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Thread: ShiKage's Infighter/Brawler SP Build Guide

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    Default ShiKage's Infighter/Brawler SP Build Guide

    I'm a level 160 Viper in Keyaki, JMS and I've been working on a guide based on what I've experienced so far. I'm not 100% accurate on all of this, but please bear with me. You may not agree with any part of my guide, but if you have any suggestions, please tell me and I'll think it over and possibly add it. Also, if you have any questions about Brawlers, Marauders or Buccaneers, please feel free to ask.

    Skill Tables
    Spoiler!


    Spoiler!


    Spoiler!


    Spoiler!


    The basic Pirate:

    The basic Pirate is level 10 with 20 DEX. This may come as a bit of a slap in the face for a future infighter, seeing how our DEX is usually the numeric value of our level or less, but it's actually a lot different than that. To become a pirate, go to Nautilus Port, enter the ship, go into the portal with the up arrow on top of the doorway, then go all of the way to the left and enter the far left portal. Once there, talk to Kyrin and she'll advance you as a Pirate.

    Level 10: +1 SommerSault Kick
    Level 11: +3 SommerSault Kick
    Level 12: +3 SommerSault Kick
    Level 13: +3 SommerSault Kick
    Level 14: +3 SommerSault Kick
    Level 15: +3 SommerSault Kick
    Level 16: +3 SommerSault Kick
    Level 17: +1 SommerSault Kick (Max) +2 Bullet Time
    Level 18: +3 Bullet Time
    Level 19: +3 Bullet Time
    Level 20: +3 Bullet Time
    Level 21: +3 Bullet Time
    Level 22: +3 Bullet Time
    Level 23: +3 Bullet Time (Max)
    Level 24: +3 Flash Fist
    Level 25: +3 Flash Fist
    Level 26: +3 Flash Fist
    Level 27: +3 Flash Fist
    Level 28: +3 Flash Fist
    Level 29: +3 Flash Fist
    Level 30: +2 Flash Fist (Max) +1 Double Fire

    Review:
    Max SommerSault Kick
    Max Bullet Time
    Max Flash Fist
    1 Double Fire

    Why you shouldn't max Dash:

    People think that Infighters need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Infighters are not Captain Falcon from SSBM. Infighters really only start to gain movement speed in 3rd job, where they get a haste effect from Transformation.

    1. Most Infighters we've talked to chose to get 0 Dash, and this is why:
    From 2nd job onward, an Infighter constantly alternates between CorkScrew Punch and Backspin Blow while training. That means you'll be changing directions almost constantly, since CorkScrew Punch attacks in front of you and Backspin attacks behind you. Infighters turn a lot to focus attacks in one direction [i.e. using CorkScrew Punch to attack monsters on your left side, then turning to the right and using Backspin to hit the same monsters]. When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way.
    2. The other risk of getting Dash as an Infighter is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Infighters already get a haste effect from Transformation in 3rd job, so until then Infighters can just get speed equips. Dash for Infighters, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you.
    Granted, some will still want to use Dash for traveling purposes, which I (Takeback3r) agree with. Again, Dash is not recommended for Infighters, but if you really feel the pro's outweigh the con's, you can max it instead and leave Bullet Time at 11. We just wanted people to know that it can interrupt your fighting style. Taken from TakeBack3r and KazootheBat's Misconception thread

    Even at level 100, I'm still using seven different attacking skills to bring up my damage per minute output; as seen here : http://i13.photobucket.com/albums/a2.../Maple0132.jpg

    The Path of a Brawler:
    Head back over to Nautilus Port and talk to Kyrin. She'll give you two options; One for Brawler and one for Gunslinger. Choose "Brawler" and then talk to Kyrin 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 Flash Fist to kill them. Sommer Sault Kick will only "MISS" on them. Once you've collected all 15 items from those octopi, talk to Kyrin again. She'll warp you back to Nautilus Port (inside her room, of course). Talk to her once again and she'll advance you to Brawler. Congratulations!

    Level 30: +1 Max HP Increase
    Level 31: +3 Max HP Increase
    Level 32: +3 Max HP Increase
    Level 33: +3 Max HP Increase (Max)
    Level 34: +1 Backspin Blow, +1 CorkScrew Punch, +1 Mastery
    Level 35: +3 Mastery
    Level 36: +1 Mastery +2 Booster
    Level 37: +3 Booster
    Level 38: +1 Booster (6) +2 Mastery
    Level 39: +3 Mastery
    Level 40: +3 Mastery
    Level 41: +3 Mastery
    Level 42: +3 Mastery (19)
    Level 43: +3 CorkScrew Punch
    Level 44: +3 CorkScrew Punch
    Level 45: +3 CorkScrew Punch
    Level 46: +3 CorkScrew Punch
    Level 47: +3 CorkScrew Punch
    Level 48: +3 CorkScrew Punch
    Level 49: +1 CorkScrew Punch (Max) + 2 Double Uppercut
    Level 50: +3 Double Uppercut
    Level 51: +3 Double Uppercut
    Level 52: +3 Double Uppercut
    Level 53: +3 Double Uppercut
    Level 54: +3 Double Uppercut
    Level 55: +3 Double Uppercut (Max)
    Level 56: +3 Backspin Blow
    Level 57: +3 Backspin Blow
    Level 58: +3 Backspin Blow
    Level 59: +3 Backspin Blow
    Level 60: +3 Backspin Blow
    Level 61: +3 Backspin Blow
    Level 62: +1 Backspin Blow (Max) +2 Booster
    Level 63: +2 Booster +1 MP Recovery
    Level 64: +2 Booster +1 MP Recovery
    Level 65: +2 Booster +1 MP Recovery
    Level 66: +2 Booster +1 MP Recovery
    Level 67: +2 Booster +1 MP Recovery
    Level 68: +2 Booster (Max) +1 MP Recovery
    Level 69: +3 MP Recovery
    Level 70: +1 MP Recovery (Max), +1 Mastery (Max), +1 Oak Barrel

    Review:
    Max HP Recovery
    Max Mastery
    Max Booster
    Max Backspin Blow
    Max Double Uppercut
    Max CorkScrew Punch
    Max MP Recovery
    1 Oak Barrel

    Reasons for this build:

    HP increase first is a given. You want to have the most HP as possible, so you max out HP Increase as early as possible. Next, you want to get Mastery to help out your damage per minute. Also, when maxing out Mastery, you want to get one in CorkScrew Punch and one in Backspin Blow for building mobs and stunning. All of you people who have played a 4th job Warrior with Rush know how much Rush can speed up your training. Also, while maxing Mastery, you want to put six points into booster to further increase your attacking speed, thus increasing your training speed. Then, after you've maxed out Mastery, you want to work on your attacking skills, so your training will be further sped up. Once you have maxed your attacking skills, you want to finish maxing Booster or start working on MP Recovery. MP recovery is great, because it saves money on MP potions. Who doesn't want an extra bit of cash in their pockets? Once you have maxed the above skills, you have one point left over, so stick that into Oak Barrel!

    The Powerful Marauder

    If you've made it to level 70 on another character, you know how this goes! Once you get to level 70, head off to El Nath. Once there, go to the Chief's Residence, where the third Job instructors are. Talk to Pedro and he'll tell you to head back to Kyrin in Nautilus Port to gather the Necklace of Strength. Head back to Kyrin and talk to her for your next assignment. She'll tell you that you must defeat her clone in order to past the test to prove yourself worthy of the Necklace of Strength. Go to the Cave of Evil Eye III and talk to the Door of Demension. This will transport you to another map where you head toward the battle with the fake Kyrin. Defeat the clone and collect the rubble piece that the fake Kyrin drops. Take that back to Kyrin 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!

    Third Job Questions and Answers
    Spoiler!


    Note: I have constructed five different builds for people to choose from. Also note that they're ONLY blue-prints. You can change your build and bend it in any way you wish. You can take points away from Shockwave and add them to Oak Barrel or MP Recovery or whatever pleases you the most. Do not follow any of my guide strictly!

    The Transform and Shockwave Build

    Level 70: +1 Stun Mastery
    Level 71: +1 Stun Mastery, +1 Transformation, +1 Shockwave
    Level 72: +2 Stun Mastery, +1 Shockwave
    Level 73: +2 Stun Mastery, +1 Shockwave
    Level 74: +2 Stun Mastery, +1 Shockwave
    Level 75: +2 Stun Mastery, +1 Shockwave
    Level 76: +2 Stun Mastery, +1 Shockwave
    Level 77: +2 Stun Mastery, +1 Shockwave
    Level 78: +2 Stun Mastery, +1 Shockwave
    Level 79: +2 Stun Mastery, +1 Shockwave
    Level 80: +2 Stun Mastery (Max), +1 Shockwave
    Level 81: +2 Energy Charge, +1 Shockwave
    Level 82: +2 Energy Charge, +1 Shockwave
    Level 83: +2 Energy Charge, +1 Shockwave
    Level 84: +2 Energy Charge, +1 Shockwave
    Level 85: +2 Energy Charge, +1 Shockwave
    Level 86: +2 Energy Charge, +1 Shockwave
    Level 87: +2 Energy Charge, +1 Shockwave
    Level 88: +2 Energy Charge, +1 Shockwave
    Level 89: +2 Energy Charge, +1 Shockwave
    Level 90: +2 Energy Charge, +1 Shockwave
    Level 91: +2 Energy Charge, +1 Shockwave(Level 21)
    Level 92: +2 Energy Charge, +1 Energy Buster
    Level 93: +2 Energy Charge, +1 Energy Buster
    Level 94: +2 Energy Charge, +1 Energy Buster
    Level 95: +2 Energy Charge, +1 Energy Buster
    Level 96: +2 Energy Charge, +1 Energy Buster
    Level 97: +2 Energy Charge, +1 Energy Buster
    Level 98: +2 Energy Charge, +1 Energy Buster
    Level 99: +2 Energy Charge, +1 Energy Buster
    Level 100: +2 Energy Charge(Max), +1 Energy Buster
    Level 101: +2 Energy Buster, +1 Shockwave
    Level 102: +2 Energy Buster, +1 Shockwave
    Level 103: +2 Energy Buster, +1 Shockwave
    Level 104: +2 Energy Buster(15), +1 Shockwave
    Level 105: +2 Energy Buster, +1 Shockwave
    Level 106: +2 Energy Buster, +1 Shockwave
    Level 107: +2 Energy Buster, +1 Shockwave
    Level 108: +2 Energy Buster, +1 Shockwave
    Level 109: +2 Energy Buster, +1 Shockwave(Max)
    Level 110: +3 Energy Buster (Max)
    Level 111: +3 Transformation
    Level 112: +3 Transformation
    Level 113: +3 Transformation
    Level 114: +3 Transformation
    Level 115: +3 Transformation
    Level 116: +3 Transformation
    Level 117: +1 Transformation (Max), +2 Energy Drain
    Level 118: +3 Energy Drain
    Level 119: +3 Energy Drain
    Level 120: +3 Energy Drain

    Review:
    Max Stun Mastery
    Max Energy Charge
    Max Energy Buster
    Max Transformation
    Max Shockwave
    11 Energy Drain

    Reasons for this build:
    Well, of course, you want to get Stun Mastery first if you want to see criticals. When you execute your Backspin Blow and Double Uppercut techniques, you stun monsters. While those monsters are stunned, you can attack once more and hit a critical. Note : the chance of hitting a critical for Buccaneers is 60%, which is higher than any other class, but the damage is added on, not multiplied like normal criticals. Next, you get one point in Transformation and work on Shock Wave. Shock Wave is a very useful skill when it comes to mobs. It is very powerful (even more so than CorkScrew Punch) and it's fun to use. Once you've finished maxing Stun Mastery, you want to work on Energy Charge. Energy Charge has a master level of 40, so it may take a while to max this one out. This skill gives you a percent chance of not being knocked back, similar to a 4th job warrior's Power Stance, +20 weapon attack, +200% Power Guard-type damage (note: you don't get reduced damage! You take 100% of the damage dealt by the monster, yet you reflect a portion of it back), and +20 accuracy and avoid ability. When Shock Wave is level 21, which is when it hits 6 monsters, you want to start working on another mob skill, Energy Buster. Energy Buster, at max level, is stronger than CorkScrew Punch and it is useful throughout third and fourth job. Once you've maxed out Energy Charge, continue working on Energy Buster and Shock Wave until both are maxed. Once you've maxed those, begin working on Transformation to lower the cool down time of the skill. Transformation, at max, will give you +40 Speed and +20 Jump, which is similar to haste. After all of the above have been maxed, put the rest of your points into Energy Drain to finish off your build.


    Energy Build

    Level 70: +1 Stun Mastery
    Level 71: +3 Stun Mastery
    Level 72: +3 Stun Mastery
    Level 73: +3 Stun Mastery
    Level 74: +3 Stun Mastery
    Level 75: +3 Stun Mastery
    Level 76: +3 Stun Mastery
    Level 77: +1 Stun Mastery (Max), +2 Energy Charge
    Level 78: +2 Energy Charge, +1 Energy Drain
    Level 79: +2 Energy Charge, +1 Energy Buster
    Level 80: +2 Energy Charge, +1 Energy Buster
    Level 81: +2 Energy Charge, +1 Energy Buster
    Level 82: +2 Energy Charge, +1 Energy Buster
    Level 83: +2 Energy Charge, +1 Energy Buster
    Level 84: +2 Energy Charge, +1 Energy Buster
    Level 85: +2 Energy Charge, +1 Energy Buster
    Level 86: +2 Energy Charge, +1 Energy Buster
    Level 87: +2 Energy Charge, +1 Energy Buster
    Level 88: +2 Energy Charge, +1 Energy Buster
    Level 89: +2 Energy Charge, +1 Energy Buster
    Level 90: +2 Energy Charge, +1 Energy Buster
    Level 91: +2 Energy Charge, +1 Energy Buster
    Level 92: +2 Energy Charge, +1 Energy Buster
    Level 93: +2 Energy Charge, +1 Energy Buster
    Level 94: +2 Energy Charge, +1 Energy Buster
    Level 95: +2 Energy Charge, +1 Energy Buster
    Level 96: +2 Energy Charge (Max), +1 Energy Buster
    Level 97: +2 Energy Buster, +1 Energy Drain
    Level 98: +2 Energy Buster, +1 Energy Drain
    Level 99: +2 Energy Buster, +1 Energy Drain
    Level 100: +2 Energy Buster, +1 Energy Drain
    Level 101: +2 Energy Buster, +1 Energy Drain
    Level 102: +2 Energy Buster (Max), +1 Energy Drain
    Level 103: +1 Energy Drain, +1 Transform, +1 Shockwave
    Level 104: +2 Energy Drain, +1 Shockwave
    Level 105: +1 Energy Drain (11), +2 Shockwave
    Level 106: +2 Shockwave, +1 Transform
    Level 107: +2 Shockwave, +1 Transform
    Level 108: +2 Shockwave, +1 Transform
    Level 109: +2 Shockwave, +1 Transform
    Level 110: +2 Shockwave, +1 Transform
    Level 111: +2 Shockwave, +1 Transform
    Level 112: +2 Shockwave, +1 Transform
    Level 113: +2 Shockwave, +1 Transform
    Level 114: +2 Shockwave, +1 Transform
    Level 115: +2 Shockwave, +1 Transform
    Level 116: +2 Shockwave, +1 Transform
    Level 117: +2 Shockwave, +1 Transform
    Level 118: +2 Shockwave (Max), +1 Transform
    Level 119: +3 Transform
    Level 120: +3 Transform (Max)

    Review:
    Max Stun Mastery
    Max Energy Charge
    Max Energy Buster
    Max Transformation
    Max Shockwave
    11 Energy Drain

    Reasons for this build
    In this build, just like the Transform build, I suggest maxing Stun Mastery first. Some people argue that Stun Mastery isn't that useful for third job, but I disagree. Any damage you can get will help you out immensely. It also depends where you train. Not everyone will train at Crimson Wood Keep, since not every version has it, so some people will need Stun Mastery to kill off enemies faster. Then, you will get Energy Charge and Energy Buster. This will help you train a lot faster. Any mob techniques will speed up your training. Also, since you're most likely going to train in a crowded area, Energy Charge will be charged very quick. Also, get Energy Drain for the ability to attack very fast and regenerate your HP very fast without using Mana or potions. After Energy Charge is maxed, finish off Energy Buster and Energy Drain. Then, once those are maxed, max out Shockwave and Transform. Shockwave is more important than Transform, so getting Transform to level 1 and then working on Shockwave would be a good idea, but go ahead and max out Transform with Shockwave for a faster cooldown time.


    Energy Build #2 (Max Energy Drain)

    Level 70: +1 Energy Charge
    Level 71: +3 Energy Charge
    Level 72: +2 Energy Blast, +1 Energy Drain
    Level 73: +2 Energy Blast, +1 Energy Charge
    Level 74: +2 Energy Blast, +1 Energy Charge
    Level 75: +2 Energy Blast, +1 Energy Charge
    Level 76: +2 Energy Blast, +1 Energy Charge
    Level 77: +2 Energy Blast, +1 Energy Charge
    Level 78: +2 Energy Blast, +1 Energy Charge
    Level 79: +2 Energy Blast, +1 Energy Charge
    Level 80: +2 Energy Blast, +1 Energy Charge
    Level 81: +2 Energy Blast, +1 Energy Charge
    Level 82: +1 Energy Blast (21), +2 Energy Charge
    Level 83: +2 Energy Charge, +1 Stun Mastery
    Level 84: +2 Energy Charge, +1 Stun Mastery
    Level 85: +2 Energy Charge, +1 Stun Mastery
    Level 86: +2 Energy Charge, +1 Stun Mastery
    Level 87: +2 Energy Charge, +1 Stun Mastery
    Level 88: +2 Energy Charge, +1 Stun Mastery
    Level 89: +2 Energy Charge, +1 Stun Mastery
    Level 90: +2 Energy Charge, +1 Stun Mastery
    Level 91: +2 Energy Charge, +1 Stun Mastery
    Level 92: +2 Energy Charge, +1 Stun Mastery
    Level 93: +2 Energy Charge, +1 Stun Mastery
    Level 94: +2 Energy Charge, +1 Stun Mastery
    Level 95: +1 Energy Charge (Max), +2 Stun Mastery
    Level 96: +2 Stun Mastery, +1 Energy Drain
    Level 97: +2 Stun Mastery, +1 Energy Drain
    Level 98: +2 Stun Mastery (Max), +1 Energy Drain
    Level 99: +2 Energy Drain, +1 Energy Blast
    Level 100: +2 Energy Drain, +1 Energy Blast
    Level 101: +2 Energy Drain, +1 Energy Blast
    Level 102: +2 Energy Drain, +1 Energy Blast
    Level 103: +2 Energy Drain, +1 Energy Blast
    Level 104: +2 Energy Drain, +1 Energy Blast
    Level 105: +2 Energy Drain, +1 Energy Blast
    Level 106: +2 Energy Drain (Max), +1 Energy Blast
    Level 107: +1 Energy Blast (Max), +1 Transform, +1 Shockwave
    Level 108: +2 Transform, +1 Shockwave
    Level 109: +2 Transform, +1 Shockwave
    Level 110: +2 Transform, +1 Shockwave
    Level 111: +2 Transform, +1 Shockwave
    Level 112: +2 Transform, +1 Shockwave
    Level 113: +2 Transform, +1 Shockwave
    Level 114: +2 Transform, +1 Shockwave
    Level 115: +2 Transform, +1 Shockwave
    Level 116: +2 Transform, +1 Shockwave
    Level 117: +1 Transform (Max), +2 Shockwave
    Level 118: +3 Shockwave
    Level 119: +3 Shockwave
    Level 120: +3 Shockwave (21)

    Review:
    Max Stun Mastery
    Max Energy Charge
    Max Energy Buster
    Max Transformation
    21 Shockwave
    Max Energy Drain

    Reasons for this build:
    Well, there have been many disputes over whether or not Stun Mastery was good to start out with first, so I've made a build that starts it later on. Anyway, get four points into Energy Charge to get the +11 weapon attack. Then, get Energy Blast to level 21 (four targets) and then continue to max Energy Charge. While maxing Energy Charge, go ahead and pump points into Stun Mastery, since it'll start to become a bit handy. Then, work on Energy Drain, since that'll help you save a lot of potions, as you'll begin to face enemies that deal a large amount of damage to you per hit. As you're putting points into Energy Drain, go ahead and finish off Energy Blast. Finally, work on Transform and Shockwave to finish off your build. I've decided to go ahead and put it as two into Transfrom and one into Shockwave every level to speed up the cool down time of Transform.


    Energy Build #3 (Max Shockwave, Stun Mastery Later)

    Level 70: +1 Energy Charge
    Level 71: +3 Energy Charge
    Level 72: +2 Energy Charge, +1 Energy Blast
    Level 73: +2 Energy Charge, +1 Energy Blast
    Level 74: +2 Energy Charge, +1 Energy Blast
    Level 75: +2 Energy Charge, +1 Energy Blast
    Level 76: +2 Energy Charge, +1 Energy Blast
    Level 77: +2 Energy Charge, +1 Energy Blast
    Level 78: +2 Energy Charge, +1 Energy Blast
    Level 79: +2 Energy Charge, +1 Energy Blast
    Level 80: +2 Energy Charge, +1 Energy Blast
    Level 81: +2 Energy Charge, +1 Energy Blast
    Level 82: +2 Energy Charge, +1 Energy Blast
    Level 83: +2 Energy Charge, +1 Energy Blast
    Level 84: +2 Energy Charge, +1 Energy Blast
    Level 85: +2 Energy Charge, +1 Energy Blast
    Level 86: +2 Energy Charge, +1 Energy Blast
    Level 87: +2 Energy Charge, +1 Energy Blast
    Level 88: +2 Energy Charge, +1 Energy Blast
    Level 89: +2 Energy Charge (MAX), +1 Energy Blast
    Level 90: +3 Energy Blast (21)
    Level 91: +2 Energy Drain, +1 Energy Blast
    Level 92: +2 Energy Drain, +1 Energy Blast
    Level 93: +2 Energy Drain, +1 Energy Blast
    Level 94: +2 Energy Drain, +1 Energy Blast
    Level 95: +2 Energy Drain, +1 Energy Blast
    Level 96: +1 Energy Drain (11), +2 Energy Blast
    Level 97: +1 Transform, +2 Shockwave
    Level 98: +2 Shockwave, +1 Energy Blast
    Level 99: +2 Shockwave, +1 Energy Blast (MAX)
    Level 100: +2 Shockwave, +1 Transform
    Level 101: +2 Shockwave, +1 Transform
    Level 102: +2 Shockwave, +1 Transform
    Level 103: +2 Shockwave, +1 Transform
    Level 104: +2 Shockwave, +1 Transform
    Level 105: +2 Shockwave, +1 Transform
    Level 106: +2 Shockwave, +1 Transform
    Level 107: +2 Shockwave, +1 Transform
    Level 108: +2 Shockwave, +1 Transform
    Level 109: +2 Shockwave, +1 Transform
    Level 110: +2 Shockwave, +1 Transform
    Level 111: +2 Shockwave (Max), +1 Transform
    Level 112: +2 Transform, +1 Stun Mastery
    Level 113: +2 Transform, +1 Stun Mastery
    Level 114: +2 Transform, +1 Stun Mastery
    Level 115: +1 Transform (Max), +2 Stun Mastery
    Level 116: +3 Stun Mastery
    Level 117: +3 Stun Mastery
    Level 118: +3 Stun Mastery
    Level 119: +3 Stun Mastery
    Level 120: +3 Stun Mastery (Max)

    Review:
    Max Stun Mastery
    Max Energy Charge
    Max Energy Buster
    Max Transformation
    Max Shockwave
    11 Energy Drain

    Reasons for this build:

    Ever since the new skill updates arrived, going with Energy Charge and the other Energy skills is a priority. With the new ability to spam Energy Blast, it'll be much easier to take down your enemies with an Energy build than any other builds. Work on maxing out Energy Charge and add in some Energy Blast along with it so you can kill your enemies while also getting a nice +20 weapon attack boost. Once you've maxed Energy Charge, put some points into Energy Drain so you can start leeching HP from monsters as you deal damage, thus saving up on HP potions and saving money. 11 points into Drain is efficient enough for training. It gets the job done and still saves plenty of potions and money. Anything more is just extra attack, which you don't really need. In the late 90s and early 100s, you'll begin training at Himes and maps similar to it. Go ahead and start working on Shockwave and Transform, as they'll help you out greatly at those maps, since Shockwave has high attack and can hit 6 enemies in its path. Be careful, though! Shockwave doesn't have invulnerability frames, so you'll be taking damage! Once Shockwave and Transform are maxed, finish off your build by maxing Stun Mastery as you finish off your third job leveling and head into fourth job.

    Energy Build #4

    Level 70: +1 Energy Charge
    Level 71: +3 Energy Charge
    Level 72: +1 Energy Charge, +1 Energy Blast, +1 Energy Drain
    Level 73: +1 Energy Charge, +2 Energy Blast
    Level 74: +1 Energy Charge, +2 Energy Blast
    Level 75: +1 Energy Charge, +2 Energy Blast
    Level 76: +1 Energy Charge, +2 Energy Blast
    Level 77: +1 Energy Charge, +2 Energy Blast
    Level 78: +1 Energy Charge, +2 Energy Blast
    Level 79: +1 Energy Charge, +2 Energy Blast
    Level 80: +1 Energy Charge, +2 Energy Blast
    Level 81: +1 Energy Charge, +2 Energy Blast
    Level 82: +1 Energy Charge, +2 Energy Blast
    Level 83: +1 Energy Charge, +2 Energy Blast
    Level 84: +1 Energy Charge, +2 Energy Blast
    Level 85: +1 Energy Charge, +2 Energy Blast
    Level 86: +1 Energy Charge, +2 Energy Blast
    Level 87: +2 Energy Charge, +1 Energy Blast(MAX)
    Level 88: +2 Energy Charge, +1 Energy Drain
    Level 89: +2 Energy Charge, +1 Energy Drain
    Level 90: +2 Energy Charge, +1 Energy Drain
    Level 91: +2 Energy Charge, +1 Energy Drain
    Level 92: +2 Energy Charge, +1 Energy Drain
    Level 93: +2 Energy Charge, +1 Energy Drain
    Level 94: +2 Energy Charge, +1 Energy Drain
    Level 95: +2 Energy Charge, +1 Energy Drain
    Level 96: +2 Energy Charge, +1 Energy Drain
    Level 97: +1 Energy Charge(MAX), +2 Energy Drain
    Level 98: +3 Energy Drain
    Level 99: +3 Energy Drain
    Level 100: +2 Energy Drain(MAX), +1 Stun Mastery
    Level 101: +3 Stun Mastery
    Level 102: +3 Stun Mastery
    Level 103: +3 Stun Mastery
    Level 104: +3 Stun Mastery
    Level 105: +3 Stun Mastery
    Level 106: +3 Stun Mastery
    Level 107: +1 Stun Mastery(MAX), +2 Transform
    Level 108: +3 Transform
    Level 109: +3 Transform
    Level 110: +3 Transform
    Level 111: +3 Transform
    Level 112: +3 Transform
    Level 113: +3 Transform(MAX)
    Level 114: +3 ShockWave or something else
    Level 115: +3 ShockWave or something else
    Level 116: +3 ShockWave or something else
    Level 117: +3 ShockWave or something else
    Level 118: +3 ShockWave or something else
    Level 119: +3 ShockWave or something else
    Level 120: +3 ShockWave or something else

    Review
    Max Energy Blast
    Max Energy Charge
    Max Energy Drain
    Max Stun Mastery
    Max Transform
    21 ShockWave or free points

    Reasonings for this build
    After the skill updates that have been released and the skill updates that are soon to come out to all versions, the Energy skills will be the best skills in the third job skill inventory. Get Energy Charge to 4 points for the +11 weapon attack that it gives and then begin working on Energy Blast, but give a point to Energy Drain, as it will serve some use. Proceed to put points into Energy Charge while you work on maxing out Energy Blast, since Energy Charge takes up 40 skill points by itself. Energy Blast, after the first round of skill updates, has come to be insanely fast. You can spam it at about the same speed as Flast Fist! Not only that, but once the next round of skill updates are released in every version, Energy Blast will be able to stun, which will be incredible! Especially with Stun Mastery, since that'll be almost like constant criticals while training, which is what you really can't pull off very well at the moment. After you've max Energy Blast, continue to work toward maxing Energy Charge, as it'll serve much more use at max level, as it'll speed up the time it takes to charge, as well as increasing the benefits it gives. While you're at it, continue adding points to Energy Drain, as that'll help save a lot of HP potions if you use it correctly. Once you've maxed those, work on Stun Mastery, since as I said above, it will be very effective with training once the newer skill updates come out! After Stun Mastery, get max Transform, as you'll need to max it for Super Transform in fourth job. Finish off your build with 21 points into ShockWave or by putting those points into skills you may have wanted to max earlier in second job or whatever, like Oak Barrel, for instance.

    I will NOT be writing a fourth job build! Fourth job is strictly dependant on what skill books you're able to afford, find, or whatever. However, I will state that your main attacking skills, which you will want to max first, will be Dragon Strike and Barrage. However, I will not put anything in stone, as there are many controversial arguements about what build is best, so I'll leave that up for the player to decide!

    How to Get Your Fourth Job Skills!
    Core Skills:
    Once you advance to Buccaneer via Samuel, he'll give you four core skills and the Maple Hero skill book. The four core skills are Dragon Strike, Rapid Fists, Energy Orb and Wind Booster.

    Super Transform:
    Head over to Kyrin in Nautilus port. Once there, speak to her and she'll tell you to speak to her again. Chose the bottom most option and she'll warp you to a secret map. Once there, Super Kyrin will appear and begin attacking you. You must survive for two minutes to pass the test. Once two minutes have passed, a blue message will appear in your chat box that'll tell you to go back to Kyrin. Enter the portal on the right side of the map to go back to Kyrin. Talk to Kyrin and she'll give you Super Transform.

    Demolition and Snatch:
    Demolition and Snatch have similar quests. I'm not sure which is which, since they're both relatively the samething. Talk to Kyrin once you've recieved Super Transform and she'll send you on two quests. You must defeat 150 Blue and Red Dragon Turtles and collect 50 Skins and 50 Stone Hearts to complete the quests. Once you've finished, head back to Kyrin and she'll reward you with Demolition and Snatch!

    Time Leap:
    Head over to Rolonay to begin the quest. He'll tell you to go to Papulatus and defeat him. Head over to Papulatus with a party and take down Papulatus. Papulatus' second form will drop a silver key, which is needed for the quest. Pick it up and you'll get a "quest complete." Head back to Rolonay and turn in the quest. He'll then tell you to head back to Papulatus. Defeat Papulatus one more time. Then, once Papulatus is defeated, try entering the door to Papulatus one more time. It will send you into the Papulatus map, but there will be a Papulatus NPC that you will need to talk to a few times. Once you can no longer keep turning in quest to him, talk to him and select the bottom option. He'll send you to Nautilus Port for you to talk to Rolonay. Once you talk to Rolonay, he'll give you the skill book for Time Leap!

    Credits
    Credits go to myself, ShiKage, for writing this guide, to Fiel for making the skill tables and to whomever for writing the section for the 3rd job Q&A.
    Anyone who wishes to use this guide or ANY part of it elsewhere must ask me for permission first!
    Last edited by ShiKage; 12th March 2010 at 06:00 AM.

  2. #2
    Jr. Necki FyrFrost's Avatar
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    Wow, nice! Very comprehensive guide.

    I'd just like to know, what are the pros and cons of Energy Drain?
    Spoiler!

    Spoiler!


  3. #3

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    I heard that Energy Drain + HP->MP skill work extremely well in tandem, so why not max Drain?
    Just wondering.

    bolt202/veil225/feint200

  4. #4

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    Quote Originally Posted by emailbox View Post
    I heard that Energy Drain + HP->MP skill work extremely well in tandem, so why not max Drain?
    Just wondering.
    Actually, the third build suggests to max Energy Drain. The third build is more for Global MapleStory players, as there aren't many training spots where GMS players go to anymore that have flat maps, so Shockwave isn't that effective. The first two builds are more for KMS, JMS, CMS, etc.

  5. #5
    Drake
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    ??? Why do you max Shockwave when you are in KMS?

    Nearly all of the maps in KMS are the same as GMS, only GMS has more maps.

    I'm planning on max Drain because of the little use of potions.
    Spoiler!

  6. #6

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    Quote Originally Posted by OrangeGuy View Post
    ??? Why do you max Shockwave when you are in KMS?

    Nearly all of the maps in KMS are the same as GMS, only GMS has more maps.

    I'm planning on max Drain because of the little use of potions.
    Erm. To be honest, I have no idea about KMS. Lol. I know they don't have Himes, but they do have some good training at flat maps where Shockwave can boost their experience. No one version of MS is entitled to one build; they can all choose what build they want.

  7. #7

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    http://www.basilmarket.com/forum/901...er_Guide.html#

    ****ING COPYPASTA. Your not TakeBacker.

    Quote Originally Posted by Takebacker
    Build Explanation

    1st Job is straight-forward; it's usually the same deal this early for all classes. For Brawlers, SSK is maxed first because mobbing is faster than single-target training these days. There are very little training spots that are low on dense mobs. After that, it's imperative to max Bullet Time. Without it, you will start missing a lot because of your low base DEX (you still won't miss on whatever you're training on though ;)). Last is Flash Fist for obvious reasons. Put 1 in Double Fire at the end instead of Dash. A lot of Brawlers make the mistake of getting any level of Dash and taking out of either their important attacking skills (which you WILL be using until early 4th Job) or out of BT and making up for the acc loss with more expensive DEX equipments.

    Why you shouldn't max Dash:
    People think that Brawlers need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Brawlers are not Captain Falcon from SSBM. Brawlers really only start to gain movement speed in 3rd job, where they get a haste effect from Transformation.

    Most Brawlers I've talked to chose to get 0 Dash, and this is why:

    • From 2nd job onward, a Brawler constantly alternates between Corkscrew Blow and Backspin Blow while training. That means you'll be changing directions almost constantly, since Corkscrew Blow attacks in front of you and Backspin attacks behind you. Brawlers turn a lot to focus attacks in one direction [i.e. using Corkscrew Blow to attack monsters on your left side, then turning to the right and using Backspin to hit the same monsters]. When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way.

    • The other risk of getting Dash as a Brawler is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Brawlers already get a haste effect from Transformation in 3rd job, so until then Brawlers can just get speed equips. Dash for Brawlers, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you.

    Granted, some will still want to use Dash for traveling purposes, which I agree with. Again, Dash is not recommended for Brawlers, but if you really feel the pros outweigh the cons, you can max it instead and leave Bullet Time at 11. We just wanted people to know that it can interrupt your fighting style.
    Thats from HIS guide.

  8. #8

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    Quote Originally Posted by Starlit Azure View Post

    ****ING COPYPASTA. Your not TakeBacker.



    Thats from HIS guide.
    Erm... I'm not entirely sure what you're talking about. If you're talking about the dash explaination thing, then that's from the Misconception guide of his and Kazoo's, but I stated in my guide that I took it from it. If you're talking about the wording of the build reasoning, he wrote his guide based on mine. I wrote my guide for Infighters long before Pirates were released in Global MapleStory. He wrote his a couple of months AFTER Pirates were released in Global MapleStory. I didn't take anything from his guide. If anything, he took it from my guide and reworded it. Either way, we're good friends and we share the same ideas.

  9. #9

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    Quote Originally Posted by Starlit Azure View Post
    http://www.basilmarket.com/forum/901...er_Guide.html#

    ****ING COPYPASTA. Your not TakeBacker.



    Thats from HIS guide.
    Yeah Starlit, the credits are at the end of the copied part. It wasn't bolded before, I'm pretty sure he put that in there;
    To clarify, ShiKage, put the copied part in quotes with the [.quote][./quote] tags (minus the dots)

    bolt202/veil225/feint200

  10. #10
    Jr. Necki
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    MOst of this is copied from His own guide from AiJMS, probly was in a .txt file because AiJMS is shut down XD
    Spoiler!

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