| 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. |
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| Pointers |
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Before getting started, I'd like to list something; keep 'em in mind
as you are raising your Mag.
- 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.
- 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.
- 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.
- 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.
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| 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.
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Guide by: TeamPhalanx
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