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2008-09-16, 02:03 PM
I'm a level 160 Viper in Keyaki, JMS and I've been working on a guide based on what I've experienced so far. I'm not 100% accurate on all of this, but please bear with me. You may not agree with any part of my guide, but if you have any suggestions, please tell me and I'll think it over and possibly add it. Also, if you have any questions about Brawlers, Marauders or Buccaneers, please feel free to ask.

Links
Ask A Pirate Thread (http://www.southperry.net/showthread.php?t=2822)
Pirate Flaunting Thread (http://www.southperry.net/showthread.php?t=5619)
Pirate Training Guide (http://www.southperry.net/showthread.php?t=10528)
How to Get Your Fourth Job Skills (http://www.southperry.net/showthread.php?t=6313)
Pirate Skill Tables (http://www.southperry.net/showthread.php?t=6)
Pirate Damage Range Thread (http://www.southperry.net/showthread.php?t=6626)
Bribery's Gunslinger Guide (http://www.southperry.net/showthread.php?t=112&page=1)
Reflexx's Gunslinger Guide (http://www.southperry.net/showthread.php?t=19331&page=1)
Doxinator's Thunder Breaker Guide (http://www.southperry.net/showthread.php?t=13464&page=1)

Skill Tables


Quick Motion
Description: Increases your accuracy and avoidability.
Max Level: 20

1 +1 ACC +1 Avoid
2 +2 ACC +2 Avoid
3 +3 ACC +3 Avoid
4 +4 ACC +4 Avoid
5 +5 ACC +5 Avoid
6 +6 ACC +6 Avoid
7 +7 ACC +7 Avoid
8 +8 ACC +8 Avoid
9 +9 ACC +9 Avoid
10 +10 ACC +10 Avoid
11 +11 ACC +11 Avoid
12 +12 ACC +12 Avoid
13 +13 ACC +13 Avoid
14 +14 ACC +14 Avoid
15 +15 ACC +15 Avoid
16 +16 ACC +16 Avoid
17 +17 ACC +17 Avoid
18 +18 ACC +18 Avoid
19 +19 ACC +19 Avoid
20 +20 ACC +20 Avoid

Flast Fist
Description: Quickly attacks the enemy with fists by using MP.
Max Level: 20

1 MP - 6 156% Damage 75% Range
2 MP - 6 162% Damage 75% Range
3 MP - 6 168% Damage 75% Range
4 MP - 6 174% Damage 75% Range
5 MP - 7 180% Damage 75% Range
6 MP - 7 186% Damage 75% Range
7 MP - 7 192% Damage 75% Range
8 MP - 8 198% Damage 75% Range
9 MP - 8 204% Damage 75% Range
10 MP - 9 210% Damage 75% Range
11 MP - 9 216% Damage 75% Range
12 MP - 10 222% Damage 75% Range
13 MP - 10 228% Damage 75% Range
14 MP - 11 234% Damage 75% Range
15 MP - 11 240% Damage 75% Range
16 MP - 12 246% Damage 75% Range
17 MP - 12 252% Damage 75% Range
18 MP - 13 258% Damage 75% Range
19 MP - 13 264% Damage 75% Range
20 MP - 14 270% Damage 75% Range

Somersault Kick
Description: Attacks multiple nearby enemies with legs by jumping and spinning backwards.
Max Level: 20

1 MP - 8 114% Damage 3 Enemies 80% Range
2 MP - 8 118% Damage 3 Enemies 80% Range
3 MP - 8 122% Damage 3 Enemies 80% Range
4 MP - 8 126% Damage 3 Enemies 80% Range
5 MP - 9 130% Damage 3 Enemies 80% Range
6 MP - 9 134% Damage 4 Enemies 80% Range
7 MP - 9 138% Damage 4 Enemies 80% Range
8 MP - 10 142% Damage 4 Enemies 80% Range
9 MP - 10 146% Damage 4 Enemies 80% Range
10 MP - 11 150% Damage 4 Enemies 80% Range
11 MP - 11 154% Damage 5 Enemies 80% Range
12 MP - 12 158% Damage 5 Enemies 80% Range
13 MP - 12 162% Damage 5 Enemies 80% Range
14 MP - 13 166% Damage 5 Enemies 80% Range
15 MP - 13 170% Damage 5 Enemies 80% Range
16 MP - 14 174% Damage 6 Enemies 80% Range
17 MP - 14 178% Damage 6 Enemies 80% Range
18 MP - 15 182% Damage 6 Enemies 80% Range
19 MP - 15 186% Damage 6 Enemies 80% Range
20 MP - 16 190% Damage 6 Enemies 80% Range

Double Fire
Double Fire
Description: Attacks the enemy by firing two rounds at once. [Requires a gun to be equipped]
Max Level: 20

1 MP - 4 61% Damage 215 range
2 MP - 4 62% Damage 215 range
3 MP - 4 63% Damage 230 range
4 MP - 4 64% Damage 230 range
5 MP - 5 65% Damage 245 range
6 MP - 5 66% Damage 245 range
7 MP - 5 67% Damage 260 range
8 MP - 5 68% Damage 260 range
9 MP - 5 69% Damage 275 range
10 MP - 5 70% Damage 275 range
11 MP - 6 71% Damage 290 range
12 MP - 6 72% Damage 290 range
13 MP - 6 73% Damage 305 range
14 MP - 6 74% Damage 305 range
15 MP - 6 75% Damage 320 range
16 MP - 7 76% Damage 320 range
17 MP - 7 77% Damage 335 range
18 MP - 7 78% Damage 335 range
19 MP - 7 79% Damage 350 range
20 MP - 7 80% Damage 350 range

Dash
Dash
Description: Momentarily increases speed and jump by double-tapping either the left or the right directional key.
Comment: This move disables itself if you stand still for too long.
Max Level: 10

1 MP - 14 Speed +12 Jump +1 4 seconds
2 MP - 13 Speed +14 Jump +2 4 seconds
3 MP - 12 Speed +16 Jump +3 8 seconds
4 MP - 11 Speed +18 Jump +4 8 seconds
5 MP - 10 Speed +20 Jump +5 12 seconds
6 MP - 9 Speed +22 Jump +6 12 seconds
7 MP - 8 Speed +24 Jump +7 16 seconds
8 MP - 7 Speed +26 Jump +8 16 seconds
9 MP - 6 Speed +28 Jump +9 20 seconds
10 MP - 5 Speed +30 Jump +10 20 seconds



Improving Max HP Increase
Description: Increases your Max HP more when leveling up and using AP on Max HP.
Max level: 10

1 +3 HP after leveling +2 HP per point
2 +6 HP after leveling +4 HP per point
3 +9 HP after leveling +6 HP per point
4 +12 HP after leveling +8 HP per point
5 +15 HP after leveling +10 HP per point
6 +18 HP after leveling +12 HP per point
7 +21 HP after leveling +14 HP per point
8 +24 HP after leveling +16 HP per point
9 +27 HP after leveling +18 HP per point
10 +30 HP after leveling +20 HP per point

Knuckle Mastery
Description: Increases the mastery and accuracy of Knuckle weapons. Only applied when holding Knuckles.
Max Level: 20

1 Mastery 15% ACC +1
2 Mastery 15% ACC +2
3 Mastery 20% ACC +3
4 Mastery 20% ACC +4
5 Mastery 25% ACC +5
6 Mastery 25% ACC +6
7 Mastery 30% ACC +7
8 Mastery 30% ACC +8
9 Mastery 35% ACC +9
10 Mastery 35% ACC +10
11 Mastery 40% ACC +11
12 Mastery 40% ACC +12
13 Mastery 45% ACC +13
14 Mastery 45% ACC +14
15 Mastery 50% ACC +15
16 Mastery 50% ACC +16
17 Mastery 55% ACC +17
18 Mastery 55% ACC +18
19 Mastery 60% ACC +19
20 Mastery 60% ACC +20

Knuckle Booster
Description: Temporarily increases Knuckles' attack speeds by one level by using HP and MP. It can only be activated while holding Knuckles.
Pre-requisite: Knuckle Mastery Level 5
Max Level: 20

1 MP - 29 HP - 29 10 seconds
2 MP - 28 HP - 28 20 seconds
3 MP - 27 HP - 27 30 seconds
4 MP - 26 HP - 26 40 seconds
5 MP - 25 HP - 25 50 seconds
6 MP - 24 HP - 24 60 seconds
7 MP - 23 HP - 23 70 seconds
8 MP - 22 HP - 22 80 seconds
9 MP - 21 HP - 21 90 seconds
10 MP - 20 HP - 20 100 seconds
11 MP - 19 HP - 19 110 seconds
12 MP - 18 HP - 18 120 seconds
13 MP - 17 HP - 17 130 seconds
14 MP - 16 HP - 16 140 seconds
15 MP - 15 HP - 15 150 seconds
16 MP - 14 HP - 14 160 seconds
17 MP - 13 HP - 13 170 seconds
18 MP - 12 HP - 12 180 seconds
19 MP - 11 HP - 11 190 seconds
20 MP - 10 HP - 10 200 seconds

Backspin Blow
Description: Stuns and damages multiple enemies behind you by quickly sliding backwards with an elbow. [Strikes 3 enemies] [1 second stun]
Max Level: 20

1 MP - 12 88% Damage 140% Range
2 MP - 12 96% Damage 140% Range
3 MP - 14 104% Damage 140% Range
4 MP - 14 112% Damage 140% Range
5 MP - 16 120% Damage 140% Range
6 MP - 17 128% Damage 140% Range
7 MP - 18 136% Damage 140% Range
8 MP - 18 144% Damage 140% Range
9 MP - 20 152% Damage 140% Range
10 MP - 20 160% Damage 140% Range
11 MP - 22 168% Damage 140% Range
12 MP - 22 176% Damage 140% Range
13 MP - 24 184% Damage 140% Range
14 MP - 24 192% Damage 140% Range
15 MP - 26 200% Damage 140% Range
16 MP - 26 208% Damage 140% Range
17 MP - 28 216% Damage 140% Range
18 MP - 28 224% Damage 140% Range
19 MP - 30 232% Damage 140% Range
20 MP - 30 240% Damage 140% Range

Double Upper
Description: Stuns and damages the enemy by rapidly punching the enemy twice. [1 second stun]
Max Level: 20

1 MP - 15 100% Damage
2 MP - 15 110% Damage
3 MP - 15 120% Damage
4 MP - 15 130% Damage
5 MP - 15 140% Damage
6 MP - 20 150% Damage
7 MP - 20 160% Damage
8 MP - 20 170% Damage
9 MP - 20 180% Damage
10 MP - 20 190% Damage
11 MP - 25 200% Damage
12 MP - 25 210% Damage
13 MP - 25 220% Damage
14 MP - 25 230% Damage
15 MP - 25 240% Damage
16 MP - 30 250% Damage
17 MP - 30 260% Damage
18 MP - 30 270% Damage
19 MP - 30 280% Damage
20 MP - 30 290% Damage

Corkscrew Blow
Description: Rushes forward and punches multiple enemies in front. [Attacks 3 enemies]
Max Level: 20

1 MP - 20 135% Damage 100% Range
2 MP - 20 150% Damage 100% Range
3 MP - 20 165% Damage 110% Range
4 MP - 20 180% Damage 110% Range
5 MP - 24 195% Damage 120% Range
6 MP - 24 210% Damage 120% Range
7 MP - 24 225% Damage 130% Range
8 MP - 24 240% Damage 130% Range
9 MP - 28 255% Damage 140% Range
10 MP - 28 270% Damage 140% Range
11 MP - 28 285% Damage 150% Range
12 MP - 28 300% Damage 150% Range
13 MP - 32 315% Damage 160% Range
14 MP - 32 330% Damage 160% Range
15 MP - 32 345% Damage 170% Range
16 MP - 32 360% Damage 170% Range
17 MP - 36 375% Damage 180% Range
18 MP - 36 390% Damage 180% Range
19 MP - 36 405% Damage 190% Range
20 MP - 36 420% Damage 200% Range

MP Recovery
Description: Consume 10% of your maximum HP. A percentage of the HP consumed is regenerated into MP
Max Level: 10

1 Recover 55% of lost HP into MP 70 seconds cooldown
2 Recover 60% of lost HP into MP 65 seconds cooldown
3 Recover 65% of lost HP into MP 60 seconds cooldown
4 Recover 70% of lost HP into MP 55 seconds cooldown
5 Recover 75% of lost HP into MP 50 seconds cooldown
6 Recover 80% of lost HP into MP 45 seconds cooldown
7 Recover 85% of lost HP into MP 40 seconds cooldown
8 Recover 90% of lost HP into MP 35 seconds cooldown
9 Recover 95% of lost HP into MP 30 seconds cooldown
10 Recover 100% of lost HP into MP 25 seconds cooldown

Oak Barrel
Description: Disguise yourself by putting on an oak barrel to move without taking damage from monsters. The disguise may be revealed by the more intelligent monsters. When flat on the ground, it's hard to tell apart from a real oak barrel, so the probability of being found out is lowered.
Max Level: 10

1 Recover 55% of lost HP into MP 70 seconds cooldown
2 Recover 60% of lost HP into MP 65 seconds cooldown
3 Recover 65% of lost HP into MP 60 seconds cooldown
4 Recover 70% of lost HP into MP 55 seconds cooldown
5 Recover 75% of lost HP into MP 50 seconds cooldown
6 Recover 80% of lost HP into MP 45 seconds cooldown
7 Recover 85% of lost HP into MP 40 seconds cooldown
8 Recover 90% of lost HP into MP 35 seconds cooldown
9 Recover 95% of lost HP into MP 30 seconds cooldown
10 Recover 100% of lost HP into MP 25 seconds cooldown


Stun Mastery
Description: When attacking a stunned enemy, there is a chance of a critical attack activating.
Max Level: 20

1 Probability 22% Damage 3%
2 Probability 24% Damage 6%
3 Probability 26% Damage 9%
4 Probability 28% Damage 12%
5 Probability 30% Damage 15%
6 Probability 32% Damage 18%
7 Probability 34% Damage 21%
8 Probability 36% Damage 24%
9 Probability 38% Damage 27%
10 Probability 40% Damage 30%
11 Probability 42% Damage 33%
12 Probability 44% Damage 36%
13 Probability 46% Damage 39%
14 Probability 48% Damage 42%
15 Probability 50% Damage 45%
16 Probability 52% Damage 48%
17 Probability 54% Damage 51%
18 Probability 56% Damage 54%
19 Probability 58% Damage 57%
20 Probability 60% Damage 60%

Energy Charge
Description: Whenever you attack, a certain amount of energy is charged. When full, the Body Attack effect and Stance effect are automatically activated, and you can use energy-consuming skills.
Max Level: 40

1 Duration 31 seconds Evasion +1 ACC +1 75% Charge Rate Damage +5% Attack +0 Probability 11%
2 Duration 31 seconds Evasion +1 ACC +1 78% Charge Rate Damage +10% Attack +0 Probability 12%
3 Duration 32 seconds Evasion +2 ACC +2 81% Charge Rate Damage +15% Attack +0 Probability 13%
4 Duration 32 seconds Evasion +2 ACC +2 84% Charge Rate Damage +20% Attack +11 Probability 14%
5 Duration 33 seconds Evasion +3 ACC +3 87% Charge Rate Damage +25% Attack +11 Probability 15%
6 Duration 33 seconds Evasion +3 ACC +3 90% Charge Rate Damage +30% Attack +11 Probability 16%
7 Duration 34 seconds Evasion +4 ACC +4 93% Charge Rate Damage +35% Attack +11 Probability 17%
8 Duration 34 seconds Evasion +4 ACC +4 96% Charge Rate Damage +40% Attack +12 Probability 18%
9 Duration 35 seconds Evasion +5 ACC +5 99% Charge Rate Damage +45% Attack +12 Probability 19%
10 Duration 35 seconds Evasion +5 ACC +5 102% Charge Rate Damage +50% Attack +12 Probability 20%
11 Duration 36 seconds Evasion +6 ACC +6 105% Charge Rate Damage +55% Attack +12 Probability 21%
12 Duration 36 seconds Evasion +6 ACC +6 108% Charge Rate Damage +60% Attack +13 Probability 22%
13 Duration 37 seconds Evasion +7 ACC +7 111% Charge Rate Damage +65% Attack +13 Probability 23%
14 Duration 37 seconds Evasion +7 ACC +7 114% Charge Rate Damage +70% Attack +13 Probability 24%
15 Duration 38 seconds Evasion +8 ACC +8 117% Charge Rate Damage +75% Attack +13 Probability 25%
16 Duration 38 seconds Evasion +8 ACC +8 120% Charge Rate Damage +80% Attack +14 Probability 26%
17 Duration 39 seconds Evasion +9 ACC +9 123% Charge Rate Damage +85% Attack +14 Probability 27%
18 Duration 39 seconds Evasion +9 ACC +9 126% Charge Rate Damage +90% Attack +14 Probability 28%
19 Duration 40 seconds Evasion +10 ACC +10 129% Charge Rate Damage +95% Attack +14 Probability 29%
20 Duration 40 seconds Evasion +10 ACC +10 132% Charge Rate Damage +100% Attack +15 Probability 30%
21 Duration 41 seconds Evasion +11 ACC +11 135% Charge Rate Damage +105% Attack +15 Probability 31%
22 Duration 41 seconds Evasion +11 ACC +11 138% Charge Rate Damage +110% Attack +15 Probability 32%
23 Duration 42 seconds Evasion +12 ACC +12 141% Charge Rate Damage +115% Attack +15 Probability 33%
24 Duration 42 seconds Evasion +12 ACC +12 144% Charge Rate Damage +120% Attack +16 Probability 34%
25 Duration 43 seconds Evasion +13 ACC +13 147% Charge Rate Damage +125% Attack +16 Probability 35%
26 Duration 43 seconds Evasion +13 ACC +13 150% Charge Rate Damage +130% Attack +16 Probability 36%
27 Duration 44 seconds Evasion +14 ACC +14 153% Charge Rate Damage +135% Attack +16 Probability 37%
28 Duration 44 seconds Evasion +14 ACC +14 156% Charge Rate Damage +140% Attack +17 Probability 38%
29 Duration 45 seconds Evasion +15 ACC +15 159% Charge Rate Damage +145% Attack +17 Probability 39%
30 Duration 45 seconds Evasion +15 ACC +15 162% Charge Rate Damage +150% Attack +17 Probability 40%
31 Duration 46 seconds Evasion +16 ACC +16 165% Charge Rate Damage +155% Attack +17 Probability 41%
32 Duration 46 seconds Evasion +16 ACC +16 168% Charge Rate Damage +160% Attack +18 Probability 42%
33 Duration 47 seconds Evasion +17 ACC +17 171% Charge Rate Damage +165% Attack +18 Probability 43%
34 Duration 47 seconds Evasion +17 ACC +17 174% Charge Rate Damage +170% Attack +18 Probability 44%
35 Duration 48 seconds Evasion +18 ACC +18 177% Charge Rate Damage +175% Attack +18 Probability 45%
36 Duration 48 seconds Evasion +18 ACC +18 180% Charge Rate Damage +180% Attack +19 Probability 46%
37 Duration 49 seconds Evasion +19 ACC +19 183% Charge Rate Damage +185% Attack +19 Probability 47%
38 Duration 49 seconds Evasion +19 ACC +19 186% Charge Rate Damage +190% Attack +19 Probability 48%
39 Duration 50 seconds Evasion +20 ACC +20 189% Charge Rate Damage +195% Attack +19 Probability 49%
40 Duration 50 seconds Evasion +20 ACC +20 192% Charge Rate Damage +200% Attack +20 Probability 50%

Energy Blast
Description: Attacks multiple nearby enemies by blowing up energy. It can only be used while the energy is completely charged.
Pre-requisite: Energy Charge Level 1
Max Level: 30

1 Damage 246% 2 Enemies 100% Range
2 Damage 252% 2 Enemies 100% Range
3 Damage 258% 2 Enemies 100% Range
4 Damage 264% 2 Enemies 100% Range
5 Damage 270% 2 Enemies 100% Range
6 Damage 276% 2 Enemies 100% Range
7 Damage 282% 2 Enemies 100% Range
8 Damage 288% 2 Enemies 100% Range
9 Damage 294% 2 Enemies 100% Range
10 Damage 300% 2 Enemies 100% Range
11 Damage 306% 3 Enemies 100% Range
12 Damage 312% 3 Enemies 100% Range
13 Damage 318% 3 Enemies 100% Range
14 Damage 324% 3 Enemies 100% Range
15 Damage 330% 3 Enemies 100% Range
16 Damage 336% 3 Enemies 100% Range
17 Damage 342% 3 Enemies 100% Range
18 Damage 348% 3 Enemies 100% Range
19 Damage 354% 3 Enemies 100% Range
20 Damage 360% 3 Enemies 100% Range
21 Damage 366% 4 Enemies 100% Range
22 Damage 372% 4 Enemies 100% Range
23 Damage 378% 4 Enemies 100% Range
24 Damage 384% 4 Enemies 100% Range
25 Damage 390% 4 Enemies 100% Range
26 Damage 396% 4 Enemies 100% Range
27 Damage 402% 4 Enemies 100% Range
28 Damage 408% 4 Enemies 100% Range
29 Damage 414% 4 Enemies 100% Range
30 Damage 420% 4 Enemies 100% Range

Energy Drain
Description: By using energy, changes a part of the enemy's HP into your HP. It can only be used while the energy is completely charged.
Pre-requisite: Energy Charge Level 1
Max Level: 20

1 Damage 265% 11% of damage converted to HP 200% Range
2 Damage 270% 11% of damage converted to HP 200% Range
3 Damage 275% 12% of damage converted to HP 200% Range
4 Damage 280% 12% of damage converted to HP 200% Range
5 Damage 285% 13% of damage converted to HP 200% Range
6 Damage 290% 13% of damage converted to HP 200% Range
7 Damage 295% 14% of damage converted to HP 200% Range
8 Damage 300% 14% of damage converted to HP 200% Range
9 Damage 305% 15% of damage converted to HP 200% Range
10 Damage 310% 15% of damage converted to HP 200% Range
11 Damage 315% 16% of damage converted to HP 200% Range
12 Damage 320% 16% of damage converted to HP 200% Range
13 Damage 325% 17% of damage converted to HP 200% Range
14 Damage 330% 17% of damage converted to HP 200% Range
15 Damage 335% 18% of damage converted to HP 200% Range
16 Damage 340% 18% of damage converted to HP 200% Range
17 Damage 345% 19% of damage converted to HP 200% Range
18 Damage 350% 19% of damage converted to HP 200% Range
19 Damage 355% 20% of damage converted to HP 200% Range
20 Damage 360% 20% of damage converted to HP 200% Range

Transform
Description: Changes into the Transformed state for 120 seconds.
Skill Limitations: Shockwave, Knuckle Booster, Energy Buster, Energy Drain, Maple Hero, Hero's Will, Wind Booster, Time Leap
Max Level: 20

1 MP - 22 STR +1 Physical Defense +2 Magical Defense +2 Speed +40 Jump +20 550 second cooldown
2 MP - 24 STR +2 Physical Defense +4 Magical Defense +4 Speed +40 Jump +20 540 second cooldown
3 MP - 26 STR +3 Physical Defense +6 Magical Defense +6 Speed +40 Jump +20 530 second cooldown
4 MP - 28 STR +4 Physical Defense +8 Magical Defense +8 Speed +40 Jump +20 520 second cooldown
5 MP - 30 STR +5 Physical Defense +10 Magical Defense +10 Speed +40 Jump +20 510 second cooldown
6 MP - 32 STR +6 Physical Defense +12 Magical Defense +12 Speed +40 Jump +20 500 second cooldown
7 MP - 34 STR +7 Physical Defense +14 Magical Defense +14 Speed +40 Jump +20 490 second cooldown
8 MP - 36 STR +8 Physical Defense +16 Magical Defense +16 Speed +40 Jump +20 480 second cooldown
9 MP - 38 STR +9 Physical Defense +18 Magical Defense +18 Speed +40 Jump +20 470 second cooldown
10 MP - 40 STR +10 Physical Defense +20 Magical Defense +20 Speed +40 Jump +20 460 second cooldown
11 MP - 42 STR +11 Physical Defense +22 Magical Defense +22 Speed +40 Jump +20 450 second cooldown
12 MP - 44 STR +12 Physical Defense +24 Magical Defense +24 Speed +40 Jump +20 440 second cooldown
13 MP - 46 STR +13 Physical Defense +26 Magical Defense +26 Speed +40 Jump +20 430 second cooldown
14 MP - 48 STR +14 Physical Defense +28 Magical Defense +28 Speed +40 Jump +20 420 second cooldown
15 MP - 50 STR +15 Physical Defense +30 Magical Defense +30 Speed +40 Jump +20 410 second cooldown
16 MP - 52 STR +16 Physical Defense +32 Magical Defense +32 Speed +40 Jump +20 400 second cooldown
17 MP - 54 STR +17 Physical Defense +34 Magical Defense +34 Speed +40 Jump +20 390 second cooldown
18 MP - 56 STR +18 Physical Defense +36 Magical Defense +36 Speed +40 Jump +20 380 second cooldown
19 MP - 58 STR +19 Physical Defense +38 Magical Defense +38 Speed +40 Jump +20 370 second cooldown
20 MP - 60 STR +20 Physical Defense +40 Magical Defense +40 Speed +40 Jump +20 360 second cooldown

Shockwave
Description: Damages multiple enemies by powerfully slamming the ground. Only usable while Transformed or Super Transformed.
Pre-requisite: Transform Level 1
Max Level: 30

1 MP - 18 265% Damage 4 Enemies 330% Range
2 MP - 18 280% Damage 4 Enemies 330% Range
3 MP - 18 295% Damage 4 Enemies 330% Range
4 MP - 18 310% Damage 4 Enemies 330% Range
5 MP - 18 325% Damage 4 Enemies 330% Range
6 MP - 22 340% Damage 4 Enemies 330% Range
7 MP - 22 355% Damage 4 Enemies 330% Range
8 MP - 22 370% Damage 4 Enemies 330% Range
9 MP - 22 385% Damage 4 Enemies 330% Range
10 MP - 22 400% Damage 4 Enemies 330% Range
11 MP - 26 415% Damage 5 Enemies 330% Range
12 MP - 26 430% Damage 5 Enemies 330% Range
13 MP - 26 445% Damage 5 Enemies 330% Range
14 MP - 26 460% Damage 5 Enemies 330% Range
15 MP - 26 475% Damage 5 Enemies 330% Range
16 MP - 30 490% Damage 5 Enemies 330% Range
17 MP - 30 505% Damage 5 Enemies 330% Range
18 MP - 30 520% Damage 5 Enemies 330% Range
19 MP - 30 535% Damage 5 Enemies 330% Range
20 MP - 30 550% Damage 5 Enemies 330% Range
21 MP - 34 565% Damage 6 Enemies 330% Range
22 MP - 34 580% Damage 6 Enemies 330% Range
23 MP - 34 595% Damage 6 Enemies 330% Range
24 MP - 34 610% Damage 6 Enemies 330% Range
25 MP - 34 625% Damage 6 Enemies 330% Range
26 MP - 38 640% Damage 6 Enemies 330% Range
27 MP - 38 655% Damage 6 Enemies 330% Range
28 MP - 38 670% Damage 6 Enemies 330% Range
29 MP - 38 685% Damage 6 Enemies 330% Range
30 MP - 38 700% Damage 6 Enemies 330% Range



Dragon Strike
Description: Calls forth a dragon asleep deep underground to damage multiple enemies.
Animation: Effect
Max Level: 30

1 MP - 21 275% Damage 4 Enemies 400% Range
2 MP - 21 290% Damage 4 Enemies 400% Range
3 MP - 22 305% Damage 4 Enemies 400% Range
4 MP - 22 320% Damage 4 Enemies 400% Range
5 MP - 23 335% Damage 4 Enemies 400% Range
6 MP - 23 350% Damage 4 Enemies 400% Range
7 MP - 24 365% Damage 4 Enemies 400% Range
8 MP - 24 380% Damage 4 Enemies 400% Range
9 MP - 25 395% Damage 4 Enemies 400% Range
10 MP - 25 410% Damage 4 Enemies 400% Range
11 MP - 26 475% Damage 5 Enemies 400% Range
12 MP - 26 490% Damage 5 Enemies 400% Range
13 MP - 27 505% Damage 5 Enemies 400% Range
14 MP - 27 520% Damage 5 Enemies 400% Range
15 MP - 28 535% Damage 5 Enemies 400% Range
16 MP - 28 550% Damage 5 Enemies 400% Range
17 MP - 29 565% Damage 5 Enemies 400% Range
18 MP - 29 580% Damage 5 Enemies 400% Range
19 MP - 30 595% Damage 5 Enemies 400% Range
20 MP - 30 610% Damage 5 Enemies 400% Range
21 MP - 31 675% Damage 6 Enemies 400% Range
22 MP - 31 690% Damage 6 Enemies 400% Range
23 MP - 32 705% Damage 6 Enemies 400% Range
24 MP - 32 720% Damage 6 Enemies 400% Range
25 MP - 33 735% Damage 6 Enemies 400% Range
26 MP - 33 750% Damage 6 Enemies 400% Range
27 MP - 34 765% Damage 6 Enemies 400% Range
28 MP - 34 780% Damage 6 Enemies 400% Range
29 MP - 35 795% Damage 6 Enemies 400% Range
30 MP - 35 810% Damage 6 Enemies 400% Range


Barrage
Description: Rapidly attacks a close-by enemy 6 times.
Max Level: 30

1 MP - 21 94% Damage
2 MP - 21 98% Damage
3 MP - 22 102% Damage
4 MP - 22 106% Damage
5 MP - 23 110% Damage
6 MP - 23 114% Damage
7 MP - 24 118% Damage
8 MP - 24 122% Damage
9 MP - 25 126% Damage
10 MP - 25 130% Damage
11 MP - 26 144% Damage
12 MP - 26 148% Damage
13 MP - 27 152% Damage
14 MP - 27 156% Damage
15 MP - 28 160% Damage
16 MP - 28 164% Damage
17 MP - 29 168% Damage
18 MP - 29 172% Damage
19 MP - 30 176% Damage
20 MP - 30 180% Damage
21 MP - 31 194% Damage
22 MP - 31 198% Damage
23 MP - 32 202% Damage
24 MP - 32 206% Damage
25 MP - 33 210% Damage
26 MP - 33 214% Damage
27 MP - 34 218% Damage
28 MP - 34 222% Damage
29 MP - 35 226% Damage
30 MP - 35 230% Damage

Speed Infusion
Description: By using HP and MP, increases the attack speed of a weapon one level. It can be used along with the normal booster, and the entire party is affected.
Pre-requisite: Knuckle Booster Level 20
Animations: Effect, affected
Max Level: 20

1 MP - 78 HP - 78 +1 boost 110 Seconds 250% Range
2 MP - 76 HP - 76 +1 boost 120 Seconds 250% Range
3 MP - 74 HP - 74 +1 boost 130 Seconds 250% Range
4 MP - 72 HP - 72 +1 boost 140 Seconds 250% Range
5 MP - 70 HP - 70 +1 boost 150 Seconds 250% Range
6 MP - 68 HP - 68 +1 boost 160 Seconds 250% Range
7 MP - 66 HP - 66 +1 boost 170 Seconds 250% Range
8 MP - 64 HP - 64 +1 boost 180 Seconds 250% Range
9 MP - 62 HP - 62 +1 boost 190 Seconds 250% Range
10 MP - 60 HP - 60 +1 boost 200 Seconds 250% Range
11 MP - 58 HP - 58 +2 boost 210 Seconds 250% Range
12 MP - 56 HP - 56 +2 boost 220 Seconds 250% Range
13 MP - 54 HP - 54 +2 boost 230 Seconds 250% Range
14 MP - 52 HP - 52 +2 boost 240 Seconds 250% Range
15 MP - 50 HP - 50 +2 boost 250 Seconds 250% Range
16 MP - 48 HP - 48 +2 boost 260 Seconds 250% Range
17 MP - 46 HP - 46 +2 boost 270 Seconds 250% Range
18 MP - 44 HP - 44 +2 boost 280 Seconds 250% Range
19 MP - 42 HP - 42 +2 boost 290 Seconds 250% Range
20 MP - 40 HP - 40 +2 boost 300 Seconds 250% Range



Energy Orb
Description: Concentrates a part of the charged energy to attack the enemy. If there are other enemies near the monster hit with Energy Orb, the Energy Orb is chained to give extra damage. It can only be used when energy is charged.
Pre-requisite: Energy Charge Level 1
Animation: Effect
Max Level: 30

1 Damage 300% 2 Enemies 200% range
2 Damage 320% 2 Enemies 200% range
3 Damage 340% 2 Enemies 200% range
4 Damage 360% 2 Enemies 200% range
5 Damage 380% 2 Enemies 200% range
6 Damage 400% 2 Enemies 200% range
7 Damage 420% 3 Enemies 200% range
8 Damage 440% 3 Enemies 200% range
9 Damage 460% 3 Enemies 200% range
10 Damage 480% 3 Enemies 200% range
11 Damage 510% 3 Enemies 200% range
12 Damage 530% 3 Enemies 200% range
13 Damage 550% 4 Enemies 200% range
14 Damage 570% 4 Enemies 200% range
15 Damage 590% 4 Enemies 200% range
16 Damage 610% 4 Enemies 200% range
17 Damage 630% 4 Enemies 200% range
18 Damage 650% 4 Enemies 200% range
19 Damage 670% 5 Enemies 200% range
20 Damage 690% 5 Enemies 200% range
21 Damage 720% 5 Enemies 200% range
22 Damage 740% 5 Enemies 200% range
23 Damage 760% 5 Enemies 200% range
24 Damage 780% 5 Enemies 200% range
25 Damage 800% 6 Enemies 200% range
26 Damage 820% 6 Enemies 200% range
27 Damage 840% 6 Enemies 200% range
28 Damage 860% 6 Enemies 200% range
29 Damage 880% 6 Enemies 200% range
30 Damage 900% 6 Enemies 200% range

Super Transform
Description: Change into the Super Transformed state for 120 seconds.
Skill Limitations: Shockwave, Demolition, Snatch, Knuckle Booster, Energy Buster, Energy Drain, Maple Hero, Hero's Will, Wind Booster, Time Leap.
Pre-requisite: Transform Level 20
Animations: Walk, stand
Max Level: 30

1 MP - 22 STR +21 Physical Defense +41 Magical Defense +41 Speed +40 Jump +20 430 second cooldown
2 MP - 24 STR +21 Physical Defense +42 Magical Defense +42 Speed +40 Jump +20 420 second cooldown
3 MP - 26 STR +22 Physical Defense +43 Magical Defense +43 Speed +40 Jump +20 410 second cooldown
4 MP - 28 STR +22 Physical Defense +44 Magical Defense +44 Speed +40 Jump +20 400 second cooldown
5 MP - 30 STR +23 Physical Defense +45 Magical Defense +45 Speed +40 Jump +20 390 second cooldown
6 MP - 32 STR +23 Physical Defense +46 Magical Defense +46 Speed +40 Jump +20 380 second cooldown
7 MP - 34 STR +24 Physical Defense +47 Magical Defense +47 Speed +40 Jump +20 370 second cooldown
8 MP - 36 STR +24 Physical Defense +48 Magical Defense +48 Speed +40 Jump +20 360 second cooldown
9 MP - 38 STR +25 Physical Defense +49 Magical Defense +49 Speed +40 Jump +20 350 second cooldown
10 MP - 40 STR +25 Physical Defense +50 Magical Defense +50 Speed +40 Jump +20 340 second cooldown
11 MP - 42 STR +26 Physical Defense +51 Magical Defense +51 Speed +40 Jump +20 330 second cooldown
12 MP - 44 STR +26 Physical Defense +52 Magical Defense +52 Speed +40 Jump +20 320 second cooldown
13 MP - 46 STR +27 Physical Defense +53 Magical Defense +53 Speed +40 Jump +20 310 second cooldown
14 MP - 48 STR +27 Physical Defense +54 Magical Defense +54 Speed +40 Jump +20 300 second cooldown
15 MP - 50 STR +28 Physical Defense +55 Magical Defense +55 Speed +40 Jump +20 290 second cooldown
16 MP - 52 STR +28 Physical Defense +56 Magical Defense +56 Speed +40 Jump +20 280 second cooldown
17 MP - 54 STR +29 Physical Defense +57 Magical Defense +57 Speed +40 Jump +20 270 second cooldown
18 MP - 56 STR +29 Physical Defense +58 Magical Defense +58 Speed +40 Jump +20 260 second cooldown
19 MP - 58 STR +30 Physical Defense +59 Magical Defense +59 Speed +40 Jump +20 250 second cooldown
20 MP - 60 STR +30 Physical Defense +60 Magical Defense +60 Speed +40 Jump +20 240 second cooldown

Demolition
Description: Attacks an enemy too quickly to be seen to inflict huge damage. It can only be used while Super Transformed. [Attacks an enemy 8 times]
Pre-requisite: Super Transform Level 1
Animation: Effect
Max Level: 30

1 MP - 20 90% Damage 300% Range
2 MP - 20 100% Damage 300% Range
3 MP - 20 110% Damage 300% Range
4 MP - 20 120% Damage 300% Range
5 MP - 20 130% Damage 300% Range
6 MP - 20 140% Damage 300% Range
7 MP - 20 150% Damage 300% Range
8 MP - 20 160% Damage 300% Range
9 MP - 20 170% Damage 300% Range
10 MP - 35 180% Damage 300% Range
11 MP - 35 200% Damage 300% Range
12 MP - 35 210% Damage 300% Range
13 MP - 35 220% Damage 300% Range
14 MP - 35 230% Damage 300% Range
15 MP - 35 240% Damage 300% Range
16 MP - 35 250% Damage 300% Range
17 MP - 35 260% Damage 300% Range
18 MP - 35 270% Damage 300% Range
19 MP - 35 280% Damage 300% Range
20 MP - 35 290% Damage 300% Range
21 MP - 50 310% Damage 300% Range
22 MP - 50 320% Damage 300% Range
23 MP - 50 330% Damage 300% Range
24 MP - 50 340% Damage 300% Range
25 MP - 50 350% Damage 300% Range
26 MP - 50 360% Damage 300% Range
27 MP - 50 370% Damage 300% Range
28 MP - 50 380% Damage 300% Range
29 MP - 50 390% Damage 300% Range
30 MP - 50 400% Damage 300% Range

Snatch
Description: Damages a far-away enemy and drags it to you. It can only be used while Super Transformed. [1 second stun]
Pre-requisite: Super Transform Level 1
Animation: Effect
Max Level: 30

1 MP - 11 210% Damage 2 Enemies 300% Range
2 MP - 12 220% Damage 2 Enemies 300% Range
3 MP - 13 230% Damage 2 Enemies 300% Range
4 MP - 14 240% Damage 2 Enemies 300% Range
5 MP - 15 250% Damage 2 Enemies 300% Range
6 MP - 16 260% Damage 2 Enemies 300% Range
7 MP - 17 270% Damage 3 Enemies 300% Range
8 MP - 18 280% Damage 3 Enemies 300% Range
9 MP - 19 290% Damage 3 Enemies 300% Range
10 MP - 20 300% Damage 3 Enemies 300% Range
11 MP - 21 360% Damage 3 Enemies 300% Range
12 MP - 22 370% Damage 3 Enemies 300% Range
13 MP - 23 380% Damage 4 Enemies 300% Range
14 MP - 24 390% Damage 4 Enemies 300% Range
15 MP - 25 400% Damage 4 Enemies 300% Range
16 MP - 26 410% Damage 4 Enemies 300% Range
17 MP - 27 420% Damage 4 Enemies 300% Range
18 MP - 28 430% Damage 4 Enemies 300% Range
19 MP - 29 440% Damage 5 Enemies 300% Range
20 MP - 30 450% Damage 5 Enemies 300% Range
21 MP - 31 510% Damage 5 Enemies 300% Range
22 MP - 32 520% Damage 5 Enemies 300% Range
23 MP - 33 530% Damage 5 Enemies 300% Range
24 MP - 34 540% Damage 5 Enemies 300% Range
25 MP - 35 550% Damage 6 Enemies 300% Range
26 MP - 36 560% Damage 6 Enemies 300% Range
27 MP - 37 570% Damage 6 Enemies 300% Range
28 MP - 38 580% Damage 6 Enemies 300% Range
29 MP - 39 590% Damage 6 Enemies 300% Range
30 MP - 40 600% Damage 6 Enemies 300% Range

Time Leap
Description: Resets all re-use delays for yourself and your party members. However, it cannot reset your or your party member's Time Leap skill.
Animations: Effect, affected
Max Level: 30

1 MP - 195 49 minute cooldown 400% Range
2 MP - 190 48 minute cooldown 400% Range
3 MP - 185 47 minute cooldown 400% Range
4 MP - 180 46 minute cooldown 400% Range
5 MP - 175 45 minute cooldown 400% Range
6 MP - 170 44 minute cooldown 400% Range
7 MP - 165 43 minute cooldown 400% Range
8 MP - 160 42 minute cooldown 400% Range
9 MP - 155 41 minute cooldown 400% Range
10 MP - 150 40 minute cooldown 400% Range
11 MP - 145 39 minute cooldown 400% Range
12 MP - 140 38 minute cooldown 400% Range
13 MP - 135 37 minute cooldown 400% Range
14 MP - 130 36 minute cooldown 400% Range
15 MP - 125 35 minute cooldown 400% Range
16 MP - 120 34 minute cooldown 400% Range
17 MP - 115 33 minute cooldown 400% Range
18 MP - 110 32 minute cooldown 400% Range
19 MP - 105 31 minute cooldown 400% Range
20 MP - 100 30 minute cooldown 400% Range
21 MP - 95 29 minute cooldown 400% Range
22 MP - 90 28 minute cooldown 400% Range
23 MP - 85 27 minute cooldown 400% Range
24 MP - 80 26 minute cooldown 400% Range
25 MP - 75 25 minute cooldown 400% Range
26 MP - 70 24 minute cooldown 400% Range
27 MP - 65 23 minute cooldown 400% Range
28 MP - 60 22 minute cooldown 400% Range
29 MP - 55 21 minute cooldown 400% Range
30 MP - 50 20 minute cooldown 400% Range


The basic Pirate:

The basic Pirate is level 10 with 20 DEX. This may come as a bit of a slap in the face for a future infighter, seeing how our DEX is usually the numeric value of our level or less, but it's actually a lot different than that. To become a pirate, go to Nautilus Port, enter the ship, go into the portal with the up arrow on top of the doorway, then go all of the way to the left and enter the far left portal. Once there, talk to Kyrin and she'll advance you as a Pirate.

Level 10: +1 SommerSault Kick
Level 11: +3 SommerSault Kick
Level 12: +3 SommerSault Kick
Level 13: +3 SommerSault Kick
Level 14: +3 SommerSault Kick
Level 15: +3 SommerSault Kick
Level 16: +3 SommerSault Kick
Level 17: +1 SommerSault Kick (Max) +2 Bullet Time
Level 18: +3 Bullet Time
Level 19: +3 Bullet Time
Level 20: +3 Bullet Time
Level 21: +3 Bullet Time
Level 22: +3 Bullet Time
Level 23: +3 Bullet Time (Max)
Level 24: +3 Flash Fist
Level 25: +3 Flash Fist
Level 26: +3 Flash Fist
Level 27: +3 Flash Fist
Level 28: +3 Flash Fist
Level 29: +3 Flash Fist
Level 30: +2 Flash Fist (Max) +1 Double Fire

Review:
Max SommerSault Kick
Max Bullet Time
Max Flash Fist
1 Double Fire

Why you shouldn't max Dash:

People think that Infighters need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Infighters are not Captain Falcon from SSBM. Infighters really only start to gain movement speed in 3rd job, where they get a haste effect from Transformation.

1. Most Infighters we've talked to chose to get 0 Dash, and this is why:
From 2nd job onward, an Infighter constantly alternates between CorkScrew Punch and Backspin Blow while training. That means you'll be changing directions almost constantly, since CorkScrew Punch attacks in front of you and Backspin attacks behind you. Infighters turn a lot to focus attacks in one direction . When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way.
2. The other risk of getting Dash as an Infighter is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Infighters already get a haste effect from Transformation in 3rd job, so until then Infighters can just get speed equips. Dash for Infighters, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you.
Granted, some will still want to use Dash for traveling purposes, which I (Takeback3r) agree with. Again, Dash is not recommended for Infighters, but if you really feel the pro's outweigh the con's, you can max it instead and leave Bullet Time at 11. We just wanted people to know that it can interrupt your fighting style. [i]Taken from TakeBack3r and KazootheBat's Misconception thread

Even at level 100, I'm still using seven different attacking skills to bring up my damage per minute output; as seen here : http://i13.photobucket.com/albums/a291/TLoZ_Link/Maple0132.jpg

The Path of a Brawler:
Head back over to Nautilus Port and talk to Kyrin. She'll give you two options; One for Brawler and one for Gunslinger. Choose "Brawler" and then talk to Kyrin again. Click the very bottom option. She'll warp you to a map with small Octopi that you must kill. Here's the catch: You must use Flash Fist to kill them. Sommer Sault Kick will only "MISS" on them. Once you've collected all 15 items from those octopi, talk to Kyrin again. She'll warp you back to Nautilus Port (inside her room, of course). Talk to her once again and she'll advance you to Brawler. Congratulations!

Level 30: +1 Max HP Increase
Level 31: +3 Max HP Increase
Level 32: +3 Max HP Increase
Level 33: +3 Max HP Increase (Max)
Level 34: +1 Backspin Blow, +1 CorkScrew Punch, +1 Mastery
Level 35: +3 Mastery
Level 36: +1 Mastery +2 Booster
Level 37: +3 Booster
Level 38: +1 Booster (6) +2 Mastery
Level 39: +3 Mastery
Level 40: +3 Mastery
Level 41: +3 Mastery
Level 42: +3 Mastery (19)
Level 43: +3 CorkScrew Punch
Level 44: +3 CorkScrew Punch
Level 45: +3 CorkScrew Punch
Level 46: +3 CorkScrew Punch
Level 47: +3 CorkScrew Punch
Level 48: +3 CorkScrew Punch
Level 49: +1 CorkScrew Punch (Max) + 2 Double Uppercut
Level 50: +3 Double Uppercut
Level 51: +3 Double Uppercut
Level 52: +3 Double Uppercut
Level 53: +3 Double Uppercut
Level 54: +3 Double Uppercut
Level 55: +3 Double Uppercut (Max)
Level 56: +3 Backspin Blow
Level 57: +3 Backspin Blow
Level 58: +3 Backspin Blow
Level 59: +3 Backspin Blow
Level 60: +3 Backspin Blow
Level 61: +3 Backspin Blow
Level 62: +1 Backspin Blow (Max) +2 Booster
Level 63: +2 Booster +1 MP Recovery
Level 64: +2 Booster +1 MP Recovery
Level 65: +2 Booster +1 MP Recovery
Level 66: +2 Booster +1 MP Recovery
Level 67: +2 Booster +1 MP Recovery
Level 68: +2 Booster (Max) +1 MP Recovery
Level 69: +3 MP Recovery
Level 70: +1 MP Recovery (Max), +1 Mastery (Max), +1 Oak Barrel

Review:
Max HP Recovery
Max Mastery
Max Booster
Max Backspin Blow
Max Double Uppercut
Max CorkScrew Punch
Max MP Recovery
1 Oak Barrel

Reasons for this build:

HP increase first is a given. You want to have the most HP as possible, so you max out HP Increase as early as possible. Next, you want to get Mastery to help out your damage per minute. Also, when maxing out Mastery, you want to get one in CorkScrew Punch and one in Backspin Blow for building mobs and stunning. All of you people who have played a 4th job Warrior with Rush know how much Rush can speed up your training. Also, while maxing Mastery, you want to put six points into booster to further increase your attacking speed, thus increasing your training speed. Then, after you've maxed out Mastery, you want to work on your attacking skills, so your training will be further sped up. Once you have maxed your attacking skills, you want to finish maxing Booster or start working on MP Recovery. MP recovery is great, because it saves money on MP potions. Who doesn't want an extra bit of cash in their pockets? Once you have maxed the above skills, you have one point left over, so stick that into Oak Barrel!

The Powerful Marauder

If you've made it to level 70 on another character, you know how this goes! Once you get to level 70, head off to El Nath. Once there, go to the Chief's Residence, where the third Job instructors are. Talk to Pedro and he'll tell you to head back to Kyrin in Nautilus Port to gather the Necklace of Strength. Head back to Kyrin and talk to her for your next assignment. She'll tell you that you must defeat her clone in order to past the test to prove yourself worthy of the Necklace of Strength. Go to the Cave of Evil Eye III and talk to the Door of Demension. This will transport you to another map where you head toward the battle with the fake Kyrin. Defeat the clone and collect the rubble piece that the fake Kyrin drops. Take that back to Kyrin and she'll reward you with the Necklace of Strength. Head back to Pedro in El Nath and give him the Necklace of Strength. He'll then tell you that you must pass one final test; the knowledge test. Head to Sharp Cliff II and go in the wooden door on the top right part of the map. Walk down and talk to the large stone to begin your knowledge test. Once you have obtained the Necklace of Wisdom, head back to Pedro and give him the necklace. Congratulations! You are now a Marauder!

Third Job Questions and Answers

CHARACTER Related

Q: In 1st job adv. which of following is WRONG requirement?
A: Thief - 20 LUK or more

Q: When you hit by monster, which of following not fully explained?
A: Weaken - slow down moving speed.

Q: For the 1st job adv. Which job fully states the job adv. requirement?
A: Bowman - 25 DEX

Q: In MS, what EXP needed to level up from Lv1 to Lv2?
A: 15 EXP

QUEST Related

Q: Which of following quests can be repeated?
A: Arwen and the Glass Shoe.

Q: Which of following are not 2nd job adv.
A: Mage

Q: Which of following highest level quest?
A: Alcaster and the Dark Crystal

Q: Which of following items is not required in Manji’s quest?
A: Fairy Wing

MONSTER Related

Q: Which monster will be seem during the ship trip to Orbis/Ellinia?
A: Crimson Barlog

Q: Amount of monsters that are higher level than Crimson Barlog?
A: 0 (For Now)

Q: Victoria doesn’t have which following monsters?
A: Sentinel

Q: Maple Island doesn’t have which following monsters?
A: Pig

Q: Green Mushroom, Tree Stump, Bubbling, Axe Stump, Octopus, which is highest level of all?
A: Axe Stump

Q: El Nath doesn’t have which following monsters?
A: Dark Ligator (or anything related to alligator ^^ )

Q: Which of following monsters can fly?
A: Malady

TOWN/NPC Related

Q: Victoria doesn’t have which town?
A: South Perry or Amherst (NOTE: NOT Perion, Ellinia, Henesys, Kerning City, Lith Harbor, or Sleepywood)

Q: Which is first NPC you meet in Maple Island?
A: Heena

Q: Which NPC is not seemed in El Nath?
A: Sophia

Q: Which NPC is not seemed in El Nath snowfield?
A: Elma, the Housekeeper

Q: In Victoria Road, which NPC is not seemed in Perion?
A: Francois

Q: In Victoria Road, which NPC is not seemed in Henesys?
A: Teo

Q: In Victoria Road, which NPC is not seemed in Ellinia?
A: Neve

Q: In Victoria Road, which NPC is not seemed in Kerning City?
A: Luke

Q: Which NPC is not related to pets?
A: Vicious

Q: In Kerning City, who is the father of Alex, the run way kid?
A: Chief Stan

Q: In El Nath, which NPC is not belong to Alpha Platoon’s Network of Communication?
A: Peter

Q: What is the item you get after you give 30 Dark Marbles to instructor in 2nd job adv.
A: Proof of Hero

Q: In Henesys, what is the item Maya asked for in quest Maya and the Weird Medicine?
A: Weird Medicine


Q: Which of following NPC is not related to item synthesis/refine?
A: Shane

Q: Which NPC is not seemed in Maple Island?
A: Teo

ITEM Related

Q: Which of following monsters got CORRECT item corresponding to the monster?
A: Stirge - Stirge’s wing

Q: Which of following monsters got WRONG item corresponding to the monster?
A: Nependeath - Nependeath’s leaf

Q: Which of following potions got CORRECT info. ?
A: Pizza - Recover 400 HP

Q: Which of following potions got WRONG info. ?
A: Sunrise Dew - Recover 3000 MP

Q: In GM Event, how many FRUIT CAKE you can get as reward ?
A: 5"

Note: I have constructed five different builds for people to choose from. Also note that they're ONLY blue-prints. You can change your build and bend it in any way you wish. You can take points away from Shockwave and add them to Oak Barrel or MP Recovery or whatever pleases you the most. Do not follow any of my guide strictly!

The Transform and Shockwave Build

Level 70: +1 Stun Mastery
Level 71: +1 Stun Mastery, +1 Transformation, +1 Shockwave
Level 72: +2 Stun Mastery, +1 Shockwave
Level 73: +2 Stun Mastery, +1 Shockwave
Level 74: +2 Stun Mastery, +1 Shockwave
Level 75: +2 Stun Mastery, +1 Shockwave
Level 76: +2 Stun Mastery, +1 Shockwave
Level 77: +2 Stun Mastery, +1 Shockwave
Level 78: +2 Stun Mastery, +1 Shockwave
Level 79: +2 Stun Mastery, +1 Shockwave
Level 80: +2 Stun Mastery (Max), +1 Shockwave
Level 81: +2 Energy Charge, +1 Shockwave
Level 82: +2 Energy Charge, +1 Shockwave
Level 83: +2 Energy Charge, +1 Shockwave
Level 84: +2 Energy Charge, +1 Shockwave
Level 85: +2 Energy Charge, +1 Shockwave
Level 86: +2 Energy Charge, +1 Shockwave
Level 87: +2 Energy Charge, +1 Shockwave
Level 88: +2 Energy Charge, +1 Shockwave
Level 89: +2 Energy Charge, +1 Shockwave
Level 90: +2 Energy Charge, +1 Shockwave
Level 91: +2 Energy Charge, +1 Shockwave(Level 21)
Level 92: +2 Energy Charge, +1 Energy Buster
Level 93: +2 Energy Charge, +1 Energy Buster
Level 94: +2 Energy Charge, +1 Energy Buster
Level 95: +2 Energy Charge, +1 Energy Buster
Level 96: +2 Energy Charge, +1 Energy Buster
Level 97: +2 Energy Charge, +1 Energy Buster
Level 98: +2 Energy Charge, +1 Energy Buster
Level 99: +2 Energy Charge, +1 Energy Buster
Level 100: +2 Energy Charge(Max), +1 Energy Buster
Level 101: +2 Energy Buster, +1 Shockwave
Level 102: +2 Energy Buster, +1 Shockwave
Level 103: +2 Energy Buster, +1 Shockwave
Level 104: +2 Energy Buster(15), +1 Shockwave
Level 105: +2 Energy Buster, +1 Shockwave
Level 106: +2 Energy Buster, +1 Shockwave
Level 107: +2 Energy Buster, +1 Shockwave
Level 108: +2 Energy Buster, +1 Shockwave
Level 109: +2 Energy Buster, +1 Shockwave(Max)
Level 110: +3 Energy Buster (Max)
Level 111: +3 Transformation
Level 112: +3 Transformation
Level 113: +3 Transformation
Level 114: +3 Transformation
Level 115: +3 Transformation
Level 116: +3 Transformation
Level 117: +1 Transformation (Max), +2 Energy Drain
Level 118: +3 Energy Drain
Level 119: +3 Energy Drain
Level 120: +3 Energy Drain

Review:
Max Stun Mastery
Max Energy Charge
Max Energy Buster
Max Transformation
Max Shockwave
11 Energy Drain

Reasons for this build:
Well, of course, you want to get Stun Mastery first if you want to see criticals. When you execute your Backspin Blow and Double Uppercut techniques, you stun monsters. While those monsters are stunned, you can attack once more and hit a critical. Note : the chance of hitting a critical for Buccaneers is 60%, which is higher than any other class, but the damage is added on, not multiplied like normal criticals. Next, you get one point in Transformation and work on Shock Wave. Shock Wave is a very useful skill when it comes to mobs. It is very powerful (even more so than CorkScrew Punch) and it's fun to use. Once you've finished maxing Stun Mastery, you want to work on Energy Charge. Energy Charge has a master level of 40, so it may take a while to max this one out. This skill gives you a percent chance of not being knocked back, similar to a 4th job warrior's Power Stance, +20 weapon attack, +200% Power Guard-type damage (note: you don't get reduced damage! You take 100% of the damage dealt by the monster, yet you reflect a portion of it back), and +20 accuracy and avoid ability. When Shock Wave is level 21, which is when it hits 6 monsters, you want to start working on another mob skill, Energy Buster. Energy Buster, at max level, is stronger than CorkScrew Punch and it is useful throughout third and fourth job. Once you've maxed out Energy Charge, continue working on Energy Buster and Shock Wave until both are maxed. Once you've maxed those, begin working on Transformation to lower the cool down time of the skill. Transformation, at max, will give you +40 Speed and +20 Jump, which is similar to haste. After all of the above have been maxed, put the rest of your points into Energy Drain to finish off your build.


Energy Build

Level 70: +1 Stun Mastery
Level 71: +3 Stun Mastery
Level 72: +3 Stun Mastery
Level 73: +3 Stun Mastery
Level 74: +3 Stun Mastery
Level 75: +3 Stun Mastery
Level 76: +3 Stun Mastery
Level 77: +1 Stun Mastery (Max), +2 Energy Charge
Level 78: +2 Energy Charge, +1 Energy Drain
Level 79: +2 Energy Charge, +1 Energy Buster
Level 80: +2 Energy Charge, +1 Energy Buster
Level 81: +2 Energy Charge, +1 Energy Buster
Level 82: +2 Energy Charge, +1 Energy Buster
Level 83: +2 Energy Charge, +1 Energy Buster
Level 84: +2 Energy Charge, +1 Energy Buster
Level 85: +2 Energy Charge, +1 Energy Buster
Level 86: +2 Energy Charge, +1 Energy Buster
Level 87: +2 Energy Charge, +1 Energy Buster
Level 88: +2 Energy Charge, +1 Energy Buster
Level 89: +2 Energy Charge, +1 Energy Buster
Level 90: +2 Energy Charge, +1 Energy Buster
Level 91: +2 Energy Charge, +1 Energy Buster
Level 92: +2 Energy Charge, +1 Energy Buster
Level 93: +2 Energy Charge, +1 Energy Buster
Level 94: +2 Energy Charge, +1 Energy Buster
Level 95: +2 Energy Charge, +1 Energy Buster
Level 96: +2 Energy Charge (Max), +1 Energy Buster
Level 97: +2 Energy Buster, +1 Energy Drain
Level 98: +2 Energy Buster, +1 Energy Drain
Level 99: +2 Energy Buster, +1 Energy Drain
Level 100: +2 Energy Buster, +1 Energy Drain
Level 101: +2 Energy Buster, +1 Energy Drain
Level 102: +2 Energy Buster (Max), +1 Energy Drain
Level 103: +1 Energy Drain, +1 Transform, +1 Shockwave
Level 104: +2 Energy Drain, +1 Shockwave
Level 105: +1 Energy Drain (11), +2 Shockwave
Level 106: +2 Shockwave, +1 Transform
Level 107: +2 Shockwave, +1 Transform
Level 108: +2 Shockwave, +1 Transform
Level 109: +2 Shockwave, +1 Transform
Level 110: +2 Shockwave, +1 Transform
Level 111: +2 Shockwave, +1 Transform
Level 112: +2 Shockwave, +1 Transform
Level 113: +2 Shockwave, +1 Transform
Level 114: +2 Shockwave, +1 Transform
Level 115: +2 Shockwave, +1 Transform
Level 116: +2 Shockwave, +1 Transform
Level 117: +2 Shockwave, +1 Transform
Level 118: +2 Shockwave (Max), +1 Transform
Level 119: +3 Transform
Level 120: +3 Transform (Max)

Review:
Max Stun Mastery
Max Energy Charge
Max Energy Buster
Max Transformation
Max Shockwave
11 Energy Drain

Reasons for this build
In this build, just like the Transform build, I suggest maxing Stun Mastery first. Some people argue that Stun Mastery isn't that useful for third job, but I disagree. Any damage you can get will help you out immensely. It also depends where you train. Not everyone will train at Crimson Wood Keep, since not every version has it, so some people will need Stun Mastery to kill off enemies faster. Then, you will get Energy Charge and Energy Buster. This will help you train a lot faster. Any mob techniques will speed up your training. Also, since you're most likely going to train in a crowded area, Energy Charge will be charged very quick. Also, get Energy Drain for the ability to attack very fast and regenerate your HP very fast without using Mana or potions. After Energy Charge is maxed, finish off Energy Buster and Energy Drain. Then, once those are maxed, max out Shockwave and Transform. Shockwave is more important than Transform, so getting Transform to level 1 and then working on Shockwave would be a good idea, but go ahead and max out Transform with Shockwave for a faster cooldown time.


Energy Build #2 (Max Energy Drain)

Level 70: +1 Energy Charge
Level 71: +3 Energy Charge
Level 72: +2 Energy Blast, +1 Energy Drain
Level 73: +2 Energy Blast, +1 Energy Charge
Level 74: +2 Energy Blast, +1 Energy Charge
Level 75: +2 Energy Blast, +1 Energy Charge
Level 76: +2 Energy Blast, +1 Energy Charge
Level 77: +2 Energy Blast, +1 Energy Charge
Level 78: +2 Energy Blast, +1 Energy Charge
Level 79: +2 Energy Blast, +1 Energy Charge
Level 80: +2 Energy Blast, +1 Energy Charge
Level 81: +2 Energy Blast, +1 Energy Charge
Level 82: +1 Energy Blast (21), +2 Energy Charge
Level 83: +2 Energy Charge, +1 Stun Mastery
Level 84: +2 Energy Charge, +1 Stun Mastery
Level 85: +2 Energy Charge, +1 Stun Mastery
Level 86: +2 Energy Charge, +1 Stun Mastery
Level 87: +2 Energy Charge, +1 Stun Mastery
Level 88: +2 Energy Charge, +1 Stun Mastery
Level 89: +2 Energy Charge, +1 Stun Mastery
Level 90: +2 Energy Charge, +1 Stun Mastery
Level 91: +2 Energy Charge, +1 Stun Mastery
Level 92: +2 Energy Charge, +1 Stun Mastery
Level 93: +2 Energy Charge, +1 Stun Mastery
Level 94: +2 Energy Charge, +1 Stun Mastery
Level 95: +1 Energy Charge (Max), +2 Stun Mastery
Level 96: +2 Stun Mastery, +1 Energy Drain
Level 97: +2 Stun Mastery, +1 Energy Drain
Level 98: +2 Stun Mastery (Max), +1 Energy Drain
Level 99: +2 Energy Drain, +1 Energy Blast
Level 100: +2 Energy Drain, +1 Energy Blast
Level 101: +2 Energy Drain, +1 Energy Blast
Level 102: +2 Energy Drain, +1 Energy Blast
Level 103: +2 Energy Drain, +1 Energy Blast
Level 104: +2 Energy Drain, +1 Energy Blast
Level 105: +2 Energy Drain, +1 Energy Blast
Level 106: +2 Energy Drain (Max), +1 Energy Blast
Level 107: +1 Energy Blast (Max), +1 Transform, +1 Shockwave
Level 108: +2 Transform, +1 Shockwave
Level 109: +2 Transform, +1 Shockwave
Level 110: +2 Transform, +1 Shockwave
Level 111: +2 Transform, +1 Shockwave
Level 112: +2 Transform, +1 Shockwave
Level 113: +2 Transform, +1 Shockwave
Level 114: +2 Transform, +1 Shockwave
Level 115: +2 Transform, +1 Shockwave
Level 116: +2 Transform, +1 Shockwave
Level 117: +1 Transform (Max), +2 Shockwave
Level 118: +3 Shockwave
Level 119: +3 Shockwave
Level 120: +3 Shockwave (21)

Review:
Max Stun Mastery
Max Energy Charge
Max Energy Buster
Max Transformation
21 Shockwave
Max Energy Drain

Reasons for this build:
Well, there have been many disputes over whether or not Stun Mastery was good to start out with first, so I've made a build that starts it later on. Anyway, get four points into Energy Charge to get the +11 weapon attack. Then, get Energy Blast to level 21 (four targets) and then continue to max Energy Charge. While maxing Energy Charge, go ahead and pump points into Stun Mastery, since it'll start to become a bit handy. Then, work on Energy Drain, since that'll help you save a lot of potions, as you'll begin to face enemies that deal a large amount of damage to you per hit. As you're putting points into Energy Drain, go ahead and finish off Energy Blast. Finally, work on Transform and Shockwave to finish off your build. I've decided to go ahead and put it as two into Transfrom and one into Shockwave every level to speed up the cool down time of Transform.


Energy Build #3 (Max Shockwave, Stun Mastery Later)

Level 70: +1 Energy Charge
Level 71: +3 Energy Charge
Level 72: +2 Energy Charge, +1 Energy Blast
Level 73: +2 Energy Charge, +1 Energy Blast
Level 74: +2 Energy Charge, +1 Energy Blast
Level 75: +2 Energy Charge, +1 Energy Blast
Level 76: +2 Energy Charge, +1 Energy Blast
Level 77: +2 Energy Charge, +1 Energy Blast
Level 78: +2 Energy Charge, +1 Energy Blast
Level 79: +2 Energy Charge, +1 Energy Blast
Level 80: +2 Energy Charge, +1 Energy Blast
Level 81: +2 Energy Charge, +1 Energy Blast
Level 82: +2 Energy Charge, +1 Energy Blast
Level 83: +2 Energy Charge, +1 Energy Blast
Level 84: +2 Energy Charge, +1 Energy Blast
Level 85: +2 Energy Charge, +1 Energy Blast
Level 86: +2 Energy Charge, +1 Energy Blast
Level 87: +2 Energy Charge, +1 Energy Blast
Level 88: +2 Energy Charge, +1 Energy Blast
Level 89: +2 Energy Charge (MAX), +1 Energy Blast
Level 90: +3 Energy Blast (21)
Level 91: +2 Energy Drain, +1 Energy Blast
Level 92: +2 Energy Drain, +1 Energy Blast
Level 93: +2 Energy Drain, +1 Energy Blast
Level 94: +2 Energy Drain, +1 Energy Blast
Level 95: +2 Energy Drain, +1 Energy Blast
Level 96: +1 Energy Drain (11), +2 Energy Blast
Level 97: +1 Transform, +2 Shockwave
Level 98: +2 Shockwave, +1 Energy Blast
Level 99: +2 Shockwave, +1 Energy Blast (MAX)
Level 100: +2 Shockwave, +1 Transform
Level 101: +2 Shockwave, +1 Transform
Level 102: +2 Shockwave, +1 Transform
Level 103: +2 Shockwave, +1 Transform
Level 104: +2 Shockwave, +1 Transform
Level 105: +2 Shockwave, +1 Transform
Level 106: +2 Shockwave, +1 Transform
Level 107: +2 Shockwave, +1 Transform
Level 108: +2 Shockwave, +1 Transform
Level 109: +2 Shockwave, +1 Transform
Level 110: +2 Shockwave, +1 Transform
Level 111: +2 Shockwave (Max), +1 Transform
Level 112: +2 Transform, +1 Stun Mastery
Level 113: +2 Transform, +1 Stun Mastery
Level 114: +2 Transform, +1 Stun Mastery
Level 115: +1 Transform (Max), +2 Stun Mastery
Level 116: +3 Stun Mastery
Level 117: +3 Stun Mastery
Level 118: +3 Stun Mastery
Level 119: +3 Stun Mastery
Level 120: +3 Stun Mastery (Max)

Review:
Max Stun Mastery
Max Energy Charge
Max Energy Buster
Max Transformation
Max Shockwave
11 Energy Drain

Reasons for this build:

Ever since the new skill updates arrived, going with Energy Charge and the other Energy skills is a priority. With the new ability to spam Energy Blast, it'll be much easier to take down your enemies with an Energy build than any other builds. Work on maxing out Energy Charge and add in some Energy Blast along with it so you can kill your enemies while also getting a nice +20 weapon attack boost. Once you've maxed Energy Charge, put some points into Energy Drain so you can start leeching HP from monsters as you deal damage, thus saving up on HP potions and saving money. 11 points into Drain is efficient enough for training. It gets the job done and still saves plenty of potions and money. Anything more is just extra attack, which you don't really need. In the late 90s and early 100s, you'll begin training at Himes and maps similar to it. Go ahead and start working on Shockwave and Transform, as they'll help you out greatly at those maps, since Shockwave has high attack and can hit 6 enemies in its path. Be careful, though! Shockwave doesn't have invulnerability frames, so you'll be taking damage! Once Shockwave and Transform are maxed, finish off your build by maxing Stun Mastery as you finish off your third job leveling and head into fourth job.

Energy Build #4

Level 70: +1 Energy Charge
Level 71: +3 Energy Charge
Level 72: +1 Energy Charge, +1 Energy Blast, +1 Energy Drain
Level 73: +1 Energy Charge, +2 Energy Blast
Level 74: +1 Energy Charge, +2 Energy Blast
Level 75: +1 Energy Charge, +2 Energy Blast
Level 76: +1 Energy Charge, +2 Energy Blast
Level 77: +1 Energy Charge, +2 Energy Blast
Level 78: +1 Energy Charge, +2 Energy Blast
Level 79: +1 Energy Charge, +2 Energy Blast
Level 80: +1 Energy Charge, +2 Energy Blast
Level 81: +1 Energy Charge, +2 Energy Blast
Level 82: +1 Energy Charge, +2 Energy Blast
Level 83: +1 Energy Charge, +2 Energy Blast
Level 84: +1 Energy Charge, +2 Energy Blast
Level 85: +1 Energy Charge, +2 Energy Blast
Level 86: +1 Energy Charge, +2 Energy Blast
Level 87: +2 Energy Charge, +1 Energy Blast(MAX)
Level 88: +2 Energy Charge, +1 Energy Drain
Level 89: +2 Energy Charge, +1 Energy Drain
Level 90: +2 Energy Charge, +1 Energy Drain
Level 91: +2 Energy Charge, +1 Energy Drain
Level 92: +2 Energy Charge, +1 Energy Drain
Level 93: +2 Energy Charge, +1 Energy Drain
Level 94: +2 Energy Charge, +1 Energy Drain
Level 95: +2 Energy Charge, +1 Energy Drain
Level 96: +2 Energy Charge, +1 Energy Drain
Level 97: +1 Energy Charge(MAX), +2 Energy Drain
Level 98: +3 Energy Drain
Level 99: +3 Energy Drain
Level 100: +2 Energy Drain(MAX), +1 Stun Mastery
Level 101: +3 Stun Mastery
Level 102: +3 Stun Mastery
Level 103: +3 Stun Mastery
Level 104: +3 Stun Mastery
Level 105: +3 Stun Mastery
Level 106: +3 Stun Mastery
Level 107: +1 Stun Mastery(MAX), +2 Transform
Level 108: +3 Transform
Level 109: +3 Transform
Level 110: +3 Transform
Level 111: +3 Transform
Level 112: +3 Transform
Level 113: +3 Transform(MAX)
Level 114: +3 ShockWave or something else
Level 115: +3 ShockWave or something else
Level 116: +3 ShockWave or something else
Level 117: +3 ShockWave or something else
Level 118: +3 ShockWave or something else
Level 119: +3 ShockWave or something else
Level 120: +3 ShockWave or something else

Review
Max Energy Blast
Max Energy Charge
Max Energy Drain
Max Stun Mastery
Max Transform
21 ShockWave or free points

Reasonings for this build
After the skill updates that have been released and the skill updates that are soon to come out to all versions, the Energy skills will be the best skills in the third job skill inventory. Get Energy Charge to 4 points for the +11 weapon attack that it gives and then begin working on Energy Blast, but give a point to Energy Drain, as it will serve some use. Proceed to put points into Energy Charge while you work on maxing out Energy Blast, since Energy Charge takes up 40 skill points by itself. Energy Blast, after the first round of skill updates, has come to be insanely fast. You can spam it at about the same speed as Flast Fist! Not only that, but once the next round of skill updates are released in every version, Energy Blast will be able to stun, which will be incredible! Especially with Stun Mastery, since that'll be almost like constant criticals while training, which is what you really can't pull off very well at the moment. After you've max Energy Blast, continue to work toward maxing Energy Charge, as it'll serve much more use at max level, as it'll speed up the time it takes to charge, as well as increasing the benefits it gives. While you're at it, continue adding points to Energy Drain, as that'll help save a lot of HP potions if you use it correctly. Once you've maxed those, work on Stun Mastery, since as I said above, it will be very effective with training once the newer skill updates come out! After Stun Mastery, get max Transform, as you'll need to max it for Super Transform in fourth job. Finish off your build with 21 points into ShockWave or by putting those points into skills you may have wanted to max earlier in second job or whatever, like Oak Barrel, for instance.

I will NOT be writing a fourth job build! Fourth job is strictly dependant on what skill books you're able to afford, find, or whatever. However, I will state that your main attacking skills, which you will want to max first, will be Dragon Strike and Barrage. However, I will not put anything in stone, as there are many controversial arguements about what build is best, so I'll leave that up for the player to decide!

How to Get Your Fourth Job Skills!
Core Skills:
Once you advance to Buccaneer via Samuel, he'll give you four core skills and the Maple Hero skill book. The four core skills are Dragon Strike, Rapid Fists, Energy Orb and Wind Booster.

Super Transform:
Head over to Kyrin in Nautilus port. Once there, speak to her and she'll tell you to speak to her again. Chose the bottom most option and she'll warp you to a secret map. Once there, Super Kyrin will appear and begin attacking you. You must survive for two minutes to pass the test. Once two minutes have passed, a blue message will appear in your chat box that'll tell you to go back to Kyrin. Enter the portal on the right side of the map to go back to Kyrin. Talk to Kyrin and she'll give you Super Transform.

Demolition and Snatch:
Demolition and Snatch have similar quests. I'm not sure which is which, since they're both relatively the samething. Talk to Kyrin once you've recieved Super Transform and she'll send you on two quests. You must defeat 150 Blue and Red Dragon Turtles and collect 50 Skins and 50 Stone Hearts to complete the quests. Once you've finished, head back to Kyrin and she'll reward you with Demolition and Snatch!

Time Leap:
Head over to Rolonay to begin the quest. He'll tell you to go to Papulatus and defeat him. Head over to Papulatus with a party and take down Papulatus. Papulatus' second form will drop a silver key, which is needed for the quest. Pick it up and you'll get a "quest complete." Head back to Rolonay and turn in the quest. He'll then tell you to head back to Papulatus. Defeat Papulatus one more time. Then, once Papulatus is defeated, try entering the door to Papulatus one more time. It will send you into the Papulatus map, but there will be a Papulatus NPC that you will need to talk to a few times. Once you can no longer keep turning in quest to him, talk to him and select the bottom option. He'll send you to Nautilus Port for you to talk to Rolonay. Once you talk to Rolonay, he'll give you the skill book for Time Leap!

Credits
Credits go to myself, ShiKage, for writing this guide, to Fiel for making the skill tables and to whomever for writing the section for the 3rd job Q&A.
Anyone who wishes to use this guide or ANY part of it elsewhere must ask me for permission first!

Takebacker
2008-09-16, 02:34 PM
Very nice...i'm interested in the 3rd job build honestly. Is that the one you did? How'd that go? O_o I'm not a fan of building skills like that but if it's the optimal build then so be it. Lol.

I like how you put the japanese characters for each skill in there too. xD

Do you know how 4th job works yet or no? O_o

Link
2008-09-16, 02:43 PM
Very nice...i'm interested in the 3rd job build honestly. Is that the one you did? How'd that go? O_o I'm not a fan of building skills like that but if it's the optimal build then so be it. Lol.

I like how you put the japanese characters for each skill in there too. xD

Do you know how 4th job works yet or no? O_o

I saw Spadow and Daemarius talking about Spadow's build on Basil, so I decided to fuse the build that I started my 3rd job with with his build, which involves Tranform first. Spadow figured out that your damage per minute is higher if you get Transform and shockwave first, but then while you're waiting for Transform to cool down, you're left with just Screw Punch, Back Elbow, Straight and SomerSault Kick, so I added in Stun Master to make up for the lost damage per minute output for that time period.

As for fourth job, I haven't reached it yet, so I don't have anything to base a guide on. However, I do think that I'll do something along these lines:

Level 120: +1 Fists, +1 Wind Booster, +1 Dragon Strike
Level 121: +2 Fists, +1 Wind Booster

...and so on until Wind Booster is at the level where it adds +2 speed. Then I'll have to think of what to do after that. It's hard to tell what to do, so until I reach fourth job, I'll have to leave it off of the guide. =/

Takebacker
2008-09-16, 02:48 PM
I saw Spadow and Daemarius talking about Spadow's build on Basil, so I decided to fuse the build that I started my 3rd job with with his build, which involves Tranform first. Spadow figured out that your damage per minute is higher if you get Transform and shockwave first, but then while you're waiting for Transform to cool down, you're left with just Screw Punch, Back Elbow, Straight and SomerSault Kick, so I added in Stun Master to make up for the lost damage per minute output for that time period.

As for fourth job, I haven't reached it yet, so I don't have anything to base a guide on. However, I do think that I'll do something along these lines:

Level 120: +1 Fists, +1 Wind Booster, +1 Dragon Strike
Level 121: +2 Fists, +1 Wind Booster

...and so on until Wind Booster is at the level where it adds +2 speed. Then I'll have to think of what to do after that. It's hard to tell what to do, so until I reach fourth job, I'll have to leave it off of the guide. =/

Uh huh...well that is the starting build for most vipers. xD When you get to 4th job do tell how the fight with super karin went. :P

Link
2008-09-16, 02:52 PM
Uh huh...well that is the starting build for most vipers. xD When you get to 4th job do tell how the fight with super karin went. :P

Haha. That's going to be tough. I'm not sure if I'm going to be able to pull that off any time soon. In fact, I'll probably wait until Pirates are released in GMS, or until the Pirate Skill quests are translated into English, before I start collecting skills. I can do perfectly fine with just Fists, Dragon Strike and Wind Booster. However, if my Japanese speaking ability allows me to, I might be able to successfully complete a few skill quests. We'll have to wait and see, though.

Cyadd
2008-09-16, 05:10 PM
Could you possibly include reasons as to why you chose a certain skill over another?

Worthyness
2008-09-16, 06:23 PM
your 3rd job build is very nice... I may just do that as my build. My one question is:

Is energy buster really good? It seems to me that it's just another mob skill, but if i went with energy drain it would be like a "drain" for a sin (less pots maybe?).

I have no knowledge on the matter. Like a few have mentioned before: it would be helpful to include reasoning =P

Edit:

thanks other dude =)

0mgP1r4tes
2008-09-16, 06:46 PM
Im revising my third job build to surround a max Shockwave asap build. But mine differds from yours in that after maxing Shockwave, I dedicate the next levels fully to maxing Transform

JoeTang
2008-09-16, 06:49 PM
I would say that a level 11 Energy Drain would be enough if you want to use it. It's not something you'd probably use often since you'd probably have to potion to survive any real damage taken after 8x. It'd be impractical to use Energy Drain every single time, and at level 11, it'd still heal 50.4% damage which is useful enough to save potions when you have the time. Level 20 only heals 72% damage. 22%, and you're not doing a significant amount more damage, unlike Energy Buster. With a range of 1000~2000, you'd heal, on average, 756HP with Level 11 1080 with Level 20. The damage difference is 675. The difference in Energy Buster is 810 damage per monster. It's like Chakra. Situations can call for it, but there's more useful things to do about with your time in most scenarios. Unlike an Assassin, Infighters cannot rely on some ungodly amount of Avoid and range to waste their time Draining without fear of being hit. Infighters have to practically stand on monsters 100% of the time, thus incurring touch damage very frequently. If you want to save on potions, the extra 22% damage isn't huge. You'll most likely be Draining a single stunned monster that you didn't manage to kill from a larger mob to finish it off anyways. It's not something you'd be using very often. Especially if you don't want to waste time or run the risk of dying because you depend on it to heal you.

Link
2008-09-16, 08:10 PM
Im revising my third job build to surround a max Shockwave asap build. But mine differds from yours in that after maxing Shockwave, I dedicate the next levels fully to maxing Transform

I don't think that is a good idea. If you were to get Stun Mastery, you'd maximize your out-of-transform potential. Then you want to work on Energy Charge so you can deal more damage, since you can deal damage by merely coming close to the monster. Not only that, but it gives a boost of 20 weapon attack, boosting your leveling speed.

NoWaizMatt
2008-09-16, 09:26 PM
Hmm, so Energy Buster really is much more of a loss then energy drain? Will you still get a signifigant amount of HP with level 11 drain?

0mgP1r4tes
2008-09-16, 11:16 PM
Hmm, so Energy Buster really is much more of a loss then energy drain? Will you still get a signifigant amount of HP with level 11 drain?

Taken from my guide:
The choice between the two seems obvious to me, but those of us that have been researching the Pirate class throughly have come at an inpass about this. There are those saying that maxed Energy Drain would be more beneficial than maxed Energy Buster, since absorbing more HP per hit could save your life. Another argument for maxed Energy Drain is that there are plenty of other hard hitting attacks a Buc could use instead of Energy Buster. But, Energy Drain, as far as we know, only hits one monster at a time, while Energy Buster can hit four. There are many pros to having Maxed Energy Buster as well. You are dishing out 420% damage over four enemies (thats 1680%). This also out damages Screw Punch (three enemies at 420% a piece = 1260%) Added to that, the only 3rd job skill that will out damage maxed Energy Buster is Shockwave, which hits six enemies at 700% a piece (a whopping 4200%) But remember that Shockwave is only accessible in Transform mode and that skill has a cooldown time (480 seconds), limiting use of Shockwave

Also, consider the following:
ED at Lvl 11: Damage 315% / 16% of damage converted to HP / 200% Range
ED at Lvl 20: Damage 360% / 20% of damage converted to HP / 200% Range

EB at Lvl 21: Damage 366% / 4 Enemies / 100% Range
EB at Lvl 30: Damage 420% / 4 Enemies / 100% Range

If you leave Energy Buster at Lvl 21, you are losing out on a total of 216% damage (54% per monster) compared to maxing it. Keeping Energy Drain at Lvl 11 only loses you 45% damage.

Worthyness
2008-09-16, 11:47 PM
What happened to your guide that was here on SP? (If you have already explained everything, that's your business and not mine. You can choose not to answer me)

But according to one of the peoples above shows only a 300 HP difference in healing from level 11 and level 20 energy drain. It seems that this would not be significant in the amount of traing up close that an infighter would be doing.

I kinda like the Transform first build. It allows you to use an awesome mob skill early as well as increase damage gradually.

Does anyone have an energy type first build they wanna post on SP? xD

(of course, this is speculation as i have no way of experienceing any of this first hand until Pirates come out x__x)

0mgP1r4tes
2008-09-17, 12:14 AM
I planned on still contributing to the Pirate section while remaining anonymous, but Paul PM'd me randomly and said he doesnt care

For the record my account wasnt banned, I asked for a global ignore.

Energy 1st Build you asked for:
70: +1 Stun Mastery(1)
71: +3 Stun Mastery(4)
71: +3 Stun Mastery(7)
73: +3 Stun Mastery(10)
74: +3 Stun Mastery(13)
75: +3 Stun Mastery(16)
76: +3 Stun Mastery(19)
77: +1 Stun Mastery(MAX), +1 Energy Charge(1), +1 Energy Buster(1)
78: +2 Energy Charge(3), +1 Energy Buster(2)
79: +2 Energy Charge(5), +1 Energy Buster(3)
80: +2 Energy Charge(7), +1 Energy Buster(4)
81: +2 Energy Charge(9), +1 Energy Buster(5)
82: +2 Energy Charge(11), +1 Energy Buster(6)
83: +2 Energy Charge(13), +1 Energy Buster(7)
84: +2 Energy Charge(15), +1 Energy Buster(8)
85: +1 Energy Charge(16), +2 Energy Buster(10)
86: +1 Energy Charge(17), +2 Energy Buster(12)
87: +2 Energy Charge(19), +1 Energy Buster(13)
88: +2 Energy Charge(21), +1 Energy Buster(14)
89: +2 Energy Charge(23), +1 Energy Buster(15)
90: +1 Energy Charge(24), +2 Energy Buster(17)
91: +1 Energy Charge(25), +2 Energy Buster(19)
92: +3 Energy Buster(22)
93: +2 Energy Charge(27), +1 Energy Buster(23)
94: +2 Energy Charge(29), +1 Energy Buster(24)
95: +2 Energy Charge(31), +1 Energy Buster(25)
96: +2 Energy Charge(33), +1 Energy Buster(26)
97: +2 Energy Charge(35), +1 Energy Buster(27)
98: +2 Energy Charge(37), +1 Energy Buster(28)
99: +3 Energy Charge(MAX)
100: +2 Energy Buster(MAX), +1 Transform(1)

Link
2008-09-17, 04:34 AM
I planned on still contributing to the Pirate section while remaining anonymous, but Paul PM'd me randomly and said he doesnt care

For the record my account wasnt banned, I asked for a global ignore.

Energy 1st Build you asked for:
70: +1 Stun Mastery(1)
71: +3 Stun Mastery(4)
71: +3 Stun Mastery(7)
73: +3 Stun Mastery(10)
74: +3 Stun Mastery(13)
75: +3 Stun Mastery(16)
76: +3 Stun Mastery(19)
77: +1 Stun Mastery(MAX), +1 Energy Charge(1), +1 Energy Buster(1)
78: +2 Energy Charge(3), +1 Energy Buster(2)
79: +2 Energy Charge(5), +1 Energy Buster(3)
80: +2 Energy Charge(7), +1 Energy Buster(4)
81: +2 Energy Charge(9), +1 Energy Buster(5)
82: +2 Energy Charge(11), +1 Energy Buster(6)
83: +2 Energy Charge(13), +1 Energy Buster(7)
84: +2 Energy Charge(15), +1 Energy Buster(8)
85: +1 Energy Charge(16), +2 Energy Buster(10)
86: +1 Energy Charge(17), +2 Energy Buster(12)
87: +2 Energy Charge(19), +1 Energy Buster(13)
88: +2 Energy Charge(21), +1 Energy Buster(14)
89: +2 Energy Charge(23), +1 Energy Buster(15)
90: +1 Energy Charge(24), +2 Energy Buster(17)
91: +1 Energy Charge(25), +2 Energy Buster(19)
92: +3 Energy Buster(22)
93: +2 Energy Charge(27), +1 Energy Buster(23)
94: +2 Energy Charge(29), +1 Energy Buster(24)
95: +2 Energy Charge(31), +1 Energy Buster(25)
96: +2 Energy Charge(33), +1 Energy Buster(26)
97: +2 Energy Charge(35), +1 Energy Buster(27)
98: +2 Energy Charge(37), +1 Energy Buster(28)
99: +3 Energy Charge(MAX)
100: +2 Energy Buster(MAX), +1 Transform(1)

This is the guide I originally started with. Then I saw all of that business on Basil between Daemarius and Spadow, so I mixed that one and the Transform build.

lord farkuad
2008-09-17, 02:38 PM
wait, so first Daemarius said that it would be ok to max straight, somersault kick, and dash leaving QM at 11, and then at 2nd job instead of MP recovery, max QM...

but i keep hearing that dash interferes with training... i really want dash though...


on a side note: Daemarius is there any way to contact you now? because i love hearing what you have to say on pirates

Link
2008-09-18, 11:52 AM
Ok! I've added my reasons for my builds! Any suggestions to add anything to my guide, or any questions concerning my builds?

Beaner
2008-09-18, 01:59 PM
why do you max screw punch before double upper?

screw punch is charge up and basically rush right? so wouldnt it be better to have double upper to kill the monsters instead of agroing a bunch with screw punch? lv 1 screw punch has the same range as maxed correct? if the idea is to make mobs and move faster i think lv 1 is good enough.

Link
2008-09-18, 02:22 PM
When mobbing, which at those levels, you'll be in maps where spawn is great (most likely), so Screw Punch would deal a higher damage per minute than Double Upper. If you focus more on single targets at low levels, you won't get anywhere fast.

Beaner
2008-09-18, 02:41 PM
so do you spam uncharged screw punch? charge it while taking dmg? or mob with it then kill using the kick thing? how do you train during second job?

also sins and archers do single targets and they have no problem whatsoever during second job.

Takebacker
2008-09-18, 08:47 PM
so do you spam uncharged screw punch? charge it while taking dmg? or mob with it then kill using the kick thing? how do you train during second job?

also sins and archers do single targets and they have no problem whatsoever during second job.

The difference is that double upper has a 2 second delay between attacks. :X

The training method from what i know is screw punch -> backspin blow -> SSkick.

VictorGS
2008-09-18, 09:39 PM
The difference is that double upper has a 2 second delay between attacks. :X

The training method from what i know is screw punch -> backspin blow -> SSkick.

Training metod for mobbing and do not waste HP Pots is:
Screw Punch>>>Somersault Kick. Repeat.

Of course, uncharged SP so you won't get hit and you can have the 2 Seconds godmode, then mob with Somersault kick, and repeat.

Link
2008-09-18, 09:57 PM
Training metod for mobbing and do not waste HP Pots is:
Screw Punch>>>Somersault Kick. Repeat.

Of course, uncharged SP so you won't get hit and you can have the 2 Seconds godmode, then mob with Somersault kick, and repeat.

If you're talking about mob attacking for training wise, that's not very effective. If you're talking about gathering mobs, however, then you have a completely different situation.

For attacking mobs, it's best that you stun the enemy and then proceed with another attack.

Takebacker
2008-09-19, 07:43 PM
Training metod for mobbing and do not waste HP Pots is:
Screw Punch>>>Somersault Kick. Repeat.

Of course, uncharged SP so you won't get hit and you can have the 2 Seconds godmode, then mob with Somersault kick, and repeat.

Duh, i worded it wrong. I put it like that because i didn't really feel like typing out "backspin blow/screw punch depending on the situation". I kinda said it like that so that you scoop up more monsters. O_o

Spadow
2008-09-19, 08:17 PM
Why would you leave Energy Drain at Lv. 11? Energy Drain is very useful when your energy is charged up. Besides once you have Lv. 40 Energy Charge your energy will charge up very quick, and i don't see a point in maxed Energy Buster.

Plus, Energy Drain damages 1 monster but also drains the HP of that monster.

My advice: Max Energy Drain and leave Energy Buster at Lv. 21. Energy Buster at Lv. 21 is Damage 366% and hits 4 enemies. (Lv. 20 only 3 enemies).
In 4th job there is a similar Energy Buster, it adds more % in damage and also hits more enemies and i'm talking about Energy Orb.

Why do you put Skill Points into Energy Drain at such a late stage? It's recommended to max Energy Drain right after you've maxed Energy Charge, Energy Buster can wait for a while, since you have other main skills to attack with.

0mgP1r4tes
2008-09-19, 09:17 PM
Why would you leave Energy Drain at Lv. 11? Energy Drain is very useful when your energy is charged up. Besides once you have Lv. 40 Energy Charge your energy will charge up very quick, and i don't see a point in maxed Energy Buster.

Plus, Energy Drain damages 1 monster but also drains the HP of that monster.

My advice: Max Energy Drain and let Energy Buster at Lv. 21. Energy Buster at Lv. 21 is Damage 366% and hits 4 enemies. (Lv. 20 only 3 enemies).
In 4th job there is a similiar Energy Buster, it adds more % in damage and also hits more enemies and i'm talking about Energy Orb.

Why do you put Skill Points into Energy Drain at such a late stage? It's recommended to max Energy Drain right after you've maxed Energy Charge, Energy Buster can wait for a while, since you have other main skills to attack with.
Energy Orb halves its damage as it goes through each monster.... thats useless IMO

Link
2008-09-19, 09:45 PM
Why would you leave Energy Drain at Lv. 11? Energy Drain is very useful when your energy is charged up. Besides once you have Lv. 40 Energy Charge your energy will charge up very quick, and i don't see a point in maxed Energy Buster.

Plus, Energy Drain damages 1 monster but also drains the HP of that monster.

My advice: Max Energy Drain and leave Energy Buster at Lv. 21. Energy Buster at Lv. 21 is Damage 366% and hits 4 enemies. (Lv. 20 only 3 enemies).
In 4th job there is a similiar Energy Buster, it adds more % in damage and also hits more enemies and i'm talking about Energy Orb.

Why do you put Skill Points into Energy Drain at such a late stage? It's recommended to max Energy Drain right after you've maxed Energy Charge, Energy Buster can wait for a while, since you have other main skills to attack with.

I see no real use in Energy Drain. Sure, it may take away HP from a monster, similar to Drain, the Assassin skill, but when will you actually use it? You won't waste your time on a monster that you can just one hit KO anyways for a little bit more HP. That would be like a Crusader using Panic on a monster with less than 10% HP left. When you're training full-force, you're never going to remember, "Oh, I should cast Energy Drain so I can get more HP." In fact, I don't even use MP Recovery that much. Maybe I should be, but when training at high-traffic maps, such as Himes, you don't have the time to stop and cast that skill. It's a waste of time and effort, just like Dash.

Baklava
2008-09-19, 10:40 PM
Edited post.

no moar drama

Arroz
2008-09-19, 11:12 PM
this is gms no one gives a flying fuck about pots so go right ahead and max dash and drain, as both skills will be ignored either way. Drain will always have a use, suprisingly

0mgP1r4tes
2008-09-20, 01:00 AM
Dude. Energy Drain doesn't work like that.

Once your energy is charged up fully, you get a bubble. The energy drain is passive in that bubble, whenever a monster hits you, energy drain takes effect and does damage + at max heals you 20% worth of the damage you took.

This thing would be amazing at your so called high-traffic maps, such as Himes. *giggle*

Learn to do your research more before you make guides????????
inb4delete

This has to be the worst post Ive seen in southperry thus far. He's telling a 10x Buc who ACTUALLY plays Pirates how skills work

No, Energy Drain DOES NOT work like that. What you are talking about is the damage from the Power Guard affect of Energy Charge.

Learn to do research more before you make an ass out of yourself????????????????

Baklava
2008-09-20, 01:15 AM
inb4delete

This has to be the worst post Ive seen in southperry thus far. He's telling a 10x Buc who ACTUALLY plays Pirates how skills work

No, Energy Drain DOES NOT work like that. What you are talking about is the damage from the Power Guard affect of Energy Charge.

Learn to do research more before you make an ass out of yourself????????????????

Well, Insoya.com tells me that the energy drain effect works like an add-on to that of energy charge. Unless this is amazingly outdated or something, I'll just trust this.

And don't tell me I don't know anything. I play on kMS as a pirate and I know many experienced buccaneers.

EDIT: If I am wrong, then what I myself have researched must have been either a lie or, as of now, very outdated. I will suck whatever in and admit my mistake, I'm sorry if I came off sounding like an ass.

I just exploded in my fit of rage because I hold deep dislike against the creator of this guide. But I'll spare anyone else the details to avoid going down that road anymore.

Link
2008-09-20, 11:09 AM
Well, Insoya.com tells me that the energy drain effect works like an add-on to that of energy charge. Unless this is amazingly outdated or something, I'll just trust this.

And don't tell me I don't know anything. I play on kMS as a pirate and I know many experienced buccaneers.

EDIT: If I am wrong, then what I myself have researched must have been either a lie or, as of now, very outdated. I will suck whatever in and admit my mistake, I'm sorry if I came off sounding like an ass.

I just exploded in my fit of rage because I hold deep dislike against the creator of this guide. But I'll spare anyone else the details to avoid going down that road anymore.

I didn't post here so you can beat a dead horse. That was in the past and it was a very stupid incident. Just let it go...

Anyways... What you heard was probably very outdated. If you watch videos where Buccaneers in Tespia use Drain, or the video that shows the level 180 Viper and the level 200 Captain, you'll see that they activate the skill in order to use it. The thing that comes with Energy Charge, as stated above, is the power guard effect. When a monster comes in vicinity of the bubble, it hits the monster without the monster touching you. It's confusing from a spectators stand point, but if you ever get to the point where you get Energy Charge (that's if you're an Infighter), everything will be cleared up.

lord farkuad
2008-09-20, 11:25 AM
I didn't post here so you can beat a dead horse. That was in the past and it was a very stupid incident. Just let it go...

Anyways... What you heard was probably very outdated. If you watch videos where Buccaneers in Tespia use Drain, or the video that shows the level 180 Viper and the level 200 Captain, you'll see that they activate the skill in order to use it. The thing that comes with Energy Charge, as stated above, is the power guard effect. When a monster comes in vicinity of the bubble, it hits the monster without the monster touching you. It's confusing from a spectators stand point, but if you ever get to the point where you get Energy Charge (that's if you're an Infighter), everything will be cleared up.

I am still confused... so its not good to get dash? the speed boost is NOT good? i dont get why its so bad as long as you master when to double tap and when not to...

Baklava
2008-09-20, 11:47 AM
I didn't post here so you can beat a dead horse. That was in the past and it was a very stupid incident. Just let it go...

Anyways... What you heard was probably very outdated. If you watch videos where Buccaneers in Tespia use Drain, or the video that shows the level 180 Viper and the level 200 Captain, you'll see that they activate the skill in order to use it. The thing that comes with Energy Charge, as stated above, is the power guard effect. When a monster comes in vicinity of the bubble, it hits the monster without the monster touching you. It's confusing from a spectators stand point, but if you ever get to the point where you get Energy Charge (that's if you're an Infighter), everything will be cleared up.

I am a Gunslinger so I'll ever get Energy Charge. har. But meh, it seems I guess that Insoya must be outdated since it says that Energy drain adds to the power guard effect of the bubble by increasing damage and having a % chance to heal a %. Either that was an old testing stage or I translated it incorrectly.

I love the past, by the way. It's nice and warm back here.



I am still confused... so its not good to get dash? the speed boost is NOT good? i dont get why its so bad as long as you master when to double tap and when not to...

Dash would really help when you're soloing at a big map like at time temple or something. Someone might find the double tapping annoying, but I myself find it a challenge to play with and that adds to the general enjoyment of the game. Hell, I don't even use double tapping, I have dash set on my X key and I manually activate it a lot.

KaidaTan
2008-09-20, 12:49 PM
Dash would really help when you're soloing at a big map like at time temple or something. Someone might find the double tapping annoying, but I myself find it a challenge to play with and that adds to the general enjoyment of the game. Hell, I don't even use double tapping, I have dash set on my X key and I manually activate it a lot.

Since you've actually used it, I'd like to know how EXACTLY Dash works insofar as double-tapping is concerned. Are you actually locked into a direction when you activate it? How does it cancel? Everything you know about it, please.

Baklava
2008-09-20, 12:56 PM
Since you've actually used it, I'd like to know how EXACTLY Dash works insofar as double-tapping is concerned. Are you actually locked into a direction when you activate it? How does it cancel? Everything you know about it, please.

You can activate dash either putting it on a hotkey or double tapping.
When you're using it, your speed increases and you can still control your character normally.
When you attack, get attacked, or change directions, the dash cancels.

It doesn't stop your character when you activate it(Unlike skills such as booster which stops your character and makes it "breathe" for a short bit), it takes less than a second to cast, and it can be used while jumping as well.

Spadow
2008-09-20, 02:29 PM
I see no real use in Energy Drain. Sure, it may take away HP from a monster, similar to Drain, the Assassin skill, but when will you actually use it? You won't waste your time on a monster that you can just one hit KO anyways for a little bit more HP. That would be like a Crusader using Panic on a monster with less than 10% HP left. When you're training full-force, you're never going to remember, "Oh, I should cast Energy Drain so I can get more HP." In fact, I don't even use MP Recovery that much. Maybe I should be, but when training at high-traffic maps, such as Himes, you don't have the time to stop and cast that skill. It's a waste of time and effort, just like Dash.

Indeed, Energy Drain is similar to Drain, have you ever seen a Hermit/Night Lord not using Drain at high-traffic maps such as Himes?

Energy Drain attacks fast and drains HP, like Drain but the little disadvantage of this is that it attacks only one monster.

So what if you waste your time using Energy Drain if it actually helps? If you have Lv. 40 Energy Charge (wich lasts for 50 seconds) then it won't take too long to charge up your energy and use it for Energy Buster or for other reasons. My level Energy Drain is only 1, but when monsters of 500/600 touch damage hit me I'll just use my Lv. 1 Energy Drain, since i rely on it and i hit around 2k-3.8k maximum with Lv. 1 and it replenishes my HP fast!

Maxed Dash is actually useful for Gunslingers/Valkyries/Captains, since there there is no point in having maxed Straight for them. And a short speed boost doesn't hurt, does it?
You don't have to stop to cast MP Recovery, you can just walk and use it, besides with the 2 seconds of invisibility of Screw Punch, i'm sure you can cast MP Recovery, but that all depends on you. I use MP Recovery every time, and i must admit..it's useful for me.

@0mgP1r4tes aka xDae: You know what's useless IMO? Maxing Energy Buster (Level 30: Damage 420% / 4 Enemies / 100% Range) while Lv. 30 Energy Orb (Level 30: Damage 900% / 6 Enemies / 200% range) has nearly double the % and range when it's maxed.

Plus, I've seen much worse posts of you. Don't make an ass out of yourself.

NoWaizMatt
2008-09-20, 02:33 PM
@Spadow: So would it be much more worth it to get...say, 21 Buster and 20 drain?

Spadow
2008-09-20, 02:42 PM
@Spadow: So would it be much more worth it to get...say, 21 Buster and 20 drain?

Yes, definitely! Like i previously said; Lv. 21 Energy Buster is 366% damage and hits 4 enemies, if you start more adding in it, it only adds more % in damage. Level 20 Energy Drain is 360% in damage and 20% of damage converted to HP, this might be low but like i said, Energy Drain is fast.

Energy Buster only adds damage while Energy Drain has 2 advantages: it attacks 1 monster fast but and it also replenishes your HP.

0mgP1r4tes
2008-09-20, 02:49 PM
Indeed, Energy Drain is similar to Drain, have you ever seen a Hermit/Night Lord not using Drain at high-traffic maps such as Himes?

Energy Drain attacks fast and drains HP, like Drain but the little disadvantage of this is that it attacks only one monster.

So what if you waste your time using Energy Drain if it actually helps? If you have Lv. 40 Energy Charge (wich lasts for 50 seconds) then it won't take too long to charge up your energy and use it for Energy Buster or for other reasons. My level Energy Drain is only 1, but when monsters of 500/600 touch damage hit me I'll just use my Lv. 1 Energy Drain, since i rely on it and i hit around 2k-3.8k maximum with Lv. 1 and it replenishes my HP fast!

Maxed Dash is actually useful for Gunslingers/Valkyries/Captains, since there there is no point in having maxed Straight for them. And a short speed boost doesn't hurt, does it?
You don't have to stop to cast MP Recovery, you can just walk and use it, besides with the 2 seconds of invisibility of Screw Punch, i'm sure you can cast MP Recovery, but that all depends on you. I use MP Recovery every time, and i must admit..it's useful for me.

@0mgP1r4tes aka xDae: You know what's useless IMO? Maxing Energy Buster (Level 30: Damage 420% / 4 Enemies / 100% Range) while Lv. 30 Energy Orb (Level 30: Damage 900% / 6 Enemies / 200% range) has nearly double the % and range when it's maxed.

Plus, I've seen much worse posts of you. Don't make an ass out of yourself.
Once you start training on mobs that 2hko you, you cant rely on Drain. Anything could happen: You can be too close and punch and not throw a star. Boom you are dead. You could not have noticed you didnt have enough MP. Boom you are dead. You could hit a monster that has very little HP left, thus not absorbing enough to survive another hit. Boom you are dead

Drain =/= god mode

And he was calling someone an idiot, when he himself had everything wrong. Id say thats pretty bad

Dusk
2008-09-20, 03:10 PM
Vipers don't get 2hko'd. They have a good amount of hp, enough to take around 4 hits from most of the high level monsters they'll be training on. Drain seems pretty reliable to me.

Link
2008-09-20, 03:26 PM
Vipers don't get 2hko'd. They have a good amount of hp, enough to take around 4 hits from most of the high level monsters they'll be training on. Drain seems pretty reliable to me.

They can be. If a level 130 Viper were to train on monsters, such as skelegons, which hit more than 3k damage, then they're very easily killed. Remember, we don't have nearly as much HP as Warriors. We have around 1.5 - 2k less HP.

Dusk
2008-09-20, 03:34 PM
They can be. If a level 130 Viper were to train on monsters, such as skelegons, which hit more than 3k damage, then they're very easily killed. Remember, we don't have nearly as much HP as Warriors. We have around 1.5 - 2k less HP.

That's still enough to take 3 hits without dying, isn't it? I thought warriors had over 10k HP by the time Skelegons are good training.

Link
2008-09-20, 03:41 PM
That's still enough to take 3 hits without dying, isn't it? I thought warriors had over 10k HP by the time Skelegons are good training.

No. I tend to see a lot of Vipers going to Skelegons in the late 120s to early 130s, which at that time, they'll just barely have 7k hp.

»-Chris->
2008-10-05, 10:10 PM
How are crows for training? My friend told me to go there around level 25 to try and get some shoe jump 60s. Those go for around 50m right?

FinalHeart
2008-10-11, 06:54 PM
I like the twist on the 2nd job advancement, Nexon should've done that with all the jobs. Like say you can only use energy bolt for the 2nd job for magicians, or you can't use double stab/lucky seven for the 2nd job for thieves. Would make it a lot more fun in my opinion.

jrvillarreal
2008-10-17, 11:11 AM
Impressive build. the only thing I don't like is putting so many points into wind booster that cold be used on demolition:glitter:

Link
2008-10-17, 02:23 PM
Impressive build. the only thing I don't like is putting so many points into wind booster that cold be used on demolition:glitter:

Well, you can always work on Demolition and Wind Booster at the same time. Remember: You only need to get Wind Booster to level 11, which pretty much triples the increased speed of Booster. It's VERY good for bossing and will probably be highly demanded, along with Time Leap. My build in JMS, since I can't get Fists 20, is going to be (and what I've done so far) :

Level 120 : +1 Fists, +1 Wind Booster, +1 Dragon Strike
Level 121 : +1 Fists, +2 Wind Booster
Level 122 : +2 Wind Booster, +1 Time Leap (where I am right now)
Level 123 : +3 Wind Booster
Level 124 : +3 Wind Booster (level 11)
Level 125 : +3 Dragon Strike
etc.


I may change my mind and put some points into Super Transform and the rest of the skills that go with it, but I'll probably make up my mind by then.

RunnenFrom
2008-10-17, 04:48 PM
Late grats on Viper, and Thanks for this Unique guide.

Link
2008-10-17, 05:30 PM
Haha, thanks!

Guide updated : Added some links and a bit of new info.

Wiggy
2008-10-19, 03:08 PM
Um..I have a quick question.
For a Infighter after you level up how much points go into Dex and Str?

NoWaizMatt
2008-10-19, 03:10 PM
Quick question

How much HP does a Viper have at fourth job?

@Wiggy: For normal dex, it's 1 dex 4 str each level.

Link
2008-10-19, 03:15 PM
Well, at level 122 I have 6090 HP. At 120 I think I had about 5980?

NoWaizMatt
2008-10-19, 06:52 PM
Another question...how much MP do they have?

Link
2008-10-19, 07:02 PM
I have a little over 2500.

jrvillarreal
2008-10-19, 07:05 PM
love the new avatar :glitter: well the same, really, but the red makes it look more like the actual skill, not just the morph

kingdj333
2008-10-20, 06:28 PM
O.o you skill build is really different from the one i have on my Word Prof.
I actually maxed Energy Charge first :f6: then maxed Stun but your build seems more probable....
Mines starts like:
70: Energy Charge +1
71: Energy Charge +3 (4) so i can get the atk boost :cool:
72: Energy Charge +2 (6) then Sun +1
I get stun to level 10 then max Energy Charge...
Is that smart?

kingdj333
2008-10-20, 06:29 PM
Um..I have a quick question.
For a Infighter after you level up how much points go into Dex and Str?


every level its +1 dex +4 STR :f3:

Link
2008-10-21, 04:24 AM
O.o you skill build is really different from the one i have on my Word Prof.
I actually maxed Energy Charge first :f6: then maxed Stun but your build seems more probable....
Mines starts like:
70: Energy Charge +1
71: Energy Charge +3 (4) so i can get the atk boost :cool:
72: Energy Charge +2 (6) then Sun +1
I get stun to level 10 then max Energy Charge...
Is that smart?

No, not really. There's no real need to get Energy Charge so soon. Level 6 Energy Charge would give what? A 3 to 4 attack boost? It's better to get Stun Mastery first to deal the highest damage per minute.

kingdj333
2008-10-21, 05:36 AM
No, not really. There's no real need to get Energy Charge so soon. Level 6 Energy Charge would give what? A 3 to 4 attack boost? It's better to get Stun Mastery first to deal the highest damage per minute.

Level 10 Stun Mastery: Probability 40% Damage 30%
Level 6 Energy Charge: Duration 33 seconds Evasion +3 ACC +3 90% Charge Rate Damage +30% Attack +11 Probability 16%

that 30% + 30% = 60% same as stun aint it? :f6:
but really the DPS is that really helpful?
i'ma be trainin at hoodoo or something, no need to stun if you kill in like 2 hits... :f3:

0mgP1r4tes
2008-10-21, 11:29 AM
Level 10 Stun Mastery: Probability 40% Damage 30%
Level 6 Energy Charge: Duration 33 seconds Evasion +3 ACC +3 90% Charge Rate Damage +30% Attack +11 Probability 16%

that 30% + 30% = 60% same as stun aint it? :f6:
but really the DPS is that really helpful?
i'ma be trainin at hoodoo or something, no need to stun if you kill in like 2 hits... :f3:
The Damage% from Energy Charge only has to do with its Power Guard-esqe affect

kingdj333
2008-10-21, 07:05 PM
The Damage% from Energy Charge only has to do with its Power Guard-esqe affect

Power guard affect? what does that do?
and well isnt like 11 atk better then 30%+ dmg? :f6:
is it like the Power guard the fighters have where when a monster hits you they take a certain % back?
If not then what is it because in Youtube videos i see them gettin hit :f3:

0mgP1r4tes
2008-10-21, 07:09 PM
When Energy Charge's affects are activated, (that is, once the bar is full), when you are physically touched for damage, you return the Damage% of that damage

Link
2008-10-21, 08:40 PM
To add on to what Daemarius said, it takes a LONG time to fully charge Energy Charge at lower levels. By the time you have that charged and you get the 33 second +11 weapon attack (which doesn't stack with attack potions, by the way), you could have delt a higher damage per minute ratio.

Takebacker
2008-10-21, 09:07 PM
How long's it take to charge when maxed?

ZachAttack
2008-10-22, 02:47 AM
So for AP, dex = your level?

Shahak
2008-10-22, 01:36 PM
Hey ShiKage, Do you mind if i'll translate your build and everything to Hebrew? with Credit Of course. :redface: (And credit to the forum if it matters)

kingdj333
2008-10-22, 02:20 PM
To add on to what Daemarius said, it takes a LONG time to fully charge Energy Charge at lower levels. By the time you have that charged and you get the 33 second +11 weapon attack (which doesn't stack with attack potions, by the way), you could have delt a higher damage per minute ratio.

Yeah... How long does it take exactly? And if the 11 atk is better then that stun when its active wont it out dmg the stun a.k.a. more DPM? :f6:
Also If stun mastery is good why in certain guild its says get its like after Energy Charge? Aha! :cool:
(hopes to win this arguement)

Link
2008-10-22, 06:15 PM
@TakeBacker : At that level, Energy Charge will take about 3 to 5 minutes to charge, depending on what you're killing.

@ZachAttack : Yes, your DEX should be your level or lower.

@Shahak : Feel free to do so if you wish. As long as you're not stealing information, it's fine with me.

@kingdj333 : That person who wrote that build obviously has no idea what they're talking about. If you get Energy Charge first, it'll be a complete waste of SP. It's like getting Shout before getting Combo for a Crusader. It takes too long to charge fully at those levels and it only lasts for half a minute. Stun can be activated every time you use Back Elbow and Double Upper, which gives you a chance to deal a critical hit. The damage dealt with stun in the time it takes to charge Energy Charge is greater than the damage you'd deal with only +11 weapon attack for 33 seconds. If you wanted that weapon attack boost, it's better to use a Warrior Elixer from New Leaf City, which is +12 weapon attack for 8 minutes.

kingdj333
2008-10-22, 07:56 PM
[QUOTE=ShiKage;86491] @kingdj333 : That person who wrote that build obviously has no idea what they're talking about. If you get Energy Charge first, it'll be a complete waste of SP. It's like getting Shout before getting combo

really? your enjoying the fact that your owning me :O
anyways I understand now... I'ma have to change my skill build.
quick questions: do you use energy buster when training? how useless it? and when you energy drain do you have a casting delay or is it instint?

0mgP1r4tes
2008-10-22, 07:57 PM
Yeah... How long does it take exactly? And if the 11 atk is better then that stun when its active wont it out dmg the stun a.k.a. more DPM? :f6:
Also If stun mastery is good why in certain guild its says get its like after Energy Charge? Aha! :cool:
(hopes to win this arguement)
I would assume the stronger you are and the more damage you dish out, the faster the bar charges. That being said, no Buc will charge at the same rate as another Buc.

Crits are ALWAYS better than +atk from Energy Charge. And like Justin said, buy Warrior Elixirs

Whoever wrote that guide with Stun Mastery not being first and foremost, is an idiot

Shahak
2008-10-23, 07:26 AM
@TakeBacker : At that level, Energy Charge will take about 3 to 5 minutes to charge, depending on what you're killing.

@ZachAttack : Yes, your DEX should be your level or lower.

@Shahak : Feel free to do so if you wish. As long as you're not stealing information, it's fine with me.

@kingdj333 : That person who wrote that build obviously has no idea what they're talking about. If you get Energy Charge first, it'll be a complete waste of SP. It's like getting Shout before getting Combo for a Crusader. It takes too long to charge fully at those levels and it only lasts for half a minute. Stun can be activated every time you use Back Elbow and Double Upper, which gives you a chance to deal a critical hit. The damage dealt with stun in the time it takes to charge Energy Charge is greater than the damage you'd deal with only +11 weapon attack for 33 seconds. If you wanted that weapon attack boost, it's better to use a Warrior Elixer from New Leaf City, which is +12 weapon attack for 8 minutes.


Kk Ty. Ill show you the result, (Ill write the credit in Ebglish so you'll understand)

kingdj333
2008-10-23, 09:18 PM
I would assume the stronger you are and the more damage you dish out, the faster the bar charges. That being said, no Buc will charge at the same rate as another Buc.

Crits are ALWAYS better than +atk from Energy Charge. And like Justin said, buy Warrior Elixirs

Whoever wrote that guide with Stun Mastery not being first and foremost, is an idiot

That sound reason able...
So is this a better build?
level 70:+1 stun
level 72 ~ 77 : +3 stun (maxes stun)
then do enregy charge? :f6:

0mgP1r4tes
2008-10-23, 10:34 PM
That sound reason able...
So is this a better build?
level 70:+1 stun
level 72 ~ 77 : +3 stun (maxes stun)
then do enregy charge? :f6:
This is my complete 3rd Job build, take what you will and critque what you must

70: +1 Transform(1)
71: +2 Transform(3), +1 Shockwave(1)
72: +2 Transform(5), +1 Shockwave(2)
73: +2 Transform(7), +1 Shockwave(3)
74: +2 Transform(9), +1 Shockwave(4)
75: +2 Transform(11), +1 Shockwave(5)
76: +2 Transform(13), +1 Shockwave(6)
77: +2 Transform(15), +1 Shockwave(7)
78: +2 Transform(17), +1 Shockwave(8)
79: +2 Transform(19), +1 Shockwave(9)
80: +1 Transform(MAX), +2 Shockwave(11)
81: +3 Shockwave(14)
82: +3 Shockwave(17)
83: +3 Shockwave(20)
84: +3 Shockwave(23)
85: +3 Shockwave(26)
86: +3 Shockwave(29)
87: +1 Shockwave(MAX), +2 Stun Mastery(2)
88: +3 Stun Mastery(5)
89: +3 Stun Mastery(8)
90: +3 Stun Mastery(11)
91: +3 Stun Mastery(14)
92: +3 Stun Mastery(17)
93: +3 Stun Mastery(MAX)
94: +2 Energy Charge(2), +1 Energy Buster(1)
95: +2 Energy Charge(4), +1 Energy Buster(2)
96: +2 Energy Charge(6), +1 Energy Buster(3)
97: +2 Energy Charge(8), +1 Energy Buster(4)
98: +2 Energy Charge(10), +1 Energy Buster(5)
99: +2 Energy Charge(12), +1 Energy Buster(6)
100: +2 Energy Charge(14), +1 Energy Buster(7)
101: +2 Energy Charge(16), +1 Energy Buster(8)
102: +1 Energy Charge(17), +2 Energy Buster(10)
103: +2 Energy Charge(19), +1 Energy Buster(11)
104: +2 Energy Charge(21), +1 Energy Buster(12)
105: +2 Energy Charge(23), +1 Energy Buster(13)
106: +1 Energy Charge(24), +2 Energy Buster(15)
107: +1 Energy Charge(25), +2 Energy Buster(17)
108: +3 Energy Buster(28)
109: +2 Energy Charge(30), +1 Energy Buster(18)
110: +2 Energy Charge(32), +1 Energy Buster(19)
111: +2 Energy Charge(34), +1 Energy Buster(20)
112: +2 Energy Charge(36), +1 Energy Buster(21)
113: +2 Energy Charge(38), +1 Energy Buster(22)
114: +2 Energy Charge(MAX), +1 Energy Buster(23)
115: +3 Energy Buster(26)
116: +3 Energy Buster(29)
117: +1 Energy Buster(MAX), +2 Energy Drain(2)
118: +3 Energy Drain(5)
119: +3 Energy Drain(8)
120: +3 Energy Drain(11)

Skill Dist. at Lvl 120: 151 Points Total

BASE SKILL BUILD:

20 Transform
20 Stun Mastery
40 Energy Charge
30 Shockwave


OPTIONS:
(Max EB Build)

30 Energy Buster
11 Energy Drain


(Max ED Build)

20 Energy Drain
21 Energy Buster


Im thinking of maxing out Shockwave over Transform....but w/e

QuickDraw
2008-10-24, 01:46 PM
Are there any skills that work with transform from the first or second job?:f6:

0mgP1r4tes
2008-10-24, 02:49 PM
Are there any skills that work with transform from the first or second job?:f6:
When Transformed you can only use Knuckle Booster, Shockwave, Energy Buster, Energy Drain, Wind Booster, Time Leap, and Maple Hero. Im not sure about Hero's Will

When Super Transformed you can only use Knuckle Booster, Shockwave, Demolition, Snatch, Energy Buster, Energy Drain, Wind Booster, Time Leap, and Maple Hero. Again not sure about Hero's Will

kingdj333
2008-10-24, 07:42 PM
Shikage did you experience any hell levels? I personal hate those levels and i end up quiting it. :f7:

Link
2008-10-24, 08:34 PM
Hmmm... Well, I can't exactly tell if there were real 'hell levels' since I did go from level 10 to 120 in 2 months... However, I'd say 70 - 80 is harsh (just like any other class), because you're stuck at the same places you've been training at since 5x or 6x until you can go to Duals.

kingdj333
2008-10-25, 03:05 PM
For Shikage only:
Is Energy buster used in training alot, when energy charge is charged?
which is better? Energy buster or Shockwave?
When you got into transform are you stund for like asecond like shadow partner or is it trans the go?

Link
2008-10-25, 04:09 PM
I use Energy Buster almost constantly when I have my Energy Charge fully charged.
Training/pot-wise, Energy Buster is better, but damage wise, Shockwave is better. I'm not sure what you mean on the last one, but if I understand correctly, then all you do is press the key for transform as you're moving.

kingdj333
2008-10-25, 06:56 PM
Yea thats what i meant about the last question...
Training/pot-wise >> Damage right?

Link
2008-10-25, 10:16 PM
Yes, it is better.

Shahak
2008-10-26, 09:28 AM
K ShiKage i'm done translating your guide (well a few days ago), I added it to some other information on pirates for the Israel Community :excellent:, Would you like to see it, check the credit or something?

kingdj333
2008-10-31, 06:02 PM
For Shikage only:
If fist only hits 6 times, how come in videos http://www.youtube.com/watch?v=QD_X6Km61v8&feature=related they be hitting like 8 times.. After you cast fist can you DUpper at the end and make it 8? or are the descriptions wrong?

[edit] Opps sorry she was only hitting 6 XD my eyes are retarded...
But still answer my question

Link
2008-10-31, 09:05 PM
Edit : Didn't read your edit. Lol.

Double Upper doesn't stack with the hits. It's its own attack, thus, the damage "stack" is a different stack of damage.

Shahak
2008-11-01, 03:56 AM
Hry Shikage, i know it unrelated, but i saw that horse mount quest guide and it said "100k Meru". What is "100k Meru?"
I wanted to post a reply there but somewhy they dont allow to register now.

Ty.

Kirov
2008-11-01, 11:16 AM
Hry Shikage, i know it unrelated, but i saw that horse mount quest guide and it said "100k Meru". What is "100k Meru?"
I wanted to post a reply there but somewhy they dont allow to register now.

Ty.

Meru is just the JMS name for Mesos if that's what you are refering to.:cool:

Link
2008-11-01, 01:10 PM
Update : Possible fourth job build added.

Rei
2008-11-04, 07:44 AM
Your fourth job build starts off strong, but I doubt anyone would follow it into the later levels.
I'm pretty sure nobody will wait until 18x to max Maple Warrior, although most people do have it, it's easy/cheap to acquire the book now and I personally hate having to rely on other people for something like MW20.

If you go to Horntail often (which I understand probably isn't the case in JMS), you'd want maxed Time Leap a lot earlier than what you have.

Personally, I just don't like Energy Orb much at all, it is nice that you can use it both untransformed and transformed, but the fact that the damage halves just turns me away from it. If I wanna mob, I'll just use Dragon Strike/Energy Buster/Shockwave [I could use the 3rd job Transform and just Shockwave without it affecting the cooldown for SuperTransformation, right?].

Although Snatch does stun, and in turn activates Stun Mastery in the SuperTransformed state, I think any trainable mob would die in one Demolition regardless of hitting criticals or not. Demolition has a nice range itself, and being in the state gives you Haste. Also, I don't see why you'd go any further than 25 Snatch, as that's when it hits 6 monsters. Any higher just increases the damage. I could see myself getting something like 19 Snatch [5 monsters] or something, though it is still pretty rare to catch a mob of 5. I barely get 4 when I use Dragon's Breath on my Marksman.

I know yours is just a possible skill build, and your reasoning for it is logical. Just putting in a few of my thoughts on it. =]

0mgP1r4tes
2008-11-04, 07:47 AM
Your fourth job build starts off strong, but I doubt anyone would follow it into the later levels.
I'm pretty sure nobody will wait until 18x to max Maple Warrior, although most people do have it, it's easy/cheap to acquire the book now and I personally hate having to rely on other people for something like MW20.
Agreed

If you go to Horntail often (which I understand probably isn't the case in JMS), you'd want maxed Time Leap a lot earlier than what you have.
HT is easy enough as it is without Time Leap. If anything its just a novelty

Personally, I just don't like Energy Orb much at all, it is nice that you can use it both untransformed and transformed, but the fact that the damage halves just turns me away from it. If I wanna mob, I'll just use Dragon Strike/Energy Buster/Shockwave .
This is true

Although Snatch does stun, and in turn activates Stun Mastery in the SuperTransformed state, I think any trainable mob would die in one Demolition regardless of hitting criticals or not. Demolition has a nice range itself, and being in the state gives you Haste. Also, I don't see why you'd go any further than 25 Snatch, as that's when it hits 6 monsters. Any higher just increases the damage. I could see myself getting something like 19 Snatch [5 monsters] or something, though it is still pretty rare to catch a mob of 5. I barely get 4 when I use Dragon's Breath on my Marksman.
Thats why you stun a mob of 3 or greater with Snatch, then you use [I]Shockwave...

I know yours is just a possible skill build, and your reasoning for it is logical. Just putting in a few of my thoughts on it. =]
Answers in boldness

Rei
2008-11-04, 07:53 AM
Well I didn't really need my opinions answered, but thanks.

As for Horntail, extra Ressurection's are always helpful. The skill doesn't just help Ress, it can help Infinity, Snipe, Heaven's Hammer [lolpaladin<3], Holy Shield, and other Buccaneer's SuperTransform [and yourself].

And 3-target Snatch, [Lv7] does sound pretty good, since they all have the same range and 100% stuns at every level.

Takebacker
2008-11-04, 02:27 PM
It's mostly for res and smoke shell for other classes, nothing else. Infinity, go for it. Snipe, unless it's level 1 it's not going to help. Lol @ heaven's hammer.

It's nice, but they won't be recruited because they can use those skills more but because they can shell and res more.

Kurtle
2008-11-04, 08:16 PM
ShiKage you are one of the previous xPlicit Story GM's that stole money from us along with jimmy and mateo is still pissed at you.

Takebacker
2008-11-04, 08:21 PM
ShiKage you are one of the previous xPlicit Story GM's that stole money from us along with jimmy and mateo is still pissed at you.

Loooooooooool.

0mgP1r4tes
2008-11-04, 08:31 PM
ShiKage you are one of the previous xPlicit Story GM's that stole money from us along with jimmy and mateo is still pissed at you.
Maybe you should get over it cause its just a fucking game?

Sivrat
2008-11-05, 01:20 PM
So i am thinking of getting extra points into time leap early on. I dont plan on getting past 15x or 16x and I'd like to HT as soon as possible, and the more time leap and wind booster= better chance of being taken along early.

0mgP1r4tes
2008-11-05, 01:35 PM
So i am thinking of getting extra points into time leap early on. I dont plan on getting past 15x or 16x and I'd like to HT as soon as possible, and the more time leap and wind booster= better chance of being taken along early.
Or you could just meet people who go alot and become friends with them

Kaasoljoyyx
2008-11-05, 03:07 PM
^What he says is true. More than likely time leap won't be needed unless it's a bad run or a lot of dcs happened and res is running short. But that doesn't happen much.

Sivrat
2008-11-05, 06:59 PM
My alliance has a run on its own, and several people in it lead seperate runs. But what i was saying is i was hoping to jump into a run at 12x, and firgured some time leap would be an incentive for them to take me, since I wont be doing much damage, i want to feel useful at least, you know?

On top of that, by the logic that Time Leap isnt necessary, neither is Rez, really. If no one died and run goes completely smoothly, you dont need rez right?

But everyone still WANTS rez incase something happens, because stuff is known to happen. I think extra Time Leap might help some, but i guess it would be about balance.

Kaasoljoyyx
2008-11-05, 07:04 PM
Res really only happens during tail/legs + when dispel happens. Other than that, it's usually rare. They aren't really gonna need time leap unless a particular run is low on bishops/res, which rarely happens. I don't think any current HT squads ever run out of res during their runs so it's not essential to bring one. Besides at 12x, it would prolly be better to bring another bishop or ranged as your damage would be considerably low and idk if you can live. I think you would be able to though.

0mgP1r4tes
2008-11-05, 07:12 PM
Res really only happens during tail/legs + when dispel happens. Other than that, it's usually rare. They aren't really gonna need time leap unless a particular run is low on bishops/res, which rarely happens. I don't think any current HT squads ever run out of res during their runs so it's not essential to bring one. Besides at 12x, it would prolly be better to bring another bishop or ranged as your damage would be considerably low and idk if you can live. I think you would be able to though.

extra smokescreen always helps

DeeD
2008-11-05, 09:34 PM
Not always. If instead of the Buccaneer, we brought another Night Lord it'd be faster to kill HT lessening the time to kill it. Less chance you'd need another res or smokescreen right?

Kaasoljoyyx
2008-11-05, 09:44 PM
^Yep. It is a good skill, but it's not an essential skill like hyperbody.

Takebacker
2008-11-05, 09:48 PM
^Yep. It is a good skill, but it's not an essential skill like hyperbody.

Nope, that would be wind booster.

NoWaizMatt
2008-11-06, 06:10 AM
So would you suggest this 4th job build or no =\? I was thinking at least level 9 MW before 14x...

Rei
2008-11-07, 05:31 PM
So would you suggest this 4th job build or no =\? I was thinking at least level 9 MW before 14x...

I wouldn't. At least not past the Fist/Dragon Strike.
In fourth job, you can't just try to max one skill at a time, your points will have to be all over the place. Not just because of book availability, but because levels are so much harder to gain, you need to find a stopping point of one skill, to work on another, and another, and over again.

ShiKage does seem to prioritize the untransformed Pirate more than the transformed one (which is a good thing, it's smart). But I'd imagine that everyone would want to be in their Transformed state as much as they can, dealing as much damage as possible in that state.
As for the rest of his build, I gave my criticism earlier. :x

0mgP1r4tes
2008-11-09, 12:03 AM
Nope, that would be wind booster.

bingo

Link
2008-11-09, 12:37 PM
ShiKage you are one of the previous xPlicit Story GM's that stole money from us along with jimmy and mateo is still pissed at you.

Too bad it was Mateo and Allen who were the thieves. They were getting Jimmy to buy a new $900 dedicated server and then they were going to ban him the day they got the server set up on the dedicated. Jimmy and Andy countered their plan by locking them out of the dedicated, only stealing the server files. Please don't try talking crap about something you have no idea about. >_>


As for the fourth job build: It's a build I set up for myself on JMS. The economy is completely out of wack (10 attack WG for 1 bil, Maple Hero 20 for 2bil [or higher]) and certain skill books are a LOT harder to get than most other skill books (Rapid Fists 20 is 2 billion meru). As I said in the guide, it's merely a blueprint. You can change whatever you want when you build your own character.

KingDragonXT
2008-11-10, 03:10 AM
Hey Shikage i have a question...
Does Energy charge stack with attk pots and onyx apple?
Ty in advance!:)

0mgP1r4tes
2008-11-10, 09:41 AM
Hey Shikage i have a question...
Does Energy charge stack with attk pots and onyx apple?
Ty in advance!:)
Its Pot Smart.

If you have a Warrior Elixir active (gives +12 attack) and Energy Charge activates and only gives +11 attack (Levels 4 to 7), then you keep the attack bonus from the Warrior Elixir, and not Energy Charge. But, if Energy Charge activates and gives more attack than a current pot, the pot wont disappear. Instead while Energy Charge is active, its +attack overrides the +attack from the pot. Once Energy Charge runs out of time, the +attack from the pot comes back into play. Why they didnt do this with the Beholder for Dragon Knights is beyond me.... but hey its Nexon

KingDragonXT
2008-11-10, 09:58 AM
Its Pot Smart.

If you have a Warrior Elixir active (gives +12 attack) and Energy Charge activates and only gives +11 attack (Levels 4 to 7), then you keep the attack bonus from the Warrior Elixir, and not Energy Charge. But, if Energy Charge activates and gives more attack than a current pot, the pot wont disappear. Instead while Energy Charge is active, its +attack overrides the +attack from the pot. Once Energy Charge runs out of time, the +attack from the pot comes back into play. Why they didnt do this with the Beholder for Dragon Knights is beyond me.... but hey its Nexon

Ok....Thanks
Well i thought they would stack with the pot and brawlers would do insane damage....oh well...

Kaasoljoyyx
2008-11-10, 11:13 AM
Its Pot Smart.

If you have a Warrior Elixir active (gives +12 attack) and Energy Charge activates and only gives +11 attack (Levels 4 to 7), then you keep the attack bonus from the Warrior Elixir, and not Energy Charge. But, if Energy Charge activates and gives more attack than a current pot, the pot wont disappear. Instead while Energy Charge is active, its +attack overrides the +attack from the pot. Once Energy Charge runs out of time, the +attack from the pot comes back into play. Why they didnt do this with the Beholder for Dragon Knights is beyond me.... but hey its Nexon


I talked with Spadow on IRC, and he tested his KMS pirate for the Energy Charge watt effect. This is what he said:

- If you use an 8 att potion first -> +8 watt
- If Energy Charge gets activated -> +20 watt
- If Energy Charge ends it falls back to the potion -> +8 watt

So I guess this is the same thing that would happen when you're using Onyx Apples in gMS... Unless Nexon America fixed it...

- If you use an Onyx Apple first -> +100 watt
- If Energy Charge gets activated -> +20 watt (-80 watt NERF...lol?)
- If Energy Charge ends it falls back to the Onyx Apple -> +100 watt

If this is really the way Buccaneers will work in gMS, then the class fails totally...

Unless Nexon America has already seen this and fixed it somehow... :o
.

Link
2008-11-10, 01:43 PM
@Above post : What's in the bold is incorrect. If you're using an Onyx Apple and Energy Charge's effects activate, it doesn't kill the attack of the previous attack boost. If you're using a potion with +100 weapon attack and Energy Charge is fully charged, it'll STAY at +100 weapon attack. It does NOT change. If Spadow says it is through KMS, then something is seriously wrong with the way KMS works, because it never happens in JMS.

Lerk
2008-11-10, 01:47 PM
@Above post : What's in the bold is incorrect. If you're using an Onyx Apple and Energy Charge's effects activate, it doesn't kill the attack of the previous attack boost. If you're using a potion with +100 weapon attack and Energy Charge is fully charged, it'll STAY at +100 weapon attack. It does NOT change. If Spadow says it is through KMS, then something is seriously wrong with the way KMS works, because it never happens in JMS.

KMS doesn't have apples AFAIK... I think Devil was assuming (possibly incorrectly) that buffs took priority based on activation time, rather than whichever effect had the higher value.

Link
2008-11-10, 01:47 PM
KMS doesn't have apples AFAIK... I think Devil was assuming (possibly incorrectly) that buffs took priority based on activation time, rather than whichever effect had the higher value.

JMS doesn't have Onyx Apples either.

Lerk
2008-11-10, 01:57 PM
JMS doesn't have Onyx Apples either.

o_O

I think you're misunderstanding what I said; Devil's taking the info Spadow provided (using a 8 attack pot with 20 attack Energy Charge) and just replacing the attack pot using Global's Onyx Apples (resulting in his numbers with the -80 attack nerf.)

All I've said is how I think he arrived at those numbers, and what I think he did wrong. I don't know how I implied at all that JMS had Apples...

Link
2008-11-10, 02:01 PM
I knew your point, I was just stating that JMS doesn't have apples in the same sense that KMS doesn't. However, I did prove the point of the fact that you do not lose attack when Energy Charge is activated with 25 attack event potions that JMS had.

BigDaddy
2008-11-11, 04:22 PM
White boy playing JMS? lolwut

mrcowcow
2008-11-11, 10:31 PM
Eh, seems as if the Pirate Database link doesn't work. I'll just have to find the information elsewhere...

HeroxAndrew
2008-11-11, 11:43 PM
Too bad it was Mateo and Allen who were the thieves. They were getting Jimmy to buy a new $900 dedicated server and then they were going to ban him the day they got the server set up on the dedicated. Jimmy and Andy countered their plan by locking them out of the dedicated, only stealing the server files. Please don't try talking crap about something you have no idea about. >_>


As for the fourth job build: It's a build I set up for myself on JMS. The economy is completely out of wack (10 attack WG for 1 bil, Maple Hero 20 for 2bil [or higher]) and certain skill books are a LOT harder to get than most other skill books (Rapid Fists 20 is 2 billion meru). As I said in the guide, it's merely a blueprint. You can change whatever you want when you build your own character.

http://fmsforums.com/forums/showthread.php?t=1801 :hothead::hothead::hothead:

and wtp LOL 10 atk wg for 1bil... wouldnt that mean nubs can get money easier?
is it me or is my wtp turning my f into a p o_o

Kaasoljoyyx
2008-11-11, 11:46 PM
http://fmsforums.com/forums/showthread.php?t=1801:hothead::hothead::hothead:

and wtp LOL 10 atk wg for 1bil... wouldnt that mean nubs can get money easier?

I forget the reason why, but the JMS economy is really bad. Scrolls cost ridiculous amounts [good ones are all 100m+ easy] and it's not that hard to get max mesos.

Don't know the reasons, just that's what it is.

NoWaizMatt
2008-11-12, 06:07 AM
I knew your point, I was just stating that JMS doesn't have apples in the same sense that KMS doesn't. However, I did prove the point of the fact that you do not lose attack when Energy Charge is activated with 25 attack event potions that JMS had.

So does that mean it's kinda like winner take all, in a sense?

Like, if your energy charge has the greater attack, you'd go with it, but if the pot does, you'd go with the pot?

DrRusty
2008-11-12, 06:21 AM
So does that mean it's kinda like winner take all, in a sense?

Like, if your energy charge has the greater attack, you'd go with it, but if the pot does, you'd go with the pot?

energy charge is "pot smart". so yes

Baklava
2008-11-12, 06:29 AM
I forget the reason why, but the JMS economy is really bad. Scrolls cost ridiculous amounts [good ones are all 100m+ easy] and it's not that hard to get max mesos.

Don't know the reasons, just that's what it is.

Some guys packet hacked the bronze meru bag (cash shop) and sent packets to make the bag give 70m+ meru instead of the usual 600k every time they opened one.
The bronze bags cost a measly 100 points (roughly $1.20?) and since they could basically do that to any bag, the bronze would be the best candidate. (Silver being 170 and Gold being 240)

The end result was them constantly having hundreds upon hundreds of characters spread throughout the servers with max money and thus proceeding to wreak havoc.

The packet exploit was eventually fixed, but the hacked money had already taken its toll on the market.


And that's the story of how jMS got royally screwed.




They even had events to (I assume) try and combat the overflowing wealth, such as an event where you could "purchase" a seed from the Maple Admin NPC that explodes into numerous items for 200m.

Evilince
2008-11-20, 06:42 AM
Ok having hit 3rd job, I'm having a hard time deciding what to do. Stun Mastery doesn't seem that good atm because I kill the mobs before they even get the chance to be stunned. It would take longer for me to kill them if I used my skills in such a way that I could stun them just so I can do crit. I have noticed others have gone with the max out Transformation and Shockwave first build. What would be the best way for me to go about it?

DrRusty
2008-11-20, 06:47 AM
Stun mastery is actually helpin me quite a bit since I've been trainin at wolf spiders. They have alot more HP than something like voodoo/hoodoo so that extra crit damage helps quite a bit.

My build for 3rd job build is

1 transform 1 shockwave
max stun mastery
max energy charge
1 transform 2 shockwave per lvl til maxed

I might max out energy blast before transform/shockwave. I haven't decided yet. Honestly I don't like 3rd job transform since you're so limited in attacks.

proa18
2008-11-22, 07:25 AM
Hi guys, just wanting to ask, does energy orb replace energy buster at 4th job? If so, can we just leave out energy buster from our build?

Link
2008-11-25, 05:13 AM
Update : I changed the names of the skills to what they are in GMS.

Schrono
2008-11-26, 02:23 AM
Hi guys, just wanting to ask, does energy orb replace energy buster at 4th job? If so, can we just leave out energy buster from our build?

Yes it will. However, it won't really replace energy buster until the skill is around lvl... 13 when it can hit 4 enemies. And you won't be putting points into energy buster until you're 15x-16x. It's an awfully long time to go without an energy using, non-transform skill.

Takebacker
2008-11-27, 12:00 PM
Two things.

1) People are saying it's beneficial to get 1 screw punch and 1 backspin blow before you get HPimp as you only lose 2x HP total and your training ability drastically goes up. What do you think about it?

2) Does the acc boost from energy charge stack with bless/sniper pills?

Link
2008-11-27, 01:40 PM
Two things.

1) People are saying it's beneficial to get 1 screw punch and 1 backspin blow before you get HPimp as you only lose 2x HP total and your training ability drastically goes up. What do you think about it?

2) Does the acc boost from energy charge stack with bless/sniper pills?

I think it's stupid to screw around with your HP. Sure it's a small amount, but you'll still need as much as possible later on. Say you have 3990 HP at level 8x. You decide to go to Papulatus and you get hit by a Low Dark Star which does 4k damage to you. You're dead because you decide to screw around with your HP.

No, it doesn't stack with pills or bless.

proa18
2008-11-30, 08:03 PM
just asking... does energy buster stun mobs?

TLeviathan
2008-12-01, 12:27 AM
just asking... does energy buster stun mobs?

Nope, no stun, it's more like flash fist. Range is a little better, damage and number of enemies is too.

Greg22
2008-12-01, 05:08 PM
Tell me, ShiKage, why I'll regret butchering this build into this:
Shockwave to 21.
Transform to 20.
Finish up Shockwave.
Max Energy Charge.

In that order, starting from 70.

TLeviathan
2008-12-01, 05:12 PM
Tell me, ShiKage, why I'll regret butchering this build into this:
Shockwave to 21.
Transform to 20.
Finish up Shockwave.
Max Energy Charge.

In that order, starting from 70.

Well, I'm 109, and I already regret doing transform/shockwave after energy charge, instead of energy blast. Energy charge can be charged relatively quickly if done right, stun mastery is very helpful for extra damage, and you simply won't be transformed nearly enough to make it worth that build. Max transform is still transformed only 25% of the time. The 25% of the time that you are transformed is ok (not too amazing sadly), but the 75% when you're a 2nd job brawler in 3rd job areas until 90ish (when you'd have 10 points of something else, not much still) really hurts.

kremechoko
2008-12-01, 08:17 PM
So, its a better idea to not get shockwave to 21 by 9x?

DrRusty
2008-12-01, 08:38 PM
I regretted getting any transform/shockwave at all early one. The points are much better used in energy charge/energy blast. 3rd job transform SUCKS BAWLS.

Does anyone have a video of someone using energy drain? I'm trying to make a comparison of energy drain vs energy blast. How long is the cooldown between attacks? I guess I should put a point into it and try it out or something. That 20% of damage to hp is enough to fully heal you easily.

JoshKun
2008-12-26, 06:50 PM
why did you put maple warrior/hero to 10/20 instead of 9/19?

is it different in jms?

Link
2008-12-26, 09:39 PM
Ehhh? 9/19? What are you talking about? Without the mastery book, the skill goes up to level 10. With it, it goes up to 20. Unless they nerfed it in GMS, it should be the same way.

Takebacker
2008-12-26, 09:47 PM
Ehhh? 9/19? What are you talking about? Without the mastery book, the skill goes up to level 10. With it, it goes up to 20. Unless they nerfed it in GMS, it should be the same way.

He means that from 9 to 10, it only increases duration not % effect. Same with 19-20, so there's no real point in putting those points in MW when you can put it in some other skill.

JoshKun
2008-12-27, 12:47 PM
He means that from 9 to 10, it only increases duration not % effect. Same with 19-20, so there's no real point in putting those points in MW when you can put it in some other skill.

what he said ^.^

Link
2009-01-13, 02:50 PM
Build revised and Energy build added.

100kvolts
2009-03-16, 11:12 AM
Can I get some more opinons on the transform/shockwave build.

I am interested in it, but I have heard that it is vastly inferior to the energy build due to the nature of 3rd job transformation.

xgngx
2009-03-16, 09:29 PM
Can I get some more opinons on the transform/shockwave build.

I am interested in it, but I have heard that it is vastly inferior to the energy build due to the nature of 3rd job transformation.

It is, unless you are funded, if not it is not recommended to go for xform/sw build 1st. Reason is although SW damage output is high, you will be constantly recieving damage, which requires you to pot. However, this might change once we have the latest KMS updates.

Link
2009-04-15, 05:21 PM
Update : I added a third build for third job -- Another Energy Build. Anyone mind looking over it and seeing if it's ok?

Loose
2009-04-15, 06:09 PM
Stun Mastery is just too damn early for me.

I'd leave it after Charge and Blast.

Manu
2009-04-15, 07:19 PM
Just a comment
I maxed Charge, blast and drain before even putting 1 into stun mastery and it worked well for me.
*consider that I've trained at typhons since 90 so that skill is useless or nearly useless here.
I'm doing stun mastery now ( like lvl 13 now)

Jormungandr
2009-06-15, 06:28 PM
Just a comment
I maxed Charge, blast and drain before even putting 1 into stun mastery and it worked well for me.
*consider that I've trained at typhons since 90 so that skill is useless or nearly useless here.
I'm doing stun mastery now ( like lvl 13 now)

I'm actually planning on doing that, any idea how that build should go? Like what should I have charge up to before I start putting points into drain/buster and which one I should do first?

Sn1perJohnE
2009-06-15, 07:00 PM
I'm actually planning on doing that, any idea how that build should go? Like what should I have charge up to before I start putting points into drain/buster and which one I should do first?

Since typhons hit pretty low compared to say himes, I would say Blast when you have Charge at ~10, and do a switching of 1/2 and 2/1 on the skills. If you think youll go to another training area before 120, then start adding drain when you have Charge and Buster at around 30/20, otherwise you can add 5~10 points to Drain and have the switching be with Drain and Blast til it is at a lvl you want to leave it at for the time being. At 106, I found Drain 8 to be very effective for training/killing HH in around 10 mins.

Jormungandr
2009-06-15, 10:54 PM
Since typhons hit pretty low compared to say himes, I would say Blast when you have Charge at ~10, and do a switching of 1/2 and 2/1 on the skills. If you think youll go to another training area before 120, then start adding drain when you have Charge and Buster at around 30/20, otherwise you can add 5~10 points to Drain and have the switching be with Drain and Blast til it is at a lvl you want to leave it at for the time being. At 106, I found Drain 8 to be very effective for training/killing HH in around 10 mins.

So when should I consider xform or stun mastery? Or are those not very effective for training purposes?

Flaxative
2009-06-15, 11:01 PM
Question. Is this all taken from TakeBack3r, or is this really, really, really spookily similar?

Sn1perJohnE
2009-06-15, 11:11 PM
hmmm, well, since you have to get to ~90-95 to train effectively at Typhons, you could either go with Transform/Shockwave early into your 70s, maybe 5~10 points into transform at least from 70 to 80, while adding points into Stun Mastery, Charge, and Blast. Theres 31 points from 70 to 80, and it takes 20 points to max transform and stun mastery. So I would say 5 into transform, 10 into mastery (useful in places such as windraiders where it takes a few hits), and 8/8 into charge and blast.

From 80 to 90, you could do somewhat the same thing, getting mastery to 20 earlier, and then transform to 10, and charge and blast to 15 and 16, or 16 and 15. From there, add into both charge and blast until you are able to train at Typhons well. Id suggest more blast in order to fully optimize on the the mobbing of it.


Question. Is this all taken from TakeBack3r, or is this really, really, really spookily similar?

this whole thread, or my suggestions? @-a I dont really read guides for skills, so all of this is either from logical thought from my experience, or im channeling him a-@

Flaxative
2009-06-15, 11:21 PM
If you look at TakeBack3r's guide on BasilMarket, you will see that many parts are exactly the same.

Sn1perJohnE
2009-06-15, 11:30 PM
If you look at TakeBack3r's guide on BasilMarket, you will see that many parts are exactly the same.

again, what im saying or what ShiKage said on the OP? If its ShiKages, TakeBack3r probably got inspiration from it? Could have built off of it with changes that he found may have been better? Could just be that they have similar tastes a-@

Link
2009-06-15, 11:58 PM
TakeBak3r's guide looks similar to mine because, for one, we share many of the same views, and I believe he wrote his guide based off of mine when I took my guide off of Basil Market. My guide was written first. :P

OrangeGuy
2009-06-19, 05:57 AM
Yeah, I'm that guy who posted in Hiddenstreet, but didn't really get much feedback.

I'm planning to max Drain and Blast, but leave Shockwave at 21, because it hits 6 monsters anyway, and we get Snatch/Dragon Strike in 4th Job. Pros and Cons of this build?

Link
2009-06-19, 11:24 AM
Yeah, I'm that guy who posted in Hiddenstreet, but didn't really get much feedback.

I'm planning to max Drain and Blast, but leave Shockwave at 21, because it hits 6 monsters anyway, and we get Snatch/Dragon Strike in 4th Job. Pros and Cons of this build?

None, really. 11 Drain and 21 Shockwave for the other is completely debatable. Either one is fine. I have both builds in this guide.

OrangeGuy
2009-06-19, 07:59 PM
Oh, Ok. That's good then. I plan on going to get Energy Charge/Blast both to a respectable level then going to go straight with Stun Mastery. Then I'm hoping for an early Drain, so I'll max all of my Energy moves, then go ahead to Transformation and Shockwave, leaving Shockwave at 21.

Raph589
2009-06-30, 05:52 PM
I have a little question for the 2nd job. Is it safe to max barrel instead of mp recovery because i'm in GMS and, it will be difficult to go to WR without OB. Is it best or worst to switch?

Shinryuji
2009-06-30, 06:12 PM
I have a little question for the 2nd job. Is it safe to max barrel instead of mp recovery because i'm in GMS and, it will be difficult to go to WR without OB. Is it best or worst to switch?

i regret not maxing barrel due to the fact that i cant get to WR safely

fuck you bigfoot

Raph589
2009-08-03, 05:18 PM
Ok, i'll max barrel

Amphigory
2009-08-18, 12:36 PM
Ok, i'll max barrel

By the way, if you plan to max drain and leave SW at 21 for 3rd job, you might as well use 9 points from SW to finish off your MP recovery. I love using next to no MP pots while training as a buccaneer. More room for Honsters :f2: That's what I did, but I maxed MP recovery at the end of 2nd, and finished off barrel in 3rd. I'd suggest the opposite, of course, because MP recovery only becomes super useful once you get to mid 9x, start training on Himes and Typhs, and get 11+ drain. Then it's smex, but when you're paying the same amount to recover your MP as your HP, there's little purpose.

Kingzeh
2009-09-08, 09:59 PM
About SW. I personally don't see myself even touching that skill. SW doesn't matter that much right? I mean it's not needed for any 4th job skill correct?

LegendGospel
2009-12-05, 05:08 PM
ShockWave is shit.

Max MP Recovery, Max Drain, then Max Barrel. ShockWave 11 is all the use you will ever have for ShockWave anyway: none.

Follow my advice. :goggle:

Link
2010-02-23, 11:49 PM
Guide updated abit --- Added Fiel's skill tables, added some links, added third job advancement Q&A, and added a fifth 3rd job build.

TKWizard
2010-02-24, 06:45 AM
The Alternate 2nd job build is to Max Oak Barrel instead of MP Recovery for Barrel Luring correct?

I believe most JMS Infighters are doing this because Oak Barrel is totally useful against HT and PB.