General

Buccaneer

A Bucc's complete guide to Buccaneer-hood.

The guide to everything, from builds to equipment, to oppinions to training spots, this guide should have it all! Note that in order to find a certain section, use "CTRL+F" and then search for it. In order of appearence:
Pirate, Brawler, Marauder and Buccaneer builds, since this guide is about them.
UA Builds, since their builds ARE different than regular builds.
Dexless, low-Dex or regular Dex?
Examples of possible Equipment to obtain.
Iframe Combo's, and why use them?
Training guide, because you DO have to level up.
Mastery Book locations, because with books this rare you might need to go hunting.
FAQ's, general tips and other advice, since they are usefull.
And finaly, the "Thanks!" section, because I do give credit when credit is due. Also includes an Author's note, since I did start working on this guide a while ago.

So you've chosen to be a Bucc, either by UA or by grinding straight from level 1 to become a Pirate. This guide will detail all the possible routes from UA to reg Buccs, the different builds, options, "decent" equipment, ect.

We'll begin by examining the regular Pirate build. Things are so basic I'm not giving it a clever name or more than one build option, since no matter what you do you should be flying by these levels. So long as you end up with these skills, you should be fine, but maxing them in this order would probably yeild the fastest training speed.

[header]Pirate builds: Yarr[/header]

Level 10 +1 SommerSault Kick
Level 11 +1 Flash Fist, 2 SSK
Level 12 +3 SSK
Level 13 +3 SSK
Level 14 +3 SSK
Level 15 +3SSK
Level 16 +3 SSK
Level 17 +2 SSK, +1 Bullet Time
Level 18 +3 Bullet Time
Level 19 +3 Bullet Time
Level 20 +3 Bullet Time
Level 21 +3 Bullet Time
Level 22 +3 Bullet Time
Level 23 +3 Bullet Time
Level 24 +1 Bullet Time, +2 Flash Fist
Level 25 +3 Flash Fist
Level 26 +3 Flash Fist
Level 27 +3 Flash Fist
Level 28 +3 Flash Fist
Level 29 +3 Flash Fist
Level 30 +2 Flash Fist, +1 Dash OR Double Shot

Max SSK first, so you can take advantage of a strong mobber straight from the start, but include 1 Flash Fist for 1v1 needs. Then Bullet Time, to save a few potions and finaly, Flash Fist as a 1vs1 move. There's not much to debate here. The final point can be put in Dash or Double Shot, both are fairly useless, but Dash can mess up your combo's if you accidentally trigger it. Don't expect it to happen often unless you have a bad habit of double tapping keys.

[header]The basic Brawler builds:[/header]
Because you can rush before anyone else. You jelly Warriors?

Level 30 +1 Backspin Blow
Level 31 +1 CorkScrew Blow, +2 Knuckle Mastery
Level 32 +3 Knuckle Mastery
Level 33 +3 Knuckle Booster
Level 34 +3 Knuckle Booster
Level 35 +3 Knuckle Mastery
Level 36 +3 Knuckle Mastery
Level 37 +3 Knuckle Mastery
Level 38 +3 Knuckle Mastery
Level 39 +3 Knuckle Mastery
Level 40 +3 Critical Punch
Level 41 +3 Critical Punch
Level 42 +3 Critical Punch
Level 43 +1 Critical Punch, +1 Backspin/Corkscrew(Choose ONE and max it)
Level 44 +3 Backspin/Corkscrew
Level 45 +3 Backspin/Corkscrew
Level 46 +3 Backspin/Corkscrew
Level 47 +3 Backspin/Corkscrew
Level 48 +3 Backspin/Corkscrew
Level 49 +3 Backspin/Corkscrew
Level 50 +3 Backspin/Corkscrew(Whatever you did NOT max before)
Level 51 +3 Backspin/Corkscrew
Level 52 +3 Backspin/Corkscrew
Level 53 +3 Backspin/Corkscrew
Level 54 +3 Backspin/Corkscrew
Level 55 +3 Backspin/Corkscrew
Level 56 +3 HP Boost
Level 57 +3 HP Boost
Level 58 +3 HP Boost
Level 59 +1 HP Boost, +2 Knuckle Booster
Level 60 +3 Knuckle Booster
Level 61 +3 Knuckle Booster
Level 62 +3 Knuckle Booster
Level 63 +3 Knuckle Booster
Level 64 +3 MP Recovery
Level 65 +3 MP Recovery
Level 66 +3 MP Recovery
Level 67 +1 MP Recovery, +2 Oak Barrel/DU
Level 68 +3 DU/Oak Barrel
Level 69 +3 DU/Oak Barrel
Level 70 +3 DU/Oak Barrel

First level takes instant advantage of your mobility skills while giving you a nice training skill(Backspin). CorkScrew is next since you can charge it while moving and it serves more or less the same purpose as Backspin, then 5 Knuckle Mastery to unlock booster, to which 6 Booster will be added to get a faster attacking speed for a decent duration. We then max Knuckle Mastery for stability on your damage. 10 Crit Punch after for more Crit Rate and damage overall, and max Corkscrew then Backspin in any order for improvement on your mobbing skills. 10 HP Boost because by this level you'll be nearing Ghost Ship PQ, which will be a bigger pot burn than what you're used to aswell as making % potions(If you use them) more effective. Max Booster after, to give it more duration and following up with 10 MP Recovery, which will allow you to save MANY potions once you hit level 71. Finaly, to wrap up second job, 10 Double Uppercut for some 1v1 Stun or 10 Oak Barrel to help sneak through areas, and then shoving the leftover point into either of them.

Level 30 +1 Backspin Blow
Level 31 +1 CorkScrew Blow, +2 Knuckle Mastery
Level 32 +3 Knuckle Mastery
Level 33 +3 Knuckle Booster
Level 34 +3 Knuckle Booster
Level 35 +3 Knuckle Mastery
Level 36 +3 Knuckle Mastery
Level 37 +3 Knuckle Mastery
Level 38 +3 Knuckle Mastery
Level 39 +3 Knuckle Mastery
Level 40 +3 Backspin/Corkscrew(Choose ONE and max it)
Level 41 +3 Backspin/Corkscrew
Level 42 +3 Backspin/Corkscrew
Level 43 +3 Backspin/Corkscrew
Level 44 +3 Backspin/Corkscrew
Level 45 +3 Backspin/Corkscrew
Level 46 +1 Backspin/Corkscrew, +2 Backspin/Corkscrew(Whatever you did NOT max earlier)
Level 47 +3 Backspin/Corkscrew
Level 48 +3 Backspin/Corkscrew
Level 49 +3 Backspin/Corkscrew
Level 50 +3 Backspin/Corkscrew
Level 51 +3 Backspin/Corkscrew
Level 52 +2 Backspin/Corkscrew, +1 Crit Punch
Level 53 +3 Crit Punch
Level 54 +3 Crit Punch
Level 55 +3 Crit Punch
Level 56 +3 HP Boost
Level 57 +3 HP Boost
Level 58 +3 HP Boost
Level 59 +1 HP Boost, +2 Knuckle Booster
Level 60 +3 Knuckle Booster
Level 61 +3 Knuckle Booster
Level 62 +3 Knuckle Booster
Level 63 +3 Knuckle Booster
Level 64 +3 MP Recovery
Level 65 +3 MP Recovery
Level 66 +3 MP Recovery
Level 67 +1 MP Recovery, +2 Oak Barrel/DU
Level 68 +3 DU/Oak Barrel
Level 69 +3 DU/Oak Barrel
Level 70 +3 DU/Oak Barrel

Same explanations as before, but we max Crit Punch a bit later to get our training skills up to par faster. Probably a bit better than the first build, due to Crits not being the best for us training wise. Either way, these levels should blow by so fast you won't notice much of a difference.

[header]Marauder-hood builds[/header]

There are many possible builds for Marauders, but the basic foundation for all of the builds are the same.

Level 70 +1 Energy Charge
Level 71+ 1 Energy Drain, 1 Energy Blast, 1 Brawling Mastery
Level 72 +3 Brawling Mastery
Level 73 +3 Brawling Mastery
Level 74 +3 Brawling Mastery

1 Energy Charge to unlock Drain and Blast, Drain being able to function with MP Recovery to heavily reduce potion costs and Blast being a very good offensive skill once maxed. Brawling Mastery is maxed early so that Backspin and Corkscrew become even BETTER skills than they were, dealing much more damage than before. Builds from hereafter can differ.

Stun Mastery first:

Level 75 +3 Stun Mastery
Level 76 +3 Stun Mastery
Level 77 +3 Stun Mastery
Level 78 +3 Stun Mastery
Level 79 +3 Stun Mastery
Level 80 +3 Stun Mastery
Level 81 +2 Stun Mastery, +1 Blast/Charge(Choose ONE and max it)
Level 82 +3 Charge/Blast
Level 83 +3 Charge/Blast
Level 84 +3 Charge/Blast
Level 85 +3 Charge/Blast
Level 86 +3 Charge/Blast
Level 87 +3 Charge/Blast
Level 88 +3 Charge/Blast(Max the one you did NOT max)
Level 89 +3 Charge/Blast
Level 90 +3 Charge/Blast
Level 91 +3 Charge/Blast
Level 92 +3 Charge/Blast
Level 93 +3 Charge/Blast
Level 94 +1 Charge/Blast, +2 Transform/Dice(Choose ONE and max it)
Level 95 +3 Transform/Dice
Level 96 +3 Transform/Dice
Level 97 +3 Transform/Dice
Level 98 +3 Transform/Dice
Level 99 +3 Transform/Dice
Level 100 +3 Transform/Dice
Level 101 +3 Transform/Dice(Max the one you did NOT max)
Level 102 +3 Transform/Dice
Level 103 +3 Transform/Dice
Level 104 +3 Transform/Dice
Level 105 +3 Transform/Dice
Level 106 +3 Transform/Dice
Level 107 +2 Transform/Dice, +1 Drain
Level 108 +3 Drain
Level 109 +3 Drain
Level 110 +3 Drain
Level 111 +3 Drain
Level 112 +3 Drain
Level 113 +3 Drain
Level 114 +3 DU/Oak Barrel/Free points
Level 115 +3 DU/Oak Barrel/Free points
Level 116 +3 DU/Oak Barrel/Free points
Level 117 +3 DU/Oak Barrel/Free points
Level 118 +3 DU/Oak Barrel/Free points
Level 119 +3 DU/Oak Barrel/Free points
Level 120 +2 DU/Oak Barrel/Free points

Maxing Stun Mastery first will greatly increase your Crit Rate against stunned mobs, and considering you're spamming Backspin to train most of the time, it will help a lot. Then we max Charge and Blast, since Blast is awsome damage and Charge will increase the amount of time in your bubble. We then max Transformation and Lucky Dice, in any order really. Transform will allow you to move around faster, acts as Haste for a little less than half the time you'll train, but Lucky Dice will provide usefull buffs every 200 seconds for 180 seconds, but it is a gamble since some dice skills are horrid(+Wep Def%, +HP/MP, Nothing). Then Drain, for less potions, and finaly dump points into DU and Barrel, since they are better than Shockwave. Rest of your points are free points and can be distributed any way you like.

Charge/Blast, the classic:

Level 75 +3 Charge/Blast(Choose ONE and max it OR do 2 Charge/1 Blast))
Level 76 +3 Charge/Blast
Level 77 +3 Charge/Blast
Level 78 +3 Charge/Blast
Level 79 +3 Charge/Blast
Level 80 +3 Charge/Blast
Level 81 +2 Charge/Blast, +1 Charge/Blast(Max the one you did NOT max, or continue 2 Charge/1 Blast)
Level 82 +3 Charge/Blast
Level 83 +3 Charge/Blast
Level 84 +3 Charge/Blast
Level 85 +3 Charge/Blast
Level 86 +3 Charge/Blast
Level 87 +3 Charge/Blast
Level 88 +3 Transform/Dice(Choose ONE and max it)
Level 89 +3 Transform/Dice
Level 90 +3 Transform/Dice
Level 91 +3 Transform/Dice
Level 92 +3 Transform/Dice
Level 93 +3 Transform/Dice
Level 94 +2 Transform/Dice, +1 Transform/Dice(Max the one you did NOT max)
Level 95 +3 Transform/Dice
Level 96 +3 Transform/Dice
Level 97 +3 Transform/Dice
Level 98 +3 Transform/Dice
Level 99 +3 Transform/Dice
Level 100 +3 Transform/Dice
Level 101 +1 Transform/Dice, +2 Stun Mastery
Level 102 +3 Stun Mastery
Level 103 +3 Stun Mastery
Level 104 +3 Stun Mastery
Level 105 +3 Stun Mastery
Level 106 +3 Stun Mastery
Level 107 +3 Stun Mastery
Level 108 +3 Drain
Level 109 +3 Drain
Level 110 +3 Drain
Level 111 +3 Drain
Level 112 +3 Drain
Level 113 +3 Drain
Level 114 +1 Drain, +2 DU/Oak Barrel
Level 115 +3 DU/Oak Barrel/Free points
Level 116 +3 DU/Oak Barrel/Free points
Level 117 +3 DU/Oak Barrel/Free points
Level 118 +3 DU/Oak Barrel/Free points
Level 119 +3 DU/Oak Barrel/Free points
Level 120 +3 DU/Oak Barrel/Free points

Fairly similar to the last build, but Charge/Blast are maxed first to provide a stronger, more frequant attack sooner rather than increasing Backspin's power. If you tend to train with Blast more than Backspin, this is probably the better build to take. If you spam Backspin all the time, take the Stun Mastery first build. We max Stun Mastery before Drain since Drain is purely to save potions while Stun Mastery helps damage. You can alternate the two if you so wish.

Stunning Charge build:

Level 75 +3 Charge/Stun Mastery(Choose ONE and max it)
Level 76 +3 Charge/Stun Mastery
Level 77 +3 Charge/Stun Mastery
Level 78 +3 Charge/Stun Mastery
Level 79 +3 Charge/Stun Mastery
Level 80 +3 Charge/Stun Mastery
Level 81 +1 Charge/+2 Stun Mastery, +2 Charge/+1 Stun Mastery(Depending on what you choose to max)
Level 82 +3 Charge/Stun Mastery
Level 83 +3 Charge/Stun Mastery
Level 84 +3 Charge/Stun Mastery
Level 85 +3 Charge/Stun Mastery
Level 86 +3 Charge/Stun Mastery
Level 87 +3 Charge/+2 Stun Mastery
Level 88 +3 Blast
Level 89 +3 Blast
Level 90 +3 Blast
Level 91 +3 Blast
Level 92 +3 Blast
Level 93 +3 Blast
Level 94 +2 Blast, +1 Transform/Dice(Choose ONE and max it)
Level 95 +3 Transform/Dice
Level 96 +3 Transform/Dice
Level 97 +3 Transform/Dice
Level 98 +3 Transform/Dice
Level 99 +3 Transform/Dice
Level 100 +3 Transform/Dice
Level 101 +1 Transform/Dice, +2 Transform/Dice(Max the one you did NOT max)
Level 102 +3 Transform/Dice
Level 103 +3 Transform/Dice
Level 104 +3 Transform/Dice
Level 105 +3 Transform/Dice
Level 106 +3 Transform/Dice
Level 107 +3 Transform/Dice
Level 108 +3 Drain
Level 109 +3 Drain
Level 110 +3 Drain
Level 111 +3 Drain
Level 112 +3 Drain
Level 113 +3 Drain
Level 114 +1 Drain, +2 DU/Oak Barrel/Free points
Level 115 +3 DU/Oak Barrel/Free points
Level 116 +3 DU/Oak Barrel/Free points
Level 117 +3 DU/Oak Barrel/Free points
Level 118 +3 DU/Oak Barrel/Free points
Level 119 +3 DU/Oak Barrel/Free points
Level 120 +3 DU/Oak Barrel/Free points

Max Stun Mastery and Charge so that you can take advantage of Backspin's power while being charged more often, leading to more attack aswell as more time charged. Then you max Blast, to take advantage of your massive amounts of charged time. Then Transform/Dice since they help training, Drain to save potions and wrap it up with max DU, Barrel and a few free points.

[header]Saiyan-hood(Buccaneer!):[/header]

My fists, they are made of STEEL!

First of all, congrats for making it this far. You worked for it. Instead of handing you a build, I'll give you what each skill brings to the table and different "groups" of skills you should max. "Groups" being how soon this skill should be maxed. Because of Mastery Books, funding and what you enjoy doing(Training or bossing), builds can heavily differ from Bucc to Bucc at times. I will offer you POSSIBLE builds, but please note these are NOT concrete and CAN be modified if need be.

Your group 1(Essential skills) are Dragon Strike, Pirate's Revenge, Demolition and Super Transformation.

Your group 2(Situation skills) are Energy Orb, Barrage, Time Leap and Maple Warrior.

Your group 3(Not really usefull skills) are Speed Infusion and Snatch.

Note that Pirate's Rage should have 1 point added when you start to do bosses that Seduce on a regular basis. Depending on your funding, this could be anywhere from the end of group 1 to the beggining of group 2 or even the end of group 2. It really depends on funding, connections and if you enjoy bossing or not. Also note you'll need to quest for Pirate's Rage.

First, let's begin at 120 by having two choices for your 3 SP, and 121 aswell.

At 120 you can either add 1 Barrage, 1 Dragon Strike and 1 Speed Infusion OR you can add 1 Super Transformation, 1 Dragon Strike and 1 Demolition. Personally, I think that 1 Barrage/DS/SI is much better than 1 ST/DS/Demo, since an attack with no limitations(Barrage) works MUCH better than one with limitations at level 1. Do NOT put Barrage above 1 point. It will be usefull for pinning bosses, Iframes and using outside of ST, that's it. You will NOT be maxing it for a while. Of course 1 ST/DS/Demo can help with Papulatus, but it will mean that outside of ST your main 1v1 will be Double Uppercut/DS, and I prefer the awsome Iframe fun that comes with Barrage.

At 121, you add 1 Barrage and SI or 1 Super Transformation and Demolition depending on what route you took before. You then add 1 Time Leap. Time Leap will NOT reset another Time Leap's cooldown, but it is very frequently used for Ressurection during boss runs. It is excellent if someone makes a mistake or you're running with under average people who tend to die or lag.

Now that we've covered the first two levels, we will look over at the skill groups. We'll begin with group 1 skills.

Dragon Strike will be your MAIN mobber. It has a long horizontal range, is fast, powerfull and looks awsome. It is the first thing you'd max for a grinding build, but it DOES have expensive Mastery Books(DS20, mainly). It is still an awsome skill and is the main reason you'll be charged so much while training, since it hits 4 mobs at level 1~14, 5 at level 15~29 and 6 at 30, while being spammable and having awsome range.

Super Transformation is like regular Transform, but awsomer. It provides a stronger +Attack buff and has a MUCH lower cooldown than regular Transform while allowing the use of our BEST bossing skill: Demolition. It also provides full Haste at level 1, and you look like a Saiyan. This is a skill the bossing build will be maxing first, since it also helps while grinding due to the speed and attack boost.

Pirate's Revenge has a chance to activate when you take damage through any means that shows a damage indicator. Being poisoned activates the damage but using MP Recovery(Which causes damage) does not. At max level it activates at a 40% chance and boosts your attack by 15% for 45 seconds.. It is good for boosting your damage both while bossing and while training, since you'll probably be hit a lot. You may need to drop your Iframe dancing to activate it, but it is well worth it.

Demolition is your MAIN BOSSING skill. It ignores a % of the mob's defence, hits EIGHT times, gives Iframes during around 3/4ths of it's duration and does good damage. The downside? It can ONLY be used in Super Transformation. Still, it is the second skill you'd max for a bossing build, since it increases your damage a TON by leveling it up. You should max ST first, since Demo will generaly only help bossing and using Demo more often is better.

Most of these skills should be maxed before you begin maxing your group 2 skills.

Barrage is mainly used for Iframes and for pinning bosses, so it's left at level 1. Leveling it will boost your 1v1 DPS, but it does it's job at level 1. It's not a priority.

Energy Orb is a secondary mobber you can only use while charged, but it bounces off mobs(Similar to Chain Lightning) and can chain more mobs than DS in some cases. It does more damage if you can hit more targets than DS, and due to it's range you may hit more, but it does need to be charged to be used and it does take more SP to obtain the same amount of mobs hit as DS. It is usefull, but some debate it's usefullness and choose to max it later. It is really your choice.

Time Leap has a massive cooldown, and each level lowers the cooldown by 1 minute. At max, it's cooldown is 20 minutes, which is a LOT better than it's 49 minute cooldown, but you still won't be using it much unless you need Ressurection. It is usefull maxed, but it can wait if you want to be less supportive and crank out more damage.

Maple Warrior is the same for all other classes. You max it after your main skills. The use is the same here, if you have the highest level MW, you boost your party's DPS aswell as yours, but if you party with someone who DOES have MW higher than you could get it, you may want to skip it completely. MW is one of the optional skills you can actually stave off for a while, but if you solo, it is usefull to have some MW.

Finaly, we have the group 3 skills.

Speed Infusion does it's job at level 1. It boosts the whole party's attacking speed aswell as your own, which is why you get level 1 within the first two levels. More levels just mean more duration, which at this level, you have a LOT more priorities, hence why it's one of the two last skills you should max.

Snatch is kind of like a reverse rush. It drags mobs to you and stuns them for low(ish) damage compared to your other skills, it's not spammable effectively, and to boot you can only use it during ST. It's probably THE most useless skill for Buccs. I mean, the stun is okay I guess, but generaly you want to move forward instead of bringing mobs to you, hence why this skill sucks. It can, however, be usefull to drag mobs behind you while you're hitting something in the other direction and then quickly compact the two mobs. Still, I don't see this situation arising enough to be that usefull. If you train at LHC all the time it could be a bit usefull, but regular training(ToT), you should be able to kill mobs fast enough to not need to compact them too much.

Now, actual examples of builds. I'll just show you what you'd max and in what order, optimally, instead of giving a level by level build.

A grinding build might look something like this. I'll be starting the build off of level 121(So you'd be leveling to 122), since we already discussed the first two levels of Bucc-hood. I will not be giving very concrete, long examples of builds, since they really can vary depending on a TON of variables.

[b]The grinding Bucc: Dragon tossers[/b]

Max DS(Pure grinding) OR level 15 DS
Max PR if DS is maxed/level 15(Optional)
Max ST
Max Demo
Max PR(If not maxed before)

Max DS first, or atleast get level 15 DS so it hits 5 targets. Then max PR, since it helps damage passively, but it can be skipped if you prefer a lower cooldown ST and a higher damage Demo. ST is maxed after since it's awsome for training and bossing, due to it giving +Attack and full Haste while being able to be used nearly all the time at higher levels. Demo is then maxed for higher damage with it, 1v1 damage and bossing.

[b]The bossing Bucc: DS20 IS SO RARE AND EXPENSIVE SO I CAN'T AFFORD IT >_>[/b]

So... why would someone use this build? Well just take a look at DS20. If you can afford it, good for you, go with the other build. If looking at the prices makes you cry, go with mine.

122-124: 3 PR
125: 1 PR (MAX), 2 ST

At this point there are 3 Branches:

A: Pump every point into ST until it's maxed, then move on to maxing Demo.

B: 2 in ST, 1 into Demo or 1 into ST and 2 into Demo every level until one is maxed then max the left over skill.

C: Like A except you max Demo first.

Build A

Build A is mostly for people who train constantly. ST gives you more time spent in a state of transformation, giving you more speed and jump as well as allowing you to use Demolition when needed.

Build B

Build B is for those who boss between training or train between bosses like myself. This can also be used as the primary bossing build if you're up against bosses stronger than weaklings like Papulatus and Pianus. If you're fighting something like Zakum all the time, this build is better than either A or C. It allows you to have a longer usage of ST while still letting you dish out a decent DPM.

Build C

Build C is highly NOT recommended since Demolition is worthless without ST. Seeing how ST has such a long cooldown, you've left Demolition useless. This build is only for those that only boss to level and can take the boss down within 3 minutes.

Afterwards

After this, you can either put 10 into DS or max it if you have the skill books... or start maxing MW which is the preferred choice for Meso cost. If you can, get DS before this but that's not an option seeing how much the books cost. If you can't get DS20, you won't be able to afford MW30 so you'll only be getting this to 19.

After that, pump either into Energy Orb or another skill that you see fit. At this stage you should be knowledgeable about your character's class and your own style of playing so you should be able to decide what to max.

[b]The training Bucc who can't find DS20: "WHY IS IT SO RARE?"[/b]

Reccomended:10 DS
Max ST
Max EO
Max PR
Max Demo

10DS is for the same reason as before. Then ST to benefit from better bossing and training. Then you max EO to serve as your mobber, which will help you train and can bounce fairly well at LHC, where you'll probably be training at. It will also help while mobbing other areas, somewhat. Then you max PR to benefit from the ever good bossing/training passive skill. Finaly you max Demo for 1v1 and bossing. I really don't reccomend this build, EO is weaker than DS until it's a decent level, has limitations(Only usable while charged), has a shorter range and mobs differently. But of course if you want to be able to mob somewhat better in some circumstances or can't afford to spend money on DS20 and want to mob better instead of bossing better, this may be a build for you.

"But Tricks, these builds are NEARLY the same!" Yes, they are. They max your core, group 1 skills first since they are what drives your training and bossing. Not to mention they are excellent "stand alone" skills that help nearly everything you do in what way or another.

After that? Some max EO, to profit from it's mobbing ability at LHC and the range it gives. Some max MW, to be a bigger benefit to the party and to boost their range. Some may max Barrage, to improve their 1v1 DPS. Some might max TL, to be able to use it more often. Honestly, by this point, while EO and MW are probably the more popular choices, you're essentially free to do what you want with your skill build so long as YOU are okay with it.

[header]UA build[/header]

UA's are a bit different than us. They have Sharkwave, so they can essentially forego many skills and have a few different builds pre-Bucc, but they are essentially the same afterwards.

[b]UA Brawler build:[/b]
(Note that since UA's begin at 50, we will assume you can spend the SP gained until 50):

Max Knuckle Mastery
Max Crit Punch
6 Booster
Max Backspin
5 Corkscrew

Level 51 +3 Corkscrew
Level 52 +3 Corkscrew
Level 53 +3 Corkscrew
Level 54 +3 Corkscrew
Level 55 +3 Corkscrew
Level 56 +3 HP Boost
Level 57 +3 HP Boost
Level 58 +3 HP Boost
Level 59 +1 HP Boost, +2 Knuckle Booster
Level 60 +3 Knuckle Booster
Level 61 +3 Knuckle Booster
Level 62 +3 Knuckle Booster
Level 63 +3 Knuckle Booster
Level 64 +3 MP Recovery
Level 65 +3 MP Recovery
Level 66 +3 MP Recovery
Level 67 +1 MP Recovery, +2 Oak Barrel/DU/Free Points
Level 68 +3 Oak Barrel/DU/Free Points
Level 69 +3 Oak Barrel/DU/Free Points
Level 70 +3 Oak Barrel/DU/Free Points

Fairly straightforward. You'll be spamming Sharkwave, so we max Knuckle Mastery and Crit Punch to increase it's damage. Then you get 6 Booster, to speed up Sharkwave, 1 Corkscrew and then start maxing Backspin. After Backspin, you max Corkscrew to aid to the mobility and damage it will give you. You then move on to HP Boost and MP Recovery, as they aren't as important. Finaly, Oak Barrel and DU to dump your points into.

[b]UA Marauder build:[/b]

Level 70 +1 Energy Charge
Level 71 +1 Energy Drain, +2 Energy Charge
Level 72 +3 Energy Charge
Level 73 +3 Energy Charge
Level 74 +3 Energy Charge
Level 75 +3 Energy Charge
Level 76 +3 Energy Charge
Level 77 +2 Energy Charge, +1 Transformation
Level 78 +3 Transformation
Level 79 +3 Transformation
Level 80 +3 Transformation
Level 81 +3 Transformation
Level 82 +3 Transformation
Level 83 +3 Transformation
Level 84 +1 Transformation, +2 Dice
Level 85 +3 Dice
Level 86 +3 Dice
Level 87 +3 Dice
Level 88 +3 Dice
Level 89 +3 Dice
Level 90 +3 Dice
Level 91 +3 Brawling Mastery
Level 92 +3 Brawling Mastery
Level 93 +3 Brawling Mastery
Level 94 +1 Brawling Mastery
Level 95 +3 Stun Mastery
Level 96 +3 Stun Mastery
Level 97 +3 Stun Mastery
Level 98 +3 Stun Mastery
Level 99 +3 Stun Mastery
Level 100 +3 Stun Mastery
Level 101 +2 Stun Mastery, +1 Drain
Level 102 +3 Drain
Level 103 +3 Drain
Level 104 +3 Drain
Level 105 +3 Drain
Level 106 +3 Drain
Level 107 +3 Drain
Level 108 +3 Energy Blast
Level 109 +3 Energy Blast
Level 110 +3 Energy Blast
Level 111 +3 Energy Blast
Level 112 +3 Energy Blast
Level 113 +3 Energy Blast
Level 114 +2 Energy Blast, +1 DU/Oak Barrel/Free points
Level 115 +3 DU/Oak Barrel/Free points
Level 116 +3 DU/Oak Barrel/Free points
Level 117 +3 DU/Oak Barrel/Free points
Level 118 +3 DU/Oak Barrel/Free points
Level 119 +3 DU/Oak Barrel/Free points
Level 120 +3 DU/Oak Barrel/Free points

First we get off those excellent 1 point skills. Then you max Energy Charge to power up your Sharkwave while charged. Then Transformation, since it will help with mobility while using Sharkwave and after Dice for the buffs it gives. Then you max Brawling Mastery and Stun Mastery for when you use Backspin. Energy Blast, since you have nothing much better at this point then DU and Oak Barrel. Free points to spend at your leasure, afterwards. Consult the Bucc build section for the possible Bucc builds, they don't differ for UA's.

Optional modifications: Swapping Dice for Transformation is completely fine, but Transform is a more consistent boost while Dice can get bad rolls, but the chance at extra exp is good. It is also optional to max Drain before Brawling Mastery and Stun Mastery, it's really more of a personal choice than anything else. If you use Backspin consistently, however, it can be worth getting Brawling Mastery+Stun Mastery first.

[header]The Dex Stat[/header]

Next we'll examine the Dex stat. You can either be Dexless, at 20 Dex, Low-Dex, anywhere from 30~50 or Regular Dex, somewhere near 60~80. We'll examine different Dex builds and their advantages and disadvantages.

[b]Dexless:[/b]

Probably the most expensive to maintain, as you'll be getting your Dex from equipment and having your potential occupied by %STR equips. It can deal the most potential damage, but requires a lot of funding. It may be worthwile to go down this route even with less funding and use a lower level Knuckle, to take advantage of their power when you can properly fund it, or to get +Dex from potentials on your equipment in order to use Knuckles.

[b]Low Dex:[/b]

Capping around 30~50, this is the somewhat funded or even no funded route. You get some Dex from equips and the rest from your base Dex. It can allow you to wear an Equinox with enough funds and easily manage to wear a King Cent, especially if you 100% your Overall for Dex. Probably best for the average player who can earn some money, but doesn't have an amazing amount of funds.

[b]Regular Dex:[/b]

The WORST option, it involves keeping your Dex at 60~80 and relying very little on Dex equips. This is HORRIBLE because many staple equips, Zhelms, Mark of Naricain's, Broken Glasses, Shoes, ect all give enough Dex to allow you to go much lower than this while being able to wear your Knuckler. 50 base Dex is REALLY the highest you should go, and Reg Dex goes higher, which makes it very bad unless you have absolutely NO money, and even then, you should be able to afford a Low Dex build.

The Dex path you choose is up to you. Depending on your funding, your path choices can be limited or more difficult than others. I went Dexless, but eventually went low Dex(And still rather high at 52 Base Dex) in order to equip my Knuckles due to lower funding. Now I have a little spare Dex and am aiming to eventually wear an Equinox. Whatever path you do choose, I would reccomend you go Dexless at the beggining, and if you have trouble then go Low Dex. If you can stay Dexless, it will be good for later game if you can afford it.

[header]Equipment[/header]

While equipment does change a lot, I can suggest some "staple" equipment for lower leveled, or less funded, Buccaneers. A lot do give Dex, so count on them, and while some are expensive, they are well worth it as they can be used for a long time while still being effective.
[b]The low budget Bucc:[/b]

Helmet: Crocell hat, Zhelms, Scarlion helms. Crocell is mainly for the unfunded, Zhelms and Scars cost a little bit more, but you may be able to run with friends to get them. A Crocell hat will do, but upgrading to a Zhelm/Scar is a good upgrade.

Pendant: Mark of Naricain. Hands down, one of the BEST things you can buy. +10 Weapon Attack and +5 to all stats on a PENDANT? Hell yes! Definatly worth it's cost, and several guilds will give you them free if you can help along with the run.

Shoes: 2%~3% STR Shoes are worth hunting for. Preferably they should have some +Dex on them, but it's not a huge deal if they don't.

Knuckler: Something 60%'ed can work fine. To be completely honest, I got to Bucc with a clean White Fangz, no Potential. Anything that you can live with should work, but consider something to aim for 100+ Attack atleast, but don't stress if you can't get/afford one.

Overall: 2%~3% STR would be nice and it can be 100%'ed for Dex if you can't afford better scrolls. This means +10 Dex for the Dex you need, which is nice.

Eyewear: Broken Glasses give +1 to all stats on average, and most other things are expensive. Chryse's glasses are also an okay choice.

Gloves: Attack workgloves will do fine, but potential'd Pirate gloves for %STR with some Weapon Attack scrolled will do wonders. Try to aim for 3L, since that's the best and they will be NICE for cubing.

Cape: A 2%~3% cape would be nice, but if not you can deal with something like an Old Raggedy Cape until you can afford one. A Pink Adventurer cape is really not worth it over a %STR one.

Medal: Until Bucc you can use the Mushroom King medal, which gives +2 to all Stats. If you have a better event medal or you have the PQ Mania medal(+4 all stats), you can use those, but PQ Mania is NOT worth getting, altough if you PQ a lot you may be close to getting it by the time you are higher leveled.

Belt: A White Belt or a Yellow Belt will do just fine. You don't have many cookie cutting options here.

Earrings: 2%~3% STR Earrings will do you fine for a while. You can even get something like 2% Holy Cross Earrings, which are low leveled(55) to use for a while.

An example of what some more "pro" gear could be like:

Helmet: 12%+ STR ChaosZhelm scrolled for Dex/STR

Pendant: 12%+ STR +22 all HTP

Shoes: 12%+ STR scrolled for Attack/STR/Dex

Overall: 12%+ STR scrolled for STR/Dex

Knuckler: 130+ Att, fully leveled Reverse, 3 lined for %Att/%STR/%Boss

Eyewear: 2%+ STR Raccoon Mask

Gloves: 10+ Att, 8%+ STR third tier(Level 71+) Pirate Gloves

Cape: 8%+ STR, scrolled for Dex/STR

Belt: 8%+ STR, scrolled for Attack/Dex/STR

Earrings: 12%+ STR, scrolled for STR/Dex

Rings: Evolving Ring level 17(1), Evolving Ring level 17(2), Lilin's Ring/Explorer's Ring/Resistance Ring, Zombie Ring... any rings really. Circles of Ancient Strength can replace the Zombie Ring(s) and will

Lowest base Dex possible.

[b]Godly:[/b]

Close to 18% STR on everything or near perfect gear, both scrolling and potential wise. Honestly, you should be able to figure it out by this point what is godly and what is not. I can't offer advice on exactly WHAT to get, but third tier potential'd, 3 lined gear near perfectly cubed and scrolled would be the norm. If you have enough money to be considered Godly, you should know what to get with it.

[header]Combo's:[/header]

Why have a section on this? Combo's are a vital part of training a Bucc and are usefull to save potions(In the case of Iframes). We'll just examine the possible combo's and their uses. Most are situational, but some do have some excellent uses, even while bossing. If you're trying to dish out as much damage as possible, however, it is likely you will want to almost completely avoid these combo's.

Backspin+Backspin+Backspin... Easy 100% Iframe and the best way to rush mobs of 4 or less. Just hold down the Backspin key, not too hard.

Backspin+Corkscrew. Nice for mobbing up mobs of 5+, but otherwise it lacks unless you're leading it into Barrage+Cork for Iframes.

Corkscrew OR Backspin+Barrage. The classic Iframe combo, this can achieve perfect Iframe status if skill enough so you can completely avoid hits. Excellent for just saving potions or for pushing mobs around without taking damage.

Barrage+Corkscrew OR Backspin while the mob is BEING Knockedback. This will allow you to Cork/Backspin while not KB'ing a mob. The easiest way to achieve it is Barrage or having friends KB'ing the mob. It can allow you to avoid taking touch damage. However you CAN rush the mob if it is not being KB'ed, so it is "risky" if you're bossing with low HP classes and not reccomended if you are.

Corkscrew+Barrage+Backspin. Usefull against stationary bosses, especially if they cast Physical Defence Null(Physical attacks do 1 damage). They let you Cork onto the boss, Barrage to avoid damage and then Backspin back to a position where you wouldn't be hit. Nice when something like Zakum, which has an attack which IF IT DOES DAMAGE it stuns, so you can avoid being stunned during situations like this.

Barrage+Demo. Gives VERY nice Iframes, but reduces your DPS by a TON and you can still be hit during the last part of your Demo. It would probably be usefull if you can predict or see the animation of something like a 1/1 attack, so you can Barrage to avoid it and continue spamming Demo after.

Jump+Drain+Orb/Sharks. A combo which would allow you to get in a healing attack while jumping off a ledge and then turn around to perform a finisher to mobs. It's kind of limited for reg Buccs, since Orb is something you probably won't be getting early on, but it's got some use and allows you to train slightly faster if used consistently. More usefull for UA's since Sharks can be cast mi-air, but still usefull for reg Buccs.

[header]Training guide:[/header]

http://www.basilmarket.com/MapleStory-Guide-Big-Bang---New-Training-Areas-341.html (ALL credit to ZeroKnightz for this guide).

Honestly, just check this guide for the best training spots, it's that good in my oppinion. This includes the best grinding spots, or atleast decent ones, aswell as some PQ spots that are decent training. In all honestly, a training guide doesn't need to be class specific post BB, so just linking you to a decent training guide is good enough.

However, on the subject of PQ's and Theme Dungeons for the items and not the experience, GSPQ TW's may be good for levels 60~70, altough if you can get FW's it is a lot better. It may or may not be as fast as grinding, but it can be a nice change of pace. Ludi PQ should be done after Mushroom Kingdom IF you plan to get Broken Glasses, but Ludi PQ CAN be skipped if you get Chryse Glasses. Still, it's not HORRIBLE training, but grinding is much faster. The Chryse area is 55~70, and may or may not be decent exp depending on your knowledge of the quests. Most other PQ's are not worth your time unless you go for the items, however Pirate PQ(60+) is okay and comparable to GSPQ TW. Hoblin PQ is okay exp and you can pick up some okay earrings(Level 75, +3 to either STR/Dex, Int/Luk or Dex/Luk), however they have Durability. Most PQ's should honestly just be avoided, unless they are GSPQ, Pirate PQ or Hoblin PQ, unless you want to go for the items/medals. For Theme Dungeons, Mushroom Kingdom is really decent for what it is, and the medal it gives has the most +stats(+2) until the Master Adventurer Medal, and the Chryse area has one of the few free Eyewear slot equips in the game.

Again, I do NOT take credit for this guide. If someone has a training spot NOT in this guide or the guide I linked, feel free to PM me and I'll add it.

[Header]Mastery Book Locations[/header]

Obviously Mastery Books have to come from somewhere! Unfortunatly, however, a lot of our books seem to have really awkward locations that simply aren't trained at, or very horrible to train it. This leads to a lot of our books being really overpriced or just plain rare. So I'll be giving the drop locations, ACCORDING TO HiddenStreet. Unfortunatly, since some books are exceptionally rare, there isn't much proof of where and if they do drop, but a theoretical list is better than none at all.

Barrage20: Afterlord, Nest Golem
Barrage30: Rash, Qualm Monk, Memory Monk, Green Hobi

Demolition20: Griffey, Ghost Pirate, Goby, Gigantic Spirit Viking
Demolition30: Master Death Teddy, Manon, Nibelung(3), Lycanthrope, Petrifighter

Dragon Strike20: Red Slime, Red Slime(2), Soaring Griffey, Giant Centipede, Dodo, Blue Wyvern
Dragon Strike30: Red Slime, Red Slime(2), Prototype Lord, Oblivion Guardian

Energy Orb20: Ginseng Jar, Riselll Squid, Manon, Memory Monk Trainee, Leviathan
Energy Orb30: Coolie Zombie, Dark Rash

Maple Warrior20: Aufheben, Horntail's Head B, Blue Dragon Turtle, Red Dragon Turtle
Maple Warrior30: Pink Bean, Horntail's Head B

Snatch20: Red Wyvern, Overlord B, Dodo, Riche
Snatch30: Lyka, Death Teddy, Rexton, Chief Oblivion Guardian, Furious Scarlion Boss, Zakum3

Speed Infusion20: Manon, Hankie, Grim Phantom Watch, Kru

Super Transformation20: Dragonoir, Dunas, Brexton, Dark Klock

Time Leap20: Master Death Teddy, Peach Monkey, Lilynouch, Rexton
Time Leap30: Griffey, Dragon Rider

[header]FAQ's(Once I get them), Tips, General Advice, ect.[/header]

%Att on weapons can add up to a lot compared to %Boss or %STR due to the fact that Attack also includes Super Transform and Energy Charge's buffs, which add up to +60 more attack. This means that for each % of %Att you have, you gain 0.6 more Attack from those skills in total. This makes %Att on weapons better for us than other classes.

The main factor on your damage is your level, since your base STR, from which your %STR is calculated, should increase most of your levels. Yes, your Knuckle and gear is important, but barring that leveling can actually influence your damage a lot when you get decent gear.

Get a good group of friends to boss with, preferably a good guild aswell. While our stand alone damage can't compare to DPS classes, SI is well wanted for parties and boosts everyone's DPS a lot compared to if you weren't there. Even if it's only weekly CWKPQ's, it's still something.

Find a way to make money. Bossing, merching or hunting for drops. With the high prices of skillbooks, hunting for them may be a good idea in order to save money if you get lucky. A consistent income is something that will really help you in the long run.

Don't worry if you're not doing decent damage. A lot of people don't dish out a lot of damage, especially if it's your first character. Just find a way to get some income while having fun and eventually you'll deal more damage.

Take advantage of freebies and events! Freebies(Broken Glasses) and events are EXCELLENT ways to get a few extra stats or to get some equipment that will last(Rings, specificly). If you can't afford expensive equipment like Spectrum Goggles, Broken Glasses are excellent since they are easy to get yourself.

Learn what bosses you can take on your own, and what you need a party for. You can solo Papulatus fairly easily, but soloing Zakum is not advisable until you're strong enough. Papulatus CAN drop some Mastery Books(Not many, if any, for Buccs, however), and he will probably drop enough potions and equipment to recoup your losses(Unless you buy the Crack of Time), so it can be a good stepping stone to help yourself get use to some of the bossing realities(Stun, 1/1's, Debuffs, ect). CWKPQ is also a good stepping stone, but it does require connections and will allow you to meet some people who may do other kinds of boss runs while standing a chance at some VERY profitable loot.

Don't stress out about being the "best" at first or "needing" a certain book(Probably DS20). If you NEED it that much, go hunt for it if you can't afford it. Stressing out just makes the game less enjoyable.

Have fun with the little things! Once in a while, if you're feeling in a grind or bored, go do something you haven't done. For example, try out the Dojo while trying to perfect Iframes(Or just getting past Papulatus) or do a lower level PQ you may not have had the chance to experience yet.

Fun fact: Corkscrew rushes AS FAR as Rush, a Warrior skill. They also have nearly/the same delay, so you CAN replace a Warrior for rushing purposes, and our Barrage can make it a lot easier for us to pin one mob.

The Attack:STR ratio is 1 Wep Att:~5. The exact value is around 4.6~6. It should be enough to make an informed decision.

And finaly, MapleStory is about FUN! If you're not having FUN, perhaps you should try to have some instead of stressing out over how weak you are or how you need a better Knuckle, ect. FUN should ALWAYS come first(So long as it doesn't break the rules, obviously).

Now with the end of the tips, I'd just like to go into something a little more on the subject of why I made this guide. At time of writing, there are a few Bucc guides floating around, mostly on builds, AP and perhaps a little on training spots. The stickied one on Basil is clearly outdated, so I decided to blend a lot of commonly asked questions into a guide, both to cut down on the amount of meaningless threads posted and to help the community. I mean, it really is annoying seeing three "Training spot?" threads for the SAME level on the front page, and then someone actually posting an awnser(Which encourages lazyness, "Why look if someone will tell me when I make a thread even if the question has been asked before?&quot, it really just got to a point where I'd post on the thread and tell them to look instead of asking. Especially for simple questions, like builds or training spots. Now I can just link them to this guide if they miss it and they may even look at it before. Finaly, if you're going to say "Oh, *insert guide here* is better!" or "We have enough guides!", you can kindly keep your thoughts to yourself, since this IS a public forum and so long as I don't break the rules, I do beleive I can do what I want.

Last but not least, the[b][i] "Thank You!"[/i][/b] section. If you're here, you've obviously helped with this guide in some way, shape or form. Or perhaps I've got a link to another guide in this guide. Either way, you're awsome and I thank you.

Capslocker7(InkYoshi): Reviewed this guide before posting and helped a ton on the equipment section, also a good friend of mine. I'd never have had the confidence, willpower nor the courage to post this guide without him, and even if I did it would be incomplete, in my eyes, without his help.

ZeroKnightz: I just linked his training guide in here. Without him, honestly, I'd have needed a LOT more help finding suitable training locations and considering it's a common thing to ask, it would've meant a lot more work. A big thanks for making a good guide to him!

Pikachuxbboy: Added a small usage to Snatch which really doesn't change how effective the move is, but does "kind of" justify getting it to level 1 if a certain situation seems to arise consistently enough to you.

Infferrno: Gave me a more in detail bossing Bucc build that goes into much better depth than I did. Many thanks! Also helped me with my nooby skills at using Headers, Bolding and Italics(Even if I hate Italics). Many more thanks to him!

Tersera: Suggested a minor combo that I would NEVER have thought of in my years of Mapling even if I was level 200. Thanks for being creative!

May 18, 2011

112 Comments • Newest first

Tricks122

@Momotaro No problem. And don't mention it, just glad the guide can help .

Reply June 14, 2011
Tricks122

@Momotaro Yes. 10 DS is a good increase in damage for DS and it's better than SharkWave. If you want to go crunch numbers to be sure, be my guest, but I think the extra damage is worth it. Plus, as soon as you get DS20, you'll only be two levels away from a five 5 hitting DS instead of five levels away with only 1 point in DS.

Reply June 13, 2011
Tricks122

@Amoora95 If you checked I linked a training guide. Just putting a training guide with the exact same locations in my guide essentially wastes space for no reason.

Reply June 13, 2011
Tricks122

You mean your first level would be 1 Barrage/DS/ST? And no SI on the second level? You NEED SI, it's your only party skill and one of the MAIN reasons we're so wanted at LHC. 1 Barrage/DS/SI and then 1 ST/Demo/TL(TL is optimal, but usefull for Res if you boss) and then 10 DS, maxing ST after is completely fine. But you NEED Speed Infusion, you'll be handicapping yourself a TON if you don't get it.

EO is a supportive mobber, but if you can't find DS20, then it's an option if you PURELY train(Or atleast train a LOT more than boss). EO does more damage than DS IF it can hit more mobs than DS and EO is of decent level. It's a skill you can live without, but it's got it's uses and if you have DS20 then by all means; save EO for later. But if you can't find DS20 and train a LOT, it might be effective to max it, but you'll want to get ST and maybe even PR out of the way first so you can boss and train easier. With 10 DS, you can essentially max ST by the time someone has max DS and then you can work on PR/EO. EO is in no way the rich man's choice, but it's a possible poor man's choice for mobbing.

Reply June 11, 2011
Tricks122

@Killerperros Thanks, I meant for it to be long since I wanted to put a lot of stuff in it. If I could shorten it down, I would, but I'm very bad at doing so and I enjoy long guides since they tend to have more detail . Still appreciate the complement

Reply June 11, 2011
Tricks122

@Maxmc I put a point into Shockwave early on(And this was pre-BB) because it was a fun move I could screw around with. You can put 1 point into it, I beleive 2 at most and still be perfectly fine for an optimal build. It's really not practical in any situation. It's slow, it has large limitations and Dragon Strike outclasses it in virtually every way.

Reply June 10, 2011
Tersera

[quote=Maxmc]Another question, how bad is shockwave? Do you think it would be a big deal if I threw a point into it just to see the animation every once and awhile?[/quote]
You will have left over points to dump into Shockwave for the looks. It's practical use is limited.

Reply June 10, 2011
Tricks122

@Germy300 Awsome, thanks for the ticket . And yea, big TF2 fanatic but I can't play online(Hurray for REALLY bad internet?) so I'm stuck with bots. The only reason I'd ever change my NX is if I could get a perm Heavy look with KGB, but that would require new hairstyles and I don't want to do that .

@Maxmc Jesters, GSPQ, I think Magatia/Ariant might have a few mobs altough I can't be sure. Jesters will be a KS fest, but if you can find a CH they are excellent exp, so long as you can hold said CH.

Reply June 9, 2011
germy300

Great guide. The current Bucc guide really needs to get taken down, it was even outdated pre-BB. <- just submitted a ticket to replace the current guide

ALSO, I literally went through all ten pages of this to make sure I didn't repeat anyone, nice TF2 reference! ;D

Reply June 9, 2011 - edited
pikachuxbboy

@Tersera - That's true, the dupe chaos is insane. Millions of 26att SCG and 27ATT VSS... ._.

Reply June 8, 2011 - edited
Tricks122

@iLikePapayas Yea, I tried to cover everything I possibly could without having to go server specific. Thanks for the compliment.

@ZombieFredo You talk to Chief Tatamo, and you get some quest to go to Carta the Sea Witch in Aqua. You trade in Miniature Pianus for a certain amount of time inside a map where you need to get 20 pieces of your soul or something like that. Then, IIRC, you need to kill Manon and/or Griffey for some kind of Watch and then go to see Tatamo again. It's been a while since I've done the quest, but I know it revolves around Tatamo and Carta, so just do that quest. It's 120+ so you should be able to sort it out from the other quests that are DRPQ specific.

Reply June 8, 2011 - edited
Tersera

[quote=ZombieFredo]How exactly do I get that skill? o_o I don't have it now and don't understand how to get it..[/quote]
[url=http://www.youtube.com/watch?v=26JnmNFgUak]Guide[/url]. I'm not sure if it's still the same but this was what I did at the time.

@pikachuxbboy I'm glad I can help but it's uses are better out of LHC (when Chaos comes). Currently, Maple's already in Chaos imo Hacker's chaos.

Reply June 8, 2011 - edited
ZombieFredo

[quote=Tricks122]@Industrializer Thanks for the compliment .

@ZombieFredo That's personally what I did. I have 1 Pirate's Rage because Ani is annoying and getting seduced at Mu Gong in the Dojo can be a death sentence at times. While it's on a fairly large cooldown for how often Seduce happens, it's something I enjoy having.[/quote]

How exactly do I get that skill? o_o I don't have it now and don't understand how to get it..

Reply June 8, 2011 - edited
Tricks122

@Industrializer Thanks for the compliment .

@ZombieFredo That's personally what I did. I have 1 Pirate's Rage because Ani is annoying and getting seduced at Mu Gong in the Dojo can be a death sentence at times. While it's on a fairly large cooldown for how often Seduce happens, it's something I enjoy having.

Reply June 8, 2011 - edited
ZombieFredo

@Tricks122
@Tersera

That's totally what I meant. XD Pirate's revenge. I do want 1 into that skill though, Ani just pisses me off sooo much..

Reply June 8, 2011 - edited
Tricks122

@Moonlightzii DS has a lot of range of Blast and while Blast may be able to mob for more damage if compacted properly, DS can easily hit targets close and far. I've had a lot of circumstances where I've had a mob close to me and another far, where Blast can't hit them, but DS can. I'm not sure if Blast would outdo DS in DPM, but I honestly think it's not that big of an issue, especially since you need to be charged.

@Pianoboi6332 Thanks

@AppleLeaf CSB+SSK won't work anymore. CSB got the Iframes cut, it's still got them but you can't do CSB+SSK/FF and be totally invulnerable. Barrage+CSB works, but you can't walk off a mob like before. BSB got changed so it's spammable now and can maintain some Iframes. The best thing I can tell you is to experiment a bit more with the new moveset, it takes some getting used to, but I find that control being a lot harder now is more rewarding since every Brawler and their mother can't maintain perfect Iframes anymore. I got annoyed at them being remove too, since I liked it, but it was kind of cheap how a LOT of moves didn't even effect us and our pot costs being so low.

@ZombieFredo No problem. 4 into Pirate's RAGE or REVENGE? Two completely different skills and if you have 4 Rage, I'm questioning what you're doing since that's the skill that breaks Seduce .

@Pikachuxbboy If I could sticky this, I would. Or any of the other good Bucc guides. Honestly, I just want the old one to be removed and a decent one to be put up already. <3 you too. Personally tho, I prefer DS to EO. EO is a situational skill IMHO, DS has the horizontal range of an Ultimate and does more damage on the same amount of targets. I'm sure EO would be good at some places, like LHC, Zakum, Horntail(If it bounces good and can out-do Demo's single target DPS), ect. But it's just not a skill I can see myself using on a consistent basis, even with it maxed. If the oppertunity to use it arises, awsome, but chances are I'll be using DS a lot more.

Reply June 7, 2011 - edited
pikachuxbboy

@Tersera - I tried your Snatch + Jump trick. Lol. it works from time to time if I can predict how much HP Bear's have.

Anyways, I recommend stickie'ing this Pat <3

As for me, I'd honestly use EO more than my DS if my DS wasn't maxed >.> I'm gonna have to wait to try out EO after it hits 4-6 mobs. (Lv5atm) ):

Reply June 7, 2011 - edited
Tersera

[quote=ZombieFredo]:O Why thank you, I already have 4 into [b]pirate's rage[/b] and 1 into everything else. I'll start pumping DS up. :][/quote]
I hope by Pirate's Rage you meant Pirate's Revenge. lol.

Reply June 7, 2011 - edited
ZombieFredo

[quote=Tricks122]@ZombieFredo Bossing build is for stuff like CWKPQ, Scar/Tar, Zakum bodies(And not pure arm runs), stuff like that early on. LHC mobs are CONSIDERED bosses, but a mobbing build will do better due to the fact you can USUALLY mob up 3+ mobs if your group is working right. DS20 is the wrench thrown into your bike wheels; you NEED it to be at full mobbing potential. Energy Orb would be an acceptable replacement, but good luck finding the books aswell as the fact that unless it's jumping to another mob, it's not doing as much damage. Personally, I'd say get DS to 10, max ST then max PR. ST will provide a constant attack and mouvement buff while PR will power up your DS, and 10DS so you can mob as best you can. After that you can either get more Demo or work on DS if you can afford it, your choice. You can go along another route but that's personally what I'd do.[/quote]

:O Why thank you, I already have 4 into pirate's rage and 1 into everything else. I'll start pumping DS up. :]

Reply June 7, 2011 - edited
infferrno

[quote=moonlightzii]Great guide. (:

I would like to add that I find energy blast very useful at LHC, considering that it hits faster than DS [if you don't have it maxed] and they both hit 4 monsters [for those that haven't maxed DS yet, like me cuz i'm still trying to B> or L> the book :x]. Also, since energy blast would be hitting close up, you can use Energy drain as a combo and switch off accordingly as your HP goes down. Using energy blast also gives some extra damage with the bubble so in a way it kind of hits more [higher dpm?] with a 500% dmg at max . compared to a, say lv10 580% DS. Not totally sure if it really is better, in terms of dpm, but it's just my little theory that it does so yeah. C:[/quote]

I actually use Blast more than DS since mine isn't maxed. xD I only DS if I'm bored and lazy and watching anime.

Reply June 7, 2011 - edited
moonlightzii

Great guide. (:

I would like to add that I find energy blast very useful at LHC, considering that it hits faster than DS [if you don't have it maxed] and they both hit 4 monsters [for those that haven't maxed DS yet, like me cuz i'm still trying to B> or L> the book :x]. Also, since energy blast would be hitting close up, you can use Energy drain as a combo and switch off accordingly as your HP goes down. Using energy blast also gives some extra damage with the bubble so in a way it kind of hits more [higher dpm?] with a 500% dmg at max . compared to a, say lv10 580% DS. Not totally sure if it really is better, in terms of dpm, but it's just my little theory that it does so yeah. C:

Reply June 7, 2011 - edited
Tricks122

@Mrah Go to a DPS chart if you want that data. I'm not going to encourage people to play for damage and putting up DPM would depend your range. I mean honestly. It's fairly obvious(And I do mention) that DS is your mobber, EO is your secondary mobber IF it hits more than DS, Demo is your 1v1 in ST and Barrage to pin/out of ST. If you want specific DPS, you need to use your range and skill levels because there are a TON of variables I'd need to take into account and I'm not doing that since I don't want people reading my guide going "Oh, well now I need DS20 even moar because mob DPM for EO sucks!0!1!". Not gonna do that.

Reply June 7, 2011 - edited
Tricks122

@ZombieFredo Bossing build is for stuff like CWKPQ, Scar/Tar, Zakum bodies(And not pure arm runs), stuff like that early on. LHC mobs are CONSIDERED bosses, but a mobbing build will do better due to the fact you can USUALLY mob up 3+ mobs if your group is working right. DS20 is the wrench thrown into your bike wheels; you NEED it to be at full mobbing potential. Energy Orb would be an acceptable replacement, but good luck finding the books aswell as the fact that unless it's jumping to another mob, it's not doing as much damage. Personally, I'd say get DS to 10, max ST then max PR. ST will provide a constant attack and mouvement buff while PR will power up your DS, and 10DS so you can mob as best you can. After that you can either get more Demo or work on DS if you can afford it, your choice. You can go along another route but that's personally what I'd do.

@Tersera In general(For regular training mobs), a level 1 Snatch won't inflict enough damage to reliably KO it compared to, say, a well placed Backspin or two, which will also move you. Snatch is pretty much the most useless skill we have and, not to sound rude here, but saying "Snatch can be usefull for *this*" is relatively useless since the skill as a whole is a LOT less effective than everything we have. I've never had the oppertunity to use a combo like that(Or just haven't thought of it), and Orb would need to be a fairly high level in order to be effective, but I'll add it up anyways. The main problem is that you'd need a high level Orb(Or only a few mobs), since we can't DS/Snatch or use a lot of our powerfull attacks mid-air, so it kind of limits the usefullness of it.

@ItzKMS Honestly, 2~3 Bucc guides have been posted since BB and Basil hasn't updated them at all. Guide updates are really too slow IMHO, kind of sucks

@PaintStains Thanks for the compliment. Really wish it could be stickied, but I'd be happy if ANY dated guide was stickied. It's horrid seeing this one stay there for like, 3 months and having atleast 3 guides being made since then.

Reply June 6, 2011 - edited
ItzKSM

Why isnt this the normal bucc guide yet? Lets all spam mr.basil and let him know he needs to update his guides.

Reply June 6, 2011 - edited
Tersera

I only just read this guide today lol.

[quote=pikachuxbboy]Snatch - It is useless when your wanting to push forward instead of pull to you. But it is ENTIRELY useful when you've got 3-4 mobs in a corner, and then 1-2 respawns behind you. This is where Snatch becomes usefull.[/quote]
It can be a good finisher too, it's animation time is shorter than Dragon Strike's so if you used it simultaneously with a jump, you wouldn't pause upon landing and the monster wouldn't be dragged to you because it would change to it's death animation.

Maybe some more minor combos to add:
Drain and Orb used on the same jump off of a platform for another good heal and mobbing finish attack (Since a lot of the times, you'd group mobs into a corner, if that corner happens to be not the bottom level then you could use this and save yourself the time it takes to finish a Dragon Strike and jump down).
Similarly, Sharkwave for Ultimates instead of Orb at the lower levels.

Reply June 6, 2011 - edited
ZombieFredo

@Tricks122 So confused on which build to take. Or how exactly I should progress forward. I'm level 122, I've put 1 point into everything except maple warrior just because I wanted to try everything. So far it's awesome but I don't really know what to do now. XD I train at LHC for the most part, the idea was to take the bossing build (since LHC monsters are bosses?..) and max PR first, then 2 ST and 1 Demo each level, but I'm fighting 2-3 monsters almost all the time and it's not really productive to be spamming Demo or barrage+DS. I can't afford DS20 and I can obviously see the limitations of EO just by the effective throwing range. XD Any suggestions?

Reply June 6, 2011 - edited
Tricks122

@Adalzon Yea. Hacks obviously don't count since they're against the rules and you should be banned if you do that.

@Maxmc Really doesn't matter. Oak Barrel can save some potions while going to higher level spots and can allow you to CC easier in certain locations. DU is better 1v1 but the main reason you'd use it is for Stun, since 1v1 is rare for Marauders(Unless you're Dojoing or something). DU isn't much better than FF either, even with Brawling Mastery. It's a take your pick kind of decision.

Reply June 6, 2011 - edited
Tricks122

@Adalzon On each item. One single item doesn't make you godly, you need most of your items at that status so you're considered "godly". If you have a perfect Knuckle but no %STR, your damage will suffer because of it. Same for if you have a lot of %STR, but a very bad Knuckle. You can't expect one item to carry the weight so you can be "godly".

Reply June 5, 2011 - edited
adalzon

so 21% str would be godly?

Reply June 5, 2011 - edited
Tricks122

@ZombieFredo Hopefully. You don't need MASSIVE %STR to be powerfull as hell(A godly Knuckle can do the trick), but hopefully it works out for you.

@dtingles Agreed, atleast one guide needs to be stickied since the current one is just horribly outdated. I mean, it's a pre-BB guide and it's been a few months since BB, I'm sure you'd have noticed by now how it's out of date, Basil mods/MrBasil?

Reply June 2, 2011 - edited
ZombieFredo

@Tricks122 I think I'll be good. I'm not a super damage monster, but if I need to I'll spend massive cash into %Str items. I will evevntually, just sucks that I have to do it so early to speed up training. GRR, so close to that Buccaneer-hood. +350% and I'll be there.

Reply May 31, 2011 - edited
Tricks122

@ZombieFredo I know right? I would've loved a post BB guide before I had gotten to Bucc since my build was kind of scattered, but hey, it worked out. Sucks that you have so much base Dex tho

@Lawschool You should consider maxing MP Recovery at some point, atleast. You should be able to max it eventually since you're not deviated from the build, just have SP in the "wrong" places to be optimal. I mean, it's not like you have SP in skills like "Shockwave"(Or atleast not enough to make a big impact), so you should max it eventually. You'd be suprised at how awsome it is to go completely potless. I mean, I know Bishops guzzled Mana Bulls or whatever like air, but going potless does have some awsome benefits. Like never needing a repot

Reply May 31, 2011 - edited
ZombieFredo

Continually reading this guide. Wish there was a way I could leave feedback or something. >_> Lol@Me not having this guide when I first made my Buccaneer. 82 Dex Ftw? ;[

Reply May 31, 2011 - edited
Tricks122

@Juanxxx You could wait for a hot time, I heard we're getting one during Chaos. It would allow you to reset your SP completely. I assume it's something like 11SI, 30 Barrage, ect?

@Soulfoodman You can spread somewhat, it's just that when you spread too thinly skills don't get all the benefits and your Jack of All Trades status ends up hurting you because you can't do anything very well, but just slightly better than specialized builds. I mean, you can spread to an extent, like prioritizing DS15 and then going to PR then getting some ST/Demo, but you just need to spread properly so that your skills are effective while not spreading too thinly. Just some food for thought

Reply May 30, 2011 - edited
Tricks122

@SamPoon Kind of the reason, but I want to keep all the UA VS Reg Bucc stuff out of this guide. This guide is for information, not debates.

@Soulfoodman Personally, while not trying to bash your build, it's generaly best to get things to certain levels first. If you get 3DS it's probably not going to do much more damage than a level 1DS. Same for DS4. You mightaswell get 5 off the bat if you want to pass the book, but I'd personally reccomend maxing DS, even if you can only get it to 10. It'll be worth the extra damage since it's much more than a level or two. Maxing PR is okay and perfectly acceptable at that level.

Again, the spreading of points kind of seems to kill your build. I mean, it's not BAD, but it means you'll not be as effective as certain builds. It's kind of like being a Jack of All Trades. You'll be better at bossing than a pure training build, better training than a pure bossing build, but not the best at either. And the Jack of All Trades(Bossing/Training mix) is the ST first build, since it allows you to Demo 90% of the time, have full Haste 90% of the time and have +40 Att 90% of the time. I mean, I personally wouldn't reccomend your build since in general, maxing the skills one by one would be more effective for specific purposes.

I mean, you can see how it goes, but I just don't see the point of a little more SP on a skill without a noticable difference. Like 10DS is a noticable difference from 1, and 15 aswell as 30 are key levels(More mobs being hit). Every 2 points of Demolition is better since it adds up another % Def Ignore aswell as more damage. ST doesn't matter how you max it(All at once, little by little, ect), so long as it's maxed fairly soon.

All in all, you'd be a Jack of All Trades, Master of None, with less ST time than the other Jack of All Trades build but more "firepower" in terms of Demo/DS %. Really, I'd say it's not a HORRIBLE build, but the other builds probably triumph over it.

Reply May 30, 2011 - edited
Tricks122

Well, back from suspension. Funny how someone posting a giant paragraph of flame doesn't get suspended but I do for a small, factual paragraph. Ah well, Basil mods will be Basil mods.

@Maxmc Check the training guide. You could try Dark Drakes? Not too sure on where the low level training is nowadays.

@Dtingles Thanks for the compliment. A sticky would always be nice, but I'd be happy with any up-to-date guide being stickied instead of the horribly outdated guide we have now.

@Lawschool MP Recovery allows you to go almost completely potless(Consuming VERY little potions) or even completely potless. It's better than a little bit faster training with Transform and Drain does it's job at level 1. It's an active skill and not a passive, so it's quite nice because most passive MP Recovery skills don't let you go completely potless.

@Soulfoodman Go ahead. I'd be glad(And I'm sure other Buccs and Buccs to be) would be glad to see your build and reflect on it. Glad you asked permission unlike someone earlier in this thread.

@SamPoon I don't dislike UA's for who they are, just the mechanics behind them. Glad it could help you and thanks for the complement

Reply May 30, 2011 - edited
capslocker7

LOL Pat got suspended from Basil

Reply May 30, 2011 - edited
infferrno

@Lawschool: You should have laid off of DUC and got HP Boost instead for now. As a Marauder now, you need 1 Dice for the boost. Your build is kind of messed up and out of order. Uh... I'd go ahead and max HP Boost and Dice now first. Then work on MP Recovery and then Drain. Lastly Transform.

Reply May 29, 2011 - edited
Tricks122

@Lawschool Yea, Tersera is right. You SHOULD have enough points to max it so long as you haven't touched a skill that's less optimal. I'm not sure if you can live with the HP for now, but if not the next 3~4 levels can be spent maxing it. I'm not sure what your skills are, but by this point you'd probably be maxing buffs or passives, which you CAN live without. You'll be a bit weaker, but if you haven't messed up your build with Shockwave you should be on par with everyone once you're 120. The spare SP you put into whatever instead of HP Boost(DU, Oak Barrel, I honestly don't know) is okay. Whenever you'd apply some SP to that skill you can just apply it to HP Boost.

But if you maxed Shockwave, I'm honestly sorry to say, you are pretty much screwed.

Reply May 29, 2011 - edited
Tersera

[quote=Lawschool]I never got HP boost on my character (followed an outdated guide). It is now level 95. What should I do? =/[/quote]
It's not too late to get it as long as Shockwave isn't maxed.

Reply May 29, 2011 - edited
Tricks122

@Boredmmo Thank you. I'm honestly not sure why the old Bucc guide hasn't been replaced, it's been outdated for a while and no mods bothered to unsticky it or put a new guide up.

Reply May 28, 2011 - edited
boredmmo

Great guide why isn't it on the basil front page? It should replace the old outdated guide.

Reply May 28, 2011 - edited
Tricks122

@DkDummy I'm sorry, but did I ask you for a build, did you ask if you could post one or did you even PM me? No, you did not. Don't post things here especially a horrible build like that. I mean honestly, I'm reporting it for spam since you didn't even ask permission. You're wrong on so many things it's not even funny.

@Xdskiller I'm not too sure, I know that if you're a certain distance above ground, Cork doesn't actually cause any movement on your part and just pushes mobs away. The mouvement is what gives it it's Iframes. If you don't move while you Cork(Ex: If you're Hasted and Cork at the highest point of your jump, on a flat map, you'll just push mobs away), you're not getting the Iframes.

Reply May 27, 2011 - edited
Tricks122

It's +60 Avoid IIRC, and honestly, I'm fairly certain it's probably saved me from some 1/1's and other attacks. Avoid is important for ANY class if it's a free, PASSIVE skill(Which is a main argument) that you don't need to sacrifice a more usefull skill to get. I mean, if you want to train kind of faster to level 120, alright. I'll take my extra avoid any day of the week.

Reply May 27, 2011 - edited
PostThunder

[quote=Tricks122]I know. But Dash is useless past a point while BT has some usefullness. And I mightaswell get BT since Dash isn't going to be major for me, IMHO. Nor anyone else. If you want 10 Dash, go ahead. I can't stop you. But it will eventually be useless and BT will be better.[/quote]

But then again, is some avoid and acc important for a warrior like class? Both, I would say, are equaly useless in potential. It all depends. Who knows? 10+ avoid could save you from that fatel Chaos Horntail attack if you didn't pay attention for a second.

Reply May 26, 2011 - edited
Tricks122

I know. But Dash is useless past a point while BT has some usefullness. And I mightaswell get BT since Dash isn't going to be major for me, IMHO. Nor anyone else. If you want 10 Dash, go ahead. I can't stop you. But it will eventually be useless and BT will be better.

Reply May 26, 2011 - edited
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