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Definitive Pure Mage Guide

Last post 11-04-2009, 5:10 PM by lonelygirl. 20 replies.
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  •  10-23-2009, 5:42 PM 3541639

    Definitive Pure Mage Guide

    Many people here are wondering, how do I become a pure mage? Ideally, you should use a human, because the AP usage is less than Elf counterparts. Dw about the int bonus for elves, because it's actually quite negligble in the long run. You also have to understand that for Pure Mages, the AP cost is huge. So rebirth at age 17, and at 20 rebirth back to 17, but this still will take you over a year to do, so becoming a pure mage is not short work. You can also rebirth at age 10, and then rebirth the next week, but this will cost you nexon, but will make your way to becoming a mage 3 times as short (3-4 months as opposed to over a year).
    Well, that's rather simple. Only lvl all combat skills which require 0AP (Except Combat = E, Defence = D). If in doubt as to how to get any of the skills, look it up here.
    http://wiki.mabinogiworld.com/

    Get Palladin Transformation right away. Or when you're strong enough XD

    Get your alternative characters (i.e. Elf and Giant) and get the elf to be your potion maker and herbalism user (make it your elf, because giants have no mp for potion making). I made my giant my HW collector - good money making scheme.

    Then, go onto the Magic bolts.
    Ice = 9
    Lightning = 5
    Fire = 5
    (Learn how to use the strategy, magic counter, with em, but you shouldn't have to with a wand because you get more range and thus more time to kill before it reaches you)

    During this time also get Meditation (F), Magic Mastery (F), Musical Knowledge (A)

    At this point, you can now decide to master a bolt, or go straight to Advanced Magic: Please note that AP requirements again is very high, and you'll either be spending alot of money, or waiting an extremely long time for each rebirth. You still won't be considerably strong yet.

    You should be able to get "The Wise" title now (with buffs). Rank meditation to the highest available (I think it's A atm, check wiki). If you desire, rank Magic Mastery - but be aware it will raise your CP (making it harder to level and get AP), so make it just enough for you to work comfortably with your mp bar.

    If you've chosen to, once you've mastered a favourite bolt (usually ice because it's so quick), go onto advanced magic, however, it is also a good idea from the start to look out for the pages or go and find em yourself. This may take some time and gold.

    Usually the best adv magic at this stage is either Thunder or Ice Spear, (Thunder is what I went for), because you're not going to have alot of mp. However, FB has the greatest range. Usually it's best to go for Ice Spear, because the range is unlimited (i.e. the iced NME hits other NMEs like a domino effect), but Thunder also has alot of power, but is much much harder to spread because it has less range (to connect all the Thunder hits), so it's not possible to hit a whole dungeon room. Whatever adv magic you get, master it (you can have the other adv magic at F as you master the one).

    After mastering, if you so desire, rank magic mastery, and keep ranking meditation until they're at their capped ranks.
    Then you're all done. You are the penultamite mage, with your R1 adv magic. At this point bolts become irrelevant to you (which is why it's better not to rank bolts - unless you want to be a little stronger on the way to becoming the pure mage.)
    Master bolts or adv magics at will (usually Firebolt is a good idea at this stage.)

    Ego wands will help your adv magic be unneccessarily stronger. Mages are not good for duelling, but may be good for guild battles.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    And voila: Here is the summary.
    First steps (Noobie mage) = ETA 3-5months
    Ice = 9
    Lightning = 5
    Fire = 5
    Meditation (F)
    Magic Mastery (F),
    Musical Knowledge (A)
    Second steps (Amateur mage) = ETA 10-14months
    Adv Magic: (thunder, ice spear)
    Rank 1
    Third steps (Master mage) = ETA 15-16 months
    Meditation (Highest Rank)
    Magic Mastery (Highest Rank)
    Firebolt (any rank will deal considerable damage with your >200 int, but it will get stronger as you go on)

    Obviously, if you're willing to pay your way through, this will take 1/3 of the time.


    Sydney, Australia

    Serieux
    greencheese
    (Tarlach)
  •  10-23-2009, 5:45 PM 3541668 in reply to 3541639

    Re: Definitive Pure Mage Guide

    Also, with wands, you can either go ego or modifications - if you go for modifications, go for the -MP usage so that you can cast more adv magic on your mp bar.
    Once you get to master mage, your mp bar should be extremely high.
    It's also a good idea to learn enchant on your mage, rather than your elf. but it's up to you. Using your elf for Enchant will save the AP.

    Sydney, Australia

    Serieux
    greencheese
    (Tarlach)
  •  10-23-2009, 5:58 PM 3541747 in reply to 3541639

    Re: Definitive Pure Mage Guide

    Once you're satisfied with MP and power, master defence, so that you don't get knocked down!

    Sydney, Australia

    Serieux
    greencheese
    (Tarlach)
  •  10-23-2009, 6:16 PM 3541867 in reply to 3541747

    Re: Definitive Pure Mage Guide

    Actually, IMO elves are better for pure magic characters simply because of a significantly larger MP pool. You have to consider the long-term benefits when choosing, not just which way makes it easier to get to the top.

     Also, elves expend less MP on IS.


    Go away, Fracture.

  •  10-23-2009, 6:18 PM 3541876 in reply to 3541747

    Re: Definitive Pure Mage Guide

    Oh, and for trading MP pots, HW and stuff btw characters, you should get pets. Preferably a thoroughbred and a broomstick.

    Sydney, Australia

    Serieux
    greencheese
    (Tarlach)
  •  10-23-2009, 6:25 PM 3541911 in reply to 3541876

    Re: Definitive Pure Mage Guide

    Fracture is right.
    Elves are designed to be mages, and have a significant advantage with IS. It's up to you to decide. Most of what I've written can be applied to Elves, except you go for Ice spear as your first adv magic. Just make sure you consider how much you're willing to spend and how much time you're willing to spend, and make a decision on that. In terms of magic strength, I don't think there is much of a difference. MP might be higher, but not too much so, perhaps an extra 100-150mp?, most of that is based on leveling bonus. I haven't checked it out, so if someone can add accurate information to this post comparing elf with human mages, that'd be great.

    Sydney, Australia

    Serieux
    greencheese
    (Tarlach)
  •  10-23-2009, 7:20 PM 3542308 in reply to 3541911

    Re: Definitive Pure Mage Guide

    greencheeseg:

    Elves are designed to be mages

    THANK YOU.

    Yes they are... *twitch*


    Go away, Fracture.

  •  10-24-2009, 7:16 AM 3544464 in reply to 3542308

    Re: Definitive Pure Mage Guide

    Be a human mage so you can have decent STR.

    You need it for blaze.

    Elves are fine at being mages too because of the MP perk's but if you have mana elixir then... 



    Rank 1 ILF
    Rank 1 TIF
    Ready for mana shield!
  •  10-26-2009, 2:01 PM 3560296 in reply to 3541639

    Re: Definitive Pure Mage Guide

    towards the part that you said that ice spear would be better than thunder, my eyebrow started twitching.

     

    Now, I can't say that I have that much maging expierence (rank 1 icebolt and rank A thunder can't really make you an expierenced "mage" I suppose. please note though that I just mention those two because those are the only brag-worthy magic skills aside from meditation and MM ) but I found it disconcerning that you proposed ice spear to be better than thunder. Sure, IS has a shorter casting time and is less harsh on mp spending but I personally find thunder to be a better spell, especially on the higher ranks because:

    1. Right off the bat, it gives you +5 mp per rank which is pretty nice. Also, if you actually get there the master title stats are quite considerable as opposed to IS master title.

    2. It's not as AP intensive as IS and packs a better punch considering it's ap cost. Plus, it still stuns enemies when the gigantic bolts come even when they have magic passive def except on higher passive def ranks as opposed to ice spear.

     3. While CP is considerably high, the other skills in the build are gonna cause your cp to skyrocket anyways, specifically defense so I suggest bracing for it to begin with. Maging, imo, is definitely not something you want to get into if you plan on getting easy skill ranking (still working on ice master title after 4 months).

     4. And 4, while it does not raise int, if you don't really have over 200 int at this point than thunder isn't a beneficial spell as you'll need some int for magical balance. That being said though: the master title does give 30 int and 40 mp as opposed to the 30 mp and 20 int of ice spear.

     

    and yeah, I disregard Fireball since I find it utterly useless, even on bosses since more likely than not you'll be aggroed before you can even cast 3 charges. And by then I would've casted thunder and killed that golem >.>

     

    and to say it ahead of time, don't attack me for this, I'm just stating my opinions about which adv magic is best out of the three from advice I've heard from multiple CREDIBLE sources (that's in caps, bold, italics, and underlined before someone accuses me of it coming from rumors)


    NO, I am no longer a naru-tard :P

    "If the doors of preception were cleansed, everything would appear to man as it is, Infinite."
  •  10-26-2009, 2:37 PM 3560578 in reply to 3560296

    Re: Definitive Pure Mage Guide

    eragon133:

    towards the part that you said that ice spear would be better than thunder, my eyebrow started twitching.

     

    Now, I can't say that I have that much maging expierence (rank 1 icebolt and rank A thunder can't really make you an expierenced "mage" I suppose. please note though that I just mention those two because those are the only brag-worthy magic skills aside from meditation and MM ) but I found it disconcerning that you proposed ice spear to be better than thunder. Sure, IS has a shorter casting time and is less harsh on mp spending but I personally find thunder to be a better spell, especially on the higher ranks because:

    1. Right off the bat, it gives you +5 mp per rank which is pretty nice. Also, if you actually get there the master title stats are quite considerable as opposed to IS master title.

    2. It's not as AP intensive as IS and packs a better punch considering it's ap cost. Plus, it still stuns enemies when the gigantic bolts come even when they have magic passive def except on higher passive def ranks as opposed to ice spear.

     3. While CP is considerably high, the other skills in the build are gonna cause your cp to skyrocket anyways, specifically defense so I suggest bracing for it to begin with. Maging, imo, is definitely not something you want to get into if you plan on getting easy skill ranking (still working on ice master title after 4 months).

     4. And 4, while it does not raise int, if you don't really have over 200 int at this point than thunder isn't a beneficial spell as you'll need some int for magical balance. That being said though: the master title does give 30 int and 40 mp as opposed to the 30 mp and 20 int of ice spear.

     

    and yeah, I disregard Fireball since I find it utterly useless, even on bosses since more likely than not you'll be aggroed before you can even cast 3 charges. And by then I would've casted thunder and killed that golem >.>

     

    and to say it ahead of time, don't attack me for this, I'm just stating my opinions about which adv magic is best out of the three from advice I've heard from multiple CREDIBLE sources (that's in caps, bold, italics, and underlined before someone accuses me of it coming from rumors)

     

    Thunder is the best adv magic is most PvE situations, and works fine for bosses, and PvP. (High damage, highly efficient)

    FB for bosses/orb rooms.

    IS for PvP, though elves can use it for some PvE. (Incredibly inefficient for humans)


    Muffins, Veridian, and Vicarious of Alexina

  •  10-27-2009, 4:10 AM 3565118 in reply to 3560578

    Re: Definitive Pure Mage Guide

    There is no hard and fast rule for which spell to use for which situations, though there will be enough variable scenarios in which all three Advanced Magic spells have their advantages and disadvantages:

    Though powerful, reliable, and speedy, Thunder lacks a definite quick knockdown ability versus enemies that possess level 2 Mana Deflector. (I know that the last thunderbolt will knockdown regardless, but that's a long time to wait.) Also, with up to 5 hits to consider, enemy Defense is quintupled against your Thunder's damage. Against beefier opponents, this could be the difference between your Thunder wiping out the crowd, or the crowd surviving with frustratingly small amounts of health and beating you and your lightning wand into the dirt. Efficiency-wise, Thunder tends to come out on top much of the time, and even more so if merely 65% of your Thunder damage is enough for enemies that you fight often, as using a fully upgraded Crystal Lightning Wand can give a 44% mana usage reduction.

    Fireball, clocking in at around half a minute per attack, is even slower than Slowpoke's sensory perception. What it lacks in speed and versatility, however, it makes up for in its dependable knockdown, area of effect, and spike damage. Also, Phoenix Fire Wands provide the greatest casting speed boosts as far as I've seen (3.5s per charge of Fireball anyone?), and combined with Mana Elixirs, Fireball is a great way to nuke tough, exp-rich enemies quickly for great leveling (Shadow World -> Golem botting?)

    Once the excitement of creating massive, menacing ice crystals above your head in record time dies down, Ice Spear is an AP and MP nightmare. Not to mention its reduced range compared to Thunder and Fireball... however, a well placed Ice Spear that leads to good chaining is more damage and mana efficient than either Thunder or Fireball, and its freezing ability should not be overlooked, as it gives much time for any kind of action to be performed, be that charging a follow up Ice Spear, Instrument Playing (why? don't ask), using a Phoenix Feather on a downed ally, the possibilities are up to you.

    /end compulsive commentary



    Loneliness is a dagger that strikes your heart
  •  10-27-2009, 8:34 PM 3569637 in reply to 3560296

    Re: Definitive Pure Mage Guide

    No surprises. I've started with TH, and am going onto FB now. TH is good, but it's hard to clear a whole room with one TH because the bolts are limited to a max of 12 monsters at R1, which is why I've been trying to get FB pages, so I can do whole dung rooms in one hit.
    With 1 IS you can pretty much clear a whole room.
    Only reason I've gone with TH is because I plan to go with as many mana reduction equips I can get my hands on. I'm at R6 TH atm, and then next 5 are gonna be exhausting, but it should be worth it once I master it. At that point, I should be able to cast about 15 TH (with equips) without turning to pots.
    IS is good, but I'd only use it if I were an elf - because of the bonuses they get with IS.
    In the end, it's up to you, and for what purpose you use it for. TH is halfway btw IS and FB.
    I recommended IS or TH, then FB.

    ----------Sorry, the last bit in the first post is a typo, it should say Fireball, not Firebolt.------------------------

    IS or TH is your spamming magic, and FB for bosses and hard dungs.

    Btw you should go for the Broad-brimmed feather hat + magic school uniform + magic school shoes. But make sure either your BBF or Uniform is 4 mana reduction. you need a total of at least 10 mana reduction for it to be ACTIVATED. Otherwise it does NOTHING.

    Sydney, Australia

    Serieux
    greencheese
    (Tarlach)
  •  10-27-2009, 11:57 PM 3570672 in reply to 3569637

    Re: Definitive Pure Mage Guide

    Rule # 1 of being a  pure mage, don't ever rank smash/combat/wm past novice(to rank f) Skills which a pure mage will never use, taking up several AP points and slightly adding to combat power. Reset capsules will not take you to novice again.

     

    After that, its debatable.



    Class: Pure Mage who also doesn't use mods.
    Remember: 4/10 - 5/6 = 2700 angry people.
  •  10-28-2009, 4:56 AM 3571589 in reply to 3570672

    Re: Definitive Pure Mage Guide

    Neikie:

    Rule # 1 of being a  pure mage, don't ever rank smash/combat/wm past novice(to rank f) Skills which a pure mage will never use, taking up several AP points and slightly adding to combat power. Reset capsules will not take you to novice again.

     

    After that, its debatable.

     

    That works for a pure mage.

    But for a good mage, I don't quite agree. 


    Muffins, Veridian, and Vicarious of Alexina

  •  10-28-2009, 3:13 PM 3575691 in reply to 3571589

    Re: Definitive Pure Mage Guide

    I Disagree with so much of this Guide its not even funny any non elf mage who trys to train ice spear as thier first adv magic is doomed to fail horribly and epicly or be forced to grind noob dungeons until they rank thier other skills to compensate for that fail :( for a good mage guide go to.

    http://www.mabinogiplayer.com/forums/combat-skills/11623-triggers-guide-magic.html

    and yes you do have to sign up but it is well worth it.
    IGN-Kamina7
    Server-Tarlach
    Level-1xxx
    Guild-Malice
    Master of All Bolts
    R1 Range
    R1 Thunder
    R5 WM
    R6 Crit
    Among other things
    Outdated sigs ftw~
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