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.
2010-02-24, 12:21 PM
Beaner
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...
2010-02-24, 12:24 PM
Takebacker
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.
2010-02-24, 12:32 PM
Beaner
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.
2010-02-24, 12:35 PM
Takebacker
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.
2010-02-24, 12:38 PM
Nalek
Great guide Steve if I ever make a Bucc I'll be sure to use it~ I do however have 1 tweak you might want to add.
Quote:
At lvl 11 Speed Infusion only helps DKs, 2H heros, Marksmen, and Paladins.
You missed a VERY rare class in there. Lv 11 SI also helps both 1H and 2H axe heros.
2010-02-24, 12:41 PM
Takebacker
Fixed.
2010-02-24, 12:45 PM
Beaner
Quote:
Originally Posted by Takebacker
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.
2010-02-24, 12:50 PM
Takebacker
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.
2010-02-24, 12:55 PM
Beaner
Quote:
Originally Posted by Takebacker
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?
2010-02-24, 12:57 PM
KaidaTan
Quote:
Originally Posted by Beaner
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.
2010-02-24, 01:00 PM
Takebacker
Quote:
Originally Posted by Beaner
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)
2010-02-24, 01:05 PM
Beaner
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.
2010-02-24, 01:11 PM
Takebacker
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.
2010-02-24, 01:29 PM
Sarah
I've reported this guide and requested "Takebacker's" be removed as it is no longer your property. enjoy your ban and stolen credit.
Also that is an insane guide. You did a really good job justifying your build choices.
2010-02-24, 01:39 PM
Takebacker
Quote:
Originally Posted by Sarah
I've reported this guide and requested "Takebacker's" be removed as it is no longer your property. enjoy your ban and stolen credit.
Also that is an insane guide. You did a really good job justifying your build choices.
:f3:
:f2: Thanks.
2010-02-24, 04:00 PM
Punch
How come ShiKage reccomends Stun Mastery, Transform, and Shockwave so much?
2010-02-24, 04:06 PM
Beaner
Quote:
Originally Posted by Punch
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
2010-03-09, 09:06 PM
LegendGospel
Level 122 Bucc here.
So far I have:
1 Barrage
1 DS
1 SI
1 TL
5 unused skill points.
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.
2010-03-09, 09:12 PM
Takebacker
Quote:
Originally Posted by LegendGospel
Level 122 Bucc here.
So far I have:
1 Barrage
1 DS
1 SI
1 TL
5 unused skill points.
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.
2010-03-11, 07:59 PM
LegendGospel
Thanks for answering, I'm following the DS first idea and it's going pretty nicely.
So basically, in my 20's it's maxing DS, in my 30's barrage, and I should forget about bossing until 40's? or maybe I can start on mid 30's? For things like Pap, Pianus, and such.
2010-03-11, 10:07 PM
Worthyness
I'm at 139 and have been bossing for exp o_o
I'm sure you could boss whenever you want. Barrage + Dragon strike is a good combo.
You can be like me and put 1 into Stransform and 1 demo for the lulz.
2010-03-11, 10:41 PM
Takebacker
Quote:
Originally Posted by LegendGospel
Thanks for answering, I'm following the DS first idea and it's going pretty nicely.
So basically, in my 20's it's maxing DS, in my 30's barrage, and I should forget about bossing until 40's? or maybe I can start on mid 30's? For things like Pap, Pianus, and such.
Oh you can still boss. I bossed at zak all the time in my 120/130s.
So finally got around to max DS and working on barrage now. I could also make like Worthyness and S.Transform and maybe 1 or 2 Demolition, would that be really a terrible idea? I sort of feel weird not adding anything else but Barrage until 140... or is it better just to increase my barrage to boss? I haven't tried to Pap yet and I'd love to try ASAP.
2010-03-15, 02:11 PM
Takebacker
Well technically you could start maxing demo and ST now, if you want. It'd make you way stronger than any 14x bucc with the tradeoff being that you're way weaker on single targets when not transformed.
2010-03-22, 01:21 PM
LegendGospel
So I put 1 transform 1 demo for lulz. Very lulzy indeed, the damage really sucks, it's fun since it has range, but doesn't even have enough damage to "stun" Geist Rog or 2nd form Pap, lulz. Still don't regret it, working on max barrage now.
2010-06-13, 07:26 PM
Alex916
So i have been following your skill build for marauder and going with energy charge and blast first and now with this new balance patch coming soon i was wondering if you think it would be better to swap the order you max energy drain/stun mastery (as blast is going to have a stun effect now) or would you suggest some other different order to do the skill points in?
2010-06-17, 03:25 AM
Alex916
so still looking for an answer to this question :(
2010-06-17, 03:28 AM
Sn1perJohnE
The stun effect in Blast is moot really. It deals enough damage that youll stun 1 hit and the second hit could kill it even without the stun crit damage.
2010-06-27, 04:12 AM
DeanNim
Best guide ive found so far... Anyway why 6 booster first ? issit because of the time ? because im using king pepe's silver maiden and its normal(6), even with level 3 booster i see no difference in attack speed unless its -2 at level 6.
2010-06-27, 05:17 AM
OrangeGuy
You want to go for level 6 because at level 3 you recast every 30 secs, while at level 6 you recast every minute.
Also, looking for new builds with new skills.
2010-06-30, 01:11 AM
Takebacker
Updated the entire guide for KMST.
2010-06-30, 05:54 PM
OrangeGuy
Lol, is lolwave not fail anymore?
2010-06-30, 05:58 PM
Takebacker
Quote:
Originally Posted by OrangeGuy
Lol, is lolwave not fail anymore?
I don't really know yet. It doesn't seem fail, but that's what we said about it back when blast still had a delay.
2010-06-30, 08:11 PM
Sn1perJohnE
I still find it somewhat useful, but not a priority useful. Maybe the new updates will make it slightly more useful. I know at galloperas, it would be crazy useful.
2010-06-30, 11:17 PM
LegendGospel
It's not lolwave anymore, but still pales compared to Blast. Galloperas could be the only exception.
2010-06-30, 11:24 PM
Takebacker
It would be amazingly useful at gallos and himes and any other flat map in the game. However...there is no obvious solution at this point. We don't know which combination of skills is most useful, unless you want to sacrifice some 4th job SP down the road. At this point, my build leaves shockwave at level 22. Obviously, it's max or bust. It seems that this is how marauders should have been to begin with. Being forced to choose between being really strong around half the time (transform build) and being consistently strong (blast build). Even if shockwave is much faster, in my opinion it wouldn't overshadow the usefulness of blast. That said, we don't know how useful blast is under this new system.
2010-07-01, 12:46 AM
Link
Quote:
Originally Posted by Takebacker
It would be amazingly useful at gallos and himes and any other flat map in the game. However...there is no obvious solution at this point. We don't know which combination of skills is most useful, unless you want to sacrifice some 4th job SP down the road. At this point, my build leaves shockwave at level 22. Obviously, it's max or bust. It seems that this is how marauders should have been to begin with. Being forced to choose between being really strong around half the time (transform build) and being consistently strong (blast build). Even if shockwave is much faster, in my opinion it wouldn't overshadow the usefulness of blast. That said, we don't know how useful blast is under this new system.
We sure can take a guess. Considering it stuns and we now have Critical Punch that stacks with Stun Mastery, that's even more damage from Blast. It's probably going to rival Dragon Strike, depending on how things work now.
2010-07-01, 11:14 PM
2MinNoodles
You forgot to remove Max HP Increase from the KMST build.
2010-07-02, 12:23 AM
Takebacker
Max HP increase is still in the brawler skill book...?
2010-07-02, 06:51 AM
OrangeGuy
KMST is stressing me out. Is Double Upper worth maxing now that there is Infighting Mastery in 3rd Job?
2010-07-02, 11:05 AM
2MinNoodles
Quote:
Originally Posted by Takebacker
Max HP increase is still in the brawler skill book...?
Sorry. The thread stickied to the homepage of lolbasil had some false information.
2010-07-02, 11:06 AM
Takebacker
Quote:
Originally Posted by OrangeGuy
KMST is stressing me out. Is Double Upper worth maxing now that there is Infighting Mastery in 3rd Job?
Don't think so.
2010-07-02, 01:17 PM
Worthyness
we can pretty much just add the 20 points from lolwave into the new infighting 3rd job mastery thing right?
2010-07-02, 01:19 PM
Takebacker
10 points, and yes.
2010-07-02, 01:49 PM
JoeTang
Quote:
Originally Posted by Takebacker
Don't think so.
I believe Infighting Master adds 70% per hit to Double Upper. That's what I'm getting when I translate the description.
Thusly on Faster (2)
Flash Fist: 577.8%/s
Double Upper: 633.3%/s
Still wouldn't recommend you spend that many points into Double Upper though since lolsingletargettraining is lol.
2010-07-02, 01:50 PM
Takebacker
Except infighting mastery didn't add 120% per hit to CSB, why would it add 70% per hit of DU?
Needs testing.
2010-07-02, 01:52 PM
JoeTang
Quote:
Originally Posted by Takebacker
Except infighting mastery didn't add 120% per hit to CSB, why would it add 70% per hit of DU?
Needs testing.
The wording in the description seems to imply that it does, whereas it doesn't specify like that for Corkscrew Blow or Backspin Blow. I could be horribly wrong though.
2010-07-02, 02:46 PM
Takebacker
Quote:
Originally Posted by JoeTang
The wording in the description seems to imply that it does, whereas it doesn't specify like that for Corkscrew Blow or Backspin Blow. I could be horribly wrong though.
Well i would think a skill like that would add the stated percentage to each hit (if the skill hits more than once) even if it wasn't explicitly stated, but still even with 3 hit corkscrew it wasn't per hit. :/ I didn't notice much increase in DU but i'll mess with SP resets a bit when i get on.
2010-07-02, 02:56 PM
JoeTang
Quote:
Originally Posted by Takebacker
Well i would think a skill like that would add the stated percentage to each hit (if the skill hits more than once) even if it wasn't explicitly stated, but still even with 3 hit corkscrew it wasn't per hit. :/ I didn't notice much increase in DU but i'll mess with SP resets a bit when i get on.
I still just fundamentally don't believe in Double Upper. It is two times slower than Flash Fist, but is not two times stronger. Might as well have had Improved Infighting add some Flash Fist and Somersault Kick damage too since they care about it that much.
Anyways, the description in question. 백스핀 블로우의데미지 +100%, 더블 어퍼의방 당데미지 +70%, 스크류 펀치의데미지 +120% Backspin BlowDamage +100%, Double UpperDamage (Per Hit?) +70%, Corkscrew BlowDamage +120%
Google Translate gives "per room", 방 itself has the meaning of Room, but among other nouns, shots comes up.
2010-07-02, 03:05 PM
Takebacker
Quote:
Originally Posted by JoeTang
I still just fundamentally don't believe in Double Upper. It is two times slower than Flash Fist, but is not two times stronger. Might as well have had Improved Infighting add some Flash Fist and Somersault Kick damage too since they care about it that much.
Anyways, the description in question. 백스핀 블로우의데미지 +100%, 더블 어퍼의방 당데미지 +70%, 스크류 펀치의데미지 +120% Backspin BlowDamage +100%, Double UpperDamage (Per Hit?) +70%, Corkscrew BlowDamage +120%
Google Translate gives "per room", 방 itself has the meaning of Room, but among other nouns, shots comes up.
I completely agree. The SP is no doubt better left somewhere else because that way you can have a lot more SP to work with in 3rd, plus you have MP recovery and barrel to enjoy earlier. I've always hated the delay on DU anyway. If it was just short enough where you could pop one off in a full jump i would use it over flash fist. By the way, spamming backspin across the map provides invincibility and constant stun. Assuming you constantly hit 4 targets (i usually hit 3-4 constantly else i just switch to CSB) would it out damage SSK on 6 targets? With or without stun mastery?
2010-07-02, 03:11 PM
JoeTang
Quote:
Originally Posted by Takebacker
I completely agree. The SP is no doubt better left somewhere else because that way you can have a lot more SP to work with in 3rd, plus you have MP recovery and barrel to enjoy earlier. I've always hated the delay on DU anyway. If it was just short enough where you could pop one off in a full jump i would use it over flash fist. By the way, spamming backspin across the map provides invincibility and constant stun. Assuming you constantly hit 4 targets (i usually hit 3-4 constantly else i just switch to CSB) would it out damage SSK on 6 targets? With or without stun mastery?
What's the spamming delay like in KMST, because it was horrid (almost 2 seconds) with monsters present last time I played my Brawler. Video to frame count and the weapon speed would be nice, but you should generally be able to tell how useful it is by actually using it in combat and finding how well it kills things comparatively.
2010-07-02, 03:14 PM
Takebacker
Quote:
Originally Posted by JoeTang
What's the spamming delay like in KMST, because it was horrid (almost 2 seconds) with monsters present last time I played my Brawler.
I wouldn't touch DU for the same reasons I wouldn't touch Shockwave: Even if it gets to be a decent skill, there are more and better skills to max, and it gets replaced in 4th job by other skill. Consider that Barrage is now spammable, and that it also triggers stun mastery.
We'll just estimate with the current action delay @960ms
Somersault Kick: 238.1%/s per mob
Backspin Blow: 322.9%/s per mob
It's better on five but not six. Considering Stun Mastery, Backspin Blow: ~346.4%/s, assuming the monster begins stunned, about even on mobs of six. Slightly favours Somersault Kick. It's really all about hits to kill and effectiveness in training at this point though.
Heh. For reference, assuming exactly one second charge time on Corkscrew Blow: 250%/s per mob full charge. Obviously not practical in many scenarios but this is an example of DPS vs practicality.
With Improved Infighting:
Backspin Blow: 427.1%/s per mob
With Stun Mastery: 450.5%/s per mob
Corkscrew Blow: 315.2%/s per mob
2010-07-02, 04:44 PM
Takebacker
Huh. And here i was spamming charged CSB to kill mobs, lolz.
2010-07-02, 06:32 PM
OrangeGuy
Oh wow, they got rid of Backspin delays too? This is great! Nothing to complain about anymore.
Never mind, Double Upper is spammable now. Can someone do calculations based on the new video on the KMST videos thread?
2010-07-02, 11:01 PM
LegendGospel
Before the new skill, I remember seeing that spamming Flash Fist was stronger than spamming DU. With the new skill, DU should be a little better, but just not good enough...
Now you just gotta wonder the utility of DU. During most of 2nd/3rd job you'll be training in mobs, no bossing outside of Party Quests and Dojo. It just seems to me that Flash Fist would suffice for that, and in 3rd job you get Drain (superior to FF at level 1) and Blast anyway. I remember spamming these skills a lot more as a Marauder at Dojo than DU>FF. Probably the new Marauder bossing style is gonna be something more like FF and Energy Skills. If you can't effectively CSB>Blast anymore, goodbye to "k guys wait here, I'll solo Crog" Marauder days. :(
So anyway, get Barrel and MP Recovery. These are irreplaceable. DU gets replaced.
2010-07-03, 12:17 AM
Worthyness
yay for 100% stun utility facing forward!
2010-07-03, 02:45 AM
LegendGospel
Quote:
Originally Posted by Worthyness
yay for 100% stun utility facing forward!
Which level 1 should be enough for :P
2010-07-08, 10:25 PM
Link
If I don't manage to get to level 163 before the Big Bang, what should my build be at level 161? I was thinking about it and this is what I came up with :
Current Build
Maple Hero - 3
Dragon Strike - 30
Rapid Fist - 30
Energy Orb - 1
Super Transform - 19
Demolition - 30
Snatch - 1
Wind Booster - 11
Time Leap - 1
Hero's Will - 0
-----------------------------------------------
Planned Build
Maple Hero - 0
Counter Attack - 10
Dragon Strike - 30
Rapid Fist - 30
Energy Orb - 0
Super Transform - 20
Demolition - 30
Snatch - 0
Wind Booster - 5
Time Leap - 1
Hero's Will - 0
Or should I distribute it differently?
2010-07-08, 10:31 PM
Manu
Quote:
Originally Posted by ShiKage
If I don't manage to get to level 163 before the Big Bang, what should my build be at level 161? I was thinking about it and this is what I came up with :
Current Build
Maple Hero - 3
Dragon Strike - 30
Rapid Fist - 30
Energy Orb - 1
Super Transform - 19
Demolition - 30
Snatch - 1
Wind Booster - 11
Time Leap - 1
Hero's Will - 0
-----------------------------------------------
Planned Build
Maple Hero - 0
Counter Attack - 10
Dragon Strike - 30
Rapid Fist - 30
Energy Orb - 0
Super Transform - 20
Demolition - 30
Snatch - 0
Wind Booster - 5
Time Leap - 1
Hero's Will - 0
Or should I distribute it differently?
That looks like the best option to me.
hmm I'm 145 now so I have 88 SP... let's see
30 DS
1 barrage
1 SI
1 time leap
leaves me 55 SP for attacking skills, thinking either 20 ST 30 demo and 5 counter attack or 6 barrage? or should I max barrage, 1 ST rest demo?
Demo seems so much better now and 20 seconds without it looks good to me.
2010-07-09, 11:53 PM
Link
Steve, you should add Infighting Mastery to the build.
For my entire build at level 161 after the SP reset, this is what I will have :
Knuckle Mastery - 20
Critical Punch - 10
Max HP Increase - 10
Back Elbow - 20
Double Upper - 20
Screw Punch - 20
MP Recovery - 10
Knuckle Booster - 20
Oak Barrel - 10
Remaining SP : 0 (+19 SP from 3rd job)
_____________________________
3rd Job
Stun Mastery - 20
Energy Charge - 20
Infighting Mastery - 10
Energy Blast - 20
Energy Drain - 20
Transform - 20
Shockwave - 2
Lucky Dice - 20
Remaining SP : 0
_____________________________
4th job (at 161)
Maple Hero - 0
Counter Attack - 10
Dragon Strike - 30
Rapid Fist - 30
Energy Orb - 0
Super Transform - 20
Demolition - 30
Snatch - 0
Wind Booster - 5
Time Leap - 1
Hero's Will - 0
Remaining SP : 0
I think I might change that and put some of those Shockwave points into Double Upper. It seems to be bit better, in my opinion. I want to wait to see if Shockwave is actually any good now, though.
2010-07-10, 12:21 AM
Schrono
You have 131 sp in 2nd job Shikage.
2010-07-10, 12:22 AM
Link
Quote:
Originally Posted by Schrono
You have 131 sp in 2nd job Shikage.
Oh. Woops. lmao
Let me do some fixing......
Okay... So................ 1 Double Upper, or trade Shockwave points for Double Upper? :S I don't know what to do now. Double Upper is my main finishing move if a mob has only a tiny bit of HP left, as Maple stands before the Big Bang. But, I'm not sure if it's worth it to take points out of Shockwave for it.
Nevermind... I'm retarded. I SHOULD take points from Shockwave and add it to Double Upper. Shockwave is pointless with Dragon Strike.
2010-07-10, 02:37 AM
LegendGospel
Just a thought... couldn't you borrow some Barrage points for a while to add them to S.Transform? You know, to have Demo 95% of the time earlier... making you not even need Barrage that much.
2010-07-10, 02:45 AM
Link
Quote:
Originally Posted by LegendGospel
Just a thought... couldn't you borrow some Barrage points for a while to add them to S.Transform? You know, to have Demo 95% of the time earlier... making you not even need Barrage that much.
It's definitely a possible alternate build. I mean, you only really need level 1 Barrage for training (since it'll probably only be used as a finisher, depending on where you train), so you can max Super Transform and Demolition sooner, but your single target DPS outside of Transform will suffer a bit. Not that it'd be too much, really.
2010-07-10, 05:23 AM
LegendGospel
Yup, current GMS Barrage is overkill on most training scenarios, I guess the new Barrage isn't that much different...
With maxed S.Transform that would be only 20 seconds you have to depend on Barrage. On training you can rely on DS much more, and on bosses you still need to Barrage>DS during these 20 seconds, since it's my understanding that they removed Barrage's spam. So DS should help a bit there, too.
But, for a level 160+ Viper who is getting a skill reset... there's really little reason to max Barrage if you can use these points in S.Trasnform, or even Maple Warrior, which will be way more beneficial if you solo.
It's gonna feel weird being transformed 90% of the time, I must admit. You could even use regular Transform and never see your character sprite again on maple, lulz.
2010-07-10, 02:06 PM
Worthyness
Does speed infusion retain it's +2 speed characteristic at level 11? How much of an importance is it to have in the big bang patch? assuming i don't level much more, i'll have:
max DS, max counter attack, 1 TL, 1 S. trans for the mobility, 1(+) SI depending how important it is, and the rest in barrage. (level 139 atm)
2010-07-11, 08:16 AM
OrangeGuy
After playing around with SP resets, I have to say, Lucky Dice is the most useful skill any pirate will ever have. Getting it early isn't a mistake at all.
2010-07-12, 09:46 PM
Manu
I was looking at your 2nd job build, and I think there might be other ways to do it, since max HP increase is now %, you can add it whenever you want, so it's not so important right at the start, also, I heard or read somewhere that for best damage on training, BSB>CSB, how true is that? cause if it is, a more viable build could be around:
30: +1 Corkscrew
31: +1 backspin +2 mastery
32: +3 mastery
33: +3 booster
34: +3 booster (6)
35-37: Critical Punch
38: +1 Critical Punch (MAX), +2 Knuckle Mastery
39-42: Knuckle Mastery
43: +1 Mastery (MAX)
44-49: Backspin
50: +1 Backspin (max) +2 HP increase
51-53: Hp increase
51-55: Corkscrew
then HP recovery, barrel and extras in double upper, but that's more or less the idea that I think I'm doing for my brawler in KMS, ideas, opinions, help? o.o
2010-07-12, 09:50 PM
Arroz
Quote:
Originally Posted by Darkmaniak
I was looking at your 2nd job build, and I think there might be other ways to do it, since max HP increase is now %, you can add it whenever you want, so it's not so important right at the start, also, I heard or read somewhere that for best damage on training, BSB>CSB, how true is that? cause if it is, a more viable build could be around:
30: +1 Corkscrew
31: +1 backspin +2 mastery
32: +3 mastery
33: +3 booster
34: +3 booster (6)
35-37: Critical Punch
38: +1 Critical Punch (MAX), +2 Knuckle Mastery
39-42: Knuckle Mastery
43: +1 Mastery (MAX)
44-49: Backspin
50: +1 Backspin (max) +2 HP increase
51-53: Hp increase
51-55: Corkscrew
then HP recovery, barrel and extras in double upper, but that's more or less the idea that I think I'm doing for my brawler in KMS, ideas, opinions, help? o.o
i was under he impression that double upper didn't suck anymore and was spammable
2010-07-12, 10:08 PM
JoeTang
Quote:
Originally Posted by Arroz
i was under he impression that double upper didn't suck anymore and was spammable
It doesn't suck after Infighting Mastery is maxed in Third Job.
2010-07-12, 10:09 PM
Manu
Quote:
Originally Posted by Arroz
i was under he impression that double upper didn't suck anymore and was spammable
It's probably not useless but not that useful either, so I'd do what ShiKage said and dump the Shockwave points into it.
2010-07-13, 12:28 AM
LegendGospel
That sounds like a plan.
Getting Shockwave in third job = Getting a kinda good mobbing skill, but it's not necessary having Blast and other stuff. Gets completely obsolete in 4th job.
Getting DU in third job = Getting a good bossing and single target skill so you don't just spam Flash Fist. Still useful at 4th job training if you have a stray monster wandering around. Stun with DU, then Barrage.
Personally, I loved Marauder bossing at Dojo. Maybe won't so much without invincibility frames, even as a Bucc. But anyway, can anyone confirm if spamming max DU at 3rd job is better damage than spamming max Drain?
2010-08-23, 04:30 PM
Takebacker
Updated Post Big Bang version. Go ahead and find flaws.
2010-08-23, 09:10 PM
Arrg
Quote:
Originally Posted by Takebacker
Updated Post Big Bang version. Go ahead and find flaws.
I say that hp and critical are far from priority, simply because you can max the hp skill last and still have the same hp as if you maxed it first, but those first 4 levels won't be as hellish.
I would reccommend 1 elbow at 30, max mastery, 6 booster then max elbow, followed by booster, hp, screw punch, oak, mp.
Then in 3rd, it's pretty much fine, it's much more open to personalization, but why is infighting mastery maxed last? You get so much more damage for elbow and screw punch, making your non-energy time much more powerful. I'd max infighting mastery first, along with stun mastery, just so Ariant/C-2/other flat maps in 8x-10x work out well. Spamming elbow is very very nice.
4th is fine, again, open to interpretation. However, I get MANY complaints about SI being too short when partying, so if you wanna throw 1 extra point into SI just to make it even with HS, then that is encouraged.
The whole 'free points' should go into SI.
I have an entirely different 1st build suggestion for anyone past 4th that is gonna use the SP reset given: Max dash, leave ssk or flash fist at 11. It's nice for anyone too cheap to buy a mount, and if you use that whole 'accidental activation' bullpomegranate argument, then you need to go kill yourself.
2010-08-24, 05:12 PM
Takebacker
Quote:
Originally Posted by Arrg
I say that hp and critical are far from priority, simply because you can max the hp skill last and still have the same hp as if you maxed it first, but those first 4 levels won't be as hellish.
I would reccommend 1 elbow at 30, max mastery, 6 booster then max elbow, followed by booster, hp, screw punch, oak, mp.
I only put them there because 2nd job is a joke. Mushroom castle makes things much easier, so it doesn't matter what you do.
Quote:
Originally Posted by Arrg
Then in 3rd, it's pretty much fine, it's much more open to personalization, but why is infighting mastery maxed last? You get so much more damage for elbow and screw punch, making your non-energy time much more powerful. I'd max infighting mastery first, along with stun mastery, just so Ariant/C-2/other flat maps in 8x-10x work out well. Spamming elbow is very very nice.
There's a clear response to this in the build explanation.
I can't say planning for ariant/C-2 training is wise when we don't know what will happen to GMS exclusives. If nothing is changed, WRs will be the best training spot for 6x-100. Spamming BSB is nice, but the damage is already high enough to kill as you go along the map. CSB...the damage boost is nice, i think other skills are more worth the points though.
Quote:
Originally Posted by Arrg
4th is fine, again, open to interpretation. However, I get MANY complaints about SI being too short when partying, so if you wanna throw 1 extra point into SI just to make it even with HS, then that is encouraged.
The whole 'free points' should go into SI.
W'tf? 110 seconds isn't that bad a timer for level 1. Rebuffing isn't that big a deal, really.
Quote:
Originally Posted by Arrg
I have an entirely different 1st build suggestion for anyone past 4th that is gonna use the SP reset given: Max dash, leave ssk or flash fist at 11. It's nice for anyone too cheap to buy a mount, and if you use that whole 'accidental activation' bullpomegranate argument, then you need to go kill yourself.
I don't even need to use the accidental activation as an excuse anymore. You have 40 spd/20 jump from ST 90% of the time and normal transform for the other 10%. Getting dash for speed/jump is even more useless now, especially with guild skills giving the same bonus as dash with no activation.
2010-08-24, 05:30 PM
Arrg
Quote:
Originally Posted by Takebacker
I only put them there because 2nd job is a joke. Mushroom castle makes things much easier, so it doesn't matter what you do.
Yeah, but if you want it to be FASTEST, then you'll do what I reccommended, 30-50 in a few hours rather than a few days is better. Yeah, it's easy now with mush castle, but if you grind normally at ksquare it's WAY faster than mush castle quests.
Or if you feel like CPQing (the absolute fastest 30-40, in like an hour) then having more elbow is your smartest choice.
Quote:
Originally Posted by Takebacker
There's a clear response to this in the build explanation.
I can't say planning for ariant/C-2 training is wise when we don't know what will happen to GMS exclusives. If nothing is changed, WRs will be the best training spot for 6x-100. Spamming BSB is nice, but the damage is already high enough to kill as you go along the map. CSB...the damage boost is nice, i think other skills are more worth the points though.
Why kill at normal speed when you can in almost half the hits? And how do transform and drain fall into 'worth more points' than more damage?
Quote:
Originally Posted by Takebacker
W'tf? 110 seconds isn't that bad a timer for level 1. Rebuffing isn't that big a deal, really.
It's really annoying when it disappears and you don't realize. It's more of a party-benefit rather than just for yourself.
Quote:
Originally Posted by Takebacker
I don't even need to use the accidental activation as an excuse anymore. You have 40 spd/20 jump from ST 90% of the time and normal transform for the other 10%. Getting dash for speed/jump is even more useless now, especially with guild skills giving the same bonus as dash with no activation.
Yeah, but there's still a 20-30 second gap from using STF and TF back to back (for the 30+levels that you don't have max STF.), in which times you don't really want to be going at normal speeds. It's more aimed at anyone at or past 3rd, because you have a lot of speed issues there. I know I said 4th but it works really well in 3rd.
I'm not criticizing you to be a d'ick, I'm just saying your build isn't universal for the crazy-grinders. All of my reccommendations pertain to optimum leveling speed.
2010-08-24, 05:50 PM
Takebacker
Quote:
Originally Posted by Arrg
Yeah, but if you want it to be FASTEST, then you'll do what I reccommended, 30-50 in a few hours rather than a few days is better. Yeah, it's easy now with mush castle, but if you grind normally at ksquare it's WAY faster than mush castle quests.
Or if you feel like CPQing (the absolute fastest 30-40, in like an hour) then having more elbow is your smartest choice.
Taking a few days to get from 30-50 is kind of ridiculous. Even in KMST under normal rates it took me 3 hours to do that and i used this build, so i don't know what you're talking about...
Also, obviously training at ksquare is faster than mush castle. They're targeted for two different level ranges...
Quote:
Originally Posted by Arrg
Why kill at normal speed when you can in almost half the hits?
That's hardly a good response to a whole paragraph of reasons...
Why would i want to kill in half the hits with skills that, even with AI, are still not as strong as blast. Blast is what you'll kill with, so naturally blast takes priority. Once blast and charge are out of the way you'll mostly kill with that and BSB/CSB won't make THAT much difference.
Quote:
Originally Posted by Arrg
It's really annoying when it disappears and you don't realize. It's more of a party-benefit rather than just for yourself.
I agree, since that seldom happens to me even with level 11, but putting more than 1 SP into it is enough. Free points are what they're supposed to be, and the only reason i'd pick orb is because i think it's better to have a whole new attack to play with at end game rather than getting more time on one out of the 2 or 3 buffs we have. Like you said though, open to interpretation. Debating over such a low key issue isn't a big deal because most likely no one is going to follow a 4th job build point for point.
Quote:
Originally Posted by Arrg
Yeah, but there's still a 20-30 second gap from using STF and TF back to back, in which times you don't really want to be going at normal speeds. It's more aimed at anyone past 3rd, because you have a lot of speed issues there. I know I said 4th but it works really well in 3rd.
In 3rd i'd have to agree but if the map you're in is really packed, you can pretty much rely on just CSB+blast to get around. What you said before was specifically for 4th jobbers though, which is why it wasn't a good idea at all to me.
Quote:
Originally Posted by Arrg
I'm not criticizing you to be a d'ick, I'm just saying your build isn't universal for the crazy-grinders. All of my reccommendations pertain to optimum leveling speed.
If i asked for criticism i wouldn't think anyone criticizing me is being a d'ick so long as they're actually adding input. I value your input more than pretty much anyone else, too.
2010-08-24, 06:04 PM
Arrg
Quote:
Originally Posted by Takebacker
Taking a few days to get from 30-50 is kind of ridiculous. Even in KMST under normal rates it took me 3 hours to do that and i used this build, so i don't know what you're talking about...
Also, obviously training at ksquare is faster than mush castle. They're targeted for two different level ranges...
...but you can go to ksquare (the bubble tea things are really good, and the fact that it's a flat map) at 30...so...it overlaps the levels that mush castle covers, and then you don't even have to go all the way to ksquare once you hit 38 or whatever.
Quote:
Originally Posted by Takebacker
That's hardly a good response to a whole paragraph of reasons...
Why would i want to kill in half the hits with skills that, even with AI, are still not as strong as blast. Blast is what you'll kill with, so naturally blast takes priority. Once blast and charge are out of the way you'll mostly kill with that and BSB/CSB won't make THAT much difference.
Would you rather do 500% for 60 seconds, then like two minutes of doing 310% damage, or would you rather do 430% damage all the time? And blast/charge are almost useless until maxed, but infighting mastery maxes at 73 if you max it first.
2010-08-24, 06:38 PM
Takebacker
Quote:
Originally Posted by Arrg
...but you can go to ksquare (the bubble tea things are really good, and the fact that it's a flat map) at 30...so...it overlaps the levels that mush castle covers, and then you don't even have to go all the way to ksquare once you hit 38 or whatever.
Since when can you go to Ksquare at level 30? O_O I thought it was 35-50.
Quote:
Originally Posted by Arrg
Would you rather do 500% for 60 seconds, then like two minutes of doing 310% damage, or would you rather do 430% damage all the time? And blast/charge are almost useless until maxed, but infighting mastery maxes at 73 if you max it first.
I think 2 minutes is horribly exaggerated, but i'm sticking with blast being better overall. If only advanced infighting increased the range of CSB and BSB like heavy weapon mastery does for flamethrower. :/ The damage lost from not getting advanced infighting is compensated by blast, and your out of energy mob kill move will still be SSK even with max AI. CSB will just be for moving large amounts of mobs and BSB for medium mob sized damage. Their use doesn't change, only the damage, which makes it less valuable overall. I think both builds are viable choices since i've experimented with both. (SP resets were out at the time i was 77, so i experimented with pure AI vs blast)
2010-08-24, 06:50 PM
Manu
Also about AI, is it fixed? I heard there was a glitch that instead of making your damage +x% it turned it into x%, making the attacks much weaker.
2010-08-24, 06:52 PM
Link
Quote:
Originally Posted by Darkmaniak
Also about AI, is it fixed? I heard there was a glitch that instead of making your damage +x% it turned it into x%, making the attacks much weaker.
That was only a bug in KMST and it was fixed. It never had an appearance in the official server.
2010-08-24, 06:57 PM
Arrg
Quote:
Originally Posted by Takebacker
Since when can you go to Ksquare at level 30? O_O I thought it was 35-50.
I...thought it was? I can't remember, honestly. You may be right.
Quote:
Originally Posted by Takebacker
I think 2 minutes is horribly exaggerated, but i'm sticking with blast being better overall. If only advanced infighting increased the range of CSB and BSB like heavy weapon mastery does for flamethrower. :/ The damage lost from not getting advanced infighting is compensated by blast, and your out of energy mob kill move will still be SSK even with max AI. CSB will just be for moving large amounts of mobs and BSB for medium mob sized damage. Their use doesn't change, only the damage, which makes it less valuable overall. I think both builds are viable choices since i've experimented with both. (SP resets were out at the time i was 77, so i experimented with pure AI vs blast)
I VERY rarely used sskick. Spamming elbow > csb and sskick. I just prefer the idea of being constantly strong as soon as possible, rather than having a useless skill until it hits 4 monsters, and another useless skill that doesn't last that long until max. Maybe infighting mastery > then your build, rather than my suggestion of stun mastery (meh. not as crucial post-bb) would be the optimal leveling strategy.
2010-08-24, 07:41 PM
HighOnMushrooms
Quote:
Originally Posted by Takebacker
Since when can you go to Ksquare at level 30? O_O I thought it was 35-50.
You can enter Kerning Square as early as 15. You just can't do the quests until 35.
2010-12-08, 08:19 PM
Takebacker
Updated slightly. Orb > snatch and fundamentals is prioritized.
2010-12-09, 03:21 PM
Suber
Make the vid yet ? :D
2010-12-09, 03:23 PM
Takebacker
Quote:
Originally Posted by Suber
Make the vid yet ? :D
It's being rendered right now. Thread should be up in a while. Depends if i like the finished product enough to just upload it or if i need to make revisions. One revision means it will be up late tonight. :X
2010-12-14, 03:37 PM
Sinnuendo
A question about Improved HP:
Does it work like it used to and increase HP on level-up or is it a flat bonus to your HP? I'm 37 now with max Mastery and 1 CSB, and I'm planning to max Crit and CSB and get 6 Booster before adding Imp HP (so the earliest I can start on it with my build is around 50).
Edit: With the reasoning that basically nothing in 2nd job will require a 20% HP bonus to survive/effectively train at.
2010-12-14, 03:38 PM
Takebacker
Quote:
Originally Posted by Sinnuendo
A question about Improved HP:
Does it work like it used to and increase HP on level-up or is it a flat bonus to your HP? I'm 37 now with max Mastery and 1 CSB, and I'm planning to max Crit and CSB and get 6 Booster before adding Imp HP (so the earliest I can start on it with my build is around 50).
You can add into it whenever you want and not miss out on anything.
2010-12-14, 06:03 PM
Arrg
It's a good idea to max improved hp last.
2011-01-24, 07:27 PM
Takebacker
Updated the 4th job build to get 10 SI at early 15x, rather than not at all.
2011-01-24, 07:49 PM
66alex66
where's snatch in the build?
EDIT: and where/which rebalancing patch did you see that Orb is better than DS?
2011-01-24, 09:15 PM
Takebacker
Quote:
Originally Posted by 66alex66
where's snatch in the build?
EDIT: and where/which rebalancing patch did you see that Orb is better than DS?
Fixed.
Uh, the one that orb got buffed in? I dunno.
2011-01-24, 09:31 PM
66alex66
Quote:
Originally Posted by Takebacker
Fixed.
Uh, the one that orb got buffed in? I dunno.
So how much better is Orb after this rebalancing patch?
2011-01-24, 09:41 PM
Takebacker
Quote:
Originally Posted by 66alex66
So how much better is Orb after this rebalancing patch?
Joetang gave me the impression that it was better in every situation, dunno for sure though.
2011-03-12, 01:46 PM
Veneni
Hello :)
Was wondering if anyone is doing a special build for ultimate explorer-brawlers.
I'm planning on doing tranformation first at 70, so I can take off those set equips at 77, since I'm just wearing them for the speed buff xD
Then I'll be doing energy charge > Brawling mastery > dice > blast > stun mastery > drain.
Thoughts about this? :)
I also have a question about your 4th job build. It's a minor thing though:
Why not 1 snatch at 121 and +3 DS at 122? And Demolition instead of Time leap?
Also: When is barrage even needed? Only in the 20 seconds you aren't in STrans right or am I missing somthing? That would mean level 30 vs lvl 1 raises your dps with ((362%/246%)-1)*(20s/200s) = 4.7%. While demolition: ((410%/294%)-1)*(180s/200s) = 35.5%
2011-03-12, 02:46 PM
Takebacker
For UA's all you have to do is get skills that affect your ability to sharkwave. Dice/transform for haste and attack being the top priority imo. The rest you get in whatever order you want. I don't know how much brawling mastery would affect UA's since i don't know how heavily dependent on sharkwave they are at early 3rd job.
For 4th job...
Those two levels are whatever. You could interchange the two and it wouldn't make a difference. Some people don't see the utility in snatch, but after using it in LHC i'm going to put points in it earlier than i anticipated.
And oh, i meant to put demolition somewhere in there. That's what most people do nowadays since demolition doesn't completely suck d'ick at level 1.
I'm planning on doing tranformation first at 70, so I can take off those set equips at 77, since I'm just wearing them for the speed buff xD
The cooldown on normal Transform is way too long and you'll find yourself back to your normal speed/jump most of the time (though with the new rings this shouldn't be too much of a problem). This can also be somewhat relieved if you have Dash, which is good when moving from one mob to another.
Also, I'd max Dice before Brawling Mastery, as I believe you'll be spamming Sharkwave all the way to 120 anyway, only using CSB/BSB to mob the monsters.
===
So... is Energy Orb any good at LHC? I don't think I'll be able to find a DS20 book anytime soon so I'm thinking of going EO after Pirate's Revenge. :\