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Striker Suggested Build (2nd/3rd)
#1
So I was thinking that perhaps strikers should leave booster at 11 and max it in 3rd job while you are saving up for wind booster. Why? Because screw punch is a good skill and so is buster, if you max booster then you sacrifice one of those skills. Besides, aside from buff time 11 booster is essentially the same as level booster. However, you NEED to max booster in order to get wind booster. What if the skills were done liek this.

Second job:
Mastery: max
Booster: 11
Screw Punch: max
Lightning Charge: max
Buster: max
Energy Charge: max

That is what you'd go into third job with. I am not going to create a guide on how to get here, just know that is how you'll end up.

Now to start in third job (The extra points I am undecided on. I need to find out whether drain or shockwave is better to max.):

 Spoiler

Any thoughts?
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#2
best is to max drain and leave shockwave at 1 for looks, and use the extra 10 points on dash/sprite
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#3
66alex66 Wrote:best is to max drain and leave shockwave at 1 for looks, and use the extra 10 points on dash/sprite

If I was a striker I would have already maxed dash. Sprite is SUPER weak. It will probably do around 500 damamge when maxed at ~120. I wouldn't go back and add to it. Shockwave would be more useful.
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#4
shark wave destroys shockwave so why would you want to max THAT?
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#5
66alex66 Wrote:shark wave destroys shockwave so why would you want to max THAT?

So leave shockwave at 11 and max drain, but at the same time that is the same damamge as max buster. All it does is save HP pots. Either way, it is better than going back to max sprite.
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#6
All I know is that I'm not touching Dash, Transformation and Shockwave.

It'll be like Buccaneer, but more electrical, more throwing sharks and no stunning.
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#7
I don't get why shockwave is so much worse than sharkwave?
Is it so slow that you can pull off more than 2 sharkwaves in the same time as 1 shockwave?
I never had a bucc so i have no inside info on this, but it seems a little weird to me...
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#8
Here are the problems I have with Shockwave.
- It makes me feel slow, because it's slow.
- Because if the slow down, I feel very open to monster attacks. Somewhat the problem I have with Dragon Strike.
- It's afraid of ledges and slopes, cutting it's range.
- It requires Transformation.

As a Marauder, I got two choices for 3rd job mob skills, one required Transformation, the other Energy Charge. Transformation has a defined cooldown, Energy Charge does not. After a while of messing around with them, I found out that I could charge my Energy way faster than Transformation's cooldown. Even before the elimination of Energy Blast's delay, I found Energy Blast to Somersault to be more damaging than Showckwave, especially at the places I train at.

Strikers have another possibility, Shark Wave, which seems way faster than Shockwave. One Shockwave could be the same damage or less than two Shark Waves (or however many you can spam in a Shockwave). But it doesn't show any of the problems I have with Shockwave.

Also, adding in Sparks and Critical Punch, you'd want to do the fast amount of attacks. Am I right?

I have no idea what I type, so if it doesn't make sense, ignore it.
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#9
Not sure about shark wave, but I'm almost sure I can do at least 2 energy blasts in the time I do one shockwave.

Loose Wrote:Here are the problems I have with Shockwave.
- It makes me feel slow, because it's slow.
- Because if the slow down, I feel very open to monster attacks. Somewhat the problem I have with Dragon Strike.
- It's afraid of ledges and slopes, cutting it's range.
- It requires Transformation.

As a Marauder, I got two choices for 3rd job mob skills, one required Transformation, the other Energy Charge. Transformation has a defined cooldown, Energy Charge does not. After a while of messing around with them, I found out that I could charge my Energy way faster than Transformation's cooldown. Even before the elimination of Energy Blast's delay, I found Energy Blast to Somersault to be more damaging than Showckwave, especially at the places I train at.

Strikers have another possibility, Shark Wave, which seems way faster than Shockwave. One Shockwave could be the same damage or less than two Shark Waves (or however many you can spam in a Shockwave). But it doesn't show any of the problems I have with Shockwave.

Also, adding in Sparks and Critical Punch, you'd want to do the fast amount of attacks. Am I right?

I have no idea what I type, so if it doesn't make sense, ignore it.

It did make sense Smile
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#10
We've had a thread on this lol.
Main thins to do is get 6 sharks, max crit, max sparks, put some into whatever until 93, save for barrage, max barrage, finish sharks, save for 11WB, drain and xform or whatever.
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#11
Well...shockwave probably won't feel as slow with 2 wind booster, and you'll be hitting like 25~30ks x6 with shockwave, so it might be useful at newties or mobs of skeles.
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#12
I might just max dash, eliminating the need for the haste effect from transform, leave xform at 1, SWave at 1, and add those unused points into CSB/Sprite/Booster.
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#13
Bite Wrote:I might just max dash, eliminating the need for the haste effect from transform, leave xform at 1, SWave at 1, and add those unused points into CSB/Sprite/Booster.

You'll have so many points leftover, you're probably gonna have sprite maxed and csb maxed and STILL need something else to dump into. Booster is maxed already since you need 20 for wind booster.
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#14
max wind booster cuz ur not gonna be using failwave at bosses and once you hit 120 this would only be a bossing, fm, or apq mule anyways. Biggrin

long timers are your best friends.
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#15
You should totally max Dash. im gonna use the Extra points to max it.
Dash is so much better than Sprite.
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#16
Bite Wrote:I might just max dash, eliminating the need for the haste effect from transform, leave xform at 1, SWave at 1, and add those unused points into CSB/Sprite/Booster.

0.0 Transform gives a +40 +20, whereas Dash is only +30 +10, right? Then there's the whole deal with having to recast dash so often. I'd rather leave points out of Sprite :f6:
Not to mention I'm just going to be in shock when we get a WORKING transform in GMS Rolleyes
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#17
Amphigory Wrote:0.0 Transform gives a +40 +20, whereas Dash is only +30 +10, right? Then there's the whole deal with having to recast dash so often. I'd rather leave points out of Sprite :f6:
Not to mention I'm just going to be in shock when we get a WORKING transform in GMS Rolleyes

The thing is that dash will become useful for strikers. Sharkwave is REALLY far ranged, and I mean REALLY far ranged. It can span half of C-2, pretty much. This will probably make you use screwpunch less. In this situation you'll love to have dash to help travel. Also, transform is not 100% of the time. As well as sprite is utterly useless past level 30.

People might now be like, "Well then if screw punch becomes useless, why max it?" The answer is that it is REALLY useful to train with in second job. More useful than level 20 booster. All it does is sacrifice an even more useless skill in third job to come back to booster.
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#18
TehMatt Wrote:The thing is that dash will become useful for strikers. Sharkwave is REALLY far ranged, and I mean REALLY far ranged. It can span half of C-2, pretty much. This will probably make you use screwpunch less. In this situation you'll love to have dash to help travel. Also, transform is not 100% of the time. As well as sprite is utterly useless past level 30.

People might now be like, "Well then if screw punch becomes useless, why max it?" The answer is that it is REALLY useful to train with in second job. More useful than level 20 booster. All it does is sacrifice an even more useless skill in third job to come back to booster.

This plus the usefulness of CSB while bossing Wink
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#19
TehMatt Wrote:The thing is that dash will become useful for strikers. Sharkwave is REALLY far ranged, and I mean REALLY far ranged. It can span half of C-2, pretty much. This will probably make you use screwpunch less. In this situation you'll love to have dash to help travel. Also, transform is not 100% of the time. As well as sprite is utterly useless past level 30.

People might now be like, "Well then if screw punch becomes useless, why max it?" The answer is that it is REALLY useful to train with in second job. More useful than level 20 booster. All it does is sacrifice an even more useless skill in third job to come back to booster.

0.0 I mean transform as a skill dump, after you have Cork and Booster. Rather than dumping them into something like Shockwave or Sprite. The booster idea makes sense, maxed Cork would help out at 6x Windraiders for sure. The timer lasts as long as level 1 Speed Infuse, and while it's annoying to recast it nearly 2x as often, I think Cork's worth it.
As for Dash, Striker play style is really different from Brawlers. I think I'd go for max Dash, since it'd give me something to play around with that I don't have on my Bucc. Something new to keep me interested.
I never said Transform would replace Dash, I meant that during the time you can have transform, I'd prefer it. Also, I'd like to take any extra points and put em in there. Look at all those extras we have in the proposed build, best bet is Transform.
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#20
Amphigory Wrote:0.0 I mean transform as a skill dump, after you have Cork and Booster. Rather than dumping them into something like Shockwave or Sprite. The booster idea makes sense, maxed Cork would help out at 6x Windraiders for sure. The timer lasts as long as level 1 Speed Infuse, and while it's annoying to recast it nearly 2x as often, I think Cork's worth it.
As for Dash, Striker play style is really different from Brawlers. I think I'd go for max Dash, since it'd give me something to play around with that I don't have on my Bucc. Something new to keep me interested.
I never said Transform would replace Dash, I meant that during the time you can have transform, I'd prefer it. Also, I'd like to take any extra points and put em in there. Look at all those extras we have in the proposed build, best bet is Transform.

Imo, wind booster is only annoying at level 1 because the animation keeps you standing there for a split second more when you hit the ground. (i always jump cast boosters) Booster is much faster, and you can jump without losing momentum, so the fact that it's so much shorter doesn't matter as much.
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