UPDATE: I will add the base, halfway and max statistics, just in case.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MP Eater

Maxed at: Lv20

Lv 1: For every attack, 11% success rate, absorb 21% Max MP
Lv10: For every attack, 20% success rate, absorb 30% Max MP
Lv20: For every attack, 30% success rate, absorb 40% Max MP

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This skill will refill part of your mp with a certain success rate. It works
better in a mob situation, but during 1v1 situations it is quite useless. If
it
does activate, your MP refills, almost unnoticeably.

A shiny aura circles you for a second or so.

I found this skill quite unreliable when using Cold Beam, but when using my
Thunderbolt technique, it activated pretty much every time. This saved me
quite
a few pots, and through that, money. I say max it, but not too soon unless
you
get lightning first (which is what this guide is about anyway ^_^).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Meditation

Maxed at: Lv20
Requires: Lv3 MP Eater

Lv 1: MP - 10, Magic Attack + 1, 10 seconds
Lv10: MP - 10, Magic Attack +10, 100 seconds
Lv20: MP - 20, Magic Attack +20, 200 seconds

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Adds Magic Attack in exchange for a 2 digit number of mp. It's good
anywhere,
especially party situations with other magicians, as it affects the entire
party. Unlike Rage, it doesn't sacrifice anything in addition to the initial
cost. Can be used on a ladder/rope/vine/climbable object.

A tree made of green energy sprouts upon you.

Dammed useful. Activate it every time you enter battle. 20 Magic doesn't
seem
much, but it certainly is a lot when it comes down to it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Teleport

Maxed at: Lv20

Lv 1: MP - 60, Distance 130
Lv10: MP - 33, Distance 130
Lv20: MP - 13, Distance 150

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This skill warps you a short distance. It's quite fun to play with, and you
can
reach platforms that normally take two jumps in an instant. You need it for
the
Ludi PQ, which should comprise a fair amount of your lv40-50 levelling. It's
not as useful as Haste, in my opinion, because it costs continual MP to keep
teleporting, whereas Haste simply takes one amount at the start. Most
magicians
keep it a 1 for 10-30 levels. A true lightning wizard will max it soon.

You vanish in a blue haze, then reappear in that same blue haze a distance
away.

Very useful for the impatient Mapler (me, defintely). Also, you need it for
the
Ludi PQ (stated above). Through it you get to Tele-cast, which is my
favourite
Wizard trick. You can mimic the Chief Bandit's Assaulter! The MP cost is
quite
high to start with, so just make do with Speed Pills and speed gear (Red
Whip,
Red Tube, Brown Jester, Shoes, Icarus 2, etc etc).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Slow

Maxed at: Lv20
Requires: Lv5 Teleport

Lv 1: MP - 8, Speed - 2, 2 seconds (>_<)
Lv10: MP - 8, Speed -20, 20 seconds
Lv20: MP - 16, Speed -40, 40 seconds

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I have no real idea of how this works, but I'll write a summary all the
same.
It's a mob move which decreases the speed of nearby enemies. I'll need help
in
this section, so will a F/P Wizard or I/L Wizard who maxed it contact me? I
think that it has the same range as lightning, but I'm not quite sure. Both
Ice
and Lightning Wizards don't need it - Ice Wizards can freeze a succesion of
enemies, and Lightning Wizards have mob control through Thunderbolt.

I don't know the animation. Somebody email me!

Somebody send me their experience with Slow!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cold Beam

Maxed at: Lv30

Lv 1: MP - 12, Basic Attack 13, Mastery 15%, 1 second freeze
Lv15: MP - 12, Basic Attack 55, Mastery 35%, 1 second freeze
Lv30: MP - 24, Basic Attack 100, Mastery 60%, 2 second freeze

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here's the good bit. The actual offense skills. Cold Beam is, in my opinion,
the best single enemy attack skill in the ENTIRE 2nd job advance tree
(Savage
Blow might be opposition though). This is because of the astounding effect
of
Freeze (Savage Blow can't FREEZE, can it? Eat that you pompous bandits!
HAHAHA!
Enough gloating...for now). Freeze stops your enemy in their tracks. Don't
say
Arrow Bomb is better - It might be, but it isn't quite as effective against
single foes. It's more of a mob skill (and a good one at that...but not as
good
as Thunderbolt), and can't be compared to Cold Beam. I've been ranting quite
a
bit in those contraction bubbles, so I haven't even covered the actual
spell's
other uses. It has good range, similar to Magic Claw, and like Magic Claw,
goes
through obstacles. Like Magic Claw, it has a flashlight range. Like Magic
Claw,
it costs next to no MP. It's a lot like Magic Claw.

NOTE: That was my opinion. No hate mail PLEASE!

A few icicles pop out of the air above the enemy and strike, turning the foe
blue with frost.

Cold Beam is fantastic. I won't deny it, even though I'm a lightning wizard
myself. It freezes, and used in conjunction with Thunderbolt, is an
excellent
damager, while Thunderbolt works as a mob finisher. A rough calculation is
that
Lv30 Cold Beam is about equal to 2 Lv30 Thunderbolts (against enemies with
no
resistances or weaknesses). Also, even lv1/3 Cold Beam is good, because you
can
freeze, Magic Claw, freeze, Magic Claw, etc, etc. It's good when there's no
mob
to Thunderbolt.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I'm going to add a comparison section under these two skills for two
reasons.
One, so you can decide which class is best, and two, to beef up this quite-
short-but-longer-than-some guide.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Energy Bolt doesn't go through obstacles, and doesn't freeze. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Magic Claw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These two are EXTREMELY similar, but for a few major differences. The most
noticeable one is that Cold Beam only hits once for high damage, while Magic
Claw strikes two weaker blows. This would seem to be an advantage at first
glance, because it would have a better average attack, but it also means you
can't knock back enemies with a high knockback damage. Cold Beam also
freezes.
'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Fire Arrow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire Arrow is stronger, I'l concede that. The pure power draws many to the
F/P
class. It actually allows you to rival the other classes. However, it
doesn't
seem as good to me, because Archers and Sins have better range, and Warriors
and Bandits have better damage. It doesn't beat Cold Beam either IMO,
because I
prefer a stationary opponent to a moving one, and Fire Arrow cannot go
through
walls or obstacles. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Holy Arrow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I don't see many using Holy Arrow nowadays. It has pretty bad range, and is
eclipsed by Heal. However, I believe (PLEASE don't insult me clerics) that
it
is a FAIRLY worthwhile skill, because you can't Magic Claw every time
there's
a non-heal affected enemy. You can argue that staying at a single map with
heal
weak monsters is fine, but I don't believe that. Unless you are anti-social
or
a hacker (I know there's a lot of you reading this), you'll have to
negotiate
with people now and then. This means you make friends, and friends want to
train in different places. Magic Claw means you're wasting time. So unless
you
don't want friends, try to put a few points into this skill. Oh, and
everyone's
heard the 'Shining Ray at Lv1 can kick Lv30/20/w/e Holy Arrow's fat ugly
ass'
argument. This is, beyond a doubt, the most filled-with-obvious-holes
argument
I have ever heard. Does any Lightning Wizard refuse to fill up Cold Beam
since
you get Thunder Spear at the 3rd Job? Does any Ice Wizard ignore Thunderbolt
because of Ice Strike? DEFINTELY 'nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Power Strike
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I like Power Strike for the power (HAHAHAHAHAHAHAHAHAHAHAHA). Cold Beam
freezes
though. 'Nuff said.

Nah, seriously. Power Strike tends to be a bit unstable until Mastery is
maxed,
and after that it is as stable as Cold Beam. It NEARLY surpasses Cold Beam.
However, there's two factors. The range, and the freezing. Also, Warrior has
really bad MP, so it's hard to use every time you attack. NOW it's 'nuff
said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Poison Breath
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Poison Breath sucks. 'Nuff said. Seriously, I only know one person with
Poison
Breath usable, and that's one point for laughs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Double Stab
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Double Stab isn't very powerful - Lucky Seven deals more damage and has
range.
Bansins are becoming very popular, and Double Stab is less used every day. I
myself haven't ever used it, so I can't say much about it. It seems to be
very
ineffective though. It's a melee attack and can't freeze. Cold Beam is the
exact opposite. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Lucky Seven
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lucky Seven. What can I say? Well, it's a funny name. It could have been
Volley
Shot, or Duo Throw, or Twin Stars, or etc, etc. Still, I like the move. The
damage is nice, and has good range. It's the assassin's move for ages. But
Cold
Beam has the freezing capability, which sort of eclipses the other effects.
I'm
not quite sure why I'm glorifying Freeze, it just turns the enemy blue and
stops them in their tracks. Most train on OHKO enemies anyway, so there's no
real help (unless you're hunting a specific item, in that case its damned
invaluable). Hmm. I guess the contraction bubble said it all. Thanks,
Bubble.
Anyway, they're both useful, Lucky Seven much more at the 3rd job when you
get
Shadow Partner. I prefer Cold Beam because of freezing, but many prefer L7
for
its speed, range and power.

NOTE: Don't get any ideas, but I actually like L7 better now that I have a
decent bansin. But Cold Beam is still COOL (pun intended :P).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Double Arrow/Arrow Blow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Notice I didn't say 'nuff said in the above section? Lol!!! Anyway, onto the
comparison. I put the two archer skills together since they deal similar
damage
until Critical Shot is at a reasonable standard. Arrow Blow is one arrow,
but
Double Arrow is two. Under 30s find it better to use Arrow Blow because it
will
save arrows (and money). 30+s will find Double Arrow a helluva lot better,
because you can double critical. Cold Beam is slightly weaker than Double
Arrow
and about the same as Arrow Blow. Archers have very unreliable damage - crit
shot makes their damage range stupendous. I prefer Cold Beam for stability.
No
offense to you archers out there - you all rock! I hope that doesn't sound
bad.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cold Beam/Savage Blow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally, competition. The sheer power dealt out by Savage Blow nullifies
Cold
Beam's freezing advantage over all the other moves. 6 hits seems to go over
a
little, but each hit is quite weak by itself. It makes training anywhere
simple
and easy, and combined with haste, a bandit can hurdle over enemies, SBing
all
the way. Very easy floor clearance. Cold Beam loses out in virtually
everything
since the Bandit is so grossly overpowered to make up for its 1st job
weakness.
Speed, Power, Versatality, Coolness, Game Suitability, Ownage Meter, etc,
etc.
Savage Blow wins out in nearly everything. Range doesn't really matter
because
Haste acts as range for the bandit. The freeze is still better against
harder
foes, as Savage Blow requires the user to be extremely close to an enemy,
much
closer than Spearmen or Two-Handed weapon wielders to be. Still, the damage
piles up due to Booster, so the Bandit will always be a step ahead (until
Thunder Spear. 170 Power!). Cold Beam's still just as, and sometimes even
more
powerful than Savage Blow when fighting Ice-weak foes. However, Savage Blow
is
almost useless at lv1, whereas Cold Beam isn't. 'Nuff said.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That about wraps it up. I didn't cover FA because it technically isn't an
act-
on-command skill. I haven't a clue how Drain works. Somebody please email me
with a ready-made section. I enjoy copy-pasting from my email.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thunderbolt

Maxed at: Lv30

Lv 1: MP - 20, Basic Attack 2, Mastery 15%
Lv15: MP - 20, Basic Attack 30, Mastery 35%
Lv30: MP - 40, Basic Attack 60, Mastery 60%

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thunderbolt is a mob skill. Unlike the archer mob skills and Slash Blast,
Thunderbolt has a cloud coverage. This means it has a certain range AROUND
the
caster rather than dead ahead. You'll get used to it eventually. Try to find
areas that have great coverage, like the towers in Orbis and Ludibrium.
Areas
with little platforms that separate two platforms like this...

___ STAND
___| HERE
--
\/
___
|___|

...or this...

STAND HERE
__ __
| | |
-----------------

...or, in most cases, this...

HERE

\!!/
\/
MONSTERS STAND MONSTERS
MONSTERS HERE MONSTERS
MONSTERS (duh) MONSTERS
------------------------

...are good for lightning training.

Several cool-looking blue bolts come down and zap the enemies.

This is my favourite mob skill. Ever. It requires skill to use well, and
looks
cool to boot. Some say Ice Strike is better, and it is, but I prefer skills
where you have to move to find a better place, rather than sniping from a
rest
post. It's your main levelling skill from 55 onwards - Florina becomes a
haven.
Use it as much as you can - even if it doesn't kill, it weakens.
Alternatively,
you can hit the oncoming enemies with Cold Beam, then rain lightning down to
finish them. Either way you become quite a magician.

NOTE: In case you think I'm being biased, then hear this. I AM BIASED
TOWARDS
ICE AND LIGHTNING SKILLS. DEAL WITH IT!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here's lightning's comparison section to the mob skills.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt/Slash Blast
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First, Thunderbolt hits a cloud pattern, which I find better than the
straight
ahead range. This is because it lets you hit enemies below and above you
too.
Slash Blast consumes HP, but that's not a problem for Warriors. The MP loss
is
though, so Thunderbolt wins through sheer economic value.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt/Iron Arrow/Arrow Bomb
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Arrow Bomb and Iron Arrow are similar, so they're both under this title.
Again,
the dead-ahead range is a setback, but the Archer's range allows you to
snipe.
This is good, but you also have to travel over for the drops (unless you're
powerlevelling, which is never a good idea in my opinion) whereas lightning
allows you to easily pick the items up. That's minor, I admit. Arrow Bomb is
quite strong, but grows weaker with every enemy hit. That's not a good
thing.
Arrow Bomb remains at the same strength (I think) and stuns. This is the
reason
I say Arrow Bomb is a fantastic mobbing skill. However, it lacks the ability
to hit enemies around the user, and the archer's overall lack of melee
ability
pulls them back yet again (3rd job cures this, and the archer becomes the
best
class in the game ^_^). Thunderbolt and Arrow Bomb beat Iron Arrow, and I
think
the two skills are equal in versatality and usefulness.

NOTE: In terms of sheer power against one/two/possibly 3 foes, Iron Arrow
will
win. I'm not gonna discourage Crossbowman use. In fact, I recommend
it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunderbolt/Heal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heal is quite possibly the best mob skill ever. That is, at Chronos, Zombies
and Wraiths. Otherwise it's not a mob skill at all. It's weak, but restores
HP,
so dying isn't a worry. Thunderbolt beats it anyday in power, usefulness,
plain
awesomeness and versatality. Heal wins on the same basis as Cold Beam -
awesome
on maps that are affected by it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mage Skills (3rd Job)

Yep, I'm actually off my ass and doing this again. I can't believe it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Partial Resistance

Maxed at: Lv20

Lv 1: 23% resistance against ice/lightning magic attacks
Lv10: 50% resistance against ice/lightning magic attacks
Lv20: 70% resistance against ice/lightning magic attacks

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Increases the resistance you have against magic attacks of ice and
lightning.
Monsters that have their power reduced include Taurospears and Tauromacis,
the
Grupins and Lioners, some deep Ludi beasts and Zakum (*gaspz*). The
resistance
increases to 70%, making ice and lightning attacks do next to nothing
against
you.

Pointless in the worst way, unless you grind at Tauros and/or Zakums. You
see,
it adds ICE AND LIGHTNING resistance, two of the rarest types in the game.
It
is sensible, as an Ice/Lightning Mage would be defended against his own
power.
But is it really worth it just because you go to Tauros every few months
with
your cleric and WK friends? No, it's not. I don't suggest pumping this skill
unless you train non-stop at Tauros. But what about big cats? You should be
far
past that phase when you make it to that level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Elemental Amplification

Maxed at: Lv30

Lv 1: Spell cost + 5%, Magic Attack + 2%
Lv15: Spell cost + 70%, Magic Attack + 20%
Lv30: Spell cost + 100%, Magic Attack + 35%

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

A skill that eventually doubles your spell casting cost for a HUGE boost in
power. Yeah, huge. 35% don't seem like much, but believe me, it is when you
see
a 'sader muscling in on your DT map. I mean, your normal damage is increased
by
one third.

And you thought Meditation was useful. But the doubled Mp cost is a lot
worse a
sacrifice than the 20 Mp needed for Med. Still, much better damage, and when
combined with Booster and T-Spear, you own. A lot. And you must own a lot of
Mp pots too. Seriously.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Seal

Maxed at: Lv20
Requires: Lv3 Elemental Amplification

Lv 1: MP - 12, 38% chance of success, 10 second effect
Lv10: MP - 18, 65% chance of success, 15 second effect
Lv20: MP - 30, 95% chance of success, 20 second effect

Seal, seal, DUGONG!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Seals enemies with TEH PINK CUBE, stopping them from using any 'Magic'
attack.
This counts as anything other than touch damage. PHails miserably against
bosses. Yeah.

Yay pink cube. Yeah, a pink cube. WOO! That's the animation.

You'd think that its redundant like Slow, since you can freeze. NOT
EVERYTHING
IS FREEZABLE. And this means those enemies who would normally be
magickinging
you to death can be shoved up their *censored*. You may want to get it. A
must
for F/Ps, because now they can Slow and Seal. But I/L don't need it as
badly,
though it is VERY useful.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Booster

Maxed at: Lv20
Required: Lv3 Elemental Amplification

Lv 1: HP - 58, MP - 53, Casting speed + 1, 10 seconds
Lv10: HP - 40, MP - 35, Casting speed + 1, 100 seconds
Lv20: HP - 30, MP - 25, Casting speed + 2, 200 seconds

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Increases the 3rd job spell casting speed for a short period of time in
return
for a sacrifice of health and mana. NEEDED if you want to survive in any
really
dangerous maps, because otherwise your casting speed is actually slower than
the time it takes for an enemy to unfreeze.

A book appears and shines a bit. Yeah.

Get it or die. No, I'm serious. You'll die if you don't have it. An increase
in casting speed is very (very, very) noticeable. So in the end, the casting
speed is practically equal to Cold Beam/Thunderbolt. Make sure its on before
you fight anything, whether it be bosses or Teddies. Otherwise you'll be hit
at
least fifty times before you even get the attack off. 2nd job skills aren't
speeded up (dammit).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ice Strike

Maxed at: Lv30

Lv 1: MP - 21, Basic attack 32, Mastery 15%, Attack range 110%, 1 second
freeze
Lv15: MP - 35, Basic attack 60, Mastery 35%, Attack range 150%, 1 second
freeze
Lv30: MP - 50, Basic attack 90, Mastery 60%, Attack range 200%, 2 second
freeze

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Blasts up to 6 enemies within range with shards of ice. Note that once it
gets
to lv15, it's as strong than Thunderbolt and has more range (though it'l
quite
likely to be slower). Add Magic Booster/Element Amplification and this
becomes
your primary attack. As much as I like Thunder Spear, it fast enough to be a
quick attacking skill. Stay with the ice element for a while. Cold Beam +
Ice
Strike is a good combo. Ice Strike + Thunder Spear is better.

Random icicles storm around you for a bit, then everything freezifies.

Needed. It's one of two builds, (one of luck, one of ease). This is the easy
one. You get a huge mobbing attack, making killing *coughKSPAYBACKTIMEcough*
a
helluva lot easier. You get double Lightning's range, making Cloud Coverage
even more supreme. Sniping is so easy with this.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The comparisons are only against 3rd job skills. 2nd job skills stand no
chance
against this storm of ice. The range alone (plus multi freezing) makes it
quite
comparable to a more versatile Arrow Bomb with cloud coverage. Note: With
Ice
Strike and Thunder Spear, I assume you have Magic Booster (lv2) on.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Charge Blow
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charge Blow is powerful and can stun, which is basically the same as
freezing.
This is probably the most effective of the White Knight's arsenal, and its
certainly impressive. With elemental capabilities, it lets the White Knight
train anywhere. Good mobbing, but bad range. Ice Strike gets good range. On
the
other hand, Charge Blow is elementless - normally. With element, it becomes
as
versatile as Ice Strike, but in a different way. Note: Ice Strike + Elem.
Amp
and Magic Boost is much better than Charge Blow due to high range.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Element Charges (Fire/Ice/Thunder)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Element Charges of the White Knight are great. Due to high Warrior
damage,
the White Knight gets to own all sorts of element weak enemies, and train
wherever seems good. The I/L seems a little run down compared to the element
changing abilities the WK possesses. Still, Ice Strike has just as much
power
than Charge Blow Ice, because by the time the WK has gotten to all the
enemies,
the I/L could have killed them all by then. But the Fire/Thunder elements
are
very useful, though Explosion and Thunderbolt respectively are just as good
(cloud coverage). Thunderbolt is a little weak in comparison though.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Coma
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It seems stupid to compare the two. If you've ever seen Coma, you'll know
that
IT OWNS EVERYTHING. At 5 orbs. Which takes awhile to charge. 3+ orbs is
still
pretty good though. But Crusaders have insane damage anyway, so you can kill
normally, then smash through mobs/bosses/snails with other attacks (Panic).
Yeah, Coma wins, even with lack of range. Simply because x 5 damage to 6
other
enemies = awesomeness in the best way. Still, give credit to Ice Strike's
range
(which is something Coma lacks). If Coma had range, everybody'd be a
Crusader.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Shout
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike wins. The end. Though Shout stuns for so long, its so weak. Ice
Strike can be superspammed from one place, and everything dies. Shout is
better
for Crusaders who move a lot, but Ice Strike is an more balanced all-rounder
attack. Stun vs. Freeze - about equal. But Ice Strike IS a main attack vs.
Shout, a complimentary.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Dragon Buster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Buster hits for...500% at max? Or similar. It hits three enemies
though,
so counts as a mobbing attack. Power is actually quite nice (though I think
the
Crusader wins out with Panic). It still has real range, something essential
to
a good mob attack. This is probably a better one foe hitter than a mob
attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Dragon Fury
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Fury has power, I'll give you that. But it has basically no range
when
compared to Ice Strike or Dragon Roar. It's fantastic for enemies that crowd
together though, especially if you've trapped them on one side. That's the
best
thing about straight-ahead mob range.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Dragon Roar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Roar is powerful and has awesome range, but can only be used twice
before health needs to be restored. Which is pointlessly slow. Its more of a
'look-at-me-newbs-I-pwn-everything' move than a move you can use in normal
situations. Great for Ksing too. Ice Strike, like I said, can be
superspammed.
Whatever floats your boat. Dragon Roar is good everywhere though. I don't
think
Warriors and Mages can be compared well, because they're so different.

Magadon4 adds: The Spearman is powerful, but it suffers from the same
illness
as all Warriors - no practical range damagers. Sure Dragon Roar and Shout
are
pretty - but are they that great? You can spam Dragon Roar with a Priest,
you
say. But what about when you're solo? Yeah, I don't wanna depend on Priests
that much either. And Shout is just low damage in comparison.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Explosion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These two are comparable. Ice Strike gets freezing power, Explosion gets a
bit
more damage. Of course, Explosion is very good IMO, and Ice Strike is just
as
good, but Explosion gets a wider range of training because you get more
things
to kill due to higher power. Of course, Ice freezes, and 6 frozen enemies
are
easy, easy targets. You could even party with the other class and combine
the
two, though finding a common training ground might be hard...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Poison Myst
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I like the name Myst. Yeah, poisony poisony. Poison is worth it now. It
deals
considerable damage over...30 seconds? 40, fine. I was close. It's actually
the same power as Ice Strike, but it has less versatility - there are more
enemies that are affected by Ice than Poison. Both are fine moves, but the
class I/L gets a much stronger solo move. I actually like Fire Arrow, but I
wanted a mixed bag, something to last, not just one move. They're
comparable.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Shining Ray
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heh, Shining Ray is actually stronger. But is 15 basic attack worth it for
Thunderbolt's range? No. Obviously. Ice Strike also freezes. Yeah, end of
story
(sort of).

Priests may/will argue that this is unfair. Well tough luck. There are way
too
many Clerics as is, stop complaining. Yeah, you got some power now. Use it
well
(or just keep heal-spamming, either way...). I like Shining Ray's animation
though. No offense to Priests.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Inferno
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Inferno is a useful move, on par with Explosion (plus boosts). I've always
though Rangers (and Snipers) to be great, just because of Critical. Inferno
is
a Critical enhanced Explosion, basically. Ice Strike still has freezing
power,
so the two are near equal in terms of effectiveness. Not only that, but
Inferno
is a straight-ahead, similar to Arrow Bomb. Ice Strike wins because it hits
all
around. Arrow Rain is another matter altogether.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Arrow Rain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A very worthwhile debate here. Ice Strike vs. Arrow Rain. Ice Strike with
the
bonuses of Element Amp. and Magic Booster is very useful for clearing out a
large area. But on a single platform, Arrow Rain smashes Ice Strike because
of
power and speed advantages. Of course, it's elementless, earning favour due
to
strength against every opponent.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Blizzard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blizzard is basically a stronger souped up Cold Beam that hits multiple
foes.
Ice Strike is an all round hitter. Basically the same, but for attack speed
and
area of effect. A well-scrolled XBow makes Blizzard better...on one
platform.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Arrow Eruption`
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See Arrow Rain. It's a bit more powerful though (XBow usage).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Band Of Thieves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fast and powerful. That sums up Band Of Thieves. The range still sadly
lacks,
but in conjunction with Haste, BoT becomes very useful. So I declare them
equal
- Ice Strike has range and freezing power, BoT has power and speed of
attack.
You cannot say that giving BoT the Haste bonus makes it unfair, because (1:
Ice
Strike already gets Element Amplification and Magic Booster by default, and
(2:
Thieves have Haste. And CBs are the ones using BoT.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Meso Explosion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I dunno. Ice Strike wins in cost hands down. But for power, Meso Explosion
wins
(with Pickpocket or a few 1.1ks dropped). I still disapprove though. But
it's
THE best boss killer in the game - if you're rich. Very rich. Otherwise not
worth it, since the amounts are dropped after the enemy dies, and the
amounts
dropped by trainable enemies are measly, really.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ice Strike/Avenger
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It's a straight-ahead attack with enormous range and damage (assuming Shadow
Partner and perhaps Critical). However, the enemies have to be in a straight
line. Ice Strike has about the same range (perhaps a bit less), but a lot
less
damage and speed. Avenger is about the same as BoT, but with less power and
more range, which is pretty good.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thunder Spear

Maxed at: Lv30

Lv 1: MP - 10, Basic Attack 80, Mastery 15%
Lv15: MP - 17, Basic Attack 135, Mastery 35%
Lv30: MP - 24, Basic Attack 170, Mastery 60%

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear is an abnormally powerful attack possessed by higher levelled
I/L
mages. This is usually because its SO SLOW to cast. Many people add a point
in
at lv70 because they can. Ice Strike is generally preferable, due to a more
effective cast (approx. same speed, Ice Strike can hit up to 6 enemies).

A javelin of electricity is summoned in the caster's hand, and is thrown.

Thunder Spear is uber powerful. Thunder Spear is also uber slow. Once
Booster
is raised to 11 and this is maxed, you can ALMOST stand up to Warriors. Not
Bowmen or Thieves, they're too fast/have too much range. But 170 damage!
That's
absolutely insane. At lv4, it's equal to Cold Beam in power, which is scary.
Even though the power is fantastic, the speed is horrible, and one of the
reasons people dislike I/L mages. It takes almost 3 seconds (un-boosted) to
cast the spear at an enemy. That, in my opinion, is absolutely horrendous. I
don't know about you, but speed means a lot to me. Once Booster gets to
lv11,
it's much better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Panic
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Funny how Pages get no real one enemy hitters in the 3rd job. Moving on,
Panic
is an insanely powerful attack which smashes the living daylights out of
foes.
Literally. It can cause darkness and/or stun, from what I've heard. Panic
wins
vs. Thunder Spear until it gets Booster, because by the time TS is cast, the
Crusader can march up, kill and restore mana. So the range is negated until
the
Booster is applied. Once it is, it's probably more useful in conjunction
with
Ice Strike.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Dragon Buster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dragon Buster wins. There's no competition (except maybe at Vikings). It's
just
so powerful in comparison, not to mention faster. Range is only a small
draw-
back, as Thunder Spear is so slow.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Strafe
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strafe is an insane move. 3+ arrows with critical is enough to scare off any
mage. Yeah, mages get smashed in early 3rd job. Strafe has range, power,
speed
and accuracy advantages. Thunder Spear only has elemental power to counter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thunder Spear/Assaulter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Assaulter is strong, and acts similar to Flash Jump. It beats Thunder Spear
in
everything, as long as you have an Attack glove, good dagger and Haste. It's
just powerful and moves you around. Of course, telecasting does that too,
but
it's just not...proper.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Anyone else notice there's pretty much no other single enemy moves? I know
that
F/P Compo exists, but that can only really be compared with I/L Compo, since
they're similar and have similar effects.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Composition

Maxed at: 30

Lv 1: MP - 14, Basic Attack 80, Mastery 15%, 1 second freeze
Lv15: MP - 18, Basic Attack 114, Mastery 35%, 1 second freeze
Lv30: MP - 22, Basic Attack 140, Mastery 60%, 2 second freeze

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The new Cold Beam. Costs less, deals more damage and adds a lightning
element
(which may be troublesome, say, at Lioners). It's pretty slow until Booster
is
added, but once it is, boom! Uber Cold Beam. Nice looking too.

Ice and lightning elements combine above the caster, then shoot out.

Useful, but you shouldn't really max it until you're certain Cold Beam won't
cut it anymore. Thunder Spear is a lot more powerful, and Ice Strike freezes
a
lot more. In other words, this can be left until later, because you have
moves
that get the two best aspects of this move, and do it better.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I/L Composition/F/P Composition
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F/P is maxed earlier, whereas I/L can wait. This is because I/L gets better
and
more versatile moves than the F/P (there was so much potential though >_<).
These two are comparable, because they have about equal standards. If this
was
a F/P guide, then F/P would be compared in Thunder Spear's place. It's a
decent
move, I've seen it used, but Poison just hasn't got the usefulness of
Freezing.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

That wraps up the skill section. Now, onto the title...Builds!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

True Lightning Wizard Build

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This build is for Lightning worshippers and fanatics. The True Lightning Wiz
Build is all about using Lightning to its full potential. No Ice for ages
though T.T. Don't use it if continual mobbing isn't your thing. You don't
get
Teleport soon either - it's about the POWER of lightning.

I was kidding about the worshippers and fanatics thing.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Lv30: 1 Teleport (This is universal. I'm not going to say it again.) [1]
Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Lv36: Save points
Lv37: Save points
Lv38: Save points
Lv39: Save points
Lv40: 15 Thunderbolt [30]
Lv41: 3 MP Eater [3]
Lv42: 3 Meditation [3]
Lv43: 3 Meditation [6]
Lv44: 3 Meditation [9]
Lv45: 3 Meditation [12]
Lv46: 3 Meditation [15]
Lv47: 3 Meditation [18]
Lv48: 2 Meditation [20], 1 MP Eater [4]
Lv49: 3 MP Eater [7]
Lv50: 3 MP Eater [10]
Lv51: 3 Cold Beam [3]
Lv52: 3 Cold Beam [6]
Lv53: 3 Cold Beam [9]
Lv54: 3 Cold Beam [12]
Lv55: 3 Cold Beam [15]
Lv56: Save points
Lv57: Save points
Lv58: Save points
Lv59: Save points
Lv60: 15 Cold Beam [30]
Lv61: 3 MP Eater [13]
Lv62: 3 MP Eater [16]
Lv63: 3 MP Eater [19]
Lv64: 1 MP Eater [20], 2 Teleport [3]
Lv65: 3 Teleport [6]
Lv66: 3 Teleport [9]
Lv67: 3 Teleport [12]
Lv68: 3 Teleport [15]
Lv69: 3 Teleport [18]
Lv70: 2 Teleport [20], 1 Slow[1]/Magic Armour[1]/Energy Bolt[2]

NOTE: You can switch MP Eater and Meditation (You need to put 3 into MP
Eater
in order to be able to add to Meditation though). However, I find it's best
to
start adding to Cold Beam at lv50. No higher, no lower.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hybrid Lightning Wizard Build

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nobody seems to like this build. I don't either, but it lets you boast that
you
are a lightning wizard AND gets you Cold Beam. However, you AREN'T a
lightning
wizard because lightning needs some support skills, and you don't get them
'til
about Lv55. I used both this build and the above one (my current player
lordplasma2 used this build, and it's fun, but slow to level), and the above
once is more lightning-wizardy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]

Now, there's two things you can do here. First, you can continually add
points.
That's not recommended by experts, because the MP cost doubles. I don't
think
it's a good idea either. Second, you can wait 3 levels, then add 9 in. I did
that. Now I'm sure you're thinking 'ZOMFG YOU NOOB YOURE WASTING MONEY', (My
friend thought that anyway, he's not my friend anymore), but it's not
stupid.
A lightning wizard requires power. And that power is all too hard to get
(but
if you're supremely funded you can scroll everything to freakish levels). So
a
bit of MP loss is fine, as long as you get more power. The third thing is
not
adding any points and waiting until you have 15 to put in. That's good and
bad
at the same time. Good, because it means you get an awesome power boost and
people will say, 'Look at that guy, he got an awesome power boost', but bad,
because you have to deal with 5 levels hard work watching those points build
up
and not being able to do anything.

NOTE: The above build 'True Lightning Wizard' is better to save on, because
you
aren't killing anything special until lv40. It saves a bit of cash.

Lv36: See above
Lv37: See above
Lv38: See above
Lv39: See above
Lv40: ?? Lightning [30]
Lv41: 3 Cold Beam [3]
Lv42: 3 Cold Beam [6]
Lv43: 3 Cold Beam [9]
Lv44: 3 Cold Beam [12]
Lv45: 3 Cold Beam [15]
Lv46: See above
Lv47: See above
Lv48: See above
Lv49: See above
Lv50: ?? Cold Beam [30]
Lv51: 3 MP Eater [3]
Lv52: 3 Meditation [3]
Lv53: 3 Meditation [6]
Lv54: 3 Meditation [9]
Lv55: 3 Meditation [12]
Lv56: 3 Meditation [15]
Lv57: 3 Meditation [18]
Lv58: 2 Meditation [20], 1 Teleport [2] OR 1 MP Eater [4]

NOTE: Concentrate on levelling the skill you just added 1 point to. The
slash
separates the two possible builds I have thought about.

Lv59: 3 Teleport [5] /3 MP Eater [7]
Lv60: 3 Teleport [8] /3 MP Eater [10]
Lv61: 3 Teleport [11]/3 MP Eater [13]
Lv62: 3 Teleport [14]/3 MP Eater [16]
Lv63: 3 Teleport [17]/3 MP Eater [19]
Lv64: 3 Teleport [20]/1 MP Eater [20], 2 Teleport [3]
Lv65: 3 MP Eater [6] /3 Teleport [6]
Lv66: 3 MP Eater [9] /3 Teleport [9]
Lv67: 3 MP Eater [12]/3 Teleport [12]
Lv68: 3 MP Eater [15]/3 Teleport [15]
Lv69: 3 MP Eater [18]/3 Teleport [18]
Lv70: 2 MP Eater [20], 1 Energy Bolt [2] OR 1 Slow [1] OR 1 Magic armour
[1]/
2 Teleport [20], 1 Energy Bolt [2] OR 1 Slow [1] OR 1 Magic armour [1]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mob Controller Build

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I only know 1 person who used this build (I'm not disclosing his name). But
we
talked a long time ago, when I had my old character. He has now quit the
game,
so we cannot communicate anyway. Still, out of respect, I will put forward
his
build, which he described to me.

This build is designed to fight mobs. You can fight enemies such as kitties,
lorangs, and anything that you should use Thunderbolt rather than Cold Beam
on
(no Red Drakes, sorry). You can have a lot of fun with this build - Go to
the
Lucida maps, Malady maps, maybe even Drakes and Kargoes. You take your pick.
Personally, I find it's more of a novelty build, for one-stop lightning
wizards
(*coughcoughHACKERScoughcough*). Basically, you get Teleport and Slow, but
you
will be quite weak unless you party with ordinary Wizards (You won't have
Med
until the very end >_<). You get Cold Beam right at the time you start to be
able to normally fight Red Drakes (But it's lv3, so don't come running if
you
get totally ownified). It's still fun though (apparently...)

Use it if you want a challenge, like a Power Cleric, DEXless Warrior/Thief
or
Permanoob. You might find it's easier than the latter, but a bit harder than
the former. That's because people know how to do those, but the Mob
Controller
wizard is actually non-existent.

NOTE: If anybody at all follows this build to the end, email me. I need some
info about Slow. Contact details at the bottom (Press End on your
board)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Lv36: Save SP
Lv37: Save SP
Lv38: 9 Thunderbolt [24]
Lv39: 3 Thunderbolt [27]
Lv40: 3 Thunderbolt [30]
Lv41: 3 Teleport [4]
Lv42: 1 Teleport [5], 2 Slow [2]
Lv43: 3 Slow [5]
Lv44: 3 Slow [8]
Lv45: 3 Slow [11]
Lv46: 3 Slow [14]
Lv47: 3 Slow [17]
Lv48: 3 Slow [20]
Lv49: 3 Teleport [8]
Lv50: 3 Teleport [11]
Lv51: 3 Teleport [14]
Lv52: 3 Teleport [17]
Lv53: 3 Teleport [20]
Lv54: 3 Cold Beam [3]
Lv55: 3 Cold Beam [6]
Lv56: 3 Cold Beam [9]
Lv57: 3 Cold Beam [12]
Lv58: 3 Cold Beam [15]
Lv59: Save SP
Lv60: Save SP
Lv61: 9 Cold Beam [24]
Lv62: 3 Cold Beam [27]
Lv63: 3 Cold Beam [30]
Lv64: 3 MP Eater [3]
Lv65: 3 Meditation [6]
Lv66: 3 Meditation [9]
Lv67: 3 Meditation [12]
Lv68: 3 Meditation [15]
Lv69: 3 Meditation [18]
Lv70: 2 Meditation [20], 1 MP Eater [4]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Other Builds

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mob Control V2

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Samaus_2m offers his view and alteration on the 'Novelty' Build I made. Read
his build, then decide for yourself. No Cold Beam however, so use this if
you
are a diehard lightning user. I myself prefer training with lightning rather
than ice, but many people prefer to have more than just one attack skill.

Lv31: 3 Thunderbolt [3]
Lv32: 3 Thunderbolt [6]
Lv33: 3 Thunderbolt [9]
Lv34: 3 Thunderbolt [12]
Lv35: 3 Thunderbolt [15]
Lv36: Save SP
Lv37: Save SP
Lv38: 9 Thunderbolt [24]
Lv39: 3 Thunderbolt [27]
Lv40: 3 Thunderbolt [30]
Lv41: 1 MP Eater [1], 2 Teleport [3]
Lv42: 2 Teleport [5], 1 Slow [1]
Lv43: 3 Slow [4]
Lv44: 3 Slow [7]
Lv45: 3 Slow [10]
Lv46: 3 Slow [13]
Lv47: 3 Slow [16]
Lv48: 3 Slow [19]
Lv49: 2 Teleport [7], 1 Slow [20]
Lv50: 3 Teleport [10]
Lv51: 3 Teleport [13]
Lv52: 3 Teleport [16]
Lv53: 3 Teleport [19]
Lv54: 1 Teleport [20], 2 MP Eater [3]
Lv55: 3 Meditation [3]
Lv56: 3 Meditation [6]
Lv57: 3 Meditation [9]
Lv58: 3 Meditation [12]
Lv59: 3 Meditation [15]
Lv60: 3 Meditation [18]
Lv61: 2 Meditation [20], 1 MP Eater [4]
Lv62: 3 MP Eater [7]
Lv63: 3 MP Eater [11]
Lv64: 3 MP Eater [14]
Lv65: 3 MP Eater [17]
Lv66: 3 MP Eater [20]
Lv67: 3 MP Eater [20]
Lv68: 3 Cold Beam [3]
Lv69: 3 Cold Beam [6]
Lv70: 3 Cold Beam [9]

This build (In My Opinion) is terrible for hackers, however, for a normal
Lit
mage, it can easily be used to contain a large group of enemies, disabling
them
even at early levels. The ability to MP eat is gained early, because even
one
point means slightly less MP potions. After this is achieved, and lit is
maxed,
it's time to work on Teleport, and Slow. The reason for this is, Slowing an
enemy, teleporting away to attack more, get them to follow, then slow means
you
can easily disable an entire group to one area, as you can move away faster
than they can keep up, and their immense lack of speed disables them from
being
able to spread out too far. This means you can get a group of anywhere from
3 -
every enemy on the floor to one spot, allowing you to save MP with
lightning.
As opposed to being a build based on speed leveling, it's based on MP
saving,
creating mobs as opposed to looking for them. Cold beam, however, is left
with
whatever points aren't used elsewhere, As far as training is concerned, no
matter where you are you'll do better with lightning against 3+ enemies then
you will with Cold Beam, Leaving it a generally useless skill. If you need
more
information, add me to MSN, I get online every night around 9 pm eastern US
time. My (current) Maplestory character is ihpares (However, I'm a Broan, so
if you want an in-game interview, it might not be that simple.)

- Samaus_2m

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Now, I'm not going to list AP Builds for the same reason I didn't give skill
statistics - I assume you have the basics. Also, there are many guides on
the
site that detail exactly what and where to put AP (I'll let you in on a
secret
in the next paragraph - I can't do it inside a Contraction Bubble).

Basically, use ALL your AP on INT unless you need some for LUK. This is the
best way to get power as a lightning wizard and still wear that cool armour
you
want to wear (Personally, I don't much like mage armour). Basically, every
-0
and -8 level (and every level you can get a new equip you want), add enough
to make your LUK 3 above the level (lv60 = 63 LUK, lv40 = 43 LUK). Instead
of 4
INT, 1 LUK per level, you get 5 INT most of the time, but get back down to
earth every few levels.

Another tip for both saving money and increasing power. Don't get every
single
equip you can. Just because you see a 73 Magic Attack Evil Tale in an FM
store
and it's 3 Magic Attack higher than your Thorns, doesn't mean you should buy
it
(even if it's 400k or so. If it's 100k or less, buy it and trade
lordplasma2,
I'll take it off you for the same amount plus 10k). Don't get a Dark
Starlight/
Moonlight when you have a perfectly good Red one. I made that mistake once.
I
was unable to afford a Lama staff because of it (*curses himself*). Besides,
if
it's only that bit higher, then chances are it's quite expensive, and it
would
cost less to scroll with 100% scrolls anyway. I do that a lot, mainly
because
spending 15 mil on 7 staff magic attack scrolls isn't very tempting compared
to
the 500k or so you can get 7 100%s for. There's also the chance it won't
work.

Don't replace your good average weapon with a above average one at the cost
of
1.8mil. I mean, look at weapons like the Sparta. Average is something close
to
600k, above average (I've seen it anyway) is closer to 4 mil. Not cool. Of
course, 21 STR Spartas are worth a lot more than that...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3rd job Builds

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are mostly hypothetical, since I'm a total noob at 3rd job stuff.
Yeah,
I have the guts to admit it. I don't recommend actually following it until
I've
learnt a bit more and updated, since I don't know much. I've had experience
only with Ice Strike (it's what Andrew put into), so I can recommend that as
a
great attack. Super mega giga spam it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a good build IMO. Not sure whether you should put into Compo or
Spear
first, or about Amp/Booster. Depends on whether you like speed. If so,
Booster
is good.

70: 1 Ice Strike/Thunder Spear [1]

You can throw one in Thunder Spear for fun. 1 Ice Strike is more useful in
OPQ
though, since it mass freezes. I'll assume you threw one in Ice Strike.

71: 3 Ice Strike [4]
72: 3 Ice Strike [7]
73: 3 Ice Strike [10]
74: 3 Ice Strike [13]
75: 3 Ice Strike [16]
76: 3 Ice Strike [19]
77: 3 Ice Strike [22]
78: 3 Ice Strike [25]
79: 3 Ice Strike [28]
80: 2 Ice Strike [30], 1 Elemental Amplification [1]
81: 3 Elemental Amplification [4]
82: 1 Elemental Amplification [5], 2 Magic Booster [2]
83: 3 Magic Booster [5]
84: 3 Magic Booster [8]
85: 3 Magic Booster [11]
86: 3 Elemental Amplification [8]
87: 3 Elemental Amplification [11]
88: 3 Elemental Amplification [14]
89: 3 Elemental Amplification [17]
90: 3 Elemental Amplification [20]
91: 3 Elemental Amplification [23]
92: 3 Elemental Amplification [26]
93: 3 Elemental Amplification [29]
94: 1 Elemental Amplification [30], 2 Thunder Spear/Magic Composition [2]

If you plan to train at Vikings, add into Thunder Spear. If not, add into
Magic
Composition simply because it becomes a much better casual attack move. I'll
assume you picked Vikings.

95: 3 Thunder Spear [5]
96: 3 Thunder Spear [8]
97: 3 Thunder Spear [11]
98: 3 Thunder Spear [14]
99: 3 Thunder Spear [17]
100: 3 Thunder Spear [20]
101: 3 Thunder Spear [23]
102: 3 Thunder Spear [26]
103: 3 Thunder Spear [29]
104: 1 Thunder Spear [30], 2 Magic Composition [2]
105: 3 Magic Composition [5]
106: 3 Magic Composition [8]
107: 3 Magic Composition [11]
108: 3 Magic Composition [14]
109: 3 Magic Composition [17]
110: 3 Magic Composition [20]
111: 3 Magic Composition [23]
112: 3 Magic Composition [26]
113: 3 Magic Composition [29]
114: 1 Magic Composition [30], 2 Seal [2]

Depending on which you prefer at level 11 rather than maxed, pick Seal or
Magic
Booster. I'd prefer Seal at max, since Booster just increases time and
reduces
cost. I'll assume you picked Seal from now.

115: 3 Seal [5]
116: 3 Seal [8]
117: 3 Seal [11]
118: 3 Seal [14]
119: 3 Seal [17]
120: 3 Seal [20]

Switch Thunder Spear and Ice Strike/Composition around for a varied attack
build.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ultimate Mob Controller Build

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is meant for mob trainers, the people who hate one-on-ones with
horrific
monsters - ie. the ones who preferred Lorangs to Red Drakes. It utilizes Ice
Strike, Seal and Magic Booster primarily, and can choose something not to
max
from Thunder Spear, Magic Booster and Magic Composition. In this sample, TS
isn't maxed.

70: 1 Ice Strike [1]
71: 3 Ice Strike [4]
72: 3 Ice Strike [7]
73: 3 Ice Strike [10]
74: 3 Ice Strike [13]
75: 3 Ice Strike [16]
76: 3 Ice Strike [19]
77: 3 Ice Strike [22]
78: 3 Ice Strike [25]
79: 3 Ice Strike [28]
80: 2 Ice Strike [30], 1 Elemental Amplification [1]
81: 3 Elemental Amplification [4]
82: 1 Elemental Amplification [5], 2 Magic Booster [2]
83: 3 Magic Booster [5]
84: 3 Magic Booster [8]
85: 3 Magic Booster [11]
86: 3 Seal [3]
87: 3 Seal [6]
88: 3 Seal [9]
89: 3 Seal [12]
90: 3 Seal [15]

The reason you don't one-shot max it is the same reason you don't max
Mastery
with the other jobs. The rest of the levels aren't neccessary - 80% chance
of
success is good enough for now.

91: 3 Elemental Amplification [8]
92: 3 Elemental Amplification [11]
93: 3 Elemental Amplification [14]
94: 3 Elemental Amplification [17]
95: 3 Elemental Amplification [20]
96: 3 Elemental Amplification [23]
97: 3 Elemental Amplification [26]
98: 3 Elemental Amplification [29]
99: 1 Elemental Amplification [30], 2 Magic Composition [2]
100: 3 Magic Composition [5]
101: 3 Magic Composition [8]
102: 3 Magic Composition [11]
103: 3 Magic Composition [14]
104: 3 Magic Composition [17]
105: 3 Magic Composition [20]
106: 3 Magic Composition [23]
107: 3 Magic Composition [26]
108: 3 Magic Composition [29]
109: 1 Magic Composition [30], 2 Seal [17]
110: 3 Seal [20]
111: 3 Magic Booster [14]
112: 3 Magic Booster [17]
113: 3 Magic Booster [20]
114: 3 Thunder Spear [3]
115: 3 Thunder Spear [6]
116: 3 Thunder Spear [9]
117: 3 Thunder Spear [12]
118: 3 Thunder Spear [15]
119: 3 Thunder Spear [18]
120: 3 Thunder Spear [21]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Touring Build

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This build is meant for Maplers who reach 70 and think: Yeah, why not have
some
fun! It's not quite serious, and anybody with access to mounds of AP Reset
(NX)
can have fun with this. Basically, you get the skills that aren't
specialised
to one area, like Thunder Spear, which is only really good at Vikings, or
Seal,
which isn't quite as useful as Magic Composition. Also, Partial Resistance
is
maxed, and the only reason is so Zakum's Ice and Lightning won't scorch you
as
much. It's quite useless everywhere else, actually.

70: 1 Ice Strike [1]
71: 3 Ice Strike [4]
72: 3 Ice Strike [7]
73: 3 Ice Strike [10]
74: 3 Ice Strike [13]
75: 3 Ice Strike [16]
76: 3 Ice Strike [19]
77: 3 Ice Strike [22]
78: 3 Ice Strike [25]
79: 3 Ice Strike [28]
80: 2 Ice Strike [30], 1 Elemental Amplification [1]
81: 3 Elemental Amplification [4]
82: 1 Elemental Amplification [5], 2 Magic Booster [2]
83: 3 Magic Booster [5]
84: 3 Magic Booster [8]
85: 3 Magic Booster [11]
86: 3 Elemental Amplification [8]
87: 3 Elemental Amplification [11]
88: 3 Elemental Amplification [14]
89: 3 Elemental Amplification [17]
90: 3 Elemental Amplification [20]
91: 3 Elemental Amplification [23]
92: 3 Elemental Amplification [26]
93: 3 Elemental Amplification [29]
94: 1 Elemental Amplification [30], 2 Partial Resistance [2]
95: 3 Partial Resistance [5]
96: 3 Partial Resistance [8]
97: 3 Partial Resistance [11]
98: 3 Partial Resistance [14]
99: 3 Partial Resistance [17]
100: 3 Partial Resistance [20]
101: 3 Magic Composition [3]
102: 3 Magic Composition [6]
103: 3 Magic Composition [9]
104: 3 Magic Composition [12]
105: 3 Magic Composition [15]
106: 3 Magic Composition [18]
107: 3 Magic Composition [21]
108: 3 Magic Composition [24]
109: 3 Magic Composition [27]
110: 3 Magic Composition [30]
111: 3 Magic Booster [14]
112: 3 Magic Booster [17]
113: 3 Magic Booster [20]
114: 3 Thunder Spear [3]
115: 3 Thunder Spear [6]
116: 3 Thunder Spear [9]
117: 3 Thunder Spear [12]
118: 3 Thunder Spear [15]
119: 3 Thunder Spear [18]
120: 3 Thunder Spear [21]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(4: Equipment

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I now look at the equipment which you should think about getting. I'll
detail
all the equipment you SHOULD look at getting, and the equipment you
shouldn't
look at getting no matter what (unless you find it). I'll also put down MY
set.
Also, I'm only at lv55 on this mage (I'm not putting my friend's (Andrew)
set
down because I'm too lazy) so I'm not going to be adding after lv50.

I'll detail every 10th level just to make it easy. Bu every 10th I mean 9
levels onward as well. If there are any changes that are recommended, I'll
put
a > to show it. If there was anything special about the equips I'll add a
Contraction Bubble. If there's nothing then it's average or above/below in
def/
magic def.

NOTE: These are the equips you should have BY that time, not in the 10
levels
after. I'll suggest changes too.

Here is the format in which I will write the equipment

Weapon (Staves/Wands)
Armor (Overall or Top, Bottom)
Hat/Headgear
Glove
Shoes
Cape
Earrings
Shield

For example:

Arc Staff (see above) > Evil Tale (eventually)
Dark Calas > Dark Anakamoon (eventually)
Gold Pride (see above above)
Blue Pennance
Blue Snowshoes (+7 (100% Jump))
Icarus Cape (3) (see above)
Leaf Earrings (see above above)
Esther Shield

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Male
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best for Magic

Wooden Staff
Training Shirt, Training Pants > Plain Robe > Split Piece, Split Pants
Apprentice Hat (I like Red) > Moon Conehead
Work Gloves (Not recommended) > Lemona
Basic Boots > Nitty
No Cape
No Earrings
Wooden Fence/Panlid (If you have one)

Recommended

Razor/Fruit Knife
Undershirt/T-shirt
Shorts
Headband
Sandles/Rubber Boots
Panlid

My Gear

Wooden Staff
Undershirt
Blue Jean Shorts
Leather Sandles

Recommended Equip Changes

I believe you should keep your noob clothes - you won't be doing much damage
for a while, seeing as your main adversaries include slimes and the like.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lv20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best for Magic

Old Wooden Staff > Ice Wand > Wizard Staff