This class utilizes STR instead of INT, and uses beginner equips, except for the few maces they can use. The basic reason why the idea of a STR mage exists because of the lv 15-25 maces, of which magicians can use.
Basically, it's a beginner without the low cab prices and the ability to save EXP when dieing, but with the ability to have highly increased defense, the ability to drain MP, Heal (Which is only really good alone and maxed), and Teleport. Some people from other boards say that it isn't worth it, but I think it's only because they die too much.
Your INT will be 20 and stay 20 for the life of your character. (Not sure if you are allowed to use Resets on them yet). This means you will have low M.Def, and you will not be able to hit any monsters, except the weak ones, with magic. But since MP Eater doesn't need magic to hit to be able to drain, there isn't too much of a problem.
Alright, so you will begin in the training camp. Finish it, and begin the real deal.
I suggest killing nothing except the monsters required for the quests, of which you do them all. If you over kill, you may have too much experience to finish some of the quests before Lv.8. Since you will have alright STR, you will be able to finish all the fighting quests with some proficiency. I suggest you do the hat and the chair quests first, because you will not be able to deal as much damage to monsters as they can do to you until later (Orange Mushrooms >.<).
Speaking of Orange Mushrroms, I think the best place to find them and easily defeat them is the map right of Amherst, all the way to the top. The platorms are disconnected, so you can whack away without them getting at you.
Eventually, you will finish and be on your way to Victoria Island. Be sure to do the "Lesson in Job Advancement" quest, unless you made a mistake and would level to 9 after getting the EXP from that one plus the 300 from Grendal.
Make your way to Ellinia. I prefer walking so I can save the few extra mesos, because you will be strapped for cash for a while. get your advancement, and there you go.
STR - X }
DEX - X }
INT - X } None of these really matter right now, but I like to have my STR higher, so I can reach my Lv. 8 maximum faster.
LUK - 6 (For Black Umbrella, and so you can wear more DEX clothing without worrying about LUK with the umbrella)
For adding stats together, you will follow the basic Warrior build of adding 3 to STR and 2 to DEX every level (or 5 STR for 3 levels, and 5 to DEX for 2 levels).
Stats for Lv. 8
They really don't matter. You will have alot of MP. Three Snails could be used straight away out of getting your first job because of the high amount of MP you will have, but I prefer the other two.
This part explains the way the skills should be set up. (Note, I haven't completely finished Priest yet, so any possible revisions would be appreciated, but I think I have a good combination).
So when a skill gets up to the level I have here, go down to the next skill and add until it is the level I have, and so on and so forth.
--Magician (Lv.8, 67SP)--
Improving MP Recovery - 5
Improving Max MP Increase - 10 (MORE MP! Magic Guard is a staple, and with more MP, it's even more useful)
Magic Guard - 3
Magic Armor - 20
Magic Guard - 20 }
Improving MP Recovery - 16} (Best if added equally)
Bolt - 1 (MP Eater)
Improving MP Recovery - 16
Improving Max MP Increase - 10
Magic Guard - 20
magic Armor - 20
Bolt - 1
Magic Claw - 0
--Cleric (Lv.30, 121SP) --
Teleport - 1
Heal - 5 (Heal is based on Magic Attack, keep this off to the side for now)
Invincible - 5
Bless - 20 }
Invincible - 20} (Add equally)
Heal - 30
Teleport - 20
MP Eater - 20 (Bolt can drain, even if you miss. Try it when you are safe from damage on a ledge or something.)
Holy Arrow - 11 (Won't use, Bolt better for Eater)
MP Eater - 20
Teleport - 20
Heal - 30
Invincible - 20
Bless - 20
Holy Arrow - 11
--Priest (Lv.70, 151SP)--
Element Resistance - 1
Dispel - 3
Holy Symbol - 30 }
Element Resistance - 20} (Interchangable, depending on preference, or add equally)
Dispel - 20
Shining Ray - 1 (Great for drain as you hit 6 monsters. Rather slow, though)
Mystic Door - 1 (Reason? Not as useful needing a rock, but more useful than nothing right now)
Doom - 30 (Based on % of success rate, not M.Att... uber cool)
Mystic Door - 20
Summon Dragon - 30 (Not going to use)
Elemental Resistance - 20
Dispel - 20
Mystic Door - 20
Holy Symbol - 30
Shining Ray - 1
Doom - 30
Summon Dragon - 30
Alright, well... you made it this far... after this point, you will be able to max all skills eventually... but here's the order I think would be best for this build.
Mana Reflection - It says on the Maplewiki site that this will prevent all magic damage, and reflect damage back...
Maple Hero - Adds 10% to all AP stats to all party members.
Resurrection - Cool... revive a party member. Make sure he doesn't die again for 30 mins tho... cooldown.
Hero's Will - Depending on your preference, you can switch this with Resurrection.
Infinity - You won't be using Genesis or anything. But you can still recieve less damage when you work with Magic Guard.
Holy Sheild - It's like a natural dispel...
I guess after that, you can just add into whatever. It's not like they will help with anything.
Edited by scan-9, 03 April 2008 - 07:20 AM.