![]() |
|
4th job Builds - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +--- Thread: 4th job Builds (/showthread.php?tid=11084) |
4th job Builds - Dusk - 2009-05-08 I was thinking, with the sheer diversity of 4th job builds, what would be more helpful, a simple separation of different skills into tiers and only a few helpful comments from there, or a full in-depth build? I've always found it more helpful to read about which skills are more important than in-depth builds. I outlined a Corsair build in a post on Basil yesterday as follows. Quote:1 point wonders: Ship, Octo, Air Strike, Torp, Elemental Boost 1-point wonders are skills that either have close to their full effect at level 1 or simply make a huge difference with just one point. For something like SE, which makes a huge damage difference at level 1 but has a crappy timer, you could put a note like SE (9). Situational/Useless skills are skills that are rarely helpful and usually only used for fun. Some people may find a purpose for them, others won't even key them. In any case, they won't impact your training/bossing/hunting significantly. The rest of the skills are put in tiers, which is pretty straightforward. Basically you can rearrange all the skills in each tier for your own purposes, but you should generally stick to this order. It can helpful to get some points in Tier 2 before Tier 1, but it's generally a bad idea to go to Tier 3 before finishing Tier 1. I'm wondering if this is a good idea, and I'd also like to see what similar setups for other jobs would look like. 4th job Builds - Russt - 2009-05-08 Not even limited in application to 4th job; I think it could serve as a concise alternative to any skill build. Of course, actual skill builds aren't so bad for the first three jobs in comparison. Magician 1st job, as a trivial example: Tier 0: MP Increase (req 5 MP Recovery) 1 point wonders: Energy Bolt, Magic Claw Tier 1: Magic Claw, MP Recovery Tier 2: Magic Guard Situational/Useless: Magic Armor, Energy Bolt For first job it's not so difficult to just say "MP Increase > 1 Bolt > Claw > Recovery > Guard", of course. But with 3rd jobs and some of the less straightforward 2nd jobs, it might be easier than listing out all the levels and crap. 4th job Builds - Kawasari Mimoto - 2009-05-08 Putting skillbuilds into Tiers aren't so bad. <_< Problem is, we'll be seeing a bunch of OU-build faggots that thinks the most OU-build out there auto > everything in every situation possible. As long as it doesn't come to that, it's all good. I seperated builds when I did this on my PADK guide too, but I wasn't being specific. 4th job Builds - USMC - 2009-05-08 HI-FIVE~ This is what I would do if I were to write a guide. Afterall, it's a guide, not to tell what my build is. I'll do BM. 1 point wonders: SE: huge boost to critical damage, lvl2 or more for practical use in training. Phoenix: fun, does decent damage and lasts decently long at lv1. BE: adds 5% mastery at lv1. DB: fun, 100% push back to 4 mobs. Hurricane: FUN! out damages maxed strafe at lv1 with SE, and again, FUN! Tire 1: Hurricane(single target dps) SE(oveall dps, party} BE(oveall dps) Tire 2: DB(mob control) hamstring(mob control) Concentrate(minor boost to damage with cool down) Tire 3: Phoenix Tire 4: MW |