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Striker Build
#1
I'm planning on making a striker, but marauders are probably the class I know least about out of the adventurer 12, so I'm looking toward people with marauder experience to help me out. (I don't want to call it thunder breaker)

First job should be pretty easy:
1 sprite
20 kick
10 bullet time
10 dash
20 flash fist (because I won't be using a knuckle yet)

Second job is where I get confused, more in the order of skills because I know I'm fine with leaving booster at 11 to max everything else. One thing I'd like to note is that I'm completely ruling out singapore maps, meaning no lightning advantage. Those maps are going to be infested, and I don't want to deal with it.

For the first part of second job, I'll obviously be going 10 hp increase first, 1 corkscrew, 19/20 mastery, 6-ish booster. But then come all these seemingly-useful skills that I can't decide the order to put in. Corkscrew punch was a first-maxed skill for brawlers (after the essentials above), but now, lightning charge, energy charge, and blast get thrown into the mix. Since for marauders, energy skills are in 3rd job rather than in 2nd job, there aren't any comparisons with corkscrew or a slight damage increase (lightning charge) for me to look at. So I'm open for suggestions for the order in which I should put SP into these skills. Remember I'm not counting on any lightning advantage due to infested singapore maps.

I'll look into 3rd job later, but two questions for now. Is the vertical range of sharkwave large enough to tear up typhons? And is the horizontal range of sparks long enough to sweep rows of newties, particularly the middle platform?
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#2
I'd do something like 2 EC/1 CSB, then switch over to CSB and EB. This is after essentials, mind you. This gives you a decent attack to work with when not in EC, levels EC pretty early, and gives you your best attack pretty early. Lightning charge afterwards (or maybe 6 points in the mix somewhere for moderate effect and time limit) will help a bit too.
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#3
I highly recommend not to get Dash. Everyone says it nowadays, but it's true. Maxed Bullet Time will help more, and I know funds aren't an issue for you (or at least seemingly not), so you can easily secure a level 50 mount for 10 million. (That's the price I've heard.) Otherwise, you'll be missing out on 10 accuracy, which, in the lower levels and before you go to Typhons/Himes, can help quite a bit. Otherwise, I like the build for 1st job. Completely confused about 2nd job also, I couldn't give you any advice but saying the first 10levels or so are good.
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#4
Dash isn't too useful, as Haste overrides it anyways, and if you accidentally double-tap a directional button, it will waste MP. I'd recommend using the spare SPs on the Sprite instead.

As for 2nd job, I'm doing something like:

-10 Energy Charge
-Some Mastery here (enough to get Booster)
-6 Booster
-10 Corkscrew
-10 Energy Charge (maxed)
-Get Mastery to lv 19
-Max Corkscrew
-Enough SPs into Lightning Charge so that the timer matches or is near Booster's time-limit.
-Max Blast
-etc

I might change my mind about the Lightning Charge thing, but I'll have to see which enemies are Lightning-weak first, and so on. This is only a rough-draft, not really my build for it.
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#5
I think you can forego booster in 2nd job to max out everything else, and then use 3rd job points to finish it + 11 SI (since this is all you really need). Probably go energy first cause buster is amazing. I might mix charge and CSB to have a little of both towards the lower levels.

Strikers have a bunch of leftover points in 3rd job anyway cause of lolShockwave.
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#6
Kasuhitomi Wrote:Dash isn't too useful, as Haste overrides it anyways, and if you accidentally double-tap a directional button, it will waste MP. I'd recommend using the spare SPs on the Sprite instead.

Sprite's useless for every Cygnus, dude. People keep wanting to max it, when really it's not going to do anything worthwhile once you're out of 1st job. It does less than half the damage than a Bowmaster's Hawk. Dash consumes 5 MP if you accidentally activate it, and as any gunslinger can tell you, after a few levels of having it, you won't ever "accidentally double-tap." It's useful wherever a mount is useful (and usually better since you don't have to deal with mounting lag, being unable to pot, and 140 speed is almost as fast as 150 anyway), and you're not always going to have Haste.

Your 2nd job build has a lot of flaws. Energy Charge maxed before mastery, while not adding Blast until the end of 2nd job? Not maxing Lightning Charge, a permanent damage multiplier? That's like not maxing any of the elemental charges on a WK.

As for Cyanne's original question, from what I've seen it seems getting Blast to a usable level is highest priority, since it has much more power than any other mob skill for a while. After the essentials (HP increase, mastery, 6 booster) I'd get some odd number of points in CSB for a good range increase (probably 5 for 120 range), then build EC and Blast. Lightning Charge after that, then CSB. Then add a few to Booster and come back later to max it in 3rd job.
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#7
Most of the stuff I've read before about strikers favors corkscrew blow over energy, so now I'm even more confused lol. I have no experience with how energy charges or how useful blast is, so I can't make my own judgment. =/

What levels are the range increases for corkscrew punch and by how much, by the way?

Torchalan Wrote:I highly recommend not to get Dash. Everyone says it nowadays, but it's true. Maxed Bullet Time will help more, and I know funds aren't an issue for you (or at least seemingly not), so you can easily secure a level 50 mount for 10 million. (That's the price I've heard.) Otherwise, you'll be missing out on 10 accuracy, which, in the lower levels and before you go to Typhons/Himes, can help quite a bit. Otherwise, I like the build for 1st job. Completely confused about 2nd job also, I couldn't give you any advice but saying the first 10levels or so are good.

Bullet time maxes out at 10 for strikers, and I figure dash will help with sharking in 3rd job. Wasted mp doesn't really matter to me, and strikers don't have backspin, so it's not really necessary to turn around all the time.
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#8
Torchalan Wrote:I highly recommend not to get Dash. Everyone says it nowadays, but it's true. Maxed Bullet Time will help more, and I know funds aren't an issue for you (or at least seemingly not), so you can easily secure a level 50 mount for 10 million. (That's the price I've heard.) Otherwise, you'll be missing out on 10 accuracy, which, in the lower levels and before you go to Typhons/Himes, can help quite a bit. Otherwise, I like the build for 1st job. Completely confused about 2nd job also, I couldn't give you any advice but saying the first 10levels or so are good.

10 Bullet time IS maxed. Remember, Cygnus Characters have lower SP reqs for some skills.
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#9
Range is 100 at level 1 and increases by 10 every odd level. I dunno, if actual Strikers say CSB is more important, it might be. Blast is a great deal more powerful though.
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#10
Cyanne Wrote:Most of the stuff I've read before about strikers favors corkscrew blow over energy, so now I'm even more confused lol. I have no experience with how energy charges or how useful blast is, so I can't make my own judgment. =/

What levels are the range increases for corkscrew punch and by how much, by the way?



Bullet time maxes out at 10 for strikers, and I figure dash will help with sharking in 3rd job. Wasted mp doesn't really matter to me, and strikers don't have backspin, so it's not really necessary to turn around all the time.

Blech, Corkscrew over Blast? You should have energy up around 50% of the time (Going off Marauders getting it 80-90% at good spots). Unless everything dies on your 1st cork (which means you're training on too weak of monsters) I'd rather have a good blast. Longer routes give more rewards.
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#11
Dusk Wrote:Sprite's useless for every Cygnus, dude. People keep wanting to max it, when really it's not going to do anything worthwhile once you're out of 1st job. It does less than half the damage than a Bowmaster's Hawk. Dash consumes 5 MP if you accidentally activate it, and as any gunslinger can tell you, after a few levels of having it, you won't ever "accidentally double-tap." It's useful wherever a mount is useful (and usually better since you don't have to deal with mounting lag, being unable to pot, and 140 speed is almost as fast as 150 anyway), and you're not always going to have Haste.

I've had Dash on both my Pirates, and I rarely ever... ever... use it, only time I had to was when I had no Haste walking to Skeles, to be honest. This is mostly personal-preferences, and neither of us is going to win.

Your 2nd job build has a lot of flaws. Energy Charge maxed before mastery, while not adding Blast until the end of 2nd job? Not maxing Lightning Charge, a permanent damage multiplier? That's like not maxing any of the elemental charges on a WK.

Note the etc at the end. I wouldn't max either Booster OR Lightning Charge until the very last 20 levels of 2nd job, really. It's also a rough-draft, as stated. I wonder if people like you bother reading anything...

As for Cyanne's original question, from what I've seen it seems getting Blast to a usable level is highest priority, since it has much more power than any other mob skill for a while. After the essentials (HP increase, mastery, 6 booster) I'd get some odd number of points in CSB for a good range increase (probably 5 for 120 range), then build EC and Blast. Lightning Charge after that, then CSB. Then add a few to Booster and come back later to max it in 3rd job.

Nuff said
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#12
Amphigory Wrote:Blech, Corkscrew over Blast? You should have energy up around 50% of the time (Going off Marauders getting it 80-90% at good spots). Unless everything dies on your 1st cork (which means you're training on too weak of monsters) I'd rather have a good blast. Longer routes give more rewards.

They'll have more trouble getting it up since the charge number per mob is a little lower, but they'll have energy more than buccs will. In 2nd job you're surrounded by mobs no matter where you train, and in 3rd job sharks is just ridiculous.

Blast sucks. It's not much stronger than SSK (and isn't stronger than SSK until it's almost maxed) and your other skills would do more for your killing speed.
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#13
TehMatt's build, although it isn't really a build level by level (just an idea), is the best striker build mainly because it makes everything perfect for your immediate needs and your endgame needs.

also if anyone necroposts in that thread you're a retard.
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#14
Kasuhitomi Wrote:Nuff said

Just because it's a rough draft doesn't mean I can't critique it. If you were planning to max Booster at the end of 2nd job you wouldn't have enough points left to max Lightning Charge, and you didn't specify if you were putting 3rd job points back into 2nd job.

And what do you mean the only time you had no Haste walking to Skeles? That kind of implies that you have Haste a lot of the time. Most people don't.
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#15
Takebacker Wrote:Blast sucks.

Hold it there, champ. Blast used to suck, but only a little bit. Now that it's spammable it tears through mobs much faster than any skill in a Marauder's arsenal. Blast will be a Striker's main mob skill until Shark Wave.

If I were to make a Striker I'd probably do something like this:

Max HP Increase (Duh.)
1 Corkscrew (Mobbing purposes.)
19 Mastery (Stable damage)
6 Booster
10 Energy Charge
Max Blast
Max Energy Charge
Max Corkscrew
Max Lightning Charge
11 Booster

It's only second job so you can't expect to be "omg am godly!" but Blast will really help. Even as a 166 Buccaneer I still use Blast pretty often.
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#16
Opeth Wrote:Hold it there, champ. Blast used to suck, but only a little bit. Now that it's spammable it tears through mobs much faster than any skill in a Marauder's arsenal. Blast will be a Striker's main mob skill until Shark Wave.

If I were to make a Striker I'd probably do something like this:

Max HP Increase (Duh.)
1 Corkscrew (Mobbing purposes.)
19 Mastery (Stable damage)
6 Booster
10 Energy Charge
Max Blast
Max Energy Charge
Max Corkscrew
Max Lightning Charge
11 Booster

It's only second job so you can't expect to be "omg am godly!" but Blast will really help. Even as a 166 Buccaneer I still use Blast pretty often.

Woah woah. Marauder's blast is the s'hit. I use it all the time. Striker's blast is not. It'd be amazing if it hit 4 targets with 100% less damage than the original, but it doesn't. It hits 3. That automatically makes it way less worth it, on top of the fact that the skill itself is weaker. SSK is just as good, and the 20 SP dump, even though you're going to max it anyway because it IS still stronger than SSK when maxed, is a pretty big setback. If you're working on energy charge past 50, you'll use blast for not even 10-15 levels.
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#17
Even so, you're telling me you're going to charge a Corkscrew for every time you want to deal huge mob damage? Even with the damage and target nerf, Blast can put out some big numbers. SSK is annoying to use while getting knocked around in mobs. At least with blast you can deal heavy damage and have Energy Charge's stance effect to keep you grounded.
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#18
Takebacker Wrote:Woah woah. Marauder's blast is the s'hit. I use it all the time. Striker's blast is not. It'd be amazing if it hit 4 targets with 100% less damage than the original, but it doesn't. It hits 3. That automatically makes it way less worth it, on top of the fact that the skill itself is weaker. SSK is just as good, and the 20 SP dump, even though you're going to max it anyway because it IS still stronger than SSK when maxed, is a pretty big setback. If you're working on energy charge past 50, you'll use blast for not even 10-15 levels.

Although it isn't like: "OMG I CAN'T LIVE WITHOUT THIS SKILL!", it is still a GREAT skill. It really speeds up training due to it's power. 7k hits is pretty damn good. It rips through C-2, however I am not sure how well it will work in GMS. With places like slimies though, I can imagine it will be even that more useful. And to max it you either add to 11 SP/11 booster. Neither way will hurt you alter on (although SP is more useful earlier on). Really, strikers WILL love it. Numbers may say it is barely better, but that is just numbers. In a 100% ideal situation, sure, it isn't as useful as we make it out to be in comparison to other skills. This doesn't really happen though. In everyday training it helps a lot, and is worth it.

Also, sharks isn't better immediately. It is a good balance. You'll still be using blast a lot until sharks can do decent amount of damage. So until like 77, you'll be mixing the two (unless you are training at less mobby places where you will use blast even longer).
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#19
Opeth Wrote:Even so, you're telling me you're going to charge a Corkscrew for every time you want to deal huge mob damage? Even with the damage and target nerf, Blast can put out some big numbers. SSK is annoying to use while getting knocked around in mobs. At least with blast you can deal heavy damage and have Energy Charge's stance effect to keep you grounded.

I'm not denying how powerful it is. I've said it's still more powerful than SSK, it's just that you get it too late in the game for it to get a lot of use and it isn't really that useful until near max. I guess the only reason i say this is because our builds are different. *see below*

TehMatt Wrote:Also, sharks isn't better immediately. It is a good balance. You'll still be using blast a lot until sharks can do decent amount of damage. So until like 77, you'll be mixing the two (unless you are training at less mobby places where you will use blast even longer).

The 10-15 levels kinda accounted for that i guess. My build does ImHP -> max mastery -> 6 booster -> max CSB -> max lit charge (because you KNOW this will let you kill way faster than blast at slimies and truckers) -> 10 nrg charge -> max blast. That means by the time blast is useable, i'm already approaching or at level 60. Goggleemoticon

The funny thing is that i'm not even making a striker, lol.
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#20
Psh, whats it matter? Half of y'all are gonna leech anyway Rolleyes
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