Tell Frylock and Meatwad the cat's out of the bag, Dae is back
[SIZE="4"] UPDATES! [/SIZE]
Last Updated: Nov 17th, 00:13 EST
New Skill Builds!
Added a new section on Damage!
Moved Storyline
[SIZE="4"] Greetings! [/SIZE]
As some of you have heard, we've received a good chunk of Pirate data in our latest patch
In light of this new information I have decided to put my knowledge of the Pirate skills to good use, and have prepared what I think, is a decent skill build for the Infighter. Not only that, but Im adding in a little story line too, as I feel a post with just a stat build is extremely boring.
[SIZE="4"] HUGE NOTICE! [/SIZE]
I give FULL credit for the Pirate Skills information to Fiel of SP.net, and all those who helped him. You can see the data for yourselves at the following links:
Infighters can be likened to Warriors in that their Primary Stat is Str and their Secondary Stat is Dex. Unlike warrior however, Infighters REQUIRE Dex to equip their weapons. When rolling for your stats, shoot for a 4/4 on Int/Luk. You need to have 20 Dex to make the first Job advancement.
[SIZE="4"]Your Basic Pirate[/SIZE]
Spoiler
Based on the information gathered, I have drafted up a decent stat build for a 1st job Pirate that will become an Infighter:
[SIZE="4"] Notes on this build [/SIZE]
Some believe maxing Straight is better than maxing Somersault Kick. But any experienced Maplers knows Mobbing = faster leveling. I did a mix of Dash and Somersault kick on the experience that speed = faster leveling, so Dash should help just as well. ALSO! Somersault kick can be used when using ANY weapon and WITHOUT one as well, giving you much more versitility
Then again, you can only use Straight in the 2nd Job Advancement. Also, 2nd Job is loaded with mob skills, which also stun. Finally, keep in mind an Infighter only has four 1v1 attacks (five counting Energy Drain) in its ENTIRE arsenal (1st job through 4th): Straight, Double Upper, Fist and Demolition; while it has eight mobbing skills: Somersault Kick, Screw Punch, Backspin Blow, Energy Buster, Shockwave, Snatch, Energy Orb, and Dragon Strike (Leviathon). This means you have alot more choices for mobbing moves than single target skills, so you might want to max out every one you have. And finally, keep in mind that Straight is spammable, and every other Infighter attack is not. The delays seem to piss people off during training, so it may be worth maxing
The difference between the two builds revolves around Quick Motion and Dash. Quick Motion gives acc/avd, while Dash gives you extra speed (Its not like haste, you double tap an arrow key to cast it. If you stop, turn around, etc etc you need to recast it) If you are funded and can afford dex / acc equips, you really dont need to max Quick Motion
Coincidentally, by the time you reach 3rd Job, it really wont matter which one you ended up maxing.
[SIZE="4"]The Way of The Infighter[/SIZE]
Spoiler
Thanks to Sheikox for his suggestions, Ive made some revisions
Again, based on the information I have drafted up a skill build of an Infighter
[SIZE="4"] Notes on this build [/SIZE]
Maxing ImHP first was a given. I decided on maxing Screw Punch first after Imh because most, if not all, Maplers should be CPQing from Lvl 30-50, and that skill would seem to do the most DPS there. Notice this build includes getting Mastery to 5 ASAP to get at least some Booster. It then continues based on the +% per two points put in mastery. Any physical damage based Mapler will tell you Mastery first is key (well most Maplers). After that, get a solid one minute booster, and start slowing down Screw Punch to add to Mastery. Double Upper seems useful, dishing out 580% to a single monster, so when Screw Punch is maxed, start adding points to it. After I decided to add into Backspin Blow. The reason being is from what I learned watching KMS videos. Most high level Bucs and Vipers will Backspin Blow enemies into a corner, then Leviathan / Fist / Shockwave them to death. The rest of the build seems self explanatory. Max MP Recovery, finish up Booster and Mastery
[SIZE="4"]The Buccaneer's Path[/SIZE]
Spoiler
~Under Construction~ Update (Nov 17th): Currently working on a "Max Shockwave ASAP" build
Proposed Buc Build
Transform / Shockwave vs Energy Charge / Energy Buster
Both sets of skills are grouped together to give the best possible DPS. Problem is, you can only go transformed every four minutes (Skill lasts two minutes with an six minute cooldown). So for that time you must rely on your 2nd job skills. Some people might not like this and opt for the Energy Charge / Energy Buster combo first. If so, here's your build:
70: +1 Stun Mastery(1)
71: +3 Stun Mastery(4)
71: +3 Stun Mastery(7)
73: +3 Stun Mastery(10)
74: +3 Stun Mastery(13)
75: +3 Stun Mastery(16)
76: +3 Stun Mastery(19)
77: +1 Stun Mastery(MAX), +1 Energy Charge(1), +1 Energy Buster(1)
78: +2 Energy Charge(3), +1 Energy Buster(2)
79: +2 Energy Charge(5), +1 Energy Buster(3)
80: +2 Energy Charge(7), +1 Energy Buster(4)
81: +2 Energy Charge(9), +1 Energy Buster(5)
82: +2 Energy Charge(11), +1 Energy Buster(6)
83: +2 Energy Charge(13), +1 Energy Buster(7)
84: +2 Energy Charge(15), +1 Energy Buster(8)
85: +1 Energy Charge(16), +2 Energy Buster(10)
86: +1 Energy Charge(17), +2 Energy Buster(12)
87: +2 Energy Charge(19), +1 Energy Buster(13)
88: +2 Energy Charge(21), +1 Energy Buster(14)
89: +2 Energy Charge(23), +1 Energy Buster(15)
90: +1 Energy Charge(24), +2 Energy Buster(17)
91: +1 Energy Charge(25), +2 Energy Buster(19)
92: +3 Energy Buster(22)
93: +2 Energy Charge(27), +1 Energy Buster(23)
94: +2 Energy Charge(29), +1 Energy Buster(24)
95: +2 Energy Charge(31), +1 Energy Buster(25)
96: +2 Energy Charge(33), +1 Energy Buster(26)
97: +2 Energy Charge(35), +1 Energy Buster(27)
98: +2 Energy Charge(37), +1 Energy Buster(28)
99: +3 Energy Charge(MAX)
100: +2 Energy Buster(MAX), +1 Transform(1)
101: +2 Transform(3), +1 Shockwave(1)
102: +2 Transform(5), +1 Shockwave(2)
103: +2 Transform(7), +1 Shockwave(3)
104: +2 Transform(9), +1 Shockwave(4)
105: +2 Transform(11), +1 Shockwave(5)
106: +2 Transform(13), +1 Shockwave(6)
107: +2 Transform(15), +1 Shockwave(7)
108: +2 Transform(17), +1 Shockwave(8)
109: +2 Transform(19), +1 Shockwave(9)
110: +1 Transform(MAX), +2 Shockwave(11)
111: +3 Shockwave(14)
112: +3 Shockwave(17)
113: +3 Shockwave(20)
114: +3 Shockwave(23)
115: +3 Shockwave(26)
116: +3 Shockwave(29)
117: +1 Shockwave(MAX) +2 Energy Drain(2)
118: +3 Energy Drain(5)
119: +3 Energy Drain(8)
120: +3 Energy Drain(11)
Then again, if the entire reason you made an Infighter was to Transform and look flashy (like 90% of the people who will make one), this would be your build
70: +1 Transform(1)
71: +2 Transform(3), +1 Shockwave(1)
72: +2 Transform(5), +1 Shockwave(2)
73: +2 Transform(7), +1 Shockwave(3)
74: +2 Transform(9), +1 Shockwave(4)
75: +2 Transform(11), +1 Shockwave(5)
76: +2 Transform(13), +1 Shockwave(6)
77: +2 Transform(15), +1 Shockwave(7)
78: +2 Transform(17), +1 Shockwave(8)
79: +2 Transform(19), +1 Shockwave(9)
80: +1 Transform(MAX), +2 Shockwave(11)
81: +3 Shockwave(14)
82: +3 Shockwave(17)
83: +3 Shockwave(20)
84: +3 Shockwave(23)
85: +3 Shockwave(26)
86: +3 Shockwave(29)
87: +1 Shockwave(MAX), +2 Stun Mastery(2)
88: +3 Stun Mastery(5)
89: +3 Stun Mastery(8)
90: +3 Stun Mastery(11)
91: +3 Stun Mastery(14)
92: +3 Stun Mastery(17)
93: +3 Stun Mastery(MAX)
94: +2 Energy Charge(2), +1 Energy Buster(1)
95: +2 Energy Charge(4), +1 Energy Buster(2)
96: +2 Energy Charge(6), +1 Energy Buster(3)
97: +2 Energy Charge(8), +1 Energy Buster(4)
98: +2 Energy Charge(10), +1 Energy Buster(5)
99: +2 Energy Charge(12), +1 Energy Buster(6)
100: +2 Energy Charge(14), +1 Energy Buster(7)
101: +2 Energy Charge(16), +1 Energy Buster(8)
102: +1 Energy Charge(17), +2 Energy Buster(10)
103: +2 Energy Charge(19), +1 Energy Buster(11)
104: +2 Energy Charge(21), +1 Energy Buster(12)
105: +2 Energy Charge(23), +1 Energy Buster(13)
106: +1 Energy Charge(24), +2 Energy Buster(15)
107: +1 Energy Charge(25), +2 Energy Buster(17)
108: +3 Energy Buster(28)
109: +2 Energy Charge(30), +1 Energy Buster(18)
110: +2 Energy Charge(32), +1 Energy Buster(19)
111: +2 Energy Charge(34), +1 Energy Buster(20)
112: +2 Energy Charge(36), +1 Energy Buster(21)
113: +2 Energy Charge(38), +1 Energy Buster(22)
114: +2 Energy Charge(MAX), +1 Energy Buster(23)
115: +3 Energy Buster(26)
116: +3 Energy Buster(29)
117: +1 Energy Buster(MAX), +2 Energy Drain(2)
118: +3 Energy Drain(5)
119: +3 Energy Drain(8)
120: +3 Energy Drain(11)
Skill Dist. at Lvl 120: 151 Points Total
BASE SKILL BUILD:
20 Transform
20 Stun Mastery
40 Energy Charge
30 Shockwave
OPTIONS: (Max EB Build)
30 Energy Buster
11 Energy Drain
(Max ED Build)
20 Energy Drain
21 Energy Buster
[SIZE="4"] Notes on this build [/SIZE]
Energy Drain vs Energy Buster
The choice between the two seems obvious to me, but those of us that have been researching the Pirate class throughly have come at an inpass about this. There are those saying that maxed Energy Drain would be more beneficial than maxed Energy Buster, since absorbing more HP per hit could save your life. Another argument for maxed Energy Drain is that there are plenty of other hard hitting attacks a Buc could use instead of Energy Buster. But, Energy Drain, as far as we know, only hits one monster at a time, while Energy Buster can hit four. There are many pros to having Maxed Energy Buster as well. You are dishing out 420% damage over four enemies (thats 1680%). This also out damages Screw Punch (three enemies at 420% a piece = 1260%) Added to that, the only 3rd job skill that will out damage maxed Energy Buster is Shockwave, which hits six enemies at 700% a piece (a whopping 4200%) But remember that Shockwave is only accessible in Transform mode and that skill has a cooldown time (480 seconds), limiting use of Shockwave
Also, consider the following:
ED at Lvl 11: Damage 315% / 16% of damage converted to HP / 200% Range
ED at Lvl 20: Damage 360% / 20% of damage converted to HP / 200% Range
EB at Lvl 21: Damage 366% / 4 Enemies / 100% Range
EB at Lvl 30: Damage 420% / 4 Enemies / 100% Range
If you leave Energy Buster at Lvl 21, you are losing out on a total of 216% damage (54% per monster) compared to maxing it. Keeping Energy Drain at Lvl 11 only loses you 45% damage.
In the end, its your Story, your Pirate, build it the way YOU want.
[SIZE="4"]The Viper's Prestige[/SIZE]
Spoiler
~Under Construction~
Proposed Viper Build
Note: As any 4th jobber knows, there is the build you'd like to go with....and then there is the build you have to go with depending on which mastery books you find first.
Of course, you could save SP and wait til you find certain books, or splurge them on skills you don't necessarily need. Do what you want...
120: +1 Fist(1), +1 Wind Booster(1), +1 Dragon Strike(1)
121: +1 Fist(2), +1 Time Leap(1), +1 Wind Booster(2)
122: +1 Super Transform(1), +1 Demolition(1), +1 Snatch(1)
123: +3 Wind Booster(5)
124: +3 Wind Booster(8)
125: +3 Wind Booster(11)
126: +3 Fist(5)
127: +3 Fist(8)
128: +3 Fist(11)
129: +3 Maple Warrior(3)
130: +3 Maple Warrior(6)
131: +3 Maple Warrior(9)
132: +2 Super Transform(3), +1 Demolition(2)
133: +2 Super Transform(5), +1 Demolition(3)
134: +2 Super Transform(7), +1 Demolition(4)
135: +2 Super Transform(9), +1 Demolition(5)
136: +2 Super Transform(11), +1 Demolition(6)
137: +2 Super Transform(13), +1 Demolition(7)
138: +2 Super Transform(15), +1 Demolition(8)
139: +2 Super Transform(17), +1 Demolition(9)
140: +3 Super Transform(MAX)
141: +3 Demolition(12)
142: +3 Demolition(15)
143: +3 Demolition(18)
144: +2 Demolition(20), +1 Dragon Strike(2)
145: +3 Dragon Strike(5)
146: +3 Dragon Strike(8)
147: +3 Dragon Strike(11)
148: +3 Dragon Strike(14)
149: +3 Dragon Strike(17)
150: +3 Dragon Strike(20)
151: +1 Dragon Strike(21), +2 Fist(13)
152: +3 Fist(16)
153: +3 Fist(19)
154: +3 Fist(22)
155: +3 Fist(25)
156: +3 Fist(28)
157: +2 Fist(MAX), +1 Snatch(2)
158: +3 Snatch(5)
159: +3 Snatch(8)
160: +3 Snatch(11)
161: +3 Snatch(14)
162: +3 Snatch(17)
163: +3 Snatch(20)
164: +1 Snatch(21), +2 Demolition(22)
165: +3 Demolition(25)
166: +3 Demolition(28)
167: +2 Demolition(MAX), +1 Dragon Strike(22)
168: +3 Dragon Strike(25)
169: +3 Dragon Strike(28)
170: +2 Dragon Strike(MAX), +1 Maple Warrior(10)
171: +3 Maple Warrior(13)
172: +3 Maple Warrior(16)
173: +3 Maple Warrior(19)
174: +1 Maple Warrior(MAX), +2 Time Leap(3)
175: +3 Time Leap(6)
176: +3 Time Leap(9)
177: +3 Time Leap(12)
178: +3 Time Leap(15)
179: +3 Time Leap(18)
180: +3 Time Leap(21)
181: +3 Time Leap(24)
182: +3 Time Leap(27)
183: +3 Time Leap(MAX)
184: +3 Energy Orb(3)
185: +3 Energy Orb(6)
186: +3 Energy Orb(9)
187: +3 Energy Orb(12)
188: +3 Energy Orb(15)
189: +3 Energy Orb(18)
190: +3 Energy Orb(21)
191: +3 Energy Orb(24)
192: +3 Energy Orb(27)
193: +3 Energy Orb(MAX)
194: +3 Snatch(24)
195: +3 Snatch(27)
196: +3 Snatch(MAX)
197: +1 Hero's Will, +2 Energy Buster(23) / Energy Drain(13)
198: +3 Energy Buster(26) / Energy Drain(16)
199: +3 Energy Buster(29) / Energy Drain(19)
200: +1 Energy Buster(MAX) / Energy Drain(MAX), +2 Wind Booster(13)
Skill Dist. at Lvl 200: 243 Points Total BASE SKILL BUILD:
20 Super Transform
30 Fist
30 Demolition
30 Dragon Strike
20 Maple Warrior
30 Time Leap
30 Energy Orb
30 Snatch
13 Wind Booster
1 Hero's Will
OPTIONS: (Max EB Build)
9 Additional Into Energy Drain
(Max ED Build)
9 Additional Into Energy Buster
[SIZE="4"] Notes on this build [/SIZE]
Ok. Well like I stated earlier, what you do and dont put points into will probably be determined by what Mastery books you find / pass. Anyway, I put a few points into each skill so you can enjoy 4th job. Yay Viper. After that, 11 into Wind Booster to get that sexy +2 speed. Fist to 11 to get a nice attack boost. 9 into Maple Warrior for obvious reasons. Anyone who has had MW9 before knows its benefit to your damage range. Next, Super Transform / Demo upgrade. Get Super Transform maxed to get the low cooldown time. Leave Demo at 20, since its plenty of damage but after adding another point, its MP cost nearly doubles. Dragon Strike gets to 21 so it hits 6 enemies. Max Fist after so its out of the way. Get Snatch to 21 (hit 6 enemies), then max Demo for bossing. Next you max Dragon Strike for training and Maple Warrior for its stat boost. Max Time Leap next for bossing and so you can use Super Transform more often. Then max Energy Orb, since at max it'll out damage Buster. Finally, finish up Snatch, Energy Buster / Energy Drain (depending on what you did for 3rd job), and put the rest of your points into Wind Booster.
Note: If you want Super Transform....you'll have to beat this boss first...
Super Kairin
Level: 120
HP: 100,000,000
MP: 20,000
Avoid: 14
Knockback: 50,000
EXP: 6,700,000
Update: ShiKage has informed me you merely have to survive 2 minutes against her to gain the skill.... kind of a let down
[SIZE="4"]Recommended Training Areas[/SIZE]
Spoiler
Level 1~10:
Typical Maple Island. Quests, snails, etc. Get to Level 9 and about 75% and head to Victoria
Get to Olaf, get exp for Maple Island quests. Take Pirate job quest
Head to Nautilus Port and find Kairin. talking to her about "Path of the Pirate" should put you to Level 10. If it doesnt, go whack some snails
After getting to Level 10, get the job advancement
Level 10~20:
HPQ......HPQ.......HPQ
Around Level 15~18, head to Pig Beach
Level 20~30:
KPQ, easy to get tracks. Get a strong mage party and rip it up
Get bored? Cant get in PQ? Try Wild Boars.
Maybe ArPQ (Ariant PQ)? Havent tried it myself, but Im told its easy experience
Level 30~50:
Monster Carnival PQ. If you have friends with Level 50 CPQ mules, itll be very easy experience.
Another CPQ tactic, Coin Farm and agree with the other party to alternate wins
Teddys in Ludi are great for this level
STDs are always an option in your 4x ~ 5x
Level 50~60:
Stick with STDs
If you can two hit them, Selkies in Singapore are the best 5x training area in GMS as of right now
FoG
If you are overkilling STDs, try Pandas in "Territory of Wandering Bear". Nice, flat maps for Screw Punch
In late 50s, if you are well funded (pac, zhelm, scg) go try v/hoodoos. If you cant find a map, try going to FoG
Level 60~70:
Pandas, unless you are overkilling them
FoG
V/Hoodoos are always fun...
Try Gryphons or Water Goblins if the experience isn't good at the other places
If not, go for Captains and Krus (if you are INCREDIBLY funded), lots of close mobs and great spawn
[SIZE="4"]Dexless, Low Dex, and Regular Dex Brawlers; An In-Depth Look[/SIZE]
Spoiler
[SIZE="3"]Greetings![/SIZE]
Crap People Already Know
Spoiler
So as I have progressed in Maple, Ive noticed alot of people opting for pure stat characters. For those of you who dont know, pure stat means putting every single AP into your main stat, and keeping your secondary stat as low as possible.
Examples:
Dexless Sins
Lukless Mages
Strless Bowman
These kinds of characters take advantage of maple weapons, which have no stat requirements. This allows them to pump their main stat to its limits and bring with it major power increases.
Pros:
Amazing Damage
Can scroll equips for main stat
Cons:
Lower Def and M.Def
Limited Equips
Well-Scrolled Weapon can cost hundreds of millions
Then there are those who try and wear their current level weapon and keep their secondary stat as low as possible. They use scrolled equips to keep their stat low and sill use the weapon
Examples:
Low-Dex Sins
Low-Luk Mages
Low-Str Bowman
Pros:
Can equip current level weapon, for better weapon attack
Cons:
Have to scroll most of their equips for their secondary stat
Finally, there are elite characters. They mix both of the play styles mentioned above. Using scrolled equips, they keep their secondary stat at its minimum and still manage to equip their current level weapon
Examples:
Dexless-Rab Sins
Lukless-Evil Wings Mages
Pros:
Extremely High Damage (usually)
Cons:
Have to scroll ALL their equips for their secondary stat
These characters have the highest damage possible. Not only do they have the maximum amount of points into their main stat, they get the advantage of using their current level weapon.
[SIZE="3"]The Point of This Thread[/SIZE]
Spoiler
We will be looking at three possible AP builds of Infighters (Dexless, Low-Dex, and Regular Dex) at three seperate levels (50, 100, 150). This will be the following criteria:
Base Equips
15 Str, 15 Dex Zhelm
2 Str, 2 Dex Speigelmann Necklace
10 Dex Earrings
10 Dex Yellow Snowshoe
15 Atk Stormcaster Gloves
Dexless Equips
25 Dex Sauna Robe
3 Atk, 10 Dex Pink Adventurer's Cape
Low-Dew / Regular Dex Equips
Current Level overall scrolled with and additonal 25 Str
3 Atk, 10 Str Pink Adventurer's Cape
Non-Equip Criteria:
Every character will be using their current level knuckle. The knuckle will be clean and of average stats
The Low-Dex character will have the absolute lowest base dex possible, while still being able to equip his current level knuckle. Even if he had a higher base dex in lower levels, we assume he reset it into Str.
The Low-Dex and Regular Dex characters will have the same "scrolling luck" as the Dexless character. To represent this, they have the same stat Pink Adenturer's Cape as the Dexless, but scrolled for Str instead. They also have an overall, equal to their level, scrolled for an additional 25 Str (since the Dexless uses a Sauna with 25 additional Dex)
The Regular Dex character will always have his base dex equal to his level, despite his dex equips
All characters are assumed to have rolled perfect stats. (4 Int and 4 Luk)
All damage calculations are comprised entirely on the characters stats and total weapon attack from equips alone.
Other effects such as warrior elixirs are not included
In later updates we will investigate the effects of Energy Charge (adds 20 attack), Transform (adds 20 Str) and Super Transform (adds 30 Str)
Notes On This Level:
As you can see (and as was expected) low-dex wins at this level. Of course, we all know that the Dexless Infighter doesn't need his Sauna at this level to equip his knuckle, and could use a Str scrolled overall like the low-dex. But for the sake of a constant, equips are the same throughout for Dexless
Notes On This Level:
Dexless starts to catch up to Low-Dex at this level, since the Low-Dex had to add to his base Dex. And the Regular Dex just keeps falling behind...
Notes On This Level:
~Under Construction~
Most Low-Stat characters make sure that their secondary stat is so low, that even after all their equips they need Maple Warrior to equip their weapon. Its reflected in these statistics
[SIZE="3"]Maple Warrior[/SIZE]
Spoiler
As all 4th job characters know, Maple Warrior can have great effects on damage. The following data assumes each character has level 10 Maple Warrior:
Notes On This Level:
So I guess with these equips, Low-Dex will win in the end, due to the scrolled overall for Strength. Remember that these scrolls are still rare, and a level 100 and 110 will probably be hard to get ahold of. Also remember, the Dexless only has to upgrade it's knuckle each level. The Regular and Low-Dex need to rescroll their new overalls for a least 25 Strength to keep their advantage.
Low-Dex, due to new Overall Str scrolls, WILL out power Dexless. But as I said, it'll be much more expensive to maintain than a Dexless. Unless that Dexless is AMAZINGLY funded and does the build "In a Perfect World"
[SIZE="3"]Legal Stuff[/SIZE]
Use whatever you want. Just quote me, cite this page, and give credits
[SIZE="4"]Credits[/SIZE] Fiel - For Pirate skills info (and this forum) Loose - Helped with training areas and skill build suggestions IsaacGS - Helped with training areas and skill build suggestions JoeTang - Great insight and help with 2nd job, as well as training areas ShiKage - For testing out my builds in jMS and letting me know its more or less pretty accurate
The Frylock/Meatwad thing was for the event only xD But if you want to leave it there, that's your choice.
Suggestion: you should probably point out peculiars about the skills that aren't otherwise obvious. I did this for my LOLPALLY guide and gave way more than just the numbers for each skill level, such as the hidden cool-down timer for Rush.
Berzerk Wrote:I have a question, what makes MP Recovery so much better than Oak Barrel? Sure it'll save mesos but what does it do, exactly?
Other than that, this is a very good guide. I was thinking about doing FoG at 51, and this kinda pointed me in the right direction.
Well the fact that Oak Barrel is more or less a nerfed version of Dark Sight, it just makes me think "well why bother"
But as always and as Ive said before: Its your Pirate, build it to your playstyle. If you dont mind not saving mesos and would rather have Oak Barrel, go for it. It isnt one of those things that will make or break your Brawler (unlike skipping Straight for Dash or something)
Well the fact that Oak Barrel is more or less a nerfed version of Dark Sight, it just makes me think "well why bother"
But as always and as Ive said before: Its your Pirate, build it to your playstyle. If you dont mind not saving mesos and would rather have Oak Barrel, go for it. It isnt one of those things that will make or break your Brawler (unlike skipping Straight for Dash or something)
I bumped it suggesting you add more to 30-50 training areas because you can't live off of cPQ. xd
You should add that to the unfunded maxing Quick Motion right after somersault kick helps alot with accuracy early on(pot money is a lot easier to come by means you can go to stronger monster with less dex equips and more str/atk stuff.
You should also add that doing every quest on maple island is very fast exp and can get you off faster.
I have a suggestion for the level 20 area of leveling.
20-23/25
Wooden mask/Rock mask were amazing exp for me(Brawler), and if you have someone to take the bottom/top of the map its even faster because you wont have to move around so much.
Elmo Wrote:You should add that to the unfunded maxing Quick Motion right after somersault kick helps alot with accuracy early on(pot money is a lot easier to come by means you can go to stronger monster with less dex equips and more str/atk stuff.
You should also add that doing every quest on maple island is very fast exp and can get you off faster.
I have a suggestion for the level 20 area of leveling.
20-23/25
Wooden mask/Rock mask were amazing exp for me(Brawler), and if you have someone to take the bottom/top of the map its even faster because you wont have to move around so much.
with 20 dex your fine for a good amount of time. Quick motion is the last thing you need and really I would rather get 1 double fire for lulz then get dash. It may be in JMS but dash has a nasty delay when activating which can disrupt skill conjunction and cordination (whatever the hell you want to call it). So the most popular opinion I hear about infighters is that AVOID DASH period, especially with a useless dash that only drains MP, but thats my 2 cents.
Arroz Wrote:with 20 dex your fine for a good amount of time. Quick motion is the last thing you need and really I would rather get 1 double fire for lulz then get dash. It may be in JMS but dash has a nasty delay when activating which can disrupt skill conjunction and cordination (whatever the hell you want to call it). So the most popular opinion I hear about infighters is that AVOID DASH period, especially with a useless dash that only drains MP, but thats my 2 cents.
Dash in GMS has no delay, and if anything you can always jump cast it
i havent started to build my infighter yet , but i do plain on making 1 after my GS is boring . my build for my infighter would be SSK then fist then 10 dash then 11 bullet time .. thats just me . now you may be asking why 11 bullet time and 10 desh? well i am one of the few who aren't stupid enough to double tap the arrow keys while going place to place/ or training .... in fact on my GS i have to set a key to start dash ...