Hey guys. This is AverageGuides here making some quick an easy unfunded guides for anyone to use.
Let's start with the basics. The AP distribution.
To start, a pirate needs a base dex of 20 to get the advancement. Then to focus on a brawler, you need strength.
A funded brawler can go dexless and cap their base dex at 20.
A moderately funded brawler can go low dex and cap their base dex at around 40-80
An unfunded brawler can apply AP regularly and have the same amount of dex as their level.
Benefits of dexless?
- You get to maximize your AP distribution into STR, which maximizes damage output.
- You will be alot stronger than others from levels 1-70.
Cons?
- Costs alot of mesos to supply the equips that don't require dex at high levels, and gives lots of dex.
- You slowly fade out after level 70, because of the lack of equips [Like a high level knuckle].
- Very costly.
Benefits of low dex?
- You get a large amount of AP distributed into STR, while only adding a few points into DEX.
- You can wear higher level equips than dexless, and still do high damage.
Cons?
- Costs funding to have equips give dex to use higher level equips [Like a higher level knuckle].
- It is costly.
Benefits of a regular brawler?
- It is very cheap.
- You can still do a moderate amount of damage even though you have lots of points added into DEX.
Cons?
- It is significantly weaker than the other build methods.
Ultimately, it is your decision on how to distribute your AP and how to make your brawler.
Now, SP distribution.
1st Job Advancement
Spoiler!
Level 10 - Somersault Kick [1]
Level 16 - Somersault Kick [+18 = 19] - Add all points to somersault kick
Level 17 - Somersault Kick [+1 = 20 MAX] / Flash Fist [1] / Dash [1]
Level 20 - Dash [+9 = 10 MAX]
This is where preference splits between bullet time and flast fist.
Level 26 - Flash Fist [+18 = 19] or Bullet Time [18]
Level 27 - Flash Fist [+1 = 20 MAX] / Bullet Time [2] or Bullet Time [+2 = 20 MAX] / Flash Fist [+1 = 2]
Level 30 - Bullet Time [+9 = 11] or Flash Fist [+9 = 11]
And that is where it ends.
Why Somersault Kick first?
-Because this is a great mob move, and it helps you kill mobs very quickly at a high level.
Why is the preference between Flash Fist and Bullet Time?
-Some people find Flash Fist useless and build into Bullet Time, while others find Bullet Time useless and build into Flash Fist.
-Overall, flash fist becomes useless because you get double uppercut at second job, and the accuracy rate is determined by level now.
Why max Dash when I can max both Flash Fist and Bullet Time and leave it at level 1?
-Because without dash, you'll be moving very slowly, and thats lame.
-Dash gives a huge speed boost, which can help you train quickly.
Areas to train from 1 - 30.
Level 1 - 10 -> Maple Island quests.
Level 10 - 20 -> Beginner pirate quests, and crocell. [This is great because it gives you the equips you need.]
Level 20 - 30 -> Rotting Skeletons. [These are great monsters to fight because they have 850 health and give 74 exp. That's alot for a level 20 monster.]
Alternatively, you can train from 10 - 20 on the blue ribbon pigs and zombie mushrooms.
Overall you have:
Flash Fist - Level 11 or 20
Somersault Kick - Level 20
Dash - Level 10
Bullet Time - Level 11 or 20
Congratulations on achieving level 30, you have your 2nd job now.
2nd Job Advancement
Spoiler!
Level 30 - Backspin Blow [1] or Corkscrew Blow [1]
Level 31 - Double Uppercut [1] / add into either Backspin Blow or Corkscrew Blow depending on what you got at level 30 [1] / Knuckle Mastery [1]
Level 32 - Knuckle Mastery [+3 = 4]
Level 33 - Knuckle Mastery [+1 = 5] / Backspin Blow [+2 = 3]
Level 39 - Backspin Blow [+17 = 20 MAX] / Knuckle Mastery [+1 = 6]
Level 44 - Knuckle Mastery [+14 = 20 MAX] / Critical Punch [1]
Level 47 - Critical Punch [+9 = 10 MAX]
Level 50 - Knuckle Booster [9]
Level 57 - Double Uppercut [+19 = 20 MAX] / Knuckle Booster [+2 = 11]
Level 60 - Knuckle Booster [+9 = 20 MAX]
Level 67 - Corkscrew Blow [+19 = 20 MAX] / HP Boost [2]
Level 70 - HP Boost [+8 = 10 MAX]
This is where preference comes between Oak Barrel and MP Recovery.
Level 70 Last point - Oak Barrel [1] or MP Recovery [1]
And that is where it ends.
Why max Backspin Blow first?
- This is because this skill has no delay.
Why not max Corkscrew Blow Sooner?
- This is because Corkscrew Blow has to charge up for strong damage, and Backspin Blow is just pressing the skill key.
Why max Knuckle Booster?
- This is because at 4th job, you get the sexy Speed Infusion, which requires Knuckle Booster maxed.
Which should I take; Oak Barrel or MP Recovery?
- This is a completely preference based decision, but:
- Oak Barrel acts like dark sight for thieves; you can move around to your training spots safely. [ex. getting to Robos safely]
- MP Recovery is like your mana pot; you heal 5% of your max health. [ex. 10 000 hp will recover 500 mana.]
Areas to train from 30 - 70
Level 30 - 40 -> Mushroom Kingdom Quests and monsters [Typically the Pepe's / King Yeti bosses] -> This gets you some decent gloves, and potentially an entire set of equipment.
Level 40 - 50 -> Kerning Square Quests and monsters [Typically CD's and above] -> This gets you some decent earrings.
Level 50 - 60 or 50 - 65 -> Dead Scarecrows [These are great because they give 220 exp and are level 50 monsters, which is alot]
Optional*Level 60 - 65 or 60 - 70 -> Hoodoos / Voodoos [These give 335 exp and are level 60 monsters, but have less spawn, so it is usually optional]
Level 65 - 70 -> Twisted Jesters [These give a large amount of exp, 1325 exp, and are a whole lot for its level, 70. But they have 50k hp]
Alternatively, you can PQ your way from 50 to 70 or train at these different locations because the ones above tend to have lots of ksers, etc.
Level 50 - 60 -> Floating Island of Chryse quests and monsters
Level 60 - 70 -> Monsters around ludibruim, [Robo's, Master Robo's, Block Golem's] or Omega Sector monsters [Mateon, Barnard Gray, Ultra Gray] or Korean Folk Town Monsters or Aqua Road monsters [east side] orMonsters around Kampung Village [Rodeo's, Charmer's, Jester Scarlion's]
Congratulations on achieving level 70. You have your 3rd job now.
This is where things get interesting, and you can go into 2 different pathings of building a marauder; Energy build or Transform build.
People typically follow the energy build, but both builds are viable. Personally I think that the energy build is better.
I will put both pathings to show how both builds would work.
3rd Job Advancement
Spoiler!
Level 70 - Energy Charge [1] or Transformation [1]
Level 71 - Energy Drain [1] / Energy Blast [1] / Energy Charge [+1 = 2] or Shockwave [1] / Transformation [+2 = 3]
Level 77 - Energy Charge [+18 = 20 MAX] or Transformation [+17 = 20 MAX] / Shockwave [+1 = 2]
Level 81 - Brawling Mastery [10 MAX] / Stun Mastery [2] or Shockwave [+12 = 14]
Level 87 - Stun Mastery [+18 = 20] or Shockwave [+7 = 21] / Brawling Mastery [10 MAX] / Stun Mastery [1]
From here, the skill you max first is preference based.
Level 94 - Transformation [20 MAX] / Shockwave [1] or Stun Mastery [+19 = 20 MAX] / Energy Charge [1] / Energy Drain/Blast [1]
Level 101 - Energy Drain/Blast [+19 = 20 MAX] / Energy Drain/Blast [+2 = 3 - The other skill] or Energy Charge [+19 = 20 MAX] Energy Drain/Blast [1 - The other skill] / Energy Drain/Blast [+1 = 2]
Level 107 - Energy Drain/Blast [+17 = 20 MAX - The other skill] / Shockwave [+1 = 2] or Energy Drain/Blast [+18 = 20 MAX]
Level 114 - Shockwave [+19 = 21] / Roll Of The Die [2] or Energy Drain/Blast [+19 = 20 MAX - The other skill] / Roll Of The Die [2]
This is where more preference comes. Between Shockwave and Roll of the Die. This is the Roll of the Die option.
Level 120 - Roll Of The Die [+18 = 20 MAX] for both pathings.
This is the Shockwave option.
Level 120 - Shockwave [+9 = 30 MAX] / Roll Of The Die [+9 = 11] for both pathings.
What is the difference in the 2 pathings?
- The energy pathing grants attack, accuracy, avoidability, a PG effect, and a body resistance effect.
- The transformation pathing grants attack, defenses, movement speed and jump.
- The significance of the energy pathing is that you can save lots of mesos on pots because energy skills have no mana cost, and you can use energy drain to restore health.
-> Also, you can have an infinite health/mana pool if you took MP Recovery over Oak Barrel.
- The significance of the transformation pathing is that you can deal massive damage at a lower level, as Shockwave at level 1 matches Energy Blast at level 5.
-> This means that Shockwave will deal a whole lot of damage at level 21, but this requires Transformation over Energy Charge.
Which should I take; Shockwave or Roll of the Die?
- This is preference based, but I think Roll of the Die is better because:
- If you roll a 5, any kind of attack will be 20% stronger, while maxing shockwave can only increase its own damage.
- But, maxing Shockwave can help you train better because it is one of your best mobbing skills, and can deal a whole lot of damage. [750% damage :3]
Areas for training from 70 - 120.
Level 70 - 90 -> Twisted Jesters
Level 90 - 100 or 90 - 110 or 90 - 115 or 90 - 120 -> Gallopera or MP3 or GS6[Ghost Ship 6]
** I don't know if this is only for the event, but you can train from level 90 to 120 on aliens in NLC.
Optional*Level 100 - 110 -> Ellin Forest
Optional*Level 110 - 115 or 110 - 120 -> Lower levels of Ludibruim [Ghost Pirates, Dual Ghost Pirates, Spirit Vikings, Death Teddy, Master Death Teddy, Phantom Watch]
Optional**Level 115 - 120 -> LHC Crockies
Other viable choices
Level 70 - 120 -> PQ
Level 70 - 80 -> Kampung Village monsters [Froscola, Yabber Doo], Ludibruim [Chronos, Master Chronos, Platoon Chronos], Ariant monsters, Mu Lung monsters [some, not all]
Level 80 - 90 -> Kampung Village monsters [Booper Scarlion, Vikerola], Magatia monsters [Alcadno side], Mu Lung monsters [The stronger ones], Ulu City monsters [The weaker ones]
Level 100 - 110 -> Herb Town monsters
Overall you should have:
Stun Mastery - Level 20
Brawling Mastery - Level 10
Transformation - Level 20
Energy Charge - Level 20
Energy Drain - Level 20
Energy Blast - Level 20
Shockwave - Level 21 or 30
Roll Of The Die - Level 11 or 20
If you made it this far, you've gotten to 4th job. Congratulations.
Eventually you will have to buy some equips, like a level 100 knuckle for example. But these are cheap depending on the stats, etc.
This build shouldn't be too costly, nor should it be too weak, as you get many increases in damage, like critical punch, brawling mastery, transformation, energy charge.
I hope this guide helped even a little bit. Feel free to leave comments, as it would be valuable to make improvements onto future guides.