Skill build for Battle Mage.

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Skill build for Battle Mage.

Post by Satay on Wed Jun 29, 2011 3:55 pm

Well, thro and a few of my friends have been asking me about how to add battle mage skills. So I thought, I should post the guide I use on the forum. Credits goes to Basilmarket~
Here's it: (Written by JoshJosh)

Table of Contents
1. Introduction- Talks about what a Battle Mage is and why to play one.
2. AP Guide- Talks about what to AP to raise if your a Regular LUK, Low-LUK, or Lukless Mage.
3. The SP Guide- Talks about what order, to put your SP in and what to max and not max when leveling a Battle Mage.
4. Training Guide- Look here for where to train and when, and what its like training there. (Can be used by other classes as well)
5. Commonly Asked Questions- Look here if you have a question and see if I answered it in this section!

Introduction

Hello everyone! So, I am guessing you are here because you made the wise desicion on making a Battle Mage, good choice. There are many things about Battle Mages that make them very unique and in some categories superior to The Wild Hunter. However Battle Mages are very flashy, somewhat powerful and very helpful in parties; they level up much slower than Wild Hunters and depending on funding not as strong. Teleport and Booster make us fast along with the amazing Yellow Aura, and we get more and more powerful later on. So far, no crappy little Wild Hunter has been able to ks my Battle Mage. Anyways, in my guide I will be talking about a few particular skill builds that I think are ideal and a detailed training guide. I'll spare you guys the story about the Black Mage crap and get right into it.

AP Guide

Regular LUK

Each Level Raise: 4 INT 1 LUK until you have enough LUK to wear ideal end-game equipment on. Then, when you do, put everything into INT for more damage!

This is the easiest way to go, and the most popular way to go. You just keep on raising 4 INT and 1 LUK until you have enough LUK to put on your final pieces of equipment. Then you just put it into INT.

Low-LUK

Each Level Raise: 4 INT 1 LUK until around 50 LUK which is when most funded people tend to cap it. Once you have reached 50 LUK just put everything into INT.

This is probably the most challenging way to go, because most Low-LUK Mages buy LUK equips so that they can wear higher a higher level staff. You need to have lots of funding to do this. Although, in the end these are the most powerful Mages.

Lukless

Each Level Raise: 5 INT. You just do this forever! No LUK whatsoever!

This is another very powerful choice, yet expensive. The Lukless don't buy LUK equips normally, they just get a godly Lukless Staff (e.x Maple Wisdom Staff) and then get INT equips. It's all about the power this way.

The SP guide

These SP builds are what I think are the most logical builds, that will benefit you the most in terms or either training, pot-saving etc..
Remember, you can change it up if you personally would like to do so!

Resistance skills

Crystal Throw: Throws a piece of Rue at an enemy. (3)

Infiltrate: Allows you to hide and move quickly for a short time. (3)

Potion Mastery: Because of short supply issues, you`ve learned to use the potions more effectively. (3)

Blessing of the Fairy: Grants 1 skill level for every 10 levels your highest level character has. Each skill level grants bonus buffs. If your current character is your highest level character, this skill uses your second highest level character instead. (20)

Level 2: Crystal Throw +1 (1)
Level 3: Crystal Throw +1 (2)
Level 4: Crystal Throw +1 (3)
Level 5: Infiltrate +1 (1)
Level 6: Infiltrate +1 (2)
Level 7: Infiltrate +1 (3)
Level 8: Potion Mastery +1 (1)
Level 9: Potion Mastery +1 (2)
Level 10: Potion Mastery +1 (3)

Results
(In the order they are maxed)
Crystal Throw: 3 (DONE)
Infiltrate: 3 (DONE)
Potion Mastery: 3 (DONE)

You need to max out your attacking move first, and then infiltrate for speed. Afterwards finish off Potion Mastery as it is an AMAZING skill for later levels.

Battle Mage 1st job

Triple Blow: Hit the skill key to attack up to six monsters three times with your staff. (20)

Dark Aura: Hit the skill key to cast an Aura that can give up to 10% extra damage. (20)

The Finisher: Hit the skill key following Triple Blow or any enhanced version to deal a finishing blow to a monster (The Blow gets stronger and bigger as the skill grows better, e.x Triple Blow-Bad, Quad Blow-Decent, Quintuple Blow-Good, Final Blow-Great)

Teleport: Hit the key to teleport a certain distance. (15)

Option 1 Damage first build

Level 10: Triple Blow +4 (4) The Finisher +1 (1)
Level 11: Triple Blow +3 (7)
Level 12: Triple Blow +3 (10)
Level 13: Triple Blow +3 (13)
Level 14: Triple Blow +3 (16)
Level 15: Triple Blow +3 (19)
Level 16: Triple Blow +1 (1) (DONE) The Finisher +2 (3) (Get one of everything)
Level 17: The Finisher +3 (6)
Level 18: The Finisher +3 (9)
Level 19: The Finisher +1 (10) (DONE) Dark Aura +2 (2) (Good finishing move, hence the name. Gets even better later on)
Level 20: Dark Aura +3 (5)
Level 21: Dark Aura +3 (Cool
Level 22: Dark Aura +3 (11)
Level 23: Dark Aura +3 (14)
Level 24: Dark Aura +3 (17)
Level 25: Dark Aura +3 (20) (DONE)
Level 26: Teleport +3 (3) (Add even more attack onto your Triple Blow and Finisher)
Level 27: Teleport +3 (6)
Level 28: Teleport +3 (9)
Level 29: Teleport +3 (12)
Level 30: Teleport +3 (15) (DONE)

Results
(In the order they are maxed)
Triple Blow: 20 (DONE)
Finishing Blow 10 (DONE)
Dark Aura 20 (DONE)
Teleport 15 (DONE)

The reason for this build is that we want to get our main attack move Triple Blow down right away. Afterwards just get one of each so you can move a little quicker with Teleport. Throw one in Dark Aura just for kicks, then move onto The Finisher. This is a great finishing move (hence the name), and it gets even better later on. Afterwards, max Dark Aura for even more damage on top of all that. Then finally finish off your Teleport to travel more distance, and use less MP while doing it. This build is pretty much what I call a damage first build.

Option 2
Mobility and MP Saver build

Level 10: Triple Blow +4 (4) The Finisher +1 (1)
Level 11: Triple Blow +3 (7)
Level 12: Triple Blow +3 (10)
Level 13: Triple Blow +3 (13)
Level 14: Triple Blow +3 (16)
Level 15: Triple Blow +3 (19)
Level 16: Triple Blow +1 (DONE) Teleport +2 (2)
Level 17: Teleport +3 (5)
Level 18: Teleport +3 (Cool
Level 19: Teleport +3 (11)
Level 20: Teleport +3 (14)
Level 21: Teleport +1 (15) (DONE) The Finisher +2 (3)
Level 22: The Finisher +3 (6)
Level 23: The Finisher +3 (9)
Level 24: The Finisher +1 (10) (DONE) Dark Aura +2 (2)
Level 25: Dark Aura +3 (5)
Level 26: Dark Aura +3 (Cool
Level 27: Dark Aura +3 (11)
Level 28: Dark Aura +3 (14)
Level 29: Dark Aura +3 (17)
Level 30: Dark Aura +3 (20) (DONE)

Results
(In the order they are maxed)
Triple Blow 20 (DONE)
Teleport 15 (DONE)
The Finisher 10 (DONE)
Dark Aura 20 (DONE)

This is my Mobility and MP Saver build. Triple Blow first because of course its like your only good main attacking move at these levels. Second, is Teleport because you want to get places faster and move around faster on maps without draining you whole MP within 30 seconds either. Afterwards, The Finisher because it is a decent finishing skill at this level. Lastly, Dark Aura because it is not great at this level, however later on it will get very good.

Battle Mage 2nd job

Quad Blow: Hit the skill key to strike up to six monsters with your staff four times. (Requirement Triple Blow lvl. 20). (20)

Dark Chains: Hit the skill key to pull up to six monsters closer to you with chains. Has a knock-down effect. (20)

Blue Aura: Hit the skill key to cast an Aura which allows you to absorb some of your party's damage. (20)

Yellow Aura: Hit the skill key to cast an Aura which increases Moving Speed and Attacking Speed. (20)

Blood Drain: This buff allows you to recover a small amount of the damage you deal as HP. (20)

Staff Booster: This buff increases the attacking speed of your staff. (20)

Staff Mastery: Increases the mastery and critical rate AND magic attack of your staff. (20)

Option 1 The Long Booster-Time Build

Level 30: Quad Blow +1 (1), Yellow Aura +1 (1) Dark Chains +1 (1) (Dark chains has already done 90% of its job at lvl 1, Yellow Aura for the Attacking speed +1)
Level 31: Staff Mastery +3 (3)
Level 32: Staff Mastery +2 (5), Staff Booster +1 (1)
Level 33: Staff Booster +3 (4)
Level 34: Staff Booster +2 (6), Staff Mastery 1, (6) (You dont HAVE to get booster right away if you want but it helps for speedy training)
Level 35: Staff Mastery +3 (9)
Level 36: Staff Mastery +3 (12)
Level 37: Staff Mastery +3 (15)
Level 38: Staff Mastery +3 (18)
Level 39: Staff Mastery +2 (DONE), Quad Blow +1 (2) (Staff Mastery adds Crit, Magic attack, and mastery, crucial to max at the start)
Level 40: Quad Blow +3 (5)
Level 41: Quad Blow +3 (Cool
Level 42: Quad Blow +3 (11)
Level 43: Quad Blow +3 (14)
Level 44: Quad Blow +3 (17)
Level 45: Quad Blow +3 (20) (DONE),
Level 46: Staff Booster +3 (9)
Level 47: Staff Booster +3 (12)
Level 48: Staff Booster +3 (15)
Level 49: Staff Booster +3 (18)
Level 50: Staff Booster +2 (20) (DONE) Yellow Aura +1 (2) (All about speedy training here with a minute and a half of booster)
Level 51: Yellow Aura +3 (5)
Level 52: Yellow Aura +3 (Cool
Level 53: Yellow Aura +3 (11)
Level 54: Yellow Aura +3 (14)
Level 55: Yellow Aura +3 (17)
Level 56: Yellow Aura +3 (20) (More Speed increases)
Level 57: Dark Chains +3 (4)
Level 58: Dark Chains +3 (7)
Level 59: Dark Chains +3 (10)
Level 60: Dark Chains +3 (13)
Level 61: Dark Chains +3 (16)
Level 62: Dark Chains +3 (19)
Level 63: Dark Chains +1 (20) (DONE), Blood Drain +2 (2) (Dark chains maxed gives you some more damage)
Level 64: Blood Drain +1 (3) Blue Aura +2 (2)
Level 65: Blue Aura +3 (5)
Level 66: Blue Aura +3 (Cool
Level 67: Blue Aura +3 (11)
Level 68: Blue Aura +3 (14)
Level 69: Blue Aura +3 (17)
Level 70: Blue Aura +3 (20) (DONE) (Blue aura is a decent skill later on, trims off some damage)


Results
(In the order they are maxed)
Staff Mastery 20 (DONE)
Quad Blow 20 (DONE)
Staff Booster 20 (DONE)
Yellow Aura 20 (DONE)
Dark Chains 20 (DONE)
Blood Drain 3 (Cap it here)
Blue Aura 20 (DONE)


The benefits of this build are just more time on the booster attack. Personally, I find it annoying having to click booster every minute when all my other buffs last a while. Or in the case of an aura it lasts until you cast it off. Its all just about laziness, if you are lazy, and have money to burn a little more pots, use this build. Again everybody is different. This way Blood Drain you can recover up to 1% of your total damage as HP, and Booster lasts a minute and a half.

Option 2
The Pot-Saver Build

Level 30: Quad Blow +1 (1), Yellow Aura (1) Dark Chains +1 (1) (Dark chains has already done 90% of its job at lvl 1)
Level 31: Staff Mastery +3 (3)
Level 32: Staff Mastery +2 (5), Staff Booster +1 (1)
Level 33: Staff Booster +3 (4)
Level 34: Staff Booster +2 (6), Staff Mastery 1, (6) (You dont HAVE to get booster right away if you want but it helps for speedy training)
Level 35: Staff Mastery +3 (9)
Level 36: Staff Mastery +3 (12)
Level 37: Staff Mastery +3 (15)
Level 38: Staff Mastery +3 (18)
Level 39: Staff Mastery +2 (DONE), Quad Blow +1 (2) (Staff Mastery adds Crit, Magic attack, and mastery, crucial to max at the start)
Level 40: Quad Blow +3 (5)
Level 41: Quad Blow +3 (Cool
Level 42: Quad Blow +3 (11)
Level 43: Quad Blow +3 (14)
Level 44: Quad Blow +3 (17)
Level 45: Quad Blow +3 (DONE)
Level 46: Blood Drain +3 (3)
Level 47: Blood Drain +3 (6) (Stop raising it at level 6 because it lets you take in 2% of the damage as HP, and the duration of the buff if very similar to Booster.)
Level 48: Staff Booster +3 (9)
Level 49: Staff Booster +3 (12)
Level 50: Staff Booster +3 (15)
Level 51: Staff Booster +2 (17) Yellow Aura + 1 (2) (Keeping Booster at 15 can give you around 75 seconds of fast attacking)
Level 52: Yellow Aura +3 (5)
Level 53: Yellow Aura +3 (Cool
Level 54: Yellow Aura +3 (11)
Level 55: Yellow Aura +3 (14)
Level 56: Yellow Aura +3 (17)
Level 57: Yellow Aura +3 (20) (DONE) (More speed)
Level 58: Dark Chains +3 (4)
Level 59: Dark Chains +3 (7)
Level 60: Dark Chains +3 (10)
Level 61: Dark Chains +3 (13)
Level 62: Dark Chains +3 (16)
Level 63: Dark Chains +3 (19)
Level 64: Dark Chains +1 (DONE) Blue Aura +2(2) (More damage on Chains)
Level 65: Blue Aura +3 (5)
Level 66: Blue Aura +3 (Cool
Level 67: Blue Aura +3 (11)
Level 68: Blue Aura +3 (14)
Level 69: Blue Aura +3 (17)
Level 70: Blue Aura +3 (20) (DONE)

Results
(In the order they are maxed)
Staff Mastery 20 (DONE)
Quad Blow 20 (DONE)
Blood Drain 6 (Cap it here)
Staff Booster 17 (Cap it here)
Yellow Aura 20 (DONE)
Dark Chains 20 (DONE)
Blue Aura 20 (DONE)

The benefits of this build is that Blood Drain can save you a lot of pots in the early levels. Later on though, it does not make such a big difference, since you have a lot more hp and monsters do a lot more damage, that it just doesn't do much. However, if you find it more useful than a longer time on booster feel free to use this build. The only hard part for me is that I forget to check when booster dies out. That is why I put Blood Drain at 6 and Booster at 17. The time duration on the two buffs is like around 3 seconds off. So you would be recasting at the same time which will save you time. So make sure if you do use this build, to stop it at level 6, and not 9 because you don't even need the 3%, 2% will do the trick for pretty much everyone already. This can be an ideal build for the more focused and money saving type of person.

Option 3

The Speed Build
Level 30: Quad Blow +1 (1), Yellow Aura +1 (1) Dark Chains +1 (1) (Dark chains has already done 90% of its job at lvl 1, 1 Yellow Aura for Attacking Speed +1)
Level 31: Staff Mastery +3 (3)
Level 32: Staff Mastery +2 (5), Staff Booster +1 (1)
Level 33: Staff Booster +3 (4)
Level 34: Staff Booster +2 (6), Staff Mastery +1, (6) (You dont HAVE to get booster right away if you want but it helps for speedy training)
Level 35: Staff Mastery +3 (9)
Level 36: Staff Mastery +3 (12)
Level 37: Staff Mastery +3 (15)
Level 38: Staff Mastery +3 (18)
Level 39: Staff Mastery +2 (DONE), Quad Blow +1 (2) (Staff Mastery adds Crit, Magic attack, and mastery, crucial to max at the start)
Level 40: Quad Blow +3 (5)
Level 41: Quad Blow +3 (Cool
Level 42: Quad Blow +3 (11)
Level 43: Quad Blow +3 (14)
Level 44: Quad Blow +3 (17)
Level 45: Quad Blow +3 (DONE)
Level 46: Yellow Aura +3 (4)
Level 47: Yellow Aura +3 (7)
Level 48: Yellow Aura +3 (10)
Level 49: Yellow Aura +3 (13)
Level 50: Yellow Aura +3 (16)
Level 51: Yellow Aura +3 (19)
Level 52: Yellow Aura +1 (20) (DONE) Blood Drain +2 (2) (Yellow Aura has been known to often replace Dark Aura because training speed is much more valuable)
Level 53: Blood Drain +3 (5)
Level 54: Blood Drain +1 (6) Staff Booster +2 (Cool (Similar time to Booster, so you can recast at the same time)
Level 55: Staff Booster +3 (11) (All you need is for it to recover 3% of you total damage as HP so cap it at Level 9)
Level 56: Staff Booster +3 (14)
Level 57: Staff Booster +3 (17) (It stays at 17 because the buff duration is similar to level 6 Blood Drain so you can recast at the same time)
Level 58: Dark Chains +3 (4)
Level 59: Dark Chains +3 (7)
Level 60: Dark Chains +3 (10)
Level 61: Dark Chains +3 (13)
Level 62: Dark Chains +3 (16)
Level 63: Dark Chains +3 (19)
Level 64: Dark Chains +1 (20) (DONE) Blue Aura +2 (2) (More damage on Chains)
Level 65: Blue Aura +3 (5)
Level 66: Blue Aura +3 (Cool
Level 67: Blue Aura +3 (11)
Level 68: Blue Aura +3 (14)
Level 69: Blue Aura +3 (17)
Level 70: Blue Aura +3 (20) (DONE) (Nothing left to max)

Results
(In the order they are maxed)
Staff Mastery 20 (DONE)
Quad Blow 20 (DONE)
Yellow Aura 20 (DONE)
Blood Drain 6 (Cap it here)
Staff Booster 17 (Cap it here)
Dark Chains 20 (DONE)
Blue Aura 20 (DONE)

The reason for this build is that we are maxing Yellow Aura before Booster and Blood Drain because training speed is much more valuable to some people than the extra 10% damage. The good thing about Yellow Aura as well is that it stacks with Booster therefore your training speed is maximized. After all, its all about how fast we level right?

Battle Mage 3rd job

Quintuple Blow: Hit the skill key to attack up to six monsters five times. (Requirement, Quad Blow lvl 20). (20)

Advanced Blue Aura: Absorbs more damage than Blue Aura, and increases the party's defense. (Requirement, Blue Aura lvl 20). (20)

Dark Shock: Hit the skill key to create a field of lightning that damages monsters.(20)

Conversion: Use a large amount of MP to increase your HP. (10)

Body Boost: Summons a buff that enhances the aura in use temporarily. (20)

Summon Reaper Buff: As long as the buff is active, there is a chance that a monster you kill will be revived as a summon and fight for you. (20)

Advanced Dark Chains: A more powerful version of Dark Chains. It has higher damage and a larger range.(Requirement, Dark Chains lvl 20) .(20)

Battle Mastery: Increases damage and Minimum Critical damage. (20)

Teleport Mastery: Increases Teleport range, and causes Teleport to deal damage to monsters, possible stun chance. (10)

Here I have provided the Summon Reaper Buff build, however a lot of people find that the extra 40% damage in Advanced Dark Chains is quite useful. Although, maxing reaper will benefit you the most in training.

Level 70: Quintuple Blow +1 (1) Battle Mastery +1 (1) Advanced Dark Chains +1 (1)
Level 71: Teleport Mastery +1 (1) Dark Shock +1 (1) Battle Mastery +1 (2)
Level 72: Battle Mastery +3 (5)
Level 73: Battle Mastery +3 (Cool
Level 74: Battle Mastery +3 (11)
Level 75: Battle Mastery +3 (14)
Level 76: Battle Mastery +3 (17)
Level 77: Battle Mastery +3 (20) (DONE)
Level 78: Quintuple Blow +3 (4)
Level 79: Quintuple Blow+3 (7)
Level 80: Quintuple Blow +3 (10)
Level 81: Quintuple Blow +3 (13)
Level 82: Quintuple Blow +3 (16)
Level 83: Quintuple Blow +3 (19)
Level 84: Quintuple Blow +1 (20) (DONE) Body Boost +2 (2)
Level 85: Body Boost +3 (5)
Level 86: Body Boost +3 (Cool
Level 87: Body Boost +3 (11)
Level 88: Body Boost +3 (14)
Level 89: Body Boost +3 (17)
Level 90: Body Boost +3 (20) (DONE)
Level 91: Teleport Mastery +3 (4)
Level 92: Teleport Mastery +3 (7)
Level 93: Teleport Mastery +3 (10) (DONE)
Level 94: Conversion +3 (3)
Level 95: Conversion +3 (6)
Level 96: Conversion +3 (9)
Level 97: Conversion +1 (10) (DONE (20) (DONE) Dark Shock +2 (3)
Level 98: Dark Shock +3 (6)
Level 99: Dark Shock +3 (9)
Level 100: Dark Shock +3 (12)
Level 101: Dark Shock +3 (15)
Level 102: Dark Shock +3 (18)
Level 103: Dark Shock +2 (20) (DONE) Summon Reaper Buff +1 (1)
Level 104: Summon Reaper Buff +3 (4)
Level 105: Summon Reaper Buff +3 (7)
Level 106: Summon Reaper Buff +3 (10)
Level 107: Summon Reaper Buff +3 (13)
Level 108: Summon Reaper Buff +3 (16)
Level 109: Summon Reaper Buff +3 (19)
Level 110: Summon Reaper Buff +1 (20) (DONE) Advanced Dark Chains +2 (3)
Level 111: Advanced Dark Chains +3 (6)
Level 112: Advanced Dark Chains +3 (9)
Level 113: Advanced Dark Chains +3 (12)
Level 114: Advanced Dark Chains +1 (13) (Cap it here) Advanced Blue Aura +2 (2)
Level 115: Advanced Blue Aura +3 (5)
Level 116: Advanced Blue Aura +3 (Cool
Level 117: Advanced Blue Aura +3 (11)
Level 118: Advanced Blue Aura +3 (14)
Level 119: Advanced Blue Aura +3 (17)
Level 120: Advanced Blue Aura +3 (20) (DONE)

Results
(In the order that they are maxed)
Battle Mastery 20 (DONE)
Quintuple Blow 20 (DONE)
Body Boost 20 (DONE)
Teleport Mastery 10 (DONE)
Conversion 10 (DONE)
Dark Shock 20 (DONE)
Summon Reaper Buff 20 (DONE)
Advanced Dark Chains 13 (Cap it here)
Advanced Blue Aura 20 (DONE)

The reason for this build is that you want to get all three of your main third job attack moves to level 1 early so you can try them all out. Also, right away one point in Battle Mastery as it increases damage by 11% Then, I recently noticed it is very important to get 1 skill point into Teleport Mastery, as using a single Teleport has a chance to stun/do damage on nearby monsters. After one in Teleport Mastery, Battle Mastery is maxed right away to increase your overall damage and critical rate. Second, you want to max Quintuple Blow first because its a great, powerful mobbing skill and it is your main mobbing skill at this Job. Then afterwards Body Boost is maxed because the effect is has on the Auras is pretty much godly. Afterwards, this is the time to max Teleport Mastery as it adds on some nice damage and a more possible chance of stunning! Nearing the end of third job you want to max Conversion as it is quite useful, when its maxed, it doubles your HP for a short time! This is quite useful for training/bossing. Then following Conversion is Dark Shock. People say that this is useless however, I strongly disagree. Especially for nice small maps, its a good either starting move or finishing move. When maxed the Cooldown of 5 seconds doesn't even matter anymore. If you remember to use it, it will be of great use to you. Following Dark Shock I suggest maxing Summon Reaper Buff which adds on extra time/strength and %chance of reaper spawn on the skill. After the chaos patch it gets a nice boost which makes it the ideal skill to max instead of Advanced Dark Chains. Anyways, after you have maxed that you want to get Advanced Dark Chains. It adds on damage to the attack and nothing else. Its just valuable for its ability to pull monsters closer to you, however at this point, it's better than Advanced Blue Aura since you really aren't using Blue Aura at all yet.

Battle Mage 4th job

Finishing Blow: Hit the skill key to strike up to six monsters six times with you staff.(Requirement, Death Blow lvl 20). (30)

Advanced Dark Aura: Increases damage by 10% more than regular Dark Aura.(Requirement, Dark Aura lvl 20). (30)

Advanced Yellow Aura: Doubles the moving speed and attacking speed of Yellow Aura and reduces monster speed.(Requirement, Yellow Aura lvl 20). (30)

Dark Genesis: The Dark version of the Bishops Genesis. Only thing that changes is the colour of the beam. Has a cooldown, just like every other ultimate now. Affects 15 monsters and does a large percentage of damage. (30)

Twister Spin: Hit the skill key to turn into a tornado for a short period of time. While in this form, you deal damage by running into monsters. You can move left and right, and teleport, but you cannot jump. (30)

Party Shield: Hit the skill key to create a shelter which prevents your party from taking damage for a short period of time. (20)

Stance: Hit the skill key to give yourself a buff increasing your chance of not being knocked back when attacked. (30)

Energize: You become Energized and your MaxHP becomes +20% and your Defences become +150%. (10)

Maple Warrior: Increases all stats by a certain percentage. (30)

Hero's Will: Cures seduce (has a cooldown). (5)

Level 120: Dark Genesis +1 (1) Advanced Dark Aura +1 (1) Finishing Blow +1 (1)
Level 121: Twister Spin +1 (1) Party Shield +1 (1) Advanced Dark Aura +1 (2)
Level 122: Advanced Yellow Aura +1 (1) Advanced Dark Aura +2 (4) (Advanced Yellow Aura has 1 point for the passive effect [dodge])
Level 123: Advanced Dark Aura +3 (7)
Level 124: Advanced Dark Aura +3 (10)
Level 125: Advanced Dark Aura +3 (13)
Level 126: Advanced Dark Aura +3 (16)
Level 127: Advanced Dark Aura +3 (19)
Level 128: Advanced Dark Aura +3 (22)
Level 129: Advanced Dark Aura +3 (25)
Level 130: Advanced Dark Aura +3 (28)
Level 131: Advanced Dark Aura +2 (30) (DONE) Finishing Blow +1 (2)
Level 132: Finishing Blow +3 (5)
Level 133: Finishing Blow +3 (Cool
Level 134: Finishing Blow +3 (11)
Level 135: Finishing Blow +3 (14)
Level 136: Finishing Blow +3 (17)
Level 137: Finishing Blow +3 (20)
Level 138: Finishing Blow +3 (23)
Level 139: Finishing Blow +3 (26)
Level 140: Finishing Blow +3 (29)
Level 141: Finishing Blow +1 (30) (DONE) Energize +2 (2)
Level 142: Energize +3 (5)
Level 143: Energize +3 (Cool
Level 144: Energize +2 (10) (DONE) Stance +1 (1)
Level 145: Stance +3 (4)
Level 146: Stance +3 (7)
Level 147: Stance +3 (10)
Level 148: Stance +3 (13)
Level 149: Stance +3 (16)
Level 150: Stance +3 (19)
Level 151: Stance +3 (22)
Level 152: Stance +3 (25)
Level 153: Stance +3 (28)
Level 154: Stance +2 (30) (DONE) Maple Warrior +1 (1)
Level 155: Maple Warrior +3 (4)
Level 156: Maple Warrior +3 (7)
Level 157: Maple Warrior +3 (10)
Level 158: Maple Warrior +3 (13)
Level 159: Maple Warrior +3 (16)
Level 160: Maple Warrior +3 (19)
Level 161: Maple Warrior +3 (22)
Level 162: Maple Warrior +3 (25)
Level 163: Maple Warrior +3 (28)
Level 164: Maple Warrior +1 (29) Twister Spin/Dark Genesis +2 (3) (Cap MW here) (This is assuming you have money for MW30, if not at least get 20)
Level 165: Twister Spin/Dark Genesis +3 (6)
Level 166: Twister Spin/Dark Genesis +3 (9)
Level 167: Twister Spin/Dark Genesis +3 (12)
Level 168: Twister Spin/Dark Genesis +3 (15)
Level 169: Twister Spin/Dark Genesis +3 (18)
Level 170: Twister Spin/Dark Genesis +3 (21)
Level 171: Twister Spin/Dark Genesis +3 (24)
Level 172: Twister Spin/Dark Genesis +3 (27)
Level 173: Twister Spin/Dark Genesis +3 (30) (DONE)
Level 174: Twister Spin/Dark Genesis +3 (4)
Level 175: Twister Spin/Dark Genesis +3 (7)
Level 176: Twister Spin/Dark Genesis +3 (10)
Level 177: Twister Spin/Dark Genesis +3 (13)
Level 178: Twister Spin/Dark Genesis +3 (16)
Level 179: Twister Spin/Dark Genesis +3 (19)
Level 180: Twister Spin/Dark Genesis +3 (22)
Level 181: Twister Spin/Dark Genesis +3 (25)
Level 182: Twister Spin/Dark Genesis +3 (28)
Level 183: Twister Spin/Dark Genesis +2 (30) (DONE) Advanced Yellow Aura +1 (2)
Level 184: Advanced Yellow Aura +3 (5)
Level 185: Advanced Yellow Aura +3 (Cool
Level 186: Advanced Yellow Aura +3 (11)
Level 187: Advanced Yellow Aura +3 (14)
Level 188: Advanced Yellow Aura +3 (17)
Level 189: Advanced Yellow Aura +3 (20)
Level 190: Advanced Yellow Aura +3 (23)
Level 191: Advanced Yellow Aura +3 (26)
Level 192: Advanced Yellow Aura +3 (29) (Cap it here)
Level 193: Party Shield +3 (4)
Level 194: Party Shield +3 (7)
Level 195: Party Shield +3 (10)
Level 196: Party Shield +3 (13)
Level 197: Party Shield +3 (16)
Level 198: Party Shield +3 (19)
Level 199: Party Shield +1 (20) (DONE) Hero's Will +2 (2)
Level 200: Hero's Will +3 (5) (DONE)

Results
(In the order they are maxed)
Advanced Dark Aura: 30 (DONE)
Finishing Blow: 30 (DONE)
Energize: 10 (DONE)
Stance: 30 (DONE
Maple Warrior: 29 (Cap it here)
Twister Spin/Dark Genesis: 30 (DONE)
Twister Spin/Dark Genesis: 30 (DONE)
Advanced Yellow Aura: 29 (Cap it here)
Party Shield: 20 (DONE)
Hero's Will: 5 (Nothing Left)

(In the order they are maxed)

My reasoning behind this build is that you first put one into almost everything to try it out (and for certain skills to get the passive effects). Then, max out ADA first for the extra +30 MA, and the 10% extra overall damage. Next, is FB since it will be your main attacking move for the rest of your BaM career. Afterwards, I chose to max Energize because I found training much easier with the extra 20% MaxHP and the big defence boost. Between that and Drain, I barely touch my HP. After Energize, I chose Stance for bossing. It makes my DPM much more effective when i can just sit there and spam my attack move without being knocked back. Maple Warrior is next because it adds on a lot of damage (especially if you're well funded). The reason why you don't max this earlier is because your party members will most likely already have it. Afterwards you can choose between TS or DG. Either one is fine, both are not used very often. Next AYA is put to 29 for the passive effect (dodge chance). The reason it does not go to 30, is because at Advanced Yellow Aura level 29 and 30, the dodge chance for both is 20%. After you finish AYA you move on to Party Shield, as it is a nice extra defence move when bossing. Lastly Hero's Will because there is simply nothing left.

Well, that was basically cut & paste. However, I can add in my opinions about the guide. Actually, I kinda like this guide because unlike other guides, it has a 4th job skill guide and a very complete one. Compared to other guides, this one's special, I totally agree that reaper buff is alot more worth adding. I might as well give up that 40% to grind faster. Okay, I think my opinion was nothing. So, happy digesting this chunk of info!

BTW: I was too lazy to change all the 8 & ), so any Cool u see means 8 & )

Satay
New Member

Posts: 23
Join date: 2011-06-01
Location: Singapore :)

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