AP Build and Equips guide

There are three ways to go, Lukless, Low Luk, and regular luk.
Lukless means you have 4 LUK, 4 DEX, and 4 STR, and all AP into INT. The advantage of this is that you have more points into int (obviously), making you more powerful, not to mention even more MP over any other class. It doesn't take too much funding with the advent of maple weapons, but still, whether luckless mages have more damage is debatable. You have to wear low levelled mage equips (overall, shoes, etc) for your entire career, and your weapon will have to be scrolled well to catch up to a luk wand.
Still, being a lukless Blaze Wizard isn't too hard. Use the Beginner wand until level 25. Then kill Astaroth a couple times to get his wand or staff (not to hard, since I did it 5 times, and both dropped). You could scroll this really well since it has 10 slots, and use it for longer, or just get a maple staff at 35. At 43 you can buy a Maple Lama Staff, or do Lita Lawless' level 50 quest "Cleaning the Streets" for a free Nocturnal Staff. At level 64, just upgrade to a Maple Shine Wand.
Finally, your end game weapon is a Elemental Wand 1, which works quite well now actually since it gives a 20% bonus to fire type attacks, which are all your moves. But it is rather lacking in the m att department, 85 vs 113 for the Dimon Wand (level 98 luk wand), so scroll it well. If you can't afford an Elemental Wand 1, you could go for a Pyrope wand or staff, which have more matt, but are actually weaker because they don't have the elemental bonus.

Weapon guide for Lukless:
Level 8: Wooden Wand
Level 25: Astaroth Wand/Staff
Level 35: Maple Staff
Level 43: Nocturnal Staff or Maple Lama Staff
Level 64: Maple Shine Wand
Level 70: Elemental Wand 1 (elemental staffs require luk)
*Since Legends, you can now purchase lukless wands and staffs in the legends shop, up to level 108. They only require legend coins, which can be easy obtained through all the events occuring. This makes finding lukless weapons a lot easier and cheaper for everyone, without any loss in damage. However, with the event only lasting until late January, I'm not going to rehaul the guide to reflect that. Get them while you can, because they are simply amazing.

Low luk is IMO the best way to go. This means that you only add luk until you can equip everything. The benefit of this build is that you can equip the same things as a regular luk mage, but be slightly stronger. Most people cap at 50, but I added to 60 because I'm entirely unfunded. A Zhelm is really all you need funding wise, and if you can't afford one from the get go, you can look for cheap equips with potential luk in the FM (I have 7 luk gloves bought for 500k and 6 luk shoes bought for 400k). Recommended for 50 mil+ funding, still a decent option unfunded.

Weapon guide for Low LUK:
Equip whatever wand/staff you can with your luk.
Recommended end game is a Dimon Wand, which is cheap and easy to obtain.

Regular luk is for people who want to be a true (citation needed) mage, getting equipment upgrades every 10 levels, without worrying about having enough luk to equip stuff, or having godly scrolled weapons. Contrary to popular belief, having a regular luk build (I'd say around 80-90 luk) does not make you much weaker than a low luk or lukless. Recommended for unfunded people, or people who want to play maple story the old fashioned way.
*For now, with the legend shop open, and free and easy to get lukless weapons, this is not a good idea.
Weapon guide:
You can equip everything you want! Yay!
Dimon Wand is again recommended, since the Dragon Wand is expensive, and you can only use the Reverse Wand for 2 levels.

^1st Job
1st job skills
� MP Boost [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-1-Skill-Improving-Max-MP-Increase-BasilMarket.gif[/IMG]
Level 10: Max MP +20%
This skill, although not as important as pre BB, makes you have even more MP (and thus survivability)
� Magic Guard [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-Skill-Magic-Guard-BasilMarket.gif[/IMG]
Level 15: MP Cost: 13, Damage Displaced: 85% of your HP, Duration: 600 sec
A very important skill later on in late 2nd job and beyond. Allows you to take huge amounts of damage into your MP instead of your HP. This is good, because a level 120 Blaze Wizard has around 2k HP, but 14k+ MP, so you don�t die in 1 hit.
Post Alliance Eternal: 5% more displacement is nice to have. I hope you have that Jr. Boogie Familiar up at all times.
� Magic Armor [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-1-Skill-Magic-Armor-BasilMarket.gif[/IMG]
Level 15: MP Cost: -16, Weapon DEF: +120, Magic DEF: +225, Duration: 225 sec
Much better than pre BB Magic Armor, as def matters more, and its def buff has been increase by 6x. Still, I would rather want a summon than a defense increase.
Post Chaos: Hmm, the 105 more magic defense seems very nice. Duration drop isn't too bad. I'm tentatively recommending Magic Armor over Flame, but we'll see how it plays out. If you were following my guide before, it's not much of a difference.
Post Alliance Eternal: Since Flame got buffed, I'm not longer recommending maxing this skill.
� Magic Claw [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-1-Skill-Magic-Claw-BasilMarket.gif[/IMG]
Level 20: MP Cost: 20, Damage: 120% to 3 enemies
Your only attack in 1st job, hits pretty hard with a fire element as well. Still semi-useful in 2nd job.
Post Ascension: Now hits 3 monsters! Makes training that much faster
� Flame [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-1-Skill-Flame-BasilMarket.gif[/IMG]
Level 10: MP Cost: 20, Damage: 120%, Duration: 200 sec
The Blaze Wizard's version of the Cygnus summon. It really doesn't do much, but max it since summons are cool, and it can kill off those stray mobs with a few HP left.
Post Chaos: Only hits one monster now, but it rarely attacked more than one monster before anyway.
Post Alliance Eternal: You get a new skill, Enhanced Spirit Power, that buffs its duration by 20 seconds every 20 or 30 levels. Max it. It gets replaced at level 90 or so, but it's pretty useful for the whole time.
1st job SP Build
� Level 10: 1 Magic Claw(1)
� Level 11: 1 Flame (1), 2 Magic Claw (3)
� Level 12: 3 Magic Claw (6)
� Level 13: 3 Magic Claw (9)
� Level 14: 3 Magic Claw (12)
� Level 15: 3 Magic Claw (15)
� Level 16: 3 Magic Claw (18)
� Level 17: 2 Magic Claw (Maxed), 1 MP Boost (1)
� Level 18: 3 MP Boost (4)
� Level 19: 3 MP Boost (7)
� Level 20: 3 MP Boost (10)

� Level 21: 3 Magic Guard (3)
� Level 22: 3 Magic Guard (6)
� Level 23: 3 Magic Guard (9)
� Level 24: 3 Magic Guard (12)
� Level 25: 3 Magic Guard (Maxed)
� Level 26: 3 Flame (4)
� Level 27: 3 Flame (7)
� Level 28: 3 Flame (Maxed)
� Level 29: 3 Magic Armor (3)
� Level 30: 3 Magic Armor (6)

At the End
20 Magic Claw (Maxed)
10 MP Boost (Maxed)
15 Magic Guard (Maxed)
10 Flame (Maxed)
6 Magic Armor

1st point goes into magic claw for your first attack [IMG]http://static.basilmarke*****m/img/2.gif[/IMG]. Don't make the mistake I did and get MP Boost first, because it's no longer necessary after Big Bang. 1 point into Flame because everyone loves a summon, and then max Magic Claw. MP Boost after so you can have even more massive amounts of MP. Magic Guard isn't that useful until level 40+, so that can be maxed a bit late into 1st job. After Alliance Eternal, max Flame because it continuously gets buffed up until 90, where it is replaced by Ifrit.

^2nd Job
2nd Job Skills
� Spell Mastery [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-Skill-Spell-Mastery-BasilMarket.gif[/IMG]
Level 20: Magic Mastery: 50%, Magic ATT: +10
Tired of hitting 20k, then 5k? Then get spell mastery! For only 4 payments of 5 SP each, your mastery will go up from 25% to 75%, making it that much more stable. But wait, there�s more! We�ll even throw in 10 free matt! 1-800-MAS-TERY. That�s 1-800-MAS-TERY. Call today!
Yeah dunno why I did that.
� Meditation [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-2-Skill-Meditation-BasilMarket.gif[/IMG]
Level 20: MP Cost: 16, Magic ATT: +30, Duration: 200 sec
Your only party skill, it gives a rather nice boost to your damage.
Post Alliance Eternal: Gives +10 more m. att then before. Helpful.
� Slow [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-2-Skill-Slow-BasilMarket.gif[/IMG]
Level 10: MP -10; enemy's moving speed -40 for 40 sec.
Half as good as an explorer mage's Slow, but 1/2 the SP as well. Pretty useful on bosses like Bigfoot.
� Fire Arrow [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-2-Skill-Fire-Arrow-BasilMarket.gif[/IMG]
Level 20: MP Cost: 32, Damage: 450%
The most useless skill you'll ever get as a Blaze Wizard. Hell, it�s the most useless skill ever programmed into this game. Takes way too much SP, only hits 1 (unlike its F/P counterpart) monster, and much weaker than Fire Strike.
Post Chaos: 10% more damage, still sucks, don't get it.
Post Ascension: Now the animation glows red after level 50! Totally worth the 30 SP!
Post Alliance Eternal: 10 less SP and 1 less MP cost doesn�t make up for its failure as an attack.
� Teleport [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-2-Skill-Teleport-BasilMarket.gif[/IMG]
Level 20: MP Cost: 12, Range: 150
Extremely useful skill, makes you have mobility comparable to thieves. Use in conjunction with attacks for a technique called telecasting.
� Spell Booster [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-Skill-Magic-Booster-BasilMarket.gif[/IMG]
Level 20: MP Cost: 20, Duration: 200 sec
Boosts your attacking speed by 3 stages at all levels, which really speeds up attacking.
Post Ascension: Pretty sure it is now -3 stages, which is very nice indeed.
� Elemental Reset [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-2-Skill-Elemental-Reset-BasilMarket.gif[/IMG]
Level 10: MP Cost: 50, Elemental Attributes: -100%, Duration: 300 sec
Turns your attacks to neutral, used to hit fire resistant/immune monsters like Gobies, Alishar, Fire Tusks, etc.
� Fire Pillar [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-2-Skill-Fire-Pillar-BasilMarket.gif[/IMG]
Level 20: MP Cost: 42, Damage: 350% on up to 6 monsters
A good mobbing skill, even at level 1. It hits all around you, and will be your main skill in 2nd job, and still useful in 3rd.
Post Chaos: Ooh 25% extra damage, might change some 2HKOs into 1HKOs.
Post Ascension: Ooh 25% more damage, might help somewhat. Also, range increased from 400 pixels to 500 pixels, so less telecasting?
� High Wisdom [IMG]http://static.basilmarke*****m/skill/MapleStory-Cleric-Skill-High-Wisdom-BasilMarket.gif[/IMG]
Level 10: INT +40
About time we got this. I see no reason as to why this doesn�t increase LUK like every other class� version of this, but +40 INT is a pretty big boost (equivalent to 8 levels� worth of AP).
2nd Job SP Build
� Level 30: 1 Fire Pillar (1)
� Level 31: 1 Teleport (1), 2 Spell Mastery (2)
� Level 32: 3 Spell Mastery (5)
� Level 33: 3 Spell Mastery (8)
� Level 34: 3 Spell Mastery (11)
� Level 35: 3 Spell Mastery (14)
� Level 36: 3 Spell Mastery (17)
� Level 37: 3 Spell Mastery (Maxed)
� Level 38: 3 High Wisdom (3)
� Level 39: 3 High Wisdom (6)
� Level 40: 3 High Wisdom (9)

� Level 41: 1 High Wisdom (Maxed), 2 Spell Booster (2)
� Level 42: 3 Spell Booster (5)
� Level 43: 1 Spell Booster (6), 2 Fire Pillar (3)
� Level 44: 3 Fire Pillar (6)
� Level 45: 3 Fire Pillar (9)
� Level 46: 3 Fire Pillar (12)
� Level 47: 3 Fire Pillar (15)
� Level 48: 3 Fire Pillar (18)
� Level 49: 2 Fire Pillar (Maxed), 1 Fire Arrow (1)
� Level 50: 3 Teleport (4)

� Level 51: 3 Teleport (7)
� Level 52: 3 Teleport (10)
� Level 53: 3 Teleport (13)
� Level 54: 3 Teleport (16)
� Level 55: 3 Teleport (19)
� Level 56: 1 Teleport (Maxed), 2 Meditation (2)
� Level 57: 3 Meditation (5)
� Level 58: 3 Meditation (8)
� Level 59: 3 Meditation (11)
� Level 60: 3 Meditation (14)

� Level 61: 3 Meditation (17)
� Level 62: 3 Meditation (Maxed)
� Level 63: 3 Spell Booster (9)
� Level 64: 3 Spell Booster (12)
� Level 65: 3 Spell Booster (15)
� Level 66: 3 Spell Booster (18)
� Level 67: 2 Spell Booster (Maxed), 1 Elemental Reset (1)
� Level 68: 3 Elemental Reset (4)
� Level 69: 3 Elemental Reset (7)
� Level 70: 3 Elemental Reset (Maxed)

At the End
20 Spell Mastery (Maxed)
10 High Wisdom (Maxed)
20 Fire Pillar (Maxed)
20 Teleport (Maxed)
20 Meditation (Maxed)
20 Spell Booster (Maxed)
10 Elemental Reset (Maxed)
20 Magic Booster (Maxed)
1 Fire Arrow
0 Slow

1st point into Fire Pillar for mobbing. Next point into Teleport for mobility and then max Spell Mastery for stable damage and 10 more Magic attack. High Wisdom next for more INT, as well as increasing MP gain per level. Put 6 into Spell Booster for faster attacking, and then max Fire Pillar for more damage.
At level 49, put in the remaining point into Fire Arrow because I know you want a new move, and it does more damage on one target and saves MP over Magic Claw. Otherwise pretty useless. Finish up Teleport to use less MP, and then max meditation for your first and only party skill. Max Spell Booster and put it on a macro with Meditation, and finally, finish up by maxing Elemental Reset to hit those fire-resistant and immune monsters.

Alternative Builds:
� You could max Meditation before Teleport to be stronger earlier on, at the price of mobility and MP.
� You could max Slow and leave Fire Pillar at 9, and Fire Arrow at 2. You do lose out on a bit of damage, but this helps with Flame Gear in 3rd job.
^3rd Job
3rd Job Skills
� Critical Magic
Level 20: Critical Rate +30%, Minimum Critical Damage +25%
Much better than Elemental Resistance, and it gives all your moves a chance to do an extra 50% damage. A++
Element Amplification [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-3-Skill-Element-Amplication-BasilMarket.gif[/IMG]
Level 20: MP Cost: 150%, Magic Attack: 150%
Think of this as a passive Shadow Partner. Boosts all your moves by a lot, and the increased MP cost doesn't affect you much. Doesn�t show up in your range though.
Post Ascension: 10% less MP cost, save on pots!
� Seal [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-3-Skill-Seal-BasilMarket.gif[/IMG]
Level 20: MP Cost: 20, Seal Duration: 20, Seal Chance: 95%
Would be useful if it worked on bosses, but it does not. You kill normal monsters too fast for it to take much effect.
� Meteor Shower [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-3-Skill-Meteor-Shower-BasilMarket.gif[/IMG]
Level 20: MP Cost: 300, Damage: 1400% to up 15 enemies, Damage Over Time: 170% damage every 1 sec for 10 sec, Cooldown: 30 sec
What once was the earliest ultimate in the game is now the earliest "ultimate" with a 30 second cooldown. Majorly nerfed, but the DoT and range is still nice.
Post Chaos: 100% damge isn't going to help much for a move that usually 1HKOs everything, but I guess it's fun to hit such high numbers.
Post Alliance Eternal: You get this at 100 instead of 110.
� Ifrit [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-3-Skill-Ifrit-BasilMarket.gif[/IMG]
Level 20: MP Cost: 90, Duration: 130 sec, Damage: 340% to up to 3 enemies, Elemental Resistance +30%
The summon to replace Flame. Hits much harder, looks 10x cooler, and lasts for 70 seconds shorter. Oh well.
Post Ascension: Elemental Resistance was merged into Ifrit. Nice to have I guess.
Post Alliance Eternal: You get this at level 90 instead of 100.
� Flame Gear [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-3-Skill-Flame-Gear-BasilMarket.gif[/IMG]
Level 20: MP Cost: 60, Damage: 280%, Duration: 40 sec, Damage Over Time: 100% damage every 1 sec for 7 sec
Perhaps the coolest looking DoT skill. Much worse than poison mist, which does 60% more DoT, has a 8 second longer effect, can overlap, and to top it off, takes 10 SP less to max. Get this anyway, as it makes you unKSable at larger maps like Dual Ghost Pirates.
Post Chaos: The extra initial damage means nothing, because you use this move for DoT (hopefully).
Post Alliance Eternal: 10 less SP, which makes perfect sense, but why is it still so weak?
� Fire Strike [IMG]http://static.basilmarke*****m/skill/MapleStory-Blaze-Wizard-3-Skill-Fire-Strike-BasilMarket.gif[/IMG]
Level 30: MP Cost: 34, Damage: 630% (210%x3) on up to 6 monsters
Has a very long range in one direction, but bad vertical range. Your end-all move in 3rd job (Flame Pillar has uses for its AoE), used for training and bossing.
Post Chaos: A 120% damage boost? Definitely a needed boost for one of the weakest 3rd job moves. A pretty epic buff, and I'm sure it will speed up training by a lot.
Post Ascension: I don�t see why they buffed this by another 80% and split it up (Blaze Wizards can�t even get close to the damage cap) into 3 hits. I�m not complaining, it solidifies BWs as one of the best mobbers in 3rd job, but I�d rather have a buff to Flame Gear than this.
� Teleport Mastery [IMG]http://static.basilmarke*****m/skill/MapleStory-Priest-Skill-Teleport-Mastery-BasilMarket.gif[/IMG]
Level 1: Teleport range +20, deals 300% damage to up to six enemies with an 80% stun rate. Stun lasts for 4 seconds.
We definitely needed this. Very helpful in all respects. NOTE: You get this skill by doing a quest for Oz at level 110. Same effect as level 10 Teleport Mastery for other classes.
� Echo of Hero
Level 1: Consumes MP 30 and increases Weapon & Magic Attack by 4% for 40 Minutes.
Cygnus Knights get this skill at 120, while explorers get it at 200. Affects everyone on the map, and is glitched to last forever. 4% is more than you'd think.
� Empress's Shout
Level 1: MaxHP and MaxMP +20%
� Empress's Prayer
Level 1: MP Cost: 30, Weapon and Magic ATT +4%
You get these skills after advancing to a Captain Knight. Would be useful earlier on, since you'll be on your UA after getting to 120 on your Blaze Wizard, but extra HP and MP never hurts. Prayer is like a self-Echo, but has the interesting effect of ignoring the accuracy formula. Meaning you can hit Horntail now. Now sure why someone would pick a level 120 CK over a 160+ other class, plus it has a 24 hours of play time cooldown. Use it once, never again skill.
3rd Job SP Build (Alliance Eternal)
� Level 70: 1 Fire Strike (1)
� Level 71: 1 Magic Critical (1), 2 Element Amplification (2)
� Level 72: 3 Element Amplification (5)
� Level 73: 3 Element Amplification (8)
� Level 74: 3 Element Amplification (11)
� Level 75: 3 Element Amplification (14)
� Level 76: 3 Element Amplification (17)
� Level 77: 3 Element Amplification (Maxed)
� Level 78: 3 Flame Gear (3)
� Level 79: 3 Flame Gear (6)
� Level 80: 3 Flame Gear (9)

� Level 81: 2 Flame Gear (11), 1 Fire Strike (2)
� Level 82: 3 Fire Strike (5)
� Level 83: 3 Fire Strike (8)
� Level 84: 3 Fire Strike (11)
� Level 85: 3 Fire Strike (14)
� Level 86: 3 Fire Strike (17)
� Level 87: 3 Fire Strike (20)
� Level 88: 3 Fire Strike (23)
� Level 89: 3 Fire Strike (26)
� Level 90: 3 Fire Strike (29)

� Level 91: 1 Fire Strike (Maxed), 2 Magic Critical (3)
� Level 92: 3 Magic Critical (6)
� Level 93: 3 Magic Critical (9)
� Level 94: 1 Magic Critical (10), 2 Ifrit (2)
� Level 95: 3 Ifrit (5)
� Level 96: 3 Ifrit (8)
� Level 97: 3 Ifrit (11)
� Level 98: 3 Ifrit (14)
� Level 99: 3 Ifrit (17)
� Level 100: 20 Ifrit (Maxed)

� Level 101: 3 Magic Critical (13)
� Level 102: 3 Magic Critical (16)
� Level 103: 3 Magic Critical (19)
� Level 104: 1 Magic Critical (Maxed), 2 Meteor Shower (2)
� Level 105: 3 Meteor Shower (5)
� Level 106: 3 Meteor Shower (8)
� Level 107: 3 Meteor Shower (11)
� Level 108: 3 Meteor Shower (14)
� Level 109: 3 Meteor Shower (17)
� Level 110: 3 Meteor Shower (Maxed), 1 Teleport Mastery (Maxed) from quest

� Level 111: 3 Flame Gear (14)
� Level 112: 3 Flame Gear (17)
� Level 113: 3 Flame Gear (Maxed)
� Level 114: 3 Slow (3)
� Level 115: 3 Slow (6)
� Level 116: 3 Slow (9)
� Level 117: 1 Slow (Maxed), 2 Seal (2)
� Level 118: 3 Seal (5)
� Level 119: 3 Seal (8)
� Level 120: 3 Seal (11)
� Captain Knight Reward: 3 Seal (14)
� Captain Knight Additional Quests: 5 Seal (19)
At the End
20 Element Amplification (Maxed)
30 Fire Strike (Maxed)
20 Ifrit (Maxed)
20 Magic Critical (Maxed)
20 Meteor Shower (Maxed)
1 Teleport Mastery (Maxed)
20 Flame Gear (Maxed)
10 Slow (Maxed)
19 Seal

Start out with 1 Fire Strike to instantly replace Flame Pillar and even (gasp) Fire Arrow. 1 Magic Critical instantly increases your critical rate by 11%, and now it's time for Element Amplification, because it's pretty much an invisible Shadow Partner infused into every hit. Calculations on why you max this first are available here. 11 Flame Gear keeps you from being KSed at MP3.

[startrant] Why did Nexon not buff Flame Gear? Poison Mist is 160% for less SP, and 400% in 4th job. Cygnus Knights are supposed to be overpowered until level 120, so why keep Flame Gear as the worst DoT move? The strategy of covering the entire map with Flame Gear is no longer as good when Fire Strike has been buffed by a total of 200%, not to mention criticals. The strategy still works, but it's not as important to max anymore. [/endrant]

Now finish up maxing Fire Strike, and be sure to do Oz�s quest at 90 to unlock Ifrit (no points yet though). Get 10 in Magic Critical, and then max Ifrit. Yay, you have the coolest looking summon. It's good for finishing off those mobs that have a couple HP left, plus it stacks with Flame now. Go do Oz�s quest at level 100 to unlock earliest ultimate in the game� METEOR (no points yet)!111 Finish up Magic Critical, and max Meteor to unleash ultimate destruction every 30 seconds. Now return to Oz again at 110 and do her quest to automatically max Teleport Mastery which lets you damage mobs you land on while teleporting, in addition to stunning them. A useful skill indeed. Max Flame Gear, then go back to your 2nd job tab and max Slow to help at bosses as well as Flame Gear. Finally, dump the 19 left over points into Seal (which sucks).

Then after you finish the Captain Knight quests, defeat the Black Witch, hunt for 5 (half the amount as before!) Peridots from Harps and Blood Harps, which will take a good 5+ hours, you can finally make your UA!

Alternative Builds:
� You could max Magic Critical before Ifrit. Completely viable if you'd want more damage earlier on.
� You could max Flame Gear before Fire Strike if you can just about 1HKO everything.
� If you maxed Slow in 2nd job, max Fire Pillar before Seal.
� You could max Fire Arrow instead of Seal. Stupid, but Seal isn't much better than Fire Arrow. I don't recommend it, but it doesn't matter which one you put points into.

Jump 3rd Job SP Build
� Level 70: 1 Fire Strike (1)
� Level 71: 1 Magic Critical (1), 2 Element Amplification (2)
� Level 72: 3 Element Amplification (5)
� Level 73: 3 Element Amplification (8)
� Level 74: 3 Element Amplification (11)
� Level 75: 3 Element Amplification (14)
� Level 76: 3 Element Amplification (17)
� Level 77: 3 Element Amplification (Maxed)
� Level 78: 3 Flame Gear (3)
� Level 79: 3 Flame Gear (6)
� Level 80: 3 Flame Gear (9)

� Level 81: 2 Flame Gear (11), 1 Fire Strike (2)
� Level 82: 3 Fire Strike (5)
� Level 83: 3 Fire Strike (8)
� Level 84: 3 Fire Strike (11)
� Level 85: 3 Fire Strike (14)
� Level 86: 3 Fire Strike (17)
� Level 87: 3 Fire Strike (20)
� Level 88: 3 Fire Strike (23)
� Level 89: 3 Fire Strike (26)
� Level 90: 3 Fire Strike (29)

� Level 91: 1 Fire Strike (Maxed), 2 Magic Critical (3)
� Level 92: 3 Magic Critical (6)
� Level 93: 3 Magic Critical (9)
� Level 94: 1 Magic Critical (10), Save 2 Points (2)
� Level 95: Save 3 Points (5)
� Level 96: Save 3 Points (8)
� Level 97: Save 3 Points (11)
� Level 98: Save 3 Points (14)
� Level 99: Save 3 Points (17)
� Level 100: 20 Ifrit (Maxed)

� Level 101: 3 Magic Critical (13)
� Level 102: 3 Magic Critical (16)
� Level 103: 3 Magic Critical (19)
� Level 104: 1 Magic Critical (Maxed), Save 2 Points (2)
� Level 105: Save 3 Points (5)
� Level 106: Save 3 Points (8)
� Level 107: Save 3 Points (11)
� Level 108: Save 3 Points (14)
� Level 109: Save 3 Points (17)
� Level 110: 20 Meteor Shower (Maxed)

� Level 111: 3 Flame Gear (14)
� Level 112: 3 Flame Gear (17)
� Level 113: 3 Flame Gear (20)
� Level 114: 3 Flame Gear (23)
� Level 115: 3 Flame Gear (26)
� Level 116: 3 Flame Gear (29)
� Level 117: 1 Flame Gear (Maxed), 2 Seal (2)
� Level 118: 3 Seal (5)
� Level 119: 3 Seal (8)
� Level 120: 3 Seal (11)
� Captain Knight Reward: 3 Seal (14)
At the End
30 Fire Strike (Maxed)
20 Element Amplification (Maxed)
20 Ifrit (Maxed)
20 Magic Critical (Maxed)
20 Meteor Shower (Maxed)
30 Flame Gear (Maxed)
14 Seal

Start out with 1 Fire Strike to instantly replace Flame Pillar and even (gasp) Fire Arrow. 1 Magic Critical instantly increases your critical rate by 11%, and now it's time for Element Amplification, because it's pretty much an invisible Shadow Partner infused into every hit. Calculations on why you max this first are available here. 11 Flame Gear keeps you from being KSed, and that�s all it�s good for.

[startrant] Why did Nexon not buff Flame Gear? Poison Mist is 160% for less SP, and 400% in 4th job. Cygnus Knights are supposed to be overpowered until level 120, so why keep Flame Gear as the worst DoT move? The strategy of covering the entire map with Flame Gear is no longer as good when Fire Strike has been buffed by a total of 200%, not to mention criticals. The strategy still works, but it's not as important to max anymore. [/endrant]

Now finish up maxing Fire Strike, and then get Magic Critical up to 10. It's time to start saving up for Ifrit. At level 100, do Oz�s quest, and yay, you have the coolest looking summon now. It's good for finishing off those mobs that have a couple HP left, so keep it up. Max out Magic Critical, just in time to save up for the earliest ultimate in the game� METEOR!111 Once you have that maxed, you can unleash ultimate destruction, every 30 seconds. Finally, dump your points into Flame Gear, because it�s slightly better than Seal, and the rest into Seal.
UA Time! After the 5-10 hours hunting Peridots of course.
^Training Spots
Here's my recommendation for where I trained and got decent EXP. Thanks to jitterbug118 for the formatting.
Format:#/5 for overall rating, @/5 for crowdedness, $/5 for pot burn
1st job
### @ $
1-14 Quests on Ereve
It takes forever walking back and forth between maps, but you'll be glad when your off, 4 levels ahead of everyone else.

#### @@ $
10-20 Blue Ribbon Pigs
Blue Ribbon Pig, Level 13, HP 200, EXP 23
A good long map with huge spawn. No pot burn at all because these drop pots every kill. Remember to get a Jr Boogie familiar here as well, in the map right of Perion. It

##### @@@ $$
18-30 Rotting Skeletons
Rotting Skeleton, Level 20, HP 850, EXP 74
These are very crowded for low levelled monsters, but for a good reason. They give 74 exp each, more than most level 30 monsters, and that amounts a few % per kill at level 20. These easily beat any monster until 2nd job, and 20-30 should take at most 45 minutes here, but I find them pretty boring.
Post-Legends: Unfortunately, you can't get to NLC below level 30 anymore, meaning the best training spot in 1st job is gone.

#### @@ $$
20-30 Golems
Stone Golem, Level 20, HP 375, EXP 35
Dark Stone Golem, Level 23, HP 465, EXP 40
Mixed Stone Golem, Level 26, HP 580, EXP 47
Magic claw's high vertical range helps you KO 2 platforms at a time at the various maps. Try not to get hit that much, because they do heavy touch damage. The mini dungeon is probably the best from 25 onwards. Plus, they're the only spot that's remotely good these levels.

## @ $$
25-30 Zombie Lupins
Zombie Lupin, Level 28, HP 720, EXP 53
Dark Tree Forest has platforms of mobs of these dead monkeys. Their magic attack is annoying, and they are pretty overrated IMO, but exp is exp.
Post Chaos: The map is much smaller now. Don�t go here.

2nd job
##### @@@ $
30-69 PQs
Ludibrium PQ
Kerning PQ
Henesys PQ
Ascension made PQs the place to go for levelling quickly, so much that they had to implement a 10 PQ a day limit. These are simply much much faster than grinding, all the way up to 3rd job, where you get new PQs. For optimal exp, at least do 10 ludi PQs a day.
NOTE: Ice Knight PQ is also a 30-69 PQ, but I cannot recommend it since the Ice Knight dies way too quickly. It is nearly impossible to do it without failing, and until Nexon gives him 5x more HP than now, stick with the other PQs.

#### @@@ $
30-40 Mushroom Kingdom quests
Ah yes, back to fast levelling doing quests. The monsters are awesome exp and spawn, and you get good rewards from doing them all, like a +2 all medal, and 2 matt gloves. You can also just grind on the monsters after doing the quests.

### @@ $$
CDs: ##### @@@ $$
35-50 Kerning Square quests
Not quite as good as Mushroom Kingdom, but doing quests is grinding+extra exp combined, and not as boring. You get +1 all earrings from doing all the quests after killing a boss with 250k HP (took me about 10 minutes at level 55). At 35 or so you can start grinding on CDs at the top level, which have great spawn, on a completely flat map.

### @@ $
30-50 Carnival Party Quest
This is the first PQ with good exp, and for PQs crowded is a good thing (most of the time). You face another team, and kill monsters to get Carnival Points, which you can summon monsters with. Plus, monsters drop tons of pots, which are used automatically, which means you don't need to spend a single meso training here. Start out doing Trojan grinding, which is like 200% per PQ at level 30, and go on to Rombots at around 40. I would recommend doing Mushroom Kingdom first.
Post whenever everyone stopped doing this PQ: No one really does this one anymore. See the first spot in the 2nd job spots section for better PQs.

##### @@@@ $$
45-60 Scarecrows
Dead Scarecrow, Level 50, HP 3300, EXP 220
Back to the Haunted Mansion again. Like Rotting Skeletons, these things have more exp than monsters 10 levels above them. The map layout is the same, so it should be familiar training. This is the first taste of KSing you might get, because it is so crowded. Try to get your own map for optimal exp. Thankfully, Haunted Mansion monsters aren�t affected by the exp reduction system Nexon put in place in Ascension.

### @@@ $$
50-55 Drakes
Copper Drake, Level 50, HP 3000,EXP 130
Drake, Level 52, HP 3400, EXP 141
Back to grinding it is. The maps are enormous, just like the spawn.

#### @ $
50-65 Korean Folk Town quests
Let's admit it, grinding gets boring at times. So why not do quests for exp, items, and a story line? You can come here in your 50s. Do the quests you can, and when you've done all you can, go to Moon Bunnies (below). Every few levels, you'll unlock some new quests, and you'll get through them all by level 60.

#### @ $$
45-60 Moon Bunnies
Moon Bunny, Level 55, HP 4000, EXP 156
The first fire weak spot I would recommend for training. Go to the map right of Korean Folk Town, and there will be a map with a small hill and bunnies everywhere. Yes, these are the same ones as the one in Henesys PQ. A good place to use Fire Pillar is on the diagonals of the hill, where you can hit bunnies below you and around you at the same time.

#### @@ $$
50-63 White Fangs
White Fang, Level 58, HP 4900, EXP 179
Oh yeah, these things are also fire weak, and are a good alternative to bunnies, maybe even better. It's slightly crowded though, and I find killing bunnies more relaxing than wolves.

### @@@ $$
55-65 Water Goblins
Water Goblin, Level 60, HP 5500, EXP 194
Samiho, Level 62, HP 6300, EXP 213
Yay for fire weakness! Samihos can curse you for 1/2 exp, so either kill them quickly, or bring lots of Holy Waters. Flat map, great spawn, what more to say?

#### @@ $
55-75 Omega Sector
Barnard Gray, Level 65, HP 5500, EXP 241
Mateon, Level 66, HP 8000, EXP 252
Zeta Gray, Level 67, HP 8500, EXP 263
Plateon, Level 69, HP 9500, EXP 285
Omega Sector is amazing exp for late 2nd job. I don�t see why it�s so empty. Barnards have a small map, easily navigable with teleport. Mateons have two maps, Boswell Field I and II, both with great spawn. Be sure to get 20 tentacles for 3rd job advance. Zeta Grays at Kulan Field III are the perfect map for Blaze Wizards, and you can straight here, skipping everything else. They cluster around the top left platforms, and Flame Pillar�s AoE is perfect for getting them all. Plateons at Plateon Field are also an option. Flame Pillar isn�t good here, but do you know what is? Fire Strike in 3rd job. The other monsters here are also decent exp.

#### @@ $$
60-71 Rowdy Puppets
Rowdy Puppet, Level 66, HP 16000, EXP 354
Go here if you have decent damage, because these give more exp than Zeta Grays, but have nearly twice the HP. Smallish map, easy to navigate.

3rd job
##### @@@ $
70-120 PQs
Romeo and Juliet PQ
Pirate PQ
Orbis PQ
Once again, PQs will take you all the way up to your next job, or to max, since you're a cygnus and all. I said it before, and now I'll say it again, DO 10 OF EACH PQ BEFORE GRINDING. They're that good. Romeo and Juliet is probably the godliest PQ ever, it's fast, has a great amulet as a reward (+9 all!), is pretty fun, and you can grinding on Neo Huroids, which give double the exp per kill of everything else at your level. The other ones are great too, Pirate is simple- kill everything, and you get up to a +12 all hat. Orbis is has more stuff to do, but still, better than jesters, so why not?
Small mention goes out to Ellin Forest PQ, also 70-120. It's much slower, and the rewards aren't great, but you can try it out if you're bored.

##### [B [MENTION=644134 @@@@[/B] $
60-80 Jesters
Twisted Jester, Level 70, HP 50000, EXP 1325
This is the most crowded map nexon has ever created. Good luck getting a channel here. If you can get one to solo, or share with 1 other person, say hello to super fast levelling. They have massive HP for their level, and also massive exp. They're like mini-bosses. A good thing about them is that they are super weak, doing only few points of touch damage.
There's another map for Jesters, the Toy Room, which is much less crowded, but only spawns 4 of them.

#### @@@ $$
70-105 Nihal Desert (Ariant & Magatia)
Jr.Cactus, Level 70, HP 10000, EXP 296
Cactus, Level 73, HP 13000, EXP 361
Royal Cactus, Level 76, HP 17000, EXP 446
Sand Rat, Level 77, HP 19000, EXP 487
Scorpion, Level 81, HP 27000, EXP 650
Iron Mutae, Level 83, HP 31000, EXP 729
Reinforced Iron Mutae, Level 84, HP 33000, EXP 767
Roid, Level 88, HP 41000, EXP 917
Neo Huroid, Level 89, HP 43000, EXP 954
Homunculus, Level 98, HP 61000, EXP 1268
I'm getting lazy of typing descriptions, so here's a giant area where you can train. Start at cacti because they're fire weak, and so you don't have to move around that much for the next 30 levels like I did. At level 75 you can start doing Ariant quests, which give you tons of exp and fame. Sand Rats and Scorpions left of Magatia have long maps, good for Fire Strike. Mutates in Alcadno labs decent (Mithril ones suck though), and Roids provide a good mini-dungeon. Homunculuses are a decent place to train after Roids.
EDIT: Best ones here are Sand Rats, Scorpions, Iron Mutaes, Roids, and Neo Huroids.

### @@ $$$
90-96 Gobies
Exploding Goby House, Level 90, HP 40500, EXP 0
Goby, Level 91, HP 47000, EXP 1026
Ah, pre BB maplestory. I remember back in 2008 when it was pro to train on gobies and dreamy ghosts, and killing pianus was like soloing horntail today. Let me tell you how it works. So you go directly left of the Aquarium into Dea Sea Gorge I. See the cannon rock things? Attack those until they die. Then 6 gobies pop out of it. There are 5 spawn points for houses, and I love getting 30 gobies to follow me around the map as they take DoT from Flame Gear. Elemental Reset and Slow are your friends here. Sadly, Gobies have been nerfed from 1.4k exp for only 17k hp [IMG]http://static.basilmarke*****m/img/2.gif[/IMG]. But where else can you find a mob of 30 that follows you around the map? Aqua Road is super fun to train on if you didn't know, you can infini-jump and attack in mid-water! You have so much mobility in Aqua Road it's not funny. Not the best exp, but it's so fun! Fire underwater!

##### [MENTION=644134 @@@@ $$$
85-110 Mysterious Path 3
Selkie Jr., Level 90, HP 45000, EXP 1130
Slimy, Level 93, HP 51000, EXP 1260
Did I say Jesters was the most crowded map ever? I meant MP3. Even level 110's train here for the huge mobs. You can put Flame Gear and Fire Strike to good use here, especially on the fire weak Selkie Jrs. KSing? What KSing? Thanks to Flame Gear, you can bring monsters down to 1 HP before the KSer can even get to them!

### @ $$$
100-110 Klocks
Level 102 and 105
Similar to MP3, this map has fire weak lower levelled monsters, and non fire weak higher levelled ones (same 3 level difference as well). The spawn is large but spread out, and you're going to have to do quite a bit of moving around. The map prepares you for your last few training spots, a nice bonus. Use telecasting to your advantage here.

### @@@ $$$
95-110 Pirates
Kru, Level 103, HP 71000, EXP 1431
Captain,Level 105, HP 75000, EXP 1495
Do not mistake these for the ones in PPQ. These can easily do ~1k damage, meaning pot burn. Decent exp, plus there's a mini-dungeon for those of you in crowded servers.
EDIT: Docked a # because I only got around 50%/hour here at 108. The map isn't well suited for Blaze Wizards. Great for other classes though.

##### @@@ $$$$
105-120 Ghost Pirates
Ghost Pirate, Level 110, HP 85000, EXP 1649
Dual Ghost Pirate, Level 114, HP 93000, EXP 1748
Why are all of the monsters in the Ludi clock tower fire weak? Better for us BW and FPs [IMG]http://static.basilmarke*****m/img/2.gif[/IMG]. As soon as you get meteor, come here. You could go even earlier if you want. After 10 levels of pure torture, you can finally start grinding fast. If you trained at Klocks, think those, but with dense spawns, instead of spread out. Huge map, multiple platforms, 10+ monsters on one of the spawning places at any given point. The difference here is that you have Meteor, which can 1HKO 15 monsters at once with a large area of effect, every 30 seconds! You can even clear 3 platforms if you stand on the bricks correctly. Fire Strike is a clean 3HKO, and Ifrit is pretty useful. Just remember to pot often, because these have around 1.5k touch damage (nearly a 1HKO without Magic Guard on o.0). Ghost Pirates from 110-114, and Duals from 114-120. High pot burn, but low cost because you can make 100 DGP drops into Adv monster crystal 2s that sell for 600k+ each.

### @@@ $$$
115-120 Blue Kentauruses
Blue Kanturus, Level 118, HP 101000, EXP 1884
As you can tell, these are fire weak as well. The map isn't too good, and the spawn is all spread out. But if you get bored of DGP, this is always another place to go.

How to defeat the Black Witch

It has come to my attention that some people don't know how to kill the Black Witch at the end of the cygnus knight quests. It did take me 15 tries to kill her, so I'm going to provide a strategy on how to win. If you've attempted this before, you know that she has a damage reflect move, which makes her take 1 damage, and you take it all. Directly into your HP. So attacking her straight on until she dies is not the best technique.
Notice that she only uses the damage reflect move when she is around 1/2 HP. So get her HP down to 1/2 with Fire Strike, and then stop attacking. Instead, cover the entire map with Flame Gear, and be sure to cast it away from her, as Flame Gear does have an initial attack, which just might be reflected. When she walks in the flames, she will receive damage. Summon Ifrit here as well, and let it attack her (damage reflect doesn't affect Ifrit). You'll know she does reflect when 3 rings go around her, and then she starts taking 1 damage. Don't be confused with her curse attack which also has the same animation.
After the damage reflect wears out, immediately go for a Meteor, as she can't use it for another minute. Use Fire Strike a few times, then go back to the strategy of Flame Gear+Ifrit. Eventually, you'll wear down her HP to 1, at which point Ifrit can go for the kill. And there, the Black Mage's consort (or so I've heard) has been defeated.
This tactic does take a while, but you have more than enough time to do it, and dying 15 times from attacking takes more time in the long run.