Guides - Phalanx's Mag Stats Guides For Each Class



Introduction
There are two approaches you can take when raising a Mag. The first is to raise its stats so it strengthens your character's primary stats, and the second is to raise its stats so it makes up for your character's weaknesses. While I favor the latter to the former, each one has its advantage and disadvantage; the latter method will help your character early on, but as your stats grows with leveling up, using materials and equipping slot units, the Mag will seem less useful. Ideally, you want to raise two Mags, one that helps your primary stats, and another that makes up for the slow growth rate of other stats. I'll try to cover both in the following sections.
Pointers

Before getting started, I'd like to list something; keep 'em in mind as you are raising your Mag.

  1. If you're someone obsessed with the game as I am and plan on spending 500+ hours in order to reach level 200, this guide isn't for you. Instead, I recommend that you plan out your own Mag, as well as use of materials, since that's the only way you'll properly max out the stats you want.
  2. In some cases, DEF isn't a stat that you want to increase. In order to avoid increasing it from the minimal of 5, you'll have to start by feeding a level 5 Mag either monomates or monofluids. By the time it reaches level 10, its DEF will still remain at level 5, at which point you'll want to feed it something to decrease its DEF while raising other stats--keep in mind that sometimes it takes two of one item to decrease/increase a stat. For example, when a level 5 Mag reaches level 10 and evolves into a Varuna, feeding it one antiparalysis will increase the DEX & MIND, but will not decrease any stat; if you feed it another antiparalysis, it will once again increase DEX & MIND and, in addition, will slightly decrease its DEF.
  3. PB & Bonuses are nice, but aren't as important this time around. So if you get a PB that you don't want, don't let it get to you. The stat boost your Mag gives you should be your primary concern. The others are just nice extras.
  4. Rare/Unique Mags not only look cool, but are also easier to raise. Personally, I found that the best section ids to raise Mags with are BLUEFULL, REDRIA, VIRIDIA, and WHITILL, since at level 100, they'll need the POW + MIND = DEF + DEX formula in order to get a unique Mag. If you don't have a character with one of the section ids, take the time to create a dummy character so you can have the character feed your Mag from level 99 to 100 so you can get a unique Mag.
Raising and Classes
HUcast
It's easy to raise Mags for androids, and HUcasts are no different. As with other Mags that are for androids, under no circumstance should you raise the Mag's MIND. It's just common sense. The final Stats I recommend for the Mag are:

DEF 25
POW 125
DEX 50
MIND 0

Having a lot of power doesn't mean much when you can't hit anything, and HUcasts have the lowest ATA amongst Hunters. They have a great deal of HP and good DFP growth, so you should bother with DEF much. Try to get the unique Mag as early as possible (level 100) since you won't have too many opportunities given the stat goals.

HUcaseal
Final stats recommendation

DEF 30
POW 150
DEX 20
MIND 0

Unlike HUcasts, you won't have to worry about your ATA. This is a relatively difficult Mag to raise, since you'll only have one opportunity (at exactly level 100) to get a unique Mag; however, since you'll have the highest POW possible while still having a unique Mag, (without using a cell/heart) I feel that it's the best way to go.

HUmar
HUmar and RAmars will never be good tech users; however, you'll want to be able to use higher level resta and jellen/zalure as soon as possible. With this character, I'd recommend that you raise two Mags; the first similar to the ones recommended for the two android Hunters, and the second Mag similar to the ones for a Force. You can use the MIND Mag for boosting your MST for when you need to use a tech disk, or for those instances when you want to use an Elysion. If you don't feel like doing that, here you go, the recommended stats:

DEF 30
POW 75
DEX 20
MIND 25

HUnewearl
This is where things get complicated. HUnewearls are very versatile, and that's both good and bad. They neither excel nor come up short in any department. My HUnewearl has three different Mags, all of which get used during combat, so, there's really no right or wrong Mag for a HUnewearl.

DEF 5
POW 95
DEX 50
MIND 50

You really won't have to worry about your DFP if you're a HUnewearl. Your MST is much more important this time around, since you can actually rely on them instead of your weapons. In case you're wondering, my HUnewarl has a balanced Mag, (50/50/50/50), a POW Mag, and a MIND Mag.

RAcast & RAcaseal
You use a gun and have a ton of HP, so your DFP shouldn't be too much of a concern.

DEF 10
POW 150
DEX 40
MIND 0

I would have listed DEF as 5, but it's tricky not raising it when you're raising a POW Mag

RAmar
Again, you use a gun, so you shouldn't be getting hit much (put away those partisans).

DEF 5
POW 125
DEX 50
MIND 25

Ideally, you'll want to raise a POW Mag and a MIND Mag, since your MST is lower than a HUmar's. If you want to use partisans:

DEF 60
POW 100
DEX 20
MIND 20

RAmarl
Again, things get complicated here. Like the HUnewearl, RAmarl is not all that good at doing what Rangers do. She doesn't have to worry about her ATA much, but ATP is a problem early on. Again, a 50/50/50/50 Mag wouldn't be a bad way to go.

DEF 20
POW 100
DEX 30
MIND 50

If you want to toughen her up a bit, consider sacrificing some POW for DEF.

FOmar & FOmarl
Ever see a Force use weapons? I have--I didn't enjoy the sight.

DEF 5
POW 0
DEX 50
MIND 145

Well, okay, both FOmar & FOmarl can handle weapons as they level up.

DEF 20
POW 75
DEX 30
MIND 75
Consider making the first Mag as... well... your first Mag. When you get around to raising the second, your ATP should be high enough so you can get away with using weapons. Still, you want to depend on your techs more than whatever weapon you may be using.

FOnewm
See the 1st and only the 1st Mag for FOmar.
FOnewearl
See FOnewm. In case you're wondering about the DEX, ATA is helpful with the special on certain weapons--especially of the instant kill or TP stealing variety.
Discussion

When you start raising a Mag, make sure you lay down a plan on what you want to do before anything else. That way you won't make a mistake, such as it having an odd number of DEX, which would give you a 0.5 ATA boost--sometimes this works out, but a lot of times this doesn't.

You should also make sure to keep track of the slot units on your armor. Boosting your ATA through a Mag takes a lot away from the power department, so you may want to consider using **/Arm units instead of **/Power units.

One of the things I come across the most are players who are set on raising one stat and not paying attention to its effect on another stat. For example, feeding moon atomizers to certain Mags will increase its MIND a lot, and its DEX slightly. If your character doesn't need DEX, it's rather pointless to raise its DEX. In this case, you want to feed the Mag a monofluid (yes, a MONOfluid) in order to decrease its DEX.

Overall, it's best to experiment on your own and see what your Mag likes. Just don't start to veer away from a plan that you've laid down if you see something go wrong. After all, you can always find another level 5 Mag (better yet, create another dummy character and transfer the level 5 Mag) and grow that one. At the least you can trade off your high level Mag if you don't like it.

Guide by: TeamPhalanx


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