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ScuffMarks
2008-07-01, 07:27 PM
I thought I'd share the build I plan to use for my future Infighter. I'm no Pirate expert so I'm open for advice.

Pirate
10: +1 Straight (01)
11: +3 Somersault kick (03)
12: +3 Somersault kick (06)
13: +3 Somersault kick (09)
14: +3 Somersault kick (12)
15: +3 Somersault kick (15)
16: +3 Somersault kick (18)
17: +2 Somersault kick (20) [MAX] +1 Dash (01)
18: +3 Dash (04)
19: +3 Dash (07)
20: +3 Dash (10) [MAX]
21: +3 Quick Motion (03)
22: +3 Quick Motion (06)
23: +3 Quick Motion (09)
24: +3 Quick Motion (12)
25: +3 Quick Motion (15)
26: +3 Quick Motion (18)
27: +2 Quick Motion (20) [MAX] +1 Straight (02)
28: +3 Straight (05)
29: +3 Straight (08)
30: +3 Straight (11)

1 Straight at level 10 because it outdamages normal attack. I maxed Somersault Kick because in general, mobbing > single targets. Dash is maxed next for an increase in mobility, which in turn equals faster training speed. It stacks with Speed Pills so it's an easy +40 speed. Quick Motion for an easy increase in accuracy, which will become more important in the 2x level range. The remaining points go in Straight.

Final Build:
20 Somersault Kick [MAX]
20 Quick Motion [MAX]
10 Dash [MAX]
11 Straight

Infighter
30: +1 Improving Max HP Increase (01)
31: +3 Improving Max HP Increase (04)
32: +3 Improving Max HP Increase (07)
33: +3 Improving Max HP Increase (10) [MAX]
34: +2 Knuckle Mastery (02) +1 Backspin Elbow (01)
35: +3 Knuckle Mastery (05)
36: +3 Knuckle Booster (03)
37: +3 Knuckle Booster (06)
38: +3 Knuckle Mastery (08)
39: +3 Knuckle Mastery (11)
40: +3 Knuckle Mastery (14)
41: +3 Knuckle Mastery (17)
42: +2 Knuckle Mastery (19) +1 Double Upper (01)
43: +2 Screw Punch (02) +1 Double Upper (02)
44: +3 Screw Punch (05)
45: +3 Screw Punch (08)
46: +3 Screw Punch (11)
47: +3 Screw Punch (14)
48: +3 Screw Punch (17)
49: +3 Screw Punch (20) [MAX]
50: +3 Double Upper (05)
51: +3 Double Upper (08)
52: +3 Double Upper (11)
53: +3 Double Upper (14)
54: +3 Double Upper (17)
55: +3 Double Upper (20) [MAX]
56: +3 Backspin Elbow (04)
57: +3 Backspin Elbow (07)
58: +3 Backspin Elbow (10)
59: +3 Backspin Elbow (13)
60: +3 Backspin Elbow (16)
61: +3 Backspin Elbow (19)
62: +1 Backspin Elbow (20) [MAX] +1 Knuckle Mastery (20) [MAX] +1 MP Recovery (01)
63: +3 MP Recovery (04)
64: +3 MP Recovery (07)
65: +3 MP Recovery (10) [MAX]
66: +3 Knuckle Booster (09)
67: +3 Knuckle Booster (12)
68: +3 Knuckle Booster (15)
69: +3 Knuckle Booster (18)
70: +2 Knuckle Booster (20) [MAX], +1 Oak Barrel (01)

Improving Max HP Increase first is obvious. Knuckle Mastery + Level 6 Booster (1 minute timer) early on to stablize damage and increase DPS. 1 point in Backspin Elbow early on because it has 140% range at level 1 and it works like Rush/Assaulter. This allows for more mobility and mobbing while training. After 19 Mastery I get 2 Double Upper because it outdamages level 11 Straight. Then I max Screw Punch for better mobbing.

Final Build
10 Improving Max HP Increase [MAX]
20 Knuckle Mastery [MAX]
20 Knuckle Booster [MAX]
20 Double Upper [MAX]
20 Backspin Blow [MAX]
20 Screw Punch [MAX]
10 MP Recovery [MAX]
01 Oak Barrel

Buccaneer
70: +1 Stun Mastery (01)
71: +3 Stun Mastery (04)
72: +3 Stun Mastery (07)
73: +3 Stun Mastery (10)
74: +3 Stun Mastery (13)
75: +3 Stun Mastery (16)
76: +3 Stun Mastery (19)
77: +1 Stun Mastery (20) [MAX] +2 Energy Charge (02)
78: +3 Energy Charge (05)
79: +2 Energy Charge (07) +1 Energy Drain (01)
80: +2 Energy Charge (09) +1 Energy Buster (01)
81: +2 Energy Charge (11) +1 Energy Buster (02)
82: +2 Energy Charge (13) +1 Energy Buster (03)
83: +2 Energy Charge (15) +1 Energy Buster (04)
84: +2 Energy Charge (17) +1 Energy Buster (05)
85: +2 Energy Charge (19) +1 Energy Buster (06)
86: +2 Energy Charge (21) +1 Energy Buster (07)
87: +2 Energy Charge (23) +1 Energy Buster (08)
88: +2 Energy Charge (25) +1 Energy Buster (09)
89: +2 Energy Charge (27) +1 Energy Buster (10)
90: +2 Energy Charge (29) +1 Energy Buster (11)
91: +2 Energy Charge (31) +1 Energy Buster (12)
92: +2 Energy Charge (33) +1 Energy Buster (13)
93: +2 Energy Charge (35) +1 Energy Buster (14)
94: +2 Energy Charge (37) +1 Energy Buster (15)
95: +2 Energy Charge (39) +1 Energy Buster (16)
96: +1 Energy Charge (40) [MAX] +2 Energy Buster(18)
97: +3 Energy Buster(21)
98: +2 Transform (02) +1 Shockwave (01)
99: +2 Transform (04) +1 Shockwave (02)
100: +2 Transform (06) +1 Shockwave (03)
101: +2 Transform (08) +1 Shockwave (04)
102: +3 Shockwave (07)
103: +3 Shockwave (10)
104: +2 Shockwave (12) +1 Transform (09)
105: +2 Shockwave (14) +1 Transform (10)
106: +2 Shockwave (16) +1 Transform (11)
107: +2 Shockwave (18) +1 Transform (12)
108: +2 Shockwave (20) +1 Transform (13)
109: +2 Shockwave (22) +1 Transform (14)
110: +2 Shockwave (24) +1 Transform (15)
111: +2 Shockwave (26) +1 Transform (16)
112: +2 Shockwave (28) +1 Transform (17)
113: +2 Shockwave (30) [MAX] +1 Transform (18)
114: +2 Transform (20) [MAX] +1 Energy Drain (02)
115: +3 Energy Drain (05)
116: +3 Energy Drain (08)
117: +3 Energy Drain (11)
118: +3 Energy Drain (14)
119: +3 Energy Drain (17)
120: +3 Energy Drain (20) [MAX]

Stun Mastery is maxed first because it works with my 2nd Job skills and provides a huge increase in damage. Next I max Energy Charge while leveling Energy Buster along side it. I've decided to leave Energy Buster at 21 and max Energy Drain because it's more beneficial in the long run. After 21 Buster I start working on the Transform/Shockwave combo. Once those are maxed, the remaining points go towards maxing Energy Drain.

Final Build
40 Energy Charge [MAX]
30 Shockwave [MAX]
20 Transform [MAX]
20 Stun Mastery [MAX]
20 Energy Drain [MAX]
21 Energy Buster

Viper
120: +2 Fist (02) +1 Wind Booster (01)
121: +3 Wind Booster (04)
122: +3 Wind Booster (07)
123: +3 Wind Booster (10)
124: +1 Wind Booster (11) +2 Fist (04)
125: +3 Fist (07)
126: +3 Fist (10)
127: +1 Fist (11) +2 Dragon Strike (02)
128: +3 Dragon Strike (05)
129: +3 Dragon Strike (08)
130: +3 Dragon Strike (11)
131: +3 Dragon Strike (14)
132: +3 Dragon Strike (17)
133: +3 Dragon Strike (20)
134: +1 Dragon Strike (21) +1 Super Transform (01) +1 Demolition (01)
135: +1 Demolition (02) +1 Snatch (01) +1 Time Leap (01)
136: +2 Demolition (04) +1 Super Transform (02)
137: +2 Demolition (06) +1 Super Transform (03)
138: +2 Demolition (08) +1 Super Transform (04)
139: +2 Demolition (10) +1 Super Transform (05)
140: +1 Demolition (11) +2 Super Transform (07)
141: +3 Super Transform (10)
142: +3 Super Transform (13)
143: +3 Super Transform (16)
144: +3 Super Transform (19)
145: +1 Super Transform (20) [MAX] +2 Fist (13)
146: +3 Fist (16)
147: +3 Fist (19)
148: +2 Fist (21) +1 Dragon Strike (22)
149: +3 Dragon Strike (25)
150: +3 Dragon Strike (28)
151: +2 Dragon Strike (30) [MAX] +1 Fist (22)
152: +3 Fist (25)
153: +3 Fist (28)
154: +2 Fist (30) [MAX] +1 Demolition (12)
155: +3 Demolition (15)
156: +3 Demolition (18)
157: +3 Demolition (21)
158: +3 Demolition (24)
159: +3 Demolition (27)
160: +3 Demolition (30) [MAX]
161: +3 Snatch (04)
162: +3 Snatch (07)
163: +3 Snatch (10)
164: +3 Snatch (13)
165: +3 Snatch (16)
166: +3 Snatch (19)
167: +3 Snatch (22)
168: +3 Snatch (25)
169: +3 Snatch (28)
170: +2 Snatch (30) [MAX] +1 Time Leap (02)
171: +3 Time Leap (05)
172: +3 Time Leap (08)
173: +3 Time Leap (11)
174: +3 Time Leap (14)
175: +3 Time Leap (17)
176: +3 Time Leap (20)
177: +3 Time Leap (23)
178: +3 Time Leap (26)
179: +3 Time Leap (29)
180: +1 Time Leap (30) [MAX] +2 Energy Orb (02)
181: +3 Energy Orb (05)
182: +3 Energy Orb (08)
183: +3 Energy Orb (11)
184: +3 Energy Orb (14)
185: +3 Energy Orb (17)
186: +3 Energy Orb (20)
187: +3 Energy Orb (23)
188: +3 Energy Orb (26)
189: +3 Energy Orb (29)
190: +1 Energy Orb (30) [MAX] +1 Hero's Will (01) +1 Maple Warrior (01)
191: +3 Maple Warrior (04)
192: +3 Maple Warrior (07)
193: +3 Maple Warrior (10)
194: +3 Maple Warrior (13)
195: +3 Maple Warrior (16)
196: +3 Maple Warrior (19)
197: +3 Energy Buster (24)
198: +3 Energy Buster (27)
199: +3 Energy Buster (30) [MAX]
200: +3 Wind Booster (14)

The 4th job build is obviously the most likely to change since the rarity of a lot of the skills remain unknown. Anyways, I get 1 Wind Booster and 2 Fist at level 120, both of them which are core skills. Level 2 Fist already outdamages Double Upper and level 1 Wind Booster has a decent timer already (110 seconds). I get level 11 Wind Booster ASAP because it provides +2 speed bonus. This should make finding parties easier while increasing my DPS.

Next, I get Fist to level 11. Why 11? Because the damage increase from level 10->11 is 14% instead of 4%. Then I work on Dragon Strike until it can hit 6 targets. Next, I start on Super Transform and Demolition while getting level 1 Snatch and Time Leap. I max out Super Transform while working on Demolition. I decided to stop Demolition at level 11 because it already outdamages max Fist by 220%. I decided to finish Fist and Dragon Strike first before completely maxing Demolition because I won't be Transformed the whole time.

Final Build
30 Dragon Strike
30 Fist
30 Energy Orb
30 Demolition
30 Snatch
30 Time Leap
20 Super Transform
19 Maple Warrior
14 Wind Booster
01 Hero's Will
09 Energy Buster

Mark
2008-07-03, 12:02 PM
I haven't exactly been looking into builds lately, but I'll consider using yours as a reference for when I need opinions. :D

Hazzy
2008-07-03, 01:00 PM
Why do you save Oak Barral 'till 70? D: It's a smexy looking skill. >:[

wobbufet
2008-07-03, 01:07 PM
Why do you save Oak Barral 'till 70? D: It's a smexy looking skill. >:[

Smexy looks aren't everything :[ I wish it was though :D

Loose
2008-07-03, 02:25 PM
Am I the only one not maxing or getting a point in Dash?

I don't think Dash is a good idea, especially if you accidentally activate it will trying to kill monsters. I would get it if it worked like Haste or could be used on a key, instead of pressing forward twice to activate it.

Mark
2008-07-03, 02:27 PM
I dunno, it might be good for movement from areas without monsters.

I don't like moving slow at all, which is why i've spent 90mil in mounts so far. :(

Viper
2008-07-04, 07:25 PM
Am I the only one not maxing or getting a point in Dash?

I don't think Dash is a good idea, especially if you accidentally activate it will trying to kill monsters. I would get it if it worked like Haste or could be used on a key, instead of pressing forward twice to activate it.

I'm not either because I can just buy a speed pill and be on my way, and like you said if you accidentally activate it while bossing... well you know the outcome of that.

To TS why max Energy buster during 4th when you already have Energy Orb? wouldn't it be better to just max Wind booster? I'll be following your Infighter and Buccaneer guide though :).

wobbufet
2008-07-04, 07:28 PM
According to people playing kMS you can actually easily cancel out Dash by moving the other way. (Or that's what I've heard.)

Bribery
2008-07-04, 07:36 PM
You can cancel it by jumping too.

Loose
2008-07-04, 09:20 PM
According to people playing kMS you can actually easily cancel out Dash by moving the other way. (Or that's what I've heard.)
Canceling it isn't the problem, the problem I'll probably have is accidentally activating it.

Also, I think that it doesn't cancel if you jump.

Bribery
2008-07-04, 09:24 PM
Canceling it isn't the problem, the problem I'll probably have is accidentally activating it.

Also, I think that it doesn't cancel if you jump.

This gunslinger cancels it a few times by jumping:

Level 69 Gunslinger at C-2 in Magatia (http://www.youtube.com/watch?v=tAWioKiczss)

(Unless he's doing something else to cancel it o.o)

xDae
2008-07-07, 07:54 AM
Am I the only one not maxing or getting a point in Dash?

I don't think Dash is a good idea, especially if you accidentally activate it will trying to kill monsters. I would get it if it worked like Haste or could be used on a key, instead of pressing forward twice to activate it.

There is basically 0 cast time. You dont double tap a direction and stop and cast it

Also, it stacks with speed pills