General

Mage

What other chard cards should I choose?

I mainly play my mages, bishop (lvl196), BaM (lvl176) and lumi (lvl170) and I have 2 lvl120 mecha cards and 2 lvl70 merc cards, but idk what to choose for the last 2, I would like to add some dmg with them so I was thinking on making 2 lvl120 i/l or maybe getting another lumi to 120, but idk wich would be the best. Suggestions?

January 28, 2013

29 Comments • Newest first

HateSpirit

True, true. I guess I'll have to consider that as well. -time to write down all my sets-

Edit: Just heard a lot of people also saying that aran/evan only activate once per a minute.. I guess I'll probably just go with some other cards that are good by themselves instead of getting the hero set.

Reply February 3, 2013 - edited
Vegeto

@HateSpirit: OOM: Out Of Mana. You might want to figure out good sets based on the class. For example, while 3 warriors sucks on most jobs (10k hp = 800 damage) if you use it on a DA with 100k HP it's a bonus 8k per hit, moderately good, especially since +allstat is worthless to him.

Reply February 3, 2013 - edited
HateSpirit

@Vegeto Dedication. The hyper critical skill is too important to me! What's OMM? I wish I could still fit the dark knight card somehow, but I guess I can't. Since I'm playing one anyways though, I'll probably just put it on when I play on demon avenger.

Reply February 3, 2013 - edited
Vegeto

@HateSpirit: who said anything about 200? I thought you were using them all at 100.... How the f*** do you just 'get' someone to 200? I haven't gotten to 200 in 8 years of playing!
As for Evan, I hear it helps, even if it's not much. People constantly say it's the difference between clearing dojo and OOMing.

Reply February 3, 2013 - edited
HateSpirit

@Vegeto I haven't really touched my battlemage in a while; is reaper any good? I totally forgot about the 3 hero/resistance effects. Thanks for reminding me of that. I might actually just use something like a cannoneer, unless I get another pirate to 200. Forgot about angelic burster's, but I don't play any dex-based classes at the same time. I guess it'd be easier to wear a dragon khanjar or something, but that shouldn't be too much of a problem.

I think your set's pretty solid, considering all the things we've overlooked now. But is there any reason why you included evan? Like, did you find out about how often it works? I might put an aran in place of the mercedes if that's the case then (personal preference). I'll probably get xenon instead of a buccaneer though, since I'll be playing thief classes.

Main thing that bugged me is actually getting a buccaneer/corsair to 200, since I really disliked both after the pirate revamp. Depending on what 5th job offers, my opinion might change though. Thunder breakers kind of interested me though, since they don't seem too insanely overpowered or whatever, and the gameplay looks kind of fun. But they're still too flashy for me haha. Well, thanks again for your suggestions.

Reply February 3, 2013 - edited
Vegeto

@HateSpirit: Don't neglect pirate sets. Bucc/TB is extra damage, not the absolute best but still acceptable. Sair and Jett are summon duration, not bad for a BaM. Mech is buff duration which everyone loves. Cannon is death exp loss, kind of useless. AB is dex, great if you use it. Xenon is all BUT int, sadly not the best for mages. The mage set effect is just as lame as bucc, both of them either are or are not worth it (don't just take 1 of them). You might want to consider making all but pirate sets faction based, +7 allstat may or not be better than < 2k damage per hit

BaM, DA(mech for now), DS
Lumi, Evan, Mercedes
Mech, Bucc, TB <- pirate set still awesome, [Mech, AB, Xenon] when you play a DEX job.

Reply February 3, 2013 - edited
HateSpirit

@SGJin What.. Damn. Now I'm [i]really[/i] unsure of what to get. Demon slayer, demon avenger and dark knight still sound like a good deck though.

@Vegeto Wait, so Aran/Evan only work like once per minute..? I thought it was a 70% chance each time.. Guess I shouldn't get them then..

If buccaneer/thunderbreaker are that useless, then I'm not sure what I'll use for my third slot in that deck. I wanted to get a pirate set for the ignore pdr.
But I guess I'll stick with luminous , battlemage and f/p for the last deck.

Reply February 2, 2013 - edited
SGJin

[quote=phrostmage]@sgjin i cant see your links, do the unique set effects work the same way? tacked on at the end?[/quote]
If you are referring to the Warrior and Mage sets, then yes they pretty much work the same way.
You will get a insignificant amount of damage added to the end.

Reply January 31, 2013 - edited
SGJin

All of the range boosting card effects like I/L, Bucc, & Paly, are all not that good if not worthless. (also the warrior and mage deck effects)
Also it seems like a lot of people don't know how they actually work.

Like @Vegeto pointed out, they add a small amount to your range according to your level. At lvl 200, SS rank I/L card gives 400 range & SS Rank Buccaneer card gives 1000 range etc. It may seem like a decent range boost, however they do [b]not[/b] calculate into your damage like it should. Instead of being included in damage calculation, it is instead tacked on at the end.

Here is how they work.
~Lets say you have a 10k range at lvl 200 and hit 100k damage with a skill that hits 1000%.
~You add a S rank Bucc card to your deck and get a +800 range boost.
~You now have a visible 10,800 range and should be hitting 108k.
~However you will only be hitting 100k damage + 800 damage. (Yes that is only a 800 damage boost and not 8,000)

You can easily test this if you have a DoT attack, since the bonus range is not even calculated at all.
(Im counted as a lvl 210 because of the 10 bonus ap from compensation)
[url=http://i60.photobucket.com/albums/h13/Dark_Paladin_Jin/Maple0013_zps0418c7da.jpg]No card effects[/url]
[url=http://i60.photobucket.com/albums/h13/Dark_Paladin_Jin/Maple0015_zps0c133098.jpg]+ S rank Bucc card[/url]
[url=http://i60.photobucket.com/albums/h13/Dark_Paladin_Jin/Maple0018_zps0fb4fba0.jpg]+ S rank Bucc card, + SS Rank I/L Card, + S Rank Magician Deck effect[/url]

So use them if you have them, but there are better card effects to choose from.

Reply January 31, 2013 - edited
Vegeto

@HateSpirit: Bucc is the same as I/L and pally, just stronger. If it's 5 per level and you are level 200, it adds 1000 to your range. Not that much, but still a moderate boost. I haven't tried evan yet, but it looks pretty worthless, if it only procs once per minute. Battlemage is better overall than dark knight, but both are good. Demon slayer and avenger are both amazing, and I would recommend both of them plus a Kaiser if you were on a STR job, with a drk on the side to help the survivability of other jobs. Xenon is great for anything BUT a mage. Since it is thief/pirate wild, it almost always wants to fit a pirate deck, but once we have revamped NW you could do NW, DB, Xenon for use while playing a thief (including Xenon).

Reply January 31, 2013 - edited
HateSpirit

@HorridaMessor I thought that at first, and thought about how insanely good that would be. But a 'level' is just a job advancement apparently (1st, 2nd, 3rd, 4th). So at 200, you'd only gain like, 8 magic attack I assume? Still don't really get how it works completely.

@phrostmage Ah, I see. I'll probably swap out the i/l card with an evan then. Even though it's counter-productive, I'd probably put the aran in place of the demon slayer card, since 4% status resist isn't crazy-high.

Thanks to those who explained the card set/effects to me. I would've been stuck with like the worst deck ever. ):

Reply January 31, 2013 - edited
HateSpirit

@phrostmage Wow, that's pretty awesome.

@Vegeto Just overlooked the DA and Xenon cards, and both looked pretty appealing. How good is the buccaneer card exactly? I thought it was the same as the i/l and blaze wizard ones. I got pretty excited about them at first when I came back, but then I was told that they're useless actually.

So for the buccaneer one, "5 bonus damage per a level" would mean 20 (magic) attack in total? I still don't really get how it works. Also, the aran and evan cards are still pretty useful to me (especially in dojo), but I don't see a way I could fit them in. All three warrior cards are useful, but I guess battlemage can be replaced if i/l is that useful. At the same time though, blaze wizards have the exact same effect as an i/l, so they'd be the same if their level cap is increased like thunder breakers.

Reply January 31, 2013 - edited
Vegeto

@HateSpirit: DA gives % boss damage. Nobody wants to be without one. I was wrong on xenon, you should skip him and go for bucc and revamped TB combined. I haven't heard anything about revamping pally IL TB and bucc card values, aside from uncapping TB to SS. I/L beats F/P in most cases, unless you somehow can hit around 100k MP.
Damage-per-level cards add to your range, not a huge boost but something. Don't say bucc sucks, it's the most powerful of those damage effects. Sair and Jett get a little situational for who can use them well, but jobs like mech love them. Mercedes is mediocre, considering she has a cap of 5 second reduction for skills with 125 second or longer cooldowns.

Reply January 30, 2013 - edited
HateSpirit

@Vegeto What's Demon Avenger give, status resist as well? And what about xenon, or buccaneer, thunderbreaker and i/l (assuming that since ithere's a change with them, it would apply to i/l as well?).

@phrostmage Eh, still not that great. That's still only like 4k damage (24k for CL, 32k for spectral). I guess it's nice for an extra add-on effect, or if you have like a lot of hits per second. But I don't think it wouldn't be worth it to specifically get it. The pirate one would be better, though cosair, buccaneer and cannoneer suck. On the contrary, the only other useful mage card after using evan, bam and luminous would be f/p. I would stick to my choice for the mechanic and mercedes as a swap for the mihile and hero, since I'd think that it'd be much more useful than a bit more damage off of HP.

@Jachy Yeah, I just overlooked it and saw a percentage sign and HP. Didn't look at it carefully.

Oh wait, does the damage apply to your actual range, or does it apply to your skill-damage (on-screen)? If it adds to your range, that's pretty amazing then..
Not sure if the warrior one works for mages, but I assume it should. No way for me to test it right now, but I plan to make a dark knight and aran soon anyways (already have a kaiser).

Reply January 30, 2013 - edited
Jachy

@HateSpirit: [url=http://www.basilmarket.com/MapleStory-Character-Card-System.html]Character Card System.[/url]

Reply January 29, 2013 - edited
Psydei

Hm... so much conbinations... I'll have to see what I really need, thnx for the responses so far

Reply January 29, 2013 - edited
Vegeto

Good set of 3 decks (after unlimited?) for a mage:
bucc/TB(revamp), mech, xenon
lumi, BaM, IL
DS, DA, Drk

Reply January 29, 2013 - edited
HateSpirit

@Jachy Wait what.. I just saw that. Are you sure it actually gives you "%HP/MP damage", as opposed to actual %HP/MP? If so, then it's pretty much useless lol.. I guess I'd go with mechanic and mercedes in my third set then, since the lack of more %HP rules out the extra usefulness of %DEF.

Just to make sure, if your HP is 10 000, and you get "3% HP damage", then you get 300 more damage applied to your actual damage (when it hits the monster)? That's garbage.

Reply January 29, 2013 - edited
Jachy

@HateSpirit: I asked you that because I know that 3 warrior cards give "HP bonus damage", which means that the more HP you have the more damage you have; not just more HP. The only card which gives more HP is the Dark Knight one.

However, I didn't know that it could also apply to magic damage. Pus, I do know that 3 magician cards give "MP bonus damage" because I've tried it and it's one of my current sets.

Reply January 29, 2013 - edited
HateSpirit

@Jachy No, having 3 warriors gives you %HP, having 3 mages gives you %MP. Since %HP matters more to me, I'd rather get that.
Plus, the individual warrior cards are [i]way[/i] better than the mage ones.

Reply January 29, 2013 - edited
Jachy

@HateSpirit: Are you saying that the % dmg you ger from the warrior's set also applies to magician's damage? o.o

Reply January 29, 2013 - edited
HateSpirit

@Zeff Haha

From what you have now, all but your bishop card would probably be good. As you don't have much concern for MP, then the set bonuses won't really help. The mercedes effect only chops off about 7 seconds (level 120), but it is helpful if you have another one, on top of two mechanic cards.

Personally, I'm going with:
Warrior set [%HP]: Dark Knight (%HP), Aran (Life Steal), Demon Slayer (Status Resist)
Magician Set [%MP]: Luminous (+INT), Evan (Mana Steal), Battle Mage (Damage Reduction)

And when another set is given:
Warrior set [%HP]: Kaiser (+STR [Playing warrior classes]), Mikhail (%Def), Hero (%Def).
-Reasoning for mikhail and hero is to finish the warrior set, getting more %hp, while although the %def seems useless, it is helpful with warrior classes with high base defense already.
-I would also get a mercedes and mechanic card to use with this last set, to switch with mikhail and hero, depending on the situation.

Reply January 29, 2013 - edited
Psydei

[quote=Raskler]i/l card gives attack range, not actual magic attack (like what we see on weapons.) I was thinking "omg, need to make lvl 200 I/L mage!" but then i found it it sux xD ( the card ofc)

I wouldnt go making any duplicate cards, as when we get the 3rd deck added, nexon will not allow duplicates to be added.

MM card for 3% crit rate? xD

DS card for some status resist?

Damage range changing cards are generally quite bad, especially the i/l, pala and bucc cards. onlt half decent one is the lumi card, but the int from it doesnt even stack with potential % or mw, so it even kinda sux too.;[/quote]

I know they'r gonna fix the duplicate card thing but I don't mind, we have many months until we get that patch, plus lvling is so fast that I don't even care... well anyways those are good options for cards, I have a 70 DS and a 13x MM so it wouldn't be so bad to make another, too bad i/l card sux

Reply January 29, 2013 - edited
Bobofrice

How does the IL card even work? Obviously its not per character level... Does that mean 3matt for each card rank? And that aside I'd say two lumi cards would be awesome.

Reply January 29, 2013 - edited
Psydei

@Zeff I'm having fun too lol

@cccurrified I have these cards because the mecha cards combined give me 30% more buff duration and merc cards give me 6% CD reduction, wich is good for BaM's BB and Bishop's infinity, idk if they work with lumi's equilibrium mode but bleh, and I don't really care about the mp usage on my chars, also I have the jr. boogie familiar so it doesn't matter, but if I get 2 i/l cards, they would give me +3 M.ATK per level... even thought idk how this works exactly...

Reply January 28, 2013 - edited
cccurrified

The Evan card is actually pretty good if you tend to lose mp a lot. Maybe you can go for a mage set? Personally I'd go with a Lumi - it's easier to level, though I'm not sure which card is better damage-wise.

Reply January 28, 2013 - edited
Zeff

Oh come now, don't get so upset. Haha. Just having a little fun.

Reply January 28, 2013 - edited
Psydei

[quote=Zeff]Try the Dark Magician, he's a staple in most magician decks.[/quote]

Wrong forum, here [url=http://www.yugiohforums.com/]get out[/url].

Reply January 28, 2013 - edited
Zeff

Try the Dark Magician, he's a staple in most magician decks.

Reply January 28, 2013 - edited