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.
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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 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 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 |
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 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 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 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 |
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 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 Well, okay, both FOmar & FOmarl can handle weapons as they level up. DEF 20 |
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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