Cleric vs Fire/Poison vs Ice/Lightning: Which Magician Path to Pick in MapleStory Classic World
Short version: pick Fire/Poison if you want the strongest solo grinder, Ice/Lightning if you want cheaper casting and more control, and Cleric if you want to be the party's lifeline and don't mind slower solo damage. All three are fine; the choice is permanent, so pick the playstyle you'll enjoy at level 50 with no 3rd job in sight.
Our recommendation: Solo grinder → F/P. Budget-conscious or bossing-minded solo → I/L. Plays with friends or a guild, wants to be wanted → Cleric. Can't decide → F/P, since it leads the Magicians on both single-target and mobbing damage in community benchmarks.
Assumptions behind this page
This is an opinion piece. Our picks rest on these assumptions, and they change if the assumptions do:
- Classic World launch build only. Values come from launch data where sources disagree (for example Holy Arrow being single-target at launch). Nothing here applies to old GMS, modern MapleStory or private servers.
- Victoria Island only, no 3rd job. Third job, El Nath and Ossyria aren't in Classic World yet, so your 2nd job is your endgame for now. Forgotten Hollow isn't open at Grand Launch (Nexon says it opens in November).
- Damage numbers are a community DPS benchmark at level 70, using popular community builds. Every hit lands, the target has no defense and never moves, and MP never runs out. Much of that gear isn't available until Ossyria opens. Real numbers will be lower, but the ranking between the three is what we're using.
- No measured EXP/hr from our team yet. Map comparisons use a community training calculator's estimates.
- Mesos are tight. We weigh MP cost per cast, because most new Classic characters are potion-limited.
The three paths at a glance
| Fire/Poison Wizard | Ice/Lightning Wizard | Cleric | |
|---|---|---|---|
| Main attacks | Fire Arrow (1 target), Poison Breath (explosion on nearby mobs) | Cold Beam (1 target), Thunder Bolt (up to 6 around you) | Holy Arrow (1 target at launch), Heal vs undead |
| Party skill | Meditation, +25 party Magic Attack | Meditation, +25 party Magic Attack | Heal, Bless (party takes 15% less damage at max) |
| Lv 70 single-target (community DPM benchmark) | 159,952 (8th of 10 jobs) | 151,062 (9th) | 131,599 (10th) |
| Lv 70 mobbing at 6 targets | 615,199 (4th of 8) | 373,233 (7th of 8) | Not ranked: Holy Arrow hits one mob |
| Single-target damage per MP | 78.1 | 92.8 | 72.2 |
| Main attack MP at max | Fire Arrow 28, Poison Breath 40 | Cold Beam 22, Thunder Bolt 40 | Holy Arrow 28, Heal 27 |
| Survivability | Low HP, relies on Magic Guard | Low HP, slows and stuns help | Community benchmark: #2 physical EHP, #1 magical EHP at Lv 70 |
Fire/Poison: the damage pick
Why we'd take it: it's the best Magician at both jobs a solo player cares about. Fire Arrow tops the three on single targets in the community benchmark, and Poison Breath's explosion makes F/P the best Magician mobber by a wide margin. One community guide says Fire Arrow "has plenty of weak targets on Victoria Island": Ligators, Jr. Wraiths and Crocos are all fire-weak.
The catch: Poison Breath costs 40 MP at max, Fire Arrow loses damage on the fire-resistant mobs (Fire Boars, Drakes), and the poison side has few good targets: the launch monster data has only three poison-weak monsters (the fairy variants) against six that resist poison and three that are immune (Green Mushroom, Commander Skeleton, Jr. Balrog). The explosion reaches up to six nearby mobs in the launch skill data; ignore the older pre-launch description that said four.
Read the F/P guide and F/P training spots.
Ice/Lightning: the efficient pick
Why we'd take it: Cold Beam is the cheapest 2nd job attack in the branch at 22 MP, and I/L gets the most single-target damage per MP of the three. Cold Beam briefly freezes (slows) what it hits, Thunder Bolt has a chance to stun (25% at max), and Cold Beam reportedly hits through terrain. The Burnt Land and Dangerous Valley are full of ice-weak Fire Boars and Copper Drakes, and Thunder Bolt hits up to six mobs.
The catch: Thunder Bolt does much less mobbing damage than Poison Breath in the community benchmark (373,233 vs 615,199 per minute at six targets), and it still costs 40 MP. Element coverage is narrow: the launch monster data has five ice-weak monsters (Fire Boar, Copper Drake, Red Drake and the two Tauros) against six that resist ice, and six lightning-weak (Slime, Octopus, Bubbling, Lorang, Clang, Iron Hog) against six that resist lightning.
Read the I/L guide and I/L training spots.
Cleric: the party pick
Why we'd take it: every party wants one. Heal keeps people alive and damages undead, Bless cuts the damage the whole party takes, and the Cleric is by far the tankiest Magician in the community benchmark. On undead maps (Zombie Mushrooms, Jr. Wraiths, Zombie Lupins, Wraiths) Heal doubles as an attack and replaces most of your HP potions. One community test reportedly put Heal 2 at about 12 mesos' worth of MP for roughly the HP of 55 mesos of potions.
The catch: Classic's launch build made Holy Arrow single-target (it hit 3 in the test build, per launch skill-change logs), and the Cleric is last of all ten 2nd jobs on single-target damage at level 70. Away from undead maps, solo leveling is slow. One community common-mistakes list for the Cleric leads with expecting to do lots of damage.
Read the Cleric guide and Cleric training spots.
Our picks by player type
| You are… | Our pick | Why |
|---|---|---|
| A solo grinder who wants levels fast | F/P | Best Magician damage on one target and on groups |
| Solo on a tight potion budget | I/L | Cheapest main attack, best damage per MP |
| Mostly playing with friends, a guild or KPQ regulars | Cleric | Heal and Bless make the whole group safer |
| Planning to tank-and-spank bosses | I/L or Cleric | I/L for cheap sustained casting and slows; Cleric for staying alive and keeping others alive |
| Unsure and want the safest all-rounder | F/P | Strong in both modes, with no glaring weakness besides MP cost |
None of these is wrong. All three use the same 1st job build, the same wands and the same INT-heavy AP, so the decision is purely about playstyle. Whatever you choose, community plans keep Energy Bolt in use for the first few levels after 30, until the new main attack has enough skill levels to beat it.
Before you advance
- The choice is permanent: a job advancement is permanent.
- Finish your 1st job SP first. 2nd job SP can't go into 1st job skills. See the Magician 1–30 guide.
- The advancement itself is at Lv 30 with Grendel the Really Old in Ellinia (Nexon). The class overview is at /classes/magician.