Takebacker's Ultimate Brawler Guide
MapleStory Forums : Brawler, Marauder, Buccaneer : Talk about the Brawler, Marauder and Buccaneer classes Thread starter
Takebacker's Ultimate Brawler Guide Well, for a while recently there has been a TON of new discoveries with the Brawler class. Turns out, Brawlers have a lot of skill build decisions to make that will affect their play style later on. There used to be a guide for the basic Brawler, a friend of mine (ShiKage08) had it up on Basil. His disgust with the community made him take it down. Even before he took it down, I had planned on making a guide on par with the Gunslinger counterpart I helped make. So I thought that now would be the perfect opportunity for me to help the pirate community once more. That's pretty much all I have to say. :/ Feel free to post any questions or concerns you may have here. Note: (so I don't get sued or something :[) This guide is not meant to be followed word for word. You may do whatever you wish to make your experience more enjoyable. In fact, most of these builds came from players who broke the mold and went with what they felt was best, if it wasn't for those players, I wouldn't have made this guide. This only exists to provide an outline, not a standard. What a guide should be in the first place... Table of Contents The AP Build Equipment Advancing to 1st Job A New Beginning as a Pirate Explanation [1st Job] Advancing to 2nd Job Brawler Basics Explanation [2nd Job] Advancing to 3rd Job Mastering Your Bodily Arsenal Explanation [3rd Job] Alternative 3rd Job Builds Stun Mastery Build Advancing to 4th Job From Time Travel to Kamehamehas Explanation [4th Job] Skill Book & Mastery Book Locations Credits Final Statements The AP Build Brawlers are similar to warriors in that their primary stat is STR and their secondary stat is DEX. 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 DEX must be equal to your level to wear equips. Maintaining correct AP stats isn't hard for a Brawler; just make sure your total DEX [base + equips] is equal to your level at all times, and put the rest into STR [i.e. adding 1 DEX/4 STR every lvl in a reg-STR build]. Most Brawlers go low-DEX; I only know one normal-DEX brawler. Still, it's recommended to keep your DEX as low as possible. As far as capping DEX goes, you want to get your DEX as high as possible so you can equip the highest knuckle available. Brawlers have nothing to lose when wearing the highest possible knuckle available because knuckles don't require a lot of your secondary stat to wear, and the attack boost is well worth the lost AP. Of course this doesn't mean you should spend billions on Dragon Slash Claws and Timeless Knuckles when available. Even if it's the highest ones you can get, if it's too expensive then you can probably scroll a better White Fangz or King Cent for less money. Random Basiler: But Steve, if we keep our DEX low, we'll have low accuracy! :[ What's that? Low DEX = low accuracy? Not to fear! Maxed Bullet Time, Mastery, and Energy Charge all give 20 accuracy. In all my levels of brawler-hood, I've only missed once, and it was on a monster 10 levels above me. Equipment Complete List of Stats and Descriptions: Knuckles Complete List of Stats and Descriptions: Overalls Complete List of Stats and Descriptions: Hats Complete List of Stats and Descriptions: Gloves Complete List of Stats and Descriptions: Shoes Joining the Pirate Army, The First Job Advancement 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 receive a lvl 10 Knuckle and Gun in your equips inventory, as well as several sets of lvl 10 bullets, which are not rechargeable. A New Beginning as a Pirate 10-16: Somersault Kick 17: +1 Somersault Kick (Max), +2 Bullet Time (2) 18-22: Bullet Time 23: +3 Bullet Time (Max) 24-29: +3 Flash Fist 30: +2 Flash Fist (Max), +1 Double Fire Skill Distribution at Lvl 30: 61 Points Total Max Somersault Kick Max Bullet Time Max Flash Fist 1 Double Fire Build Explanation 1st Job is straight-forward; it's usually the same deal this early for all classes. For Brawlers, SSK is maxed first because mobbing is faster than single-target training these days. There are very little training spots that are low on dense mobs. After that, it's imperative to max Bullet Time. Without it, you will start missing a lot because of your low base DEX (you still won't miss on whatever you're training on though ;)). Last is Flash Fist for obvious reasons. Put 1 in Double Fire at the end instead of Dash. A lot of Brawlers make the mistake of getting any level of Dash and taking out of either their important attacking skills (which you WILL be using until early 4th Job) or out of BT and making up for the acc loss with more expensive DEX equipments. Why you shouldn't max Dash: People think that Brawlers need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Brawlers are not Captain Falcon from SSBM. Brawlers really only start to gain movement speed in 3rd job, where they get a haste effect from Transformation. Most Brawlers I've talked to chose to get 0 Dash, and this is why: From 2nd job onward, a Brawler constantly alternates between Corkscrew Blow and Backspin Blow while training. That means you'll be changing directions almost constantly, since Corkscrew Blow attacks in front of you and Backspin attacks behind you. Brawlers turn a lot to focus attacks in one direction [i.e. using Corkscrew Blow to attack monsters on your left side, then turning to the right and using Backspin to hit the same monsters]. When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way. The other risk of getting Dash as a Brawler is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Brawlers already get a haste effect from Transformation in 3rd job, so until then Brawlers can just get speed equips. Dash for Brawlers, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you. Granted, some will still want to use Dash for traveling purposes, which I agree with. Again, Dash is not recommended for Brawlers, but if you really feel the pros outweigh the cons, you can max it instead and leave Bullet Time at 11. We just wanted people to know that it can interrupt your fighting style. Ascension of Power, The Second Job Advancement Head back over to Nautilus Port and talk to Kairin. She'll give you two options; One for Brawler and one for Gunslinger. Choose "Brawler" and then talk to Kairin again. Click the very bottom option. She'll warp you to a map with small Octopi that you must kill. Here's the catch: You must use Flash Fist to kill them. Somersault Kick and every other method of attack will only mock you by showing a large colorful "MISS" instead of numbers. Once you've collected all 15 items from those octopi, talk to Kairin again. She'll warp you back to Nautilus Port. Talk to her once again and she'll advance you to Brawler. Brawler Basics 30: +1 Backspin Blow 31-33: +3 Max HP Increase 34: +1 Max HP Increase (MAX), +1 Corkscrew Blow, +1 Knuckle Mastery 35: Knuckle Mastery 36: +1 Knuckle Mastery, +2 Knuckle Booster 37: +3 Knuckle Booster 38: +1 Knuckle Booster (6), +2 Knuckle Mastery 39-42: Knuckle Mastery (19) 43-48: Corkscrew Blow 49: +1 Corkscrew Blow (Max), + 2 Double Uppercut 50-55: Double Uppercut (MAX) 56-61: Backspin Blow 62: +1 Backspin Blow (Max), +2 Knuckle Booster 63-66: Knuckle Booster (MAX) 67-69: Oak Barrel 70: +1 MP Recovery, +1 Mastery (MAX), +1 Oak Barrel (MAX) Skill Distribution at Lvl 70: 121 Points Total 1 MP Recovery Max Improving max HP Max Mastery Max Booster Max Backspin Blow Max Double Uppercut Max Corkscrew Blow Max Oak Barrel Build Explanation I know a lot of guides would want you to max HP increase first, but that first point in Backspin helps your training ability IMMENSELY. Not only that, but you only lose out on ~20-30 HP compared to someone who maxed it as soon as possible. If that bothers you, by all means max it first. That, or 100% your hat for HP or something. Next, you want to get Mastery to get rid of that horrid minimum range and give you more accuracy (:D!). Before maxing out Mastery, you want to get one in Corkscrew Blow for building mobs as well. Also, while maxing Mastery, you want to put six points into Booster to further increase your attacking speed, thus increasing your training speed. This is optional of course. I chose to wait out putting anything in Booster until Mastery was maxed, but with CPQ those levels flew by in a few hours either way. Then, after you've maxed out Mastery, you want to work on your attacking skills, so your training will be further sped up. Cork is first in line. This little sucker punch delivers the highest % in a single attack between all second job classes and is simply amazing for training. Double Upper is next for those lone monsters left after a nice mobbing session. Finally Backspin is maxed to increase its damage, since the range and stun duration doesn't increase from level 1 to 20. Once you have maxed your attacking skills, you want to finish maxing Booster or start working on Oak Barrel. Oak Barrel is awesome for traveling past harder hitting places later on in early 3rd job, like windraiders, or anywhere inside CWK. It's much more useful than MP recovery is early on. You can max both of them later anyway. Once you have maxed the above skills, you have one point left over, so stick that into MP recovery or whatever else you want. This order of maxing attack skills is once again optional. Some say that because Double Uppercut is slow and that Flash Fist can make up the damage done in that time unless DU is maxed, so Backspin should be maxed instead. Feel free to interchange the two. From Bar Fights to Pillaging, The Third Job Advancement Once you get to level 70, head off to El Nath. Once there, go to the Chief's Residence, where the 3rd Job instructors are. Talk to Pedro and he'll tell you to head back to Kairin in Nautilus Port to obtain the Necklace of Strength. Talk to her for your next assignment. She'll tell you that you must defeat her clone (and her clone's clone O_O) in order to past the test to prove yourself worthy of the Necklace of Strength. Go to Cave of Evil Eye II and talk to the Door of Dimension. This will transport you to another map where you head toward the battle with fake Kairins. Defeat the clones and collect the rubble piece that one of the fake Kairins drop. Take that back to Kairin and she'll reward you with the Necklace of Strength. Head back to Pedro in El Nath and give him the Necklace of Strength. He'll then tell you that you must pass one final test; the knowledge test. Head to Sharp Cliff II and go in the wooden door on the top right part of the map. Walk down and talk to the large stone to begin your knowledge test. Once you have obtained the Necklace of Wisdom, head back to Pedro and give him the necklace. Congratulations! You are now a Marauder! Mastering Your Bodily Arsenal 70: Energy Charge 71: +1 Energy Drain, +2 Energy Charge 72-74: Energy Charge 75: +1 Energy Charge, +2 Energy Blast (13 Energy Charge) 76-78: Energy Blast (11) 79-80: Energy Charge 81: +1 Energy Charge, +2 Energy Blast (20 Energy Charge) 82-83: Energy Blast 84: +2 Energy Blast, +1 Energy Drain (21 Blast) 85-87: Energy Drain (11) 88-93: Energy Charge 94: +2 Energy Charge, +1 Energy Blast (Max Energy Charge) 95-96: Energy Blast 97: +2 Energy Blast, +1 Drain (Max Blast) 98-99: Drain 100: +2 Drain (Max Drain), +1 MP Recovery 101-102: MP Recovery 103: +2 MP Recovery (Max MP Recovery), +1 Stun Mastery 104-109: Stun Mastery 110: +1 Stun Mastery (Max Stun Mastery), +1 Transform 111-116: Transform 117: +1 Transform (Max Transform), +2 Free Points 118-120: Free Points Skill Distribution at Lvl 120: 151 Points Total Max Stun Mastery Max Energy Charge Max Energy Blast Max Transformation Max Energy Drain Max MP recovery 11 Free Points Build Explanation The Energy Charge build is replacing the Transform and Stun Mastery builds quite rapidly. The second you get to Marauder, slap that first point in Energy Charge. When you do this, you get a little bar on your screen and are free to do whatever you wish with it. Personally, i put it in the little space between my chat box and my hotkey window. This bar will indicate how much energy you have charged and when it is full, will provide you with a variety of buffs and abilities including 20 accuracy, 20 attack, a Power Guard effect (does not reduce damage), a Stance effect, and of course the ability to use Energy Blast, Energy Drain, and Energy Orb. At 71, get 1 Drain and 2 Charge. Even at level 1, Drain out damages DU+FF, heals you at the same time, and is a ranged attack. What you want to start doing is getting Energy Charge to a level where it charges up fast enough. This point is all preference. If you think level 13 charges fast enough, fine. Level 15? Alrighty. Long as you're comfortable with it. I left mine at 6 and went for 11 blast, and i know someone who left charge at 4 and moved on. After Charge is done, get Blast to level 11 so it hits 3 monsters. Then add Charge some more, and get Blast to 21 so it hits 4 monsters. Next Drain is upped to 11 or so so it's healing is enough to make you not use as many HP pots. Then just finish maxing Energy Charge, Energy Blast, Energy Drain, MP Recovery, Stun Mastery, and Transform in that order. The rest is free points. You can dump it in shockwave or dump it in double fire. I put them all in double fire and left shockwave at level 1. Random Basiler: But I like seeing red numbers and transforming to a badass form AND making mini-earthquakes! Why are Stun Mastery, Transform, and Shockwave maxed so late! D: Stun Mastery some people might think is important because we all know red numbers = ZOMG MASIV DAMAG MEN1!1@!@!@@@@. Not yet it doesn't. Each crit only adds 60% damage, which isn't that great compared to Critical Throw and Critical Shot. When you get multi-hit skills like Barrage and Demolition, that is when Stun Mastery truly shines. Transform and Shockwave are left last because this is the energy build, and they don't help much in third job. Shockwave is the only skill available to you while transformed. The skill itself is extreeeeemelyyyyy slow (you're hanging in the air for at least a whole freakin second). That means you end up taking a lot more hits from monsters than you should be. Transform itself has a REALLY nasty cooldown at maxed level as well. Blast and Drain deal with mobs much better than Shockwave will in third job in most situations. But wait, how fast does energy charge you say? If you're training in the right spots (or even if you're not), i.e extremely dense and mobby, energy will charge fully in 40 seconds at the absolute maximum. The first energy marauders reported that energy can fully charge up in 1.5 goby houses, which takes not even 20-30 seconds to kill. I've even heard it charging up in 9 SSKs on typhons. The removing of blast's delay means that SW is only ~200% stronger in damage per second when hitting 6 monsters, and weaker than blast by a significant amount on anything less than 6 monsters. After 4th job, dragon strike completely destroys shockwave, as it's 110% stronger per monster, isn't interrupted by grooves in the floor, isn't restricted to transform, and much more. This is why at the end of 3rd job, the points left that would go into shockwave are left as free points and drain and blast are both maxed out. With those points you can max MP recovery to get some awesome benefits from the two. There have been many threads and questions on "MP Recovery or oak barrel? Which first?". In a nut shell, Oak barrel is most used in early 3rd job, while MP Recovery is used in late 3rd job and beyond. I've used oak barrel an amazing number of times, while only having it break once every few days. Having oak barrel allows you to get to windraiders easier/cheaper, lets you actually train at evil dead (TONS of BFs here, it'd be impossible to CC here and hope to not die. With Oak barrel, it's very hard for him to kill you), make traveling easier in general, make CCing/talking/dropping things easier in flat maps like himes, and much much more. MP Recovery is really only awesome once you A) Start using honsters or B) Have high level drain, which won't be until late 3rd job. It's only use is to eliminate your MP pot costs, but i only used ~150 sorcerer elixers per level from 70-high 9x anyway. That's not a lot of pots at all. Alternative Third Job Builds Stun Mastery Build: This build basically maxes SM as soon as possible and then maxes Transform or Energy Charge and its related skills. This build is the next best build to take if you don't want to go Energy Charge. Skill tree Takebacker: 70-76: Stun Mastery 77: +1 Stun Mastery (Max), +1 Energy Charge, +1 Energy Drain 78-81: Energy Charge (13) 82-84: Energy Blast 85: +2 Energy Blast, +1 Energy Drain (11 Blast) 86-88: +3 Energy Drain (11) 89-90: Energy Charge 91: +1 Energy Charge, +2 Energy Blast (20 Energy Charge) 92-93: Energy Blast 94: +2 Energy Blast, +1 Energy Charge (21 Blast) 95-100: Energy Charge 101: +1 Energy Charge, +2 Energy Blast (Max Energy Charge) 102-103: +3 Energy Blast 104: +1 Energy Blast, +2 Energy Drain (Max Energy Blast) 105-106: Energy Drain 107: +1 Energy Drain (Max Energy Drain), +2 Transform 108-113: Transform (Max) 114-120: Free Points Becoming the Strongest Fist-Fighter in Maple, The Fourth Job Advancement To get your 4th job advancement, first head over to El Nath to talk to Pedro [the 3rd job instructor] and then go to "Leafre: Valley of the Antelope". At the very top-right of that map there's a wooden treehouse-like structure. Head inside to see Samuel, the 4th Job Pirate Instructor. He'll ask you to get two items: the Heroic Star and the Heroic Pentagon. To get these two items, you have to either: • Kill Griffey for a chance to obtain the Heroic Star and kill Manon for a chance to obtain the Heroic Pentagon. • Give a Secret Spell Scroll to Chief Tatamo of Leafre and he will give you the 2 items. Buy it from Vega in the 44th floor of the Eos Tower for 10mil. After you get these two items, go back to see Samuel. You'll be rewarded with 4th job, a Maple Hero skill book, and 5 AP/3 SP as a mark of your advancement. From Time Travel to Kamehamehas You will probably not follow this build point for point. I doubt anyone will because of funding and lack of skill/mastery books, even though 99% of pirate books are easy as hell to find. 120: +1 Barrage, +1 Speed Infusion, +1 Dragon Strike 121: +1 Time Leap, +2 Dragon Strike 122-130: Dragon Strike (Max) 131-140: Barrage (Max) 141: Speed Infusion 141-143: Speed Infusion 144: +1 Speed Infusion (11), +1 Super Transform, +1 Demolition 145-158: +2 Demolition, +1 Super Transform 159: +1 Demolition (Max), +2 Super Transform 160: +3 Super Transform (Max) 161-163: Maple Warrior (9) 164-173: Snatch (Max) 174-179: Maple Warrior 180: +2 Maple Warrior (29), +1 Time Leap 181-189: Time Leap 190: +1 Time Leap (Max), +2 Hero's Will 191: +3 Hero's Will (Max) 192-200: Free Points Skill Distribution at Lvl 200: 243 Points Total Max Barrage Max Dragon Strike Max Super Transform Max Demolition Max Snatch Max Time Leap Max Hero's Will 29 Maple Warrior 11 Speed Infusion 27 Free Points Build Explanation Random Basiler: The hell are you doing? You're supposed to get 11 Speed Infusion first thing! Stupid noob, I'm going to read some other guide on Sleepywood! >:[ No wait! :[ At lvl 11 Speed Infusion only helps DKs, 2H heros, Marksmen, and Paladins. That's a very small group of players that you might not be partying with that much to begin with. Level 11 Speed Infusion does NOT affect your skill speed any more than level 1 SI does. Leaving it at lvl 1 still benefits all of them, but already fully benefits Shadowers, Marauders, Corsairs, and 3rd Job archers while still having a decent duration time of 110 seconds. Every other class is unaffected (Bowmasters, Corsairs using Rapid Fire, and all mages) or reaches the speed cap on their own (Night Lords, Shadowers, RK/lunchbox heroes). Any party will take you for having any level Wind Booster and 1 Time Leap. That said, those points can now be used to get Dragon Strike! Dragon Strike is most important to have hit 6 targets first. With any level Dragon Strike, you can finally take SSK off your keyboard. It speeds up your training like you wouldn't even imagine. After you get DS maxed, max barrage. Barrage is important. Every Buccaneer will tell you that. It does 2300% total damage at max level, and 5300% if every hit crits with SE. Then get Speed Infusion to 11, for those times when you do go party bossing. (CKPQ for example) Once your two most powerful normal form attacks are maxed and SI is level 11, it's time to work on Super Transform and Demolition for bossing! These skills are important because Super Transform's cooldown is shorter than normal Transform's cooldown (not until level 10 though) and it allows you to unleash your strongest hits on a boss. The best way is in a 2 Demo/1 ST per lvl-up method so you aren't left with a crappy single attack skill when transformed. After Demo/ST, Maple Warrior is bumped to 9 so you don't have to rely on party members and so you can boost your damage range a few hundred points. Next up on the list is Snatch. Why is Snatch important? It brings monsters to you, its range is massive (almost off-screen), the damage is insane (600% to 6 monsters at max), the cast and delay time is short, AND IT STUNS MONSTERS. Nothing could possibly be that sexy. Your %/h will likely skyrocket at places like Crimsonwood Guardians or any other high-mob training spots. 29 maple warrior would be next for a bigger boost, but if you wanna fight HT feel free to max it when you land the book, as long as your important skills are maxed. Last on the list would be Time Leap, so you can use it more often. The cooldown is still fairly long (20 minutes) at max level, but it's certainly better than level 1. In HT situations, you probably won't have to use it more than twice, and if you use it at all it'll be for yourself or for Res/Smoke Shell. After Leap, you have Hero's Will, which you can max if you HT a lot. I put it last because I doubt every Buccaneer is going to start HTing at the level I put it at. There's nothing else to max after that, you have 27 points to do with whatever you please. I suggest putting them in Energy Orb, though it wouldn't be used that much. Skill Book & Mastery Book Locations Super Transform: Skillbook - QUEST [reward for surviving against Super Kairin in Super Transformed Mode for 2 minutes] Dragon Strike: 20 - Spirit Viking, Pianus | 30 - Squid, Manon Energy Orb: 20 - Brexton, Pianus | 30 - Green Cornian, Griffey Demolition: 20 - Griffey, Cold Shark | 30 - Jr. Newtie Snatch: 20 - Papulatus | 30 - Leviathan Barrage: 20 - Manon, Blue Dragon Turtle | 30 - Papulatus Speed Infusion: 20 - Pianus, Skelegon Time Leap: 20 - Zakum | 30 - Horntail Replies
I flushed it. (and by that i mean i requested it be flushed)
D: why u flush nyways like my new nx? :D
the0lol: D: why u flush nyways like my new nx? :D No! Ive followed this guide to a T. It works so well. I have 6 more levels til 4th job :D
marauder is hell for me right now. so slow and not really cool skillz till 4th job.
i cant see the training guide... do u think u could fix that....
Listing: 70+ Members For Immortal
lluke7: marauder is hell for me right now. so slow and not really cool skillz till 4th job. All the more reason to duke it out, stop whining, and get to 4th job, yeah? IVIoogle: Ive followed this guide to a T. It works so well. I have 6 more levels til 4th job :D How can u see the training guide and i not? Listing: 70+ Members For Immortal
I'd like to look in to energy orb, do you have an opinion on it?
TheGreen: I'd like to look in to energy orb, do you have an opinion on it? It's never stronger than DS if you just spam it. It's only really good for replacing DS at bosses, and you're using demo half the time at your level anyway. lluke7: marauder is hell for me right now. so slow and not really cool skillz till 4th job. i personaly really liked energy charge and blast, energy orb would keep me active thinking "cmon lets kill just a few more till its charged, just a few more" and then blast is just SO badass and spamable i luved it. ive made a new low dex i can hit 1.3ks at lv 31 O.O
Register / login
|