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Gunslinger Build (Lv. 10-200) - Printable Version

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Gunslinger Build (Lv. 10-200) - Kurtle - 2008-12-10

Congratulations shawn, however, good luck finding a newtie map in Demethos, you might need to train at an alternate area.


Gunslinger Build (Lv. 10-200) - Dusk - 2008-12-10

Chameleonic Wrote:How so? I dont see how Burst Fire would be better than Rapid Fire in any situation. It's like saying Double Shot is better than Hurricane for BM.

Yeah, Maxed Burst is required for Rapid Fire...forgot about that.Tongue

Even if it wasn't required, your analogy doesn't work. Burst Fire is like Strafe; Rapid Fire is like Hurricane, but without SE. Also, it'd be like in place of SE, BMs had a skill called BFG that did 1500% damage a hit and attacked at the same speed as Strafe. I wouldn't touch Hurricane until way after I had BFG maxed.


Gunslinger Build (Lv. 10-200) - Kranzorbaken - 2008-12-10

Kurtle Wrote:Congratulations shawn, however, good luck finding a newtie map in Demethos, you might need to train at an alternate area.

ty but to bad after the next sc everyone will xfer out, it will be just like demethos, by the time im 8x everyone will be gone man bl my char CryOfdespato


Gunslinger Build (Lv. 10-200) - Holypie - 2008-12-10

why max recoil? it goes the same distance as lvl 19 and has the same mp cost. why waste a sp?


Gunslinger Build (Lv. 10-200) - Takebacker - 2008-12-10

Holypie Wrote:why max recoil? it goes the same distance as lvl 19 and has the same mp cost. why waste a sp?

It's distance goes up every 4 levels. 20 is a multiple of 4. O_o


Gunslinger Build (Lv. 10-200) - Corn - 2008-12-10

Holypie Wrote:why max recoil? it goes the same distance as lvl 19 and has the same mp cost. why waste a sp?

What else are you going to put it on?


Gunslinger Build (Lv. 10-200) - Dusk - 2008-12-10

Holypie Wrote:why max recoil? it goes the same distance as lvl 19 and has the same mp cost. why waste a sp?
What would you get instead, Grenade?

You use Recoil for damage as well as mobility. Thing is like a Power Strike, which is sorely needed in the absence of a decent single-target attack. In 2nd job, my single-target attack pattern was something like

-jump forward
-DS on way up
-Recoil on way down (your falling momentum carries into the Recoil, making you abruptly hit the ground around where you were initially standing)
-jump DS DS
-jump DS DS

Also, Recoil has no minimum range, so you can use it whenever you're stuck in a mob, or just to leap into a monster and shoot it. It's an excellent melee attack until you get better ones.


Gunslinger Build (Lv. 10-200) - Chompy - 2008-12-13

Why max Rapid Fire so early?
It seems like Bullseye > Rapid Fire since I will be spending, hopefully, all of my time in battleship.
I mean unless I just fail at battleship I see now reason for RapidFire?
(If I can master THE ship I'll prolly max it close to last)Glitter


Gunslinger Build (Lv. 10-200) - Russt - 2008-12-13

Rapid Fire sucks.

If you're looking to be more effective outside the ship, max Amp.


Gunslinger Build (Lv. 10-200) - Chompy - 2008-12-13

Russt Wrote:Rapid Fire sucks.

If you're looking to be more effective outside the ship, max Amp.
I know it sucks...
But since Imma be living it up in my tiny ship---Glitter
Won't MW and Bullseye be top priority over Amp and Rapid fire and Mind Control ,,
Etc... Etc..
I'd prolly Co-max Mind Control and Rapid Fire since they are more like fun skillz...


Gunslinger Build (Lv. 10-200) - Kaasoljoyyx - 2008-12-13

Amp doesn't help towards your regular attack though? RF's sole purpose is a backup when your ship breaks. Idk how the dps compares as I'd be curious to see but unless you're using triple fire, I don't see what other skills to use to attack with while you wait for the cooldown.

While your ship will last a while, it will inevitably break. No one officialy said it i think, but the HP does not reset when you relog so eventually, your ship will break unless you're like extremely careful or a full sniper.


Gunslinger Build (Lv. 10-200) - Chompy - 2008-12-13

Kaasoljoyyx Wrote:Amp doesn't help towards your regular attack though? RF's sole purpose is a backup when your ship breaks. Idk how the dps compares as I'd be curious to see but unless you're using triple fire, I don't see what other skills to use to attack with while you wait for the cooldown.

While your ship will last a while, it will inevitably break. No one officialy said it i think, but the HP does not reset when you relog so eventually, your ship will break unless you're like extremely careful or a full sniper.

Ya but if the DPS of Ship+MW/Bulleye while Burst firing during the TINY cooldown is greater than spending multiple levels just raising Rapid Fire for the TINY cooldowns of Ship...
Well It just seems really dumb unless my ship breaking every 30 seconds.
...
And Amp would be post Super-uber BattleShip for me.
I dunno when I would do the OTHER skills..
But If Battleship is breakking like every 15 mins.
Imma do a Battleship-Cannon-MW-Bulleye build totally focusing on mowing newts for breakfastGlitter


Gunslinger Build (Lv. 10-200) - Winry - 2008-12-13

Wasn't just 5 RF better than max BF?
On that note, I'm probably leaning to add air strike into the mix, I dont intend on living in jewties for my entire life & I figure by the time I can get mw20, I'll be HTing anyways.


Gunslinger Build (Lv. 10-200) - JoeTang - 2008-12-13

Another thing to consider is that, if you don't lag much, Rapid Fire won't "waste" bullets. For example, if a monster has 10k HP, and you do ~4k each hit with Triple Fire, you'd be wasting two bullets on the final kill shot. Those bullets could be better spent damaging another monster instead of on dead air. Whereas Rapid Fire does ~2k each bullet, less of them are used shooting dead monsters. You would have a greater experimental DPS to theoretical DPS ratio. Overall bullet efficiency though is a problem with using Rapid Fire.


Gunslinger Build (Lv. 10-200) - Kaasoljoyyx - 2008-12-13

Chompy Wrote:Ya but if the DPS of Ship+MW/Bulleye while Burst firing during the TINY cooldown is greater than spending multiple levels just raising Rapid Fire for the TINY cooldowns of Ship...
Well It just seems really dumb unless my ship breaking every 30 seconds.
...
And Amp would be post Super-uber BattleShip for me.
I dunno when I would do the OTHER skills..
But If Battleship is breakking like every 15 mins.
Imma do a Battleship-Cannon-MW-Bulleye build totally focusing on mowing newts for breakfastGlitter

I hope you're not implying to use bullseye during regular training as that's a really bad idea.

As I said, RF's sole purpose imo is a backup when your ship breaks. To look at it from this perspective, when your ship breaks, how weak do you want to be during that cooldown. The more RF you get, the less weaker you are.


Gunslinger Build (Lv. 10-200) - ahoboandahal - 2008-12-13

My only question is why not get in Air Strike a little earlier? It is a great training skill, and when I used it on a ps, at like lvl 120 and 30 air strike, with only like 500 dex it did 20k dmg x 15 all over the skele mapppp,,, so why not?


Gunslinger Build (Lv. 10-200) - Dusk - 2008-12-13

JoeTang Wrote:Another thing to consider is that, if you don't lag much, Rapid Fire won't "waste" bullets. For example, if a monster has 10k HP, and you do ~4k each hit with Triple Fire, you'd be wasting two bullets on the final kill shot. Those bullets could be better spent damaging another monster instead of on dead air. Whereas Rapid Fire does ~2k each bullet, less of them are used shooting dead monsters. You would have a greater experimental DPS to theoretical DPS ratio. Overall bullet efficiency though is a problem with using Rapid Fire.

Eh, if you've played a BM, you'll notice that sometimes the attack is so fast that hits are soaked up by monsters that are already dead. Meaning you'll waste a few shots regardless of what you do.

ahoboandahal Wrote:My only question is why not get in Air Strike a little earlier? It is a great training skill, and when I used it on a ps, at like lvl 120 and 30 air strike, with only like 500 dex it did 20k dmg x 15 all over the skele mapppp,,, so why not?
Air Strike is not an ultimate. It has the range and damage of an ultimate, but it only hit 6 targets and it has a cooldown period of 5 seconds.

Corsairs are not a big mobbing class. Air Strike right after Cannon is already very early.


Gunslinger Build (Lv. 10-200) - JoeTang - 2008-12-13

Dusk Wrote:Eh, if you've played a BM, you'll notice that sometimes the attack is so fast that hits are soaked up by monsters that are already dead. Meaning you'll waste a few shots regardless of what you do.

As I said, that would be lag. Server lag results in some of this, but some is also caused by connection and computer lag. Some of it cannot be removed, but it does result in a lower waste of time shooting dead monsters as 1) you don't waste as many into dead monsters and 2) you can stop shooting sooner compared to the longer delay of Burst Fire's attack.


Gunslinger Build (Lv. 10-200) - Kirov - 2008-12-13

ahoboandahal Wrote:My only question is why not get in Air Strike a little earlier? It is a great training skill, and when I used it on a ps, at like lvl 120 and 30 air strike, with only like 500 dex it did 20k dmg x 15 all over the skele mapppp,,, so why not?

Well that's all well and good when you get maxed out skills at 120. But there are much more important skills to acquire first. I don't think 6 targets with a 5 second cool down time is all that great either. Only for hitting mobs above or below you. But if that's the case you don't need to max it for that early on.


Gunslinger Build (Lv. 10-200) - Corn - 2008-12-13

ahoboandahal Wrote:My only question is why not get in Air Strike a little earlier? It is a great training skill, and when I used it on a ps, at like lvl 120 and 30 air strike, with only like 500 dex it did 20k dmg x 15 all over the skele mapppp,,, so why not?

The official client and private servers are different, bub.