I came across these videos when they were first added to youtube (a little over a week ago). Not many people have seen them, and they're probably, in my opinion anyway, the best viper (infigher) videos out right now.
I haven't seen anyone else in Khaini yet, I feel so alone!
I'm here to warmly welcome all Khainians to Southperry! Look forward to networking with everyone who comes through. If you ever need me for whatever reason, my IGN is xLeviathanl.
Well, welcome to Southperry and have fun Khainians.
[Section 1] Getting Started: Gunslinger Information
Pros and Cons
AP Builds
Bullets
Attack Speeds
Useful Formulas
[Section 2] First Job Skill Builds
Standard Build
Unfunded/Sommersault Kick Build
[Section 3] Second Job Skill Builds
Standard Build
[Section 4] Third Job Skill Builds
Standard Build
Early Flamethrower Build
Maxed Gaviota Build
[Section 5] Fourth Job Skill Builds
Early Fourth Job Build
Options after Battleship Cannon
[Section 6] Motivation
Gunslinger Videos
Gunslinger Screenshots
[Section 7] Other Useful Gunslinger/Pirate Threads
[Section 1] Getting Started: Gunslinger Information
Getting Started: Gunslinger Information
Pros and Cons
Pros
Cons
Fast attacking speed
Low damage in 1st-2nd job
Great mobility with Dash, Wings and Recoil Shot
Low HP (slightly higher than Archer/Thieves)
Large variety of useful skills
No party skills
Relatively cheap equipment and skill books
Bullets are level restricted. Upgrading only gives a small boost
Able to freeze and stun monsters
Requires a separate set of bullets for Ice Splitter/Flamethrower for optimal damage
Highest single target damage in 4th job with Battleship Cannon
Battleship limits mobility and skill usage
High accuracy
AP Builds
In order to become a Pirate, you will need 20 DEX in order to make the job advancement at level 10.
As a Gunslinger, your primary stat will be DEX while STR is your secondary stat required for equipment.
Gunslingers need their total STR and DEX equal to the level requirement of their equips (ie. White Pioneer (level 80 overall) requires 80 STR and 80 DEX to be equipped).
There are three common AP Builds for Gunslingers: STRless, Low-STR, and Regular STR. Each of them has their pros and cons.
STRless: These Gunslingers keep their base STR at 4 and scrolls the rest of their equips for DEX. Their primary weapons are the Maple Guns, which are level 35, 43, and 64. STRless Gunslingers are generally stronger at lower levels but lose out in the long run to Low-STR and Regular STR. STRless is the most affordable build, which is great for those who are unfunded.
Low-STR: This AP build aims to keep base STR as low as possible while using the STR from equipment to equip their gun. This is the most common Gunslinger AP build because it's easier to adjust your STR for newer equipment. However, STR is more difficult to scroll for than DEX.
Regular STR: This build has base STR equal to (or very close to) the requirement for their gun while scrolling the rest of their equipment for DEX. This build is viable because it is very easy to scroll equipment for DEX. However, it is more difficult to adjust STR for newer equipment.
Bullets
The majority of Gunslinger skills consume a bullet in order to be used. They are like Stars in that they can be recharged. Bullets range from level 10 to level 110, with a new set every 20 levels. Gunslingers also have the option of using a separate set of Bullets called "Capsules" for Ice Splitter and Flamethrower (3rd job skills). These aren't required, but they double the damage of their respective skills when used.
The following attacks do not consume a bullet:
Flash Fist
Sommersault Kick
Blank Shot
Grenade
Aerial Strike
Here is a complete list of all bullets and capsules currently available in GMS:
Bullet
Effects
Level Req.
Quantity
Obtained From
Bullet
+10 Atk
10
800
Orange Mushroom, Bubbling, Mano, Horny Mushroom, Wooden Mask, Bellamoa, Ear Plug Plead, Any Potion Shop
Split Bullet
+12 Atk
30
1200
Wild Boar, Scorpion, Pink Teddies, Curse Eye, Scuba Pepe, Triple Rumo, Toy Horse, Star Squirrel, Martian, Mateon
Mighty Bullet
+14 Atk
50
1600
Iron Mutae, Red Flower Snake, Ginseng, Wraith, Hoodoo/Voodoo, Luster Pixie, Lioner, Book Ghost, Grizzly, Officer Skeleton, Paperlanterns
Final Build
20/20 Double Shot [MAX]
20/20 Bullet Time [MAX]
10/10 Dash [MAX]
11/20 Sommersault Kick
00/20 Flash Fist
Build 1 Explanation
This build is very straight forward and is generally accepted as the standard build.
Double Shot is your primary training skill. It is incredibly fast, but quite weak in terms of raw damage output.
Dash is maxed out next for increased mobility.
Sommersault Kick is then boosted to level 11 to provide a decent mob attack. It is left at level 11 because it becomes useless after you advance to second job, but it can be decent for first job training.
Bullet Time is left to the very end because the accuracy bonus is unneeded for Gunslingers, and the benefits of +20 avoid are not very noticeable.
Final Build
20/20 Double Shot [MAX]
10/10 Dash [MAX]
20/20 Sommersault Kick [MAX]
11/20 Bullet Time
00/20 Flash Fist
Build 2 Explanation
This build is better for unfunded characters because recharging bullets and Double Shot's MP draining can quickly sap away at your funds.
Sommersault Kick is a decent mob attack which will make the early levels much easier.
Bullet Time isn't very useful for Gunslingers so not maxing it will not greatly affect you in the long-run. There is also a considerable amount of leftover SP in second job, which can be used to max out Bullet Time if you wish.
Your first SP goes into your first gun-based mob attack, Invisible Shot. It works like a Hermit's Avenger in that it goes through monsters in a straight line.
Mastery is maxed out immediately to increase bullet capacity and to get rid of that horrible minimum damage.
Invisible Shot is then maxed out. It has great range, both horizontally and vertically, which makes sniping easy.
Level 5 Wings is required to unlock Recoil Shot, which is maxed next to increase mobility. It's similar to a Hermit's Flash Jump with a few differences. First of all, it is also an attack and it deals 260% at maxed level. It's not spammable like a Hermit's Flash Jump however. It can be used roughly every two seconds. The distance is increased as the skill level increases.
Wings is then maxed out for greater mobility on certain maps. Tip: a macro with Wings + Recoil Shot + Wings can propel your character very far, which can be very useful for training on flat maps.
Blank Shot is left to the end because stun isn't very useful in second job. You typically won't be training on monsters that require stun until level 60, which is why it is left that late.
Finally, increase Gun Booster to level 11 and you have 20 free SP to toy around with.
Options for the 20 free SP:
9 Booster/11 Grenade (Recommended)
9 Booster/9 Bullet Time/2 whatever (Recommended, if you did not max Bullet Time)
Max Grenade (Not Recommended, see below)
Grenade isn't a very useful skill because it requires a charge up and the range is difficult to control. Invisible Shot is a better mob attack and it's twice the speed of Grenade. Furthermore, Grenade is unaffected by mastery, making its damage very unstable.
Final Build
30/30 Octopus [MAX]
30/30 Homing Beacon [MAX]
20/20 Burst Fire [MAX]
15/30 Gaviota
30/30 Flamethrower [MAX] & 26/30 Ice Splitter OR 26/30 Flamethrower & 30/30 Ice Splitter [MAX]
Build 1 Explanation
This build prepares you to train at Jr. Newties as early as possible. You will be sniping from the middle platform for most of third job, using Burst Fire as your primary attack while summoning Octopus and Gaviota in between spawns for additional damage. Another option for this build can be to max Ice Splitter before starting Octopus and Gaviota, giving you more training options than just Newties.
Burst Fire maxed first is the most obvious choice for third job. It's already stronger than maxed Double Shot at level 1, and gives a significant power boost in comparison to previous jobs' skills.
Flamethrower is maxed later on to provide a decent mob attack when used in combination with Ice Splitter. Max Flamethrower and 26 Ice Splitter provides a slightly higher damage output (about 4% higher). However, Ice Splitter is used a lot more often than Flamethrower, thus maxing Ice Splitter instead is the preferred option.
Gaviota is left at level 15 (minimum requirement for Aerial Strike in fourth job) because it isn't a very useful skill. The damage increase from level 15 to level 30 isn't significant enough to make it worth maxing.
Homing Beacon is left to the very end because its uses are fairly limited in third job. However, maxing it out is a requirement for the fourth job skill "Bullseye", which is why it is maxed out over other skills.
This build is similar to the standard except Gaviota is maxed instead of Flamethrower.
Speaking from experience, I would not recommend maxing Gaviota over Flamethrower. You will find that Gaviota's uses are very limited outside of Newties. There aren't any situations where level 30 Gaviota would be better than level 15 Gaviota. The damage difference between level 15 and level 30 Gaviota is minimal.
So why would you even follow this build? If you plan on maxing Rapid Fire early in fourth job, you won't find Flamethrower as useful since Rapid Fire is better in most situations when Battleship breaks.
Final Fourth Job Build
30/30 Rapid Fire [MAX]
30/30 Aerial Strike [MAX]
30/30 Battleship Cannon [MAX]
30/30 Battleship Torpedo [MAX]
30/30 Elemental Boost [MAX]
20/20 Bullseye [MAX]
20/20 Wrath of the Octopi [MAX]
05/05 Hero's Will [MAX]
10/10 Battleship [MAX]
29/30 Maple Warrior
01/20 Hypnotize
~8 Free SP
Options after Battleship Cannon
The build above is the typical early 4th job build, though the 1-point-wonders can be postponed or switched around.
Battleship can also be left at level 1 for a while, allowing you to work on your other skills earlier.
Another option is to get level 2 Battleship Cannon and level 1 Battleship at level 120 and then add points into Battleship Cannon. This allows you to get level 11 Battleship Cannon 1 level earlier, which is when it hits 4 times instead of 3.
There are many different routes to take after maxing Battleship Cannon. Here are some possible paths to follow once you reach level 134. These builds only discuss the next two skills to max since there are too many options to discuss.
Pure Training Build:
Max Battleship Torpedo -> Max Aerial Strike OR 21 Battleship Torpedo -> 21 Aerial Strike -> Max Battleship Torpedo -> Max Aerial Strike
Battleship Torpedo is one of the most powerful mob attacks in the game. It outdamages Battleship Cannon on mobs of three monsters or more and it only consumes one bullet, making training faster and more efficient. Aerial Strike is another powerful mob/utility skill that has massive vertical range. It can put a huge dent in most monsters, thus removing the need to climb ropes and ladders in most cases. It can also be used for creating mobs for Battleship Torpedo.
Pure Bossing Build:
Max Bullseye -> Max Rapid Fire
If you make the effort to keep track of Anego spawn times, it will be the fastest training method possible for Corsairs. Bullseye is brilliant at Anego, multiplying each hit by 1.2, which will make killing Anego much faster. Max Rapid Fire is great for bossing because Battleship will break more often. Rapid Fire is also a good back-up skill during training.
Bossing/Training Build:
Max Bullseye -> Max Battleship Torpedo OR 21 Battleship Torpedo -> Max Bullseye -> Max Battleship Torpedo
This build is basically a combination of the first two. Battleship Torpedo will speed up your training while Bullseye will improve your damage on bosses, including Anego.
These are only some of the possible builds. There are other viable options that I haven't discussed in detail, such as Aerial Strike or even Rapid Fire after Battleship Cannon.
Hey guys the name is Colum my IGNs are Fenrir42/Cuchullain42, i am 1 of what i think are two windians on this site ^_^ i look forward to helping this site fulfill its potential.
Copied with permission
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Early AR seems to be constantly under criticism around here as failing by mid-late 8x, so I'm posting training data I've been carefully collecting. I took 11 AR as soon as possible on my Ranger with intent to march off to Pirates. I was pretty goddamn nervous about this build, since nobody had posted much solid Pirate-AR data yet, WhiteAsIce had been running around posting the godawful hp:exp ratios at Pirates, I was hardly enthusastic about navigating Gryphons, everyone talks about crashing in 8x without max Strafe, etc etc.
Levels 70-72 I didn't record hard data on, but they consisted of 1 Strafe, 5 MB, 1 AR, and were spent mostly at Dummies for ~16-20%/hour, partied using an HS mule (aka cheating). I'm sure they would have been faster with more Strafe first, but considering the rest of my results, I think that I made an excellent trade off. They were hardly hell levels.
Multiple percents/hour under the same listing just mean I took multiple timed tests in that location/party situation. Attack range is always with Warrior Elixer on. Solo rates are probably what are of interest here, so they're listed first. I used an HS mule in every party, and most people wouldn't have one available, so ignore those if you like, I recorded them for my own benefit. All solo rates are without HS.
There are some levels where I don't have solo data, just because I partied the entire way through (hey, it was faster), but it can be inferred that my solo rates on those levels should be somewhere between the previous listed one and the next listed one. Common sense.
Storyboard version of the data table: I got the best solo results from Dummies with 1 Strafe until level 73 (better than I did at Zombie or FoG parties). When I got Arrow Rain to 4, and tried both Pirates and Gryphons. Gryphons were better exp and I stayed there until level 76, when I got Rain to 11. I then revisited Pirates, and they were noticably faster solo than were Gryphons solo.
I stayed at Pirates from 76-82, using 11 Arrow Rain (and 1 Inferno for a rare lure), pumping pure Strafe, which was almost never actually fired at Pirates whatsoever. Partying with either one I/L Mage or another AR/AE bowmen was more effective than soloing, but the solo exp was still very good. Pot costs were hefty, but just a couple of average Scarabs mostly took care of it.
At 82 (20 Strafe) I tried Black Squids for the first time, and made consistently better solo exp there. I think I moved a level too late, even. I matched up Pirates and Black Squids several more times after 82, because I resumed moving toward 21 Rain (preparing to Goby early), but they never overtook Black Squids again, even partied using a HS mule.
Rest is sort of disinteresting, I worked Rain to 21 (level 88) and started into Hawk so that I could rush Gobies by early 9x. Raising AR toward 21 was only a little help at Black Squids (trixy Puppeting, the occasional Goby house), but my lowest timed result there was still a hefty 17.34% at level 89, then 14.34% at level 91 (unlisted). Hawk was high enough to leave them for good at that point anyway, and make better exp either soloing or partying at Gobies.
Points of interest:
* At no point from 70-90 did I have to make less than 16%/hour soloing somewhere. My solo rates ranged from 16.47% - 20.04% clear from 70-90, and this ignores the fact that Pirates (my lowest solo point) should yield even higher results in parties or splits, even without HS. Unfortunately, I have no HS-less party results to report to support this. Regardless, there were no real "hell levels" to speak of whatsoever in this build.
* Gryphons were a surprisingly fun training ground, once I learned to navigate the map properly, which took about an hour. I had expected them to be hellish, to kb me out of my rotation all the time, etc, but this really wasn't the case. It was actually really a refreshing place to train. Also, some ledges were better served by Strafe than AR, contrary to most of what I'd read.
* The point in Inferno at level 78 was probably unnecessary, and should have either been earlier to help at Gryphons, or later when preparing myself to Goby. It just appealed at certain moments when soloing Pirates, so I took it impulsively.
* Black Squids were timing better than Pirates at level 82 when I first tried them. I probably should have moved there at level 81 (17 Strafe, or potentially 18 without Inferno). In fact, if I had, my lowest solo result might have been higher, since it was at level 81.
* Apparently I fail at Lethal Squids; I tried it at level 84, once I had 6 Puppet; got the Lethal Squid Puppet/sniping location tour from another Ranger, tried timing it and refining it as best I could, and still came up much faster (and cheaper) at Black Squids (Gorge 1). Seeing no reason that should really change as I increased AR/Hawk, I returned to Black Squids and never looked back, moving directly from there to Gobies.
* This build didn't finish maxing Strafe until level 96. Lole. This is because my focus was to get Hawk up quickly to a level usable in Goby parties (currently paused at 16). But it could have easily converted into a more conventional max Strafe/6 Puppet/low AR build by mid-8x, and still used early 11 AR to skip any hell levels around mid 7x-early 8x.
* Any party at Gobies listed in this data consisted of traveling with my party member and helping attack things, since my Hawk wasn't adequate to split yet. I just kept data for these parties for the hell of it; a typical Ranger probably won't have a HS Mule and high level friends willing to let them follow them around Gobies. Regardless, Black Squid solo rates remain solid during these levels as well.
* My damage range is probably higher than many Rangers would have had at similar levels; I earnestly don't know, the exp/hour thread seems woefully outdated. While this means the percent/hour of someone with worse gear than mine would probably be lower, I see no reason that their results shouldn't be proportionally the same.
* I'm currently level 97 and still have yet to make under 15% per hour soloing on a build that maxed Strafe at level 96. Also lole. This surprises me, for all the horror stories I read about what I'd endure for not maxing Strafe immediately.
* This 11 AR, 20 Strafe, Pirate/Gryphon/Squid/Goby build was and continues to be every flavor of awesome. I would personally recommend it for anybody who isn't flat broke, as the only real downside is the pot cost during Pirates, but even a single nice Scarab or Kandine covers this pretty nicely. I suggest the Pizza.
If you actually read all this: .
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FAQ
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(I'll get something in here about Gryphon training someday, sigh)
Quote:
Originally Posted by Bowmen
Why is your recommended build order different from your own build order?
The posted data is all based on the 11 Rain-first build order I chose to use, but because there was no detailed data for a Rain-first build at the Gryphons or Pirates maps, I could only make my build the way I guessed would work best. I was afraid to add more to Rain than I had to, as many veteran Bowmen agreed that any sort of Rain-first build was likely to fail. Since then, other players have tested and I've mathematically projected that a level 21 Rain-first build is faster than the 11 Rain-first build I used.
As for level 1 Inferno, I feel that it is optional. If you find yourself badly wanting a way to attract distant mobs more quickly (irritating hovering Gryphon clusters, Pirates mobs that are out of Rain range), drop a point into Inferno; if you can do without it, you're just one point further along on your other skills instead.
Quote:
Originally Posted by Bowmen
Hey, you cheating bastard! You used a Holy Symbol mule! What if I don't have a HS mule?
You don't need one. Even though I did use my HS mule for every party I trained in, I also specifically took the time to record soloing rates without any HS on, specifically so that I would have data to report here that other people could rely on. Anything labeled (solo) was timed without a party, without Holy Symbol.
Quote:
Originally Posted by Bowmen
How do I train at Pirates?
Go to Red Nose Pirate Den 2, and just jumpshoot Rain back and forth across the middle deck, pausing once you've got six targets. Occasionally climb to the middle of the center sail so that you can Rain the top-leftmost ledge's Pirates to death. Strafe sees almost no use at Pirates, due to the constant mobbing, but can be useful to cut down the occasional stray or sole-surviving Captain's HP once in a while. You should probably make a looting run along the bottom floor once in a while in order to get your loot, as well.
If you ever find yourself without much spawn around you, Inferno makes a useful (but optional) lure; just fire it off quickly once to either side. Inferno is especially useful to lure the top-left enemies toward the center sail. If you don't have any Inferno, Arrow Bomb isn't a bad choice either; the damage is good, but the stun limits its usefulness for luring.
You're going to take a lot of upper 2xx - lower 3xx damage hits here. I'm not sure why people are so afraid to do this, but eager to go stand on a pile of Dark Golems over at FoG. While some people suggest sweeping out right across the main deck, then back left to the leftmost sail (which is a safe sniping point) in order to save on pots, I disagree with this. While it will save you a few pots, it's unlikely to be very many seeing as you'll still spend a large portion of your time out on the main deck luring. More impoortantly, your mobs will be smaller and your exp/hour will take a large hit, because you won't tag as many Pirates, making your mobs smaller and less frequent.
Pot cost is the biggest drawback to training here, but Blue/Green Scarabs, Kandines, and a handful of other nice marketable or high NPC value drops offset the cost nicely. Personally, I made profit, but your mileage may vary. I suggest using NLC's Supereme Pizzas to offset your expenses here; 1000 mesos for 900HP and 600MP make them the most efficient non-percentage pot in GMS right now, and you will find plenty of opportunities to take full advantage of both the HP and MP they provide.
Re: Pirate profits, posted by jackthegreat: "Just as a tip, but I would add in that pirates are VERY profitable and drop A LOT of mesos. At 83 right now, I make 1 mill pure meso drop/25ish % not including drops (which add an extra 500ishk), all for the pot cost of around 250k (200 pizzas, 25-30 barbarian elixirs). Perhaps there could be some mention of this within your in depth data as many people at that level, when training are VERY concerned with mesos and how much they lose/gain while getting "fast" exp. When I was unfunded at 8x, I would flinch everytime I lost 300-400k per pot run at death teddies in comparison to making around 1.5-2 mill/pot run here."
Quote:
Originally Posted by Bowmen
Do I need a pet to train at Gryphons? What about Pirates? Black Squids?
For Gryphons, you really don't need a pet; most of the drops will either fall off cliffs or land in places your pet can't maneuver to anyway. The bigger drawback to not having a pet at Gryphons is that you won't have the extra Speed a scrolled pet equip can provide, and Gryphons involve a large amount of horizontal travel between teleporters.
For Pirates, a pet is strongly suggested. It takes no time at all to blanket the ship in drops, and the nonstop spawn means that without a pet to loot for you, you have to choose between gutting your exp rate by trying to loot it manually, or incurring heavier pot costs and ignoring your drops. Also, with no pet, you're probably more likely to miss one of the valuable Pirate drops (ie Blue Scarab) that gets buried alongside the other etc and mesos.
For Black Squids, a pet is really unnecessary. You're mostly killing strong single targets here, so there's a lot less looting to do, and your Speed is less important than at the other two locations because the map is vertical.
Quote:
Originally Posted by Snipers
Would this build work for my Sniper using Eruption?
I don't know the intricacies of a Sniper's build order as well as I do a Ranger's, but I don't see any reason a Sniper couldn't do this very same build and get the exact same results. Just switch out the 1 Inferno for 1 Blizzard (taking it as early or as late as you need, but I doubt you'll want Blizzard either at Gryphons or Pirates, so it should probably be right before leaving Pirates).