Quick overview of what i'd like to submit; let me know if there's anything I missed or what I should add (besides 4th job, working on that)
Spoiler!Ice Lightning Mage
Have you ever wanted to freeze hoards of enemies with deadly ice storms, summon bone chilling demons, or launch lightning from your enchanted staff? If so, Ice Lightning Mage is the class for you! This class focuses heavily on powerful mobbing moves, AoE (area of effect) skills, and freezing abilities.
That all sounds wonderful, but there have to be some negatives to the class, right?
While potion costs can be daunting at first, the Ice Lightning’s arsenal of incapacitating moves and MP eater will eventually help offset the pricy potions. Chain Lightning, the main attack in 4th job, is indeed an incredibly powerful small mobbing move and has a massive range. However, the Ice Lightning Arch Mage is only a mediocre single target attacker, so if your goal is straight up bossing damage, this may not be the character for you.
Alright, how do I go about making an Ice Lightning Mage?
First you must create an Explorer/Adventurer (or an Ultimate Adventurer). Don’t worry about your stat allocations early on. In fact, you can now stay on Maple Island finishing those quests until level 10, if you so choose. The earliest you can advance is level 8 (Mages advance 2 levels earlier than all other classes), and I wouldn’t suggest staying on the island past level 10. Make your way to Ellinia and talk to Grendel. Listen to what he has to say, and then make the advancement to Magician. Complete those quests, and then follow this guide for training spots.
1st Job
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Here is my personal recommended build for 1st job Ice Lightning Mages:
Spoiler!lvl8: 1 Energy Bolt
lvl9: +3 Magic Claw (3)
lvl10: +3 Magic Claw (6)
lvl11: +3 Magic Claw (9)
lvl12: +3 Magic Claw (12)
lvl13: +3 Magic Claw (15)
lvl14: +3 Magic Claw (18)
lvl15: +2 Magic Claw (20) +1 Magic Guard (1)
Magic Claw is maxed first so you will be able to 1-2 hit Golems by level 20. If you feel you are using too many HP pots, upgrade 1 Magic Guard earlier.
lvl16: +3 Magic Guard (4)
lvl17: +3 Magic Guard (7)
lvl18: +3 Magic Guard (10)
lvl19: +3 Magic Guard (13)
lvl20: +2 Magic Guard (15) +1 MP Boost (1)
This will allow you to take the relatively strong Mixed Golem hits without burning through HP pots. Since MP Boost is now based on % instead of total gained per level, it no longer needs to be maxed as soon as possible.
lvl21: +3 MP Boost (4)
lvl22: +3 MP Boost (7)
lvl23: +3 MP Boost (10)
The final point allocation is up to you. Energy Bolt is a terrible skill. It is only single target and acts as a “missile”, meaning it will not be as open ranged as Magic Claw. Even worse, when max it only gives 40% more damage than Magic Claw (280% vs 120%x2). Max Thunder Bolt (a mobbing skill in 2nd job) is only 10% weaker than max Energy Bolt, meaning you will almost never use Bolt beyond early 2nd job. In this build, I recommend going with Magic Armor instead.
From lvl 23-30, finish maxing out Magic Armor (level 15). Energy Bolt will be upgraded to level 7 simply because you cannot save points.
End Result:
Magic Guard (15-Max)
Magic Claw (20-Max)
MP Boost (10-Max)
Magic Armor (15-Max)
Energy Bolt (7-Max)
2nd Job
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Congrats! You made it to level 30! Talk to Grendel once more and follow his instructions. Complete the tedious 2nd job test and pick “Ice Lightning Wizard” as your path.
My recommended 2nd job build. This is the “slow” build in that you max Slow instead of Cold Beam. Should you decide Cold Beam is more important, feel free to max that instead. In my opinion, Slow is far more effective in Player vs. Player and in high level scenarios. Lion King Castle mobs (training from 120 on) cannot be frozen, stunned, or sealed, but they can be slowed. The same goes for mobile bosses.
Spoiler!
lvl30: +1 teleport (1)
lvl31: +2 Thunder Bolt (2) +1 Spell Mastery (1)
lvl32: +3 Thunder Bolt (5)
lvl33: +3 Thunder Bolt (8)
lvl34: +3 Thunder Bolt (11)
lvl35: +3 Thunder Bolt (14)
lvl36: +3 Thunder Bolt (17)
lvl37: +3 Thunder Bolt (20)
lvl38: +3 Spell Mastery (4)
lvl39: +3 Spell Mastery (7)
lvl40: +3 Spell Mastery (10)
lvl41: +3 Spell Mastery (13)
lvl42: +3 Spell Mastery (16)
lvl43: +3 Spell Mastery (19)
lvl44: +1 Spell Mastery (20) +1 Cold Beam (1) +1 MP Eater* (1)
I recommend upgrading just 1 point of Cold Beam here mainly for variety and the ability to freeze. I know that as a beginner I loved getting new skills, so sacrificing one point into Cold Beam is not a bad thing; you’ll have it at least there regardless of the build you choose. If you want to put that point into something else, feel free.
*This is also where the build begins to vary. If you are not well funded and do not wish to purchase New Leaf City potions, upgrade Meditation. If you can live with shelling out 5k every 8 minutes for +20 magic attack, go with teleport now. MP Eater is upgraded to level 3 simply to unlock Meditation. Should you choose the teleport route, begin pumping points into that instead. After Chaos, MP Eater lost much of its appeal. You will save far more with Meditation and Teleport than you will with MP Eater. I will continue with the “beginner” route…
lvl45: +2 MP Eater (3) +1 Meditation (1)
lvl46: +3 Meditation (4)
lvl47: +3 Meditation (7)
lvl48: +3 Meditation (10)
lvl49: +3 Meditation (13)
lvl50: +3 Meditation (16)
lvl51: +3 Meditation (19)
lvl52: +1 Meditation (20) +2 Teleport (3)
lvl53: +3 Teleport (6)
lvl54: +3 Teleport (9)
lvl55: +3 Teleport (12)
lvl56: +3 Teleport (15)
lvl57: +3 Teleport (18)
lvl58: +2 Teleport (20) +1 MP Eater (4)*
*If you chose to go with the Cold Beam route, insert Cold Beam here instead. It’s going to reach its peak at Jesters, so it should be upgraded a bit by the time you go there. After Jesters comes Iron Mutae, and you will almost exclusively use Ice Strike (3rd job) and Thunder Bolt. Again, I continue with the “Slow” route…
lvl59: +3 MP Eater (7)
lvl60: +3 MP Eater (10)
lvl61: +3MP Eater (13)
lvl62: +3 MP Eater (16)
lvl63: +3 MP Eater (19)
lvl64: +1 MP Eater (20) +2 Slow (2)
lvl65: +3 Slow (5)
lvl66: +3 Slow (8)
lvl67: +3 Slow (11)
lvl68: +3 Slow (14)
lvl69: +3 Slow (17)
lvl70: +3 Slow (20)
End Result:
MP Eater (20-Max)
Meditation (20-Max)
Teleport (20-Max)
Thunder Bolt (20-Max)
Spell Mastery (20-Max)
Slow (20-Max or 1)
Cold Beam (1 or 20-Max)
3rd Job
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Once again, congratulations on reaching level 70! Are you ready for a lot of boat riding? Head to El Nath and talk to Roberia (the magician). Next, head back to Ellinia and talk to Grendel. He will have you go far into the Sleepywood Dungeon, to the map called Cursed Temple: Prohibited Alter. Defeat Grendel’s clone, and return to Grendel. Finally, return to El Nath and talk to the 3rd job instructor. She will send you on a quest to answer 5 questions. Climb up to the first map after Jeff, or take the taxi. Enter the hidden street at the bottom of the map and answer the rock’s questions. Return to Roberia once again and complete the 3rd job advance!
3rd job is where the builds will begin to greatly vary. Instead of giving you a level-by-level guide, I’m going to give you explanations of when to upgrade skills, because by this point you should have some sense of how the game works.
Spoiler!
At level 70 put 1 point into Ice Strike. It is incredibly powerful, even at level 1, and has a massive range. Using this at Iron Mutaes (even at lvl 70) will make for great training. At level 71, put at least one point into Element Amplification. This gives an initial 12% boost to all magic spells, including Thunder Bolt. Put one point into Teleport Mastery. When toggled on, your teleports will do damage (a whopping 210% at lvl 1) and give a 35% chance to stun. Keep it at lvl 1 for now. If you’re dying for a single target attack, you can put one point into either Thunder Spear or Elemental Composition. Even though Compo is more powerful, Tspear is multi hit, meaning if you simply need to finish off a target, Tspear will be the winner.
After that initial level, upgrade at least two points of Amp. This will unlock Spell Booster, an essential skill. Since this has a relatively long cast time, simply leaving it at level 6 may not be enough. I personally suggest upgrading it to about lvl7-12, depending on your preference. If you don’t want to be bothered to activate it often, go closer to 12. If you don’t mind, keep it low. A quick tip: cast this buff while holding onto a ladder. That will greatly reduce the delay after casting.
After Spell Booster is at a decent level, I suggest maxing Amplification. Even though Ice Strike adds slightly more damage (and I do mean slightly), Amp will affect all skills. The MP increase from the skill is minimal at best since you should be using Mana Bulls by this time. After Amp, max Ice Strike. These two will be your two main “damage” skills in 3rd job.
If you already upgraded Spell Booster to around lvl 12, keep that there and focus on Teleport Mastery. The increased damage, stun chance, and teleport distance is incredibly helpful; much more so than about 80 additional seconds of Booster. However, if Booster is still very low, bring it up to around 12. After Teleport Mastery is maxed, you can now finish off Booster and macro it with Meditation.
At this point, all of your main 3rd job skills will be finished. If you still do not personally find uses for strong single target attacks, upgrade Elemental Decrease. This will be helpful when facing elementally strong enemies, something you will commonly do during quests and bossing. If you have no plans for this in 3rd job and desire a strong single target skill, max Thunder Spear (155%x5) or Composition (625%). Compo is slightly faster, although still a “missile” attack. Thunder Spear is stronger and multi target, and is much more forgiving in terms of range. In my opinion, both should be maxed in the end, so pick the order that best suits your desires.
At this point, finish upgrading Seal and Elemental Reset (if you have not done so already). Put your remaining points into Partial Resistance (11). I personally find this skill completely useless. I rarely die in PvP and almost never face Ice/Lightning bosses. Even then, mages are very easy to keep alive in normal scenarios, so an additional 27% I/L resistance is minimal. If you find this skill useful, drop either Thunder Spear or Composition. I’d personally recommend dropping Compo should you go this route.
End Result (with my recommended build):
Partial Resistance (11)
Element Amplification (20-Max)
Ice Strike (20-Max)
Thunder Spear (20-Max)
Seal (20-Max)
Spell Booster (20-Max)
Element Composition (20-Max)
Teleport Mastery (10-Max)
Elemental Decrease (10-Max)