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FP Archmage Builds

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

IImaplers Level 200 Demethos I/L Arch Mage
Hello, I thought I'd take a stab at showcasing various builds for FP Archmages. Even though I haven't really taken a look at the guides out there, I think these may help people decide what they'd like to do as an FP AM....

note: i'm not familiar with the inner workings of the skills mana reflection and big bang. Please let me know how they can figure into builds, and how useful they may be for training, etc.

[HEADER]The "I want massive POWER asap and the fastest possible lvling" build[/HEADER]
LVL 120-129: Add Meteor until it is maxed
LVL 130-136: Add Maple Warrior until it is maxed.
LVL 136-138: Add 5 to Fire Demon.
LVL 138-148: Add Elquines until it is maxed.
LVL 148-158: Add Paralyze until maxed.
LVL 158-166: Add Fire Demon until maxed.
LVL 166+: add big bang or whatever else fits the need for more power.

Description: If you have access to all needed mastery books and with quite a lot of funding to handle the pot burn of constant ultimate training, this build might work pretty well for you. Taking advantage of maxing Meteor and MW as early as possible allows for the quickest training. In low-populated servers like Yellonde and Demethos, it'll be not easy to find/buy the MW 20, Meteor 30, Paralyze 30, etc. mastery books, thus I recommend doing this build only if you can afford to in optimal conditions. Pumping points into Elquines + Paralyze from 138-158 can let you be highly prepared for bosses like Zakum in lvl 15x. Again, this build disregards the amount of mesos/connections you have and aims for quickest lvling and highest damage. I HIGHLY RECOMMEND this build but I do realize that it only possible if the player has all the mastery books in place and they work. Always aim for a variant of this build if you don't necessarily have all the resources. Whatever the case, Meteor training is the most crucial thing for the FP.

[HEADER]The "I prefer to mist with benefits early because I am a slight non-conformist" build[/HEADER]
LVL 120-128: Add 7 Fire Demon (to hit up to 3 monsters) and 18 Elquines (great team of mist-finishers)
LVL 128-132: Add 2 to Elquines for 110 second impact and 9 remaining points can go to either meteor or FD (to hit up to 4 monsters)
LVL 132: Add remaining point in Meteor (You can finish off a slew of poisoned monsters easily with 1 meteor, and only spend the minimum 4200 MP each time)
LVL 133-134: finish off maxing Fire Demon for the capability of solo FD training (99% of all FP AMs would never use FD as a main attack but I do like seeing a bunch of burned red monsters ^_^).
LVL 134-144: Add Paralyze until maxed. (Sufficient to be able to solo right Pianus and other bosses like it pretty quickly. Also may be used as a mist-finisher along with FD, Elq, Meteor, etc.)
LVL 145-154: Add Meteor until maxed (By then we assume you have all necessary skillbooks for it, and you might sure be extremely bored of misting...or not )
LVL 155-161: Finish maxing Elquines. (Could be replaced by something else, but does indeed help with bossing.)
LVL: 162+: Anything you want but preferably max MW first to help with meteor..

Description: This is for those who really enjoy misting and perhaps are certain that they would not enjoy Meteor training very early. Another reason to go with this build is to avoid pot burn you'd get with meteor training and instead rely on mist. A major drawback is that you WILL lvl about 4 times slower with this build than with a build of taking advantage of Meteor and its helpers early, and mist training is not exactly a pot saver in 4th job as well if at skeles/Time Temple monsters/other. A small plus is that with decent lvls of paralyze and Elquines, you can start being very effective at the soloing of harder bosses in late 13x though. NOT RECOMMENDED unless you've got the patience.

[HEADER]The "I want the combination of a wallet-friendly and a quick training" build[/HEADER]
LVL 120-121: Raise Fire Demon to 5
LVL 121-125: Raise Elquines to 11
LVL 125-130: Raise Meteor to 15
LVL 130-133: Raise MW to 10
LVL 133-138: Save 15 points for meteor, assuming by ~139 you'd earn enough mesos to afford and have access to meteor 20 and meteor 30 mastery books. This is a technique used to prevent wasting MP pots (and therefore mesos) for meteor when it is between lvls 15 and 30. MP usage is the same for meteor 30 as it is for 15 (7k MP with amp).
LVL 138: Put 1 point into paralyze, for instance, for variety.
LVL 139: Dump 15 saved points into Meteor assuming meteor mastery book 20 works fine, and you get lucky with meteor mastery book 30. Raise Remaining 3 points on MW if MW 20 passes.
LVL 140+: If you are broke, further raise Infinity to a substantial lvl. If not, get MW+Paralyze+Elquines for bossing/training efficiency and variety. After that it is up to you, i guess.

Description: My aim for making this build was for the player to ease into training with meteor at mid 12x since, it may take a toll on your mesos if you go too early. With this build, you can also mist with at least decent results all the way into early 13x, and then go with meteor training from then on.

[HEADER]The "I want to go on (solo xP) boss runs asap" build[/HEADER]
LVL 120-126: Raise Paralyze to 20 (misting at these lvls should still be okay exp, not great but sufficient).
LVL 126-128: Raise Fire Demon to 5
LVL 128-132: Raise Elquines to 11
LVL 132-135: Raise Paralyze to 30 (good luck obtaining and scrolling Paralyze 30 to be able to do this.)
LVL 135+: Max Elquines asap, then go with maxing meteor, and finally all skills that could help you with boss runs and/or just training.

Description: This build is not a good idea unless you only want to go primarily on boss runs. LVLing will be very slow until you can get a lvl of meteor where you can 2hko newts/skeles. NOT RECOMMENDED unless you've got the resources/connections and patience.

[HEADER]The "I want the most wallet-friendly build since I'm DEAD broke" build[/HEADER]
  • need opinions for this*

Description: -to come

[HEADER]The goal of FP AMs[/HEADER]
gamerdude292:
Meteor Shower training IS the way to go, no matter how broke or rich you may be. For those who are determined, creative and persistent money always comes, and being smart with how you level such a strong yet costly skill will allow you to regulate your damage and pot usage without doing unnecessary overkill damage and thus wasting pots. By adhering to such rules, your training will be as efficient as possible, which, in the long run, means faster access to stronger skills.
Posted: September 2009 Permalink
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This was my build;
120 - 1 Meteor 1 Paralyze 1 Fire Demon
121 - 4 Meteor
122 - 7 Meteor
123 - 10 Meteor
124 - 13 Meteor
125 - 15 Meteor 2 Fire Demon
126 - 5 Fire Demon
127 - 3 Elquines

Before I retired I planned on doing this after

128 - 6 Elquines
129 - 9 Elquines
130 - 11 Elquines 16 Meteor
131 - 19 Meteor
132 - 22 Meteor
133 - 25 Meteor
134 - 28 Meteor
135 - 30 Meteor (MAX) 1 Maple Hero
136 - 4 Maple Hero
137 - 7 Maple Hero
138 - 9 Maple Hero

After that I planned on maxing Paralyze and anything after that is basically maxing Fire Demon > Elquines > and whatever else is left. lol.
Sep 08 2009
Infinity is an utterly useless skill, along with Mana Reflection and Big Bang. While you may like or enjoy some of them (and I won't lie; as a bosser, I find Mana Reflection a nice little boost, but in the long-term of a battle it honestly does negligible damage), you should honestly never add any points to them until you've maxed the main F/P ArchMage skills (Meteo, Elquines, Paralyze, Fire Demon, Maple Warrior).

To give you an idea about how pointless Infinity is at saving you money, here's how you can think of it: at max, Infinity saves MP for 40 seconds. Every cast of Meteor Shower has a 3 second delay, so when you factor in climbing time, kb time, spawn time, or any other extraneous amounts, you can assume you cast Meteor Shower roughly every 5 seconds while training. At worst, an F/P has to repot every cast of Meteor Shower, so within 40 seconds of Infinity you save 8 Meteor Shower casts, which, if you're using Ginger Ales, saves you 30,400 mesos.

Every 10 minutes, due to the Infinity cooldown time.

I can tell you right now most people can pick up 30k mesos within a couple minutes, so putting 30 points into that skill instead of others to save such a meaningless amount of mesos is utterly pointless. To be honest, the most "cost-efficient" builds for training would involve buying a pet to loot and misting. However, I have to put this out there right now - no matter how broke you may be, understand that the Magician classes, in order to be the best training classes in the game, have to pay an unbelievable amount of mesos to do so. Learning how to make money other ways (eg boss runs, killing area bosses for drops, doing money quests, merchanting) will be a necessity if you want to train fast with Meteor Shower.

Hope that helps!
Sep 08 2009
You would be stupid not to put points on meteo first in any build, chances are if you have the money to mist you have some money to use meteo.
Sep 08 2009
IImaplers Level 200 Demethos I/L Arch Mage
Infinity is an utterly useless skill, along with Mana Reflection and Big Bang. While you may like or enjoy some of them (and I won't lie; as a bosser, I find Mana Reflection a nice little boost, but in the long-term of a battle it honestly does negligible damage), you should honestly never add any points to them until you've maxed the main F/P ArchMage skills (Meteo, Elquines, Paralyze, Fire Demon, Maple Warrior).

To give you an idea about how pointless Infinity is at saving you money, here's how you can think of it: at max, Infinity saves MP for 40 seconds. Every cast of Meteor Shower has a 3 second delay, so when you factor in climbing time, kb time, spawn time, or any other extraneous amounts, you can assume you cast Meteor Shower roughly every 5 seconds while training. At worst, an F/P has to repot every cast of Meteor Shower, so within 40 seconds of Infinity you save 8 Meteor Shower casts, which, if you're using Ginger Ales, saves you 30,400 mesos.

Every 10 minutes, due to the Infinity cooldown time.

I can tell you right now most people can pick up 30k mesos within a couple minutes, so putting 30 points into that skill instead of others to save such a meaningless amount of mesos is utterly pointless. To be honest, the most "cost-efficient" builds for training would involve buying a pet to loot and misting. However, I have to put this out there right now - no matter how broke you may be, understand that the Magician classes, in order to be the best training classes in the game, have to pay an unbelievable amount of mesos to do so. Learning how to make money other ways (eg boss runs, killing area bosses for drops, doing money quests, merchanting) will be a necessity if you want to train fast with Meteor Shower.

Hope that helps![/quote]

Thx for all the help. I think I'll omit Infinity from anywhere I mentioned it.
BTW, grats on 200 ! And I have a question for you:

what was your build?
Sep 08 2009
Infinity is an utterly useless skill, along with Mana Reflection and Big Bang. While you may like or enjoy some of them (and I won't lie; as a bosser, I find Mana Reflection a nice little boost, but in the long-term of a battle it honestly does negligible damage), you should honestly never add any points to them until you've maxed the main F/P ArchMage skills (Meteo, Elquines, Paralyze, Fire Demon, Maple Warrior).

To give you an idea about how pointless Infinity is at saving you money, here's how you can think of it: at max, Infinity saves MP for 40 seconds. Every cast of Meteor Shower has a 3 second delay, so when you factor in climbing time, kb time, spawn time, or any other extraneous amounts, you can assume you cast Meteor Shower roughly every 5 seconds while training. At worst, an F/P has to repot every cast of Meteor Shower, so within 40 seconds of Infinity you save 8 Meteor Shower casts, which, if you're using Ginger Ales, saves you 30,400 mesos.

Every 10 minutes, due to the Infinity cooldown time.

I can tell you right now most people can pick up 30k mesos within a couple minutes, so putting 30 points into that skill instead of others to save such a meaningless amount of mesos is utterly pointless. To be honest, the most "cost-efficient" builds for training would involve buying a pet to loot and misting. However, I have to put this out there right now - no matter how broke you may be, understand that the Magician classes, in order to be the best training classes in the game, have to pay an unbelievable amount of mesos to do so. Learning how to make money other ways (eg boss runs, killing area bosses for drops, doing money quests, merchanting) will be a necessity if you want to train fast with Meteor Shower.

Hope that helps![/quote]

Also, Level 1 Infinity is only 11 seconds, so that's barely 2 casts.
Sep 08 2009
IImaplers Level 200 Demethos I/L Arch Mage
You would be stupid not to put points on meteo first in any build, chances are if you have the money to mist you have some money to use meteo.[/quote]

I agree, but some people do not enjoy spamming meteor at all, or just want to enjoy misting with better helper skills, or are just too flat-out broke to have effective meteor training. Hence those are the builds for them. And yes, if you're too broke to use meteor, FP AM is probably not the class for you.
Sep 08 2009
Congratulations on 200 sir.
Sep 08 2009
Thank you very much IImaplers and Inferno .

I was Lv. 130 by the time 4th jobs were released, and at that time 4th job builds were VERY experimental. I was, at the time, a proponent of the Fire Demon/Paralyze/Elquines trio for training as I was (and I can't believe it in retrospect) worried about Meteor Shower pot costs. Due to this mentality my build was just messed up (along with the fact that books were scarce, so I just put points in things when I had passed books - in this early case, Elquines).

My point is, don't look at my personal build for guidance, because I completely changed what I was doing at Lv. 137 to what I should have been doing all along. My best suggestion for new F/P ArchMages is to max Meteor Shower according to your personal strengths. The point of 4th job training for Magicians is to only level your ultimate in order to reach certain "plateaus" of training, specific hit-ko areas one should strive for in order to increase training rates. For example, your first training plateau will be 3hkoing Blue Wyverns, as 3hkoing them is rather easy to do and is still faster than any misting strategy. These plateaus continue in an order I won't type out completely, but generally moves to less hits required to kill monsters (you always want to work on ohkoing) while moving from monster to monster (Blue Wyverns, Time Temple, Newties, etc.) towards the ultimate goal of ohkoing Skeles.

What's the overall point of this? Each Magician is different, and some are stronger than others and/or have more resources than some. For that reason, 4th job is really about playing around with numbers using the magic damage formulas to calculate your damage at certain levels, with additional INT and/or equip upgrades (especially elemental weapon effects), with varying levels of Meteor Shower. For example, a LUK F/P at 120 with a Lv. 113 Fire Staff and very good gear may be capable of 3hkoing Newties with Lv. 3 Meteor Shower. For them, they probably want to add points into Meteor Shower continually until they can 100% 2hko Newties, at which point they're most likely set for a while.

To summarize that wall of text in one sentence, the goal of training at 4th job is to **add only the points into Meteor Shower you need to kill monsters at a certain rate, and nothing more.**

Meteor Shower training IS the way to go, no matter how broke or rich you may be. For those who are determined, creative and persistent money always comes, and being smart with how you level such a strong yet costly skill will allow you to regulate your damage and pot usage without doing unnecessary overkill damage and thus wasting pots. By adhering to such rules, your training will be as efficient as possible, which, in the long run, means faster access to stronger skills.

Hope that helps!
Sep 09 2009
Sorry, sir. The fire staff is 103 not 113. Other then that spot on!
Meteor = Ownage. Btw, when you said about ohkoing skeles, isn't RoR4/dukus better?
Sep 09 2009
Ah yes, thanks for the correction! Never used one so I'm not as familiar XD.

Solo ohkoing Skeles in The Restoring Memory mini dungeon is by far the overall best training in the game. Since we don't have Ulu City yet I can't report on Dukus (which I can't do regardless now that I'm 200), but I'd have to guess it would be lower still than ohkoing Skeles simply because there are creatures built into the map like gophers in Leafre that pop out of the ground at random times and stun your character, thus lowering EXP/hr rates. When I tested RoR4 ohko soloing it was roughly 30m EXP/hr on 2x, which is MUCH less than the 45m EXP/hr on 2x an AM can easily get ohkoing Skeles. Hell, throw in leechless HS (and, if you can, haste) and those rates get to 50-55m+ EXP/hr on 2x. Granted, that trial of RoR4 was one run through to simply test it, and since it was so far off what Skeles can give I discredited it as a viable training spot for those who can 100% ohko Skeles.

But this brings up a good point I'd like to make: 100% ohkoing Newts (AND Nest Golems) yielded, at best, 28m EXP/hr for me on 2x, 30m with leechless HS. That was at best, compared to one run-through at RoR4. When you're maneuvering around large maps like the Skele mini-dungeon or RoR4, techniques and skills are learned through experience that allow you to move faster and kill more efficiently, thus boosting EXP/hr rates. I [i]guarantee[/i] that RoR4 soloing is, at best, much higher than 30m EXP/hr on 2x and is probably closer to 35m, 40m with leechless HS, making it **officially a better training spot for soloing F/P AMs than Newts.** That bolded statement is important, I feel, because many AMs are still not aware of this concept. However, Skeles are in fact the best place for soloing out of all possible training maps.

Now I haven't even mentioned splitting a map, but this is what I can say: for Skeles, it's not worth it. I've always soloed since I could ohko, and I have even converted map-splitting AMs and Bishops into soloing ones because of the technique we use that can garner so much EXP in an hour. However, splitting a map with a Bishop or AM + leechless HS is typically on par with RoR4 soloing IF you can 100% 2hko Skeles, and so that's something people should research, as there are a variety of training combinations for splitting Skeles (ie two 100% 2hkoing AMs with leechless HS, one ohkoing Bishop and you as the 2hkoing AM, switching between top and bottom, etc.) one can utilize.

And the last question: splitting RoR4 with another F/P? Throw in leechless HS? Both experienced F/Ps who know how to split the map? These are areas I never got to explore before finishing training on my AM, and they're cases that could all be comparable or better than some of the above Skele options I mentioned. In the long run, however, an F/P has an option between RoR4 and splitting a Skele map with another Magician as the penultimate training locations, with solo 100% ohkoing Skeles the ultimate, end-game goal.
Sep 10 2009
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