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Thread starter
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KazooTheBat
125 Windia Night Lord
 
Understanding Gunslingers and Skill Builds

This guide is co-authored by Takeback3r and KazooTheBat.

Greetings! Welcome to Basil's one-and-only official Gunslinger guide. Because of the numerous attempts at Gunslinger guides on several Maple forums, and their tendency to present conflicting info, the two of us have decided to take matters into our own hands and create the most complete, detailed, and informative Gunslinger guide around.

Note: We give full credit for the skill tables and skill book locations to Fiel of SP.net and all those who have helped him.

Table of Contents

Translations Index
Gunslinger Class Skill Tables
The AP Build
Equipment
Technical/Statistical Info
Advancing to 1st Job
Gun-Pirate's Outset
Explanation [1st Job]
Advancing to 2nd Job
Gunslinger's Path
Explanation [2nd Job]
Advancing to 3rd Job
Outlaw's Tricks
Standard Build
Kazoo's Build
Takeback3r's Build
Explanation/Comparison [3rd Job]
Corsair's Honor
Explanation/Comparison [4th Job]
Skill Book & Mastery Book Locations
Recommended Training Spots
Credits
Final Statements

Pirate Skill Tables


To read the skill descriptions for Pirates, Gunslingers, Outlaws, and Corsairs, click here.


The AP Build

Gunslingers are similar to archers in that their primary stat is DEX and their secondary stat is STR. When rolling for your stats, aim for a 4/4 on INT/LUK. You need to have 20 DEX to make the first job advancement and your STR must be equal to your level to wear equips. Maintaining correct AP stats isn't hard for a Gunslinger; just make sure your total STR [base + equips] is equal to your level at all times, and put the rest into DEX [i.e. adding 1 STR/4 DEX every lvl in a reg STR build].


Equipment

Pirates do not use tops/bottoms, their armor is made up entirely of overalls. Alotta people also ask about bullets, like how to find them, how expensive they might be, etc. I'll address those issues here.

First off, bullets come in sets and are rechargeable, just like stars. And just like Claw Mastery, Gun Mastery increases the amount of bullets you can carry in a set. Unlike stars, bullets have level requirements and carry much more in a set by default [1200+ per set for lvl 30 bullets, and 3000+ for lvl 110 bullets]. They're available in 20-level increments starting at 10, as in there are lvl 10 bullets, then lvl 30, lvl 50, all the way up to lvl 110. Lvl 10 bullets are sold in all potion shops, and each advancing bullet drops from at least one monster that is commonly trained on [i.e. wild boars, v/hoodoos, duals]. Gunslingers are a low-populated class in other versions, so bullet prices should fall fairly low in GMS over time. Also note that Blaze/Glaze capsules are bullets that are only usable with Fire Burner and Cooling Effect respectively, and that even then the capsules are optional [the elemental skills can be used w/o capsules, but they lose half their attack power]. The following links show descriptions and images of Gunslinger equipment:

Picture of all Knuckles/Guns/Bullets
Complete List of Bullets
Complete List of Stats, Descriptions, and Availability: Guns
Complete List of Stats, Descriptions, and Availability: Overalls
Complete List of Stats, Descriptions, and Availability: Hats
Complete List of Stats, Descriptions, and Availability: Gloves
Complete List of Stats, Descriptions, and Availability: Shoes


Technical/Statistical Info

All damage-related info, calculations, percentages, and formulas will go here.

Gunslinger Damage Formulas
Max = [(DEX * 3.6 + STR) / 100] * Weapon Attack
Min = (DEX * 0.9 * 3.6 * Skill Mastery + STR) / 100 * Weapon Attack

Formula for Battleship Endurance [HP]
[(Skill Level * 4000)] + [(Character Level - 120) * 2000]

Tested Attack Speeds
Double Fire = 144 shots/minute
Invisible Shot = 88 shots/minute
Triple Fire = 88 shots/minute
Rapid Fire = 500 shots/minute (approx. 8 bullets/second)
Battleship Cannon = 100 shots/minute
Battleship Torpedo = 77 shots/minute

Miscellaneous Numbers
Standard Octopus Summoning Limit [Lvl 1-10] = 1 at a time
Standard Octopus Summoning Limit [Lvl 11-20]= 2 at a time
Standard Octopus Summoning Limit [Lvl 21-30] = 2 at a time
Support Octopus Summoning Limit [Lvl 1+] = 3 at a time

DPS Comparisons
[Format: (Damage % * # of hits) / Time it takes to cast in seconds = total Damage Per Second]

Single-target
Triple 20 = (210% * 3) / .69 = 913.043%/sec
Rapid 1 = 102% / .12 = 850%/sec
Rapid 05 = 110% / .12 = 916.667%/sec
Rapid 30 = 160% / .12 = 1333.333%/sec

3-mobbing
Invis 30 = (170% * 3) / .66 = 772.727%/sec
Cooling 26 = (122% * 3) / 1.05 = 348.571%/sec
Cooling 30 = (130% * 3) / 1.05 = 371.428%/sec
Burner 30 = (160% * 3) / 1.05 = 457.143%/sec
Burner 30 + element = (160% * 1.5 * 3) / 1.05 = 685.714%/sec
Burner 30 + Triple 20 = ((160% * 3) + (170% * 3)) / (.6 + .66) = 860.465%/sec
Burner 30 + Triple 20 + element = ((160% * 1.5 * 3) + (170% * 3)) / (.6 + .66) = 1046.512%/sec
Burner 30 + Cooling 26 = ((160% * 3) + (122% * 3)) / (.6 + .6) = 705%/sec
Burner 30 + Cooling 26 w/o glaze capsule = ((160% * 3) + (122% * 0.5 * 3)) / (.6 + .6) = 552.5%/sec
Burner 30 + Cooling 26 + fire element = ((160% * 1.5 * 3) + (122% * 3)) / (.6 + .6) = 905%/sec
Burner 30 + Cooling 26 + fire element + ice resist = ((160% * 1.5 * 3) + (122% * 0.5 * 3)) / (.6 + .6) = 752.5%/sec

6-mobbing
Cooling 26 = (122% * 6) / 1.05 = 697.143%/sec
Cooling 30 = (130% * 6) / 1.05 = 742.857%/sec
Burner 30 = (160% * 6) / 1.05 = 914.286%/sec
Burner 30 + element = (160% * 1.5 * 6) / 1.05 = 1371.429%/sec
Burner 30 + Triple 20 = ((160% * 6) + (210% * 3)) / (.6 + .69) = 1232.558%/sec
Burner 30 + Triple 20 + element = ((160% * 1.5 * 6) + (210% * 3)) / (.6 + .69) = 1604.651%/sec
Burner 30 + Cooling 26 = ((160% * 6) + (122% * 6)) / (.6 + .6) = 1410%/sec
Burner 30 + Cooling 26 w/o glaze capsule = ((160% * 6) + (122% * 0.5 * 6)) / (.6 + .6) = 1105%/sec
Burner 30 + Cooling 26 + fire element = ((160% * 1.5 * 6) + (122% * 6)) / (.6 + .6) = 1810%/sec
Burner 30 + Cooling 26 + fire element + ice resist = ((160% * 1.5 * 6) + (122% * 0.5 * 6)) / (.6 + .6) = 1505%/sec

Conclusions
• Rapid Fire is equally as fast as Hurricane.
• Rapid 05 is the min. level where Rapid Fire's DPS outperforms Triple Fire's DPS.
• Triple 20 always outperforms Invis 30. Pretty straightforward, since they both hit 3 times max and 210% > 170%.
• Burner 30 is only worth using over Triple on mobs of 4 or more, and then only in combination with another skill.
• When 3-mobbing, max Invis always yields higher DPS than max Burner alone, even with elemental advantage.
• When 3-mobbing, max Burner has higher DPS than max Invis only if it is alternated with another skill [Triple 20, Cooling 26, or Fake 30].
• When 6-mobbing, or using attack-like-a-bandit method in general, the best combo to use is Burner 30 + Cooling 26.
• If you don't have high level Cooling, or don't want to carry glaze capsules, then the next best is Burner 30 + Triple 20.
• Beyond level 124, Battleship 01 is the best in terms of endurance:cooldown ratio. Higher lvls of Ship have increased endurance, but that benefit is negated by increased cooldown.

[huge thanks to sapphire8 for the DPS calculations ]


Advancing to 1st Job

Once you hit level 10 as a Beginner, head over to Henesys, take 2 portals right from the town, and keep going to the far right of the map to find the entrance to Nautilus Port. Continue right and enter the big whale submarine. You're now inside the Nautilus. Go right again a bit until you see a door with an upward arrow above it. Take that portal. Walk left until you see an NPC named Muirhat. Kairin's room is on his left. Talk to her and you'll be endowed with the abilities of a Pirate. You'll have a lvl 10 Knuckle and Gun in your equips inventory, as well as several sets of lvl 10 bullets, which are not rechargeable.


Gun-Pirate's Outset

The build in first job is fairly simple as the skills are easy to prioritize. There's really only one build, one path. Naturally, it's your story so you can do whatever you choose, but this is the recommended build to lay the foundations for your future Gunslinger.

10: +1 Double Fire (01)
11: +3 Double Fire (04)
12: +3 Double Fire (07)
13: +3 Double Fire (10)
14: +3 Double Fire (13)
15: +3 Double Fire (16)
16: +3 Double Fire (19)
17: +1 Double Fire (20) [MAX], +2 Dash (02)
18: +3 Dash (05)
19: +3 Dash (08)
20: +2 Dash (10) [MAX], +1 Somersault Kick (01)
21: +3 Somersault Kick (04)
22: +3 Somersault Kick (07)
23: +3 Somersault Kick (10)
24: +3 Somersault Kick (13)
25: +3 Somersault Kick (16)
26: +3 Somersault Kick (19)
27: +1 Somersault Kick (20) [MAX], +2 Quick Motion (02)
28: +3 Quick Motion (05)
29: +3 Quick Motion (08)
30: +3 Quick Motion (11)

Skill Distribution at Lvl 30: 61 Points Total
• 20/20 Double Fire [MAX]
• 10/10 Dash [MAX]
• 20/20 Somersault Kick [MAX]
• 11/20 Quick Motion

Build Explanation

It's pretty straightforward in first job: max your only attack first and then work on the skill that gives you speed. Remember that Dash must be activated by double-tapping the left or right arrow key, and that it's deactivated if you change directions or stand still for too long. Somersault Kick is maxed third. Although it relies on STR and will be nearly obsolete once you get Invisible Shot in 2nd job, S-Kick is still useful in the earlier lvls. Max S-Kick hits 6 monsters, which comes in handy if you're outta room to shoot or outta bullets. Its dmg is decent as well, since it has a much higher atk % than Double Fire does. Quick Motion is added last, and left at 11. Since a Gunner's main stat is DEX, the acc and avoid boosts from Quick Motion are minimal and unnecessary in comparison. The extra 9 avoid from maxing Quick Motion is valuable, but not as much as the mobbing advantage that comes with S-Kick. You can choose to max Quick Motion and leave S-Kick at 11, or you can max S-Kick and max Quick Motion at the end of 2nd Job [recommended].


The 2nd Job Advancement

Once you're level 30, go see Kairin. After clicking the "Tell me more about Pirates" option, she'll send you to a special map where you'll be tested for your 2nd Job. You'll have to kill the octopi that are scattered about and collect 15 black crystals to bring back to Kairin. But remember, you can only use Double Fire to hurt the octopi. All other attacks automatically miss. Once you've collected 15 crystals, exit the map and talk to Kairin to advance to Gunslinger.


Gunslinger's Path

30: +1 Invisible Shot (01)
31: +3 Gun Mastery (03)
32: +3 Gun Mastery (06)
33: +3 Gun Mastery (09)
34: +3 Gun Mastery (12)
35: +3 Gun Mastery (15)
36: +3 Gun Mastery (18)
37: +2 Gun Mastery (20) [MAX], +1 Invisible Shot (02)
38: +3 Invisible Shot (05)
39: +3 Invisible Shot (08)
40: +3 Invisible Shot (11)
41: +3 Invisible Shot (14)
42: +3 Invisible Shot (17)
43: +3 Invisible Shot (20) [MAX]
44: +3 Gun Booster (03)
45: +3 Gun Booster (06)
46: +3 Float (03)
47: +2 Float (05), +1 Backstep Shot (01)
48: +3 Backstep Shot (04)
49: +3 Backstep Shot (07)
50: +3 Backstep Shot (10)
51: +3 Backstep Shot (13)
52: +3 Backstep Shot (16)
53: +3 Backstep Shot (19)
54: +1 Backstep Shot (20) [MAX], +2 Float (07)
55: +3 Float (10) [MAX]
56: +3 Fake Shot (03)
57: +3 Fake Shot (06)
58: +3 Fake Shot (09)
59: +3 Fake Shot (12)
60: +3 Fake Shot (15)
61: +3 Fake Shot (18)
62: +2 Fake Shot (20) [MAX], +1 Gun Booster (07)
63: +3 Gun Booster (10)
64: +3 Gun Booster (13)
65: +3 Gun Booster (16)
66: +3 Gun Booster (19)
67: +1 Gun Booster (20) [MAX], +2 Quick Motion (13)
68: +3 Quick Motion (16)
69: +3 Quick Motion (19)
70: +1 Quick Motion (20) [MAX], +2 Throwing Bomb (02)

Skill Distribution at Lvl 70: 121 Points Total
• 20/20 Gun Mastery [MAX]
• 20/20 Invisible Shot [MAX]
• 20/20 Backstep Shot [MAX]
• 10/10 Float [MAX]
• 20/20 Fake Shot [MAX]
• 20/20 Gun Booster [MAX]
• 20/20 Quick Motion [MAX]
• 2/20 Throwing Bomb

Build Explanation

First point goes into Invis Shot to take advantage of its 3 monster hits, which will almost entirely replace Double Fire as your main attack while training. Then max Mastery to receive a much-needed boost to your low minimum damage and increase your bullet capacity (very important). Next it's max Invis Shot, which powers up your ability to mob-attack 3 monsters with terrific vertical range. Next, raise Booster to 6. Booster at 60 seconds will significantly increase your Invis Shot firing speed, moreso than with Double Fire, and it allows you to train faster overall. Keep in mind that damage is more important than speed, which is why 6 Booster comes after max Mastery and max Invis. After that comes a boost of mobility from 5 Float and max Backstep Shot, which acts like a nerfed version of Hermits' Flash Jump. Unlike FJ, BShot is an attack (deals 260% damage), it can't be spammed (2 second cooldown), and it shoots you backward instead of forward (hence the name). Float is then finished off for added mobility, since the Backstep Shot/Float combo is a great way to travel quickly and it's pretty fun to use. Fake Shot is maxed afterward in order to provide you with a stun skill, which can be used alone or as a combo with Invis against 3 monsters. Booster comes after. Once you max Booster, Bomb is the only skill left. But since it's obsolete and useless compared to other mobbing options, your next 9 points will go to maxing Quick Motion for that 9 extra avoid. A permanent stat boost will help you more than a skill that arguably has no uses, other than an optional luring method at Squids which is unnecessary and unimportant. Bomb is the lowest priority 2nd job skill, since it needs good aiming ability to work decently, and has no range unless the key is held down (preventing Bomb from being spammable). It's more efficient to stun with Fake Shot and spam Invis Shot and later to just use Cooling Effect.


The 3rd Job Advancement

Once you're level 70, go see Pedro [the 3rd Job Pirate instructor] in El Nath. The procedure is the same as other 3rd Jobs [quiz and boss fight with the 1st Job Instructor], and the Door of Dimension is in Cave of Evil Eye III in the Ant Tunnel.


Outlaw's Tricks

This is where things get tricky. :P Options for builds here are very broad, and for this reason, we present you with two similar builds, and one that is vastly different. One is mine, one is Takeback3r's, and the other is the standard build made popular on other Gunslinger guides and used by our consultant, Shrapnel of SP.net [1xx Gunner in KMS]. The only varying factor in our builds is the order in which skills are added and maxed. Shrapnel's build leaves out Burner completely in favor of early Octo and Cooling.

Standard Build

70: +1 Triple Fire (01)
71: +3 Triple Fire (04)
72: +3 Triple Fire (07)
73: +3 Triple Fire (10)
74: +3 Triple Fire (13)
75: +3 Triple Fire (16)
76: +3 Triple Fire (19)
77: +1 Triple Fire (20) [MAX], +2 Octopus (02)
78: +3 Octopus (05)
79: +3 Octopus (08)
80: +3 Octopus (11)
81: +3 Octopus (14)
82: +3 Octopus (17)
83: +3 Octopus (20)
84: +1 Octopus (21), +2 Cooling Effect (02)
85: +3 Cooling Effect (05)
86: +3 Cooling Effect (08)
87: +3 Cooling Effect (11)
88: +3 Cooling Effect (14)
89: +3 Cooling Effect (17)
90: +3 Cooling Effect (20)
91: +1 Cooling Effect (21), +2 Octopus (23)
92: +3 Octopus (26)
93: +3 Octopus (29)
94: +1 Octopus (30) [MAX], +2 Cooling Effect (23)
95: +3 Cooling Effect (26)
96: +3 Cooling Effect (29)
97: +1 Cooling Effect (30) [MAX], +2 Gaviota (02)
98: +3 Gaviota (05)
99: +3 Gaviota (08)
100: +3 Gaviota (11)
101: +3 Gaviota (14)
102: +3 Gaviota (17)
103: +3 Gaviota (20)
104: +3 Gaviota (23)
105: +3 Gaviota (26)
106: +3 Gaviota (29)
107: +1 Gaviota (30) [MAX], +2 Homing (02)
108: +3 Homing (05)
109: +3 Homing (08)
110: +3 Homing (11)
111: +3 Homing (14)
112: +3 Homing (17)
113: +3 Homing (20)
114: +3 Homing (23)
115: +3 Homing (26)
116: +3 Homing (29)
117: +1 Homing (30) [MAX], +2 Fire Burner (02)
118: +3 Fire Burner (05)
119: +3 Fire Burner (08)
120: +3 Fire Burner (11)

Skill Distribution at Lvl 120: 151 Points Total
• 20/20 Triple Fire [MAX]
• 30/30 Cooling Effect [MAX]
• 30/30 Octopus [MAX]
• 30/30 Gaviota [MAX]
• 30/30 Homing [MAX]
• 11/30 Fire Burner

Kazoo's Build

70: +1 Triple Fire (01)
71: +3 Triple Fire (04)
72: +3 Triple Fire (07)
73: +3 Triple Fire (10)
74: +3 Triple Fire (13)
75: +3 Triple Fire (16)
76: +3 Triple Fire (19)
77: +1 Triple Fire (20) [MAX], +2 Fire Burner (02)
78: +3 Fire Burner (05)
79: +3 Fire Burner (08)
80: +3 Fire Burner (11)
81: +3 Fire Burner (14)
82: +3 Fire Burner (17)
83: +3 Fire Burner (20)
84: +3 Fire Burner (23)
85: +3 Fire Burner (26)
86: +3 Fire Burner (29)
87: +1 Fire Burner (30) [MAX], +2 Cooling Effect (02)
88: +3 Cooling Effect (05)
89: +3 Cooling Effect (08)
90: +3 Cooling Effect (11)
91: +3 Cooling Effect (14)
92: +3 Cooling Effect (17)
93: +3 Cooling Effect (20)
94: +3 Cooling Effect (23)
95: +3 Cooling Effect (26)
96: +3 Octopus (03)
97: +3 Octopus (06)
98: +3 Octopus (09)
99: +3 Octopus (12)
100: +3 Octopus (15)
101: +3 Octopus (18)
102: +3 Octopus (21)
103: +3 Octopus (24)
104: +3 Octopus (27)
105: +3 Octopus (30) [MAX]
106: +3 Gaviota (03)
107: +3 Gaviota (06)
108: +3 Gaviota (09)
109: +3 Gaviota (12)
110: +3 Gaviota (15)
111: +3 Homing (03)
112: +3 Homing (06)
113: +3 Homing (09)
114: +3 Homing (12)
115: +3 Homing (15)
116: +3 Homing (18)
117: +3 Homing (21)
118: +3 Homing (24)
119: +3 Homing (27)
120: +3 Homing (30) [MAX]

Skill Distribution at Lvl 120: 151 Points Total
• 20/20 Triple Fire [MAX]
• 30/30 Fire Burner [MAX]
• 26/30 Cooling Effect
• 30/30 Octopus [MAX]
• 15/30 Gaviota
• 30/30 Homing [MAX]

Takeback3r's build

70: +1 Triple Fire (01)
71: +3 Triple Fire (04)
72: +3 Triple Fire (07)
73: +3 Triple Fire (10)
74: +3 Triple Fire (13)
75: +3 Triple Fire (16)
76: +3 Triple Fire (19)
77: +1 Triple Fire (20) [MAX], +2 Octopus (02)
78: +3 Octopus (05)
79: +3 Octopus (08)
80: +3 Octopus (11)
81: +3 Octopus (14)
82: +3 Octopus (17)
83: +3 Octopus (20)
84: +3 Octopus (23)
85: +3 Octopus (26)
86: +3 Octopus (29)
87: +1 Octopus (30) [MAX], +2 Cooling Effect (02)
88: +3 Cooling Effect (05)
89: +3 Cooling Effect (08)
90: +3 Cooling Effect (11)
91: +3 Cooling Effect (14)
92: +3 Cooling Effect (17)
93: +3 Cooling Effect (20)
94: +3 Cooling Effect (23)
95: +2 Cooling Effect (25), +1 Fire Burner (01)
96: +3 Fire Burner (04)
97: +3 Fire Burner (07)
98: +3 Fire Burner (10)
99: +3 Fire Burner (13)
100: +3 Fire Burner (16)
101: +3 Fire Burner (19)
102: +3 Fire Burner (22)
103: +3 Fire Burner (25)
104: +3 Fire Burner (28)
105: +2 Fire Burner (30) [MAX], +1 Homing (01)
106: +3 Gaviota (03)
107: +3 Gaviota (06)
108: +3 Gaviota (09)
109: +3 Gaviota (12)
110: +3 Gaviota (15)
111: +3 Homing (04)
112: +3 Homing (07)
113: +3 Homing (10)
114: +3 Homing (13)
115: +3 Homing (16)
116: +3 Homing (19)
117: +3 Homing (22)
118: +3 Homing (25)
119: +3 Homing (28)
120: +2 Homing (30) [MAX], +1 Cooling Effect (26)

Skill Distribution at Lvl 120: 151 Points Total
• 20/20 Triple Fire [MAX]
• 30/30 Octopus [MAX]
• 26/30 Cooling Effect
• 30/30 Fire Burner [MAX]
• 15/30 Gaviota
• 30/30 Homing [MAX]

Build Explanations

My build and Steve's build follow the same initial patterns, the difference being that the order of Octo, Cooling, and Gaviota are rearranged. All builds start with maxing Triple Fire, which should always be first because it's much stronger than max Double Fire, even at level 1. Its damage is consistently high and serves as your main attack until 4th Job. After that, the differences begin to appear.

Standard Build: The most commonly used Outlaw build maxes all skills except Burner, which is left at lvl 11. The standard build is much more central on single-target attacking, as shown by the one-two punch of early Octo and Cooling to maximize your training potential at Jr. Newties. With this build, you can start training at newties at early 9x all the way to 12x. Octo is initially left at 21 for its 30sec duration, and Cooling is left at 21 for its 3 second freeze. Combined, those two skills offer all the effects you need to create the earliest effective Octo + Cooling training style. Octo is then finished off, followed by Cooling. Then it's just a matter of maxing Gaviota and Homing, the first being only somewhat useful [Gaviota is a slow atker, disappears after one atk, and sometimes doesn't atk at all] and the second being useful more for bossing than training. Overall this build is designed to excel at single-target training, and therefore the only flaw here is that there are no options for mob training.

Kazoo's Build: We both think that Fire Burner is an extremely underestimated skill [see Comparisons], and I choose to max it right after maxing Triple. As a hermit, two of the monsters I loved training on were water goblins and blue kents, both of which have a weakness to fire. That's my main reason for getting max Burner immediately after Triple. Cooling comes after Burner in order to take advantage of the speed boost when the skills are alternated. With my build, your main training spots will be kappas and blue kents until 105, which is when you can move to Jr. newties with the same Octo + Cooling playing style as the standard build. My build could also be called an early mobbing build.

Takeback3r's Build: Like all builds, Triple Fire is maxed right away for the reasons listed above. Octo is raised after Triple since allows me to train at newties at an earlier level. Octo will help me mob more effectively, create mobs on its own for me to finish off, and it's able to hit the newtie from the sniping platform in the middle of the map. Cooling 25 is placed after Octo for its ability to hit 6 monsters. Burner is placed after Octo so that I can use the Cooling/Burner mobbing combo and have a fire element on hand, just at a later lvl than Kazoo. 1 Homing is added at 105 simply for its helpful uses while fighting bosses. I recognize that Gaviota and Homing are the lowest skills on the scale in terms of importance, which is why they are maxed last. Gaviota only offers minimal assistance while bossing, but the extra damage still makes Gaviota worth using at Jr. newties. Your last point at 120 advances Cooling to 26. This build could also be called a hybrid single-target and mobbing build.

Comparisons
Whether or not you want to train by mobbing is a big factor in deciding which build to use. Another factor is how comfortable you are training at Jr. newties for an extended period of time, because Outlaws who follow the standard build often stay there for up to 30 lvls. With the standard build, you would use cooling on mobs of 6 monsters, then kill the frozen monsters one-by-one using Triple Fire. With the other two builds, you would alternate Cooling and Burner in order to damage all 6 monsters at once, all while maintaining freeze and a DoT effect. As stated above, we see great potential in using max Burner for 6-mobbing. In some builds it's left at 11, or even neglected completely in favor of maxing Bomb or Gaviota. The people who follow those builds prefer to stick with single-target training, which is an Outlaw's biggest strength.

While our builds are less common and less accepted, we believe that the Cooling/Burner combo can meet our expectations for mob training. After all, Fire Burner is your only strong, spammable, 6-hit mob attack until 4th Job. And as an added bonus, there aren't that many trainable monsters resistant to fire, and the ones that are will require you to use Cooling much more in general (i.e. Gobies). Water goblins and blue kents, both of which are great training, have a weakness to fire, letting you take advantage of your elemental bonus [which is confirmed to be +50% dmg]. The big downside to Burner, as well as Cooling, is that both skills have very slow firing speeds if they're spammed alone. They have noticeably higher delays than other Gunslinger skills if the key is held down. But that problem can easily be avoided by alternating between Burner and Cooling, which reduces their respective skill delays tremendously. Alternating between Burner and Cooling yields the best DPS, as you can see here.

Cooling Effect isn't for damage, and some people probably won't even buy glaze capsules once they learn that you can freeze without carrying elemental bullets. (Note: Without blaze or glaze capsules, you do half damage to all monsters using the respective elemental skills.) It is also critical to note that Burner and Cooling have no minimum range. In other words, you can use the skills at close range, even in the middle of a mob. In Kazoo's build, Fire Burner is maxed right after Triple Fire and continues with Cooling and the summons. This is done to take advantage of his favorite training spots, water goblins and blue kents. An additional benefit of training on kents is that red ones drop blaze capsules while blue ones drop glaze capsules. Takeback3r chooses to get Octo earlier for the purpose of training at Newties early and having octo to assist with mobs and creating mobs. In both builds, Cooling Effect is left at 26. This is because 25 Cooling is the minimum level which hits 6 monsters with a 3 second freeze, and the extra point in 3rd Job is used to leave Cooling at 26.


Corsair's Honor

Naturally, we all know that there's always more than one 4th Job build. One that you want to take, and one that you have to take depending on the skills you acquire first. At this point, we do not know how difficult it is to attain all the skill books that unlock each skill, so keep that in mind before you follow our recommended build.

120: +1 Elemental Amp (01), +1 Support Octopus (01), +1 Air Strike (01)
121: +1 Battleship (01), +1 Battleship Cannon (01), +1 Battleship Torpedo (01)
122: +3 Battleship Cannon (04)
123: +3 Battleship Cannon (07)
124: +3 Battleship Cannon (10)
125: +3 Battleship Cannon (13)
126: +3 Battleship Cannon (16)
127: +3 Battleship Cannon (19)
128: +3 Battleship Cannon (22)
129: +3 Battleship Cannon (25)
130: +3 Battleship Cannon (28)
131: +2 Battleship Cannon (30) [MAX], +1 Mind Control (01)
132: +3 Air Strike (04)
133: +3 Air Strike (07)
134: +3 Air Strike (10)
135: +3 Air Strike (13)
136: +3 Air Strike (16)
137: +3 Air Strike (19)
138: +3 Air Strike (22)
139: +3 Air Strike (25)
140: +3 Air Strike (28)
141: +2 Air Strike (30) [MAX], +1 Rapid Fire (01)
142: +3 Rapid Fire (04)
143: +3 Rapid Fire (07)
144: +3 Rapid Fire (10)
145: +3 Rapid Fire (13)
146: +3 Rapid Fire (16)
147: +3 Rapid Fire (19)
148: +3 Rapid Fire (22)
149: +3 Rapid Fire (25)
150: +3 Rapid Fire (28)
151: +2 Rapid Fire (30) [MAX], +1 Advanced Homing (01)
152: +3 Advanced Homing (04)
153: +3 Advanced Homing (07)
154: +3 Advanced Homing (10)
155: +3 Advanced Homing (13)
156: +3 Advanced Homing (16)
157: +3 Advanced Homing (19)
158: +1 Advanced Homing (20) [MAX], +2 Elemental Amplification (03)
159: +3 Elemental Amplification (06)
160: +3 Elemental Amplification (09)
161: +3 Elemental Amplification (12)
162: +3 Elemental Amplification (15)
163: +1 Elemental Amplification (16), +2 Support Octopus (03)
164: +3 Support Octopus (06)
165: +3 Support Octopus (09)
166: +3 Support Octopus (12)
167: +3 Support Octopus (15)
168: +3 Support Octopus (18)
169: +2 Support Octopus (20) [MAX], +1 Elemental Amplification (17)
170: +3 Elemental Amplification (20)
171: +3 Elemental Amplification (23)
172: +3 Elemental Amplification (26)
173: +3 Elemental Amplification (29)
174: +1 Elemental Amplification (30) [MAX], +2 Maple Warrior (02)
175: +3 Maple Warrior (05)
176: +3 Maple Warrior (08)
177: +3 Maple Warrior (11)
178: +3 Maple Warrior (14)
179: +3 Maple Warrior (17)
180: +3 Maple Warrior (20) [MAX]
181: +3 Battleship Torpedo (04)
182: +3 Battleship Torpedo (07)
183: +3 Battleship Torpedo (10)
184: +3 Battleship Torpedo (13)
185: +3 Battleship Torpedo (16)
186: +3 Battleship Torpedo (19)
187: +3 Battleship Torpedo (22)
188: +3 Battleship Torpedo (25)
189: +3 Battleship Torpedo (28)
190: +2 Battleship Torpedo (30) [MAX], +1 Mind Control (02)
191: +3 Mind Control (05)
192: +3 Mind Control (08)
193: +3 Mind Control (11)
194: +3 Mind Control (14)
195: +3 Mind Control (17)
196: +3 Mind Control (20) [MAX]
197: +1 Hero's Will (01) [MAX], +2 Free Points
198: +3 Free Points
199: +3 Free Points
200: +3 Free Points

Skill Distribution at Lvl 200: 243 Points Total
• 1/10 Battleship
• 30/30 Battleship Cannon [MAX]
• 30/30 Air Strike [MAX]
• 30/30 Rapid Fire [MAX]
• 20/20 Advanced Homing [MAX]
• 30/30 Elemental Amplification [MAX]
• 20/20 Support Octopus [MAX]
• 20/20 Maple Warrior [MAX]
• 30/30 Battleship Torpedo [MAX]
• 20/20 Mind Control [MAX]
• 01/01 Hero's Will [MAX]
• 11 Free Points

Build Explanation

Right at 120, there are tons of new skills that Corsairs will want to try out (i.e. Battleship, Cannon). One point on Amplification is useful for it's +1 second of freeze, one point in Air Strike for its destructive attack power and range, and one point in Support Octo for some extra atk and duration. After that, Battleship, Cannon, and Torpedo are all available to you.

Battleship is a unique skill, it acts like a mount. You can board it to attack and then de-mount it to use your other skills. Only when you take an "excessive" amount of damage will it "break", and prevent you from using Battleship for the given cooldown time. It has been discovered recently that the HP of the ship is not solely dependent on the ships SP level but on the characters level as well. Simply put, 1 level of SP = 4k ship HP and every level up after 120 adds another 2k HP. Meaning that at level 121 with level 1 ship it will have 6k HP and because of this, after level 125 it is most efficient to have level 1 ship for it's low cooldown time.

The common strategy used by most high-level KMS Corsairs is as follows: cooling -> mount battleship -> cannon-> de-mount -> Dash/ride mount to the next mob. Cooling Effect and immediate de-mounting are done to prevent further damage to yourself and your ship. Cannon, contrary to what people think, pumps out much more DPS than Rapid Fire can. High-level gunslingers can 1HKO Skeles with Cannon, and the attack has impressive speed as well.

Air Strike comes after the initial Cannon-based moves because it's a Corsair's strongest skill in terms of raw damage. It's a full-screen attack that hits 6 monsters and can easily break 30k damage. We've both seen very high-level Corsairs hitting as high as 80,000 damage with it, even. The only downside is that it has a 5 second cooldown. =/ Rapid Fire comes after Strike so that you have a decent attack while your Battleship is in cooldown-mode. Advanced Homing comes next because of its tremendous damage boost, used mainly during bossing [+20% damage per hit = win]. Adv. Homing adds a multiplicative damage boost, as in your base attack becomes 120% [rather than an additive 20% boost, i.e. increasing Cannon from 380% damage to 400% damage].

The next 16 points are spent on Amplification. We've recently found out that the Burner+Cooling combo is much more effective than Torpedo [see Skill Matchup]. Boarding the Ship already makes you much less mobile, so by mobbing with B+C instead, you take less damage to the ship and do comparable damage. Also factor in how there aren't a lot of ice- or fire-resistant monsters you're going to be training on, how Torpedo is noticeably slower than the B+C combo by ~23 shots per minute, AND how you're increasing Cooling's freeze time (which was previously the only point of the skill) all at once. Max Amp offers a 200% dmg increase for the elemental attacks, which totals to 300% of each skill's original dmg. Max Support Octo comes after; it drastically increases octo's atk [from 200 to 500] and allows you to have 3 octos out at a time instead of the previous 2. Maple Warrior is the next skill on the list that has a significant effect on your damage. Torpedo, your final mobbing skill, is maxed at this point. And lastly, Mind Control is maxed for turning monsters into personal minions, avoiding hits, and creating mobs. The final skills to be maxed are Hero's Will and any level 200 skills you'll unlock. Other skills that you can use your free points on include S-Kick, Bomb, and Cooling [depending on the Outlaw build you followed]. We'd recommend using the free points on cooling since it's still relevant in 4th Job.

Burner/Cooling combo + Amplification vs. Battleship Torpedo
1) Torpedo allows for almost NO mobility. With burner and cooling, it's VERY easy to jump around the map alternating between the two whereas with torpedo you're basically stationary while doing it. Of course you can demount and move around, re-mount and torpedo some more but that wastes a lot of time. There's also the option of moving around IN the ship and burner/cooling about but the ship is insanely slow; much slower than regular speed. Not to mention you can't move as much with the help of recoil in the ship.

2) Looking over the lists of high level training spots, nothing is resistant to anything except for a select few. On those resistant or immune, mobby monsters, torpedo is technically better. The only resistant monster torpedo would be amazing at is one place in GMS though, which is crimsonwood guardians which would probably get us worse %/h compared to skeles/newties and also because of my next point.

3) If you're going to mob at all, the mobs are going to do relatively high, survivable, damage very fast. After discovering battleships real HP, it's pretty obvious that mobbing in the ship is a fairly bad choice because it will break faster. Regardless of whether or not you're 19x with 13x+ HP on the thing, lower exp is pretty bad. O_o

4) Burner and cooling is faster than torpedo by at least 23 casts a minute. (100 compared to torpedo's 77) I think you know how fast they both are when alternated, but the thing is that torpedo is MUCH slower than what we thought before. Previously torpedo was thought to be as fast as cannon and....that's no where near true. This makes the raw damage cap smaller, and that's not even counting the now extremely significant DoT damage burner would be doing. Also, both skills work very very well on a macro. :P

5) Maxing amp earlier is advantageous for the longer freeze as well, but we're going to do 16 amp -> support octo -> max amp in our build.

6) Bouncing off #5, because maxing amp is useful for it's freeze as well it allows you to hold off on torpedo until other skills are maxed. This means skills like homing, MW, support octo, etc etc can be at a higher level thus making you stronger.


Skill Book & Mastery Book Locations

Maple Warrior: Skillbook - QUEST | 20 - Horntail
Elemental Amplification: 20 - Rexton, Pianus | 30 - ? (unlisted)
Support Octopus: 20 - Risell Squid, Pianus
Air Strike: 20 - Zakum | 30 - Horntail
Rapid Fire: 20 - Dark Cornian, Manon | 30 - Shark, Leviathan
Battleship: Skillbook - QUEST [reward for surviving against Super Kairin in Battleship Mode for 2 minutes]
Battleship Cannon: 20 - Dark Wyvern, Griffey | 30 - Red Wyvern
Battleship Torpedo: 20 - Skelosaurus, Papulatus | 30 - Pianus, Red Dragon Turtle
Mind Control: 20 - Papulatus
Advanced Homing: 20 - Pianus, Transformed Nest Golem


Recommended Training Spots

Note: This section may change if currently unreleased areas are released in GMS by the time Pirates come out. Also, all reasonable suggestions are welcomed.

Lvl. 10-15
Victoria Road: Henesys Hunting Ground I -- Snail, Blue Snail, Shroom, Slime, Orange Mushroom [snail or slime platform as it's generally less packed and you can kill these easier]
Victoria Road: Rain-Forest East of Henesys -- Pig, Ribbon Pig [this map and the next map are great training too, both in the top 3 we'd recommend]
Hidden Street: The Pig Beach -- Blue Snail, Red Snail, Pig, Ribbon Pig, Iron Hog
Victoria Road: Kerning City Construction Site -- Blue Snail, Stump, Orange Mushroom, Green Mushroom, Octopus
Victoria Road: West Street Corner of Perion -- Blue Snail, Green Mushroom, Stump, Dark Stump, Axe Stump, Dark Axe Stump
Victoria Road: Field South of Ellinia -- Stump, Slime, Green Mushroom, Axe Stump
Victoria Road: Right Around Lith Harbor -- Blue Snail, Slime
Victoria Road: The Tree That Grew I -- Snail, Slime
Henesys Party Quest
Orbis Exchange Quest

Lvl. 15-21
Hidden Street: Jr. Cactus Desert -- Jr. Cactus [Good money, amazing exp, and you can start here at lvl 15 completely unfunded]
Subway Line 1 Area 1 -- Bubbling [highly recommended: huge map = easier time finding a spot, less chance of being KSed, plus tons of snipe spots]
Victoria Road: Rain-Forest East of Henesys -- Pig, Ribbon Pig
Hidden Street: The Pig Beach -- Blue Snail, Red Snail, Pig, Ribbon Pig, Iron Hog
Perion Excavation Site III -- Rocky Mask, Wooden Mask
Dungeon: Ant Tunnel I -- Horny Mushroom, Zombie Mushroom
Henesys Party Quest
Orbis Exchange Quest

Lvl. 21-30
Subway Line 1 Area 1 -- Bubbling
Hidden Street: Jr. Cactus Desert -- Jr. Cactus
Perion Excavation Site III -- Rocky Mask, Wooden Mask
Dungeon: Ant Tunnel I -- Horny Mushroom, Zombie Mushroom
Hidden Street: Caution! Falling Down -- Octopus, Blue Mushroom
Kerning City Party Quest
Ariant Coliseum Party Quest

Lvl. 30-40
Warning Street: The Burnt Land II -- Fire Boar, Dark Axe Stump
Ludibrium: Terrace Hall -- Brown Teddy, Pink Teddy
Ludibrium: Cloud Terrace <2> -- Pink Teddy, Roloduck
Perion Excavation Site III -- Rocky Mask, Wooden Mask
Dungeon: Ant Tunnel I -- Zombie Mushroom, Horny Mushroom
Haunted House: Toy Room [3] -- Psycho Jack Box, Psycho Jack
Hidden Street: Purple Plains 1 -- Sakura Cellion
The Burning Sands: North Desert Road 1 -- Meercat
Ludibrium Party Quest
Monster Carnival Party Quest

Lvl. 40-50
Ludibrium: Terrace Hall -- Brown Teddy, Pink Teddy
Ludibrium: Cloud Terrace <2> -- Pink Teddy, Roloduck
Ludibrium: The Path of Time <2> -- Chronos
Ludibrium: Whirlpool of Time
Haunted House: Study [3] -- Nightmare
Zipangu: A Night in the Forest -- Paper Lantern Ghost, Dark Cloud Fox
Singapore: Suburban Area 2 -- Trucker
Ludibrium Party Quest
Monster Carnival Party Quest

Lvl. 50-60
Mu Lung: Practice Field: Beginner -- Straw Target Dummy
Hidden Street: Monkey Forest II -- Lupin, Zombie Lupin
El Nath: Forest of Dead Trees II / IV -- Coolie Zombie
Singapore: Suburban Area 2 -- Trucker
Singapore: Mysterious Path 2 -- Octobunny, Pac Pinky
Singapore: Ghost Ship 1 -- Pac Pinky
Phantom Forest: Crossroads -- Windraider
Mu Lung: Wild Bear Area 1 -- Grizzly, Panda
Orbis Party Quest
Ludibrium Maze Party Quest

Lvl. 60-70
El Nath: Forest of Dead Trees II / IV -- Coolie Zombie
Mu Lung: Practice Field: Beginner -- Straw Target Dummy
Haunted House: Vanity Room [3] -- Hoodoo, Voodoo
Hidden Street: The Forest of Golem -- Dark Stone Golem, Mixed Golem
Victoria Road: The Entrance of Golem's Temple -- Stone Golem, Blue Mushroom, Lupin, Fierry
Crimsonwood Mountain: Lower Ascent -- Windraider, Crimson Tree, Stormbreaker
Crimsonwood Mountain: Cavern of Pain -- Windraider, Stormbreaker
Singapore: Mysterious Path 2 -- Octobunny, Pac Pinky
Singapore: Mysterious Path 3 -- Selkie Jr., Slimy
Singapore: Ghost Ship 1 -- Pac Pinky
Singapore: Ghost Ship 2 -- Slimy
Mu Lung: Wild Bear Area 1 -- Grizzly, Panda
Orbis Party Quest
Ludibrium Maze Party Quest

Lvl. 70-80
El Nath: Forest of Dead Trees II / IV -- Coolie Zombie
Hidden Street: The Forest of Golem -- Dark Stone Golem, Mixed Golem
Haunted House: Vanity Room [3] -- Hoodoo, Voodoo
Zipangu: Vanished Village -- Samiho, Water Goblin
Mu Lung: Practice Field: Beginner -- Straw Target Dummy
Crimsonwood Mountain: Lower Ascent -- Windraider, Crimson Tree, Stormbreaker
Crimsonwood Mountain: Cavern of Pain -- Windraider, Stormbreaker
Singapore: Mysterious Path 3 -- Selkie Jr., Slimy
Singapore: Ghost Ship 2 -- Slimy
Singapore: Ghost Ship 6 -- Mr. Anchor

Lvl. 80-90
Zipangu: Vanished Village -- Samiho, Water Goblin
Leafre: The Area of Blue Kentaurus -- Blue Kentaurus
Leafre: The Area of Black Kentaurus -- Black Kentaurus
Ludibrium: Forgotten Path of Time <3> -- Death Teddy
Aqua Road: Dangerous Sea Gorge I -- Squid, Risell Squid
Leafre: Cross Road -- Birk, Dual Birk
Crimsonwood Mountain: Lower Ascent -- Windraider, Crimson Tree, Stormbreaker
Crimsonwood Mountain: Cavern of Pain -- Windraider, Stormbreaker
Singapore: Ghost Ship 6 -- Mr. Anchor

Lvl. 90-100
Leafre: The Area of Blue Kentaurus -- Blue Kentaurus
Leafre: The Area of Black Kentaurus -- Black Kentaurus
Ludibrium: Forgotten Path of Time <3> -- Death Teddy
Meso Gears: Wolf Spider Cavern -- Wolf Spiders
Aqua Road: Dangerous Sea Gorge I -- Squid, Risell Squid
Leafre: Destroyed Dragon's Nest -- Jr. Newtie [middle platform]
Leafre: Cross Road -- Birk, Dual Birk

Lvl. 100-110
Leafre: The Area of Blue Kentaurus -- Blue Kentaurus
Leafre: The Area of Black Kentaurus -- Black Kentaurus
Aqua Road: Dangerous Sea Gorge I -- Squid, Risell Squid
Leafre: Destroyed Dragon's Nest -- Jr. Newtie [middle platform]
Aqua Road: Deep Sea Gorge II -- Goby, Bombing Fish House, Bone Fish
Leafre: Canyon : East / West Road -- Dark Wyvern [drop Battleship Cannon 20]
Hidden Street: Red Wyvern's Nest -- Red Wyvern [drop Battleship Cannon 30]

Lvl. 110-120
Zipangu: Encounter with the Buddha -- Hime, Black Crow
Leafre: Destroyed Dragon's Nest -- Jr. Newtie [middle platform]
Aqua Road: Deep Sea Gorge II -- Goby, Bombing Fish House, Bone Fish
Leafre: Canyon : East / West Road -- Dark Wyvern
Hidden Street: Red Wyvern's Nest -- Red Wyvern

Lvl. 120+
Leafre: Canyon : East / West Road -- Dark Wyvern
Hidden Street: Red Wyvern's Nest -- Red Wyvern
Zipangu: Encounter with the Buddha -- Hime, Black Crow
Leafre: Destroyed Dragon's Nest -- Jr. Newtie, Nest Golem
Leafre: Peak of Dragon's Nest -- Skelegons, Skelosaurus, Nest Golem
Leafre: The Dragon Nest Left Behind -- Skelegon, Skelosaurus
Crimsonwood Mountain: Crimsonwood Keep -- Crimson Guardian


Translations Index

Since GMS adopted brand new names for most Pirate skills, there might be some confusion to those reading this guide. Rather than changing every single Pirate skill name, which would be an extremely tedious and lengthy chore, the GMS translations will be posted here for your convenience. The format is [original skill name] = [GMS skill name]. We're only including Gunslinger skills in this brief index, and all skills not mentioned here have remained unchanged.

1st Job
Quick Motion = Bullet Time
Somersault Kick = Sommersault Kick
Double Fire = Double Shot

2nd Job
Throwing Bomb = Grenade
Fake Shot = Blank Shot
Float = Wings
Backstep Shot = Recoil Shot

3rd Job
Triple Fire = Burst Fire
Fire Burner = Flamethrower
Cooling Effect = Ice Splitter
Homing = Homing Beacon

4th Job
Elemental Amplification = Elemental Boost
Support Octopus = Wrath of the Octopi
Air Strike = Aerial Strike
Mind Control = Hypnotize
Advanced Homing = Bullseye


Credits

Thanks to:
• Fiel for his work on the skill tables
• Daemarius for his contributions to the Pirate section
• Shrapnel of SP.net for sharing his personal Gunslinger experience
• ShiKage08 for helping us get started in JMS in order to test Gunslingers
• sapphire8 for his assistance on DPS comparisons
• PhoenixShots for posting a helpful link on Pirate equips on another thread
• Conserver of playpark.net for providing lists of all Pirate equips
• Bribery of SP.net for providing Battleship HP tables
• Trampo for raising the point about maxing S-Kick
• Elu for stickying this guide in the Gunslinger forums
• The Basilers who deemed the guide worthy of a Useful Post Award
• Everyone who took the time to read or use this guide

Final Statements

Do not reproduce or plagiarize this guide on Basil or any other site. This thread is currently only authorized on Basilmarket. Always ask permission before using or reposting any portion of this guide on Basil or elsewhere. Finally, unauthorized reproductions will be traced and removed.

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Thread last updated: Monday, December 1, 2008. 15:39 BasilTime.
New Pic: Barack Obama!
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+Friend | edited: Nov 26 2008
+
Nebulasword
74 Windia Crusader
 
Skill tables for all job advancements.


1st Job -- Pirate
Fiel said: "
Quick Motion
Description: Increases your accuracy and avoidability.
Max Level: 20

Level 01: +1 ACC / +1 Avoid
Level 02: +2 ACC / +2 Avoid
Level 03: +3 ACC / +3 Avoid
Level 04: +4 ACC / +4 Avoid
Level 05: +5 ACC / +5 Avoid
Level 06: +6 ACC / +6 Avoid
Level 07: +7 ACC / +7 Avoid
Level 08: +8 ACC / +8 Avoid
Level 09: +9 ACC / +9 Avoid
Level 10: +10 ACC / +10 Avoid
Level 11: +11 ACC / +11 Avoid
Level 12: +12 ACC / +12 Avoid
Level 13: +13 ACC / +13 Avoid
Level 14: +14 ACC / +14 Avoid
Level 15: +15 ACC / +15 Avoid
Level 16: +16 ACC / +16 Avoid
Level 17: +17 ACC / +17 Avoid
Level 18: +18 ACC / +18 Avoid
Level 19: +19 ACC / +19 Avoid
Level 20: +20 ACC / +20 Avoid

Straight
Description: Quickly attacks the enemy with fists by using MP.
Max Level: 20

Level 01: MP - 6 / 156% Damage / 75% Range
Level 02: MP - 6 / 162% Damage / 75% Range
Level 03: MP - 6 / 168% Damage / 75% Range
Level 04: MP - 6 / 174% Damage / 75% Range
Level 05: MP - 7 / 180% Damage / 75% Range
Level 06: MP - 7 / 186% Damage / 75% Range
Level 07: MP - 7 / 192% Damage / 75% Range
Level 08: MP - 8 / 198% Damage / 75% Range
Level 09: MP - 8 / 204% Damage / 75% Range
Level 10: MP - 9 / 210% Damage / 75% Range
Level 11: MP - 9 / 216% Damage / 75% Range
Level 12: MP - 10 / 222% Damage / 75% Range
Level 13: MP - 10 / 228% Damage / 75% Range
Level 14: MP - 11 / 234% Damage / 75% Range
Level 15: MP - 11 / 240% Damage / 75% Range
Level 16: MP - 12 / 246% Damage / 75% Range
Level 17: MP - 12 / 252% Damage / 75% Range
Level 18: MP - 13 / 258% Damage / 75% Range
Level 19: MP - 13 / 264% Damage / 75% Range
Level 20: MP - 14 / 270% Damage / 75% Range

Somersault Kick
Description: Attacks multiple nearby enemies with legs by jumping and spinning backwards.
Max Level: 20

Level 01: MP - 8 / 114% Damage / 3 Enemies / 80% Range
Level 02: MP - 8 / 118% Damage / 3 Enemies / 80% Range
Level 03: MP - 8 / 122% Damage / 3 Enemies / 80% Range
Level 04: MP - 8 / 126% Damage / 3 Enemies / 80% Range
Level 05: MP - 9 / 130% Damage / 3 Enemies / 80% Range
Level 06: MP - 9 / 134% Damage / 4 Enemies / 80% Range
Level 07: MP - 9 / 138% Damage / 4 Enemies / 80% Range
Level 08: MP - 10 / 142% Damage / 4 Enemies / 80% Range
Level 09: MP - 10 / 146% Damage / 4 Enemies / 80% Range
Level 10: MP - 11 / 150% Damage / 4 Enemies / 80% Range
Level 11: MP - 11 / 154% Damage / 5 Enemies / 80% Range
Level 12: MP - 12 / 158% Damage / 5 Enemies / 80% Range
Level 13: MP - 12 / 162% Damage / 5 Enemies / 80% Range
Level 14: MP - 13 / 166% Damage / 5 Enemies / 80% Range
Level 15: MP - 13 / 170% Damage / 5 Enemies / 80% Range
Level 16: MP - 14 / 174% Damage / 6 Enemies / 80% Range
Level 17: MP - 14 / 178% Damage / 6 Enemies / 80% Range
Level 18: MP - 15 / 182% Damage / 6 Enemies / 80% Range
Level 19: MP - 15 / 186% Damage / 6 Enemies / 80% Range

Level 20: MP - 16 / 190% Damage / 6 Enemies / 80% Range

Double Fire
Description: Attacks the enemy by firing two rounds at once. [Requires a gun to be equipped]
Max Level: 20

Level 01: MP - 4 / 61% Damage / 215 range
Level 02: MP - 4 / 62% Damage / 215 range
Level 03: MP - 4 / 63% Damage / 230 range
Level 04: MP - 4 / 64% Damage / 230 range
Level 05: MP - 5 / 65% Damage / 245 range
Level 06: MP - 5 / 66% Damage / 245 range
Level 07: MP - 5 / 67% Damage / 260 range
Level 08: MP - 5 / 68% Damage / 260 range
Level 09: MP - 5 / 69% Damage / 275 range
Level 10: MP - 5 / 70% Damage / 275 range
Level 11: MP - 6 / 71% Damage / 290 range
Level 12: MP - 6 / 72% Damage / 290 range
Level 13: MP - 6 / 73% Damage / 305 range
Level 14: MP - 6 / 74% Damage / 305 range
Level 15: MP - 6 / 75% Damage / 320 range
Level 16: MP - 7 / 76% Damage / 320 range
Level 17: MP - 7 / 77% Damage / 335 range
Level 18: MP - 7 / 78% Damage / 335 range
Level 19: MP - 7 / 79% Damage / 350 range
Level 20: MP - 7 / 80% Damage / 350 range

Dash
Description: Momentarily increases speed and jump by double-tapping either the left or the right directional key.
Comment: This move disables itself if you stand still for too long.
Max Level: 10

Level 01: MP - 14 / Speed +12 / Jump +1 / 4 seconds
Level 02: MP - 13 / Speed +14 / Jump +2 / 4 seconds
Level 03: MP - 12 / Speed +16 / Jump +3 / 8 seconds
Level 04: MP - 11 / Speed +18 / Jump +4 / 8 seconds
Level 05: MP - 10 / Speed +20 / Jump +5 / 12 seconds
Level 06: MP - 9 / Speed +22 / Jump +6 / 12 seconds
Level 07: MP - 8 / Speed +24 / Jump +7 / 16 seconds
Level 08: MP - 7 / Speed +26 / Jump +8 / 16 seconds
Level 09: MP - 6 / Speed +28 / Jump +9 / 20 seconds
Level 10: MP - 5 / Speed +30 / Jump +10 / 20 seconds"


2nd Job -- Gunslinger
Fiel said: "
Gun Mastery
Description: Increases the mastery and accuracy of Gun weapons. This is only applied when holding a Gun.
Max Level: 20

Level 01: Mastery 15% / ACC +1 / Carry 10 more bullets
Level 02: Mastery 15% / ACC +2 / Carry 20 more bullets
Level 03: Mastery 20% / ACC +3 / Carry 30 more bullets
Level 04: Mastery 20% / ACC +4 / Carry 40 more bullets
Level 05: Mastery 25% / ACC +5 / Carry 50 more bullets
Level 06: Mastery 25% / ACC +6 / Carry 60 more bullets
Level 07: Mastery 30% / ACC +7 / Carry 70 more bullets
Level 08: Mastery 30% / ACC +8 / Carry 80 more bullets
Level 09: Mastery 35% / ACC +9 / Carry 90 more bullets
Level 10: Mastery 35% / ACC +10 / Carry 100 more bullets
Level 11: Mastery 40% / ACC +11 / Carry 110 more bullets
Level 12: Mastery 40% / ACC +12 / Carry 120 more bullets
Level 13: Mastery 45% / ACC +13 / Carry 130 more bullets
Level 14: Mastery 45% / ACC +14 / Carry 140 more bullets
Level 15: Mastery 50% / ACC +15 / Carry 150 more bullets
Level 16: Mastery 50% / ACC +16 / Carry 160 more bullets
Level 17: Mastery 55% / ACC +17 / Carry 170 more bullets
Level 18: Mastery 55% / ACC +18 / Carry 180 more bullets
Level 19: Mastery 60% / ACC +19 / Carry 190 more bullets
Level 20: Mastery 60% / ACC +20 / Carry 200 more bullets

Gun Booster
Description: Increases the attack speed of a Gun by one level by using HP and MP. It can only be activated while holding a gun.
Pre-requisite: Bullet Mastery Level 5
Max Level: 20

Level 01: MP - 29 / HP - 29 / 10 seconds
Level 02: MP - 28 / HP - 28 / 20 seconds
Level 03: MP - 27 / HP - 27 / 30 seconds
Level 04: MP - 26 / HP - 26 / 40 seconds
Level 05: MP - 25 / HP - 25 / 50 seconds
Level 06: MP - 24 / HP - 24 / 60 seconds
Level 07: MP - 23 / HP - 23 / 70 seconds
Level 08: MP - 22 / HP - 22 / 80 seconds
Level 09: MP - 21 / HP - 21 / 90 seconds
Level 10: MP - 20 / HP - 20 / 100 seconds
Level 11: MP - 19 / HP - 19 / 110 seconds
Level 12: MP - 18 / HP - 18 / 120 seconds
Level 13: MP - 17 / HP - 17 / 130 seconds
Level 14: MP - 16 / HP - 16 / 140 seconds
Level 15: MP - 15 / HP - 15 / 150 seconds
Level 16: MP - 14 / HP - 14 / 160 seconds
Level 17: MP - 13 / HP - 13 / 170 seconds
Level 18: MP - 12 / HP - 12 / 180 seconds
Level 19: MP - 11 / HP - 11 / 190 seconds
Level 20: MP - 10 / HP - 10 / 200 seconds

Invisible Shot
Description: Attacks multiple enemies by firing the Gun so quickly that it cannot be seen. [Attacks 3 enemies]
Max Level: 20

Level 01: MP - 10 / 75% Damage / 250% Range
Level 02: MP - 10 / 80% Damage / 250% Range
Level 03: MP - 10 / 85% Damage / 250% Range
Level 04: MP - 10 / 90% Damage / 250% Range
Level 05: MP - 10 / 95% Damage / 250% Range
Level 06: MP - 15 / 100% Damage / 250% Range
Level 07: MP - 15 / 105% Damage / 250% Range
Level 08: MP - 15 / 110% Damage / 250% Range
Level 09: MP - 15 / 115% Damage / 250% Range
Level 10: MP - 15 / 120% Damage / 250% Range
Level 11: MP - 20 / 125% Damage / 250% Range
Level 12: MP - 20 / 130% Damage / 250% Range
Level 13: MP - 20 / 135% Damage / 250% Range
Level 14: MP - 20 / 140% Damage / 250% Range
Level 15: MP - 20 / 145% Damage / 250% Range
Level 16: MP - 25 / 150% Damage / 250% Range
Level 17: MP - 25 / 155% Damage / 250% Range
Level 18: MP - 25 / 160% Damage / 250% Range
Level 19: MP - 25 / 165% Damage / 250% Range
Level 20: MP - 35 / 170% Damage / 250% Range

Throwing Bomb
Description: Attacks enemies by throwing a bomb. The distance is decided by how long the skill key is held down.
Ed. Comment: Until 3rd Job, Throwing Bomb serves as a Gunslinger's only 6-hit mob move. However, the skill is still considered low-priority because it requires exact precision to utilize its full potential.
Max Level: 20

Level 01: MP - 15 / 45% Damage / 3 enemies / 50% Range
Level 02: MP - 15 / 50% Damage / 3 enemies / 50% Range
Level 03: MP - 15 / 55% Damage / 3 enemies / 50% Range
Level 04: MP - 15 / 60% Damage / 3 enemies / 50% Range
Level 05: MP - 15 / 65% Damage / 3 enemies / 50% Range
Level 06: MP - 19 / 70% Damage / 4 enemies / 50% Range
Level 07: MP - 19 / 75% Damage / 4 enemies / 50% Range
Level 08: MP - 19 / 80% Damage / 4 enemies / 50% Range
Level 09: MP - 19 / 85% Damage / 4 enemies / 50% Range
Level 10: MP - 19 / 90% Damage / 4 enemies / 50% Range
Level 11: MP - 23 / 95% Damage / 5 enemies / 50% Range
Level 12: MP - 23 / 100% Damage / 5 enemies / 50% Range
Level 13: MP - 23 / 105% Damage / 5 enemies / 50% Range
Level 14: MP - 23 / 110% Damage / 5 enemies / 50% Range
Level 15: MP - 23 / 115% Damage / 5 enemies / 50% Range
Level 16: MP - 27 / 120% Damage / 6 enemies / 50% Range
Level 17: MP - 27 / 125% Damage / 6 enemies / 50% Range
Level 18: MP - 27 / 130% Damage / 6 enemies / 50% Range
Level 19: MP - 27 / 135% Damage / 6 enemies / 50% Range
Level 20: MP - 27 / 140% Damage / 6 enemies / 50% Range

Fake Shot
Description: Surprises multiple enemies and immobilizes them by pretending to shoot a gun, but firing a flag instead of a bullet. [Attacks 3 enemies]
Max Level: 20

Level 01: MP - 10 / 63% Damage / 1 second stun / 43% probability / 250% Range
Level 02: MP - 10 / 66% Damage / 1 second stun / 46% probability / 250% Range
Level 03: MP - 10 / 69% Damage / 1 second stun / 49% probability / 250% Range
Level 04: MP - 10 / 72% Damage / 1 second stun / 52% probability / 250% Range
Level 05: MP - 10 / 75% Damage / 1 second stun / 55% probability / 250% Range
Level 06: MP - 15 / 78% Damage / 2 second stun / 58% probability / 250% Range
Level 07: MP - 15 / 81% Damage / 2 second stun / 61% probability / 250% Range
Level 08: MP - 15 / 84% Damage / 2 second stun / 64% probability / 250% Range
Level 09: MP - 15 / 87% Damage / 2 second stun / 67% probability / 250% Range
Level 10: MP - 15 / 90% Damage / 2 second stun / 70% probability / 250% Range
Level 11: MP - 20 / 93% Damage / 3 second stun / 73% probability / 250% Range
Level 12: MP - 20 / 96% Damage / 3 second stun / 76% probability / 250% Range
Level 13: MP - 20 / 99% Damage / 3 second stun / 79% probability / 250% Range
Level 14: MP - 20 / 102% Damage / 3 second stun / 82% probability / 250% Range
Level 15: MP - 20 / 105% Damage / 3 second stun / 85% probability / 250% Range
Level 16: MP - 25 / 108% Damage / 4 second stun / 88% probability / 250% Range
Level 17: MP - 25 / 111% Damage / 4 second stun / 91% probability / 250% Range
Level 18: MP - 25 / 114% Damage / 4 second stun / 94% probability / 250% Range
Level 19: MP - 25 / 117% Damage / 4 second stun / 97% probability / 250% Range
Level 20: MP - 25 / 120% Damage / 4 second stun / 100% probability / 250% Range

Float
Description: Jumps a jump that stays longer afloat than a regular jump. [Skill Duration: 5 seconds]
Ed. Comment: As a reference point, the game data says that standard falling speed is 670. Also note that Float is a supportive skill [buff] that lasts for 5 seconds, allowing all your jumps to become Floats. Float is not an active skill like Flash Jump.
Max Level: 10

Level 01: MP - 50 / Falling Speed 280
Level 02: MP - 46 / Falling Speed 260
Level 03: MP - 42 / Falling Speed 240
Level 04: MP - 38 / Falling Speed 220
Level 05: MP - 34 / Falling Speed 200
Level 06: MP - 30 / Falling Speed 180
Level 07: MP - 26 / Falling Speed 160
Level 08: MP - 22 / Falling Speed 140
Level 09: MP - 18 / Falling Speed 120
Level 10: MP - 14 / Falling Speed 100

Backstep Shot
Description: Using the recoil of a gun, moves far backwards while shooting a gun.
Ed. Comment: This skill can be used for attack and/or mobility. It serves as a "nerfed FJ" for Gunslingers.
Pre-requisite: Float Level 5
Max Level: 20

Level 01: MP - 14 / 70% Damage / 115% Range
Level 02: MP - 14 / 80% Damage / 115% Range
Level 03: MP - 14 / 90% Damage / 130% Range
Level 04: MP - 14 / 100% Damage / 130% Range
Level 05: MP - 14 / 110% Damage / 145% Range
Level 06: MP - 18 / 120% Damage / 145% Range
Level 07: MP - 18 / 130% Damage / 160% Range
Level 08: MP - 18 / 140% Damage / 160% Range
Level 09: MP - 18 / 150% Damage / 175% Range
Level 10: MP - 18 / 160% Damage / 175% Range
Level 11: MP - 22 / 170% Damage / 190% Range
Level 12: MP - 22 / 180% Damage / 190% Range
Level 13: MP - 22 / 190% Damage / 205% Range
Level 14: MP - 22 / 200% Damage / 205% Range
Level 15: MP - 22 / 210% Damage / 220% Range
Level 16: MP - 26 / 220% Damage / 220% Range
Level 17: MP - 26 / 230% Damage / 235% Range
Level 18: MP - 26 / 240% Damage / 235% Range
Level 19: MP - 26 / 250% Damage / 250% Range
Level 20: MP - 26 / 260% Damage / 250% Range"


3rd Job -- Outlaw
Fiel said: "
Triple Fire
Description: The number of bullets fired while using Double Fire is increased and the attack power is boosted.
Ed. Comment: Keep in mind that even Level 1 Triple Fire is tremendously stronger than max Double Fire, although it is about 39% slower.
Pre-requisite: Double Fire Level 20
Max Level: 20

Level 01: MP - 13 / 115% Damage / 350 Range
Level 02: MP - 13 / 120% Damage / 350 Range
Level 03: MP - 14 / 125% Damage / 350 Range
Level 04: MP - 14 / 130% Damage / 350 Range
Level 05: MP - 15 / 135% Damage / 350 Range
Level 06: MP - 15 / 140% Damage / 350 Range
Level 07: MP - 16 / 145% Damage / 350 Range
Level 08: MP - 16 / 150% Damage / 350 Range
Level 09: MP - 17 / 155% Damage / 350 Range
Level 10: MP - 17 / 160% Damage / 350 Range
Level 11: MP - 18 / 165% Damage / 350 Range
Level 12: MP - 18 / 170% Damage / 350 Range
Level 13: MP - 19 / 175% Damage / 350 Range
Level 14: MP - 19 / 180% Damage / 350 Range
Level 15: MP - 20 / 185% Damage / 350 Range
Level 16: MP - 20 / 190% Damage / 350 Range
Level 17: MP - 21 / 195% Damage / 350 Range
Level 18: MP - 21 / 200% Damage / 350 Range
Level 19: MP - 22 / 205% Damage / 350 Range
Level 20: MP - 22 / 210% Damage / 350 Range

Octopus
Description: Summons an octopus to help with attacking. However, the summoned octopus does not move. [Cooldown : 10 seconds]
Ed. Comment: Octopus is an extremely useful summon during anchor-based training where you don't move around much, such as h/voodoos or newties. For more mobile training, such as himes [solo] and kentaurus, Octopus will have to be recast more frequently. Archers who are used to mobile training will be familiar with this from using Puppet.
Max Level: 30

Level 01: MP - 11 / 84 Attack / 10 seconds / 300 Range
Level 02: MP - 11 / 88 Attack / 10 seconds / 300 Range
Level 03: MP - 12 / 92 Attack / 10 seconds / 300 Range
Level 04: MP - 12 / 96 Attack / 10 seconds / 300 Range
Level 05: MP - 13 / 100 Attack / 10 seconds / 300 Range
Level 06: MP - 13 / 104 Attack / 10 seconds / 300 Range
Level 07: MP - 14 / 108 Attack / 10 seconds / 300 Range
Level 08: MP - 14 / 112 Attack / 10 seconds / 300 Range
Level 09: MP - 15 / 116 Attack / 10 seconds / 300 Range
Level 10: MP - 15 / 120 Attack / 10 seconds / 300 Range
Level 11: MP - 16 / 124 Attack / 20 seconds / 300 Range
Level 12: MP - 16 / 128 Attack / 20 seconds / 300 Range
Level 13: MP - 17 / 132 Attack / 20 seconds / 300 Range
Level 14: MP - 17 / 136 Attack / 20 seconds / 300 Range
Level 15: MP - 18 / 140 Attack / 20 seconds / 300 Range
Level 16: MP - 18 / 144 Attack / 20 seconds / 300 Range
Level 17: MP - 19 / 148 Attack / 20 seconds / 300 Range
Level 18: MP - 19 / 152 Attack / 20 seconds / 300 Range
Level 19: MP - 20 / 156 Attack / 20 seconds / 300 Range
Level 20: MP - 20 / 160 Attack / 20 seconds / 300 Range
Level 21: MP - 21 / 164 Attack / 30 seconds / 300 Range
Level 22: MP - 21 / 168 Attack / 30 seconds / 300 Range
Level 23: MP - 22 / 172 Attack / 30 seconds / 300 Range
Level 24: MP - 22 / 176 Attack / 30 seconds / 300 Range
Level 25: MP - 23 / 180 Attack / 30 seconds / 300 Range
Level 26: MP - 23 / 184 Attack / 30 seconds / 300 Range
Level 27: MP - 24 / 188 Attack / 30 seconds / 300 Range
Level 28: MP - 24 / 192 Attack / 30 seconds / 300 Range
Level 29: MP - 25 / 196 Attack / 30 seconds / 300 Range
Level 30: MP - 25 / 200 Attack / 30 seconds / 300 Range

Gaviota
Description: Summons a Gaviota trained to drop bombs on the enemy. The summoned Gaviota drops a bomb after sighting an enemy, and disappears.
Ed. Comment: Although Gaviota is the single strongest summon in a Gunslinger's arsenal, the low frequency with which it drops bombs and the fact that it disappears after attacking renders the skill fairly useless.
[Cooldown: 5 seconds] [Attacks 3 enemies]
Max Level: 30

Level 01: MP - 11 / 218 Attack / 10 seconds / 400 range
Level 02: MP - 11 / 226 Attack / 10 seconds / 400 range
Level 03: MP - 11 / 234 Attack / 10 seconds / 400 range
Level 04: MP - 12 / 242 Attack / 10 seconds / 400 range
Level 05: MP - 12 / 250 Attack / 10 seconds / 400 range
Level 06: MP - 12 / 258 Attack / 10 seconds / 400 range
Level 07: MP - 13 / 266 Attack / 10 seconds / 400 range
Level 08: MP - 13 / 274 Attack / 10 seconds / 400 range
Level 09: MP - 13 / 282 Attack / 10 seconds / 400 range
Level 10: MP - 14 / 290 Attack / 10 seconds / 400 range
Level 11: MP - 14 / 298 Attack / 20 seconds / 400 range
Level 12: MP - 14 / 306 Attack / 20 seconds / 400 range
Level 13: MP - 15 / 314 Attack / 20 seconds / 400 range
Level 14: MP - 15 / 322 Attack / 20 seconds / 400 range
Level 15: MP - 15 / 330 Attack / 20 seconds / 400 range
Level 16: MP - 16 / 338 Attack / 20 seconds / 400 range
Level 17: MP - 16 / 346 Attack / 20 seconds / 400 range
Level 18: MP - 16 / 354 Attack / 20 seconds / 400 range
Level 19: MP - 17 / 362 Attack / 20 seconds / 400 range
Level 20: MP - 17 / 370 Attack / 20 seconds / 400 range
Level 21: MP - 17 / 378 Attack / 30 seconds / 400 range
Level 22: MP - 18 / 386 Attack / 30 seconds / 400 range
Level 23: MP - 18 / 394 Attack / 30 seconds / 400 range
Level 24: MP - 18 / 402 Attack / 30 seconds / 400 range
Level 25: MP - 19 / 410 Attack / 30 seconds / 400 range
Level 26: MP - 19 / 418 Attack / 30 seconds / 400 range
Level 27: MP - 19 / 426 Attack / 30 seconds / 400 range
Level 28: MP - 20 / 434 Attack / 30 seconds / 400 range
Level 29: MP - 20 / 442 Attack / 30 seconds / 400 range
Level 30: MP - 20 / 450 Attack / 30 seconds / 400 range

Fire Burner
Description: Unleashes a fire-elemental attack on far-away enemies. The enemies hit receive Damage over Time damage for a certain time. [Consumes a Blaze Capsule]
Ed. Comment: Fire Burner can be used without Blaze Capsules [aka Fire Bullets] but its attacking power will be cut in half. This attack can be used at close range.
Elemental Attribute: Fire
Max Level: 30

Level 01: MP - 25 / 73% Damage / 2 Enemies / 3 seconds / 250% Range
Level 02: MP - 25 / 76% Damage / 2 Enemies / 3 seconds / 250% Range
Level 03: MP - 25 / 79% Damage / 2 Enemies / 3 seconds / 250% Range
Level 04: MP - 25 / 82% Damage / 2 Enemies / 3 seconds / 250% Range
Level 05: MP - 25 / 85% Damage / 2 Enemies / 3 seconds / 250% Range
Level 06: MP - 25 / 88% Damage / 2 Enemies / 3 seconds / 250% Range
Level 07: MP - 25 / 91% Damage / 3 Enemies / 3 seconds / 250% Range
Level 08: MP - 25 / 94% Damage / 3 Enemies / 3 seconds / 250% Range
Level 09: MP - 25 / 97% Damage / 3 Enemies / 3 seconds / 250% Range
Level 10: MP - 25 / 100% Damage / 3 Enemies / 3 seconds / 250% Range
Level 11: MP - 30 / 103% Damage / 3 Enemies / 4 seconds / 250% Range
Level 12: MP - 30 / 106% Damage / 3 Enemies / 4 seconds / 250% Range
Level 13: MP - 30 / 109% Damage / 4 Enemies / 4 seconds / 250% Range
Level 14: MP - 30 / 112% Damage / 4 Enemies / 4 seconds / 250% Range
Level 15: MP - 30 / 115% Damage / 4 Enemies / 4 seconds / 250% Range
Level 16: MP - 30 / 118% Damage / 4 Enemies / 4 seconds / 250% Range
Level 17: MP - 30 / 121% Damage / 4 Enemies / 4 seconds / 250% Range
Level 18: MP - 30 / 124% Damage / 4 Enemies / 4 seconds / 250% Range
Level 19: MP - 30 / 127% Damage / 5 Enemies / 4 seconds / 250% Range
Level 20: MP - 30 / 130% Damage / 5 Enemies / 4 seconds / 250% Range
Level 21: MP - 35 / 133% Damage / 5 Enemies / 5 seconds / 250% Range
Level 22: MP - 35 / 136% Damage / 5 Enemies / 5 seconds / 250% Range
Level 23: MP - 35 / 139% Damage / 5 Enemies / 5 seconds / 250% Range
Level 24: MP - 35 / 142% Damage / 5 Enemies / 5 seconds / 250% Range
Level 25: MP - 35 / 145% Damage / 6 Enemies / 5 seconds / 250% Range
Level 26: MP - 35 / 148% Damage / 6 Enemies / 5 seconds / 250% Range
Level 27: MP - 35 / 151% Damage / 6 Enemies / 5 seconds / 250% Range
Level 28: MP - 35 / 154% Damage / 6 Enemies / 5 seconds / 250% Range
Level 29: MP - 35 / 157% Damage / 6 Enemies / 5 seconds / 250% Range
Level 30: MP - 35 / 160% Damage / 6 Enemies / 5 seconds / 250% Range

Cooling Effect
Description: Unleashes an ice-elemental attack on far-away enemies. The enemies hit are frozen for a certain time. [Consumes a Glaze Capsule]
Ed. Comment: Cooling Effect can be used without Glaze Capsules [aka Ice Bullets] but its attacking power will be cut in half. This attack can be used at close range.
Elemental Attribute: Ice
Max Level: 30

Level 01: MP - 25 / 72% Damage / 2 Enemies / 1 seconds / 280% Range
Level 02: MP - 25 / 74% Damage / 2 Enemies / 1 seconds / 280% Range
Level 03: MP - 25 / 76% Damage / 2 Enemies / 1 seconds / 280% Range
Level 04: MP - 25 / 78% Damage / 2 Enemies / 1 seconds / 280% Range
Level 05: MP - 25 / 80% Damage / 2 Enemies / 1 seconds / 280% Range
Level 06: MP - 25 / 82% Damage / 2 Enemies / 1 seconds / 280% Range
Level 07: MP - 25 / 84% Damage / 3 Enemies / 1 seconds / 280% Range
Level 08: MP - 25 / 86% Damage / 3 Enemies / 1 seconds / 280% Range
Level 09: MP - 25 / 88% Damage / 3 Enemies / 1 seconds / 280% Range
Level 10: MP - 25 / 90% Damage / 3 Enemies / 1 seconds / 280% Range
Level 11: MP - 30 / 92% Damage / 3 Enemies / 2 seconds / 280% Range
Level 12: MP - 30 / 94% Damage / 3 Enemies / 2 seconds / 280% Range
Level 13: MP - 30 / 96% Damage / 4 Enemies / 2 seconds / 280% Range
Level 14: MP - 30 / 98% Damage / 4 Enemies / 2 seconds / 280% Range
Level 15: MP - 30 / 100% Damage / 4 Enemies / 2 seconds / 280% Range
Level 16: MP - 30 / 102% Damage / 4 Enemies / 2 seconds / 280% Range
Level 17: MP - 30 / 104% Damage / 4 Enemies / 2 seconds / 280% Range
Level 18: MP - 30 / 106% Damage / 4 Enemies / 2 seconds / 280% Range
Level 19: MP - 30 / 108% Damage / 5 Enemies / 2 seconds / 280% Range
Level 20: MP - 30 / 110% Damage / 5 Enemies / 2 seconds / 280% Range
Level 21: MP - 35 / 112% Damage / 5 Enemies / 3 seconds / 280% Range
Level 22: MP - 35 / 114% Damage / 5 Enemies / 3 seconds / 280% Range
Level 23: MP - 35 / 116% Damage / 5 Enemies / 3 seconds / 280% Range
Level 24: MP - 35 / 118% Damage / 5 Enemies / 3 seconds / 280% Range
Level 25: MP - 35 / 120% Damage / 6 Enemies / 3 seconds / 280% Range
Level 26: MP - 35 / 122% Damage / 6 Enemies / 3 seconds / 280% Range
Level 27: MP - 35 / 124% Damage / 6 Enemies / 3 seconds / 280% Range
Level 28: MP - 35 / 126% Damage / 6 Enemies / 3 seconds / 280% Range
Level 29: MP - 35 / 128% Damage / 6 Enemies / 3 seconds / 280% Range
Level 30: MP - 35 / 130% Damage / 6 Enemies / 3 seconds / 280% Range

Homing
Description: Sends out a parrot to mark an enemy. Afterwards, all your attacks are focused on the enemy followed by the parrot.
Ed. Comment: Homing is activated like a regular attack -- the closest enemy you are facing will be struck by the Homing bullet. All your attacks pass through other monsters to strike the monster who is homed in on. This has a tremendous application at bosses, most notably Zakum and Black Crow. A Valkyrie with homing will be able to fire on Black Crow and Zakum as if the himes and summons weren't there, respectively.
Max Level: 30

Level 01: MP - 20 / 148% Damage / 350 Range
Level 02: MP - 20 / 156% Damage / 350 Range
Level 03: MP - 20 / 164% Damage / 350 Range
Level 04: MP - 20 / 172% Damage / 350 Range
Level 05: MP - 20 / 180% Damage / 350 Range
Level 06: MP - 20 / 188% Damage / 350 Range
Level 07: MP - 20 / 196% Damage / 350 Range
Level 08: MP - 20 / 204% Damage / 350 Range
Level 09: MP - 20 / 212% Damage / 350 Range
Level 10: MP - 20 / 220% Damage / 350 Range
Level 11: MP - 25 / 228% Damage / 350 Range
Level 12: MP - 25 / 236% Damage / 350 Range
Level 13: MP - 25 / 244% Damage / 350 Range
Level 14: MP - 25 / 252% Damage / 350 Range
Level 15: MP - 25 / 260% Damage / 350 Range
Level 16: MP - 25 / 268% Damage / 350 Range
Level 17: MP - 25 / 276% Damage / 350 Range
Level 18: MP - 25 / 284% Damage / 350 Range
Level 19: MP - 25 / 292% Damage / 350 Range
Level 20: MP - 25 / 300% Damage / 350 Range
Level 21: MP - 30 / 308% Damage / 350 Range
Level 22: MP - 30 / 316% Damage / 350 Range
Level 23: MP - 30 / 324% Damage / 350 Range
Level 24: MP - 30 / 332% Damage / 350 Range
Level 25: MP - 30 / 340% Damage / 350 Range
Level 26: MP - 30 / 348% Damage / 350 Range
Level 27: MP - 30 / 356% Damage / 350 Range
Level 28: MP - 30 / 364% Damage / 350 Range
Level 29: MP - 30 / 372% Damage / 350 Range
Level 30: MP - 30 / 380% Damage / 350 Range"


4th Job -- Corsair
Fiel said: "
Elemental Amplification
Description: Increases the damage and effect duration of Fire Burner and Cooling Effect.
Max Level: 30

Level 01: Damage 6% / Bullet Damage +1% / +1 second
Level 02: Damage 12% / Bullet Damage +1% / +1 second
Level 03: Damage 18% / Bullet Damage +1% / +1 second
Level 04: Damage 24% / Bullet Damage +1% / +1 second
Level 05: Damage 30% / Bullet Damage +1% / +1 second
Level 06: Damage 36% / Bullet Damage +1% / +1 second
Level 07: Damage 42% / Bullet Damage +2% / +1 second
Level 08: Damage 48% / Bullet Damage +2% / +1 second
Level 09: Damage 54% / Bullet Damage +2% / +1 second
Level 10: Damage 60% / Bullet Damage +2% / +1 second
Level 11: Damage 76% / Bullet Damage +2% / +1 second
Level 12: Damage 82% / Bullet Damage +2% / +1 second
Level 13: Damage 88% / Bullet Damage +3% / +1 second
Level 14: Damage 94% / Bullet Damage +3% / +1 second
Level 15: Damage 100% / Bullet Damage +3% / +1 second
Level 16: Damage 106% / Bullet Damage +3% / +2 seconds
Level 17: Damage 112% / Bullet Damage +3% / +2 seconds
Level 18: Damage 118% / Bullet Damage +3% / +2 seconds
Level 19: Damage 124% / Bullet Damage +4% / +2 seconds
Level 20: Damage 130% / Bullet Damage +4% / +2 seconds
Level 21: Damage 146% / Bullet Damage +4% / +2 seconds
Level 22: Damage 152% / Bullet Damage +4% / +2 seconds
Level 23: Damage 158% / Bullet Damage +4% / +2 seconds
Level 24: Damage 164% / Bullet Damage +4% / +2 seconds
Level 25: Damage 170% / Bullet Damage +5% / +2 seconds
Level 26: Damage 176% / Bullet Damage +5% / +2 seconds
Level 27: Damage 182% / Bullet Damage +5% / +2 seconds
Level 28: Damage 188% / Bullet Damage +5% / +2 seconds
Level 29: Damage 194% / Bullet Damage +5% / +2 seconds
Level 30: Damage 200% / Bullet Damage +5% / +2 seconds

Advanced Homing
Description: Deals more damage on the monster affected by Homing.
Pre-requisite: Homing Level 30
Max Level: 20

Level 01: MP - 35 / 390% Damage / 1% increase
Level 02: MP - 35 / 400% Damage / 2% increase
Level 03: MP - 35 / 410% Damage / 3% increase
Level 04: MP - 35 / 420% Damage / 4% increase
Level 05: MP - 35 / 430% Damage / 5% increase
Level 06: MP - 35 / 440% Damage / 6% increase
Level 07: MP - 35 / 450% Damage / 7% increase
Level 08: MP - 35 / 460% Damage / 8% increase
Level 09: MP - 35 / 470% Damage / 9% increase
Level 10: MP - 35 / 480% Damage / 10% increase
Level 11: MP - 40 / 490% Damage / 11% increase
Level 12: MP - 40 / 500% Damage / 12% increase
Level 13: MP - 40 / 510% Damage / 13% increase
Level 14: MP - 40 / 520% Damage / 14% increase
Level 15: MP - 40 / 530% Damage / 15% increase
Level 16: MP - 40 / 540% Damage / 16% increase
Level 17: MP - 40 / 550% Damage / 17% increase
Level 18: MP - 40 / 560% Damage / 18% increase
Level 19: MP - 40 / 570% Damage / 19% increase
Level 20: MP - 40 / 580% Damage / 20% increase

Support Octopus
Description: An extra octopus is summoned to increase firing speed and damage. [Cooldown: 10 seconds]
Pre-requisite: Octopus Level 30
Max Level: 20

Level 01: MP - 26 / 210 Attack / 35 second Duration
Level 02: MP - 26 / 220 Attack / 35 second Duration
Level 03: MP - 27 / 230 Attack / 35 second Duration
Level 04: MP - 27 / 240 Attack / 35 second Duration
Level 05: MP - 28 / 250 Attack / 35 second Duration
Level 06: MP - 28 / 260 Attack / 35 second Duration
Level 07: MP - 29 / 270 Attack / 35 second Duration
Level 08: MP - 29 / 280 Attack / 35 second Duration
Level 09: MP - 30 / 290 Attack / 35 second Duration
Level 10: MP - 30 / 300 Attack / 35 second Duration
Level 11: MP - 31 / 320 Attack / 40 second Duration
Level 12: MP - 31 / 340 Attack / 40 second Duration
Level 13: MP - 32 / 360 Attack / 40 second Duration
Level 14: MP - 32 / 380 Attack / 40 second Duration
Level 15: MP - 33 / 400 Attack / 40 second Duration
Level 16: MP - 33 / 420 Attack / 40 second Duration
Level 17: MP - 34 / 440 Attack / 40 second Duration
Level 18: MP - 34 / 460 Attack / 40 second Duration
Level 19: MP - 35 / 480 Attack / 40 second Duration
Level 20: MP - 35 / 500 Attack / 40 second Duration

Rapid Fire
Description: Fires bullets extremely quickly. If the skill key is pushed down, the bullets are fired continuously. [Requires a gun equipped]
Pre-requisite: Triple Fire Level 30
Max Level: 30

Level 01: MP - 6 / 102% Damage / 350% Range
Level 02: MP - 6 / 104% Damage / 350% Range
Level 03: MP - 6 / 106% Damage / 350% Range
Level 04: MP - 6 / 108% Damage / 350% Range
Level 05: MP - 6 / 110% Damage / 350% Range
Level 06: MP - 6 / 112% Damage / 350% Range
Level 07: MP - 6 / 114% Damage / 350% Range
Level 08: MP - 6 / 116% Damage / 350% Range
Level 09: MP - 6 / 118% Damage / 350% Range
Level 10: MP - 6 / 120% Damage / 350% Range
Level 11: MP - 8 / 122% Damage / 350% Range
Level 12: MP - 8 / 124% Damage / 350% Range
Level 13: MP - 8 / 126% Damage / 350% Range
Level 14: MP - 8 / 128% Damage / 350% Range
Level 15: MP - 8 / 130% Damage / 350% Range
Level 16: MP - 8 / 132% Damage / 350% Range
Level 17: MP - 8 / 134% Damage / 350% Range
Level 18: MP - 8 / 136% Damage / 350% Range
Level 19: MP - 8 / 138% Damage / 350% Range
Level 20: MP - 8 / 140% Damage / 350% Range
Level 21: MP - 10 / 142% Damage / 350% Range
Level 22: MP - 10 / 144% Damage / 350% Range
Level 23: MP - 10 / 146% Damage / 350% Range
Level 24: MP - 10 / 148% Damage / 350% Range
Level 25: MP - 10 / 150% Damage / 350% Range
Level 26: MP - 9 / 152% Damage / 350% Range
Level 27: MP - 9 / 154% Damage / 350% Range
Level 28: MP - 9 / 156% Damage / 350% Range
Level 29: MP - 9 / 158% Damage / 350% Range
Level 30: MP - 9 / 160% Damage / 350% Range

Air Strike
Description: Attacks up to 6 enemies with Gaviota's bomb attack. [Cooldown: 5 seconds]
Ed. Comment: Air Strike does an enormous 1200% damage at max, with a gigantic range as well. The range picture here actually doesn't do this skill justice. The range for this skill extends another 200 pixels above the picture. Although it can only hit 6 monsters at max [it used to be 15 but was lessened], the move is still compared to the Mage/Bishop "Ultimates" [Meteo/Blizz/Gen].
Pre-requisite: Level 15 Gaviota
Max Level: 30

Level 01: MP - 31 / 520% Damage / 400% Range
Level 02: MP - 32 / 540% Damage / 400% Range
Level 03: MP - 33 / 560% Damage / 400% Range
Level 04: MP - 34 / 580% Damage / 400% Range
Level 05: MP - 35 / 600% Damage / 400% Range
Level 06: MP - 36 / 620% Damage / 400% Range
Level 07: MP - 37 / 640% Damage / 400% Range
Level 08: MP - 38 / 660% Damage / 400% Range
Level 09: MP - 39 / 680% Damage / 400% Range
Level 10: MP - 40 / 700% Damage / 400% Range
Level 11: MP - 41 / 770% Damage / 400% Range
Level 12: MP - 42 / 790% Damage / 400% Range
Level 13: MP - 43 / 810% Damage / 400% Range
Level 14: MP - 44 / 830% Damage / 400% Range
Level 15: MP - 45 / 850% Damage / 400% Range
Level 16: MP - 46 / 870% Damage / 400% Range
Level 17: MP - 47 / 890% Damage / 400% Range
Level 18: MP - 48 / 910% Damage / 400% Range
Level 19: MP - 49 / 930% Damage / 400% Range
Level 20: MP - 50 / 950% Damage / 400% Range
Level 21: MP - 51 / 1020% Damage / 400% Range
Level 22: MP - 52 / 1040% Damage / 400% Range
Level 23: MP - 53 / 1060% Damage / 400% Range
Level 24: MP - 54 / 1080% Damage / 400% Range
Level 25: MP - 55 / 1100% Damage / 400% Range
Level 26: MP - 56 / 1120% Damage / 400% Range
Level 27: MP - 57 / 1140% Damage / 400% Range
Level 28: MP - 58 / 1160% Damage / 400% Range
Level 29: MP - 59 / 1180% Damage / 400% Range
Level 30: MP - 60 / 1200% Damage / 400% Range

Mind Control
Description: Makes a monster attack other enemies instead of you for a certain time by mind-controlling the monster. [Requires gun equipped]
Ed. Comment: Monsters under your control cannot attack you, and cannot be attacked.
Max Level: 20

Level 01: MP - 31 / 21 seconds / 43% probability / 350 range
Level 02: MP - 32 / 22 seconds / 46% probability / 350 range
Level 03: MP - 33 / 23 seconds / 49% probability / 350 range
Level 04: MP - 34 / 24 seconds / 52% probability / 350 range
Level 05: MP - 35 / 25 seconds / 55% probability / 350 range
Level 06: MP - 36 / 26 seconds / 58% probability / 350 range
Level 07: MP - 37 / 27 seconds / 61% probability / 350 range
Level 08: MP - 38 / 28 seconds / 64% probability / 350 range
Level 09: MP - 39 / 29 seconds / 67% probability / 350 range
Level 10: MP - 40 / 30 seconds / 70% probability / 350 range
Level 11: MP - 41 / 31 seconds / 73% probability / 350 range
Level 12: MP - 42 / 32 seconds / 76% probability / 350 range
Level 13: MP - 43 / 33 seconds / 79% probability / 350 range
Level 14: MP - 44 / 34 seconds / 82% probability / 350 range
Level 15: MP - 45 / 35 seconds / 85% probability / 350 range
Level 16: MP - 46 / 36 seconds / 88% probability / 350 range
Level 17: MP - 47 / 37 seconds / 91% probability / 350 range
Level 18: MP - 48 / 38 seconds / 94% probability / 350 range
Level 19: MP - 49 / 39 seconds / 97% probability / 350 range
Level 20: MP - 50 / 40 seconds / 100% probability / 350 range

Battleship
Description: Board a pirate ship. Whenever you are damaged, the durability is decreased, and if it reaches 0, you cannot board it again for a certain time.
Skill Limitations: Battleship Torpedo, Battleship Cannon, Throwing Bomb, Gun Booster, Fire Burner, Cooling Effect, Gaviota, Octopus, Maple Hero, Hero's Will
Max Level: 30

Level 01: MP - 22 / +10 Magic Defense / +10 Weapon Defense / 90 second cooldown
Level 02: MP - 24 / +20 Magic Defense / +20 Weapon Defense / 120 second cooldown
Level 03: MP - 26 / +30 Magic Defense / +30 Weapon Defense / 150 second cooldown
Level 04: MP - 28 / +40 Magic Defense / +40 Weapon Defense / 180 second cooldown
Level 05: MP - 30 / +50 Magic Defense / +50 Weapon Defense / 210 second cooldown
Level 06: MP - 32 / +60 Magic Defense / +60 Weapon Defense / 240 second cooldown
Level 07: MP - 34 / +70 Magic Defense / +70 Weapon Defense / 270 second cooldown
Level 08: MP - 36 / +80 Magic Defense / +80 Weapon Defense / 300 second cooldown
Level 09: MP - 38 / +90 Magic Defense / +90 Weapon Defense / 330 second cooldown
Level 10: MP - 40 / +100 Magic Defense / +100 Weapon Defense / 360 second cooldown

Battleship Cannon
Description: Fires multiple cannonballs. Only usable while boarded on a Battleship.
Pre-requisite: Level 1 Battleship
Max Level: 30

Level 01: MP - 22 / 205% Damage / 3 cannon balls / 400% Range
Level 02: MP - 22 / 210% Damage / 3 cannon balls / 400% Range
Level 03: MP - 22 / 215% Damage / 3 cannon balls / 400% Range
Level 04: MP - 24 / 220% Damage / 3 cannon balls / 400% Range
Level 05: MP - 24 / 225% Damage / 3 cannon balls / 400% Range
Level 06: MP - 24 / 230% Damage / 3 cannon balls / 400% Range
Level 07: MP - 26 / 235% Damage / 3 cannon balls / 400% Range
Level 08: MP - 26 / 240% Damage / 3 cannon balls / 400% Range
Level 09: MP - 26 / 245% Damage / 3 cannon balls / 400% Range
Level 10: MP - 28 / 250% Damage / 3 cannon balls / 400% Range
Level 11: MP - 28 / 265% Damage / 3 cannon balls / 400% Range
Level 12: MP - 28 / 270% Damage / 3 cannon balls / 400% Range
Level 13: MP - 30 / 275% Damage / 3 cannon balls / 400% Range
Level 14: MP - 30 / 280% Damage / 3 cannon balls / 400% Range
Level 15: MP - 30 / 285% Damage / 3 cannon balls / 400% Range
Level 16: MP - 32 / 290% Damage / 4 cannon balls / 400% Range
Level 17: MP - 32 / 295% Damage / 4 cannon balls / 400% Range
Level 18: MP - 32 / 300% Damage / 4 cannon balls / 400% Range
Level 19: MP - 34 / 305% Damage / 4 cannon balls / 400% Range
Level 20: MP - 34 / 310% Damage / 4 cannon balls / 400% Range
Level 21: MP - 34 / 335% Damage / 4 cannon balls / 400% Range
Level 22: MP - 36 / 340% Damage / 4 cannon balls / 400% Range
Level 23: MP - 36 / 345% Damage / 4 cannon balls / 400% Range
Level 24: MP - 36 / 350% Damage / 4 cannon balls / 400% Range
Level 25: MP - 38 / 355% Damage / 4 cannon balls / 400% Range
Level 26: MP - 38 / 360% Damage / 4 cannon balls / 400% Range
Level 27: MP - 38 / 365% Damage / 4 cannon balls / 400% Range
Level 28: MP - 40 / 370% Damage / 4 cannon balls / 400% Range
Level 29: MP - 40 / 375% Damage / 4 cannon balls / 400% Range
Level 30: MP - 40 / 380% Damage / 4 cannon balls / 400% Range

Battleship Torpedo
Description: Fires a solid bomb that goes through enemies. It can only be used while boarded on a Battleship.
Pre-requisite: Battleship Level 1
Max Level: 30

Level 01: MP - 22 / 390% Damage / 4 Enemies / 400% Range
Level 02: MP - 22 / 400% Damage / 4 Enemies / 400% Range
Level 03: MP - 22 / 410% Damage / 4 Enemies / 400% Range
Level 04: MP - 24 / 420% Damage / 4 Enemies / 400% Range
Level 05: MP - 24 / 430% Damage / 4 Enemies / 400% Range
Level 06: MP - 24 / 440% Damage / 4 Enemies / 400% Range
Level 07: MP - 26 / 450% Damage / 4 Enemies / 400% Range
Level 08: MP - 26 / 460% Damage / 4 Enemies / 400% Range
Level 09: MP - 26 / 470% Damage / 4 Enemies / 400% Range
Level 10: MP - 28 / 480% Damage / 4 Enemies / 400% Range
Level 11: MP - 28 / 540% Damage / 5 Enemies / 400% Range
Level 12: MP - 28 / 550% Damage / 5 Enemies / 400% Range
Level 13: MP - 30 / 560% Damage / 5 Enemies / 400% Range
Level 14: MP - 30 / 570% Damage / 5 Enemies / 400% Range
Level 15: MP - 30 / 580% Damage / 5 Enemies / 400% Range
Level 16: MP - 32 / 590% Damage / 5 Enemies / 400% Range
Level 17: MP - 32 / 600% Damage / 5 Enemies / 400% Range
Level 18: MP - 32 / 610% Damage / 5 Enemies / 400% Range
Level 19: MP - 34 / 620% Damage / 5 Enemies / 400% Range
Level 20: MP - 34 / 630% Damage / 5 Enemies / 400% Range
Level 21: MP - 34 / 690% Damage / 6 Enemies / 400% Range
Level 22: MP - 36 / 700% Damage / 6 Enemies / 400% Range
Level 23: MP - 36 / 710% Damage / 6 Enemies / 400% Range
Level 24: MP - 36 / 720% Damage / 6 Enemies / 400% Range
Level 25: MP - 38 / 730% Damage / 6 Enemies / 400% Range
Level 26: MP - 38 / 740% Damage / 6 Enemies / 400% Range
Level 27: MP - 38 / 750% Damage / 6 Enemies / 400% Range
Level 28: MP - 40 / 760% Damage / 6 Enemies / 400% Range
Level 29: MP - 40 / 770% Damage / 6 Enemies / 400% Range
Level 30: MP - 40 / 780% Damage / 6 Enemies / 400% Range."


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+Friend | 09/02/08
+
 
Nice guide?

+Friend | 09/02/08
+
428magicain
200 Bera Bishop
 
*Reserves spot for comments on your edits.*

+Friend | edited: Sep 02 2008
+
KazooTheBat
125 Windia Night Lord
 
Lol thanks Steve. xP Sometime later I'll add a Table of Contents and all that good stuff.
New Pic: Barack Obama!

+Friend | 09/02/08
+
iLiveInAHole
32 Bera Cleric
 
Wow, so many 4th job skills compared to the other jobs o_o.

+Friend | edited: Sep 02 2008
+
KazooTheBat
125 Windia Night Lord
 
lidoasianboy said: "Wow, so many 4th job skills compared to the other jobs o_o."


Yea, right away I noticed 2 subtle differences that Pirates have compared to other jobs:

They only have 5 first job skills, not 6.
In 4th job there are no common Pirate moves. Vipers and Captains have no skills in common. All other 4th job classes do.
New Pic: Barack Obama!

+Friend | 09/02/08
+
Nebulasword
74 Windia Crusader
 
Kazoothebat said: "

Yea, right away I noticed 2 subtle differences that Pirates have compared to other jobs:

They only have 5 first job skills, not 6.
In 4th job there are no common Pirate moves. Vipers and Captains have no skills in common. All other 4th job classes do."


More core skills too. Rapid, support octo, amp, and adv homing are all core skills.

+Friend | 09/02/08
+
Lcedfire
144 Windia Bow Master

 
in third job, would homing after triple fire be an option now?

with newts out, single target training that yields excellent exp is an option. with homing, you would be able to selectively target the back newt when you're sniping to finish it off, etc etc.

and i think cooling effect is similar to a marksman's blizzard - you get a point early to take advantage of it's effect, get used to it, etc etc. level 1 blizz lasts until a sniper's 1XX, so i would imagine level 1 cool would do the same.

if gaviota was as useless as you make it seem (really, no skill is useless but some are clearly better than others) then why would you get it before homing, which would have a more immediate impact on your damage?

+Friend | 09/02/08