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.
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.

