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Ask a Pirate Thread - ZottenKerel - 2009-03-12

Dusk Wrote:I recently acquired a 61 Brawler for free. I'm not really interested in continuing it, but I did get a chance to play with all the moves. I was confused on a this:

Uncharged Corkscrew Blow and Backspin Blow seem to do essentially the same thing, that is, push 3 monsters and make you invincible. Corkscrew can be charged, but usually the best training spots don't allow much time for you to do so. Backspin Blow does way more damage and stuns, though. So why do people use Corkscrew uncharged, and why do builds max Corkscrew first? The only advantage I see with that is that you can use it in midair.

Ellbow makes you unaffected by dmg during the move, but you can get hit right after. Corckscrew ou can combine with a summersault kick and keep altering them without gettin ANY damage at all, since corckscrew leaves you invincible for almost a full second after the move is done. That is the main difference.


Ask a Pirate Thread - Sivrat - 2009-03-12

Dusk Wrote:I recently acquired a 61 Brawler for free. I'm not really interested in continuing it, but I did get a chance to play with all the moves. I was confused on a this:

Uncharged Corkscrew Blow and Backspin Blow seem to do essentially the same thing, that is, push 3 monsters and make you invincible. Corkscrew can be charged, but usually the best training spots don't allow much time for you to do so. Backspin Blow does way more damage and stuns, though. So why do people use Corkscrew uncharged, and why do builds max Corkscrew first? The only advantage I see with that is that you can use it in midair.

corkscrew has 3 more advantages other then "Air gun" as i call it. 1, longer range : it moves the monsters further, so if trying to mob, you move them more towards the other monsters. 2. it attacks in front of you, not behind, so you dont have to turn. 3. doesnt stun, seems like a disadvantage, right? Not when you want monsters to mob together and FOLLOW you.


Ask a Pirate Thread - Dusk - 2009-03-13

ZottenKerel Wrote:Ellbow makes you unaffected by dmg during the move, but you can get hit right after. Corckscrew ou can combine with a summersault kick and keep altering them without gettin ANY damage at all, since corckscrew leaves you invincible for almost a full second after the move is done. That is the main difference.

Sivrat Wrote:corkscrew has 3 more advantages other then "Air gun" as i call it. 1, longer range : it moves the monsters further, so if trying to mob, you move them more towards the other monsters. 2. it attacks in front of you, not behind, so you dont have to turn. 3. doesnt stun, seems like a disadvantage, right? Not when you want monsters to mob together and FOLLOW you.

Hm, I still don't get it. 2nd job monsters do laughably low damage. Turning around isn't a disadvantage at all, turning around has 0 delay in MS and is more of an annoyance than something that actually slows you down. And it doesn't matter if it stuns or not, if you don't want it to stun, the follow-up SSK unstuns them for you.


Ask a Pirate Thread - ZottenKerel - 2009-03-13

Dusk Wrote:Hm, I still don't get it. 2nd job monsters do laughably low damage. Turning around isn't a disadvantage at all, turning around has 0 delay in MS and is more of an annoyance than something that actually slows you down. And it doesn't matter if it stuns or not, if you don't want it to stun, the follow-up SSK unstuns them for you.

You don't see the difference in getting hit right away after and being able to do 1 short move invulnerable and spam without getting hit?


Ask a Pirate Thread - Birdie - 2009-03-13

I want to try and do 3/4 hours at windraiders for the 2x event tomorrow and wanted to know if any knows about how many bullets an hour i can expect to use with burst fire. I have 14 sets or so of the level 70 bullets. I tired doing some basic math to guess at how many bullets ill use, 14*2400=33600 bullets, 33600 bullets/3 per burst fire= 11200. 11200/ 60 seconds= about 185 minutes. But thats only with 1 burst fire a second, anyone know a more accurate attack speed?


Ask a Pirate Thread - Dusk - 2009-03-13

ZottenKerel Wrote:You don't see the difference in getting hit right away after and being able to do 1 short move invulnerable and spam without getting hit?

Not if the monsters I'm training on (Selkies?) do less than 200 damage anyway and I'm killing them faster with Backspin...I'm asking why people max Corkscrew first. I understand that the invincibility will be very useful later on.

Another question: has anyone entertained the possibility of a Corsair selling leech? :f6: Corsairs are the only nonmage job that can hit an entire screen for a large amount of damage (lolRoar), and the 6 monster limit can be made up for by clearing out nearby monsters so you're only hitting the top row. I've only got one point in Air Strike at the moment and I'm very impressed with its range, and the damage isn't half bad either.

I'm pretty sure by early 14x with 21+ Air Strike and Torpedo (1-2hko with Air Strike and 2hko with Torpedo) I will be able to kill Harps *almost* as efficiently as a 13x Archmage for a tiny fraction of the cost, meaning I can train friends without spending a lot, or sell leech cheaper than mages. I could use the money, and I'm not a big fan of squad bossing. Max Cannon and a few points of Bullseye and Rapid Fire are enough to deal with Pap and Ergoth, and Torpedo and Air Strike benefit my training anyway, so I'm really considering doing this.

Birdie Wrote:I want to try and do 3/4 hours at windraiders for the 2x event tomorrow and wanted to know if any knows about how many bullets an hour i can expect to use with burst fire. I have 14 sets or so of the level 70 bullets. I tired doing some basic math to guess at how many bullets ill use, 14*2400=33600 bullets, 33600 bullets/3 per burst fire= 11200. 11200/ 60 seconds= about 185 minutes. But thats only with 1 burst fire a second, anyone know a more accurate attack speed?

You can use Burst Fire about 87 times a minute, but that's only if you'll be standing in place shooting the entire time. 34k bullets is more than enough to last four hours with Burst Fire. I think I go through about 6-7k at Newties per hour.


Ask a Pirate Thread - Russt - 2009-03-14

Corkscrew, I would think, has value as a lead-in move. The idea is to charge it while walking, so that whatever you're hitting next gets 420% damage to the face, rather than 240% from Backspin.

And even though turning theoretically has no delay, it does slow you a little. Not as much as a 1-second charge, though.

My only brawler char is still level 34 with one point in each, so there's little point in trying to use either of them, but I do feel that Backspin is more comfortable.


Ask a Pirate Thread - IllegallySane - 2009-03-14

How comparable are the 11x Marauder training spots? Himes for me at 110 is netting me ~18%/hour on 1x. Typhons slowed down to the point of giving me only ~10%/hour, and I don't even want to know how slow Gobies is. Anyone else getting the same %/hour at Himes/Typhons, or are they getting even higher?

And in case you're wondering, NO I did not use lolwave at Himes. I Corkscrew and SSK Himes to one side and let loose, or if I have Energy Charge up, I Corkscrew and Energy Blast to gather. Pot burn feels about appropriate: ~500 Honsters per hour, or ~5.6m per 4 hours of training. Definitely 2x-ing at Himes so I don't spend as much on pots.


Ask a Pirate Thread - ZottenKerel - 2009-03-14

IllegallySane Wrote:How comparable are the 11x Marauder training spots? Himes for me at 110 is netting me ~18%/hour on 1x. Typhons slowed down to the point of giving me only ~10%/hour, and I don't even want to know how slow Gobies is. Anyone else getting the same %/hour at Himes/Typhons, or are they getting even higher?

And in case you're wondering, NO I did not use lolwave at Himes. I Corkscrew and SSK Himes to one side and let loose, or if I have Energy Charge up, I Corkscrew and Energy Blast to gather. Pot burn feels about appropriate: ~500 Honsters per hour, or ~5.6m per 4 hours of training. Definitely 2x-ing at Himes so I don't spend as much on pots.

Don't use corckscrew at himes. Just use speed pots and kick/punch himes till u go all in 1 corner
then 4~5 kicks is enough to chrge up and then just do kick/blast/kick/blast and so on till mob is gone, then hurry o the other side while using blast/kick/drain to mob them. Then you should be able to just finish the other side mob too right before charge runs out. And then over again. XD I haven't tried with a priest before but I think that would be a little better and little mroe relaxed, too.


Ask a Pirate Thread - IllegallySane - 2009-03-14

ZottenKerel Wrote:Don't use corckscrew at himes. Just use speed pots and kick/punch himes till u go all in 1 corner
then 4~5 kicks is enough to chrge up and then just do kick/blast/kick/blast and so on till mob is gone, then hurry o the other side while using blast/kick/drain to mob them. Then you should be able to just finish the other side mob too right before charge runs out. And then over again. XD I haven't tried with a priest before but I think that would be a little better and little mroe relaxed, too.

Doesn't the knockback from getting hit by Himes slow you down? Also, the reason I use Corkscrew is for distance. I don't charge it up fully; I tap so I can hit 3 Himes, give me invincibility so I can keep moving, and just enough time to Energy Blast a mob of Himes or SSK without fear of getting hit.


Ask a Pirate Thread - Doxinator - 2009-03-15

Okay, okay. Question.

I'm nearing 4th job. I've got the 120 and 121 skill distribution set in stone. Just the standard 120: Barrage, DS, SI. 121: ST, Demo, TL.

Question is, I can't really decide what to do after that. I wanted to do 11 SI next, since I"m in a guild that bosses quite often, and I'll be needed in CWKPQ a whole lot. But then I can't decide if I want to do 2/1 With DS and Barrage, and get SI a little later when like, DS is at 21? Anyone have any thoughts on this? D:


Ask a Pirate Thread - DrRusty - 2009-03-18

Do you HAVE TO HAVE a blaze/ice capsul to use flamethrower/icespitter? If you do, how many capsules do you guys usually carry? I just bought one of each, but I don't know if that'll be enough.


Ask a Pirate Thread - Birdie - 2009-03-18

DrRusty Wrote:Do you HAVE TO HAVE a blaze/ice capsul to use flamethrower/icespitter? If you do, how many capsules do you guys usually carry? I just bought one of each, but I don't know if that'll be enough.

you dont have to have them to use the skills. I think the damage is cut in half without them though, im sure someone else knows the numbers for sure. And from what I understand from reading a few of the threads posted in the last couple days, it seems that ice spitter is just used for the freeze, which does not require a capsule.


Ask a Pirate Thread - DrRusty - 2009-03-18

Birdie Wrote:you dont have to have them to use the skills. I think the damage is cut in half without them though, im sure someone else knows the numbers for sure. And from what I understand from reading a few of the threads posted in the last couple days, it seems that ice spitter is just used for the freeze, which does not require a capsule.

ya that's why i was asking cause it seemed (the way people we're talking about it) that you could use them without the capsules. Oh well, I'll probably buy one more of each capsule when i get to lvl 70.

Doxinator Wrote:Okay, okay. Question.

I'm nearing 4th job. I've got the 120 and 121 skill distribution set in stone. Just the standard 120: Barrage, DS, SI. 121: ST, Demo, TL.

Question is, I can't really decide what to do after that. I wanted to do 11 SI next, since I"m in a guild that bosses quite often, and I'll be needed in CWKPQ a whole lot. But then I can't decide if I want to do 2/1 With DS and Barrage, and get SI a little later when like, DS is at 21? Anyone have any thoughts on this? D:

I think the best build after getting those 6 SP in, is to do 11 d strike followed by 11 Si. After you get Si to 11, max out d strike. I maxed out barrage after d strike, but Im starting to regret it. I should have done 15 barrage and then started working on demolition.

Reason? Because now i'm stuck in 5 levels of no increase in damage. I'm adding points into demolition but my barrage still outdmgs it. It's true that barrage will outdmg demolition over time, but you also want to have the boost in dmg for those 2 minutes. Get a few SP in a skill that works 24/7, and then start working on the killer damage dealer. I think going 15 barrage > maxed demo > max barrage is the best build after 11 si and max d strike.


Also, does bullseye's damage increase work on bosses?


Ask a Pirate Thread - Worthyness - 2009-03-24

Would upgrading to a low 9x's king cent from a low 8x's white fangz be wise?

I have maybe 20-25 mil ish to spend on one (possibly more).

Also:

As of now, would going 11 Speed Infusion still be a wise option for a buccaneer in the early 12x's?

Thanks in advance =)


Ask a Pirate Thread - Dusk - 2009-03-24

DrRusty Wrote:ya that's why i was asking cause it seemed (the way people we're talking about it) that you could use them without the capsules. Oh well, I'll probably buy one more of each capsule when i get to lvl 70.

Also, does bullseye's damage increase work on bosses?

I use 2 Ice and 1 Fire. I carry about enough bullets to last a little over 2 hours (10 Vitals). I rarely use Flamethrower when training, but I do use it occasionally, and I don't really mind giving up one use slot for it. I usually only use a little over 1000 Ice, something like 1200 by the time my Vitals are gone. I don't really think carrying Capsules hurts you at all. If you don't use Capsules, it'll just take up a normal bullet instead. Normal bullets fit more, but you've got to be really shortchanged on use slots for 1400 more bullets to be more important than a couple thousand damage that occasionally does help.

Bullseye works on everything. It makes you do 1.2*normal damage on whatever the parrot is targetting. It's pretty much only used for bossing - if it didn't work on bosses it'd be pretty much useless.


Ask a Pirate Thread - Aids - 2009-03-24

Worthyness Wrote:Would upgrading to a low 9x's king cent from a low 8x's white fangz be wise?

I have maybe 20-25 mil ish to spend on one (possibly more).

Also:

As of now, would going 11 Speed Infusion still be a wise option for a buccaneer in the early 12x's?

Thanks in advance =)

In my opinion I don't think you have enough to upgrade. However, it seems like a decent upgrade to do, just might cost more. You'd think prices would be lower than they are at the moment Rolleyes

On behalf of the SI, I think you should get a solid attack before doing 11 SI. Mabey late 12X's or early 13X's minimum before you should level it. Just my opinion. I think wasting 3-4 levels on SI while you can't do much damage is a waste and with HT being hacked so much, SI 11 isn't a huge thing people need over just having SI at level 1. Hope I've helped.

PS: If you solo train like I do, definately wait longer.


Ask a Pirate Thread - Holypie - 2009-03-25

lvl 60 gunslinger training spot?


Ask a Pirate Thread - Manu - 2009-03-25

Holypie Wrote:lvl 60 gunslinger training spot?
You have a 60 slinger? XD add it to guild :3

Anyways, probably MP3.


Ask a Pirate Thread - Kawasari Mimoto - 2009-03-26

Couple questions:

1) When I first apply 1 SP into Burst Fire, do I still:
-Use 'Double Fire' like normal, assuming that Burst Fire adds 1 more bullet-per-DF shot?
-Or, do I put Burst Fire as a key into my config?
-Also, is Burst Fire a skill that must be casted or something in order to make it Triple Fire? Sorry, Outlaws confuses me. Similar to that of a Hermit's 'Shadow Partner', I mean.

2) As a Corsair, do most people max out Rapid Fire ASAP or Battleship ASAP? Or is it like half and half? Thanks!

3) Last question, how is Homing Beacon used? When I throw it at a target, do I do more damage to that certain target as well as ignore the other mobs and only shoot at that specific target? Do people max this skill?