With 4th job unlocked, it's time to look at the most important part of any new job: the skills!
Our 4th Job advancement has
a lot more skills than previous jobs, with many of them going all the way up to level 30. This is because we were originally supposed to spend the entirety of levels 120-200 slowly leveling up a whole lot of skills. In addition, back in the day skills started with a maximum level of 10. In order to get them to level up beyond that, we required a thing called Mastery Books. These dropped randomly from various mobs or bosses, with each skil having their own unique book type and a drop rate so low that you would never really see the one you wanted—encouraging trade, in theory. In practice, it was another obstacle to getting anywhere. As time went on and 5th Job was released, specific Mastery Books were phased out in favor of a universal Mastery Book buyable from an NPC for mesos, usable to immediately power up our 4th Job Skills to maximum level.
This was later determined to be completely pointless some time later, and Mastery Books are
not implemented in v251. Hooray!
On to the actual skills. We'll be listing Actual Numbers here, since these skills will all be sticking with us until the end of the Let's Play.
Celestial Roar:
Fires a sparkly magical cannon that hits 8 enemies for 4 attacks that deal 580% damage each. The attack has a 90% chance of stunning any enemy it hits for 3 seconds. We used to backflip every time this skill was cast, but this was
not implemented in v251 to allow the skill to come out faster. Our main mobbing skill for the rest of the game until we get
really overpowered (at which point we swap to Soul Seeker).
Trinity:
Hits up to 3 enemies with
fucking dragons that deal 6 attacks of 630% damage. The attack gives us a 30 second buff that increases the damage and IED of bonus of Trinity (and Trinity Fusion, but that's 5th Job) by 15%. This buff stacks up to twice. Our main bossing skill, and the highest damaging ability we have that doesn't have some kind of cooldown.
Finale Ribbon:
The ribbons of love and justice hit up to 10 enemies for 10 400% damage attacks each. Inflicts a debuff on all enemies hit that give a very very small damage over time effect and increase the damage of any non-Angelic Buster party member who attacks them by 20%. The debuff lasts 60 seconds, the attack has a cooldown of 30 seconds. It's objectively worse damage than just hitting Trinity more in solo bossing, but in a party it's free damage for everyone else and worth one press every minute for that reason.
Soul Seeker Expert:
A toggle skill, which means we can turn it either on or off at will. While on, any attack skill (excluding Soul Buster, Soul Seeker, and Superstar Spotlight) we hit with has a 35% chance of creating a free Soul Seeker. Celestial Roar and Trinity get an additional +25% chance for a total of 60% odds for these two skills. Any Soul Seekers spawned through SSE do only 75% of the damage of a normal Soul Seeker. This skill is turned on at all times no matter what content we are doing, as when mobbing it'll create balls that fly off and kill enemies for us, and when bossing the free balls it makes account for ~12% of our total damage, which is
a lot of damage.
Soul Resonance:
Our first keydown skill, a skill which will remain active as long as we hold the button down. While held down, normal mobs around us will be drawn into the tornado, which will continually attack 10 enemies for 5 hits of 146% damage each. If the key is held down for at least 8 seconds (it can be continued for a total of 10), then the skill will end with a final blow that deals up to 600% damage 5 times based on the time held. The entire skill also has a bonus of 50% Boss Damage, but even with that these numbers are
anemic versus just Hitting Trinity More.
However, this skill is an important part of our kit because it's our first iframe! Short for 'Invulnerability frames,' this is shorthand for any skill that lets us dodge enemy attacks by Being Invincible. Soul Resonance's iframe lasts for the first 2 seconds of the skill, and for the remaining duration of it we reduce any damage we would take by 35%—this includes % max HP damage, which makes it incredibly strong as a defensive tool for bossing. It has a cooldown of 60 seconds, making it a very short cooldown for an iframe, so this skill is actually awesome. Just not for damage.
Star Gazer:
A buff skill that lasts up to 180 seconds and gives +20% Critical Damage. We always want this active, so it's taking up a slot of our pet's Auto Buff from now on.
Nova Warrior:
Increases the AP put into all stats by 15% for 900 seconds. Another buff skill that we put into our pet's Auto Buff, in KMS this has been turned into a passive as of the update ~6 months after DREAMER. This change is, of course,
not implemented in v251.
Nova Temperance:
Renders us immune to most status effects for 3 seconds, preventing them from affecting us. Can also purge some status effects from us if they're currently ongoing, but the purge ability never works on anything that we'd really want it to so it's only good for the immunity. It's basically another defensive tool against things like being chain-stunned or skill locked and rendered helpless in bossing. 300 second cooldown.
Soul Shooter Expert:
A passive that raises our Soul Shooter Mastery to 70%, and grants bonus Attack and Final Damage.
Affinity Heart IV:
A passive that makes it so whenever we use a skill, for the next 30 seconds our damage for all skills (aside Soul Seekers spawned by SSE and Cheer Balloons, which you'll forget that I ever mentioned long before we get to them) by +25%. Lasts for 30 seconds, so realistically this is always on when we're fighting.
With only five skill points, I grab what I deem most important. It shouldn't matter, these days all of these skills will be maxed out by level 140. There's a whole special formula for how 4th Job skill points are given out, with some levels being worth double and the base amount increasing every 10 levels or so, but I've never bothered learning it because the first part of 4th Job goes by in a blink even
without Tera Blink.
With that done, it's time to do some character maintenance.
Because events are turned on for Magilia now that she's level 101 or higher, I also go ahead and activate the main event of the update, Lucid's Dream Festival. In this event, Lucid has decided to use her absolute control over dreams to throw a party, and we're able to participate to get cool rewards using the three gem types that are now stuck on the bottom of my interface.
We will have no frame of reference for any part of this until level 220, so don't worry about it. I just wanted to be able to do gems and get the perks of the event for the next while.
Most important, I want access to the Dream Messenger, a Jewelry Box that can never close, but
does grant us a number of useful perks, most importantly to our EXP rates. This will be increasing passively throughout the duration of the event, and by the time we've maxed things out will be granting us 15% bonus EXP.
Oh right, while we're here… I got you another emblem. It's a better one.
Oh, thanks Eskalade! I'll wear it well!
No problem, Tear. Enjoy it!
Level 100 also gives us the Angel Emblem, which is slightly better than its Lesser version. We'll be using this until the end of the LP, as it's the best we can get until we start doing some
really hard stuff.
There's also new equipment available from our Burning rewards now that we're level 100, so I crack open the Legendary Cryptic Chest.
…as well as our
second LCC from the new Angelic Buster event, and our first Title. Titles give descriptors that appear over our character's head, like Medals give a title that goes beneath us. This title will give us a fairly decent number of stats for 30 days, and also gives us a bonus to Star Force number.
Our Star Force
number only matters for a very specific period of time between levels 100 and 200, is tied to the worst mechanic in the game, is ultimately pointless beyond that, and is not worth talking about because we're skipping it entirely.
The chest gives us the five items in the Frozen set, a set of special level 100 gear that is stronger than anything beneath the level
140 normal set. We get a Weapon, Hat, Cape, Overall, and Secondary to equip, so I quickly go through and equip the best of each of the two. Our Medal has also upgraded to 'Battleground Idol,' and you could see our new title here if the Maple Boys weren't
blocking part of it!!
Next, we go to our storage. Because I have a high leveled main and have been playing for
much longer than any normal person should, I have a massive stockpile of useful things from previous events or grinding. Some of it has been earmarked for Magilia to make her life easier.
For now, I take only two items: A box with a third pet in it (completing our collection without using the Snail), and a Trait potion. Traits are associated with the Job system, a system that I do not feel like touching on Magilia. Thankfully, this is what potions are for—drinking them can raise one of our six trait attributes.
I prioritize getting Charm to 30 ASAP so that we can get access to the Pocket slot—it can take a while and I want full access to all of my equippable gear asap. Insight is my second highest priority afterwards, because it's the only source of "Ignore Elemental Resistance" in the game for most classes—because every enemy has ER, and "Punch" is considered an Element, it's a much larger bonus to our damage than any of the rest of these.
Ah, and Diligence doesn't matter on
Reboot Heroic.
Anyways, back into the hat.
With your 4th Job Advancement, you look like quite the hero!
Now let's teach you how to REALLY get stronger.
You mean levels don't do it?
Bahahahahahaaaa!!! No. No they do not. Your equipment is where your power REALLY comes from. Let me teach you about Star Force!
Star force..?
I gave you a shiny new pendant. Go ahead and Star Force it to 8. Don't worry, it's free!
…This time.
It's time to learn about Advancement Casino #1. By clicking on the Ominous Red Hammer Button (or pressing a hotkey, I like setting mine to 'O'), we bring up the equipment enhance menu. Then, we can drag any piece of equipment into it…
Which gives us the ability to Star Force it. Star Forcing has a random chance of powering up our item by a little bit, and a random chance of failure (which either leads to Nothing, Bad Stuff, or Bad Stuff with a chance of Even Worse Stuff). It costs mesos to do, and the costs are based on the level of the equipment that's being Star Forced—level 200+ items get really
really expensive.
Now, I'm going to tell you the most important thing you will ever hear about Star Forcing:
You want to manually move the window to right about here, and if you aren't in a place that automatically does the Star Catch for you (A minigame that gives a 5% multiplicative bonus to odds), disable it.
This will line your mouse up to immediately click OK after hitting Enhance…
As well as the confirmation button of success or failure.
For new players, you're welcome: I have just saved you
dozens of hours spent solely on mouse movement, because MapleStory hates you personally for engaging with its upgrade mechanics. Please note that the timesave is in addition to the upgrade animation going from ~2 seconds per attempt to around half a second.
Star Force does not respect your time or your mesos, and I will talk more about it later when we're forced to
actually engage with it. For now, there are only two things to know about Star Force:
-Most of your actual, tangible
power on
Reboot Heroic servers come from Star Force stars beyond 15, as the power of stars goes up dramatically from stars 16 to 22.
-The generally-accepted popular meta about how to Star Force gear is likely to drive most players to quit long before they get anywhere near endgame. This is because MapleStory players are generally terrible at working within a system that actively hates them.
I will expand on both of these points once I decide to write up a massive post about Star Forcing, currently planned to come shortly after I burn several billion mesos on nothing.
Anyways, Spiegelmann wants us to Star Force his necklace to 8, so we do that.
Four failures on a 65% chance of success later, the fifth try finishes maxing out the last level on the Necklace. As soon as we equip it, Spiegelmann will be ready to continue.
Unless you get hit by the bug, that is. Every character in MapleStory has two possible pendant slots they can equip items to. One of them used to require us to spend mesos (Real money on regular servers!) in order to unlock for 30 days at a time, but that feature is
not implemented in v251 and everyone has both of them at all times. The problem is, Spiegelmann is looking at the
Pendant 1 slot to determine if your powered up Pendant is equipped. Players who already had equipped a pendant from another source would put this Pendant on and be stuck confused as Spiegelmann refuses to allow the quest to continue on until you swap the position of your pendants.
Thankfully we don't have a Pendant yet, so we don't have to worry about that.
You've reached 8-star Star Force! How d'ya like them apples? Er, stars?
The Star Force enhancement limit is determined by the level of the equipment. As you go for higher levels, the Meso cost increases. Also, your item might explode. Literally. But hey, as your adventures take you further, you‘ll find a wider variety of equipment to enhance!
Spiegelmann then teaches us about Star Force maps.
We do not care about Star Force maps, there are none of them after we hit level 200.
He does make us kill 30 more mushrooms to ensure we understand how they work, though.
Total Kills: 511
In your travels, you'll encounter hunting zones that have other requirements besides the Star Force Hunting Zones.
He also hints at the actually important field rules for later in the game, but no real information is given at this time.
…Oh, but he does make us kill 5 more slimes with a higher Star Force requirement, just to make sure we understand how it works. Let's just. Offscreen that.
Total Kills: 516
Now for the next part. It's HAMMER TIME!
Do I need to dance side to side? I've been working on my shuffle.
No, no! You'll be hammering your old necklace into a newer, higher level necklace!
Oh… I can do that!
Spiegelmann's next lesson is all about the Transfer Hammer. This hammer lets us transfer the Star Force of one item into another item 10 levels higher (It can also be done with items 20 levels higher at lower levels, but this is never relevant in regular gameplay). If used correctly, it can save a LOT of mesos on Star Forcing by getting an item to a high Star Force, then transferring it to a more expensive to star item—most frequently this is done with endgame rings, pendants, earrings and belts, but even before endgame there's some armors it's possible to Transfer Hammer to as well.
Anyways, to use the Transfer Hammer we first select the equipment we will be transferring from. In this case, that's the necklace.
We then select an item to transfer it
to. In this case, that's the slightly shinier necklace.
We get to see the result, and when we hit Transfer it'll send over both the Stars (minus 1) and the current Potential on the item.
We haven't covered Potential (AKA Progression Casino #2) yet, but the important part for now is to know that it's pretty dang important and comes in for tiers of strength: Rare, Epic, Unique, and Legendary. When using the Transfer Hammer, the potential carries over,
but it is lowered down to Epic tier at the highest, meaning the equipment would have to be sent back up to Unique or Legendary again if it was higher.
That will make more sense when we cover Potentials, which will
also be talked about in full later when they become more relevant. We're still in "Battleground Idol One-Shots Everything" land, after all.
Anyways, we transfer the pendant, equip it, and move on. There's really no point in having us equip the thing, since it'll disappear once Tera Blink is over… but eh, I guess they want to make sure we know how to equip stuff.
Alright. I've used the Stars
Still not sure how that works, or why it's so expensive, honestly, and the Hammer. Now what's next, Mr. Spiegelmann?
Please, Mr. Spiegelmann was my father! Anyways, it's time for everyone's favorite activity…
More hunting?!
MORE HUNTING!! I'll see you at 140, Angelic Buster!
Feel it in your heart!!
What transpires is the usual for Angelic Buster training. Back and forth we go, spamming Celestial Roar while Soul Seeker Expert handles some extra enemies.
It takes approximately 30 seconds for us to hit our next milestone.
Total Kills: 771
As I mentioned earlier, upon hitting 140 we're given all of the SP we need to max out all of our 4th Job Skills.
So we do that. Additionally, the little green button in the bottom left corner that says 'Hyper' is flashing. This is because we've unlocked our Hyper Skills—well, some of them, anyways. Clicking on the arrow will open the Hyper Skill section of our Skills window.
There are two kinds of Hyper Skills: Passive and Active. Between levels 140 and 200, we'll unlock a total of 9 Passive skills and 3 Active skills, while also getting a total of 5 Passive SP and 3 Active SP. For right now, we have a choice between Soul Seeker - Reinforce and Finale Ribbon - Reinforce, both of which increase the damage of the skill in question by 20%.
Because we don't use Finale Ribbon ever and Soul Seekers are 12% of our overall damage, we obviously go with Soul Seeker - Reinforce.
As for Active skills, we get those SP at the same time as the skill would unlock. For right now, we can only choose Pretty Exaltation… and that's just fine, because Pretty Exaltation is our first 'Burst' skill.
Pretty Exaltation:
Pretty Exaltation is a buff that comes out immediately on keypress with 0 endlag, and gives a number of effects for 20 seconds. First, it raises our Final Damage by 5%, period. Additionally, it gives our Soul Seeker Expert +15% chance to create Soul Seekers, making most skills into 50% and Trinity into
75% chance per cast. Our Soul Seeker Respawn chance is increased by +5% as well, raising it from 85% to 90%, and the Soul Seekers created by either using the skill or through SSE are
both increased by 2, meaning SSE now spawns 3 every activation. To balance this it applies a 45% Final Damage penalty on all Soul Seekers, which stacks multiplicatively with SSE's 75% Final Damage. This still means we make a kajillion more Seekers than normal, which do a ton of damage. It has a cooldown of 60 seconds, meaning we can do this up to once a minute.
These are all changes from what it used to do before the remaster, where it was a middling-at-best buff that could arguably be skipped entirely.
The full patch notes are listed here, and as you can see the skill has gotten a complete overhau—wait.
Enhance.
Unlike On Stage, which can only be used in towns, Pretty Exaltation allows us to hijack the BGM of
any map in the game and turn it into one of our own songs.
…Unfortunately, the song that it's supposed to play is Shining Heart.
Shining Heart is
not implemented in v251.
The patch notes lied to us. Using Pretty Exaltation gives us absolutely nothing.
Total Songs: 0.23 of 4
Next time we'll get into Hyper Stats and work our way towards the end of Tera Blink.
60 levels remain.