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  1. Default


    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?

  2. Default


    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.

  3. Default


    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 :

    Spoiler


    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.


  4. Default


    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.

  5. Default


    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.

  6. Default


    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.

  7. Default


    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.

  8. Default


    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)

  9. Default


    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.

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    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

  11. Default


    i was under he impression that double upper didn't suck anymore and was spammable

  12. Default


    It doesn't suck after Infighting Mastery is maxed in Third Job.

  13. Default


    It's probably not useless but not that useful either, so I'd do what ShiKage said and dump the Shockwave points into it.

  14. Default


    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?

  15. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default


    Updated Post Big Bang version. Go ahead and find flaws.

  16. Lead Ball Straight Male
    IGN: Arrg
    Server: Culverin
    Level: 192
    Job: Viper
    Guild: Century (leader)
    Alliance: Foreigner
    Texas

    Default


    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.

  17. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default


    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.

    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.

    W'tf? 110 seconds isn't that bad a timer for level 1. Rebuffing isn't that big a deal, really.

    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.

  18. Lead Ball Straight Male
    IGN: Arrg
    Server: Culverin
    Level: 192
    Job: Viper
    Guild: Century (leader)
    Alliance: Foreigner
    Texas

    Default


    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.
    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?

    It's really annoying when it disappears and you don't realize. It's more of a party-benefit rather than just for yourself.
    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.

  19. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default


    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...

    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.

    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.

    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.

    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.

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