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Sungoons Ultimate Fire/Poison Mage Guide Part 1

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

Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
Please read the introduction!

To Mr. Basil or Mods: This guide is crippled without Tofu tags! Please sticky this guide! Thanks!

[url=http://imageshack.us/a/img824/5018/88r0.png]Current skill description[/url]
[url=http://imageshack.us/a/img163/6221/cfy4.png]New skill description[/url]?
Tell me what you think!

Most recent update:
  • Wed, 21 August 2013 - Planning to have two builds updated and posted by Monday.
  • v. 0.2.01 Beta - 17 August 2013 - fixed Table of Contents.
Temporary Table of Contents:

[s=http://www.basilmarket.com/forum/2717900#introduction]I. Introduction[/s]
  • A. Overview
  • B. Version History
  • C. About the Author
  • D. See Also
  • E. Legal
[s=http://www.basilmarket.com/forum/2717900#thefpmage]II. The Fire Poison Mage[/s]
  • A. Overview
  • B. Things You Must Know
  • C. Types of Fire Poison Mages
  • D. Our Ice Lightning Counterparts
[s=http://www.basilmarket.com/forum/2717900#history]III. A History[/s]
  • A. Before 3rd Job
  • B. Before 4th Job
  • C. Before Big Bang
  • D. Big Bang and Later
  • E. MapleStory RED
[s=http://www.basilmarket.com/forum/2717906#statisticsinfo]IV. Skills and Statistics Information[/s]
  • A. Statistics Information
  • B. Formulas
  • C. Ability Point Builds
  • D. Skills
[s=http://www.basilmarket.com/forum/2718789]The rest of this section[/s]
  • E. Hyper Skills - coming tomorrow
  • F. Skill Builds and Explanations - coming tomorrow
[s=http://www.basilmarket.com/forum/2717910#jobadvancements]V. Job Advancement Processes[/s]
  • A. First Job Advancement
  • B. Second Job Advancement
  • C. Third Job Advancement
  • D. Fourth Job Advancement
  • E. Level 200
[s=http://www.basilmarket.com/forum/2717910#trainingareas]VI. Training Areas[/s]
  • A. First Job Training
  • B. Second Job Training
  • C. Third Job Training
  • D. Fourth Job Training
[s=http://www.basilmarket.com/forum/2717910#equipment]VII. Equipment[/s]
  • A. Weapons and Secondary Weapons
  • B. Elemental Weapons
  • C. Armor
  • D. Accessories
  • E. Potions and Use Items
  • F. Mounts
[s=http://www.basilmarket.com/forum/2717910#method]VIII. Method[/s]
[s=http://www.basilmarket.com/forum/2717917]Rest of Section VIII to X[/s]
  • A. Skill Tactics
  • B. Etiquette
  • C. Keyboard Setup and Macros
[s=http://www.basilmarket.com/forum/2717917#FAQ]IX. Frequently Asked Questions[/s]
[s=http://www.basilmarket.com/forum/2717917#credits]X. Credits and Acknowledgements[/s]

[header=introduction]I. Introduction

A. Overview

Welcome]!
Welcome to my F/P Mage guide! I imagine that I will have this guide up to date for a long time. I made it to offer our fellow and prospective F/P Mages a complete and comprehensive guide. I made and posted it before school starts to get all of the hard time-consuming stuff out of the way. From here on, all I have to do is simply edit things. I plan to have everything updated for RED before it's released.

This is going to look really bad when I first post it because I used a lot of Tofu Tags that are only compatible with guides. It would take me an hour or two to remove them if it's necessary.

What I would like from YOU!
  • Keyboard Setups
  • Spelling Corrections
  • Constructive Criticism
  • Suggestions
  • Information Corrections/Additions (especially the Equips and Job Advancements sections)
  • Skill Tactics
  • Training Spots
  • Comments and Likes

If you have feedback or would like to make a contribution, please comment or PM me. I will of course add you to the contributors list for helping me out!

Future Plans:
  • Have this guide ready for RED before it comes out.
  • Change around the Equips section, it's the section I'm least satisfied with.
  • Add Speed formula
  • Add an Archive section of old skills
  • Add Fizard/Pizard SP builds
  • Add skill animations to the Skills section

Things I don't want to add
  • PvP Section
  • Damage Ranges

I don't want to add a PvP section, at least not until RED comes because it's dead. If something post-RED changes that, I just might. I don't want to add a damage ranges section because I don't believe anything can be gained from them.

B. Version History
Current Version: 0.2.00 (Beta)
  • My guide is now a post!

Version History:
(Top:Bottom::Newest:Oldest)
  • v. 0.2.01 Beta - 17 August 2013 - Fixed Table of Contents
  • v. 0.2.00 Beta - 15 August 2013 - posted the rest of the Skills section. Posted Skill Builds and Hyper Skills. Cleaned up unusable tags, made headers easier to see. Corrected Table of Contents.
  • v. 0.1.00 Beta - 14 August 2013 - cleaned up unusable tags, corrected some FAQ info
  • v. 0.0.00 Beta - 14 August 2013 - Now a post!
  • v. -1.0.00 Alpha - 20 June 2013 - Started making the guide
  • Conception - Some time in early 2012

C. About the Author



Hello! I'm Sungoon, a Lv. 200 Fire/Poison Archmage playing in Scania. This is my main and very first character, which I made in late 2008. My earliest memory of MapleStory was of the red and green Christmas-themed Slimes. During that time, I had to make the tough decision between Ice/Lightning and Fire/Poison. In making that decision, I read a lot about both of the classes. I eventually decided on Fire/Poison and I have never regretted it. In fact, I am so attached to this class that I have a hard time sticking to other classes. Anyways, this got me into the habit of always reading about Fire/Poison Mages. I also joined BasilMarket about 3 years ago and have since been lingering around the F/P forum, trying to help other players. To me, MapleStory is about having fun. My primary concern is being fashionable I only worry about damage when I can't effectively kill things around my level.

In actuality, my name is Kyle and I'm a music education major/violist/violinist at a university in Michigan. I'm very friendly, so don't let the dull, informational tone of my guide fool you!

I credit Aimm of Khaini as my inspirer. He posted a series of 7 "F/P are better than I/L" videos which really sparked my interest in Fire/Poison Mages. Though he does come off as insolent, I believe he did a lot for the F/P vs. I/L debate. You can see his videos here. I credit Flenaris of Scania for inspiring this guide. His own was the F/P Bible at the time, and it was very detailed. You can find a link to Flenaris's F/P Mage Guide in the Credits and Acknowledgements section.

Now, I decided to make my biggest contribution ever to the F/P Mage community with this guide. I hope it helps you become a successful F/P Mage

Best wishes,
Kyle
Sungoon



D. See Also
Here are some other helpful links:
  • The Divine @IImaplers' [url=http://www.basilmarket.com/MapleStory-Guide-FP-Skill-Distribution-Guide-420.html]FP Skill Distribution Guide[/url]
  • @cccurrified's [url=http://www.basilmarket.com/MapleStory-Guide-Fire-Poison-Magician-Guide-454.html]The FP Magician's Owner Handbook[/url] - Currently up-to-date but will no longer be updated.
  • @BBD's [url=http://www.basilmarket.com/MapleStory-Guide-Mage-Info-and-Equips-317.html]Mage Info and Equips Guide[/url] - very helpful, but a lot of it is out-of-date
  • [url=http://www.southperry.net/damagecalc.php]Southperry.net Damage Calculator[/url]
  • Southperry - MapleStory database and forums
  • Hidden-Street - MapleStory database
  • [url=http://orangemushroom.wordpress.com]The Orange Mushroom Blog[/url] - Blog for new content
  • [url=http://spadow.wordpress.com]Spadow's Blog[/url] - Blog for new content
  • Ayumilove - multiple guides

E. Legal
This guide is solely mine and may only be reposted with my permission. If you see this guide posted somewhere other than BasilMarket, please PM me and let me know.

[header=thefpmage]II. The Fire Poison Mage

A. Overview

[i]What is a F/P Mage?[/i]
A Fire/Poison Mage is a general term for a Wizard, Mage, or Archmage that casts Fire and Poison magic. It is the first class to use DoT, and it is the only class in which DoT is a major function. Here is some general info about F/P Mages:

Basic Information
Class Type: Adventurer
Equipment Type: Magician
Attack Distance: Ranged
Main Weapon: Staff, Wand
Secondary Equip: Magic Book
Mobility: Medium
Method of Transportation: Teleport
Primary Stat: Intelligence
Secondary Stat: Luck
Max Level: 250

Character Card Information
  • B Rank (30): +2% Max MP
  • A Rank (60): +3% Max MP
  • S Rank (100): +4% Max MP
  • SS Rank (200): +5% Max MP

General Characteristics of Magicians
In general, Magicians have:
  • INT as a primary stat and LUK as a secondary stat
  • Elemental Magic
  • High MP
  • Low HP
  • Use Magic Attack instead of Weapon Attack
  • Ultimate spells (attack the whole map)
  • Auras

Pros and Cons:
Pros
  • High MP
  • 85% of MP turned into HP
  • Great mobbing capabilities
  • Great soloing capabilities
  • Many damage-multiplying skills
  • Can inflict many status conditions
  • High DoT which is a basis for many mechanics
  • Elemental magic can give damage boosts
  • No skill books required
  • Cheap mastery books
  • Two Ultimate skills
  • Mist Eruption
  • Original class - around from the start
  • Unique play style
  • Low population

Cons
  • No status resistance
  • Unreliable stance
  • Mobility isn't too great
  • No real support buffs
  • Lv. 170 Hyper Skill is broken
  • No push/pull skills
  • Elemental magic can give damage penalties (fixed in 3rd Job)
  • Not many monsters are weak to Poison

The Level 200 Fire Poison Archmage:
Can inflict the following status conditions:
  • Burn
  • Paralyze
  • Poison
  • Seal
  • Slow
  • Stun

Has the following buffs:
  • 35% Critical Rate
  • 145% Min. Critical Damage
  • 75% Mastery
  • 40% Elemental Resistance
  • 20% Ignore DEF
  • 50% Buff Duration Increase

Has the following damage multipliers:
  • Elemental Weakness (1.50)
  • Burning Magic (1.20)
  • Elemental Amplification (1.50)
  • Arcane Aim (1.40)
  • Infinity (2.00)
  • Epic Adventure (1.10)

B. Things You Must Know

What DoT is and how it works
DoT stands for Damage over Time. There are 3 parts to DoT:
  • Damage - this is how much is dealt.
  • Interval - this is how often the damage is dealt.
  • Duration - this is how long the effect lasts.

All DoT in this game has a one (1) second interval, meaning it deals every second. This also means that if a skill has a DoT duration of 10 seconds, the DoT effect will deal damage 10 times.

The following skills deal DoT:
  • Poison Breath - 80% for 10 seconds
  • Poison Mist - 180% for 15 seconds
  • Fire Demon - 90% for 15 seconds
  • Big Bang - 140% for 10 seconds
  • Meteor Shower - 220% for 20 seconds
  • Paralyze - 180% for 10 seconds
  • Oz's Flame Gear - 100% for 8 seconds
  • Megiddo Flame - 700% for 30 seconds

Note: If you attack an elementally-immune enemy with an elemental skill that also inflicts DoT, the enemy will not take damage or DoT. For example, if I use Poison Breath on a Miner Zombie (Poison-immune), it will take only 1 damage, and DoT will not be applied.

What Elemental Magic is and how it works
Fire/Poison Mages use spells of the elements Fire, Poison, and Neutral. There are monsters that are affected in different ways by elemental magic.

Monsters can be:
  • Weak to an element, and will take an additional 50% damage from that element.
  • Neutral to an element, and will not take any more or less damage from that element.
  • Strong to an element, and will take 50% less damage from that element.
  • Immune to an element, and will not take any damage from that element (you will only hit 1s).

List of Fire/Poison Mage skill that belong to each element:
[i]Fire Magic[i]
  • Blazing Arrow
  • Explosion
  • Fire Demon
  • Big Bang
  • Ifrit
  • Meteor Shower
  • Oz's Flame Gear (obtained through the [url=http://global.hidden-street.net/quest/job/power-of-the-spirit-of-fire]Power of the Spirit of Fire[/url] quest)

[i]Poison Magic[/i]
  • Poison Breath
  • Poison Mist
  • Mist Eruption
  • Paralyze

[i]Neutral Magic[/i]
  • Energy Bolt
  • Magic Claw
  • Inferno Aura
  • Megiddo Flame

Note: DoT is not affected by any elemental strengths/weaknesses other than elemental immunity. If you attack an elementally-immune enemy with an elemental skill that also inflicts DoT, the enemy will not take damage or DoT. For example, if I use Poison Breath on a Miner Zombie (Poison-immune), it will take only 1 damage, and DoT will not be applied.

C. Types of Fire Poison Mages

Ultimate Adventurer Fire Poison Mages
An Ultimate Adventurer (AKA Ultimate Explorer) is a type of Adventurer that you can make after you've reached Lv. 120 on a Cygnus Knight. Being a UA Fire/Poison Mage has some advantages:
  • Start at Lv. 50
  • Are able to wear equipment whose level requirements are 10 levels above their own
  • Have the Oz's Flame Gear skill
  • A decent Lv. 50 and Lv. 70 equipment set

I will not tell you how to make one, as that is part of being a Cygnus Knight and not a Fire/Poison Mage. Please see [url=http://www.basilmarket.com/forum/2005609/1/#34500610]this guide[/url] for this information.

Hybrid Mage
A Hybrid Mage utilizes magic of both Fire and Poison. This is the type of F/P Mage that nearly every player is. However, in the beginning of MapleStory, this was not the case.

Pure Fire Mages
Pure Fire Mages (AKA Fizards) use only Fire-attribute magic, and are extremely rare. I've seen only one after the Big Bang patch, about a year ago. Around the beginning of MapleStory, Pure Fire Mages were quite common because the potential of Poison was not well-known.

Today, the idea of a Pure Fire Mage is very unattractive because:
  • No Mist Eruption
  • Your main attacking skill would be Fire Demon

One might make a Pure Fire Mage if they truly want to be unique or biunique.

Pure Poison Mages
Pure Poison Mages (AKA Pizards) use only Poison-attribute magic, and are rare. Around the beginning of MapleStory, players would stick to only Poison magic in order to defy the popular opinion that Poison magic was useless. They ended up levelling faster than their Fizard counterparts.

Today, the idea of a Pure Poison Mage is feasible because:
  • Paralyze is the F/P AM's main attacking skill, and it is Poison-elemental
  • Mist Eruption is Poison-elemental

The idea of a Pure Poison Mage is unfeasible because:
  • Many Fire-based commodities such as Ifrit and Inferno Aura are unavailable
  • Mist Eruption cannot be used to its full potential

D. Our Ice Lightning Counterparts
Ice/Lightning Mages are our direct opposites. I won't go into which-skill-is-better here, but I will give a bit of information that can help us understand our F/P Mages.



[i]Why can't F/P Mages use spells of Ice and Lightning?[/i]
The answer comes to us from an old quest that no longer exists. This quest used unlock the skill Elquines, back when F/P AMs used to have it instead of Ifrit. In summary, the two sets of elements collide. But wait a minute! Why can I/L Mages use Oz's Flame Gear? Actually, when you use the skill Oz's Flame Gear, you summon Oz to cast it for you. Wait another minute! Why can Grendel the Really Old's Clone use both Explosion and Ice Strike? Well, I don't really know. How were F/Ps able to use Elquines and I/Ls Ifrit? It was discovered that these two summons were their own entities, able to use their own magic.

Attack Skill Equivalences
Note: These aren't necessarily directly opposite skills, rather skills that serve the same function.

Wizard:
  • Blazing Arrow:Cold Beam
  • Poison Breath:Thunder Bolt

Mage:
  • Explosion:Ice Strike
  • Fire Demon:Ice Demon
  • Poison Mist:None
  • None:Thunder Spear
  • Teleport Mastery:Teleport Mastery

Archmage:
  • Paralyze:Chain Lightning
  • Mist Eruption - 1v1:None
  • Mist Eruption - Ultimate:Blizzard, Lightning Spear
  • Big Bang:Big Bang
  • Meteor:Blizzard, Lightning Spear
  • Ifrit:Elquines
  • None:Glacier Chain
  • Inferno Aura:None
  • Megiddo Flame:None

Common Skills
Wizard:
  • High Wisdom
  • Meditation
  • MP Eater
  • Slow
  • Spell Mastery
  • Teleport

Mage:
  • Arcane Overdrive
  • Element Amplification
  • Elemental Decrease
  • Seal
  • Spell Booster
  • Teleport Mastery

Archmage:
  • Arcane Aim
  • Buff Mastery
  • Big Bang (Mastery Books are the same)
  • Hero's Will
  • Infinity
  • Maple Warrior

Party Play
There is small evidence suggesting that Nexon intended some party play with Ice/Lightning Mages:
  • The F/P Mage skill Burning Magic gives 20% damage to enemies under DoT, stun, freeze, darkness, or paralysis effects.
  • The I/L Mage skill Storm Magic gives 20% damage and a chance to instantly kill enemies under DoT, stun, freeze, darkness, or paralysis effects.

There is also a nice combination of F/P and I/L skills for bossing post-RED:
  • F/P Archmage's Flame Haze - Incapacitates enemies for a period of time, rendering them unable to deal touch damage.
  • I/L Archmage's Freezing Breath - Freezes enemies, rendering them unable to move or use skills for a period of time.

Used together, these skills can make a boss do absolutely nothing but sit there.

Contrast of both classes
FP Mages
  • Better damage output
  • Can be ubiquitous or everywhere at once with Poison Mist
  • DoT

IL Mages
  • Better defense against states and elements
  • More Stance
  • More Teleport distance
  • Take less touch damage due to Freeze effect
  • Can pull monsters

Comparison of both classes
  • Enormous mobbing capabilites
  • Able to train on higher-level monsters
  • Many damage-multiplying skills
  • Pretty much the same skills but fitted for the different elements

In summary, F/Ps and I/Ls are nearly the same, but F/Ps sacrifice defense and ease of control for more damage and vice versa.

Which one is better?
These two classes, I believe, are very well balanced. There has never been a decision among the masses on which is the victor. If there was, this question would not exist today. Your answer lies within your needs. Look up some YouTube videos of both I/L and F/P Mages, and see which one fits your taste the best.

[header=history]III. A History and Purpose
In this section, I will provide a history of each major phase of Fire/Poison Mages. I will also use this information to define a purpose for Fire/Poison Mages, so that we may use this information to better understand our class and possibly enhance gameplay and party play.

A. Before Third Job

Elements!
Second Job magicians were the first classes to utilize elemental attacks. The elements are Ice, Lightning, Fire, Poison, Holy, and Heal. Fire/Poison wizards were the first class to use Damage over Time, which is a result of the element Poison.

Today, we assume that an elemental magician will utilize both elements equally. Before third job (and well into the period before big bang), this was considered a specialty build. Because Poison Brace was considered useless, the most common type of Fire/Poison wizard was the Fire Wizard, or Fizard. The Fizard utilized only Fire Arrow. The Poison Wizard, or Pizard, utilized only Poison Brace. The third variation, the variation that is assumed today, is that of the Hybrid, who utilized both Fire Arrow and Poison Brace.

Regarding the Origin of Unpopularity
Before Third Job, adventurer magicians were the most common class. Immediately, however, Ice/Lightning wizards stole the spotlight with both their mobbing capabilty (of which Fire/Poison wizards had none) and their ability to freeze monsters with their ice-elemental attacks. The ability to freeze monsters meant that Ice/Lightning wizards weren't taking as much touch damage from running into monsters, therefore reducing the amount of spending on health potions. Clerics were able to heal themselves, nearly [i]eliminating[/i] the need to buy health potions. The only thing Fire/Poison wizards had going was the raw strength of Fire Arrow. Poison was considered useless.

So, from the beginning, Fire/Poison wizards became unpopular due to
  • No mobbing capability
  • High cost due to frequent health potion use
  • Poison Brace considered useless

Additionally, Fire/Poison wizards
  • Trained very slowly due to no mobbing capability
  • Fire Arrow did not travel through terrain

Now, we take mobbing for granted because it's our specialty. Then, it made training during second job hell. Most who took on a Fire/Poison wizard over an Ice/Lightning wizard or a Cleric did not survive the sluggish training.

Purpose
For wizards, their general purpose (or specialty) was to inflict status ailments upon monsters. For Fire/Poison wizards, the status ailments included Poison and Slow. Ice/Lightning wizards were able to inflict Freeze and Slow. Fortunately, Fire/Poison wizards of the time neglected Poison Brace. Why was this a good thing? Wizet decided to give Fire/Poison wizards the mighty Poison Mist to increase the use of Poison.

At the same time, the few who choose to be a Pizard I think discovered the real value in Poison. There is no evidence to whether or not this was discovered prior to the release of Third Job. Poison allowed for faster training because it helped take down high-HP monsters (high-level monsters). But more of this in the next section.

B. Before Fourth Job

Finally, Mobbing!
With the release of Third Job, Fire/Poison mages gained Explosion and Poison Mist, two powerful mobbing skills. This is where the power of Poison was discovered. A monster in a Poison Mist had a 70% chance each second to contract Damage over Time that seeped a set percent of the monster's health points away each second. Once inflicted, the monster would be poisoned long enough to have its health points reduced to 1. This allowed for Fire/Poison mages to quickly clean up the weakened monsters and experience the fastest levelling in game. The cost, however, was a slow Second Job and poor solo capabilities.

Regarding Unpopularity
Ice/Lightning mages continued to be more popular than Fire/Poison mages. Ice Strike was [i]generally[/i] faster than Explosion (though F/Ps could speed it up using a weapon with a fast weapon speed at the cost of damage) and it could freeze monsters, offering better protection. Additionally, Ice/Lightning mages were considered better at dealing a lot of damage to a lot of monsters in little time. The classes that had more capable 1v1 skills drew the crowd away from wizards.

Purpose
It is very obvious that the purpose of mages shifted to mobbing. For bosses like Zakum, many Fire/Poison mages found it difficult to find a party that wanted them. Smart parties recruited both Ice/Lightning and Fire/Poison mages to take care of the plentiful mobs that Zakum spawned.

The purpose of inflicting status ailments also continued with the release of Third Job. This time, both mages gained the ability to Seal monsters, or make them unable to use any magic attacks. Mages gained Element Composition, a solo-oriented skill, but was usually left last in skill builds because other skills were considered more useful.

C. Before Big Bang

Fourth Job
With the addition of Fourth Job, all adventurer magicians gained an Ultimate, or a skill that mobs the whole screen. At the time, this skill was spammable and dealt high damage, meaning it was a popular means of levelling. Each Archmage gained two skills for their respective elements. Fire Demon and Ice Demon accounted for the primary elements of Fire and Ice. The secondary elements made up the main attacking skills. Chain Lightning and Paralyze were Lightning-elemental and Poison-elemental spells, respectively. A frequently asked question is why Paralyze Poison? Well, Paralyze was originally intended for both varieties of Archmages. It was originally called Medusa's Eyes (hence the eyes that stare into your soul), but never made it to GMS that way. Nexon must have run out of ideas for a Poison skill, because they decided to give Paralyze to Fire/Poison Archmages, made it Poison-elemental, and called it a day. With Paralyze, Fire/Poison Archmages gained the ability to inflict the status ailment Paralyze, which is the same as Freeze. Some time before Big Bang, Fire Arrow received an animation update and it went from hitting 1 monster to mobbing 3. Also, Archmages had the summon of their opposite element. F/Ps had Elquines, and I/Ls had Ifrit.

Purpose
With the addition of Ultimates, and Fire/Ice Demon, mobbing remained an intention for Archmages. We also gained some solo capabilities with Paralyze/ Chain Lightning and Mana Reflection. With Fourth Job, Nexon continued with the original characteristics of wizards.

D. Big Bang and Beyond

Big Bang
Big Bang changed everything. It was the biggest change to MapleStory since the beginning, and it paved the way for regular, bigger patches. Training became much easier because monster spawn increased, and the experience required to level up was decreased. As far as Fire/Poison mages are concerned, Poison Mist's Damage over Time damage became based on the player's range, rather than the monster's health points. The accuracy and experience gain changed as well. In short, it nerfed the Fire/Poison mage's fast training ability. They could not train on extremely high-levelled monsters at low levels as they had before. Personally, I was around level 85 when Big Bang arrived. I noticed that using Poison Mist the traditional way was still faster than only using Explosion. All three adventurer magicians gained an important skill: Teleport Mastery, which gives players the ability to deal damage each time he or she teleports. This is useful for mobbing and bossing.

Poison also began to work on bosses.

Ascension
Ascension was the biggest change to magicians since the addition of either Third or Fourth Job. With Ascension, the first notable change was that Poison Brace mobs 6 enemies. From this point on, nearly all Fire/Poison wizards went the Pizard route, maxing Poison first and ignoring Fire. The biggest change was the addition of Mist Eruption, whose power increases multiplicatively for each DoT effect inflicted upon a monster. Two other neat skills were Arcane Aim, which is useful for party monsters and bosses, and Burning Magic, which increases damage on a monster when it has been inflicted with a status ailment.

Purpose
With Ascension, Fire/Poison Archmages became better equipped to handle bosses. Burning Magic increases damage if a monster has been inflicted with a status ailment, which is most useful in bossing situations. Arcane Aim has a chance to increase damage for each time you attack a monster and it gives PDR Ignore (Percent Damage Reduction, something that's commonly found on bosses). Mist Eruption can be used either as a second Ultimate, or as a bossing skill. When prepared, it can be used to deal extremely high damage, and this preparation is only possible on mobs with high health points and bosses.

MapleStory RED and 5th Job Currently Unavailable to GMS

1st - 4th Job Revamp
In this part of the RED update, all adventurer mages received the biggest change ever to their skills. Many skills were moved, removed, and/or had their animations updated, and many new skills appeared.
The most notable changes from this part of the update are the addition of Elemental Drain (F/P mages' specialized skill), Elemental Adapting, and some small changes to Meteor Shower, Paralyze, and Mist Eruption. Elemental Drain increases damage for each applied DoT skill up to 5 times. Elemental Adapting gives F/Ps some shielding against status ailments and an additional resistance towards states and elements. Meteor Shower gained the ability to give players a Final Attack when it is on cool down, a Hyper Skill reduces the cool down time for Mist Eruption by 100%, and Paralyze's element changed to fire.
Posted: August 2013 Permalink

Replies

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iVege Level 10 Khaini
Find/replace your tags too for thread viewing.
Aug 14 2013
Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
Find/replace your tags too for thread viewing.[/quote]

It all works great in scraps and I wish it would here too It'll take me a couple hours to do remove all of the tags D: If I have to do it for everyone's convenience, I will
Aug 14 2013
IImaplers Level 200 Demethos I/L Arch Mage
My god. This is amazing. You've clearly put in tons of work into this and it deserves to be stickied. Great job Kyle !

advice: keep a version with all the tags in tact. I think all the tags should work properly when this is stickied.
Aug 14 2013
Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
My god. This is amazing. You've clearly put in tons of work into this and it deserves to be stickied. Great job Kyle !

advice: keep a version with all the tags in tact. I think all the tags should work properly when this is stickied.[/quote]

Thank you so much This is what happens when no one hires me over the summer >.<
Aug 14 2013
iVege Level 10 Khaini
It all works great in scraps and I wish it would here too It'll take me a couple hours to do remove all of the tags D: If I have to do it for everyone's convenience, I will[/quote]

It doesn't really matter in terms of convenience. Just less clutter. This took a few minutes at most:

I. Introduction

A. Overview

**Welcome**!
Welcome to my F/P Mage guide! I imagine that I will have this guide up to date for a long time. I made it to offer our fellow and prospective F/P Mages a complete and comprehensive guide. I made and posted it before school starts to get all of the hard time-consuming stuff out of the way. From here on, all I have to do is simply edit things. I plan to have everything updated for RED before it's released.

This is going to look really bad when I first post it because I used a lot of Tofu Tags that are only compatible with guides. It would take me an hour or two to remove them if it's necessary.

**What I would like from YOU**!
*Keyboard Setups
*Spelling Corrections
*Constructive Criticism
*Suggestions
*Information Corrections/Additions (especially the Equips and Job Advancements sections)
*Skill Tactics
*Training Spots
*Comments and Likes

If you have feedback or would like to make a contribution, please comment or PM me. I will of course add you to the contributors list for helping me out!

**Future Plans**:
*Have this guide ready for RED before it comes out.
*Change around the Equips section, it's the section I'm least satisfied with.
*Add Speed formula
*Add an Archive section of old skills
*Add Fizard/Pizard SP builds
*Add skill animations to the Skills section

**Things I don't want to add**
*PvP Section
*Damage Ranges

I don't want to add a PvP section, at least not until RED comes because it's dead. If something post-RED changes that, I just might. I don't want to add a damage ranges section because I don't believe anything can be gained from them.

B. Version History
**Current Version: 0.0.00 (Beta)**
*My guide is now a post!

**Version History**:
(Top:Bottom::Newest:Oldest)
*v. 0.0.00 Beta - 14 August 2013 - Now a post!
*v. -1.0.00 Alpha - 20 June 2013 - Started making the guide
*Conception - Some time in early 2012

How I number my versions:
0.0.00

*Red numbers indicate major overhauls in terms of content or layout.
*Blue numbers indicate the addition or change of a feature.
*Green numbers indicate small spelling changes or content changes, and I will or will not list these depending on what I edited.

C. About the Author

Hello! I'm Sungoon, a Lv. 200 Fire/Poison Archmage playing in Scania. This is my main and very first character, which I made in late 2008. My earliest memory of MapleStory was of the red and green Christmas-themed Slimes. During that time, I had to make the tough decision between Ice/Lightning and Fire/Poison. In making that decision, I read a lot about both of the classes. I eventually decided on Fire/Poison and I have never regretted it. In fact, I am so attached to this class that I have a hard time sticking to other classes. Anyways, this got me into the habit of always reading about Fire/Poison Mages. I also joined BasilMarket about 3 years ago and have since been lingering around the F/P forum, trying to help other players. To me, MapleStory is about having fun. My primary concern is being fashionable I only worry about damage when I can't effectively kill things around my level.

In actuality, my name is Kyle and I'm a music education major/violist/violinist at a university in Michigan. I'm very friendly, so don't let the dull, informational tone of my guide fool you!

I credit Aimm of Khaini as my inspirer. He posted a series of 7 "F/P are better than I/L" videos which really sparked my interest in Fire/Poison Mages. Though he does come off as insolent, I believe he did a lot for the F/P vs. I/L debate. You can see his videos here. I credit Flenaris of Scania for inspiring this guide. His own was the F/P Bible at the time, and it was very detailed. You can find a link to Flenaris's F/P Mage Guide in the Credits and Acknowledgements section.

Now, I decided to make my biggest contribution ever to the F/P Mage community with this guide. I hope it helps you become a successful F/P Mage

Best wishes,
Kyle
Sungoon

D. See Also
Here are some other helpful links:
*The Divine @IImaplers' [url=http://www.basilmarket.com/MapleStory-Guide-FP-Skill-Distribution-Guide-420.html]FP Skill Distribution Guide[/url]
*@cccurrified's [url=http://www.basilmarket.com/MapleStory-Guide-Fire-Poison-Magician-Guide-454.html]The FP Magician's Owner Handbook[/url] - Currently up-to-date but will no longer be updated.
*@BBD's [url=http://www.basilmarket.com/MapleStory-Guide-Mage-Info-and-Equips-317.html]Mage Info and Equips Guide[/url] - very helpful, but a lot of it is out-of-date
*[url=http://www.southperry.net/damagecalc.php]Southperry.net Damage Calculator[/url]
*Southperry - MapleStory database and forums
*Hidden-Street - MapleStory database
*[url=http://orangemushroom.wordpress.com]The Orange Mushroom Blog[/url] - Blog for new content
*Ayumilove - multiple guides

E. Legal
This guide is solely mine and may only be reposted with my permission. If you see this guide posted somewhere other than BasilMarket, please PM me and let me know.
II. The Fire Poison Mage

A. Overview
[i]What is a F/P Mage?[/i]
A Fire/Poison Mage is a general term for a Wizard, Mage, or Archmage that casts Fire and Poison magic. It is the first class to use DoT, and it is the only class in which DoT is a major function. Here is some general info about F/P Mages:

**Basic Information**
Class: Explorer
Equipment Type: Magician
Attack Distance: Ranged
Main Weapon: Staff, Wand
Secondary Equip: Magic Book
Mobility: Medium
Method of Transportation: Teleport
Primary Stat: Intelligence
Secondary Stat: Luck
Max Level: 250

**Character Card Information**
*B Rank (30): +2% Max MP
*A Rank (60): +3% Max MP
*S Rank (100): +4% Max MP
*SS Rank (200): +5% Max MP

**General Characteristics of Magicians**
In general, Magicians have:
*INT as a primary stat and LUK as a secondary stat
*Elemental Magic
*High MP
*Low HP
*Use Magic Attack instead of Weapon Attack
*Ultimate spells (attack the whole map)
*Auras

**Pros and Cons**:
Pros
*High MP
*85% of MP turned into HP
*Great mobbing capabilities
*Great soloing capabilities
*Many damage-multiplying skills
*Can inflict many status conditions
*High DoT which is a basis for many mechanics
*Elemental magic can give damage boosts
*No skill books required
*Cheap mastery books
*Two Ultimate skills
*Mist Eruption
*Original class - around from the start
*Unique play style
*Low population

Cons
*No status resistance
*Unreliable stance
*Mobility isn't too great
*No real support buffs
*Lv. 170 Hyper Skill is broken
*No push/pull skills
*Elemental magic can give damage penalties (fixed in 3rd Job)
*Not many monsters are weak to Poison

**The Level 200 Fire Poison Archmage**:
Can inflict the following status conditions:
*Burn
*Paralyze
*Poison
*Seal
*Slow
*Stun

Has the following buffs:
*35% Critical Rate
*145% Min. Critical Damage
*75% Mastery
*40% Elemental Resistance
*20% Ignore DEF
*50% Buff Duration Increase

Has the following damage multipliers:
*Elemental Weakness (1.50)
*Burning Magic (1.20)
*Elemental Amplification (1.50)
*Arcane Aim (1.40)
*Infinity (2.00)
*Epic Adventure (1.10)

B. Things You Must Know
**What DoT is and how it works**
DoT stands for Damage over Time. There are 3 parts to DoT:
*Damage - this is how much is dealt.
*Interval - this is how often the damage is dealt.
*Duration - this is how long the effect lasts.

All DoT in this game has a one (1) second interval, meaning it deals every second. This also means that if a skill has a DoT duration of 10 seconds, the DoT effect will deal damage 10 times.

The following skills deal DoT:
*Poison Breath - 80% for 10 seconds
*Poison Mist - 180% for 15 seconds
*Fire Demon - 90% for 15 seconds
*Big Bang - 140% for 10 seconds
*Meteor Shower - 220% for 20 seconds
*Paralyze - 180% for 10 seconds
*Oz's Flame Gear - 100% for 8 seconds
*Megiddo Flame - 700% for 30 seconds

Note: If you attack an elementally-immune enemy with an elemental skill that also inflicts DoT, the enemy will not take damage or DoT. For example, if I use Poison Breath on a Miner Zombie (Poison-immune), it will take only 1 damage, and DoT will not be applied.

**What Elemental Magic is and how it works**
Fire/Poison Mages use spells of the elements Fire, Poison, and Neutral. There are monsters that are affected in different ways by elemental magic.

Monsters can be:
*Weak to an element, and will take an additional 50% damage from that element.
*Neutral to an element, and will not take any more or less damage from that element.
*Strong to an element, and will take 50% less damage from that element.
*Immune to an element, and will not take any damage from that element (you will only hit 1s).

List of Fire/Poison Mage skill that belong to each element:
Fire Magic
*Blazing Arrow
*Explosion
*Fire Demon
*Big Bang
*Ifrit
*Meteor Shower
*Oz's Flame Gear (obtained through the [url=http://global.hidden-street.net/quest/job/power-of-the-spirit-of-fire]Power of the Spirit of Fire[/url] quest)

Poison Magic
*Poison Breath
*Poison Mist
*Mist Eruption
*Paralyze

Neutral Magic
*Energy Bolt
*Magic Claw
*Inferno Aura
*Megiddo Flame

Note: DoT is not affected by any elemental strengths/weaknesses other than elemental immunity. If you attack an elementally-immune enemy with an elemental skill that also inflicts DoT, the enemy will not take damage or DoT. For example, if I use Poison Breath on a Miner Zombie (Poison-immune), it will take only 1 damage, and DoT will not be applied.

D. Types of Fire Poison Mages
**Ultimate Adventurer Fire Poison Mages**
An Ultimate Adventurer (AKA Ultimate Explorer) is a type of Adventurer that you can make after you've reached Lv. 120 on a Cygnus Knight. Being a UA Fire/Poison Mage has some advantages:
*Start at Lv. 50
*Are able to wear equipment whose level requirements are 10 levels above their own
*Have the Oz's Flame Gear skill
*A decent Lv. 50 and Lv. 70 equipment set

I will not tell you how to make one, as that is part of being a Cygnus Knight and not a Fire/Poison Mage. Please see [url=http://www.basilmarket.com/forum/2005609/1/#34500610]this guide[/url] for this information.

**Hybrid Mage**
A Hybrid Mage utilizes magic of both Fire and Poison. This is the type of F/P Mage that nearly every player is. However, in the beginning of MapleStory, this was not the case.

**Pure Fire Mages**
Pure Fire Mages (AKA Fizards) use only Fire-attribute magic, and are extremely rare. I've seen only one after the Big Bang patch, about a year ago. Around the beginning of MapleStory, Pure Fire Mages were quite common because the potential of Poison was not well-known.

Today, the idea of a Pure Fire Mage is very unattractive because:
*No Mist Eruption
*Your main attacking skill would be Fire Demon

One might make a Pure Fire Mage if they truly want to be unique or biunique.

**Pure Poison Mages**
Pure Poison Mages (AKA Pizards) use only Poison-attribute magic, and are rare. Around the beginning of MapleStory, players would stick to only Poison magic in order to defy the popular opinion that Poison magic was useless. They ended up levelling faster than their Fizard counterparts.

Today, the idea of a Pure Poison Mage is feasible because:
*Paralyze is the F/P AM's main attacking skill, and it is Poison-elemental
*Mist Eruption is Poison-elemental

The idea of a Pure Poison Mage is unfeasible because:
*Many Fire-based commodities such as Ifrit and Inferno Aura are unavailable
*Mist Eruption cannot be used to its full potential

E. Our Ice Lightning Counterparts
Ice/Lightning Mages are our direct opposites. I won't go into which-skill-is-better here, but I will give a bit of information that can help us understand our F/P Mages.

[i]Why can't F/P Mages use spells of Ice and Lightning?[/i]
The answer comes to us from an old quest that no longer exists. This quest used unlock the skill Elquines, back when F/P AMs used to have it instead of Ifrit. In summary, the two sets of elements collide. But wait a minute! Why can I/L Mages use Oz's Flame Gear? Actually, when you use the skill Oz's Flame Gear, you summon Oz to cast it for you. Wait another minute! Why can Grendel the Really Old's Clone use both Explosion and Ice Strike? Well, I don't really know. How were F/Ps able to use Elquines and I/Ls Ifrit? It was discovered that these two summons were their own entities, able to use their own magic.

**Attack Skill Equivalences**
Note: These aren't necessarily directly opposite skills, rather skills that serve the same function.

Wizard:
*Blazing Arrow:Cold Beam
*Poison Breath:Thunder Bolt

Mage:
*Explosion:Ice Strike
*Fire Demon:Ice Demon
*Poison Mist:None
*None:Thunder Spear
*Teleport Mastery:Teleport Mastery

Archmage:
*Paralyze:Chain Lightning
*Mist Eruption - 1v1:None
*Mist Eruption - Ultimate:Blizzard, Lightning Spear
*Big Bang:Big Bang
*Meteor:Blizzard, Lightning Spear
*Ifrit:Elquines
*None:Glacier Chain
*Inferno Aura:None
*Megiddo Flame:None

**Common Skills**
Wizard:
*High Wisdom
*Meditation
*MP Eater
*Slow
*Spell Mastery
*Teleport

Mage:
*Arcane Overdrive
*Element Amplification
*Elemental Decrease
*Seal
*Spell Booster
*Teleport Mastery

Archmage:
*Arcane Aim
*Buff Mastery
*Big Bang (Mastery Books are the same)
*Hero's Will
*Infinity
*Maple Warrior

**Party Play**
There is small evidence suggesting that Nexon intended some party play with Ice/Lightning Mages:
*The F/P Mage skill Burning Magic gives 20% damage to enemies under DoT, stun, **freeze**, darkness, or paralysis effects.
*The I/L Mage skill Storm Magic gives 20% damage and a chance to instantly kill enemies under **DoT**, stun, freeze, darkness, or **paralysis** effects.

There is also a nice combination of F/P and I/L skills for bossing post-RED:
*F/P Archmage's Flame Haze - Incapacitates enemies for a period of time, rendering them unable to deal touch damage.
*I/L Archmage's Freezing Breath - Freezes enemies, rendering them unable to move or use skills for a period of time.

Used together, these skills can make a boss do absolutely nothing but sit there.

**Contrast of both classes**
FP Mages
*Better damage output
*Can be ubiquitous or everywhere at once with Poison Mist
*DoT

IL Mages
*Better defense against states and elements
*More Stance
*More Teleport distance
*Take less touch damage due to Freeze effect
*Can pull monsters

**Comparison of both classes**
*Enormous mobbing capabilites
*Able to train on higher-level monsters
*Many damage-multiplying skills
*Pretty much the same skills but fitted for the different elements

In summary, F/Ps and I/Ls are nearly the same, but F/Ps sacrifice defense and ease of control for more damage and vice versa.

**Which one is better**?
These two classes, I believe, are very well balanced. There has never been a decision among the masses on which is the victor. If there was, this question would not exist today. Your answer lies within your needs. Look up some YouTube videos of both I/L and F/P Mages, and see which one fits your taste the best.
III. A History and Purpose
In this section, I will provide a history of each major phase of Fire/Poison Mages. I will also use this information to define a purpose for Fire/Poison Mages, so that we may use this information to better understand our class and possibly enhance gameplay and party play.

A. Before Third Job

**Elements**!
Second Job magicians were the first classes to utilize elemental attacks. The elements are Ice, Lightning, Fire, Poison, Holy, and Heal. Fire/Poison wizards were the first class to use **Damage over Time**, which is a result of the element Poison.

Today, we assume that an elemental magician will utilize both elements equally. Before third job (and well into the period before big bang), this was considered a specialty build. Because Poison Brace was considered useless, the most common type of Fire/Poison wizard was the Fire Wizard, or Fizard. The Fizard utilized only Fire Arrow. The Poison Wizard, or Pizard, utilized only Poison Brace. The third variation, the variation that is assumed today, is that of the Hybrid, who utilized both Fire Arrow and Poison Brace.

**Regarding the Origin of Unpopularity**
Before Third Job, adventurer magicians were the most common class. Immediately, however, Ice/Lightning wizards stole the spotlight with both their mobbing capabilty (of which Fire/Poison wizards had none) and their ability to freeze monsters with their ice-elemental attacks. The ability to freeze monsters meant that Ice/Lightning wizards weren't taking as much touch damage from running into monsters, therefore reducing the amount of spending on health potions. Clerics were able to heal themselves, nearly [i]eliminating[/i] the need to buy health potions. The only thing Fire/Poison wizards had going was the raw strength of Fire Arrow. Poison was considered useless.

So, from the beginning, Fire/Poison wizards became unpopular due to
*No mobbing capability
*High cost due to frequent health potion use
*Poison Brace considered useless

Additionally, Fire/Poison wizards
*Trained very slowly due to no mobbing capability
*Fire Arrow did not travel through terrain

Now, we take mobbing for granted because it's our specialty. Then, it made training during second job hell. Most who took on a Fire/Poison wizard over an Ice/Lightning wizard or a Cleric did not survive the sluggish training.

**Purpose**
For wizards, their general purpose (or specialty) was to inflict status ailments upon monsters. For Fire/Poison wizards, the status ailments included Poison and Slow. Ice/Lightning wizards were able to inflict Freeze and Slow. Fortunately, Fire/Poison wizards of the time neglected Poison Brace. Why was this a good thing? Wizet decided to give Fire/Poison wizards the mighty Poison Mist to increase the use of Poison.

At the same time, the few who choose to be a Pizard I think discovered the real value in Poison. There is no evidence to whether or not this was discovered prior to the release of Third Job. Poison allowed for faster training because it helped take down high-HP monsters (high-level monsters). But more of this in the next section.

B. Before Fourth Job
**Finally, Mobbing**!
With the release of Third Job, Fire/Poison mages gained Explosion and Poison Mist, two powerful mobbing skills. This is where the power of Poison was discovered. A monster in a Poison Mist had a 70% chance each second to contract Damage over Time that seeped a set percent of the monster's health points away each second. Once inflicted, the monster would be poisoned long enough to have its health points reduced to 1. This allowed for Fire/Poison mages to quickly clean up the weakened monsters and experience the fastest levelling in game. The cost, however, was a slow Second Job and poor solo capabilities.

**Regarding Unpopularity**
Ice/Lightning mages continued to be more popular than Fire/Poison mages. Ice Strike was [i]generally[/i] faster than Explosion (though F/Ps could speed it up using a weapon with a fast weapon speed at the cost of damage) and it could freeze monsters, offering better protection. Additionally, Ice/Lightning mages were considered better at dealing a lot of damage to a lot of monsters in little time. The classes that had more capable 1v1 skills drew the crowd away from wizards.

**Purpose**
It is very obvious that the purpose of mages shifted to mobbing. For bosses like Zakum, many Fire/Poison mages found it difficult to find a party that wanted them. Smart parties recruited both Ice/Lightning and Fire/Poison mages to take care of the plentiful mobs that Zakum spawned.

The purpose of inflicting status ailments also continued with the release of Third Job. This time, both mages gained the ability to Seal monsters, or make them unable to use any magic attacks. Mages gained Element Composition, a solo-oriented skill, but was usually left last in skill builds because other skills were considered more useful.

C. Before Big Bang
**Fourth Job**
With the addition of Fourth Job, all adventurer magicians gained an **Ultimate**, or a skill that mobs the whole screen. At the time, this skill was spammable and dealt high damage, meaning it was a popular means of levelling. Each Archmage gained two skills for their respective elements. Fire Demon and Ice Demon accounted for the primary elements of Fire and Ice. The secondary elements made up the main attacking skills. Chain Lightning and Paralyze were Lightning-elemental and Poison-elemental spells, respectively. A frequently asked question is why Paralyze Poison? Well, Paralyze was originally intended for both varieties of Archmages. It was originally called Medusa's Eyes (hence the eyes that stare into your soul), but never made it to GMS that way. Nexon must have run out of ideas for a Poison skill, because they decided to give Paralyze to Fire/Poison Archmages, made it Poison-elemental, and called it a day. With Paralyze, Fire/Poison Archmages gained the ability to inflict the status ailment **Paralyze**, which is the same as Freeze. Some time before Big Bang, Fire Arrow received an animation update and it went from hitting 1 monster to mobbing 3. Also, Archmages had the summon of their opposite element. F/Ps had Elquines, and I/Ls had Ifrit.

**Purpose**
With the addition of Ultimates, and Fire/Ice Demon, mobbing remained an intention for Archmages. We also gained some solo capabilities with Paralyze/ Chain Lightning and Mana Reflection. With Fourth Job, Nexon continued with the original characteristics of wizards.

D. Big Bang and Beyond
**Big Bang**
Big Bang changed everything. It was the biggest change to MapleStory since the beginning, and it paved the way for regular, bigger patches. Training became much easier because monster spawn increased, and the experience required to level up was decreased. As far as Fire/Poison mages are concerned, Poison Mist's Damage over Time damage became based on the player's range, rather than the monster's health points. The accuracy and experience gain changed as well. In short, it nerfed the Fire/Poison mage's fast training ability. They could not train on extremely high-levelled monsters at low levels as they had before. Personally, I was around level 85 when Big Bang arrived. I noticed that using Poison Mist the traditional way was still faster than only using Explosion. All three adventurer magicians gained an important skill: **Teleport Mastery**, which gives players the ability to deal damage each time he or she teleports. This is useful for mobbing and bossing.

Poison also began to work on bosses.

**Ascension**
Ascension was the biggest change to magicians since the addition of either Third or Fourth Job. With Ascension, the first notable change was that Poison Brace mobs 6 enemies. From this point on, nearly all Fire/Poison wizards went the Pizard route, maxing Poison first and ignoring Fire. The biggest change was the addition of **Mist Eruption**, whose power increases multiplicatively for each DoT effect inflicted upon a monster. Two other neat skills were Arcane Aim, which is useful for party monsters and bosses, and Burning Magic, which increases damage on a monster when it has been inflicted with a status ailment.

**Purpose**
With Ascension, Fire/Poison Archmages became better equipped to handle bosses. Burning Magic increases damage if a monster has been inflicted with a status ailment, which is most useful in bossing situations. Arcane Aim has a chance to increase damage for each time you attack a monster and it gives PDR Ignore (Percent Damage Reduction, something that's commonly found on bosses). Mist Eruption can be used either as a second Ultimate, or as a bossing skill. When prepared, it can be used to deal extremely high damage, and this preparation is only possible on mobs with high health points and bosses.

MapleStory RED and 5th Job Currently Unavailable to GMS
**1st - 4th Job Revamp**
In this part of the RED update, all adventurer mages received the biggest change ever to their skills. Many skills were moved, removed, and/or had their animations updated, and many new skills appeared.
The most notable changes from this part of the update are the addition of Elemental Drain (F/P mages' specialized skill), Elemental Adapting, and some small changes to Meteor Shower, Paralyze, and Mist Eruption. Elemental Drain increases damage for each applied DoT skill up to 5 times. Elemental Adapting gives F/Ps some shielding against status ailments and an additional resistance towards states and elements. Meteor Shower gained the ability to give players a Final Attack when it is on cool down, a Hyper Skill reduces the cool down time for Mist Eruption by 100%, and Paralyze's element changed to fire.

@Edit: alternatively, you can leave the headers and make them work (they should work; I think you need to use 'header' instead of 'h' in threads), and make [url] tags for your table of contents to jump to them. Or just hurry up and get it stickied lul.
Aug 14 2013
IImaplers Level 200 Demethos I/L Arch Mage
@iVege: Yeah, [ h ] blahblahblha [ /h ] should be [ header ] blahblahblah [ / header ] instead and it'll work in any starting post.
Aug 14 2013
IImaplers Level 200 Demethos I/L Arch Mage
@holymage: This needs likes and people gotta keep telling Mr. Basil to sticky this.
Aug 14 2013
Sungoon Level 205 Scania F/P Arch Mage Mercuria Guild
@iVege that looks good for now I'll do it when I get back
I'm going to have to fix all of the headers and remove all of the tables for now... it was much less work for me to put them all in as I went, so that's why it's so messy now
Aug 14 2013
iVege Level 10 Khaini
Yeah, ##blahblahblha should be **]blahblahblah[/header****] instead.[/quote]

Likewise, ###blahblahblah[/h2] should be **]blahblahblah[/header2****] instead. Iirc, ###[/h2] doesn't even work in scraps or guides (though I know ## does). Maybe it was something else, but it had something to do with the 'header' and 'h' tags. Maybe they fixed it, idk.
Aug 14 2013
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