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Thread starter
Dec 07 2008
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Steelno
128 Windia Buccaneer
 
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.
Replies
12/07/08
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HealingAure
35 Khaini Cleric
 
Isn't Charge by itself kinda useless? All you really get is an effective 8 attack boost and half-Stance/half-PG. For 40 points.

edited: Dec 07 2008
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Steelno
128 Windia Buccaneer
 
It also does touch damage, allows me to use Blast and Drain for a longer time, lasts longer, gives me +20 Weapon Attack at max and I love my Bubble.

Edit: It charges faster too.

12/07/08
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zachattackGO
77 Khaini Marauder
 
Wouldn't it be a good idea to stick 1 stun mastery in there, just for kicks? A critical every now and then wouldn't hurt.

12/07/08
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Darthril
71 Mardia Marauder
 
Yeah, I personally plan to go sort of your way- I'm going to put 4 into energy as soon as possible and see how I like it before I decide anything else. It may come down to pure math-Which will get me more damage for more time. Thankfully it lends itself to simple algebra =D

12/07/08
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HealingAure
35 Khaini Cleric
 
Loose said: "It also does touch damage, allows me to use Blast and Drain for a longer time, lasts longer, gives me +20 Weapon Attack at max and I love my Bubble.

Edit: It charges faster too."

I mean if you max Charge all the way before putting a point into Blast. All it is is extra touch damage and weapon attack before you get around to getting Blast.

12/07/08
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Sharingarn
124 Bellocan Shadower
 
Macaroni said: "Wouldn't it be a good idea to stick 1 stun mastery in there, just for kicks? A critical every now and then wouldn't hurt."


I don't think 3% extra damage will help but if you like big red numbers go for it :D

12/09/08
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WildLuffy
123 Broa Buccaneer
 
recently, i maxed stun mastery, but it seems like only about 15% successful rate on the critical dmg -.-, so i suggest u max shock wave first then transform. after that then energy charge.

12/11/08
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Steelno
128 Windia Buccaneer
 
sapphire8 said: "
I mean if you max Charge all the way before putting a point into Blast. All it is is extra touch damage and weapon attack before you get around to getting Blast."

Yes, but also, I'll get to charge it faster and it'll last longer.

I've modified the build now, leaving Energy Charge at level 12. I feel it's a good charging rate at that level.

12/11/08
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Nawruzz
57 Windia Brawler
 
nice build, i will most likely follow this one when i reach 3rd job

12/11/08
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Steelno
128 Windia Buccaneer
 
v0x said: "nice build, i will most likely follow this one when i reach 3rd job"

Do it under your own risk, man.

edited: Dec 12 2008
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HealingAure
35 Khaini Cleric
 
I found something interesting that you might wanna know about...

Due to the speed of Energy Drain shown in your vid, it's actually stronger on single targets than Double Uppercut + stun mastery. Not to mention it's mid-ranged, which means you get hit less; heals HP; is spammable, so you don't have to lose DPS using weaker skills; and doesn't require setup in the form of Backspin to perform well.

Chalking up some quick DPS calcs:
DU + FF + FF < DU + BSpin < ED spam < DU + ED + ED.

So if you want, you could choose to focus on Drain earlier. It'd fit in with the build concept better too, and seeing as how 3rd job Transformation isn't used much...

12/12/08
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7storyFALL
158 Bera Buccaneer
 
Dang, maxxed out shockwave already -.-
I are damage hoar ):
New Blog: chicken

12/13/08
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Steelno
128 Windia Buccaneer
 
sapphire8 said: "So if you want, you could choose to focus on Drain earlier. It'd fit in with the build concept better too, and seeing as how 3rd job Transformation isn't used much..."

Thanks for all that info. I'm considering maxing Energy Drain before Stun Mastery, seeing as how Stun Mastery won't really help me at Typhons.

Another thing about this, is that you can more comfortably "hump" the monster, making your bubble do damage too, while you drain it away.

12/17/08
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KHAlNlkaz
75 Khaini Crusader
 
Im thinking of doing something like this. I love energy drain and im doing energy charge 1st. nice build! :D
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