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    Default Rasu's Blaze Wizard Guide

    Those guide is outdated and is not suited to the Big Bang changes! Use at your own discretion. I personally advise you to ignore this guide and find an updated one!

    Knights of Cygnus

    Blaze Wizard

    Table of Contents:
    1) Introduction
    2) Blaze Wizards
    3) Becoming a Cygnus Knight
    4) Ability Points
    5) LUK
    6) Noblesse Skills
    7) 1st Advancement Skills and Builds
    8) Class Advancement
    9) 2nd Advancement Skills and Builds
    10) FAQ
    11) Other Notes





    1) Introduction
    The Blaze Wizards are a sub-class under "Magicians" of the original 5 classes, them along with the other 4 sub-classes: Dawn Warriors, Wind Archers, Night Walkers, and Thunder Breakers. These sub-classes are called Cygnus Knights or Knights of Cygnus. They are a class division alongside the Adventurer class division, which is the main one.

    Cygnus Knight characters receive 6 AP per level up until they reach level 70. Their level cap (highest level they can go to) is currently 120 with the Adventurers' and Aran's 200.



    2) Blaze Wizards
    Blaze Wizards are magicians as stated above. They are a ranged class put between mid-range and far-range. Their attacks are not as ranged as you think they'd be, but not as short as you'd think either.

    As their name suggest, their main element is Fire. Just because I think you need to know a little more, their only element is fire, where as their Adventurer counterparts are given three choices of two elements. They can choose to become Clerics (Heal/Holy element), or Wizards (Fire/Poison or Ice/Lightning element). The Blaze Wizards will always be fire with no secondary element, they don't event have non-elemental skills (not counting the Elemental Reset skill).


    3) Becoming a Cygnus Knight

    Before Parent Requirement:
    When Cygnus Knights were first released in GMS (Global Maplestory), in order to create a Cygnus Knight, a level 20+ character was required in order to create a Cygnus Knight on the same server as the parent character. The parent character would be given an option to go straight to Ereve and speak to Shinsoo to create a Cygnus Knight. This was the only way to create a Cygnus Knight before GMS patch .77. Every account that had at least one character on a single server got a character slot increase (from the standard 3 to 4, 4th slot being used for the newly created Cygnus Knights, but as an alternative, may be used for normal Adventurer characters). If the player refuses, the player can still travel to Ereve (through the use of ships like the ship to Orbis) to create one. You are not limited to 1 Cygnus Knight per server, you can have as many as you want provided you have enough character slots.

    After you create your Cygnus Knight, log off and log on again onto the same server, your new Cygnus Knight should be there. Log onto him/her and begin. You'll then do several quests that will give you just enough experience to hit the next level without fighting monsters (unless it is part of the quest to fight a certain amount of monsters). When you reach level 10, you have the choice of choosing one of the 5 Cygnus Knight classes (Dawn Warrior, Wind Archer, Thunder Breaker, Night Walker, Blaze Wizard).

    Before Parent Requirement:
    As of GMS patch .77, Cygnus Knights may be created without a parent character via the Create a Character sign on the server screen. You will be taken to a screen titled "Choose Character Type". The left side is the one with the Adventurers (aka explorers). On the right side will be the Cygnus Knights. Clicking on one of these images of characters will show the class description and the class ratings and max level limit. Cygnus Knights will have level 3 Growth, level 1 Potential, level 2 Freedom, and level 1 Difficulty. Click on the Select button to confirm your choice.

    Moving on, after naming and designing (limited) your character, you'll be taken to the beginner maps (only for Cygnus Knights). Do every quest that you encounter. Each quest will give you the amount of experience to hit the next level.

    I don't think I should be telling you how to do these quests or how to describe them. As you journey on, doing the quests, you'll encounter an NPC that will ask you for two items obtained from treasure chests 9on the same map). Get these items and return to the NPC. You will be rewarded with a Noblesse chair that recovers 50 HP per 10 seconds when sitting on it. When you get to the map with the giant Pegasus/Dragon thing, click on it's head to get a buff (Att+5; M.Att+10; Wep and Mag DEF+20; SPeed+10 for 1 hour). Keep going on until you reach level 10. You'll be asked to see a cutscene. Afterwards, you'll be able to choose which Cygnus Knight class to be (Dawn Warrior, Wind Archer, Thunder Breaker, Night Walker, Blaze Wizard).


    4) Ability Points
    All character regardless of their class (Beginners and Noblesses) have abilities. Abilities include 6 main stats: HP (Hit Points), MP (Mana Point), STR (Strength), DEX (Dexterity), INT (Intelligence), and LUK (Luck?). HP determines the amount of damage you can take before you die. MP determines the amount of skills you can use (provided you have enough MP to use a single skill). STR affects your main physical damage. DEX affects your physical accuracy and minimum physical damage (unless you are a bowman/gunslinger). INT affects your magical damage and magical accuracy. INT will also increase your max amount of MP by roughly 1 for every 10 mp you have (affects all class, extra MP will be added to base MP increase, if you have less than 10 MP, there is no penalty). LUK will affect your avoidability and accuracy. LUK also decreases the amount of experience loss when your HP goes down to 0 (in other words, when you die). LUK will also affect the main physical damages of both Thief jobs (Bandits and Assassins).

    Magicians will be using ONLY INT and LUK. INT will mainly be used as your damage determinant and will give you more of what Magicians are known for, high MP. Almost all magician equipments will have an INT requirement to equip it. LUK isn't really used by Magicians. It's only need is for equipping most Magician equipments (as they have a LUK requirement).



    5) LUK
    As stated above, LUK is a stat that Magicians don't necessarily need. I will reiterate once more and say that LUK only has a couple purposes:
    1) Enable character to wear Magician equipments that requires LUK.
    2) Increase magical accuracy (increases magical accuracy just as much as INT does)
    3) Decreases loss of experience when you die.

    Because of this, players are allowed to determine whether or not they want to add LUK to their character. There are currently three LUK builds.

    Regular LUK:
    Regular LUK for magicians is the standard Level+3 which means that it should be 3 points higher than your current level. If you're level 10, LUK should be 13, if you're level 76, LUK should be 79. Regular LUK magicians will allow you to wear most magician equipments, although the trade off for the stats of the equipments are horrible, at least your character looks cool.

    Low-LUK:
    Personally, I'm not sure what would be considered low-LUK. I'm going to take a guess that it's somewhere between 5 and 45 LUK. Low-LUK is a build intended for magicians to still equip some magician equipments, but not to their complete capabilities. Low-LUK is also an easy way for players to remain more powerful than average magicians and still be able to use their powerful high-leveled wands and staffs (staffs or staves, both work with the plural form of staff).

    LUKless/Pure INT:
    These magicians will have exactly 4 as their base LUK. Every point they get will go into INT. This is an ideal build for players who have Ice/Lightnings, Fire/Poisons, and Blaze Wizards. They have more INT, which in turn deals out more damage and more MP (this attribute is extremely valuable). Not much left to say here.

    Capping LUK
    Capping LUK means to stop powering up LUK. We all know that at some point we would have reached the greatest amount of LUK we'll ever use, so why bother to keep powering it up? It will only hinder your damage and max MP.

    Capping LUK is based on your personal preferences. If you're regular LUK, it's best that you cap it when you will no longer equip equipments that require more LUK. Such as the Doomsday Staff, it requires 80 LUK, and if this is your endgame weapon, then keep your LUK at 80 since you won't need anymore (unless you plan on equipping other Magician equipments).

    Getting more LUK
    Some people may have capped their LUK, but require more LUK to equip better equipments. This is completely okay seeing as there are many equipments/etc that can easily equip your LUK. Below are some great equipments for more LUK
    Zakum Helmet (1): Adds 13-17 points to all stats, including LUK.
    Horntail Necklace: Adds 7 points to all stats. If you power it up with a Dragon Stone (100%), it will add 22 points to all stats.
    Regular Magician Equipment: Most magician equipments will increase both INT and LUK, and among them, more LUK and INT.
    Mark of Naricain: If you can't get the Horntail Necklace, this is a great alternative, adding 4-6 points to all stats.
    Silver Deputy Star:: These should cost around 40-ish mil, and is obtainable from a quest (Bounty Hunter). Adds 5 points to all stats



    6) Noblesse Skills
    Noblesses get three (four) default skills.

    Three Snails: This skill allows you to hurl a snail shell in the direction you're facing. This skill does not require snail shells to throw it, just mp and skill points. The thrown shell will always do a set amount of damage (10, 25, 40). This skill may miss when being used on higher leveled monsters (unaffected by regular or magical accuracy).

    Nimble Feet: Uses mp to temporarily increase your speed. It's a pretty useful skill until you get teleport. This skill has a cooldown time which means that you can only use it whenever a set amount of time has passed. 1 miute cool down.

    Recovery: Constant recovery for a set amount of time (even when walking/attacking/etc). No so great a skill since you can use potions as an alternative and this skill is worthless in the higher levels. 5 minute cooldown.

    Blessing of the Fairy: This is a passive skill that all characters have. Here's the basic information, the highest leveled character's level (on your server) rounded down divided by 10(94 -> 9; 39 -> 3; 8 -> 0) will increase a certain stat by that amount (W.Att+skill level; M.Att+skill level*2; Accuracy+skill level, etc). The highest leveled character will receive the skill level of the second highest leveled character on the server. All characters not the highest level will receive the skill level of the highest level character.



    7) 1st Advancement Skills and Builds
    Getting down to business, a Blaze wizard in 1st advancement will have 5 skills.

    Improving Max MP Increase (Increasing Max MP): This skill basically increases the amount of MP you receive every time you level up. Say, you maxed this out and you have 200 INT points. you level up, you will gain 20 MP from having 200 INT point and 20 additional MP from the skill. If you did not max it, you'll only receive 20 MP (not actual/accurate formula for MP gain).

    Magic Guard: Without this skill, all mages would die, no questions. This skill basically replace HP damage with MP, but only up to 80%. Say i got hit by a monster for 1000 damage and i only have 500 hp, i'd die right? So with this skill on, instead, my mp will take 800 damage (80%) and my Hp will take 200 damage (20%). pretty nifty since mages have the lowest hp in the game (excluding Beginners/Noblesses).

    Magic Armor: Sure, it works wonders at the lower levels, but when you get into the higher levels (maybe 47+), you're going to stop using it since the monsters will be dealing over 300 damage. and at level 70+, forget it, it's a waste of mp and time.

    Magic Claw: This will be your main attacking skill. This skill is pure fire element so be careful about where you train, and don't get it confused with an Adventurer Magician's Magic Claw, which is non-elemental.

    Flame (Sprite): Oh cool, you summon a little sprite thing to help you fight. This thing attacks up to 3 monsters at once, too bad it's damage is pretty horrible at the higher levels.



    Build A: Common Build
    MP Increase (max)
    Magic Claw (max)
    Magic Guard (max)
    Sprite (max)
    Magic Armor (1)

    This is your typical mage build. the sooner you max out max mp increase, the more mp you will have. of course, you probably want an attack skill first, but 10 mp for a weak skill is sort of bad. Use Three Snail, a skill from the Noblesses book, uses 7 mp and always does 40 damage. quite nice until you get magic claw to a decent level.

    Build B: Magic Claw First
    Magic Claw (max)
    MP increase (max)
    Magic Guard (max)
    Sprite (max)
    Magic Armor (1)

    Doing this will most likely speed up your training speed, but it will be more costly, financially and mp wise. You don't get as much mp, but you will level faster, enough said, I recommend build A.



    Magic Armor vs. Sprite
    Okay, you will never use these two skills again (unless it's for fun) when you hit higher levels. You can choose to max either one. Maxing Magic Armor will leave sprite at level 11 since the mastery level is different. Maxing sprite will help a bit more but it doesn't matter much. If you're really having trouble deciding, I recommend sprite.



    Training Areas:
    10~13: Do the training quests from Ereve.
    13~20: If you really want to train, go to the Pig Mini-Dungeon and spam Three Snail/magic Claw.
    13~30: Do the Cygnus Knight quests you get. Easy easy easy
    21~25: Octopuses at Kerning City, Hidden Street: Caution Falling Down.
    26~35: Sand Rats in Ariant. Go to the Mini-Dungeon two maps from Magatia.
    -------------------
    21~30: Kerning PQ is available, pretty nice since Ligators are weak to fire.
    20~30: Ariant Coliseum: Honestly, I only tried this a couple times and it wasn;t working for me. Still available though.




    8) Class Advancement
    When you hit level 30, you will get a message from NeinHeart to go to Ereve and speak with your Knight Instructor (Oz). You will then be asked to go to the 2nd Drill hall on the last map of the world map. Once you get there, you'll need to fight several Tigurus (they have a little more than 710 HP) who will drop 1 "Proof of Exam". You will need 30 of them to pass the test. Once you get 30 of them, return to your Instructor and then you will be promoted to the 2nd advancement, and with it, 1 Skill Point to use on what ever skill you choose that's available.




    9) 2nd Advancement Skills and Builds

    Meditation: Well, at max level, it adds 20 magic attack for 20 mp, pretty cool, you should get this.

    Slow: Slow down monsters around you, up to 6 only though =3. I'll discuss this skill later.

    Fire Arrow: with the competition between this skill and Fire Pillar, I would be against maxing this skill out. You can put 1 skill point into it though for the animation.

    Teleport: Teleporting, relocating your molecules several feets away, this is a fun skill at first that will kill your mp. at level 1, it uses up 60 mp, but this is not excuse. Max it, if you don't, quit maplestory now. That is how serious this skill is.

    Spell Booster (magic booster): Speeds up your magic attacks. Although it's not mandatory to max it, get it to level 11 at least (although you'll probably have enough points to max it). Can only be used with a wand or staff equipped.

    Elemental Reset: Transform your fire based attacks into a non-elemental element (got to love irony). Sure, should be helpful against monsters strong against fire (i heard this doesn't work on fire-immune monsters). Can only be used with a wand or staff equipped.

    Fire Pillar: Finally, the skill you've been waiting for. Attacks 6 monsters at once with the same basic attack of Magic Claw. max it, this will be your main training skill. Can only be used with a wand or staff equipped.



    Build A: Booster before Meditate
    Teleport (1)
    Fire Pillar (max)
    Magic Booster (11)
    Meditate (max)
    Teleport (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Fire Arrow (1)

    Fire Pillar first, so you can level faster, followed by booster to speed up your attacks, then meditate to boost your damage. The rest is based on personnel preferences and training areas you'll be going to. Reset and Slow should help if you plan to CPQ2 (Carnival PQ season 2).


    Build B: Mediate before Booster
    Teleport (1)
    Fire Pillar (max)
    Meditate (max)
    Booster (11)
    Teleport (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Fire Arrow (1)

    Just like the above build, only with meditate. Not much difference on text but there will be a difference in-game.


    Build C: Fire Arrow
    Teleport (1)
    Fire Pillar (max)
    Booster (11)
    Meditate (max)
    Fire Arrow (max)
    Teleport (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (1)

    You go booster first, and you also max out fire arrow (again, i don't recommend it). With this, you'll only be able to max out two of the three support skills i posted, unless you use the 9 points from Magic booster and add it to the other support skill. It's up to you, i'm not going to make a billion skill builds just for small alternatives that i can write out. You can go fire arrow first, second or whatever, just switch it.


    Build D: Meditate
    Teleport(1)
    Fire Pillar (max)
    Booster (11)
    Fire Arrow (max)
    Teleport (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Magic Booster/ Slow/ Elem. Reset (max)
    Meditate (1)

    In this build, you're generally replacing Fire Arrow with Meditation. Meditate can be replaced with Wizard Elixirs which increases Magic Attack by 20 for 8 mins. you can buy enough wizard elixirs to last for 26 hours with 1mil (by piwhgem). Basic idea by San-Lzu




    Fire Arrow
    This is your strongest single mob attack skill for 2nd advancement, that is, if you max it. Max basic attack is 110 for 28 mp. Fire Pillar attacks 6 monsters with 72% of that damage. Fire Pillar will be better for training. Fire Arrow is really for the animation and unique build alternative. 1 Point is enough



    Slow
    It doesn't seem to be better than Fire Arrow at first, but it will help you when you get to maybe level 75+. You can slow monsters then use Flame Gear since both the max level here last for 40 seconds. You can also use it on any monster in the game except for maybe Mano and some other boss monster i forgot, so it's like only 2 monsters out of over 500 monsters that is immune.



    Training Areas:
    30~45: Cold Eyes, you can find them in sleepywood. go into town and press up on one of the doors, then go two maps down.
    35-50 Roids, you can find them in a Mini-Dungeon magatia under Alcadno's base.
    50~75: Mysterious path 3, also known as MP3. Quite crowded, but excellent exp. you can find this spot in Singapore three maps to the right of Boat Quay Town.
    65~90: Blue Kentauruses, they're in leafre and they have a map with just them in it.
    -------------------
    30~50: Carnival PQ, it's cheap and effective. not as fast as pure training though.
    51~70: Carnival PQ season 2. it's cheap and a step up for cpq1. i've never tried it before but it's an option.
    51~70: Ludibrium Maze pq. at the lower levels you should be getting at least 1% every 1/2 min if your party do it right. also good for getting money.
    several suggestions by piwhgem



    10) FAQ
    1. Blaze wizard is a sub-class? so then i have the choice for other mage classes, which one is the best?
    There is no best class since everything is based on user preference, fundings, amount of time you can play, and your friends (online or not). Just choose one and see if you're having fun with it.

    2. Why is Magic claw not a non-elemental attack?
    Key word, Blaze wizard, you're one from birth to death, unlike normal mages who can actually choose what element they want later on, it only makes sense.

    3. Sprite or Magic Armor?
    Look at it above under 1st Advancement SKills and Builds.

    4. But fire arrow's a nice and strong skill, why not get it?
    Again, it is nothing compared to Fire Pillar and your future attacking skills. It's understandable to max it out if you are going to cap at level 70 or lower, but if you plan on going to the near end, just leave it at 1.

    5. Okay, i maxed slow, when is it going to get useful?
    It gets useful once you start using it. Or going into more details, you can use it during 2nd job to help snipe better (maybe, not too sure) and during 3rd job with Flame Gear. Besides, i'm sure if you're pqing, your party members will love you for it.

    6. When will you add more to the 2nd advancement training area?
    Once some people with experience inform me some more, i'll add to it with their names for helping.

    7. I heard that LUKless Blaze wizards are stronger and better, is it true?
    This is generally true, but with not having enough LUK leaves you vulnerable to a small variety of weapons/equipments you can use, such as wooden wand, maple staff, maple lama staff, Elemental wand 1, etc. If you plan on getting an elemental wand 1 or you already have one, i suppose you should just go lukless then, or low-luk.

    8. What makes you think you're eligible for making a Blaze Wizard Guide?
    Well, i have lots of experience with the magician class and throughout my learning of them while developing my own magician, i've picked up a thing or two and just thought that i could share them with you.

    9. What's your Blaze Wizard's level and what skill path did you take?
    Honestly, I have one blaze wizard, level 31. I don't really have much playing experience with them and 1st advancement doesn't count, since it's basically the same as a normal mages.

    10. Who inspired you to make this guide?
    This guy and his blaze wizard guide.

    11. How do I get the Noblesse Chair?
    If you created your Cygnus Knight before GMS patch .77, then you're out of luck, you can't get this chair unless you've made a new character. And if you did create a Cygnus Knight after GMS patch .77 and you missed the quest and you've gone through to Ereve, you won't be able to get the chair/finish the quests.

    12. Which of the LUK builds are better?
    Well, logically speaking LUKless is the best and cheapest build to go. The other two builds are mainly for being able to use the LUK-required Magician equipments.

    13. Which LUK build should I go with?
    The builds depends on your fundings and personal preferences. You can easily be any one of these builds and have enough for potion costs. The only differences are the amount of max MP you have, available equipments,and how powerful you would be. If you going for an Elemental wand 1 or 2, Low-LUK and LUKless should go smoothly. If you know that you're going to get one, LUKless should be best.


    If you have any other questions then just make a post here (don't pm me). then i'll see whether or not i can answer it.


    11) Other Notes

    Legal Notes
    I hand-typed all of this here and have not copied any part of it from anywhere else unless stated and if stated, then there will be a link/reference to whoever provided the information, with their consent of course. Please do not duplicate any of this information to any other site without permission of the author, who is me.


    Related Links/Other Helpful Information
    iDoomWhite's Blaze Wizard Guide
    Saighan's Magician FAQ
    Morgana's guide to LUK for magicians
    maplemanluvr's Blaze Wizard Guide
    Hidden-Street Network


    If you have any suggestions/comments/criticisms, then feel free to post them.

    Second To Last Update: 12/9/09
    Last Update: 1/11/11
    Last edited by rasudoken; 12th January 2011 at 09:14 AM.
    by Cryopon

  2. #2
    Drake
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    I recommend getting Fire Arrow to a higher level just because it looks so badass.

    My prayers have been spoken! A proper guide!
    Spoiler!

  3. #3
    Take it easy! San-Lzu's Avatar
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    You could get rid of meditation for fire arrow, by the way.
    Spoiler!


    You are the best~~

  4. #4
    Green Bean rasudoken's Avatar
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    Yeah, i could add that in for the heavily funded people who wants it.
    by Cryopon

  5. #5

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    Not using meditation doesn't require heavy funding.

    1 million mesos pays for 26 hours of wizard elixirs.

    Fire arrow gets mostly replaced by Fire Strike (it hits 6 monsters in a straight line at a longer range) in 3rd job anyway.

    Meditation can be used in places that you can't use pots in like cpq,cpq2 and dojo. I find it much more convenient to just use a wizard elixir that lasts 8 minutes anyway though.

  6. #6
    Green Bean rasudoken's Avatar
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    that one mil can be used to buy better equipments/pots.

    but none the less, it can still be considered a viable skill build

    *edit* was inb4ed.

    training areas will also need the level preferences otherwise some noob can just see "blue kents", walk in on them and die.
    by Cryopon

  7. #7
    Phantom Watch
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    Needs second job training areas. :<

  8. #8

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    Cold eyes in sleepywood 30-40
    Roids mini dungeon at magatia 35-50
    MP3 in Singapore 50-70
    Blue Kentaurus at Leafre 65-75

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