2nd Job Advancement
December 27th, 2006 by Eva
So you are level 30 and ready to make your 2nd job advancement? Read on….
=[2nd Job Advancement]=
You need to be level 30 and have used up all the SP you have gained until
level. Go talk to Hines again and he will give you a letter for the 2nd job
instructor. The 2nd job instructor is found 3 screens North-West of Ellinia,
right on the very top. You can access the path to the top using the path that
you use to reach the tree dungeons. Give the letter to the instructor and
you will be warp inside a tree. Fight the monsters which will drop Black
Marbles. Collect 30 of these marbles and talk to the instructor on top. He
will take away all your 30+ marbles and give you a Proof of the Hero. Take
this back to Hines and choose a job. You get a new set of skills, more MP
still and 4 more slots in your ETC inventory. Can’t remeber if he gives HP too
. Can anyone confirm? Anyway, you can choose one out of 3 jobs available:
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Ice/Lightning Wizard
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Ice lightning wizards command the elements of ice and lightning. Ice has the
advantage of freezing enemies and hence stop them from attacking. Lightning
can mass attack up to 6 targets simultaneously. From level 30 onwards, it is
better for you to master either ice or lightning first. If you prefer to fight
high level monsters efficiently and fight fire elemental creatures, go ice.
If you prefer mass damage on lower level monsters, it is good to choose
lightning to do 1-3 hit KO on lower level monsters.
Ice/Lightning Wizard Skill:
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*MP Eater* =Passive= (ML: 20)
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At level 1, this skill has a 11% chance of stealing 21% of the enemy’s MP.
For every additional point into this skill, the chance of activating increase
by 1% more and the MP stolen increases by 1% more.
You might think 11% chance and 21% of enemy MP absorbed is low. Its true, you
can absorb like 5 MP each successful time on a Green Mushroom for example.
However, consider this, for every 1000 Green Mushroom killed, the expected
MP stolen overall is 578. So on the long run since you need tens of thousands
of monsters to raise a level, you would have stolen quite a lot of MP. Not to
mention if you max this skill!
Level 1: 11% chance of stealing 21% of enemy’s MP
Level 20: 30% chance of stealing 40% of enemy’s MP
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*Meditation* (ML: 20, R: MP Eater 3)
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MP used: 10 MP (level 1-10)
20 MP (level 11-20)
Increases Magic attack by 1 at level 1 and lasts for 10 seconds. For every
additional level, Meditation adds 1 more to magic attack and last for 10
seconds more. Meditation can also affect party members around you.
Using Meditation allows your damage to increase and accuracy to increase. It
allows you to kill monsters faster and with lesser spells.
Level 1: + 1 magic attack, last for 10 seconds, 10 MP
Level 20: +20 magic attack, last for 200 seconds, 20 MP
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*Teleport* (ML: 20)
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MP used: 60 MP (level 1)
-3 more MP (level 2-10)
-2 more MP (level 11-20)
Teleport allows you to warp a short distance in a specified direction. This
allow you to travel faster, avoid damage, and attack enemies further away.
However, you cannot teleport past certain obstacles. Starts with teleport
distance 130. Im not sure if distance will increase because I put 1 point into
Teleport only. Can any one confirm?
Teleport is good to use for lightning wizard as you can teleport into the
middle of the crowd without having to jump in and take damage in the process.
Its a useful skill and so put 1 point into it as early as possible and try to
max it later.
Level 1: 60 MP, 130 distance
Level 2: 57 MP, 130 distance
Level 3: 54 MP, 130 distance
Level 4: 51 MP, 130 distance
Level 5: 48 MP, 130 distance
Level 6: 45 MP, 130 distance
Level 7: 42 MP, 130 distance
Level 8: 39 MP, 130 distance
Level 9: 36 MP, 130 distance
Level 10: 33 MP, 130 distance
Level 11: 31 MP, 130 distance
Level 12: 29 MP, 130 distance
Level 13: 27 MP, 130 distance
Level 14: 25 MP, 130 distance
Level 15: 23 MP, 130 distance
Level 16: 21 MP, 130 distance
Level 17: 19 MP, 130 distance
Level 18: 17 MP, 130 distance
Level 19: 15 MP, 130 distance
Level 20: 13 MP, 130 distance
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*Slow* (ML: 20)
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MP used: 8 MP (level 1-10)
16 MP (level 11-20)
Slow will reduce the movement speed of 6 monsters by 2 and last for 2 seconds
at level 1. For every additional point, the speed will be reduced by 2 more
and last 2 seconds more.
Not that great spell after all. It is useful only for a long stretch of
terrain which you can do the hit-and-run technique. Don’t add points into this
if you can.
Level 1: -2 Enemy Movement, 2 seconds duration, 8 MP
Level 20: -40 Enemy Movement, 40 seconds duration, 16 MP
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*Cold Beam* (ML: 30)
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MP used: 12 MP (level 1-15)
24 MP (level 16-30)
Cold Beam creates icicles which will damage enemies and freeze them if they
are freeze suceptible. Monsters of ice element and boss cannot be freezed.
At level 1, base damage is 13, 1 second freeze and 15% mastery. For every 1
level, base damage +3. For every 3 level, mastery +5%. At level 16, freeze
duration doubles to 2 seconds. Cold Beam deals 150% damage to fire based
monsters.
This is the best skill for killing high level monsters, especially those with
long range attacks. Without freezing them, they can still hit you from a
distance away. For example, Lupins, Undead Lupins, Umti and Tauromancis and
Taurospear. Cold Beam can kill fire boars in 1-2 hit KO soon and allow you to
hunt Fire drakes efficiently.
Level 1: 13 Base Damage, 1 second freeze, 12 MP, 15% mastery
Level 30: 100 Base Damage, 2 second freeze, 24 MP, 60% mastery
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*Thunder Bolt* (ML: 30)
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MP used: 20 MP (level 1-15)
40 MP (level 16-30)
Thunderbolt hits up to 6 target around you and deals 150% damage to water
elemental monsters. Base damage starts at 2 at level 1 and +2 for each
additional level. Mastery +5% every 3 level.
At around base damage of 50+ , you can easily kill monsters like Green
Mushroom, Horny Mushroom with 1 hit. You can therefore choose a good spot for
these creatures to spawn and fry them. Clang and Lorangs are weak to lightning
too and you can hunt them when your level is very high. The damage of this
spell starts too low though and takes long to build up.
Ok, lightning wizards beware. Thunder Bolt can knockback. However, the
direction of knockback is determined by the direction the monster is facing.
If the monster is facing you, it will be pushed backwards. Unfortunately,
if the monster’s back is facing you, it will be pushed towards you and hurting
you. The second situation happens often when you jump into a middle of a crowd
where every monster is in a random direction. To avoid this, try to jump on
one side of the crowd so all of them faces you. But by doing this, you might
be unable to target some of them.
Level 1: 2 Base Damage, 20 MP, 15% mastery
Level 30: 60 Base Damage, 40 MP, 60% mastery
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Fire/Poison Wizard
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Fire/Poison Wizards command the elements of fire and poison. In the 2nd job,
fire has the single most powerful fire spell. It is easy for fire wizards to
pick on ice monsters or high level monsters with as little hits as possible.
Unfortunately, poison is not as useful since the damage takes place over time
which in this period the monster can attack you.
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*MP Eater* =Passive= (ML: 20)
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See Ice/Lightning Wizard Skill: MP Eater
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*Meditation* (ML: 20, R: MP Eater 3)
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See Ice/Lightning Wizard Skill: Meditation
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*Teleport* (ML: 20)
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See Ice/Lightning Wizard Skill: Teleport
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*Slow* (ML: 20)
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See Ice/Lightning Wizard Skill: Slow
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*Fire Arrow* (ML:30)
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MP used: 14 MP (level 1-15)
28 MP (level 16-20)
Fire arrow is a single fire spell which deals 150% damage to ice based
monsters. At level 1, base damage is 33 and mastery is 15%. For every
additional level, base damage +3. Mastery +5% every 3 level.
This spell reaches a high damage of 120. This allow you to kill most monsters
easily. It is good to go hunt Cold Eyes when this spell is maxed. Otherwise
Dark Axe Stumps are also good for target practice.
Level 1: Base Damage 33, 15% mastery, 14 MP used
Level 30: Base Damage 120, 60% mastery, 28 MP used
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*Poison* (ML:30)
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MP used: 10 MP (level 1-15)
20 MP (level 16-20)
Poison does damage over time. At level 1, there is a 31% chance of poisoning
a target, base damage is 12 and last for 4 seconds. Mastery starts at 15% and
increases by 5% every 3 level. Base Damage +2, chance of success +1% and
duration +4 seconds each level.
My god! This skills is really useless. It cant even have a 100% success rate
and will do only 1 damage to bosses. Give up on this skill will you?
Level 1: Base Damage 12, 31% chance of success,4 seconds ,15 % mastery, 10 MP
Level 30: Base Damage 70, 60% chance of success,40 seconds ,60 % mastery,20 MP
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Cleric
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The holy wizards who own the unique healing spells which other class do not
possess. Those who choose Cleric get to save up on potion money, charge into
battle recklessly(since they can heal anyway). Unfortunately, they cant get
to use high power spells and will be sticking to Magic Claw until if they like
points into Holy Arrow. As a Cleric, you will certainly be welcomed by any
party. The best benefit of Cleric is the ability to dispatch undead mobs
quickly as Heal not only recovers HP of your party, but it also attacks
multiple undead enemies. Although Holy Arrow has low base damage when maxed,
it can still fry undead enemies.
Cleric Skills:
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*MP Eater* =Passive= (ML: 20)
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See Ice/Lightning Wizard Skill: MP Eater
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*Heal* (ML: 30)
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MP used: 12 (Level 1-15)
24 (Level 16-30)
Heals yourself and the party near you. Can damage undead enemies near you up
to 6 targets. Starts with 10% of your HP healed at level 1. For every
additional level, heal 10% more. The damage is determined by the number of
monsters affected.
This spell is why you want to be a cleric for. This can heal yourself, make you
the hottest member in a party as well as do a Thunder Bolt like attack on those
undeads. Max this skill first! I have seen people clinging to the rope and
healing Undead Mushroom. Awww!
Level 1: 12 MP, 10% of your HP healed
Level 20: 24 MP, 300% of your HP healed
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*Invincible* (ML: 20, R:Heal 5)
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MP used: 15 MP (Level 1-10)
30 MP (Level 11-20)
Level 1 Invincible reduces weapon damage by 11% for 15 seconds. 1% extra damage
reduced for further levels. Durations extend 15 more seconds each level.
Cool skill for a cleric, since a 30% damage reduction reduces the reliance on
Magic Guard. This is because a cleric can heal fully his/her HP with high level
into Heal but is still vulnerable to 1 hit KO monsters–such as Taurospear when
you are level 40. To switch on Magic Guard drains MP unneccesary and waste MP
since lost HP can be healed fully but not MP. So thats where invincible comes
in. Its kind of like raise max HP by 30% and prevent 1 hit KOs from occuring so
often. For exanple, 600 HP at level 40+ will be equivalent to having HP of 780
HP, thus surviving attacks from the Taurospear 700+ damage. Max this!
Level 1: 15 MP, 11% damage reduced, 15 seconds duration
Level 20: 30 MP, 30% damage reduced, 300 seconds duration
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*Bless* (ML: 30, R: Invincible 5)
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MP used: 12 MP (Level 1-15)
24 MP (Level 16-30)
Level 1 Bless increases party’s accuracy, avoidability, weapon and magic
defence by 1 for 10 seconds. For every additional level, Bless adds 1 more
to the party’s accuracy, avoidability, weapon and magic defence by 1 and
last 10 seconds more.
This skill makes people love clerics even more! However, this removes the need
for you to put points in Magic Armour. For the cleric yourself, the benefits
are restricted to avoidability and weapon defence since the others are not too
relevant to a magician. In my opinion this may not be all that fantastic, but
put some points into it to become the party’s favourite. Don’t max it if you
have other priorities.
Level 1: 12 MP, +1 to party’s acc, avoid, weap and mag def for 10 seconds.
Level 30: 24 MP, +30 to party’s acc, avoid, weap and mag def for 300 seconds.
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*Teleport* (ML: 20)
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See Ice/Lightning Wizard Skill: Teleport
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*Holy Arrow* (ML: 30)
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MP used: 12 MP (Level 1-15)
24 MP (Level 16-30)
Fires a Holy arrow at the enemy. Dark monsters recieve 150% of usual damage.
Starts at 12 base damage and 15% mastery at level 1. Mastery increases by 5%
for every 3 levels. Base damage +2 each level.
Ok, this spell is a replacement for the Magic Claw and Heal when facing single
dark monsters. This is useful since it has a higher base damage and after
amplification, damage to Dark monsters will be large. However, against other
normal monster the damage will only be slightly higher than Magic Claw. Good
idea to max this.
Level 1: 12 MP, 12 Base Damage, 15% mastery
Level 1: 24 MP, 70 Base Damage, 60% mastery
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