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Tentative Red Builds

Fire / Poison Arch Mage Forum Talk about Fire / Poison Wizard, Mage and Arch Mage

IImaplers Level 200 Demethos I/L Arch Mage
The following is a pending prototype of the builds I'm planning to add to my guide for when the RED patch hits. Don't hesitate to post if you need explanation or think something needs to change, as these builds are nowhere near set-in-stone. I'm particularly shaky about the 3rd job fire builds, how effective Mana Burn is since it is chance-based (question is by hit, or by attack?) and also depends on how much MP the enemy has left, and if the skill precedence over others caters to Elemental/Fervent Drain and Mana Burn in all the according builds.

2nd Job Dynamic Build

- +2 Poison Breath (2), +1 Flame Orb (1), +1 Spell Mastery (1)
- Max Spell Mastery (10)
- +3 Booster (3)
- Max Poison Breath (10)
- Max High Wisdom (5)
- +3 MP Eater (3)
- Max Meditation (20)
- Max Booster (10)
- Max Flame Orb (20)
- Max Ignite (10)
- +6 MP Eater (9)

3rd Job Poison Build

- +2 Mist (2), +1 Teleport Mastery (1), +1 Explosion (1)
- +3 Elemental Amplification (3)
- Max Poison Mist (20)
- Max Slime Virus (10)
- Max Burning Magic (10)
- Max Elemental Amplification (10)
- Max Teleport Mastery (10)
- Max Arcane Overdrive (10)
- +14 Explosion (14)
- Max Mana Burn (10)
- Max Elemental Decrease (10)
- Max Elemental Adapting (20)

3rd Job Fire Build

- +1 Teleport Mastery (1), +3 Explosion (3)
- +3 Element Amplification (3)
- Max Mana Burn (10)
- Max Explosion (20)
- Max Teleport Mastery (10)
- Max Elemental Amplification (10)
- Max Arcane Overdrive (10)
- Max Poison Mist (20)
- Max Burning Magic (10)
- Max Slime Virus (10)
- Max Elemental Decrease (10)
- +14 Elemental Adapting (14)

3rd Job Alternate Fire Build

- +1 Teleport Mastery (1), +3 Explosion (3)
- +3 Element Amplification (3)
- Max Mana Burn (10)
- Max Explosion (20)
- Max Teleport Mastery (10)
- Max Elemental Amplification (10)
- Max Arcane Overdrive (10)
- Max Poison Mist (20)
- Max Burning Magic (10)
- +4 Slime Virus (4)
- Max Elemental Decrease (10)
- Max Elemental Adapting (20)

4th Job Simple Yet Effective Build

- 1 Mist Eruption, 1 Paralyze, 1 Flame Haze, 1 Meteor Shower
- Max Buff Mastery
- Max Mist Eruption
- Max Paralyze
- Max Flame Haze
- Max Arcane Aim
- Max Ifrit
- Max Infinity
- Max Maple Warrior
- Max Meteor Shower
- Max Hero's Will

note: builds are subject to go through constant tweaks before we get the new patch
Posted: August 2013 Permalink

Replies

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IImaplers Level 200 Demethos I/L Arch Mage
Wheres your reasoning behind this build?[/quote]
The explanations and reasoning will come. Any particular build you want to know the reasoning behind or should I explain all of them?
Aug 26 2013
EpikSnow Level 191 Scania Blade Master
The explanations and reasoning will come. Any particular build you want to know the reasoning behind or should I explain all of them?[/quote]

As of now, no. I would like to make a FP but i'm foreign to the play style and skills.
Aug 26 2013
IImaplers Level 200 Demethos I/L Arch Mage
As of now, no. I would like to make a FP but i'm foreign to the play style and skills.[/quote]
You may want to check this amazing guide out to learn what the F/P play style is like: www.basilmarket.com/forum/2717900
Aug 26 2013
wizardq Level 199 Galicia F/P Arch Mage
For third job I think slime virus should be farther down the line. I could see it being useful, but I still think arcane overdrive takes priority. Maybe push mist down a spot too, since I personally didn't use it much except for fending off KS-ers.

Edit: For second job, I think maxing meditation sooner would give you a higher damage boost then maxing poison breath that soon, especially since we have so little magic attack at lower levels. I don't think the drain skill even requires a point to be put in it, I heard it is automatically there already when you advance.

Edit2: my bad, I just saw you separated the 3rd job builds into poison and fire, disregard what I said about 3rd job haha.

Edit3: For fourth job, it would make sense to put in one point into meteor shower early because of the FA effect it has while on cooldown. Since it would only be at 1 you would only have to recast once every minute or so.
Aug 26 2013
Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
For third job I think slime virus should be farther down the line. I could see it being useful, but I still think arcane overdrive takes priority. Maybe push mist down a spot too, since I personally didn't use it much except for fending off KS-ers.

Edit: For second job, I think maxing meditation sooner would give you a higher damage boost then maxing poison breath that soon, especially since we have so little magic attack at lower levels. I don't think the drain skill even requires a point to be put in it, I heard it is automatically there already when you advance.

Edit2: my bad, I just saw you separated the 3rd job builds into poison and fire, disregard what I said about 3rd job haha.

Edit3: For fourth job, it would make sense to put in one point into meteor shower early because of the FA effect it has while on cooldown. Since it would only be at 1 you would only have to recast once every minute or so.[/quote]

As far as Meteor Shower goes, the cool down is the same at every level. Nexon did this so that players wouldn't do what you said

For Poison Breath, the damage increases by 10% for each level. With Meditation, Lv. 1 gives a boost of 11 M.Atk and increases by 1 every level. So, I think it makes more sense to put points into PB before Medi for damage.
Aug 26 2013
IImaplers Level 200 Demethos I/L Arch Mage
For third job I think slime virus should be farther down the line. I could see it being useful, but I still think arcane overdrive takes priority. Maybe push mist down a spot too, since I personally didn't use it much except for fending off KS-ers.

Edit: For second job, I think maxing meditation sooner would give you a higher damage boost then maxing poison breath that soon, especially since we have so little magic attack at lower levels. I don't think the drain skill even requires a point to be put in it, I heard it is automatically there already when you advance.

Edit2: my bad, I just saw you separated the 3rd job builds into poison and fire, disregard what I said about 3rd job haha.

Edit3: For fourth job, it would make sense to put in one point into meteor shower early because of the FA effect it has while on cooldown. Since it would only be at 1 you would only have to recast once every minute or so.[/quote]

Thanks a ton Arber .

-About the drains, does it take up your SP though if it indeed is already put in when you advance? If it doesn't then this means we get an extra point to use xD.

-For 2nd job, maxing meditation sooner would also mean you'd have to put in 3 MPE as a prerequisite, basically 3 wasted sp in my book. Also, medi is 20 sp, while pb is only 10. Those are a few reasons I held back on it and max pb and high wisdom beforehand. I'm not the best at calculating magic attack versus % skill damage. It would be great if you can elaborate how much more effective for PB's damage it would be to raise 10 sp for meditation rather than raise 9 sp for PB. From the looks of it, it seems negligible. I could be insanely wrong though.

-For 4th job, 1 point in meteor gives a 2% activation rate for FA. That seems pretty insignificant to me. It would also come as a disruption of the chain of ME setup to recast every 45 seconds. However, I think maybe it should go earlier?
Aug 26 2013
Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
Thanks a ton Arber .

-About the drains, does it take up your SP though if it indeed is already put in when you advance? If it doesn't then this means we get an extra point to use xD.

-For 2nd job, maxing meditation sooner would also mean you'd have to put in 3 MPE as a prerequisite, basically 3 wasted sp in my book. Also, medi is 20 sp, while pb is only 10. Those are a few reasons I held back on it and max pb and high wisdom beforehand. I'm not the best at calculating magic attack versus % skill damage. It would be great if you can elaborate how much more effective for PB's damage it would be to raise 10 sp for meditation rather than raise 9 sp for PB. From the looks of it, it seems negligible. I could be insanely wrong though.

-For 4th job, 1 point in meteor gives a 2% activation rate for FA. That seems pretty insignificant to me. It would also come as a disruption of the chain of ME setup to recast every 45 seconds. However, I think maybe it should go earlier?[/quote]

I'm not certain, but I'm pretty sure Elemental and Fervent Drain do not take up any advancement SP
And beautiful job as always
Aug 26 2013
IImaplers Level 200 Demethos I/L Arch Mage
Thanks guys. I love the feedback and constructive criticism. MOAR please I'll have to do some re-adjusting.

One other thing is that I'm not sure if Mana Burn is that great of a skill that it should get maxed before Explosion is maxed. I mean, Mana Burn has a 10% chance to activate and also depends on how much MP a monster has left (how the heck do we know when a monster has less than 20% MP remaining anyway? lol).
Aug 26 2013
Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
Thanks guys. I love the feedback and constructive criticism. MOAR please I'll have to do some re-adjusting.

One other thing is that I'm not sure if Mana Burn is that great of a skill that it should get maxed before Explosion is maxed. I mean, Mana Burn has a 10% chance to activate and also depends on how much MP a monster has left (how the heck do we know when a monster has less than 20% MP remaining anyway? lol).[/quote]

The many translations for Mana Burn have me confused, but I'm going off of what SouthPerry says It's a 10% chance to deal 50% extra damage that ignores (?) defenses at max level... So I think it's more useful in a bossing situation. In my opinion, people who want to use the Fire Build would normally be more capable of 1-2 hit KOing enemies (if they normally can't, the Poison build is more logical to follow). So in this case, I think you can ignore the 20% MP requirement (It would only be a problem if you've activated MP Eater 7~8 times). And I think the 10% chance to deal 50% damage is kinda useless in training situations for this kind of person as well.

Hope that made sense
Aug 26 2013
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