2008-07-10, 10:31 AM
I love spoilers. <3
First Job Build
Continuing off of a point made in a thread off of Sleepywood, (sorry, lost the link Dx) Somersault Kick out damage Double Fire all the time. Plus it's a mob skill. Depending on the cost of Bullets, it could be a great asset to unfunded Gunslingers in early levels. Obviously the range of Double Fire makes it a better skill in the long term, with mastery, distance, and it's speed, but going SK first could be similar to how many Archers use Spears or Axes until 15-20 to avoid arrows. :/
190% to six monsters in an 80% range will beat out 120% to one monster in a 350% range in 1st job most of the time.
This alternate build should allow much cheaper training and much faster training because SK is a mob skill, and mobs are a huge part of training in 1st job. Even on single target monsters, it out damages a Double Fire. D: This build leaves Quick Motion at 10, enough to supply a nice boost of 10 avoid. I start Dash, but get it to 5 because that's when it hits 20 Speed. In 1st job, you don't need much more than that. :/ (Stacks with speed pills)
If Gunslingers get bandwagoned for the first week, month, whatever like I think they'll be (not as bad as Infighters), avoiding bullets for the first 25 levels would be a huge money saver. (Unless you can get them via shops, but still, unless you're funded/a merchant hoar, you'll go broke trying to use bullets from 10). On top of that SC works off of damage range, so get the highest range you can, regardless of weapon, and you're fine. :o
Continuing off of a point made in a thread off of Sleepywood, (sorry, lost the link Dx) Somersault Kick out damage Double Fire all the time. Plus it's a mob skill. Depending on the cost of Bullets, it could be a great asset to unfunded Gunslingers in early levels. Obviously the range of Double Fire makes it a better skill in the long term, with mastery, distance, and it's speed, but going SK first could be similar to how many Archers use Spears or Axes until 15-20 to avoid arrows. :/
190% to six monsters in an 80% range will beat out 120% to one monster in a 350% range in 1st job most of the time.

This alternate build should allow much cheaper training and much faster training because SK is a mob skill, and mobs are a huge part of training in 1st job. Even on single target monsters, it out damages a Double Fire. D: This build leaves Quick Motion at 10, enough to supply a nice boost of 10 avoid. I start Dash, but get it to 5 because that's when it hits 20 Speed. In 1st job, you don't need much more than that. :/ (Stacks with speed pills)
Spoiler
10: +1 Somersault Kick (01)
11: +3 Somersault Kick (04)
12: +3 Somersault Kick (07)
13: +3 Somersault Kick (10)
14: +3 Somersault Kick (13)
15: +3 Somersault Kick (16)
16: +3 Somersault Kick (19)
17: +1 Somersault Kick (20) [MAX] +2 Dash (02)
18: +3 Dash (05)
19: +3 Double Fire (03)
20: +3 Double Fire (06)
21: +3 Double Fire (09)
22: +3 Double Fire (12)
23: +3 Double Fire (15)
24: +3 Double Fire (18)
25: +3 Double Fire (20) [MAX]
26: +3 Dash (8)
27: +2 Dash (10) [MAX] +1 Quick Motion (01)
28: +3 Quick Motion (04)
29: +3 Quick Motion (07)
30: +3 Quick Motion (10)
10: +1 Somersault Kick (01)
11: +3 Somersault Kick (04)
12: +3 Somersault Kick (07)
13: +3 Somersault Kick (10)
14: +3 Somersault Kick (13)
15: +3 Somersault Kick (16)
16: +3 Somersault Kick (19)
17: +1 Somersault Kick (20) [MAX] +2 Dash (02)
18: +3 Dash (05)
19: +3 Double Fire (03)
20: +3 Double Fire (06)
21: +3 Double Fire (09)
22: +3 Double Fire (12)
23: +3 Double Fire (15)
24: +3 Double Fire (18)
25: +3 Double Fire (20) [MAX]
26: +3 Dash (8)
27: +2 Dash (10) [MAX] +1 Quick Motion (01)
28: +3 Quick Motion (04)
29: +3 Quick Motion (07)
30: +3 Quick Motion (10)
If Gunslingers get bandwagoned for the first week, month, whatever like I think they'll be (not as bad as Infighters), avoiding bullets for the first 25 levels would be a huge money saver. (Unless you can get them via shops, but still, unless you're funded/a merchant hoar, you'll go broke trying to use bullets from 10). On top of that SC works off of damage range, so get the highest range you can, regardless of weapon, and you're fine. :o
Second Job
Throwing Bomb could be very useful for sniping a mob. In Deep Ludi, you could stand far away from a mob. Normal attacks wouldn't have the range, you'd need an AoE, like Arrow Rain, or a move like Bomb that can arch across. :/ It'd be nice to know how it's range corresponds to the time spent charging it. 
Since it's a mob skill, it would loose practical uses in 4th job as mobs started to become lightly densed maps of massive HP. (Temple of Time?)
Just my thoughts. :/

Since it's a mob skill, it would loose practical uses in 4th job as mobs started to become lightly densed maps of massive HP. (Temple of Time?)
Just my thoughts. :/
Third Job Build
As for your 3d job Build, it might be better to keep Cooling Effect at 21, where it freezes for 3 seconds, as the extra damage won't help, and at that level, mobs will become rare.
Gobies could be very find experience. Fake Shot to stun the house, Triple Fire to kill it (snipingftw), Cooling Effect to kill the mob. Depending on when they can do this fast, getting Cooling Effect to 25, six monsters, could be good. :o
Gobies could be very find experience. Fake Shot to stun the house, Triple Fire to kill it (snipingftw), Cooling Effect to kill the mob. Depending on when they can do this fast, getting Cooling Effect to 25, six monsters, could be good. :o

