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Marauder, Energy first build
#1
Which guide should I use?

Ok, Pirates are still super new, whichever build you follow, do it at your own risk. Remember, they are guidelines, they are not norms. You choose to follow them or make your own. Just build with what you think will be good and if the skill you are working on suddenly doesn't seem like a good idea, you can always focus on another.

The build below is my own, it's what I'm currently doing. It might change, it might not.

Steelno's Stats and Skills, normal DEX forever.

** Current skills:

Level 70 : +1 Energy Charge (1)
Level 71 : +1 Energy Drain (1), +1 Transformation (1), +1 Shockwave (1)
Level 72 : +3 Energy Charge (4)
Level 73 : +1 Energy Blast, +2 Energy Charge (6)
Level 74 : +3 Energy Charge (9)
Level 75 : +3 Energy Charge (12)
Level 76 : +3 Energy Blast (4)
Level 77 : +3 Energy Blast (7)
Level 78 : +3 Energy Blast (10)
Level 79 : +1 Energy Blast (11), +2 Energy Charge (14) [3 Target Energy Blast]
Level 80 : +3 Energy Charge (17)
Level 81 : +3 Energy Charge (20)
Level 82 : +3 Energy Charge (23)
Level 83 : +3 Energy Charge (26)
Level 84 : +2 Energy Charge (28), +1 Energy Blast (12)
Level 85 : +3 Energy Blast (15)
Level 86 : +3 Energy Blast (18)
Level 87 : +3 Energy Blast (21) [4 Target Energy Blast]
Level 88 : +3 Energy Charge (31)
Level 89 : +3 Energy Charge (34)
Level 90 : +3 Energy Charge (37)
Level 91 : +3 Energy Charge (40) [Max Energy Charge]
Level 92 : +3 Energy Blast (24)
Level 93 : +3 Energy Blast (27)
Level 94 : +3 Energy Blast (30) [Max Energy Blast]
Level 95 : +3 Energy Drain (4)
Level 96 : +3 Energy Drain (7)
Level 97 : +3 Energy Drain (10)
Level 98 : +3 Energy Drain (13)
Level 99 : +3 Energy Drain (16)
Level 100 : +3 Energy Drain (19)
Level 101 : +1 Energy Drain (20), +2 Shockwave (3) [Max Energy Drain]
Level 102 : +3 Shockwave (6)
Level 103 : +3 Shockwave (9)
Level 104 : +2 Shockwave (11), +1 Stun Mastery (1) [5 Target Shockwave]
Level 105 : +3 Stun Mastery (4)
Level 106 : +3 Stun Mastery (7)
Level 107 : +3 Stun Mastery (10)
Level 108 : +3 Stun Mastery (13)
Level 109 : +3 Stun Mastery (16)
Level 110 : +3 Stun Mastery (19)
Level 111 : +1 Stun Mastery (20), +2 Transformation (3) [Max Stun Mastery]
Level 112 : +3 Transformation (6)
Level 113 : +3 Transformation (9)
Level 114 : +3 Transformation (12)

** Skills to go:

Level 115 : +3 Transformation (15)
Level 116 : +3 Transformation (18)
Level 117 : +2 Transformation (20), +1 Shockwave (12) [Max Transformation]
Level 118 : +3 Shockwave (15)
Level 119 : +3 Shockwave (18)
Level 120 : +3 Shockwave (21) [6 Target Shockwave]

** End skills:

- Max Stun Mastery
- Max Energy Charge
- Max Energy Blast
- Max Energy Drain
- Max Transformation
- 21 Shockwave

** I Trained at:

- Level 70 to 82 : MP3
- Level 82 to 95 : Lower Ascent
- Level 95 to xxx : Typhons

I see Marauders as having three main modes; Critical, Energy & Transformation. Unlike your typical Stun Mastery first builds, I plan on heading down the Energy path first, then maybe focus on Critical or Transformation.

First skill to get out of the three possible ones, I choose Energy Charge. Because at level 4, it'll give you a boost of +11 Weapon Attack when activated. But before getting it to level 4, I decided to get more skills, to test them out and give me some variety. So, I got Energy Drain which is better than level 1 Energy Blast and I can do something different while in Energy mode. Energy Drain is also incredibly fast, probably faster than Flash Fist.

Also, I unlocked Transformation and Shockwave, so you can impress friends and family. Level 1 Transformation gives you +40 Speed and +20 Jump which is exactly what Haste does, I often use it to travel from place to place or to make people go "Wow, Loose! You make me feel dirty inside!"

Now we start with the real deal, Energy Charge is probably the most important "passive" skill a Brawler will have. The bubble it gives is God, besides giving Accuracy and Avoid, the thing also awards you with Weapon Attack. It also gives you a Stance-like attribute (nullify knockback) and dishes out "touch" damage when monsters get too close. Having it at level 12, I can say it's a decent charge to me, but I guess that depends on how each person feels. Some say that at level 8 it's fine, others like it's performance at level 20; which leads me to believe that what ever level you keep it at, you gotta make sure it's decent or fine with you.

Next, we head down the Energy Blast path. The skill is good, despite having a half a second to second cooldown. Before I continue to max Energy Charge, I'm leaving Energy Blast at level 11, which is good enough to hit three monsters. But why three? Well, it's the Brawlers perfect mob number. Corkscrew Blow hits a total of three monsters, and so does Backspin Blow; leaving Energy Blast hitting three targets for the moment seems like a comfortable idea.

After that, we continue maxing Energy Charge which is the reason of our existence as Marauders. Then max it's lovely bride, Energy Blast. Giving us total advantage while in Energy mode by level 94. Then max Energy Drain.

Let's get Stun Mastery out of the way now. Get Shockwave to hit 6 targets and reduce Transformation's cooldown, maxing it to unlock Super Transformation by 4th job.

And that's it.

Video of Marauder skills in use.
Flash Animation, explains Energy Charge. (Click arrow to advance)
Energy Charge table. (Probability = Stance Effect, Attack = Body Attack damage)
Energy Charging video & Typhons.
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#2
Like I said on basil, it seems very plausible, but wouldn't it be a good idea to get one point in stun mastery, just for that extra crit every now and then?
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#3
...Critical mode? Lol.

It's a good idea to me, but i would max stun mastery before transform mode.

Oh god just looked at your build. Raise blast and charge at the same time. You have it already, so you should already know how slow it takes for charge to actually start up at low levels. Plus i'm pretty sure it doesn't lasts 50 seconds at all levels.
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#4
yeah this seems like a good idea, sure as hell would save Warrior Elixirs and w/e else you would use for ATK+ pots
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#5
I maxed out critical first then went for energy charge + blast.

I honestly can't stand 3rd job transform. I'd rather have energy charge than waste my time doing shockwave. Maxing out transform + shock wave last is the way I recommend any marauder to do their build.

I do use crits more than energy charge/blast, so I would recommend maxing stun mastery first since it's active all the time.
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#6
Takebacker Wrote:Oh god just looked at your build. Raise blast and charge at the same time. You have it already, so you should already know how slow it takes for charge to actually start up at low levels. Plus i'm pretty sure it doesn't lasts 50 seconds at all levels.
What? I feel like it charges fast for me. : O

I also can't stand Transformation and will most likely leave it until the end of 3rd job. I use it as Haste/Dash to go from place to place, or to scare people that think they can mess with me. : P
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#7
ZachAttack Wrote:Like I said on basil, it seems very plausible, but wouldn't it be a good idea to get one point in stun mastery, just for that extra crit every now and then?
+3% damage criticals don't do anything except color.

Looks like a good idea, maybe in the future I'll do some math on the effectiveness of leveling Charge... but yeah. Probably good to get Blast to 21 for 4 monsters.
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#8
Loose Wrote:What? I feel like it charges fast for me. : O

I also can't stand Transformation and will most likely leave it until the end of 3rd job. I use it as Haste/Dash to go from place to place, or to scare people that think they can mess with me. : P

How fast is it? o_o
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#9
Shinryuji Wrote:yeah this seems like a good idea, sure as hell would save Warrior Elixirs and w/e else you would use for ATK+ pots

It won't save any warrior elixirs, as you won't be in a charged state nearly enough to make it worth it. Even with maxed charge you should still always use an attack potion.

Lv8 energy charge wasn't enough for me when I was leveling, so I don't really know why you'd leave it there. It's like doing shockwave before transformation... you'll have a decent attack but can barely utilize it. You should get a solid level of energy charge (over 20 in my opinion) before you go further in energy blast.

As for Trans/Shockwave, this skill set is horrible in 3rd. I'd get this last if I did my buc again. If I were starting over, and training solo the early levels (I'll assume this is the norm, or at least the non-favored path), I'd do charge then blast first. For myself, I went stun mastery simply because I can give myself SE. If you don't have a SE mule, charge is better. And no matter what you have, trans just sucks for practicality/performance.
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#10
Takebacker Wrote:How fast is it? o_o
Fast enough for me.
TLeviathan Wrote:It won't save any warrior elixirs, as you won't be in a charged state nearly enough to make it worth it. Even with maxed charge you should still always use an attack potion.
I don't use Attack potions. I think it's stupid.

TLeviathan Wrote:Lv8 energy charge wasn't enough for me when I was leveling, so I don't really know why you'd leave it there. It's like doing shockwave before transformation... you'll have a decent attack but can barely utilize it. You should get a solid level of energy charge (over 20 in my opinion) before you go further in energy blast.
This charging thing seems to be subjective, maybe it's because you've actually fully experienced it.
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#11
If you don't use any you're still not saving anything. Still a 0 cost, only adding a partial benefit. And as for experiencing the full, I still wasn't satisfied when I got it around lv8, not until it was around halfway done. If you're happy with it, then all the more to you. Having seen it all though, I suggest raising it higher.
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#12
What if you did
Lvl 70 +1 Energy Charge
Lvl 71 +1 Transformation +1 Energy Charge +1 Shockwave
Lvl 72-75 +2 Energy Charge +1 Energy Blast
Lvl 76-8x +2 Stun Mastery +1 Energy Blast
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#13
mangaree Wrote:What if you did
Lvl 70 +1 Energy Charge
Lvl 71 +1 Transformation +1 Energy Charge +1 Shockwave
Lvl 72-75 +2 Energy Charge +1 Energy Blast
Lvl 76-8x +2 Stun Mastery +1 Energy Blast

I don't think that build is advisable. I don't even like energy charge at lv8, so deciding on a build that leaves it at level 8 for even longer is pointless. Add to that that the reason you're getting energy charge at all is for blast, but delaying making it as useful as it should be by many levels, and your build falls apart. If you're going to get energy charge to 8 and then do blast, then continue as that build follows. Stun is bad at low levels, energy blast and charge are bad at low levels. Get one set to useful as soon as possible.
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#14
Maxing Stun Mastery first is suggested because it's a preparation for level 80+. When you get to level 80, you'll be going to Duals, Wind Raiders, and whatever else you may want to go to, but they'll have a significantly higher amount of HP than the monsters you were facing before. If you don't get Stun Mastery, you won't be killing as fast as you possibly can. Energy Charge and Blast first, in my opinion, is a stupid idea. Energy Blast only hits 2 enemies at close range until level 11, which then only hits three. The time you have Energy Charge activated isn't enough to train with it effectively until Energy Charge is maxed and Energy Blast is level 21+. I found level 1 Transform and Shockwave to be very effective in the 70s due to the fact that you're most likely in a flat map with a large spawn. With level 1 Shockwave, you can hit 4 enemies at a fair amount of distance, saving you time from having to walk toward the monsters or using one of the rush-esque skills to move toward it. Low leveled Energy Charge just isn't worth it in your 70s, so it's better to prepare for your higher levels by getting Stun Mastery and getting Shockwave for your training at those flap maps while you can.
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#15
ShiKage Wrote:Maxing Stun Mastery first is suggested because it's a preparation for level 80+. When you get to level 80, you'll be going to Duals, Wind Raiders, and whatever else you may want to go to, but they'll have a significantly higher amount of HP than the monsters you were facing before. If you don't get Stun Mastery, you won't be killing as fast as you possibly can. Energy Charge and Blast first, in my opinion, is a stupid idea. Energy Blast only hits 2 enemies at close range until level 11, which then only hits three. The time you have Energy Charge activated isn't enough to train with it effectively until Energy Charge is maxed and Energy Blast is level 21+. I found level 1 Transform and Shockwave to be very effective in the 70s due to the fact that you're most likely in a flat map with a large spawn. With level 1 Shockwave, you can hit 4 enemies at a fair amount of distance, saving you time from having to walk toward the monsters or using one of the rush-esque skills to move toward it. Low leveled Energy Charge just isn't worth it in your 70s, so it's better to prepare for your higher levels by getting Stun Mastery and getting Shockwave for your training at those flap maps while you can.

I would strike windraiders out. O_o They only have 16kish HP. xD
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#16
TLeviathan Wrote:Get one set to useful as soon as possible.
Aight, you're swaying me to get Energy Charge to at least level 20 and then aim for Energy Blast to 21.
ShiKage Wrote:Maxing Stun Mastery first is suggested because it's a preparation for level 80+.
I'm actually preparing for Typhons. It's one of the reason I'm not getting Stun Mastery early, because stunning flying crap is not good. I want to go train at them with a healthy amount of Energy Charge and Blast.

All I have to do is endure the levels before that; which I plan to spend at Windraiders, and I'm good to go to 4th job. : P
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#17
Stun mastery gives 60% chance to stun for 60% damage, which If I remember right is higher than any other class.

Stun mastery is the only 3rd job move that's actually active all the time. So maxing it first only makes sense.

I recommend doing a build like this -
Max stun mastery
Energy charge lvl 12 (lvl it gives 13 atk)
Energy blast lvl 11 (lvl it hits 3 monsters)
Max Energy Charge
Max Energy Blast
Rest = doesn't really matter


Having maxed stun mastery and lvl 11 energy blast helps quite a bit. You can backspin to stun 3 monsters, then hit all 3 with a nice energy blast for a high chance of critical damage.

I recommend maxing energy charge before blast because what good is blast if you can hardly use it. Not to mention energy charge is just the sexiest skill EVER!! Having hella beefed up power gaurd damage, free cider dmg, friggin stance during 3rd job.......... I mean goddam this skill is all over the place.
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#18
DrRusty Wrote:Stun mastery gives 60% chance to stun for 60% damage, which If I remember right is higher than any other class.

Stun mastery is the only 3rd job move that's actually active all the time. So maxing it first only makes sense.

I recommend doing a build like this -
Max stun mastery
Energy charge lvl 12 (lvl it gives 13 atk)
Energy blast lvl 11 (lvl it hits 3 monsters)
Max Energy Charge
Max Energy Blast
Rest = doesn't really matter


Having maxed stun mastery and lvl 11 energy blast helps quite a bit. You can backspin to stun 3 monsters, then hit all 3 with a nice energy blast for a high chance of critical damage.

I wouldn't say it's active all the time. O_o You can't stun when transformed, so hah. :3
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#19
Takebacker Wrote:I wouldn't say it's active all the time. O_o You can't stun when transformed, so hah. :3

That's why you don't use 3rd job transform at all. I haven't used transform for anything other than traveling, and I have it friggin maxed with lvl 21 shockwave.
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#20
DrRusty Wrote:That's why you don't use 3rd job transform at all. I haven't used transform for anything other than traveling, and I have it friggin maxed with lvl 21 shockwave.

I wouldn't ever use it either, but yeah.
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