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Level 1-70 Cleric Guide


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#1 CLERICS

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Posted 08 December 2007 - 08:04 PM

THE LEVEL 1-70 CLERIC GUIDE

This guide is made by me and not allowed for people to steal.

Pros and Cons of a Cleric

Pros

- Lots of MP (Highest in the game!)
- Can get into PQ's fast
- Ability to heal self and party members
- Fastest leveler in game
- Ability to raise stats of self and party members
- Saves lots of money
- Very fun skills
- 2nd Highest Survivability with Magic Guard
- 2nd Lowest EXP lost when dying


Cons

- Bad damage from 30-70
- Low on HP (Lowest in game)

Starting Off

Server Selection

When you log-in to MapleStory you will have to choose a server to play on.
Clicking on the servers will show how populated they are by looking how long the bars are.
Finding a low populated server is good for leveling but obviously there will be cons such as prices for items are less so selling things you get from drops or PQ's will not sell as high as highly populated server.
Servers such as Windia, Broa, Bellocan are quite good.

Creating a Character

When you have chosen your server you will have to create a character,
so click on "Create a Character". Choose a name, gender, hairstyle and equipments you want.
Then you will have to do your dice roll.

STR (Strength) - Not needed for Magicians
DEX (Dexterity) - Not needed for Magicians
INT (Intelligence) - Determines the damage of Magicians, Very Important!
LUK (Luck) - Unlocks Magician Equipments and gives a bit of Avoidability

So now, you need to get as least as possible of STR and DEX on your dice roll.
Keep clicking on the dice until you get a generated roll like this.

STR- 4/5
DEX - 4/5
INT - Anything
LUK - Anything

Getting a 4/4 is very good but takes a long time, for lazy people, go for a 4/5.

After getting a good roll, it's time to enter Maple Island.
When you enter, you will be dressed up in an Apple Suit.
When you go out of the Tutorial Island place you will be on Maple Island, when you enter start training on Snails and completing quests, after level 6 you can choose to hunt down Shrooms or Blue Snails. Remember that completing all quests in Maple Island will be quite difficult for magicians so quests you have trouble with, don't do them.


Ability Points

Every time you level up you will be awarded 5 Ability Points (AP).
The basic formula you need to follow to spend AP points is simple and best for you.

LUK - Keep it 3+ your level (eg. A level 10 Magician should have 13 LUK)
INT - Use all remaining AP on INT

Skill Points

Every time you level up you will be awarded 3 Skill Points (SP)
The SP you use on Beginner Skills don't matter all that much.
I maxed Three Snails and Nimble Feet because Recovery is useless when you complete Pio's quest to get "The Relaxer".

Leaving Maple Island, Entering Victoria Island

When you reach Level 7 60-70% talk to Shanks in Southperry and pay him 150 Mesos to Leave Maple Island and enter Victoria Island. When you enter Victoria Island you will be in a town called Lith Harbor, press W and check out the map if you want to. After doing so, talk to Olaf, do his quiz and then talk to him again and pick "Path of Magician". Look at your World Map again and go to Ellinia, when reaching Ellinia go all the way to the top and talk to Grendel The Really Old. Complete the quest Olaf gave you and you should be level 8, talk to him again and become a Magician.

Magician Skills & SP Build - Level 1-30

Improving MP Recovery - Passive - Master Level 16

Level 1 - Constant additional recovery of MP
Level 16 - Constant additional recovery of MP

Very Important skill, recovers additional MP and adds more and more every level.

Improving MaxMP Increase - Passive - Master Level 10

Level 1 - If Level UP, +2 more; if AP applied, +1 more on top on MaxMP
Level 5 - If Level UP, +10 more; if AP applied, +5 more on top on MaxMP
Level 10 - If Level UP, +20 more; if AP applied, +10 more on top on MaxMP

Very Important skill, adds 20+ MP every level to make your MP very high.

Magic Guard - Supportive - Master Level 20

Level 1 - MP -6; Replace 11% of HP damage as MP for 111 seconds
Level 10 - MP -8; Replace 42% of HP damage as MP for 330 seconds
Level 20 - MP -12; Replace 80% of HP damage as MP for 600 seconds

80% of a hit will be taken away from MP instead of HP, very useful versing bosses.

Magic Armor - Supportive - Master Level 20

Level 1 - MP -8; Weapon Defense +2 for 54 seconds
Level 10 - MP -10; Weapon Defense +20 for 200 seconds
Level 20 - MP -16; Weapon Defense +40 for 400 seconds

Adds 40+ Weapon Defense, not a useful or important skill. Not worth getting this and not getting Magic Guard. Magic Guard will help you at all levels however Magic Armor will you only help you from Levels 20 to 40-50.

Energy Bolt - Active - Master Level 20

Level 1 - MP -6; Basic attack 20, mastery 15%
Level 10 - MP -9; Basic attack 35, mastery 35%
Level 20 - MP -14; Basic attack 55, mastery 60%

1 Level of this is required to unlock Magic Claw and ONLY 1 should be used on this, Magic Claw is better but uses 6 more MP but it's worth it because of the amount of MP you have and the amount you recover every 10 seconds.

Magic Claw - Active - Master Level 20

Level 1 - MP -10; Basic attack 11 x 2 Hit, mastery 15%
Level 10 - MP -13; Basic attack 23 x 2 Hit, mastery 35%
Level 20 - MP -20; Basic attack 40 x 2 Hit, mastery 60%

For Clerics this is your main attacking skill from the day its mastered all the way to level 70.


Non-Funded Path

Level 8 - 1 Energy Bolt (1)
Level 9 - 3 Improving MP Recovery (3)
Level 10 - 2 Improving MP Recovery (2), 1 Improving MaxMP Increase (1)
Level 11 - 3 Improving MaxMP Increase (4)
Level 12 - 3 Improving MaxMP Increase (7)
Level 13 - 3 Improving MaxMP Increase (10) Maxed!
Level 14 - 3 Improving MP Recovery (8)
Level 15 - 3 Improving MP Recovery (11)
Level 16 - 3 Improving MP Recovery (14)
Level 17 - 2 Improving MP Recovery (16) Maxed!, 1 Magic Claw (1)
Level 18 - 3 Magic Claw (4)
Level 19 - 3 Magic Claw (7)
Level 20 - 3 Magic Claw (10)
Level 21 - 3 Magic Claw (13)
Level 22 - 3 Magic Claw (16)
Level 23 - 3 Magic Claw (19)
Level 24 - 1 Magic Claw (20) Maxed!, 2 Magic Guard (2)
Level 25 - 3 Magic Guard (5)
Level 26 - 3 Magic Guard (8)
Level 27 - 3 Magic Guard (11)
Level 28 - 3 Magic Guard (14)
Level 29 - 3 Magic Guard (17)
Level 30 - 3 Magic Guard (20) Maxed!

Funded Path

Level 8 - 1 Energy Bolt (1)
Level 9 - 3 Improving MP Recovery (3)
Level 10 - 2 Improving MP Recovery (2), 1 Improving MaxMP Increase (1)
Level 11 - 3 Improving MaxMP Increase (4)
Level 12 - 3 Improving MaxMP Increase (7)
Level 13 - 3 Improving MaxMP Increase (10) Maxed!
Level 14 - 3 Magic Claw (3)
Level 15 - 3 Magic Claw (6)
Level 16 - 3 Magic Claw (9)
Level 17 - 3 Magic Claw (12)
Level 18 - 3 Magic Claw (15)
Level 19 - 3 Magic Claw (18)
Level 20 - 2 Magic Claw (20) Maxed!, 1 Improving MP Recovery (6)
Level 21 - 3 Improving MP Recovery (9)
Level 22 - 3 Improving MP Recovery (12)
Level 23 - 3 Improving MP Recovery (15)
Level 24 - 1 Improving MP Recovery (16) Maxed!, 1 Magic Guard (2)
Level 25 - 3 Magic Guard (5)
Level 26 - 3 Magic Guard (8)
Level 27 - 3 Magic Guard (11)
Level 28 - 3 Magic Guard (14)
Level 29 - 3 Magic Guard (17)
Level 30 - 3 Magic Guard (20) Maxed!

Second Job Advancement Guide

Step 1 - Talk to Grendel and collect his letter.
Step 2 - Go to "The Field North of Ellinia" and talk to the Magician Instructor.
Step 3 - Collect 30 Dark Marbles.
Step 4 - Talk to the Magician Instructor and collect "The Proof a Hero".
Step 5 - Talk to Grendel and choose Cleric for your Second Job.


Cleric Skills & SP Build - Level 30-70

Cleric Skills

MP Eater - Passive - Master Level 20

Level 1 - For every attack, 11% success rate, absorb 21% of the enemy's MaxMP
Level 10 - For every attack, 20% success rate, absorb 30% of the enemy's MaxMP
Level 20 - For every attack, 30% success rate, absorb 40% of the enemy's MaxMP

Heal - Recovery - Master Level 30

Level 1 - MP -12, Recovery rate 10%
Level 15 - MP -12, Recovery rate 150%
Level 30 - MP -24, Recovery rate 300%


Party Cleric

Level 30 - 1 Teleport (1) or Heal (1)
Level 31 - 2 Heal (3), 1 Teleport (1) if you picked Heal at Level 30 or
3 Heal (3) if you picked Teleport at Level 30.
Level 32 - 3 Heal (6)
Level 33 - 3 Heal (9)
Level 34 - 3 Heal (12)
Level 35 - 3 Heal (15)
Level 36 - 3 Heal (18)
Level 37 - 3 Heal (21)
Level 38 - 3 Heal (24)
Level 39 - 3 Heal (27)
Level 40 - 3 Heal (30) Maxed!
Level 41 - 3 Invincible (3)
Level 42 - 2 Invincible (5), 1 Bless (1)
Level 43 - 3 Bless (4)
Level 44 - 3 Bless (7)
Level 45 - 3 Bless (10)
Level 46 - 3 Bless (13)
Level 47 - 3 Bless (16)
Level 48 - 3 Bless (19)
Level 49 - 1 Bless (20) Maxed!, 2 Teleport (3)
Level 50 - 3 Teleport (6)
Level 51 - 3 Teleport (9)
Level 52 - 3 Teleport (12)
Level 53 - 3 Teleport (15)
Level 54 - 3 Teleport (18)
Level 55 - 2 Teleport (20) Maxed!, 1 MP Eater (1)
Level 56 - 3 MP Eater (4)
Level 57 - 3 MP Eater (7)
Level 58 - 3 MP Eater (10)
Level 59 - 3 MP Eater (13)
Level 60 - 3 MP Eater (16)
Level 61 - 3 MP Eater (19)
Level 62 - 1 MP Eater (20) Maxed!, 2 Invincible (7)
Level 63 - 3 Invincible (10)
Level 64 - 3 Invincible (13)
Level 65 - 3 Invincible (16)
Level 66 - 3 Invincible (19)
Level 67 - 1 Invincible (20) Maxed, 2 Holy Arrow (2)
Level 68 - 3 Holy Arrow (5)
Level 69 - 3 Holy Arrow (8)
Level 70 - 3 Holy Arrow (11)

For now, I am only writing a Party Cleric SP Build because they're better for pq's, they're the type I'm being and I don't know much of Solo Clerics.

Edited by CLERICS, 13 December 2007 - 02:02 AM.




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#2 Blade Oracle

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Posted 08 December 2007 - 08:38 PM

From what you have so far, some may opt to max magic claw before MP recovery, generally because they have more pot money, so you should suggest that at least.

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#3 CLERICS

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Posted 09 December 2007 - 01:27 AM

Still a work in Progress, =D.

It's going to have a funded path and a non-funded path.
Then I'll go on with the 30-70 Skills, then 70-120.

EDIT - Funded Path done hehe

Edited by CLERICS, 09 December 2007 - 01:36 AM.


#4 Blade Oracle

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Posted 09 December 2007 - 11:05 AM

Add to Pros: Fastest leveler in the game and Highest survivability in the game.

LUK also cuts experience loss when dying.

Ah, I see. Excellently done. Continue!

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#5 CLERICS

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Posted 09 December 2007 - 07:09 PM

I knew about them but always forget about them.
Thanks for telling me =D

Also, do you know how I can edit my topic title?
I've decided to make the guide to level 120 but I chose 70 at the time of making this guide and need to change it to 1-120.

Edited by CLERICS, 09 December 2007 - 07:12 PM.


#6 Blade Oracle

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Posted 09 December 2007 - 07:40 PM

I think you'll have to get a Staff to do it for you.

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#7 CLERICS

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Posted 11 December 2007 - 12:06 AM

Ok, I'll have a better think of taking to 120 before asking a staff though. Thanks

#8 WHAM

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Posted 11 December 2007 - 03:15 AM

For the Cleric build, some people prefer putting Heal on lv 30, then 1 tele, 2 heal on lv 31.
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#9 Blade Oracle

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Posted 11 December 2007 - 03:44 PM

Your skill points are messed up. If you don't max HA, you should only end up with 11 points in it.

Also, as said, 1 heal at level 30 is preferable, although 1 teleport and 1 MP Eater are also common. I highly recommend 1 tele 1 MP Eater 2 heal by level 31, because both level 1 tele and MP Eater are highly useful for being at level 1, MP Eater especially.

Also, party cleric builds aren't recommended...they're just one option.

Solo clerics have two options really: 1 Heal>1 Teleport 1 MP Eater>Max heal>Max HA>5-10 Invincible>Max Bless/Teleport>Max Invincible or they can switch HA with bless if bless if maxed before Teleport.

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#10 CLERICS

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Posted 13 December 2007 - 02:06 AM

The HA problem was because I had 2 Level 41's, fixed now.
An option of going with Heal or Teleport at level has been added.
I've restated the Party Cleric sentence, now I will add Cleric Skills.

If you find any more errors, please tell me.

Thanks


#11 Blade Oracle

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Posted 13 December 2007 - 03:09 PM

QUOTE
For Clerics this is your main attacking skill from the day its mastered all the way to level 70.


God forbid if I used claw until 70...I'd freaking die =P.

You should probably make the note that heal's skill description is messed up, i.e. incorrect.

Also, I still strongly recommend 1 MP Eater as soon as you can, because it's passive and has a great chance of working when training with heal, which is basically always. It will save a lot of pots early on.

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#12 spongythingz

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Posted 19 January 2008 - 01:59 AM

2nd Lowest EXP lost when dying
I am quite sure that this isn't true as bandits and sins come 1st and 2nd

Low on HP (Lowest in game)
Lots of MP (Highest in the game!)
I'm not entirely sure that that is true.

Otherwise a very good guide


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#13 Blade Oracle

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Posted 19 January 2008 - 10:42 AM

They do indeed have the lowest HP and highest MP in the game. Also, the EXP loss cuts off at 5%, which is what everyone loses once you have enough luck.

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#14 NightShadow

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Posted 23 January 2008 - 09:42 PM

QUOTE(spongythingz @ Jan 19 2008, 06:59 PM) <{POST_SNAPBACK}>
2nd Lowest EXP lost when dying
I am quite sure that this isn't true as bandits and sins come 1st and 2nd

Low on HP (Lowest in game)
Lots of MP (Highest in the game!)
I'm not entirely sure that that is true.

Otherwise a very good guide



Sins and Dits are 1 class (Thief), therefore only take 1 position.
And it's correct they have the highest MP and lowest HP




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