For training spots:
Blue means that the training spot is a must, or is pretty recommended.
Green means that the training spot is a fair option.
Red means that the training spot is not recommended.
This guide is updated as of the most recent patch of GMS: Maplestory Rising Heroes (GMS - v. 150)
Welcome to my Bishop Guide, I am IsGamer, I am in plenty of other sites aside from playing this game, I made this guide to help people out with their Bishops or soon-to-be Bishops, this guide is mostly for those oldcomers but it's also meant for the newcomers (they're always welcome), I really recommend following this guide if you happen to main your Bishop.
Anyway, I hope you like this guide, remember to leave a like (if the button is fixed ) if you liked it, you can also tell me flaws of the guide so I can come up with something decent to cover it up.
By the way, there are some grammar mistakes and redundances around this guide, I don't have the best grammar around but I will be sure to make this guide as understandeable as it can be.
As of the v. 151 patch of GMS, I am probably quitting this game, I have little to no interest on it anymore and this guide might be passed over to another user, this person will take care of this guide and hopefully it will help you in the future, thanks for everyone who supported this guide and also those who followed it to have an enjoyable experience on their Bishop.
What is a Bishop?
Bishop is the supporting class of the game, able to support, buff, heal, and do some other things to the party that benefit them a lot and positively, they are available from making an Explorer/Adventurer and job advancing it to a Magician, once you hit Lv. 30, you can choose 3 paths, the Fire/Poison Path (F/P Mage), the Ice/Lightning Path (I/L Mage) and the Cleric Path (Bishop), here is some general information about them:
Equipment Type: Magician.
Main Weapon: Staffs and Wands.
Secondary Equip: Magic Book.
Primary Stat: Intelligence (INT)
Secondary Stat: Luck (LUK)
Attack Distance/Range: Ranged.
Mobility Method: Teleport.
Mobility Distance: Semi-Low (Horizontal), Medium (Vertical).
Pros and Cons
-Usefull skills and passives to make them powerful overall.
-Very high MP.
-Magic Guard: A skill that replaces the damage dealt to you to the MP bar instead of the HP one by a certain %.
-Extremely low HP, meaning horrible survivability (and that's important).
-Very low Weapon Defense (if an enemy touches you, you will suffer tons of damage that your HP can't tank well).
-No pushing or pulling skills (ecept for I/L Mage).
-You will die without Magic Guard being casted (this is not necessary for certain mages since they don't require it).
-Excellent survivability, it's on par with Battle Mage's extremely tanky HP.
-Does not require Skill Books (do not confuse with Mastery Book).
-Excellent dispelling skills to block most status ailments, they also have a high status resistance.
-They own skills for training and bossing overall.
-Excellent party-buffing skills and supporting skills that literally make people's training/bossing much easier.
-Good damage output and passives that raise their damage greatly.
-We are considered supporting mules.
-Our teleport is slightly behind other mobility methods (Flash Jump and/or Luminous teleport).
-Opposite to our mage counterparts (I/L and F/P) we don't have Elemental Reset.
-Our main bossing skill (Angel Ray) does not allow us to telecast (use the skill and teleport the split second after).
Magician AP Build
Magicians use INT(intelligence) as main stat and LUK(Luck) as substat, they don't use STR(Strength) or DEX(Dexterity)
Put all your AP into INT until you max it (999, probably at 197), then the rest will go into LUK, a future update will erase the stat cap and thus you will be able to put all your AP into INT infinitely
(You can skip this section if you're up to date).
This update was done on December 2013, this was a complete Explorer Revamp, the revamp for us buffed and changed our playstyle completely to the point of being pretty good as an offensive and supporting class.
The changes for bishop are the ones listed below:
Changes for Explorer class:
-We no longer need skill books, this also applies to every other class that needed skill books (for example Evan and Aran).
-Dual Blade and Canoneer are now considered Explorers, Phantom can steal their skills and they now have shared cash shop items with other explorers.
-We gained Specialized Skills, these skills are different for EVERY job that comes from explorer, they are automatically obtained and leveled when you reach 2nd job, an enhancement will be made to this skill when you reach 4th job, either by increasing it's effect or by adding more special features to it.
-There is now a special feature that you can see when reaching 4th job, which is the Free Advancement system, this let's you change the class you're currently playing (inside their respective branches, you cannot change a Mage to a Warrior or viceversa for example) for a high meso fee or a special coin they released in a hot day. You also lose every and each of your booked skills, if you turn into a bishop again, every skill will be at 10, not at 30 (if the skill was booked), same applies if you change to another mage, skills will be 10, not 30.
Changes for explorer Mages:
-We no longer win extra MP when leveling due to our amount of INT. However, the skill MP Boost now increases MP by 120 when leveing up.
-We now job advance to a Magician at level 10 like any other job.
-We got the following skills as well as some updates to the current skills, some skills got removed OR moved over:
Energy Bolt: Throw an exploding ball of energy dealing 309% damage on up to 4 enemies in front of you. It will explode as soon as it hits a target. (Lv. 20).
Teleport: Teleport a certain distance in the specified direction (also won more vertical range). (Lv. 5).
Magic Guard: Damage dealt to you affects your MP instead of your HP. If your MP reaches 0, your HP takes the full amount of damage. This skill is no longer dispelled. (Lv. 10)
Magic Armor: Condenses magic into armor for a period of time to turn 15% of your Magic Defense into Defense. (Lv. 10)
MP Boost: Permanently increases your Max MP, every character above Lv. 120 will increase this effect. (Lv. 10)
-Magic Claw has been removed.
-Animations and skill icons have been changed and updated for Magic Guard, Energy Bolt and Magic Armor.
Changes for Clerics:
-We now get our Specialized Skill: Blessing Ensemble (explained below).
-Teleport has been moved over to 1st job.
-We got the following skills:
Blessing Ensemble: For each party member you have buffed, increase your damage by 3%. In addition, for each Cleric/Priest/Bishop in your party, increase your experience gained by 20%. (Lv. 1)
Holy Arrow: Attacks multiple monsters by firing Holy Arrows. Very effective against the Undead and Devil monsters. Damage of 518%. (Lv. 20)
Heal: Restores the HP of all nearby party members. Undead monsters in the area take damage from this skill, damage for the next skill is raised by a 20% once for undead and devil type monsters. (Lv. 20)
Invincible: Temporarily decreases all damage received. (Lv. 10).
Bless: Increases Weapon ATT, Magic ATT, DEF, Accuracy, and Avoidability of all nearby team members for a set amount of time. Can be stacked with other buff skills. (Lv. 10).
Magic Booster: Increase the speed of your weapon by 2 stages for 200 seconds. (Lv. 10).
MP Eater: Absorbs the enemy MP when attacking with Magic skills until the enemy's MP reaches 0. (Lv. 10)
Spell Mastery: Increases Magic Mastery and Magic Attack. (Lv. 10).
High Wisdom: Permanently increase INT through mental discipline. (Lv. 5).
-Animations and skill icons have been updated for Holy Arrow, Heal, Invincible and Magic Booster.
-Delay between attacks has been decreased for Holy Arrow.
Changes for Priest:
-Magic Booster has been moved over to 2nd job.
-We got the following skills:
Dispell: Nullifies all enemy magic effects within the targeted area while removing all abnormal conditions suffered by nearby party members. (Lv. 10).
Holy Symbol: Temporarily allows all nearby party members to gain additional EXP while hunting. (Lv. 20).
Mystic Door: Creates a portal that leads to the nearest town. All members of the party can use it multiple times until the portal disappears. Press Up arrow key to move. (Lv. 10).
Shining Ray: Attacks multiple enemies at once with a ray of holy light. Deals massive damage to the Undead and Devil-type monsters. Damage of 254% 4 times to 6 enemies, stun chance of 60% for 5 seconds. (Lv. 20).
Teleport Mastery: When activated, enemies at the teleport location will take damage and become Stunned. Also, permanently increases teleport distance.
This skill can be toggled on and off with the skill key. (Lv. 10).
Holy Magic Shield: Upon using skill, ally's HP is restored by 100%, and for a duration the holy shield will absorb all damage multiple times depending on skill level. The shield can be maintained up to 20 seconds, and when it's activated once, it will not be reactivated for a set duration even when a different character uses Holy Magic Shell.
Holy Focus: Permanently increases all magic attacks, Heal magic Critical Rate, Accuracy, and Magic Mastery. (Lv. 10).
Arcane Overdrive: Permanently increases Critical Rate and Minimum Critical Damage. (Lv. 10)
(!)Divine Protection: Create a shield of holy energy that protects you from one status effect. There is a cooldown of 180 seconds. Passive effect: increase your resistance to statuses and elements by 40%. When you use Dispel, depending on the number of people in your party, the cooldown for this skill will be decreased (Lv. 10).
(!)Holy Fountain: Summon a holy fountain for 60 seconds which heals 40% of someone's HP if they press the Up arrow key on it (maximum of 20 heals before it disappears). This heal can be used while Zombify is active. There is a cooldown of 90 seconds. (Lv. 10).
-Doom has been removed.
-Holy Symbol, Dispell, Shining Ray and Mystic Door got animations updated as well as the skill icon.
-Mystic Door no longer needs magic rocks.
-Dispell now dispells most troublesome status ailments in the game!
-Holy Fountain and Divine Protection are new skills introduced to this job.
Changes for Bishop
-Blessing Ensemble gets a small boost, here, the name is changed to Blessing Harmony.
-We got the following skills:
Blessing Harmony: Blessing Ensemble's damage boost per party member buffed is increased to 5%.
Angel Ray: Attacks with a holy arrow, dealing tremendous holy damage. Very effective against Undead or Devil type monsters. Damage of 365% 4 times, party members in the way of the arrow will now be healed 90% of their HP (this heal will ignore Zombify). (Lv. 30).
Big Bang: Gathers power to form an energy vortex, culminating in a powerful Holy explosion that damages multiple enemies at once. Damage of 480% 4 times to 10 enemies around you. Decreases enemies' defenses by 10% each time it is used for 15 seconds (up to a maximum of 4 times, a counter will appear above them). (Lv. 30)
Genesis: A holy ray of light shines down from the sky, burning multiple monsters at one time. Deals tremendous holy damage to all targets. This skill has increased crit chance. While this skill is on cooldown Big Bang can be used without charging. Damage of 810% 6 times to 15 enemies around you, cooldown of 45 seconds. (Lv. 30)
Advanced Bless: Greatly increases nearby party member ATT, Magic ATT, DEF, Accuracy, Avoidability, Max HP, and Max MP. Upon using skill, MP consumption will be reduced. Can be stacked with other buff skills, excluding Bless. (Lv. 20).
Resurrection: Resurrects a party member using a ray of holy light. Cooldown of 300 seconds. (Lv. 10).
Arcane Aim: Ignores a portion of enemy Defense when attacking. Damage dealt increases with consecutive attacks. Stacks up to 5 times. (Lv. 30).
Infinity: Lets you use skills without spending MP and has a chance to trigger Power Stance on hit. Continually recovers HP and MP, and increases the damage of all attack magic. Enemy attacks will not remove this effect. (Lv. 30).
Bahamut: Summons Bahamut for a set duration. The Bahumut can attack mulitple monsters at once. (Lv. 30).
Buff Mastery: Permanently increases Magic ATT. Duration of all the buffs applicable to self will increase upon using skill. (Lv. 10).
Hero's Will: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects. (Lv. 5).
Maple Warrior: Increases the stats of all party members. (Lv. 30).
-Every skill got it's animation and skill icon updated (ecept for Maple Warrior and Infinity).
-Big Bang no longer has additional critical rate.
-Buff Mastery has been turned into a passive skill.
-Angel Ray won some vertical range when the 150 Hyper Skill (Vengeance of Angel) is active.
-You readed above already that skill books are no longer required.
-Advanced Bless - Enhance passive skill hyper has been replaced by Advanced Bless - Boss Killer, which enhances damage to bosses by 10%.
-Vengeance of Angel: Hyper skill has received the following changes: Damage boost to Angel Ray has been removed, Angel Ray's number of hits boost has been increased from 1 to 4, in addition to existing effects Vengeance of Angel now decreases Angel Ray's number of monsters hit to 1 and reduces its HP healed by 40%, you can now use buffs while Vengeance of Angel is active, while this skill is not active your total damage will be increased by 40%.
Magic Guard: Damage dealt to you affects your MP instead of your HP. If your MP reaches 0 your HP will take all the damage.
Magic Armor: Condenses magic into armor for a period of time to increase DEF. (Requires Magic Guard over Lv. 3)
Energy Bolt: Consumes MP to attack one enemy.
MP Boost: Permanently increases your Max MP.
Teleport: Allows you to teleport a set distance to other locations on the same map using the arrow keys
Magician - 1st Job SP Build
Level and Skill Points
10: +2 Energy Bolt (2); +2 Teleport (2); +1 Magic Guard (1)
11: +3 Teleport (Maxed)
12: +3 Magic Guard (4)
13: +3 Magic Guard (7)
14: +2 Magic Guard (Maxed)
15: +1 Magic Armor (1); +2 Energy Bolt (4)
16: +3 Magic Armor (4)
17: +3 Magic Armor (7)
18: +3 Magic Armor (Maxed)
19: +3 Energy Bolt (7)
20: +3 Energy Bolt (10)
21: +3 Energy Bolt (13)
22: +3 Energy Bolt (16)
23: +3 Energy Bolt (19)
24: +1 Energy Bolt (Maxed); +2 MP Boost (2)
25: +3 MP Boost (5)
26: +3 MP Boost (8)
27: +3 MP Boost (11)
28: +3 MP Boost (14)
29: +3 MP Boost (17)
30: +3 MP Boost (Maxed)
Magic Guard: Maxed
Magic Armor: Maxed
Energy Bolt: Maxed
MP Boost: Maxed
Explanation: First we add SP in our main attack for this job, Teleport for mobility and Magic Guard because this is the first buff you get, and is necessary if you want to survive, we max Teleport right away to get a good teleport distance and then Magic Guard to protect yourself with your high MP, after that we max Magic Armor, it's now a passive and it's a pretty good one for high defenses so max it before you dump SP in Energy Bolt, when already putting SP in Energy Bolt, we leave the rest to MP boost to get an incredible MP boost per level from now on.
You end maxing everything anyway, so do as you wish.
Cleric's Pros and Cons
-Holy Arrow is a pretty decent attack for a Cleric, has a safe range overall for the job.
-Heal can leave a "debuff" to undead and devil monsters to deal additional damage to them when casting other skills.
-Our Special Skill is pretty great when you're in parties, you benefit much more from supporting people on Party Quests or Party Play maps.
-Magic Booster reduces our casting delay quite a bit (almost every other class owns one too with the same function).
-Inmunize is pretty good, the damage reduction properties help with survivability and is something that almost no other mage got.
-Bless is your very first "supporting" skill, it unlocks Advanced Bless for 4th Job (which is an upgraded version of this skill).
-MP Eater is almost (if not COMPLETELY) useless.
-Holy Arrow has a decent damage and range, but it has a small delay (which becomes less noticeable with Magic Booster).
-The heal skill is an attack too, but only attacks undead or devil monsters, also, the debuff acts once, you need to cast Heal again if you want to keep these monsters debuffed. Also, a few skills in later jobs heal with more efficience, which makes this skill almost useless (this skill is still very important on 2nd Job and 3rd Job).
Blessing Ensemble: For each party member you have buffed, increase your damage by 3%. In addition, for each Cleric/Priest/Bishop in your party, increase your experience gained by 20% (up to maximum of 3)
MP Eater: Absorbs the enemy MP when attacking with magic skills until the enemy's MP reaches 0. (Requires Spell Mastery Lv. 5)
Heal: Restores the HP of all nearby party members. Undead monsters in the area take damage from this skill.
Invincible: Temporarily decreases all damage received.
Bless: Increases Weapon ATT, Magic ATT, DEF, Accuracy, and Avoidability of all nearby team members for a set amount of time. Can be stacked with other buff skills. (Requires Invincible Lv. 5)
Holy Arrow: Attacks multiple monsters by firing Holy Arrows. Very effective against the Undead and Devil monsters.
Spell Mastery: Increases Magic Mastery and Magic Attack.
High Wisdom: Permanently increases INT trough mental discipline.
Magic Booster: Consumes MP to increase Magic Attack Speed by two steps for set duration.
Cleric - 2nd Job SP Build
30: +2 Heal (2); +1 Holy Arrow (1); +1 Spell Mastery (1); +1 Blessing Ensemble (Maxed)
31: +3 Spell Mastery (4)
32: +3 Spell Mastery (7)
33: +3 Spell Mastery (Maxed)
34: +2 High Wisdom (2); +1 Invincible (1)
35: +3 High Wisdom (Maxed)
36: +3 Invincible (4)
37: +3 Invincible (7)
38: +2 Invincible (Maxed)
39: +3 Heal (5)
40: +3 Heal (8)
41: +3 Heal (11)
42: +3 Heal (14)
43: +3 Heal (17)
44: +3 Heal (Maxed)
45: +1 Bless (1); +1 Magic Booster (1); +1 MP Eater (1)
46: +3 Bless (4)
47: +3 Bless (7)
48: +3 Bless (Maxed)
49: +3 Magic Booster (4)
50: +3 Magic Booster (7)
51: +3 Magic Booster (Maxed)
52: +3 MP Eater (4)
53: +3 MP Eater (7)
54: +3 MP Eater (Maxed)
55: +3 Holy Arrow (4)
56: +3 Holy Arrow (7)
57: +3 Holy Arrow (10)
58: +3 Holy Arrow (13)
59: +3 Holy Arrow (16)
60: +3 Holy Arrow (19)
Blessing Ensemble: Maxed (from the start)
MP Eater: Maxed
Holy Arrow: 19
Spell Mastery: Maxed
High Wisdom: Maxed
Magic Booster: Maxed
Explaining: This job is quite interesting, you add an SP to Holy Arrow to train with a high damage and to have a different attack that is already based on your job, we also add SP to Heal because you might want to save some potions from now on, Blessing Ensemble adds automatically actually (and can't be reset), we also add an SP to Spell Mastery and max it to have a higher damage base from the start of the job, next, max High Wisdom for the stat boost and later on Inmunize for the damage reduction, after that we finally max Heal and then Bless to start boosting your party members when doing some party quests. Magic Booster is a necessary skill, is odd how the class got some delay among skills, so this buff is pretty much needed for a faster cast.
Only 2 skills are left, which are MP Eater and Holy Arrow, we max MP Eater first because, even if it IS useless, Holy Arrow gets instantly replaced on 3rd job, so MP Eater wins for that fact, after we max MP Eater we dump the leftover SP to Holy Arrow and we leave it at 19.
Priest Pros and Cons
-Holy Symbol is a very usefull skill that makes level-gaining a much easier thing.
-Holy Magic Shield is a pretty good defensive boost (this is another boost that is affected by hypers later on).
-Dispell is incredibly usefull for boss runs, it now dispells every status ailment known in the game (except for Stun but that's affordable with status resistance).
-Divine Protection allows you to block an ailment once and has a cooldown reduction with every ailment you dispell.
-Mystic Door is your free ticket to travel between the town and map you currently were at instantly, it allows a faster comeback (to the specified map).
-Shining Ray instantly replaces Holy Arrow and it's pretty good as a grinding skill for the job.
-You literally babysit people from now on with your supporting skills when training.
-Holy Fountain and Shining Ray have little to no use on 4th job.
-Teleport Mastery is not usefull at all except for the teleport range increase.
Dispell: Nullifies all enemy magic effects within the targeted area while removing all abnormal conditions suffered by nearby party members.
Mystic Door: Creates a portal that leads to the nearest town. All members of the party can use it multiple times until the portal disappears. Press the Up arrow key to move. (Requires Dispell Lv. 3)
Holy Symbol: Temporarily allows all nearby party members to gain additional EXP while hunting. (Requires Dispell Lv. 3)
Shining Ray: Attacks multiple enemies at once with a ray of holy light. Deals massive damage to the Undead and Devil-type monsters.
Teleport Mastery: When activated, enemies at the teleport location will take damage and become Stunned. Also, permanently increases teleport distance. This skill can be toggled on and off with the skill key. (Requires Teleport Lv. 5)
Holy Focus: Permanently increases all magic attacks, Heal magic Critical Rate, Accuracy, and Magic Mastery. (Requires Spell Mastery Lv. 10)
Holy Magic Shield: Upon using skill, ally's HP is restored by 100%, and for a duration the holy shield will absorb all damage multiple times depending on skill level. The shield can be maintained up to 20 seconds, and when it's activated once, it will not be reactivated for a set duration even when a different character uses Holy Magic Shell. Cooldown 90 seconds.
Arcane Overdrive: Permanently increases Critical Rate and Minimum Critical Damage.
Divine Protection: Create a shield of holy energy that protects you from one status effect. There is a cooldown of 180 seconds. Passive effect: increase your resistance to statuses and elements by 40%. When you use Dispel, depending on the number of people in your party, the cooldown for this skill will be decreased.
Holy Fountain: Summon a holy fountain for 60 seconds which heals 40% of someone's HP if they press "Up" on it (maximum of 20 heals before it disappears). This heal can be used while Zombify is active. There is a cooldown of 90 seconds.
Priest - 3rd Job SP Build
60: +1 Shining Ray (1); Dispell (3)
61: +2 Holy Symbol (2); +1 Shining Ray (2)
62: +3 Holy Symbol (5)
63: +3 Holy Symbol (8)
64: +3 Holy Symbol (11)
65: +3 Holy Symbol (14)
66: +3 Holy Symbol (17)
67: +3 Holy Symbol (Maxed)
68: +1 Shining Ray (5)
69: +3 Shining Ray (8)
70: +3 Shining Ray (11)
71: +3 Shining Ray (14)
72: +1 Holy Focus (1); +1 Arcane Overdrive (1); +1 Holy Fountain (1)
73: +3 Holy Focus (4)
74: +3 Holy Focus (7)
75: +3 Holy Focus (Maxed)
76: +3 Arcane Overdrive (4)
77: +3 Arcane Overdrive (7)
78: +3 Arcane Overdrive (Maxed)
79: +3 Holy Fountain (4)
80: +3 Holy Fountain (7)
81: +3 Holy Fountain (Maxed)
82: +1 Teleport Mastery (1); +2 Holy Magic Shield (2)
83: +3 Teleport Mastery (4)
84: +3 Teleport Mastery (7)
85: +3 Teleport Mastery (Maxed)
86: +3 Holy Magic Shield (5)
87: +3 Holy Magic Shield (8)
88: +3 Holy Magic Shield (11)
89: +3 Holy Magic Shield (14)
90: +3 Holy Magic Shield (17)
91: +3 Holy Magic Shield (Maxed)
92: +1 Divine Protection (1); +1 Dispell (4); +1 Mystic Door (1)
93: +3 Dispell (7)
94: +3 Dispell (Maxed)
95: +3 Divine Protection (4)
96: +3 Divine Protection (7)
97: +3 Divine Protection (Maxed)
98: +3 Mystic Door (4)
99: +3 Mystic Door (7)
100: +3 Mystic Door (Maxed)
Mystic Door: Maxed
Holy Symbol: Maxed
Shining Ray: 14
Teleport Mastery: Maxed
Holy Focus: Maxed
Holy Magic Shield: Maxed
Arcane Overdrive: Maxed
Divine Protection: Maxed
Holy Fountain: Maxed
Explaining: We start off by putting an SP to our new awesome attack Shining Ray, then some SP until you can unlock Holy Symbol on Dispell, then we max Holy Symbol right away for the fastest training and we get Shining Ray to 14 to deal more damage for the meanwhile. Now we max our passives, such as Holy Focus and Arcane Overdrive for the incredible Critical rate boost and the damage boost it also gives, Holy Fountain goes next since your party members might want a free heal stand to keep themselves alive (you might be in party quests on these levels).
Now we go for Teleport Mastery, use it if you want, but i don't see it necessary, just max it for the teleport distance increase and then max Holy Magic Shield to start having our defensive skill, the skills that are left over are Dispell, Mystic Door and Divine Protection, max Dispell because this is a MUST when bossing on 4th job, Divine Protection goes next since it has more use on 4th job than on 3rd job, same goes for it's passive, we finish with Mystic door by maxing it at last, it's pretty usefull on high leveled places (for escape or repot purposes).
Bishop's Pros and Cons
-Bishops train fast, Big Bang and Genesis are the best combo for you, Genesis on cooldown makes Big Bang charge delay be gone which is extremely good, pair that with the defense-nerfing abilities of Big Bang and Genesis map-nuking abilities and you will certainly have fun on this job.
-Advanced Bless is an efficient party supporting skill and it's a pretty wanted buff (the last skill that gets affected by hypers later on).
-Resurrection gives a second chance to party members who died, trust me that people thank a resurrection sometimes.
-Angel Ray is an excellent bossing skill and pretty safe, it also heals you and the party members in the path of the arrow.
-Arcane Aim skyrockets your damage output and Infinity makes you deal insane damage for a certain amount of time.
-Maple Warrior is a boost that everyone needs (and every class has), it's effects become more noticeable with the funds you put on the class.
-Angel Ray's bossing abilities are good, but the skill is slow and it relies a bit on distance, it's slowness also makes you unable to telecast, and if the boss has deadly attacks, this is a huge problem.
-Some people might already change their jobs to I/L or F/P once they strike this job.
-Overall Bishop is still a supporting class (they excel on this), if you want a powerhouse, Bishop might not be for you unless you put a lot of funding to it (there other classes that deal damage in easier and more swift ways than bishop, for example it's mage counterparts I/L and F/P Mage).
Blessing Harmony: Blessing Ensemble's damage boost per party member buffed is increased to 5%.
Maple Warrior: Increases the stats of all party members. Mastery Book is required to master the skill to level 30.
Big Bang: Gathers power to form an energy vortex, culminating in a powerful Holy explosion that damages multiple enemies at once. This skill can reduce the enemy's defenses by 10% 4 times, a counter will appear above them
Infinity: Lets you use skills without spending MP and has a chance to trigger Power Stance on hit. Continually recovers HP and MP, and increases the damage of all attack magic. Enemy attacks will not remove this effect. (Cooldown: 3 Mins)
Angel Ray: Attacks with a holy arrow, dealing tremendous holy damage. Very effective against Undead or Devil type monsters. Party members in the path of the arrow will be healed
Bahamut: Summons Bahamut for a set duration. The Bahumut can attack mulitple monsters at once.
Resurrection: Resurrects a party member using a ray of holy light. Cooldown of 300 seconds
Genesis: A holy ray of light shines down from the sky, burning multiple monsters at one time. Deals tremendous holy damage to all targets. This skill has increased crit chance. While this skill is on cooldown, Big Bang's charging requirement is erased.
Hero's Will: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects.
Buff Mastery: Permanently increases Magic ATT. Duration of all the buffs applicable to self will increase upon learning this skill.
Arcane Aim: Ignores a portion of enemy Defense when attacking. Damage dealt increases with consecutive attacks. Stacks up to 5 times.
Advanced Bless: Greatly increases nearby party member ATT, Magic ATT, DEF, Accuracy, Avoidability, Max HP, and Max MP. Upon using skill, MP consumption will be reduced. Can be stacked with other buff skills, excluding Bless. (Requires Bless Lv. 10).
Bishop - 4th Job SP Build
I would like to make clear that the Mastery Book System has been changed, now certain NPC's in Henesys and Leafre (the ones that sell potions in the general store if i am not wrong) sell Mastery Books for 7m (Lv. 20) and 10m (Lv. 30), they work 100% and this also includes Maple Warrior.
Calculating the mesos you need, you would need around 130m mesos (if not a bit less) in order to buy every mastery book for this class.
100: +1 Buff Mastery (1); +1 Advanced Bless (1); +1 Big Bang (1) +1 Genesis (1); +1 Blessing Harmony (Maxed)
101-103: +3 Buff Mastery (Maxed)
104: +1 Advanced Bless (2); +2 Big Bang (3)
105-110: +3 Advanced Bless (Maxed)
111-119: +3 Big Bang (Maxed)
120: +2 Genesis (3); +1 Angel Ray (1)
121-129: +3 Genesis (Maxed)
130-139: +3 Arcane Aim (Maxed)
140: +2 Angel Ray (3); +1 Resurrection (1).
141-149: +3 Angel Ray (Maxed)
150-159: +3 Infinity (Maxed)
160-162: +3 Resurrection (Maxed)
163-172: +3 Maple Warrior (Maxed)
173-182: +3 Bahamut (Maxed)
183-184: +3 Hero's Will (Maxed); +1 Unused SP
185-200: +3 Unused/Leftover SP (Up to a max of 52).
Explanation: We start off by putting an SP into Buff Mastery, Advanced Bless, Big Bang and Genesis, Blessing Harmony is maxed instantly once you hit the job (the SP is added automatically), after that, we max Buff Mastery right away for the smart passive it gives (it helps a LOT later on) and we proceed with Advanced Bless (with Buff Mastery, this skill gains a lot of active time) so you can start supporting in a better way, we then proceed to max our main grinding skill Big Bang to train with fun and ease from now on and then max Genesis since it's our second grinding skill (remember that the cooldown helps Big Bang and the damage, map-nuking abilities and the skill itself is amazing for training efficiently). After maxing our main grinding skills, we max Arcane Aim to increase our damage output nicely while training and later on for bossing.
Now that we maxed our main grinding skills, we put SP into Angel Ray and Resurrection (it's better to prevent than regretting when in parties) and around this point, you will start having Hyper Skills (see the information and build below) and we instantly max Angel Ray since around the corner, you're getting your Hyper Skill that allows AR to be a bossing skill, and having it maxed is excellent if you actually want to start bossing from now on. We now max Infinity, it works wonders anywhere and at this point it becomes necessary when doing anything (be training or bossing), the Buff Mastery we maxed first affects this skill inmensely so be thankfull you maxed it first of all.
At this point, you're going to start grinding at high-leveled places and you already got everything maxed except for Resurrectioin, Maple Warrior, Bahamut and Hero's Will, max Resurection first, it will work wonders for the meanwhile, Maple Warrior goes next since it's your final range buff and at this point you might have so much INT that the skill will shine more than if you maxed it much earlier (aside from the fact that people might already have it maxed around the level you're starting to put SP on it). Bahamut and Hero's Will is left for putting SP onto, go ahead and max Bahamut, it's relevance is pretty minor at this point and the same for Hero's Will (you already got Dispell on your hands so it becomes pretty neglible as a skill for you overall).
Note: The job advancement is the same for every explorer, the only thing that changes is: The Explorer class branch, the NPCs involved in your job advance and of course, the job you currently are.
Beginner to 1st Job
You need to be Lv. 10 in order to be a Mage, when you reach this level, you can go to Ellinia and talk to Grendell the Really Old, he will automatically job advance you into a Magician (in other means, a Mage).
1st Job to 2nd Job
When reaching Lv. 30, you need to come back to Ellinia and talk again to the same NPC (Grendell), he will ask to you what job do you choose, you get to choose 3 ways, which are the Fire/Poison Path, the Ice/Lightning Path or the Cleric Path. You should have in mind what path to choose by now (which is Cleric in this case, if not you're in the wrong guide). After you choose your option, you will be teleported to a map at which certain monsters appear, defeat these monsters to obtain an item (Dark Marble), you need to get 30 of these items in order to exit the map and job advance, when you do so, you need to talk again to the same NPC (Grendell) and he will job advance you from a Magician to a Cleric. Congrats! Long way to go.
How to reach the job fast: Take the Victoria Island Taxi to Ellinia, if you're following my training guide then you should be near Ellinia.
2nd Job to 3rd Job
When reaching Lv. 60, click the light bulb on your left, accept the quest with "Job Advancement" (clearly depicted in red letters) and then move to El Nath, specifically to the Chief's Residence (the house with a portal in it, it's easy to find), there speak to the NPC Robeira, she will request you to pick a certain item, after accepting the quest, go to the map called Ice Valley III, there enter the portal all the way to the top, an NPC will ask you if you want to enter, say "Yes" and enter.
The next map is called Sharp Cliff I, there you will see a white crystal right in front of you, enter it like a normal portal and you will reach a map called Holy Ground at the Snowfield, go all the way to the bottom and click a huge black stone called Holy Stone, you will be teleported to a cave with green crystals all over it, go all the way to the right and you will see a boss (Grendell's Clone), defeat it and pick the item he drops (Black Charm).
After completing the quest, go back to El Nath and talk to Robeira, she will take the item to finally job advance you from a Cleric to a Priest. Congratulations! Almost there.
How to reach the job fast: Accept the Zakum: Crumbling Statue (or something like that) quest by clicking on the bulb in the upper left corner. There talk to the respective NPC, then take the Danger Zone Taxi to Sharp Cliff III and enter it, when you do everything explained above, use a return scroll and finish by talking to the respective NPC.
3rd Job to 4th Job
When reaching Lv. 100, click the light bulb on your left, accept the quest with "Job Advancement" and head to Leafre, there go to the map called "Valley of the Antilope" and enter the "mouth" of a fancy wooden figure on the top of the map, after entering the map (Forest of the Priest) talk to Gritto, it will request 2 items (Heroic Pentagon and Heroic Star) which are dropped from Manon and Griffey, the NPC can teleport you to any of the bosses (you have to head over the next one when you kill the first one, the order to kill is matterless)
The bosses can deal some damage so be sure to heal constantly, and beware of their 1/1 (decreases HP/MP to 1), it's pretty dangerous, don't forget that they can dispell your buffs (excludes Magic Guard thankfully) and they can stun you (the stun cannot be dispelled). When defeating them, pick the item they drop.
Head to the same map you saw Gritto at and talk to that NPC, it will proceed to job advance you from a Priest to a Bishop. Congratulations! You're now officially a Bishop!
How to reach the job fast: Accept the Smart Mount: Lend a Hand quest to teleport to 6 Path Crossway, there take the Interdimensional Mirror to reach Phanteon, when arriving, click the same mirror and choose Leafre, there take the Danger Zone Taxi and accept, after reaching the map, use the portal to the left and in the next map the portal to the upper right.
When doing that, read everything in general on how to job advance above and you will be done.
This section is about some tips and other things to improve or just only saying some advises about the class itself.
-You can actually save money on equips, since the new Tot's Know How Guide gives equipment every 10 levels until 60 (from 20 to 60).
-As said above, you max everything on this job so skip the skill build if you want.
-MP Eater is not THAT of awesome, it lacks a little because all monsters don't have high MP, and actually, good MP recovery familiars (Jr. Boogie and/or Mutant Slime) can overlap this skill pretty much, making it completely useless.
-You can always skip the SP build, but don't max Holy Arrow even if it looks like a decent training skill and that MP Eater sucks more (in the end this skill has some more use and Shining Ray has way better mobbing abilities).
-Like the tip on 1st job, Tot's Know How Guide for free equips to 60.
-You can skip again the SP build, but I (in my oppinion) don't see Holy Fountain to be usefull since Angel Ray on 4th Job has a greater, faster and easier way to heal (which also ignores Zombify if you didn't readed above already). Same for Shining Ray, is awesome and all but Big Bang replaces it.
-Mystic Door no longer needs Magic Rocks (if you didn't readed above already), this skill has a lot of use now so try using it when you're far from town and you need to do something (and then come back).
-Genesis+Big Bang combo is the most best training method for you, be sure to cast Genesis when it's cooldown is gone to keep spamming Big Bang, when you're low on HP, use Angel Ray and your HP goes to full again .
-Buff Mastery should be maxed earlier because every buff that affects you is affected by this passive.
-Once more, you can skip the 4th job build, you end maxing everything anyway, just remember to keep using mastery books to max the respective skills.
-You won't need more than 130m-150m mesos to get every and each mastery book required for this class.
Notes: If i am missing some tips, please comment and tell what is missing and at which job, any useful tips will be apreciated.
This is a new additional option added for every class once they hit 140, starting from this point, you will receive Skill Points at certain intervals of 10 levels.
There are 3 tabs in total when opening the hyper skill window, which are:
Passive Stat Boost: Almost self-explaining, boost your main stat and some other few stats you might need, just be sure to put the SP in the hypers you need and that have been unlocked so far.
Passive Skill Boost: Boosts specified skills and their functions, reduces their cooldown, raises their number of hits OR number of targets that the skill can hit, increases damage or adds any other extras.
Active Attacks/Buff Skills: They're used like any other normal skill/buff, most of the hyper attacks are incredibly strong and most boosts give you really good chances of high damage or good endurance.
With that said, i will explain the Bishop's hypers below, they're posted on their respective section, also, the first section (Passive Stat Boost) is almost the same for all classes.
Passive Stat Boost:
Hyper Strength: Permanently increases STR. (By 50 when learned) Unlocked when reaching Lv. 140
Hyper Dexterity: Permanently increases DEX. (By 50 when learned) Unlocked when reaching Lv. 140
Hyper Intelligence: Permanently increases INT. (By 50 when learned) Unlocked when reaching Lv. 140
Hyper Luck: Permanently increases LUK. (By 50 When learned) Unlocked when reaching Lv. 140
Hyper Critical: Permanently increases Critical Hit Rate. (By 10% when learned) Unlocked when reaching Lv. 198
Hyper Accuracy: Permanently increases Accuracy. (By 20% when learned) Unlocked when reaching Lv. 158
Hyper Health: Permanently increases Max HP. (By 15% when learned) Unlocked when reaching Lv. 192
Hyper Mana: Permanently increases Max MP. (By 15% when learned) Unlocked when reaching Lv. 186
Hyper Defense: Permanently increases Weapon DEF. (By 500 when learned) Unlocked when reaching Lv. 165
Hyper Magic Defense: Permanently increases Magic DEF. (By 500 when learned) Unlocked when reaching Lv. 174
Hyper Speed: Permanently increases Movement Speed. (By 10% when learned) Unlocked when reaching Lv. 152
Hyper Jump: Permanently increases Jump. (by 10% when learned) Unlocked when reaching Lv. 146
Passive Skill Boost:
Holy Magic Shield - Extra Guard: Increases Holy Magic Shell's guard count. (2 additinal guards) Unlocked when reaching Lv. 183
Holy Magic Shield - Persist: Increases the duration of Holy Magic Shell. (+5 seconds) Unlocked when reaching Lv. 162
Holy Magic Shield - Cooldown Cutter: Reduces Holy Magic Shell cooldown. (-50% cooldown) Unlocked when reaching Lv. 143
Holy Symbol - Experience: Increases your EXP earned when using Holy Symbol. (20% additional Exp) Unlocked when reaching Lv. 168
Holy Symbol - Preparation: Increases resistance to status ailments and all elements from using Holy Symbol. (10%+ of both) Unlocked when reaching Lv. 189
Holy Symbol - Item Drop: Increases your drop rate when using Holy Symbol. (30% additional drop rate) Unlocked when reaching Lv. 149
Advanced Bless - Ferocity: Increases the effectiveness of Advanced Blessing's Weapon Attack and Magic Attack boost. (Increases by 20 on both) Unlocked when reaching Lv. 195
Advanced Bless - Boss Killer: Increases the damage againist bosses by a 10%. Unlocked when reaching Lv. 177
Advanced Bless - Extra Point: Increases the effectiveness of Advanced Blessing's Max HP and the Max MP boost. (+1000 HP/MP) Unlocked when reaching Lv. 155
Active Attacks/Buff Skills:
Heaven's Door: Knocks on the door to the heavens to punish enemies and bless your allies at the same time. Unlocks at Lv. 170
(MP Cost: 500, Enemies Hit: 15, Damage: 1000%, Number of Attacks: 8, protects allies from one KO. Cooldown: 180 sec)
Epic Adventure: Call upon the bravery deep within to increase damage output and max damage. Unlocks at Lv. 200
(MP Cost: 100, Duration: 60 sec, Damage: +10%, Max Damage: +500000. Cooldown: 120 sec. Applies to any Explorer class within the party)
Avenging Angel: Fuels your body with the fury of an avenging angel. Unlocks at Lv. 150
(MP Cost: 100, Magic ATT: 50, Monster DEF Ignored: 20%, Number of Attacks: 4, Max Damage: +5000000, attack speed increased by 1.
Only works with Teleport and Angel Ray.)
Now, you will wonder, what to add while you level up? There will be some builds below:
Passive Stat Boost:
Hyper Int (this is obvious)
Hyper Critical (more critical = more red numbers = more damage)
Hyper Health (just in case you really think yours is still low)
Hyper Mana (more MP allows us to tank more hits)
Hyper DEF/Hyper Magic DEF (defenses are good for high leveled places, put one on both if you want).
Passive Skill Boost (Training):
Holy Magic Shield - Cooldown Cutter
Holy Symbol - Experience
Holy Symbol - Item Drop
Holy Symbol - Preparation
Advanced Bless - Ferocity
Pasive Skill Boost (Bossing):
Holy Symbol - Experience
Holy Symbol - Item Drop
Holy Symbol - Preparation
Advanced Bless - Boss Killer
Advanced Bless - Ferocity
The build that goes for training makes you use half of your SP for HS' hypers, one to train faster, the other to benefit from drops and the last one is to have a bit more resistance overall, Adv. Bless is to get much more damage while training and to boost your party member's damage nicely too, the cooldown cutter for Holy Magic Shield is also nice because you can cast it more often so you can defend yourself from a few hits (more often).
The bossing build is about the same build but we switch the HMS hyper for another Advanced Bless hyper which in this case is Boss Killer, this way you can buff you and your party member's boss damage to gain more damage while fighting bosses, aside from that, you benefit from their drops and you can endure their status ailments more often this way.
Active Attacks/Buff Skills:
This is easy, you get the 3 SP for each skill, so it goes like this:
Avenging Angel: Fuels your body with the fury of an avenging angel.
[Unlocks at Lv. 150] (Put at 150)
Heaven's Door: Knocks on the door to the heavens to punish enemies and bless your allies at the same time.
[Unlocks at Lv. 170] (Put at 170)
Epic Adventure: Call upon the bravery deep within to increase damage output and max damage. Unlocks at Lv. 200
[Unlocks at Lv. 200] (Put at 200)
Note something curious, Heaven's Door is not Holy-elemental, meaning that the Holy element is not applied when this attack is casted (just in case you couldn't understand).
Where do I train?
This section is about training spots, right now, I can't quite point out the best training spots considering that every single thing about this topic got changed, please hang around for future updates since this section is now currently being tested.
Questions and Answers
Like the title says, this is the Q&A section, i will post frequently asked questions about us Bishops as well as some few about things involving us, some questions might not be logical or pretty good, but i see these frequently, so i will post "my answer" to these questions.
Q: Is a bishop worth funding?
A: Depends, a lot actually, the first big thing that Bishop lacks is Element Reset (which I/L and F/P Mage owns, aside from few other classes too), you will get your damage cut at hard bosses and even more cut at chaos bosses or so, which renders your fundings a bit useless in the end, however, there still are a lot of funded bishops out there that do a good amount of damage at bosses.
Q: Which of the 3 Mages is actually better?
A: I will split the sections in: Training - Survivability - Bossing - Reliability - Gameplay - Fun (Subjectively talking). Also, the tier goes like this: Worst, Bad, Decent, Good, Very Good, Great, Excellent, Superior. So let's start:
F/P: Good - Bad - Superior - Very Good - Complicated - Pretty fun!
I/L: Great - Decent - Great - Very Good - Easy - Fun!
Bishop: Great - Excellent - Decent - Great - Very Easy - Pretty fun!
So, if you got that, F/P Mage masters among bossing than the other 2 mages, next is I/L for the fact that it also got element reset and his bossing skills are not bad and bishop is last because Angel Ray is not entirely reliable and you don't own elemental reset and that hinders your bossing abilities quite a bit. In training, Bishop is the easiest due to Holy Symbol, next is I/L due to Chain Lightning's way to attack and last is F/P (Paralyze and Mist Eruption are good but you don't maneuver too many monsters this way). All in all, in the very, VERY end, F/P is the best mage to fight bosses, Bishop is there to make everything easier for everyone and I/L both attack and can support at the same time (it's like a mix of them both but more offensive than supportive).
Q: How many extra EXP does Holy Symbol gives?
A: If I am not wrong, Holy Symbol gives 1.5 extra EXP for you and your party members, if you add the hyper passive buff for HS, you will earn 1.7 EXP instead of 1.5 EXP, party members will still get the same amount of EXP no matter if yours is hypered or not. This buff stacks with 1.5/2x EXP coupons, 2x events and other kinds of EXP boosting items, it CANNOT stack with "Friends of Arby" (from Beast Tamer) skill's EXP buff.
Q: Does the defense-nerf feature of Big Bang affects party members?
A: The properties affect the monsters overall, meaning that if others attack the monster, they will also receive the defense-nerf feature because the monster is the affected one, not the party members. In short, yes it does.
Q: I don't like the new Angel Ray much
A: This is from your point of view, I myself find Angel Ray much better than it was before, you're able to boss now and the healing+attacking properties it gives makes you not waste any potion at all! I find the revamp for this skill good, if you know what you're doing, the AR will become like-able at some point.
Q: Does our hyper skill Heaven's Door resurrects dead party members?
A: It doesn't, it prevents party members from dying once, it doesn't resurrects them when this skill is used while they are dead, however, remember you still have Resurrection in case anyone died.
Q: What has happened to our hyper skill VoA? It only hits one monster now!
A: The R.E.D update changed the way at which this hyper skill works, yes, it only hits ONE monster now, but when this skill is active, you can now buff normally and still heal with Angel Ray when being casted and AR wins 4 more rows (which means 8 rows per cast to a single monster). When the hyper skill is not toggled, you win a 40% damage boost for every skill, so you can be as strong as if you were having this skill toggled.
Q: Is *insert name of the skill* relevant at all?
A: The list of skills with "doubtful relevance" are:
-Energy Bolt/Holy Arrow/Shining Ray: On their respective jobs, they're your main grinding skill, but on 4th job you get Genesis+Big Bang combo so every other training skill becomes neglible.
-Holy Fountain: On 3rd Job it might be good for the go, but when you strike 4th Job and see how efficient the heal of Angel Ray is, you will feel this skill becomes useless from that point.
-Teleport Mastery: This skill is useless from the start, the ONLY good thing it has is the teleport range increase, but anything beside of that is neglible, the only mages that benefit from this skill are F/P Mage and Battle Mage (I think I/L Mage also does but I am not sure, it needs Hyper Skills for it actually).
-Bahamut: It is sad to say that this summon had it's days of glory, but now that you got a lot of offensive skills that make you independant from any summon, then Bahamut's relevance on this job is none at all, you can still summon it, he deserves it.
Hero's Will: For a bishop, Hero's Will is not pretty relevant, it has a long cooldown and the ailments it dispells are actually also part of the ailments Dispell dispells, and Dispell has no cooldown at all (besides, it's much more reliable), thus making Hero's Will neglible, however, other classes thank the use of Hero's Will at some point, you might too (again, at some point).
-Epic Adventure: If you're never going to fund a bishop then Epic Adventure is not entirely relevant, but if you are, then this skill is a complete godsend (on the point at which you stard to hit a high amount of damage and have a high range overall).
When being in a party
You might wonder what IS a party, it's basically a group/team of players, this team allows mutual support and constant activity overall, your job is to buff with your excellent boosting skills and back up the party with your healing and supporting abilities.
If you're training, attack with people, don't "hug the rope/ladder" like most lazy people do, you can also attack, the revamp was good enough to make you strong or at least decent. If you're bossing, soloing requires funding so you might forget about that for now, if someone else is actually bossing and you're just there for buffing, then be sure to keep the person's HP at full, cast Heaven's Door (when you get it) and Resurrection in case it dies and dispell it's status ailments (in case they don't have All Cure potions or their Hero's Will is on cooldown).
If you don't get to make friends on this game, you're going to get bored pretty quick, remember this is a Masive-Multiplayer Online RPG, so making friends is the main thing here if you want to keep "hyped" while training, befriend people, join a decent, active and helpful guild and have fun with your life on MS!
This guide is completely owned by me, I am the only one whose edits this guide and anyone that dares copy-pasting this guide somewhere else needs permission from me (which is a No because you don't have the rights to steal other's efforts).
I would like to thank:
Mr.Basil for allowing me to post in his site and for being such a nice person, i also thank him for creating BasilMarket and keeping it safe!
Sungoon for giving me tips to improve my guide, without his help this guide couldn't be a real guide!.
Haillee because this person actually made my point of view for the guide become more clear and made excellent changes to the guide that allowed it to be stickied.
nc4228 for his odd way of explaining things on a "list", I still thank his help even if the lists are annoyingly the truth (lmao).
I thank the people who helped me and gave me ideas to improve this guide, thank you guys!
And everyone else i forgot to credit i thank you a lot also!.