2009-07-15, 04:35 AM
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?
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?

