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Thread: 3rd job build questions

  1. #1
    We're in a heap o'trouble Tesiqurasa's Avatar
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    Default 3rd job build questions

    I finally decided to get working on a Cygnus to 120, and wanted to have some fun with the character. I'm not going to leech him until at least lvl 108 (skeles), and even then, I may not leech.
    So, my build will matter. Keep in mind I will already have my bowman's gear (tons of dex/attack equips) and the lvl 14 bonus from my Bowmaster. Obviously, I'm going dexless and eventually 20 base White Fang user.

    Anyone have experience in Thunder Breakers?

    Here is my panned 2nd job build in no particular order:
    (121 points)

    Improve MaxHP (10)
    Kunckle Mastery (19)
    Corkscrew (20)
    Energy Charge (20)
    Energy Blast (20)
    Lightening Charge (20)
    Kunckle Booster (12)-this puts it at 120 seconds, which will go nicely in a combo with Lightening Charge

    If for some reason this build just WON'T work, please tell me. I have played a brawler, so I have a good amount of experience with using Charge/Blast/Corkscrew

    Here is my 3rd job build (151 points)

    Critical Punch (20)
    Transformation (10)
    Barrage (20)
    Speed Infusion (20)
    Spark (20)
    Shark Wave (30)

    This leaves me with 31 points for Drain (20) and Shockwave (20)
    I would like to get shockwave to lvl 16 (so it hits 6 enemies) and drain to 15.
    I wouldn't need drain for the HP, I will most likely have an auto-pot, and pot costs are not an issue for me. I'm getting it to use as a single attack. I know both attacks are replaced quickly, but with shockwave on FatiAm, I could Hime very effectively.

    -Note, I will almost always be at Himes once I can start hitting, since I have several characters that can kill crow. Finding a map will never be a problem, so keep this in mind when looking over my build-

    Anyone have suggestions for this build?


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  2. #2
    Administrator Wigum's Avatar
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    I do believe and I'm not positive, that speed infusion needs max booster to work.

    My thunderbreaker is currently in the mid 80s. And it's amazingly fun.
    My build was something like this:
    Improve MaxHP (10)
    Kunckle Mastery (20)
    Corkscrew (11)
    Energy Charge (20)
    Energy Blast (20)
    Lightening Charge (20)
    Kunckle Booster (20)

    Lightning charge is awesome at slimeys (you'll end up there at some point), Energy blast and energy charge MOW through windraiders once they get to a decent level.

    Why didnt i max corkscrew? I just don't like it. I'm spoilt by rush, and having to charge it irritated me :P

    For third job so far

    Critical Punch - This makes you through around 10k's like candy
    Spark (1) - I have one in this so far, and I LOVE IT ( i just wished it'd last for a little while longer. Spark allows you to hit all the spiders in the pit of the wolf spider map, so you can safely charge up, then tackle the upper platforms with charge so you don't get beat up as much. It's an amazing skill.
    Shark Wave - It's amazingly nice to finally have a ranged mob attack. Between this, spark and charge I can easily train myself at wolfspiders and not get overwhelmed and mobbed.

    I think tho, any build will really work for a thunderbreaker. They have awesome skills with pro's in whatever order you get them.

    Im working on sharkwave now, I'm completely skipping shockwave for now. I don't really need it, but as I said, they're flexible. And there's so many awesome attacks to choose from that they're all bound to work together somewhere.

    I can check what I'm actually at in terms of build right now, when i get home, it's been a little bit since ive played her. But you'll have so much fun :P Honestly, it's been a while since I could train myself in the 8x-9x and not spend a crapton of pots, or have to deal with windraiders some more t.t

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  3. #3
    We're in a heap o'trouble Tesiqurasa's Avatar
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    I actually liked using Corkscrew on FatiAm which is why I kind of wanted it. Since SI requires max booster, I'll keep Corkscrew at lvl 12 and Mastery at lvl 19, with everything else maxed. Is this build going to be okay?

    This does sound like one of the most fun classes, especially since I liked normal Marauder so much.


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  4. #4
    Administrator Wigum's Avatar
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    Yeah, corkscrew 11 still gives you quite a push. In fact a guild mate of mine preferred it over maxed which he did. In the end though, so long as you max energy charge and blast, you will be reaping down windraiders like no bodies business...

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  5. #5
    Jr. Necki DaosBeoulve's Avatar
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    From what I've read (and keep in mind I have little experience with higher level buccs/TBs), the damage over time of sharks is better than shockwave. You can (supposedly) get out two sharks in the time it takes for one shockwave, and combined with spark, its damage outshines it.

    Just my two cents...>_>
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  6. #6
    \_(ツ)_/ sleepyxdude's Avatar
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    You can use 3rd job points to max booster, since shockwave is fail. I left booster at 11 in 2nd job. Here's the build I'm going with

    Spoiler!


    IMO, getting sharkwave to hit 6 targets first is a must. It really speeds up training much more than crit first.
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  7. #7
    Administrator Wigum's Avatar
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    Yeah i think sleepy's on the typical build. Again I didn't find corkscrew all that useful, and never used it so i just went ahead with booster instead. I'm still working on sharkwave, but the crits do slaughter spiders nicely.

    Im thinking though, with a tb, depending on your playing style, any build can work really - they're fairly flexible so you don't have to follow one set path.

    I would recommend for mobbing's sake however, add a point in spark sometime early on, It travels pretty far so you don't have to be in line with the monsters to get them to aggro you.

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  8. #8
    \_(ツ)_/ sleepyxdude's Avatar
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    I use cork all the time o_o
    I rarely ever charge it fully though. I just use it for the invincibility frames :p
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  9. #9
    We're in a heap o'trouble Tesiqurasa's Avatar
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    So now it's between dropping Shockwave to finish booster, or keeping Corkscrew at lvl 12.
    Which is more useful, lvl 16 shockwave+lvl 15 drain +lvl 12 corkscrew
    or
    lvl 20 corkscrew, lvl 20 Drain, lvl 3 shockwave (or put those 3 points into something else)

    I have played a Marauder, and actually used both shockwave and corkscrew. Shockwave came in very useful at himes, but I don't know for certain that Sharkwave replaces it. I also never really found a decent use for Drain.


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  10. #10
    \_(ツ)_/ sleepyxdude's Avatar
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    I know a few Mauraders that say they regretted putting a lot of points into shockwave. Shockwave was really only useful before the skill updates where you could only use certain skills while in transform. Now that you can use most of your regular skills in the transform state, it's pretty much useless. There's really not that much of a reason to put points into transform either except for the temporary haste effect. Drain is simply a pot saver skill. Some use it a lot, while others have the mesos to burn on pots. And about corkscrew, I heard that the range you kb the mob increases the higher level it is. I'm not too sure if it really does, but that's the reason I maxed it.
    Spoiler!

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