Main stat=STR, secondary=DEX. It's so easy to be dexless nowadays lol.
Joining the Pirate Army, The First Job Advancement
Once you hit level 10 as a Beginner, head over to the nautilus and find kyrin. You'll receive a lvl 10 Knuckle and Gun in your equips inventory, as well as several sets of lvl 10 bullets, which are not rechargeable.
A New Beginning as a Pirate
10: 1 Somersault kick
11-13: 3 Bullet time
14: 1 bullet time (max), 2 dash
15-16: 3 dash
17: 2 dash (max), 1 critical power
18-20: Critical power (max)
21-26: Somersault kick
27: 1 somersault kick (max), 2 double fire
28-30: Double fire (11)
Skill Distribution at Lvl 30: 61 Points Total
Max Somersault Kick
Max Bullet Time
Max Dash
Max Critical Power
11 Double Fire
Build Explanation
Spoiler
You get 1 in somersault kick because it's literally your only attack, but its base power isn't very relevant. What's more important is your speed, which is why you max bullet time to increase your maximum speed and dash to get around faster. Then critical power and somersault. These two are interchangeable, it just doesn't really matter at all because 1st job takes like an hour or two now.
Ascension of Power, The Second Job Advancement
Head back over to Nautilus Port and talk to Kairin. She'll give you two options; One for Brawler and one for Gunslinger. Choose "Brawler" and then talk to Kairin 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 Somersault to kill them. Once you've collected all 15 items from those octopi, talk to Kairin again. She'll warp you back to Nautilus Port. Talk to her once again and she'll advance you to Brawler.
Get points in tornado and corkscrew first. Tornado is your longest reaching skill so far and corkscrew provides a little mobility. After that get 5 mastery and then 6 booster. We max mastery now because it gives a lot of damage stability. After that you max mental clarity immediately for the attack boost. After clarity is maxed, max physical training since the stats are nice and you might need it to wear stuff. Next max corkscrew as it is your strongest mob move. Endurance is maxed next because it lessens the need for pots. HP increase is maxed next to increase the effectiveness of endurance. After is booster because 60 seconds is an annoying timer, and last is tornado upper, because the damage increase is insignificant and nothing else is useful.
From Bar Fights to Pillaging, The Third Job Advancement
Once you get to level 70, head off to El Nath. Once there, go to the Chief's Residence, where the 3rd Job instructors are. Talk to Pedro and he'll tell you to head back to Kairin in Nautilus Port to obtain the Necklace of Strength. Talk to her for your next assignment. She'll tell you that you must defeat her clone (and her clone's clone O_O) in order to past the test to prove yourself worthy of the Necklace of Strength. Go to the absolute depths of sleepywood dungeon and talk to the Door of Dimension. This will transport you to another map where you head toward the battle with fake Kairins. Defeat the clones and collect the rubble piece that one of the fake Kairins drop. Take that back to Kairin 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!
The second you get to Marauder, slap that first point in double spiral. This will buff your mobility greatly. One pointers are next, energy charge, stun mastery, energy blast, willow defense, and critical rage. Energy charge creates a bar that will indicate how much energy you have charged and when it is full, will provide you with a variety of buffs and abilities including 30 attack, 90% stance, some defense, 50% speed, and of course the ability to use Energy Blast, Energy Laser. At level 1 Stun mastery raises your crit chance to 47% on stunned enemies, and gives 22% chance to stun monsters with any attack. Blast is also useful for it's stunning and power on 6 targets. Willow defense is for it's nice 66 second timer and -10% damage taken, but it doesn't really matter much in GMS since popular training spots are really weak. Charge comes first because the bonuses are great and your main mob moves (the spirals) do a ton of damage and charge energy like crazy anyway. After Charge is done, get d.spiral maxed because it does a ton of damage. You'll just be combining the spirals to train, whether you alternate and kill with that much or lead into blast when they're all mobbed. If you can kill with just spirals, blast isn't really important to have, so you can continue with getting stun mastery and critical rage, which will drastically affect the damage of your spirals anyway. After that lucky dice is maxed. What does lucky dice do? It rolls a dice, and depending on the number, you get a buff.
1: Dud
2: 30% increase in physical defense
3: 20% increase in HP and MP
4: 15% increase in critical rate
5: 20% increase in damage
6: 30% increase in EXP
And then willow defense. You can switch this before lucky dice, but i think lucky dice does a way better job making your pre-LHC levels faster. Willow defense can be maxed earlier though, if you want. Shockwave still sucks d'ick. The reason tornado upper is maxed at all is because the range is longer than shockwave, and has decent enough uses for it to be worth maxing over shockwave.
Becoming the Strongest Fist-Fighter in Maple, The Fourth Job Advancement
To get your 4th job advancement, first head over to El Nath to talk to Pedro [the 3rd job instructor] and then go to "Leafre: Valley of the Antelope". At the very top-right of that map there's a wooden treehouse-like structure. Head inside to see Samuel, the 4th Job Pirate Instructor. He'll ask you to get two items: the Heroic Star and the Heroic Pentagon. To get these two items, you have to kill Griffey for a Heroic Star and kill Manon for the Heroic Pentagon.
After you get these two items, go back to see Samuel. You'll be rewarded with 4th job, a Maple Hero skill book, and 5 AP/3 SP as a mark of your advancement.
From Time Travel to Kamehamehas
You will probably not follow this build point for point. I doubt anyone will because of funding and lack of skill/mastery books, even though 99% of pirate books are easy as hell to find.
Right at 120 you get an even more insane boost than it used to be. Fist enrage, which is your strongest 1v1 skill for now. Speed infusion which is now +2 weapon speed at level 1. And dragon strike, which is meh compared to energy laser, but we should get this first because it's way stronger than anything out of energy. After you also get energy laser, double dice, and viperisation, max dice and time leap, because the boost from them is insane for the amount of SP. Viperisation after those two because it's got the best damage boost period. Pirate's revenge is maxed afterwards because it's 15% damage can be on 100% of the time with russellon's potions. You get them from a level 80 quest from russellon. It gives a 50 damage poison tick for 5 minutes, activating revenge constantly. Stack them in one slot by putting them in storage. They are tradeable. Next is energy laser as it is the best mob skill you have, and the strongest laser skill in the game right now. Guard crush comes before fist enrage because the ignore PDR is helpful in all situations and 1v1 really isn't very necessary even at this level and level 1 fist enrage does good damage anyway. After maxing fist enrage we're pretty much done, just get 10 SI at this point because it is great to have your buffs have the same duration. Dragon strike comes AFTER maple warrior because it's only purpose is to charge energy, not to deal damage, and MW does wonders for your range. Someone else might have a higher MW, but having it for yourself is still good. After dragon strike, you have Hero's Will, which you can max if you HT a lot.
Nautilus isn't even mentioned in this because it's a completely optional skill. You can get 1 if you want for the purpose of charging large amounts of energy without gathering a mob in front of you, but energy charges in seconds either way. It's a dumb skill.
Credits
Thanks to:
SP.net for their compilation of information
Me
Final Statements
Do not reproduce or plagiarize this guide on any other site. Always ask permission before using or reposting any portion of this guide anywhere. Unauthorized reproductions will be traced and removed.
Last edited by Takebacker; 2012-08-26 at 08:37 PM.
why max barrage so early? wouldnt put enough points so i can 1hit skeles be enough and then get more si (to 11) then go back to barrage? not like doing more damage to a monster is going to kill it faster and we all know buccs dont go to bosses for their damage.
ps. 20 mesos fiel changes the name for fun and stuff... that be cute...
I actually did that on my buccaneer, however i regretted it because my solo bossing power was not enough to be as fast as i could have been with maxed barrage. The longer timer on SI is not extremely worth forgoing a stronger 1v1 attack.
I couldn't ohko a skele with level 21 or 30 barrage either way without stunning it first anyway.
i did that on my bucc and i did fine, i dont think maxing barrage or leaving it at 21 would make much of a diff on what you solo at 13x 14x but having some si would open training posibilities for you if you dont really have mages comming out the woodworks. everyone that isnt a BM or a NL loves si. plus 11 si > maxed barrage at zakum. like i said, bucc damage isnt the reason we there, its for si and leap. its just 3-4 more levels anyways and i did feel like it helped a lot for me getting to boss a bit.
This guide doesn't consider buccaneers in a bossing context to be "mules". People will take you whether you have 1 or 11 SI, especially if it's your guild running like it was for me.
This guide doesn't consider buccaneers in a bossing context to be "mules". People will take you whether you have 1 or 11 SI, especially if it's your guild running like it was for me.
However, i will make a bossing build.
i dont see how using your "skills" make you a "mule". by this context, every class with a buff is a mule unless they refuse to max it or use it in the party. besides i was allowed to run in HT at 145 when i missed most of the time, i go with friends and we dont really care how weak or low leveled you are. however i do feel like i was abusing my friends if i did not provide the buffs i was able to provide and do as much as i could for th runs. that was si for my party and leap for them bishes and lv 200 peeps.
then again our group tends to have lots of MM and crap plus as a MM i love buccs like a fat kid loves chocolate for their sweet sweet buffs.
and i am sure a bossing (party bossing) oriented build would be interesting for those like me and i would love to see that.
The community pretty much defines mule as "any class with not enough significant damage to be considered a lethal attacker (compared to more powerful non-ranged classes) that contributes useful party buff(s)". Considering you said "buccaneers aren't at bosses for damage", that pretty much implies you think of them as mules. And yeah, i went to HT at 154 and did really well.
The community pretty much defines mule as "any class with not enough significant damage to be considered a lethal attacker (compared to more powerful non-ranged classes) that contributes useful party buff(s)". Considering you said "buccaneers aren't at bosses for damage", that pretty much implies you think of them as mules. And yeah, i went to HT at 154 and did really well.
sadly the dps buccs dish out is up par with mages, and thats with maxed barrage. buccs are not a lethal attacker sadly. when was the last time a bucc ksed his party at zakum or HT i wonder?
sadly the dps buccs dish out is up par with mages, and thats with maxed barrage. buccs are not a lethal attacker sadly. when was the last time a bucc ksed his party at zakum or HT i wonder?
As it stands they're about on par with Paladins and a good 50% or so stronger than Mages on single targets. They're not great by any means, but take it for what it's worth.
sadly the dps buccs dish out is up par with mages, and thats with maxed barrage. buccs are not a lethal attacker sadly. when was the last time a bucc ksed his party at zakum or HT i wonder?
They aren't a lethal attacker, but they aren't mules either.
Yours might be, but i don't know if you use your bucc to buff your MM. (though i do know you have the ability to)
i dont, i rather have hs and i only have 1 computer to run a mule. i am just saying that if someone that isnt a first tier attacker is a mule, everyone but sairs, BM, heros and NLs are just that mules. i dont see going si before maxing barrage as being a mule, i see it as a party orinted build.
I don't see it that way either, the mule conversation was a tangent off something else in that post before.
The only real reason i could see for 11 SI being able to somehow make you more wanted at bosses is if the leader has connections with two buccaneers, one with 11 SI and the other (you) with level 1. Such a situation should never ever happen though, as chances are the leader will just take both of them anyway.
How come ShiKage reccomends Stun Mastery, Transform, and Shockwave so much?
shockwave was decent before buccs were able to use all their skills transformed, now a days however it is considered obsolete since ds is better in all aspects and can be used during transform and out of it unlike shockwave
Old guides suggested to level SI until level 11 to get in parties... I cooouuld of have contacts to get into HT runs, but I don't really wanna devote me into that, is that necessary ?
I was reading this guide and I liked it a lot, it makes sense to get DS first, pretty much level your main mob skill to train faster, right? Also we're probably getting the faster DS in a few patches, so that'd make it sweeter. However, is it really advised to leave Barrage at level 1 until level 131 and work only on DS? What's other people's experience on this?
Also, how useful would be to have level 1 Supertransform/demo? I'd love to be able to try these skills without having to go all the way to level 144 D: you know, just for feeling it, even if I lose 2 skillpoints.
Old guides suggested to level SI until level 11 to get in parties... I cooouuld of have contacts to get into HT runs, but I don't really wanna devote me into that, is that necessary ?
I was reading this guide and I liked it a lot, it makes sense to get DS first, pretty much level your main mob skill to train faster, right? Also we're probably getting the faster DS in a few patches, so that'd make it sweeter. However, is it really advised to leave Barrage at level 1 until level 131 and work only on DS? What's other people's experience on this?
Also, how useful would be to have level 1 Supertransform/demo? I'd love to be able to try these skills without having to go all the way to level 144 D: you know, just for feeling it, even if I lose 2 skillpoints.
Uh, if you can get into HT with just 11 SI and still get some splits i'd say go for it if you want to. Most people don't have that option, which is why getting 11 SI first is useless.
If you level DS first you don't really have a choice. Maxing barrage first isn't really a good idea unless you boss to level, which is dumb since buccs are somewhat slow bossers until max ST/demo.
Pretty much useless. ST won't help you in training because the cooldown is long and you basically can't use drain. Demo doesn't out damage anything until level 22ish. If you want the looks though, go for it.
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