[Section 1] Getting Started: Gunslinger Information
Pros and Cons
AP Builds
Bullets
Attack Speeds
Useful Formulas
[Section 2] First Job Skill Builds
Standard Build
Unfunded/Sommersault Kick Build
[Section 3] Second Job Skill Builds
Standard Build
[Section 4] Third Job Skill Builds
Standard Build
Early Flamethrower Build
Maxed Gaviota Build
[Section 5] Fourth Job Skill Builds
Early Fourth Job Build
Options after Battleship Cannon
[Section 6] Motivation
Gunslinger Videos
Gunslinger Screenshots
[Section 7] Other Useful Gunslinger/Pirate Threads
[Section 1] Getting Started: Gunslinger Information
Getting Started: Gunslinger Information
Pros and Cons
Pros
Cons
Fast attacking speed
Low damage in 1st-2nd job
Great mobility with Dash, Wings and Recoil Shot
Low HP (slightly higher than Archer/Thieves)
Large variety of useful skills
No party skills
Relatively cheap equipment and skill books
Bullets are level restricted. Upgrading only gives a small boost
Able to freeze and stun monsters
Requires a separate set of bullets for Ice Splitter/Flamethrower for optimal damage
Highest single target damage in 4th job with Battleship Cannon
Battleship limits mobility and skill usage
High accuracy
AP Builds
In order to become a Pirate, you will need 20 DEX in order to make the job advancement at level 10.
As a Gunslinger, your primary stat will be DEX while STR is your secondary stat required for equipment.
Gunslingers need their total STR and DEX equal to the level requirement of their equips (ie. White Pioneer (level 80 overall) requires 80 STR and 80 DEX to be equipped).
There are three common AP Builds for Gunslingers: STRless, Low-STR, and Regular STR. Each of them has their pros and cons.
STRless: These Gunslingers keep their base STR at 4 and scrolls the rest of their equips for DEX. Their primary weapons are the Maple Guns, which are level 35, 43, and 64. STRless Gunslingers are generally stronger at lower levels but lose out in the long run to Low-STR and Regular STR. STRless is the most affordable build, which is great for those who are unfunded.
Low-STR: This AP build aims to keep base STR as low as possible while using the STR from equipment to equip their gun. This is the most common Gunslinger AP build because it's easier to adjust your STR for newer equipment. However, STR is more difficult to scroll for than DEX.
Regular STR: This build has base STR equal to (or very close to) the requirement for their gun while scrolling the rest of their equipment for DEX. This build is viable because it is very easy to scroll equipment for DEX. However, it is more difficult to adjust STR for newer equipment.
Bullets
The majority of Gunslinger skills consume a bullet in order to be used. They are like Stars in that they can be recharged. Bullets range from level 10 to level 110, with a new set every 20 levels. Gunslingers also have the option of using a separate set of Bullets called "Capsules" for Ice Splitter and Flamethrower (3rd job skills). These aren't required, but they double the damage of their respective skills when used.
The following attacks do not consume a bullet:
Flash Fist
Sommersault Kick
Blank Shot
Grenade
Aerial Strike
Here is a complete list of all bullets and capsules currently available in GMS:
Bullet
Effects
Level Req.
Quantity
Obtained From
Bullet
+10 Atk
10
800
Orange Mushroom, Bubbling, Mano, Horny Mushroom, Wooden Mask, Bellamoa, Ear Plug Plead, Any Potion Shop
Split Bullet
+12 Atk
30
1200
Wild Boar, Scorpion, Pink Teddies, Curse Eye, Scuba Pepe, Triple Rumo, Toy Horse, Star Squirrel, Martian, Mateon
Mighty Bullet
+14 Atk
50
1600
Iron Mutae, Red Flower Snake, Ginseng, Wraith, Hoodoo/Voodoo, Luster Pixie, Lioner, Book Ghost, Grizzly, Officer Skeleton, Paperlanterns
Final Build
20/20 Double Shot [MAX]
20/20 Bullet Time [MAX]
10/10 Dash [MAX]
11/20 Sommersault Kick
00/20 Flash Fist
Build 1 Explanation
This build is very straight forward and is generally accepted as the standard build.
Double Shot is your primary training skill. It is incredibly fast, but quite weak in terms of raw damage output.
Dash is maxed out next for increased mobility.
Sommersault Kick is then boosted to level 11 to provide a decent mob attack. It is left at level 11 because it becomes useless after you advance to second job, but it can be decent for first job training.
Bullet Time is left to the very end because the accuracy bonus is unneeded for Gunslingers, and the benefits of +20 avoid are not very noticeable.
Final Build
20/20 Double Shot [MAX]
10/10 Dash [MAX]
20/20 Sommersault Kick [MAX]
11/20 Bullet Time
00/20 Flash Fist
Build 2 Explanation
This build is better for unfunded characters because recharging bullets and Double Shot's MP draining can quickly sap away at your funds.
Sommersault Kick is a decent mob attack which will make the early levels much easier.
Bullet Time isn't very useful for Gunslingers so not maxing it will not greatly affect you in the long-run. There is also a considerable amount of leftover SP in second job, which can be used to max out Bullet Time if you wish.
Your first SP goes into your first gun-based mob attack, Invisible Shot. It works like a Hermit's Avenger in that it goes through monsters in a straight line.
Mastery is maxed out immediately to increase bullet capacity and to get rid of that horrible minimum damage.
Invisible Shot is then maxed out. It has great range, both horizontally and vertically, which makes sniping easy.
Level 5 Wings is required to unlock Recoil Shot, which is maxed next to increase mobility. It's similar to a Hermit's Flash Jump with a few differences. First of all, it is also an attack and it deals 260% at maxed level. It's not spammable like a Hermit's Flash Jump however. It can be used roughly every two seconds. The distance is increased as the skill level increases.
Wings is then maxed out for greater mobility on certain maps. Tip: a macro with Wings + Recoil Shot + Wings can propel your character very far, which can be very useful for training on flat maps.
Blank Shot is left to the end because stun isn't very useful in second job. You typically won't be training on monsters that require stun until level 60, which is why it is left that late.
Finally, increase Gun Booster to level 11 and you have 20 free SP to toy around with.
Options for the 20 free SP:
9 Booster/11 Grenade (Recommended)
9 Booster/9 Bullet Time/2 whatever (Recommended, if you did not max Bullet Time)
Max Grenade (Not Recommended, see below)
Grenade isn't a very useful skill because it requires a charge up and the range is difficult to control. Invisible Shot is a better mob attack and it's twice the speed of Grenade. Furthermore, Grenade is unaffected by mastery, making its damage very unstable.
Final Build
30/30 Octopus [MAX]
30/30 Homing Beacon [MAX]
20/20 Burst Fire [MAX]
15/30 Gaviota
30/30 Flamethrower [MAX] & 26/30 Ice Splitter OR 26/30 Flamethrower & 30/30 Ice Splitter [MAX]
Build 1 Explanation
This build prepares you to train at Jr. Newties as early as possible. You will be sniping from the middle platform for most of third job, using Burst Fire as your primary attack while summoning Octopus and Gaviota in between spawns for additional damage. Another option for this build can be to max Ice Splitter before starting Octopus and Gaviota, giving you more training options than just Newties.
Burst Fire maxed first is the most obvious choice for third job. It's already stronger than maxed Double Shot at level 1, and gives a significant power boost in comparison to previous jobs' skills.
Flamethrower is maxed later on to provide a decent mob attack when used in combination with Ice Splitter. Max Flamethrower and 26 Ice Splitter provides a slightly higher damage output (about 4% higher). However, Ice Splitter is used a lot more often than Flamethrower, thus maxing Ice Splitter instead is the preferred option.
Gaviota is left at level 15 (minimum requirement for Aerial Strike in fourth job) because it isn't a very useful skill. The damage increase from level 15 to level 30 isn't significant enough to make it worth maxing.
Homing Beacon is left to the very end because its uses are fairly limited in third job. However, maxing it out is a requirement for the fourth job skill "Bullseye", which is why it is maxed out over other skills.
This build is similar to the standard except Gaviota is maxed instead of Flamethrower.
Speaking from experience, I would not recommend maxing Gaviota over Flamethrower. You will find that Gaviota's uses are very limited outside of Newties. There aren't any situations where level 30 Gaviota would be better than level 15 Gaviota. The damage difference between level 15 and level 30 Gaviota is minimal.
So why would you even follow this build? If you plan on maxing Rapid Fire early in fourth job, you won't find Flamethrower as useful since Rapid Fire is better in most situations when Battleship breaks.
Final Fourth Job Build
30/30 Rapid Fire [MAX]
30/30 Aerial Strike [MAX]
30/30 Battleship Cannon [MAX]
30/30 Battleship Torpedo [MAX]
30/30 Elemental Boost [MAX]
20/20 Bullseye [MAX]
20/20 Wrath of the Octopi [MAX]
05/05 Hero's Will [MAX]
10/10 Battleship [MAX]
29/30 Maple Warrior
01/20 Hypnotize
~8 Free SP
Options after Battleship Cannon
The build above is the typical early 4th job build, though the 1-point-wonders can be postponed or switched around.
Battleship can also be left at level 1 for a while, allowing you to work on your other skills earlier.
Another option is to get level 2 Battleship Cannon and level 1 Battleship at level 120 and then add points into Battleship Cannon. This allows you to get level 11 Battleship Cannon 1 level earlier, which is when it hits 4 times instead of 3.
There are many different routes to take after maxing Battleship Cannon. Here are some possible paths to follow once you reach level 134. These builds only discuss the next two skills to max since there are too many options to discuss.
Pure Training Build:
Max Battleship Torpedo -> Max Aerial Strike OR 21 Battleship Torpedo -> 21 Aerial Strike -> Max Battleship Torpedo -> Max Aerial Strike
Battleship Torpedo is one of the most powerful mob attacks in the game. It outdamages Battleship Cannon on mobs of three monsters or more and it only consumes one bullet, making training faster and more efficient. Aerial Strike is another powerful mob/utility skill that has massive vertical range. It can put a huge dent in most monsters, thus removing the need to climb ropes and ladders in most cases. It can also be used for creating mobs for Battleship Torpedo.
Pure Bossing Build:
Max Bullseye -> Max Rapid Fire
If you make the effort to keep track of Anego spawn times, it will be the fastest training method possible for Corsairs. Bullseye is brilliant at Anego, multiplying each hit by 1.2, which will make killing Anego much faster. Max Rapid Fire is great for bossing because Battleship will break more often. Rapid Fire is also a good back-up skill during training.
Bossing/Training Build:
Max Bullseye -> Max Battleship Torpedo OR 21 Battleship Torpedo -> Max Bullseye -> Max Battleship Torpedo
This build is basically a combination of the first two. Battleship Torpedo will speed up your training while Bullseye will improve your damage on bosses, including Anego.
These are only some of the possible builds. There are other viable options that I haven't discussed in detail, such as Aerial Strike or even Rapid Fire after Battleship Cannon.
I love you. Could you by chance link to some videos, I'd like to see exactly how these skills work.
Also, how much Endurance does BattleShip have? Does it increase as your add Points into it?
One thing I would consider adding, were this my thread to edit, is to have Spoilers around the SP Adding/Explanation, making the total thread very easy to navigate without having to scroll a lot.
Hazzy Wrote:I love you. Could you by chance link to some videos, I'd like to see exactly how these skills work.
Also, how much Endurance does BattleShip have? Does it increase as your add Points into it?
I don't think the endurance of the Battleship is known, only based on assumptions. From what I've seen in videos, level 1 is quite sufficient, especially since Captains can freeze via Cooling Effect. I'd assume the endurance does increase seeing as the cooldown also increases.
I could post some videos later, but a lot of them require the evil GOM player. If anyone knows how to post them on Youtube, it would be highly appreciated.
I'll probably add in the Spoiler tags too, the thread is getting a little lengthy ;x
Bribery Wrote:I don't think the endurance of the Battleship is known, only based on assumptions. From what I've seen in videos, level 1 is quite sufficient, especially since Captains can freeze via Cooling Effect. I'd assume the endurance does increase seeing as the cooldown also increases.
I could post some videos later, but a lot of them require the evil GOM player. If anyone knows how to post them on Youtube, it would be highly appreciated.
I'll probably add in the Spoiler tags too, the thread is getting a little lengthy ;x
Yay Spoilers
I figured the Cooldown time was rising with the Defense added. +100 Defense is almost like getting a second Zakum Helm. (Defense wise)
Hazzy Wrote:Looking at your videos, This one to be exact, I took a double take. What the heck happens at 00:09? o_o
Oh, that's "Jump down". I think it's done by pressing your Jump Key + Down Arrow. It's currently not available in GMS, only KMS as far as I know. It's not a Pirate skill
Bribery Wrote:Oh, that's "Jump down". I think it's done by pressing your Jump Key + Down Arrow. It's currently not available in GMS, only KMS as far as I know. It's not a Pirate skill
o_o
That's awesome. Now I can go do the Mage Stage in Ludi PQ as warrior.