Just going to make a quick guide for anyone playing Gunslingers/Outlaws/Corsairs after Big Bang.
Long intro, etc.
Training spots:
Just train wherever monsters have the same level as you. Those are usually the only places worth training at, but at the end of the SP guide I'll post where I trained.
AP guide:
Generally you want your TOTAL STR to equal your level in order to equip gear. Therefore, a level 60 gun needs 60 STR. The rest of your stats should be in DEX.
I recommend the MOST you put into STR is 80, as a Zakum Helmet and other STR gear is relatively easy to get by 120. Personally I'm capping at 30 with a +1 Horntail Necklace as well as a bunch of other gear.
Remember to include potentials in calculating STR caps!
SP guide:
This isn't going to be level by level, as that takes too long and Gunslingers don't require anything fancy. It's all "max this, max that", so here goes!
1st job:
Max Double Fire
Max Dash
Max Bullet Time
11 Somersault Kick
Spoiler!
Pretty easy to follow. Double Fire is your main attack until you get a good level of Invisible Shot in 2nd job, the rest are just to put stuff into that doesn't absolutely suck (think: Flash Fist)..
2nd job:
Max Mastery
6 Booster
Max Invisible Shot
5 Wings
1 Recoil Shot
Max Critical
Max Booster
Max Recoil Shot
Max Wings
Max Blank Shot
1 Grenade
Spoiler!
Mastery first is standard, shouldn't take you long to 37 with quests. 6 Booster is for the attack speed (duh), and you max Invisible Shot as it's your main training move to 3rd job. 5 Wings for 1 Recoil Shot which is your fake Flash Jump, then you max Crit for more damage. Max Booster so you're not casting every minute, then max Recoil Shot for the distance, etc.
Max Wings, Blank Shot, cause Grenade is pretty useless.
Now the issue is when you should max Blank Shot.
To be honest, after the Big Bang, Blank Shot is pretty useless. Invisible Shot is so strong that taking time to stun monsters before killing them isn't worth it. Also, in 3rd job you don't use either of them.
3rd job:
1 Burst Fire
2 Flamethrower, 1 Ice Splitter (Macro them)
5 Flamethrower
5 Ice Splitter
10 Flamethrower
10 Ice Splitter
15 Flamethrower
15 Ice Splitter
Max Flamethrower
Max Ice Splitter
Max Dice Roll
Max Octopus
Max Burst Fire
21 Gaviota
Max Homing Beacon
Spoiler!
1 Burst Fire for the instant upgrade in 1v1 damage.
Flamethrower + Ice Splitter are your main training moves (or rather, training MACRO) until 4th job. Macro Flamethrower and Ice Splitter (in that order) and spam it.
Dice Roll is nice to max, as it lowers cooldown times and the buff lasts longer. I raise this right after FT+IS because the buffs give pretty great bonuses 4/6 times.
1: Nothing
2: Def. up by 30%
3: +20% HP/MP
4: +15% Critical Rate
5: +20% Damage
6: +30% EXP gain
After this it matters very little how you raise skills. My SP guide is just a recommendation. As long as you end up with Maxed everything but Gaviota, you'll be fine. This is because you're going to be using Flamethrower/IceSplitter until 120, maybe a little past it until your Battleship gets maxed.
Octo somewhat raises your training speed. I rarely use it even when maxed, but you need it maxed for the 4th job upgrade.
Burst Fire for some 1v1 DPS, pretty useless after level 1 RF, but still useful in the occasion you run into a mini boss or do a PQ.
Gaviota for some more 1v1 DPS.
Homing Beacon is entirely useless during 3rd job as it doesn't work as an attack very well (slow attack speed), and there's not a lot of bosses you really need it for in 3rd job.
4th job
Some things to note:
Spoiler!
Early 4th Job builds widely vary from person to person. Depending on your preferential way of leveling, you may choose to get different skills at different times. Personally, I try to avoid having many different attacks and aim for simplicity. My builds derive from that principle. They aim to max the skills that deal the most damage at maximum level first, so that later levels are easier to obtain (somewhat).
However, others may feel differently and some like having a multitude of skills to train with. If you are one of these people, feel free to throw points wherever you'd like; by 200 it won't really matter, as long as you have your important skills maxed. An example is of people putting early (120-121) points into Wrath of the Octopi and Elemental Boost. The Octopi's attack speed greatly increases (from what I have read), and level 1 EB increases your damage on FT/IS by a significant amount (22%). Depending on where/how you train, they might be beneficial to raise early on.
Regarding Mastery Books:
Please note that the availability of Mastery Books depend on the server.
If you are in a busier server such as Scania or Bera, it will be very easy for you to locate your Mastery Books. However, in servers like Kradia or Dementhos, where populations are very low, it may be exceedingly difficult to find skill books.
In this case, I recommend you save up several points for when you do obtain the books, and begin putting SP into other skills.
None of your main training skills require you to "learn" the skill via Mastery Book (Ie, TripleThrow10 for Night Lords), and so you can go ahead and spend points into other skills while looking for Mastery Books.
I personally have (had) difficulty finding Torpedo20/30 in particular, and so I will be saving 5 points (for level 15 Torpedo which hits 5 monsters) and putting any more points into Cannon. If I cannot find the Books for Cannon, I will most likely move onto Bullseye, then Pirate's Revenge.
Finally, please remember these are general guidelines, not hard-and-fast builds. I would very honestly recommend you judge how/where you're going to train and allot skills according.
>Bossing
Spoiler!
1 Torpedo, 1 Battleship, 1 BS Cannon
1 Rapid Fire, 2 Battleship
Max Battleship
Max Cannon
Max Bullseye
Max Revenge
Max MW
Max RF
Max Torpedo
=> other skills
This is a build for people who want to go jump on Zak/Pap/Boss training ASAP. It's also pretty decent for Lionheart Castle, since there's a good chance you'll be 1v1'ing the monsters a lot, assuming you have 1 HS mule and a party of attackers, rather than multiple mules (HS, BaM, etc) and very few attackers.
>Training/Mobbing
Spoiler!
1 Torpedo, 1 Battleship, 1 BS Cannon
1 Rapid Fire, 2 Battleship
Max Battleship
Max Torpedo
(Max Elemental Boost)
Max Revenge
Max MW
Max Cannon
Max Bullseye
Max Rapid Fire
=> other skills
This prioritizes mobbing/training speed. I put Elemental Boost in parenthesis because it's not necessary for training. With a 30s cooldown on your Battleship, you're pretty much always on your Battleship, using Rapid Fire, or moving (you need to dismount for Recoil Shot). You can use FT/IS while on your ship, and they might be useful if the monster is weak to one of the elements. However, Flamethrower/IceSplitter is pretty much done, since maxed Torpedo deals 900% damage to 6 monsters, which is just absolutely insane. Some people like to macro Torpedo with FT or IS (or both, even), though they don't macro as well as just FT/IS.
This is a great build if you're not planning on bossing heavily, but plan on doing so in the future (160+). Early Torp means fast 6mob training, which is essential if you're not going to LHC.
Where I trained until now;
1~10 - Maple Island
11~22 - Blue Ribbon Pigs
23~30 - Mixed Golems
30~37 - Mushroom Kingdom Quests/Spear Pepe
37~43 - Upper Level Kerning City Square monsters (Mannequins, CDs)
44~70 - Truckers. Except they got nerfed, so go find somewhere else to train.
70~75 - Twisted Jesters. It was horrible, don't go there early on, I recommend the next spot;
75~83 - Monsters in Leben Mine. That's in Edelstein, btw.
83~88 - Iron Mutae (Magatia)
88~95 - C-2 (Magatia)
95~99 - Sage Cats (Mu Lung)
99~112 - Kru/Captains (Herb Town)
112~114 - Death Teddies
114~121 - Dual Ghost Pirates <You can start soloing Papulatus at 121 assuming you have Cannon and RF at that point>
121~125 - Gigantic Spirit Vikings
125~127 - Grim Phantom Watch, Gigantic Spirit Vikings
127~128 - Blue Dragon Turtles
128~130 - Red Dragon Turtles
130~132 - Pap solos (took a week or so)
132~135 - Brextons
135+ - Lionheart Castle!
Ignore pretty much everything from 120~135 after Lionheart Castle. You should really be headed there with a full party.
19th January 2011, 01:02 PM
8-bit <3
Pretty good quick little guide!
My only suggestion at first glance would be for when you do your 4th job advancement ignore Rapid Fire. You'll only be using it when you're out of your battleship, which should be as little as possible.
So 1 Battleship, 1 Battleship Cannon, and 1 Battleship Torpedo would be my suggestion.
I'm also planning on doing a rather in depth guide at some point, so if yah have any suggestions or questions let me know :D
19th January 2011, 10:35 PM
emailbox
I'm going to assume you don't really use RF a lot?
I thought you'd use it when you're off your Ship/whenever it breaks. I'm planning on jumping right into "small" bossing at 130 right until around 150 or so, when I'll be able to do "big" bosses.
Though, from what I've seen on Wild Arrow Blast on my WH it would rhape ammo.
But thanks for the suggestion, I've switched my 4th job Build - I'll get 1 Rapid Fire at 121, and then max it after my other "main" bossing skills, like Cannon, Ship, and Bullseye.
4th February 2011, 01:29 PM
PistolPanic
Great guide! I am currently lvl 10x... very boring. Captains is NOT fun :ohno:
4th February 2011, 10:02 PM
emailbox
Quote:
Originally Posted by PistolPanic
Great guide! I am currently lvl 10x... very boring. Captains is NOT fun :ohno:
Yes I know. Levels 100~120 are the most brutal levels on an Outlaw, but once you get to 120 it's alot of fun!
31st August 2011, 07:17 AM
AncientHero
Nice guide, question when or why not did you include leafre newties? they cover bottom row well from what i heard, similiar to bm/mm roles. why not newts? or peak splits?
31st August 2011, 07:22 AM
Tesiqurasa
Quote:
Originally Posted by AncientHero
Nice guide, question when or why not did you include leafre newties? they cover bottom row well from what i heard, similiar to bm/mm roles. why not newts? or peak splits?
After BB (which every important version has), Newties are 145 and Nesties are 150. No one trains there anymore. Even if you avoid plan to avoid LHC, it's mediocre at best.
25th January 2012, 08:40 AM
NajiYaiba
but what if you are a UA outlaw? so with shark wave, you could be possible to train to 100 in mp3, since you'll have a huge reach withouth using bullets.
26th January 2012, 05:36 AM
emailbox
Quote:
Originally Posted by NajiYaiba
but what if you are a UA outlaw? so with shark wave, you could be possible to train to 100 in mp3, since you'll have a huge reach withouth using bullets.
Certainly a possibility. Flamethrower does extra damage at MP3 as well. Same rules apply though; Sharkwave works pretty similarly in terms of AoE skill as FT and IS. All of them shoot forward, have good mobbing capabilities and have decent range. If you feel like you will be using SW exclusively, feel free to get FT/IS last, though I seriously don't recommend it. I would at least get IS maxed soon, for the freezing effect.
28th January 2012, 10:19 AM
NajiYaiba
reply
Ok, i did it in this order, thanks to shark wave training to lvl 88 was easy. no trouble at all. after i maxed out Cube, ik maxed flame first, flame is good for the flaming effect, which does around 4 K on selkies around lvl 90-95, IS is something i maxed right after flamethrower. it actually works more easy that way, since you have SW and will only take bottom because of the long reach, if you even kill correctly untill lvl 101-103 you can go to Mr anchors like i did, i trained 4 lvls there to 107, from 107 you can go to duals but i do not reccomend that though, they do to much Dmg and since Outlaw has low HP and duals cannot be frozen it has no use. what i reccomend, it depends on you Dmg range ofc, mines 5 K because i have a lvl 110 dragon gun with exelent potential and 9 times scrolled with miracle scrolls (what we have in Europe.) so getting great equips is possible, it only costs alot of mesos. so personally i would recommend something else then Duals, since you need a Snipe spot if you are a UA, so something like Zombies would be great, they drop the reverse gun recipe as well, so that's either more mesos to fund a great weapon, or to make your own great weapon. and with zombies i mean Coolie zombie, after you get to 110 i reccomend you go to LHC, leech, attack do whatever you want. since you can go there since lvl 110 with 50 fame, i also reccomend to do the Fame quests first, i personally always take, Eliza's Rage, Defeat Tae Roon, and eliminate Sage cat, which gives 52 fame intotal, and take around 2 hours to complete. if you do it around lvl 100, with homing beacon at 5 it's easy to win the battle against tae roon and sage cat, just target only them, Flame then and then shoot with all your might (if your an UA i do not reccomend using SW, it's easy to get more attention towards you from the oponents, with sage cat it's better if 1 or 2 hits you all the time, then you can keep firing untill sage cat is dead. but tae roon is another story. I haven't quite figured what mob i should take for 107-110, but you can always go to Captains, not kru's but captains (the hidden map inside of the Kru/Captains map) and also its better to have alot of mesos around, since Outlaw is seriously expensive, i myself own 8 X lvl 70 bullets because the bullets are so expensive, even 3 M for bullets, is already to much, considering you can get lvl 130 bullets from item making. just find the recipe and create them yourself or let a friend create them.) and now for the main issue, At corsair, which i have being thinking, wouldn't it be better to max battleship first and then go for torpedo? i mean, More defence and more HP is better to be an attacker at LHC right? but i've being typing to much, i think i better create a special UA Gunslinger - Corsair Guide soon, since that will be more easy to understand, But i must say, your guide has helped me untill this point. thank you for that.