I'd move Pirate Training after Barrel Blast, since the % chance to KB is annoying.
I don't know what's typical but my cannoneer's doing about 5k damage to mobs with 2-3k hp (fwiw 2k range at level 39 with the free lv.35 cannon), to the point level 1 scatter shot can 1hko things even with 1 MISS. But with Barrel Blast's first 3 weak hits, it usually doesn't deal enough to 1hko - so if it fails to push something, it fails to kill it.
You'll want max barrel as early as you want to go to cds. I did it right after mastery.
Agreeing on delaying pirate training and prioritizing barrel blast. lack of 100% KB is annoying as pineapple. You should only really put points into pirate training to raise your dex in order to equip your gear.
I did PT before barrel because i was at scarecrows. CDs suck and scatter shot is the f'ucking s'hit at scarecrows. Barrel sucks because the first 3 hits activate their iframes.
R.I.P. Chameleonic4 one of GMS's most legitimate players, wrongfully banned by Nexon on Monday, 15 March 2010, 9:10:02 PM
Nexon does not care if it bans innocent players, as 10 closed Tickets can attest.
You are dearly missed.
Beginning of 3rd job is terrible.
1 spike -> 1 reinforce, power boom, jump -> max power boom -> max jump -> max reinforce -> max spike -> whatever
The times when spike is going to ohko just as much as power boom is basically zero, so having it as burst damage is extremely valuable both for warding off KSers and training faster. Jump is next because the extra distance is crucial. You wouldn't want to use it and then not actually reach the platform. Reinforce for obvious reasons. Spike because it's strong. Whatever after that because...well i don't really know what's better between counter/rush/dice. I'm doing dice, just because it's nice.
I did early 2nd job far differently and it worked out pretty well I think:
30. 1 Slug Shot
31. 1 Critical Fire, 2 Mastery
32. 3 Mastery
33. 3 Booster
34. 3 Booster
35. 3 Rush Boom
36. 3 Rush Boom
37. 3 Rush Boom
38. 3 Rush Boom
39. 3 Rush Boom
40. 3 Rush Boom
41. 2 Rush Boom, 1 Monkey Magic
42. 3 Monkey Magic (Perfectly lines up it's duration with 6booster, nice little setup for a skill macro)
43. 3 Mastery
44. 3 Mastery
45. 3 Mastery
46. 3 Mastery
47. 3 Mastery
48. 3 Pirate Training
49. 3 Pirate Training
50. 3 Pirate Training
- 1 Slug Shot
- 1 Critical Fire
- Max Mastery
- 6 Booster
- Max Rush Boom
- 4 Monkey Magic
- 9 Pirate Training
The stability that Slugshot gives is really, really useful and I don't know what I would have done without it at times. It's an excellent level 1 skill, whereas to really fully utilize Rush Boom, I had to dump points in it for quite a few levels. I'd say Slugshot and Critical Fire are the two best 1point-and-forget skills in the entire 2nd job book, they give a lot of usefulness out the door.
Honestly I only used barrel at jesters to mob bottom besides that lvl 10 scatter shot did the job even without funding it wasn't hard. I maxed all my utility before my attacks it was kinda funny. Also in 3rd job the only things I haven't maxed are dice counter and wave at lvl 108. Working on dice now because its random buff is not as useful as for sure buffs, but that's just my opinion. I have had no problems and have been faithfully destroying every monster I come across
I didnt run into people for an hour at CDs, Kradia FOR THE WIN
Cannon counter activates iframes. <3
I'm impressed Takebacker.
I thought you were a funded pirate yet you can't 1-hit with Spike? Considering the fact that I 1-hit with Spike in kMS with no funds, I find it surprisingly funny that you can't do that in gMS with more % stat than I have.
As for the rest of it, I can see why you guys would put Pirate Training after Barrel. As for the names.. Not changing them. They're too.. dumb.
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