General

Buccaneer

POST-Revamp Buccaneer Guide

So, I figured since the Revamp is 3 days away, I might as well post what I have to update the sticky. I'd like it if people would offer comments or suggestions about it; it'd be nice to get as much feedback as possible before the Revamp.

Please note that I WILL be locking this thread once the Revamp hits; I'll be copy/pasting this into the sticky. So I'd like to ask any mods that see this to NOT consider it for a sticky and if possible, delete it after the 8th and the Revamp is released.

POST-REVAMP Guide update below;

The guide to everything, from builds to equipment, to opinions 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 are NOT different.
Dexless, low-Dex or regular Dex?
Examples of possible Equipment to obtain if you're just starting a new Buccaneer without funds.
Iframe Combo's, and why use them?
Training guide, because you DO have to level up.
Mastery Book locations, just as a FIY if you'd like to try your luck hunting.
FAQ's, general tips and other advice, since they are useful.
And finally, 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 build: Yarr[/header]

Level 10 +1 Somersault Kick
Level 11 +3 Bullet Time
Level 12 +3 Bullet Time
Level 13 +3 Bullet Time
Level 14 +1 Bullet Time [Max], +2 Dash
Level 15 +3 Dash
Level 16 +3 Dash
Level 17 +2 Dash [Max], +1 Shadow Heart
Level 18 +3 Shadow Heart
Level 19 +3 Shadow Heart
Level 20 +3 Shadow Heart [Max]
Level 21 +3 Somersault Kick
Level 22 +3 Somersault Kick
Level 23 +3 Somersault Kick
Level 24 +3 Somersault Kick
Level 25 +3 Somersault Kick
Level 26 +3 Somersault Kick
Level 27 +1 Somersault Kick [Max], +2 Double Shot
Level 28 +3 Double Shot
Level 29 +3 Double Shot
Level 30 +3 Double Shot

End results;
Max Bullet Time
Max Dash
Max Somersault Kick
Max Shadow Heart
11 Double Shot

This build focuses on mobility rather than damage, and let's be honest; faster movement at this level means faster training. Bullet Time and Dash both allow you to move faster while Dash also provides Stance will it is active. Shadow Heart will both increase the frequency and damage of your critical hits following up with SSK for more damage on that. Finally, we dump points into Double Shot since unfortunately, we cannot save them for 2nd job. C'est la vie.

[header]The basic Brawler builds:[/header]
Because you can rush the earliest out of the balanced classes. Makin' mobs.

Brawler
Level 30 +1 Tornado Uppercut
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 [Max]
Level 40 +3 Dark Clarity
Level 41 +3 Dark Clarity
Level 42 +3 Dark Clarity
Level 43 +3 Dark Clarity
Level 44 +3 Dark Clarity
Level 45 +3 Dark Clarity
Level 46 +2 Dark Clarity [Max], +1 Physical Training
Level 47 +3 Physical Training
Level 48 +3 Physical Training
Level 49 +3 Physical Training [Max]
Level 50 +3 Corkscrew Blow
Level 51 +3 Corkscrew Blow
Level 52 +3 Corkscrew Blow
Level 53 +3 Corkscrew Blow
Level 54 +3 Corkscrew Blow
Level 55 +3 Corkscrew Blow
Level 56 +1 Corkscrew Blow [Max], +2 Perseverence
Level 57 +3 Perseverence
Level 58 +3 Perseverence
Level 59 +2 Perseverence [Max], +1 HP Boost
Level 60 +3 HP Boost
Level 61 +3 HP Boost
Level 62 +3 HP Boost [Max]
Level 63 +3 Knuckle Booster
Level 64 +3 Knuckle Booster
Level 65 +3 Knuckle Booster
Level 66 +3 Knuckle Booster
Level 67 +2 Knuckle Booster [Max], +1 Tornado Uppercut
Level 68 +3 Tornado Uppercut
Level 69 +3 Tornado Uppercut
Level 70 +3 Tornado Uppercut

While there are some swaps you could do in the above build, this is a pretty solid build. Starting with 1 in both of your usefull attacking skills will give you a little bit of experimentation while both being decent level 1 skills. Then Knuckle Mastery is gotten to 5 as a requirement for Knuckle Booster, which we will then get 6 points into for faster attacking speeds. We follow up with Dark Clarity for more attack power which will mean more damage. By now unless you've got some Dex equips, you could probably use the Dex from Physical Training while getting a bit of a STR boost as well. You'll begin maxing CorkScrew Blow so you can improve the damage it deals. Perseverence and HP Boost will follow, in that order, since Endurance will lower potion consumption somewhat and following up with HP Boost will increase the HP Recovery, not to mention more HP is always better. Knuckle Booster is maxed before last since duration is all that increases, but it MUST be maxed as our 4th job Speed Infusion has a requirement of 20 Knuckle Booster. Finally, you point dump into Tornado Upper.

Optinally, you could max Physical Training later if you don't need the extra Dex, although you will be maxing it before 70. You could also max Physical Training earlier(Or put a few points into it as you need it) if you need the Dex. As long as you max it by 70, you'll be fine.

End result:
Max Knuckle Mastery
Max Dark Clarity
Max Physical Training
Max Corkscrew Blow
Max Perseverance
Max HP Boost
Max Knuckle Booster
11 Tornado Uppercut

[header]Marauder-hood builds[/header]

Level 70 +1 Spiral Assault
Level 71 +1 Energy Charge, +1 Stun Mastery, +1 Energy Blast
Level 72 +1 Admiral's Wings, +1 Precision Strikes, +1 Energy Charge
Level 73 +3 Energy Charge
Level 74 +3 Energy Charge
Level 75 +3 Energy Charge
Level 76 +3 Energy Charge
Level 77 +3 Energy Charge
Level 78 +3 Energy Charge [Max]
Level 79 +3 Spiral Assault
Level 80 +3 Spiral Assault
Level 81 +3 Spiral Assault
Level 82 +3 Spiral Assault
Level 83 +3 Spiral Assault
Level 84 +3 Spiral Assault
Level 85 +1 Spiral Assault [Max], +2 Energy Blast
Level 86 +3 Energy Blast
Level 87 +3 Energy Blast
Level 88 +3 Energy Blast
Level 89 +3 Energy Blast
Level 90 +3 Energy Blast
Level 91 +2 Energy Blast [Max], +1 Precision Strikes
Level 92 +3 Precision Strikes
Level 93 +3 Precision Strikes
Level 94 +3 Precision Strikes
Level 95 +3 Precision Strikes
Level 96 +1 Precision Strikes [Max], +2 Stun Mastery
Level 97 +3 Stun Mastery
Level 98 +3 Stun Mastery
Level 99 +3 Stun Mastery
Level 100 +3 Stun Mastery
Level 101 +3 Stun Mastery
Level 102 +2 Stun Mastery [Max], +1 Roll of the Dice
Level 103 +3 Roll of the Dice
Level 104 +3 Roll of the Dice
Level 105 +3 Roll of the Dice
Level 106 +3 Roll of the Dice
Level 107 +3 Roll of the Dice
Level 108 +3 Roll of the Dice
Level 109 +1 Roll of the Dice [Max], +2 Admiral's Wings
Level 110 +3 Admiral's Wings
Level 111 +3 Admiral's Wings
Level 112 +3 Admiral's Wings
Level 113 +3 Admiral's Wings
Level 114 +3 Admiral's Wings
Level 115 +3 Admiral's Wings [Max]
Level 116 +3 Free points (Tornado Uppercut/Landlubber Blast)
Level 117 +3 Free points (Tornado Uppercut/Landlubber Blast)
Level 118 +3 Free points (Tornado Uppercut/Landlubber Blast)
Level 119 +3 Free points (Tornado Uppercut/Landlubber Blast)
Level 120 +3 Free points (Tornado Uppercut/Landlubber Blast)

First, you get Spiral Assault. No questions asked. It's a great rushing skill that chains well with Corkscrew and will help your training a TON. Then you get Energy Charge, Stun Mastery Energy Blast since all three are useful. 1 Critical Strikes and Admiral's Wings will follow since both are also useful, and then you'll begin maxing Energy Charge. It's buff is really great and it will be active longer while activating faster every level you put into it. Spiral Assault is maxed next for more damage in your main mobber, following up with max Blast for when you're charged. Critical Strikes is next for the increased Critical Damage and Critical Rate, which results in a damage increase for every skill. Stun Mastery follows for more crits on stunned mobs. Roll of the Dice is next for the variety of useful buffs it can dish out. Admiral's Wings will be gotten once mobs actually start hitting for significant amounts of damage. Finally, point dumping into Tornado Upper or Landlubber Blast is done for the last few levels.

You can vary a few things here. You could put Blast a bit later on if you wanted to, depending on how you play. You could also swap Stun Mastery to later on, pushing either Dice or Willow Defense sooner. The last three skills that aren't point dumps can really be swapped around to your leisure, if you wish to do so.

End result:
Max Energy Charge
Max Spiral Assault
Max Energy Blast
Max Precision Strikes
Max Stun Mastery
Max Roll of the Dice
Max Admiral's Wings
Max Tornado Uppercut
6 Landlubber Blast

[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 differ. Please note that no build is concrete and if you feel you must differ, due to funds, luck or simply to be unique, you can. Just remember that you will most likely be ending up somewhat weaker than a Buccaneer following an 'ideal' build.

You have two 'groups' of skills; those that are very useful and should be maxed first, and the others you may get a point in early on but do not need maxed ASAP. Buccaneer Blast, Double Down, Octopunch, Pirate's Revenge, Crossbones and Typhoon Crash are skills that every Buccaneer will want ASAP. Time Leap and Speed Infusion are good one pointers, but otherwise they'll only really be maxed later on. Maple Warrior is iffy as it can be a good skill, but if someone in your party has it at a higher level then it's like you don't have it at all. It is, however, a good skill to have after you max your main skills for soloing purposes. Finally, the two skills you'll be getting one point in and maxing the LAST in your career are Dragon Strike and Nautilus Strike. Both are useful for charging Energy, but Ultimates in general aren't that great and Dragon Strike is easily beat out in mobbing by Buccaneer Blast.

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 fairly early on(140's) or much later(160's). It depends on your own personal funds, connections and intentions.

We'll begin at the early levels and how EVERY Buccaneer should start their character, no matter what path you intend to take with it;

Level 120 +1 Octopunch, +1 Dragon Strike, +1 Speed Infusion
Level 121 +1 Buccaneer Blast, +1 Double Down, +1 Crossbones
Level 122 +1 Time Leap, +1 Nautilus Strike, +1 Double Down
Level 123 +3 Double Down(MAX)

You'll be getting your main 1v1, mobber, party skills(SI and TL), buffs and two skills to charge your Energy early on. They are all good at level 1, and Double Down is maxed first since having a chance at rolling two dices will increase your odds of getting good buffs while making double rolls(Two sixes, for example) more effective. For only 5 skill points, it's a buff that will really speed up your training.

Afterwards, Crossbones should be maxed. It will increase your overall mastery, meaning more stable damage, while also providing a damage buff meaning more damage. The passive status resist and elemental resist are also useful for bossing as well. It's better than starting by maxing either attacking skill since it provides a buff to both, meaning you're more flexible than if you begin by maxing either Octopunch or Buccaneer Blast.

Pirate's Revenge should follow since, like Crossbones, it is a damage buff to every skill you possess rather than a select few. Flexible is the key word here for the first two direct damage raising skills you get.

At this point you can either branch off into two different skillsets depending on what you plan to do. Most will start maxing Buccaneer Blast, since it will greatly increase your training speed. However someone who intends to boss early would get Octopunch, although they will train a lot slower, they will excell at bossing much earlier. For those who boss hardcore, it might be something worth considering, although you would need to almost exclusively do 1v1 bossing for it to help more than Buccaneer Blast. For the vast majority of people, who don't boss 100% of the time, Buccaneer Blast first will be a much better choice. Either way, maxing Typhoon Crash after whichever skill you choose will be a great damage booster. 40% chance to ignore 100% of a mob's defense is GREAT, especially since it includes Boss mobs!

Now you'll go ahead and grab Octopunch in order to improve your 1v1 damage, which will make you much better at 1v1. Combined with Typhoon Crush, which will ignore the PDR rate of bosses, some decent party skills(SI and TL) and a solid 1v1 you should be a contribution to most boss runs. 9 points into Maple Warrior at this point would be helpful if you solo, although you could forego it(Since most parties tend to have someone with level 19+ MW) and skip directly to 5 Time Leap, since at this point you'll be focusing more on party oriented skills now that your personal damage is good.

After you get 5 Time Leap and 9 Maple Warrior for soloing(If you so choose), it's pretty much free game. You can do whatever you really want at that point since you'll have all your core skills maxed. The only thing, however, is that Dragon Strike should be the LAST skill you put points into. It is outclassed by Buccaneer Blast in virtually EVERY way and is PURELY used to charge enegy; there is very little point to having it do more damage. Even having Nautilus on a lower cooldown with more damage is better than Dragon Strike.

So why is Dragon Strike nearly useless, you ask? There's a few simple answers. First of all, compared to Buccaneer Blast, the damage just pales in comparison. Talk about 800% more damage from Buccaneer Blast. That's not enough for you? Dragon Strike isn't as flexible; it doesn't have as much horizontal range and Buccaneer Blast increases the amount of Energy charged per attack, which leads to quicker Charge times. Less time to use Dragon Strike. Oh, did I mention Buccaneer Blast has a longer range? By a significant amount too. It can also be used in mid-air(Unlike Dragon Strike) and mount-canceled.

Wait, what is mount canceling? It's where you use Energy Blast, quickly mount and then dismount in order to reduce the down time of Buccaneer Blast. This reduces the cast time to the equivalent of Dragon Strike. So let's review the facts about Dragon Strike; it has less damage, less range, doesn't offer any useful passives to support itself and a cast time similar to Buccaneer Blast. It is truly not useful beyond level 1, as every other skill has a sort of 'niche' that it can help with, while Dragon Strike simply Charges energy.

On the topic of Charging Energy(In case you're not convinced on how useless Dragon Strike is past level 1), we can agree that in any mobbing situation, you'll be hitting 2+ mobs. This means it takes only approximately 13 uses of Dragon Strike at most to fully charge Energy and set up Buccaneer Blast; meaning a rather trivial amount of time is spent to set up usage of Buccaneer Blast in a worst case scenario. In a 1v1, Octopunch will do more damage, and if any move is used against a boss-type mob they will Charge additional Energy. This means that even if you're mobbing the LOWEST amount of mobs you possibly can, it still takes relatively little time to Charge, and as you mob more the time diminishes even further, leading to Dragon Strike being used for only a fraction of the time for you to get Charged and then unleash Buccaneer Blast in any mobbing situation.

In short, after level 124;

Level 124 +3 Crossbones
Level 125 +3 Crossbones
Level 126 +3 Crossbones
Level 127 +3 Crossbones
Level 128 +3 Crossbones
Level 129 +3 Crossbones
Level 130 +3 Crossbones
Level 131 +3 Crossbones
Level 132 +3 Crossbones
Level 133 +3 Crossbones
Level 134 +2 Crossbones(MAX), +2 Pirate's Revenge
Level 135 +3 Pirate's Revenge
Level 136 +3 Pirate's Revenge
Level 137 +2 Pirate's Revenge(MAX), +1 Buccaneer Blast
Level 138 +3 Buccaneer Blast
Level 139 +3 Buccaneer Blast
Level 140 +3 Buccaneer Blast
Level 141 +3 Buccaneer Blast
Level 142 +3 Buccaneer Blast
Level 143 +3 Buccaneer Blast
Level 144 +3 Buccaneer Blast
Level 145 +3 Buccaneer Blast
Level 146 +3 Buccaneer Blast
Level 147 +1 Buccaneer Blast(MAX), +2 Typhoon Crash
Level 148 +3 Typhoon Crash
Level 149 +3 Typhoon Crash
Level 150 +3 Typhoon Crash
Level 151 +3 Typhoon Crash
Level 152 +3 Typhoon Crash
Level 153 +3 Typhoon Crash(MAX)
Level 154 +3 Octopunch
Level 155 +3 Octopunch
Level 156 +3 Octopunch
Level 157 +3 Octopunch
Level 158 +3 Octopunch
Level 159 +3 Octopunch
Level 160 +3 Octopunch
Level 161 +3 Octopunch
Level 162 +3 Octopunch
Level 163 +3 Octopunch
Level 164 +2 Octopunch(MAX), +1 Time Leap
Level 165 +3 Time Leap
Level 166 +1 Time Leap(MAX), +2 Maple Warrior
Level 167 +3 Maple Warrior
Level 168 +3 Maple Warrior
Level 169 +2 Maple Warrior(10 total), 1 SP left
End results;

Max Crossbones
Max Pirate's Revenge
Max Buccaneer Blast
Max Typhoon Crash
Max Octopunch
9 Maple Warrior
5 Time Leap

And then you build your Buccaneer the way YOU want to, although it is highly recommended that you save 21 SP at some point for MW30 and 5 SP for Hero's Will. You can get a longer duration on SI, more damage with Dragon Strike or a lower cooldown along with higher damage on Nautilus Strike. You really should be saving SP for MW and Hero's Will; both are worth it and are highly beneficial, even if you can't afford MW books, you may be able to one day and the damage given far outweighs the advantages of the other skills at this level.

My personal recommendation? I'd suggest not maxing Dragon Strike by the end of it; Nautilus Ultimate helps hit mobs in places your other skills simply can't reach and is decent at charging in some locations such as Zakum arms. Speed Infusion only gives more duration, but extra damage on a mobber you'll be using for so little time compared to Buccaneer Blast simply isn't worth it in my opinion; I also hate having to recast SI. And of course save points for Maple Warrior if you cannot afford it; it's worth it, and will benefit you while soloing.

[header]The Dex Stat[/header]

Next we'll examine the Dex stat. You should be Dexless. With Pirate Training, you'll be getting +30 Dex from 2nd job onward. Combining this with relatively easy to obtain equipment, you'll have easily enough Dex to equip a relatively high level Knuckle. There's no reason not to go Dexless anymore. What is Dexless, you ask?

[b]Dexless:[/b]

This build relies on getting ALL your Dex from your equipment, making sure this equipment has %STR on it. It can deal the most damage and with the proper funds, you can even wear the equipment with highest Dex requirements. It is highly recommended that you go Dexless, since it's fairly easy to have a workable Knuckle with even a paltry base 20 Dex.

[header]Equipment[/header]

While equipment does change a lot, I'll just be going over some bare minimum equipment you should be trying to get. It's cheap, it'll give you enough Dex to wear an Equinox or anything lower, which should be able to last you until you can afford better equipment.

A special note here about Professions: They are AMAZING for obtaining some cheap, usable equipment. With Jewel Crafting you can make Dex Belts and Face Accessories, as well as Earrings and Shoulders! Blacksmithing can be used to make Knuckles, Gloves, Overalls, Boots, and they all have a chance to come with potential! Alchemy can be used to fuse two of the same kind of equip together to possibly come out with potential, although I recommend you use a mule for this, as nothing made via Alchemy that has any value is untradable. If you pick up Jewel Crafting you will need to PvP to make Shoulders, so it may be useful to pick them up on a more PvP orientated character if you don't plan to PvP as a Bucc.

And now for the list;
Crocell hat/Zhelm/Scar, +13(33 total with 20 base)
Crusader Codex, +1~+5 fairly easily(We'll assume +3, so 36 total)
Will of the Alliance, +5(41 total)
Cannoneer Link skill, +15(56 total)
Crusader Shoulder Pad, +5(61 total)
Dex Rings, +3/4(68 total)
Zombie Ring(Replacing Dex Rings/Zombie Rings with better rings if you have them, such as Evolving rings, is adviced), +1/each(+2 total)(70 total)
Romeo and Juliet Pendant/Deputy Star/Mark of Naricain, +5(75 total)
100% the highest level Pirate overall for Dex(Costs 30k/scroll from the scroll seller in Kerning Swamp), +10~12(85 Dex total)
Pirate Shoes with Dex(Certain come with some base Dex, nab some with %STR if possible), +1~2(86 total)
Ludibrium PQ Glasses, +1(87 total)
Level 100 Dex Belt, +7(94 total)
Master Adventurer Medal, +2 OR Creature of the Night +7 Dex, (96 total)
100% a Cape for Dex, +5(101 total)
100% your Belt for Dex, +3(104 total)
Shiny Pirate Face Accessory, +2(106 total)
Pirate Training, +30(136 total)

While some of this equipment might be a little annoying to find, it's still quite possible to have a Dexless build on little funds while still being able to use a King Cent. There's also a lot of room for upgrades, such as Kenta PQ Goggles for Eyes, Silent Crusade Medal for Medals, HornTail Pendant for the Pendant... While they might be expensive for certain upgrades, this is still a fairly workable BARE minimum that you need. Everything on the list can be upgraded, so it's a good place to start if you don't have that many funds. Some pieces of equipment can also be ignored if you have other slots that give more than what is listed here.

For those without funds, Azwan is an EXCELLENT place to earn some scrolls for your equipment. While the potion costs can be fairly large, the exp isn't half bad even if you rush the PQ and skilled use of rushers can assist in preventing deaths. Azwan scrolls work by 'combining' regular scrolls; the basic 60% scrolls have the same chance of success as a normal 60% scroll, but they consume twice the slots AND give twice the bonus! In terms of math, it's easier to pass a few Azwan scrolls instead of more 60%'s, although some Azwan scrolls have less success than 60%, they give a much larger bonus. 60%'s are the best to toss on something if you're looking for a bit of extra Dex, especially since they have Armor for Dex and Accessory for Dex, which are somewhat uncommon and expensive scrolls, and neither have a chance to explode your equipment.

[header]Iframes:[/header]

"Iframes? But I've never heard of those!" Well Iframes is short for Invincibility/Invulnerability Frames. It's points during certain moves where you can't be hit. You'll notice when you Cork onto a mob you actually won't be hit for a little bit until Cork actually ends. Or when you Tornado Upper with proper timing during a magic attack you'll remain unphased. Those are Iframes. SommerSault Kick, Corkscrew Blow, Tornado Upper and Spiral Assault all have Iframes that you can exploit to save potions, avoid 1/1's aswell as status effects induced by damage or simply to save time from being KB'ed(Nice during those attacks that lauch you WAY back to the other side of the screen), among other things.

In short, Iframes are points during certain moves where you cannot be hit and Iframes are awsome when you know how to use them properly(Or even when you don't, but are less awsome when you don't know how to use them).

Tornado Upper+Tornado Upper+Tornado Upper... Spam that can be used to maintain some Iframes while standing in a location. Alternatively, you can time your Tornado Upper to dodge ranged attacks or attacks that, if they connect, induce a status effect.

SommerSault Kick+SommerSault Kick+SommerSault Kick... Spam that should protect you the vast majority of the time you'll be using it. As per Tornado Upper, you can time a single one to dodge a ranged attack. It's worth the minor DPS drop if doing so will avoid a Seduce or another deadly, non-dispellable status condition.

Corkscrew+Spiral Assault. Nice for mobbing in 3rd job and for rushing in 4th job while maintaining some Iframes. Note that unless you kill with Spiral Assault, you will take touch damage.

[header]Training guide:[/header]

These are just some common training spots you can try; they are by no means the ONLY spots. After 120 I'll assume you're experienced enough to find your own places other than LHC should you need to train elsewhere, so this is just a quick guide to 120.

1-10 Maple Island
Must I really add a description here?

11-30 Mixed Golems
There's a mini-dungeon you can use. Should go by quickly.

31-45 Scarecrows/Mushroom Kingdom Quests
Take the smaller room, since the larger room in the Chimney usually has more competition. Although if you can hold that channel, you will obtain better exp/hour, but you'll have to defend it. Alternatively, if you find yourself either not strong enough, missing too much or not able to find a CH, the Mushroom Kingdom quests are a perfectly viable alternative. Note that repeating the Yeti and Pepe 'boss' fight is nice exp in a generally uncrowded area, and you can easily get a few more levels past 45 with this method if you so desire.

46-70 Jesters/Voodoos
Grab the Toy Room for Jesters, the Chimney room simply has too much competition from classes who will dominate you for the map to be trainable. Voodoos are also nice. Depending on funds, Jesters might not be great. If not, do some levels at Voodoos and come back later.

71-90 MP3/Jesters/Ariant/Magatia
You'll probably be splitting at the very popular MP3 map, unless you're on a dead server, can defend your own or on during dead hours. If you feel MP3 is too difficult for you, then Jesters for a few more levels may help. Ariant/Magatia are decent alternatives if you can't find a spot, and nearly ALL of the maps are flat with spawn on just the floor.

91-110 Alien Base 6/Pirates/Lower Clock Tower
Again, you'll probably be splitting a map unless you can properly defend this map. The exp here is simply AMAZING for this level and you should be passing by relatively fast. Pirates in Herb Town and the Lower Clock Tower maps(Most likely Dual Ghost Pirates) are alternative locations, but neither of them will be matching the exp/hour at Aliens in NLC.

110-120 Crockies/Lower Clock Tower/Aliens
Grab a party and suit up; you'll be party play training at LHC until 165 if you want the best exp and ALL the best spots are party play from now on. Crockies are the only thing you can really get party exp from at 110, so just try and find a good party. Assisting in kills will earn you more exp than just leeching. The Lower Clock Tower is single play and doesn't compare to a good LHC party, but if you can't LHC due to lag or simply despise parties so much that you don't mind gimping your training, it can be an option, albeit a less effective one. Aliens are better exp than Lower Clock Tower maps, but not as good as a good LHC party. Fighting for a map may still be a problem.

PQ's are also EXCELLENT exp now that Ascension has come. They are limited to 10 PQ's a day for each PQ, but they now offer much better rewards AND give more exp than ever! The average level of your party also determines the difficulty, so a group of lower levels can PQ easily and a group of high levels can PQ just as easily. Most of the PQ's are now easier as well, so it's much quicker to do them, although the mobs have been buffed, their additional exp makes up for it.

For 50~70, Ludibrium PQ is EXCELLENT exp and very easy to do. I HIGHLY recommend you try it if you're at this level; the exp is worth it.

For 70~120, Romeo and Juliet PQ(Either rushing or grinding at the Neo Huroid stage) is excellent exp. Grinding, especially with a Priest or Phantom with Holy Symbol is GREAT exp at R&J during any of the levels. The only problem may be making sure your party is close to your average level. Ellin PQ, Pirate PQ and Orbis PQ are all somewhat deserted, but decent exp/hour. Not as much as R&J, but still fairly decent. Azwan grinding or rushing is also a viable option, although note that potion costs may be rather large unless grinding outside of the one shot range of the last Tower, but the exp is quite nice even at 110+.

PQ's are HIGHLY recommended to try and do as much as you can, since they beat out grinding if you're running them at a good speed. Monster Park is also good, but make sure you snag a Priest(Or a Phantom with Holy Symbol) if you head there, since the ONLY exp awarded is from mob kills! Monster Park rewards also expire, but they are good(Badges that give a variety of random stats and a +5 Att/Magic Att Face Mustache).

[Header]Mastery Book Locations[/header]

Obviously Mastery Books have to come from somewhere! Fortunatly, with the Chaos update, Mastery Books now come from Mystery Mastery Books which drop from various mobs and have a chance to give ANY Book. This is great because a lot of our books were RIDICULOUSLY rare and are now more common due to equal chances of every book being obtained.

Mystery Mastery Books drop for virtually any mob that is level 120+. While you can hunt for them, it's more of a bonus for not training at LHC. Books aren't terribly expensive at the moment, so hunting them is less and less important.

While the chances to obtain Mastery Books are now random, meaning you can no longer hunt a specific book, hunting for Mystery Books opens up more training spots which are a lot better than were our previously class specific books would drop. Hunting them is inferior in terms of time spent to buying them due to the low chance of getting a specific book, but it does allow you to have a chance at books and possibly turn in some profit, although I wouldn't count on anything huge unless you get a MW20/30 book.

A special note here; the Neo City quest line will give you a Mystery Mastery Book specific to your class, and the Medal itself is good enough to warrant doing the quests.

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

Get a good group of friends to boss with, preferably a good guild aswell. SI is wanted in certain parties, TL can assist with accidental deaths if a Bishop is present and our DPS is alright in 1v1. Even if you're only running CWKPQ's every so often, it's still something and the chance at profit is there.

Find a way to make money. Bossing, merching or hunting for drops. With the prices skillbooks, equipment and such, it's good to have a way you can reliably make some money so you can actually afford things and upgrade your gear.

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. The game's about fun, and while being strong is fun to most, it does take some effort.

Take advantage of freebies and events! Freebies(Broken Glasses, Kenta PQ Goggles) and events are EXCELLENT ways to get a few extra stats or to get some equipment that will last. If you can't afford expensive equipment like Spectrum Goggles, Kenta Goggles are excellent since they are easy to get yourself. And Events are always nice since they almost always give you something that'll be usable until you decide to upgrade to something a little more expensive.

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 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) if you're new to 4th job. 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 you keep failing. Stressing out just makes the game less enjoyable. You'll pass it eventually and you'll slowly improve, it's alright to be concerned about things, just don't stress yourself over it.

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 do a lower level PQ you may not have had the chance to experience yet. A few distractions never hurt, and you can earn a bit of progress on your traits while doing them.

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. Not to mention you have TWO rushers to use instead of one, meaning that you have superior mob control in terms of rushing.

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.

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. Also helped a TON on the post-Revamp builds, he's been a really big help in that aspect. He deserves a lot of thanks and credit

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. Also suggested the explanation of pre-Bucc moves. Thanks for being creative!

Teratology: Informed me of a few changes I wasn't aware of(Such as MMB being drops from most 120+ mobs) and the vast outdated-ness of certain sections. Also provided the basis of a mini-training guide.

August 5, 2012

91 Comments • Newest first

Tricks122

[quote=HolyBanish]no problem at all and keep it up to good job but always update your guide in time later.. it's just i want to play maplestory and enjoy this new pirate fun so far... [/quote]

I tend to keep the guide updated if I can; I don't think anything other than the training section was really too outdated since I've managed the sticky.

Reply August 8, 2012
Tricks122

[quote=PiratePete]haha sorry about that tricks122, great job
it's a bit hard skimming through everything at 7 AM[/quote]

Heh, indeed, unless you've already been up for a few hours I guess.

Anyways, I'm going to copy/paste this into the sticky right now. I'll take further feedback here until the Revamp is officially released(In about 50 minutes or so) and I'll be locking the thread once it does. I'd like to thank everyone for the help; I very much appreciate it.

Reply August 8, 2012
PiratePete

haha sorry about that tricks122, great job
it's a bit hard skimming through everything at 7 AM

Reply August 8, 2012
Tricks122

[quote=HolyBanish]hello tricks22 and umm i might have a question... about that TB are getting Bucc blast (laser attack) what level do i have to unlock it or is it unlocked from start like 70+? or does it have to unlocked at lv 90 or 100? i just have to go through notes anyway..[/quote]

My TB is already 120 and so I haven't looked at the update notes. I'd assume that since Octopunch(The replacement for Barrage), Roll of the Dice and Speed Infusion are still the unlocked skills by TB's(Unless specified) they'd get Laser at level 70. I haven't checked however, but I'd imagine that's what happens since they already have Energy Charge by 3rd job and unless they moved Octopunch or Speed Infusion down(TB's aren't supposed to have good 1v1 until they unlock Octopunch and Speed Infusion would be ridiculous to give at 70), Buccaneer Blast(Or the TB equivalent) would be given at 70.

Reply August 8, 2012
Tricks122

@PiratePete I've edited the section I posted a few posts back into the guide. As for your suggestion about TL and Pirate's Rage(I believe it's called that and not Hero's Will)...

"Level 122 +1 Time Leap, +1 Nautilus Strike, +1 Double Down"

"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 fairly early on(140's) or much later(160's). It depends on your own personal funds, connections and intentions."

I think it's perfectly fine like that, unless it seems to be unclear for some reason, as Pirate's Rage has the main use of breaking Seduce, which doesn't happen in early bossing and TL is added fairly early on. Maxing it for the extra cooldown reduction is not needed early on, as there are much more beneficial skills which can be obtained and TL is really only useful for covering up errors by allowing the use of consecutive Resurrections, having a side benefit of allowing cooldown support skills such as SmokeScreen or Party Shield to be used more often... But the main use is for covering up a death, which doesn't happen much in low level bossing and you wouldn't always have a Bishop with you. Level 1 is perfectly fine as I doubt most bosses at that level would even last the 25 minute max cooldown time for a second use unless your party is struggling to a ridiculous degree.

Reply August 8, 2012
PiratePete

Right, go more into energy charge seeing how bucc. blast is our 4th job mobber.
good job on the guides.

it's worth mentioning that TL and Pirate's Will could be added a few levels earlier if you were to boss.

Reply August 8, 2012
ooolll

Thanks for all the info! really great guide

Reply August 8, 2012
Tricks122

[quote=ooolll]oh i c, thanks alot man! also is Landlubber Blast good for anything at all haha[/quote]

No, it's pretty much worthless. Dragon Strike outclasses it, Energy Blast is better at finishing off mobs, SSK has Iframes and it's not worth getting over Tornado Upper. You could dump spare points from TU into Landlubber Blast if you wanted to at the end of 3rd job, but it's really not worth it.

Reply August 8, 2012
ooolll

oh i c, thanks alot man! also is Landlubber Blast good for anything at all haha

Reply August 8, 2012
Tricks122

[quote=ooolll]i was just wondering, why is tornado upper left at 11? [/quote]

For 2nd job? Because it isn't really worth it compared to your other skills and you can max it with spare point at the end of your 3rd job since you'll have enough spare points to do so. Passives, Booster(Max Booster is needed for Speed Infusion) and attacks you'll use more often are a better choice maxed instead of Tornado Upper, which is really just a standing attack, which Energy Blast will replace when Charged. It does it's job at level 11, it doesn't NEED to be higher, but it's a better choice than Landlubber Blast for your spare 3rd job SP.

Reply August 8, 2012
ooolll

i was just wondering, why is tornado upper left at 11?

Reply August 8, 2012
Tricks122

@Tersera Perhaps something like...

"In any mob situation, you'll be hitting 2+ mobs. This means it takes only approximately 13 uses of Dragon Strike at most to fully charge Energy and set up Buccaneer Blast; meaning a rather trivial amount of time is spent to set up usage of Buccaneer Blast in a worst case scenario. In a 1v1, Octopunch will do more damage, and if any move is used against a boss-type mob they will Charge additional Energy. This means that even if you're mobbing the LOWEST amount of mobs you possibly can, it still takes relatively little time to Charge, and as you mob more the time diminishes even further, leading to Dragon Strike being used for only a fraction of the time for you to get Charged and then unleash Buccaneer Blast in any mobbing situation."

How's that sound?

Reply August 8, 2012
Tersera

[quote=Tricks122]Alright, fair enough. I'll go edit in a little section on that(And mount cancelling while I'm at it). Thanks.

Edit: How does this sound for a comparison?(Which is just before the summary of the skill build, if you'd want to take a gander at it in the guide).

"So why is Dragon Strike nearly useless, you ask? There's a few simple answers. First of all, compared to Buccaneer Blast, the damage just pales in comparison. Talk about 800% more damage from Buccaneer Blast. That's not enough for you? Dragon Strike isn't as flexible; it doesn't have as much horizontal range and Buccaneer Blast increases the amount of Energy charged per attack, which leads to quicker Charge times. Less time to use Dragon Strike. Oh, did I mention Buccaneer Blast has a longer range? By a significant amount too. It can also be used in mid-air(Unlike Dragon Strike) and mount-canceled.

Wait, what is mount canceling? It's where you use Energy Blast, quickly mount and then dismount in order to reduce the down time of Buccaneer Blast. This reduces the cast time to the equivalent of Dragon Strike. So let's review the facts about Dragon Strike; it has less damage, less range, doesn't offer any useful passives to support itself and a cast time similar to Buccaneer Blast. It is truly not useful beyond level 1, as every other skill has a sort of 'niche' that it can help with, while Dragon Strike simply Charges energy... A process which takes virtually no time in which damage output has no effect on the amount of Energy charged, rendering the additional damage nearly useless."[/quote]
I like it very much. But at the end over there, I think you should also explain about Energy Charge in a bit more detail about just how easy it will be to fully charge energy putting more emphasis on the usage of Dragon Strike as simple [i]something to set you up for Buccaneer Blast[/i].

Like how it now takes only 25 hits to max against normal mobs and 15 boss hits to fully charge energy (so that's 1 Nautilus Strike and 2-3 Dragon Strikes per minute).
I'm not sure how you could word that to make it sound appealing.

Reply August 8, 2012
Tricks122

[quote=SlimySnails]I have a question.... isn't max level for Dash in 1st Job Lvl 5? And isn't Bullet Time replaced by Quick Motion?[/quote]

From Nexon's patch notes.

"CHANGED SKILL: Quick Motion: Renamed "Bullet Time": Master level changed from level 20 to 10: At Master Level: Permanently increases accuracy by +220, max movement speed by +20, and jump by +10."

"CHANGED SKILL: Dash: At Master Level: Movement speed increased from +30 to +50, jump +20, +100% additional damage dealt when Corkscrew Blow or Triple Fire used during Dash, 100% stance effect applied during dash."

It doesn't say what level Dash is maxed and it says they renamed Quick Motion to Bullet Time. If Dash is max level 5, I'll be sure to add that in ASAP once I'm able to check in-game.

Reply August 8, 2012
Tricks122

[quote=lolsmacker]Question sorry if it was asked before but assuming that Nexon gives us a mastery book is it wiser to get Bucc Blast or Crossbones?[/quote]

Crossbones. Crossbones will benefit you a lot more than Buccaneer Blast will, as it strengthens every skills you possess while also providing Status Resist for bossing; Buccaneer Blast just improves Energy charged per attack and damage while mobbing. Both of these are nice, although they don't help as much as Crossbones.

Reply August 8, 2012
lolsmacker

Question sorry if it was asked before but assuming that Nexon gives us a mastery book is it wiser to get Bucc Blast or Crossbones?

Reply August 8, 2012
SoulStreak

I thank you for this guide. It will be much help tomorow. ~Dylan
(free bump)

Reply August 8, 2012
Tricks122

[quote=Tersera]The thing is, that there doesn't give the reader information on just how much better that skill is.
You're just saying it's "[i]better[/i]" which is why people might still be confused and "[i]better[/i] in every way" have some things that most maplers don't even consider when trying to find out why a skill is better than the other.

Maybe if you stated the facts that it has:
-Air utility
-Over 1.7x wider horizontal range than DS
-800% higher damage
-Passive increase in energy charge rate
-Mount-cancellability to put BB's speed on par with DS[/quote]

Alright, fair enough. I'll go edit in a little section on that(And mount cancelling while I'm at it). Thanks.

Edit: How does this sound for a comparison?(Which is just before the summary of the skill build, if you'd want to take a gander at it in the guide).

"So why is Dragon Strike nearly useless, you ask? There's a few simple answers. First of all, compared to Buccaneer Blast, the damage just pales in comparison. Talk about 800% more damage from Buccaneer Blast. That's not enough for you? Dragon Strike isn't as flexible; it doesn't have as much horizontal range and Buccaneer Blast increases the amount of Energy charged per attack, which leads to quicker Charge times. Less time to use Dragon Strike. Oh, did I mention Buccaneer Blast has a longer range? By a significant amount too. It can also be used in mid-air(Unlike Dragon Strike) and mount-canceled.

Wait, what is mount canceling? It's where you use Energy Blast, quickly mount and then dismount in order to reduce the down time of Buccaneer Blast. This reduces the cast time to the equivalent of Dragon Strike. So let's review the facts about Dragon Strike; it has less damage, less range, doesn't offer any useful passives to support itself and a cast time similar to Buccaneer Blast. It is truly not useful beyond level 1, as every other skill has a sort of 'niche' that it can help with, while Dragon Strike simply Charges energy... A process which takes virtually no time in which damage output has no effect on the amount of Energy charged, rendering the additional damage nearly useless."

Reply August 7, 2012 - edited
Tersera

The thing is, that there doesn't give the reader information on just how much better that skill is.
You're just saying it's "[i]better[/i]" which is why people might still be confused and "[i]better[/i] in every way" have some things that most maplers don't even consider when trying to find out why a skill is better than the other.

Maybe if you stated the facts that it has:
-Air utility
-Over 1.7x wider horizontal range than DS
-800% higher damage
-Passive increase in energy charge rate
-Mount-cancellability to put BB's speed on par with DS

Reply August 7, 2012 - edited
aeroarrowlol

Thank you so much for putting in your effort and dedication to us other maplers
*high fives*+*thumbs up*

Reply August 7, 2012 - edited
Tricks122

"Dragon Strike is easily beat out in mobbing by Buccaneer Blast."

"The only thing, however, is that Dragon Strike should be the LAST skill you put points into. It is outclassed by Buccaneer Blast in virtually EVERY way and is PURELY used to charge enegy; there is very little point to having it do more damage"

"I'd suggest not maxing Dragon Strike by the end of it; Nautilus Ultimate helps hit mobs in places your other skills simply can't reach and is decent at charging in some locations such as Zakum arms. Speed Infusion only gives more duration, but extra damage on a mobber you'll be using for so little time compared to Buccaneer Blast "

That's already in the guide, does it have to be clearer? Just saying. I've said it outclasses it in virtually every way; what more is there to say?

Reply August 7, 2012 - edited
Tersera

[quote=Tricks122]That's just my opinion, if it's really THAT important to many people I wouldn't mind adding it.[/quote]
Maybe make a comparison section on just how much better "[i]laser[/i]" is than Dragon Strike and why.
That way you only need to add the damage percentage of only the necessary skills, it seems to be a very common question of "[i]Why don't I max Dragon Strike[/i]" or something along those lines.

Reply August 7, 2012 - edited
Tricks122

[quote=PhaseOfFact]UA skill build will be the same as the Explorer skill build. I suppose a description of each skill and the effect at max level would be a bit useful though~

Change in eye color Tricks? xD[/quote]

Indeed, the UA build is the same. As for what skills do, I think I explain that in the justification to a degree. I mean, the exact %damage that Buccaneer Blast does isn't really relevant, from what I see. You're going to max it anyway; it's about how useful skills are due to their effect. That's just my opinion, if it's really THAT important to many people I wouldn't mind adding it.

@WrongSections I do mention Azwan scrolls; it's the second paragraph under the list of equipment. CTRL+F "Azwan" and you'll see where it is, or use some other searching thing depending on your browser or whatever.

@PhaseOfFact Heh, yea. I had 5k Maple points and nothing to spend them on, since I don't really cube and couldn't afford anything 'decent'(Like a perm Safety Charm or something useful), so I figured I'd change my eyes. I quite like it, actually.

Reply August 7, 2012 - edited
catfishii

Thank you tricks =3

Reply August 7, 2012 - edited
PhaseOfFact

[quote=aranacc]Hey i think you should post a skill description of all the skills and what they do and their damage %. That would help a whole lot and make this thread a big resource but so far i think your going great. Also you should add some where in there for 2nd-3rd job a ua brawler skill build.[/quote]

UA skill build will be the same as the Explorer skill build. I suppose a description of each skill and the effect at max level would be a bit useful though~

Change in eye color Tricks? xD

Reply August 7, 2012 - edited
aranacc

Hey i think you should post a skill description of all the skills and what they do and their damage %. That would help a whole lot and make this thread a big resource but so far i think your going great. Also you should add some where in there for 2nd-3rd job a ua brawler skill build.

Reply August 7, 2012 - edited
Tricks122

[quote=lolsmacker]Thanks man nice guide, now I can play straight away when the patch comes out without being worried about maxing the wrong thing.

Also do you think training at bucchood (lhc,aswan) will be easier with our new set?[/quote]

Training and bossing are both much easier now. Our mobbing damage improves, we get PDR Ignore for certain mobs/bosses, our 1v1 is a LOT better, our resistance to damage is increased, our Iframes become more usable in all situations and a passive regen skill now helps conserve potions while training, bossing(To a degree) and in potion-lock areas. So yes, training is easier with the new skillset, as is bossing.

Reply August 7, 2012 - edited
lolsmacker

Thanks man nice guide, now I can play straight away when the patch comes out without being worried about maxing the wrong thing.

Also do you think training at bucchood (lhc,aswan) will be easier with our new set?

Reply August 7, 2012 - edited
Tricks122

@1CrazyCleric Corrected, thanks. I'd rather have all errors pointed out, don't worry about being a grammar nazi; it's perfectly fine by me if you're not doing it an an annoying way, and you're not.

Reply August 7, 2012 - edited
chaiitea

Wow, just reading this guide is making me more excited for the revamp!
Thanks Tricks, great work.

Reply August 6, 2012 - edited
Tricks122

@1CrazyCleric Eh, while I do agree it's useful to a degree in those situations, you'll be with party members who won't mind dragging you along the two stages that require you to swim so you can do well in the other two stages. I guess it's just mostly irrelevant unless you're a huge Kenta PQ/Aqua Road fan. It's not worth making a UA SOLELY for that and it won't impact your general training; perhaps that's what I should've said.

I'd love for you to PM or post the typo's here; I did pre-read it, but my eyes aren't perfect... Neither is my English

Reply August 6, 2012 - edited
Cryptic

@Tricks122: Ah yes, I do something similar with new character too. I suppose a few extra equips I use helps me delay mastery a little while longer.

That's a good point. Longer SI duration, higher damage DS, higher damage and shorter cooldown on Nautilus. All won't contribute enough for other skills to not be maxed.

Reply August 6, 2012 - edited
Tricks122

@Cryptic Indeed, so there's little point in mentioning that you can switch them. Hell, on new characters I start with all 3 Evo Rings and a 10 Att WG I STILL do Mastery earlier because a guaranteed two shot is nice, nicer than a possible 3 shot and a possible one shot.

I'd say it might be a little useful not maxing skills if you can use the Leafre set, but eventually one you max MW there's not really much to spend points on. As said before, there's SI, DS and Nautilus. None of them contribute to damage in large amounts, so why not max the skills and if another Codex set gives more damage, swap to it? It seems a lot more useful than saving a few SP to use on skills that don't really contribute to your character in very powerful ways.

Reply August 6, 2012 - edited
Cryptic

[quote=Tricks122]Stable damage is much more needed than high damage. Being able to consistently 2~3 shot mobs(Or less with funds) is better than having a chance at one shotting, but having to 4+ shot some mobs. If you have the funding to interchange it, that's great, but most people don't. It sort of goes back to how when 06 or so Bandits actually had to choose between Mastery or Savage Blow first; you chose either stability(Mastery) or a gamble with your attack(Savage Blow). It's similar in the sense that you either choose between consistent kills, or gambles on if the Random Number Generator likes you.

If you're talking about not maxing skills before 4th job, I'd instantly say yes. It will hinder you to a degree because you can max everything without giving up any skills. Past 4th job? It might let you get your skills to their max level sooner, and I don't think it would gimp your character at all, but after 17x or so unless you can max MW, there's not many skills to get. There's SI, Dragon Strike and Nautilus. If you save SP for MW, then you've got some more leveling, but if you can't afford it then I'd just go ahead and max my skills, but that's my personal opinion. I'm not sure how good other sets like VL or Henesys Ruins are compared to Leafre, but the main benefit is the 30% PDR Ignore which we already have a 40% chance to ignore 100% of.

You could leave your 4th job skills 2 levels from max to benefit from the Leafre set, but I'd recommend eventually maxing them. Dragon Strike is worthless past level 1 so you've got the SP to max them, and it would open you up for the VL/Henesys Ruin sets IF they offer more damage. You may want to check if they do in order to make an informed decision, but eventually you should have maxed all your main skills due to lack of other skills to assign SP to.[/quote]

I agree, one would need a decent amount of low level funding to have the ability to switch mastery and dark clarity. Even money to 100% scroll every weapon you can upgrade to. And of course, not everyone has the luxury. I suppose it comes down to "If you can, go for it."

And yes, pre-4th job, I don't see any reason to not max any skill just to add any points to the ones that will not be maxed. As for post 4th job, I might try leaving some skills 2-3 points under their max just to test some things. Since I'm already 200 with every single skill book passed, I should be able to max almost everything. I'll try to see if there will be any benefits from trying this.

Reply August 6, 2012 - edited
Tricks122

[quote=Cryptic]I think some people might agree that Dark Clarity is interchangeable with Knuckle Mastery on which to max sooner. Although a more stable range means more efficient training, a damage boost could be something similar. Of course, that's if you have the right equips to do so like all three maxed evo rings, good low level glove, etc.

Off topic: Would it be such a bad idea leaving skills 2-3 points under their max/desired levels? I do have full empress and just need HT card for Leafre set. I do not have decent combat orders nor do I come across Paladins often. Unless it'll hinder my character, I might just try it.[/quote]

Stable damage is much more needed than high damage. Being able to consistently 2~3 shot mobs(Or less with funds) is better than having a chance at one shotting, but having to 4+ shot some mobs. If you have the funding to interchange it, that's great, but most people don't. It sort of goes back to how when 06 or so Bandits actually had to choose between Mastery or Savage Blow first; you chose either stability(Mastery) or a gamble with your attack(Savage Blow). It's similar in the sense that you either choose between consistent kills, or gambles on if the Random Number Generator likes you.

If you're talking about not maxing skills before 4th job, I'd instantly say yes. It will hinder you to a degree because you can max everything without giving up any skills. Past 4th job? It might let you get your skills to their max level sooner, and I don't think it would gimp your character at all, but after 17x or so unless you can max MW, there's not many skills to get. There's SI, Dragon Strike and Nautilus. If you save SP for MW, then you've got some more leveling, but if you can't afford it then I'd just go ahead and max my skills, but that's my personal opinion. I'm not sure how good other sets like VL or Henesys Ruins are compared to Leafre, but the main benefit is the 30% PDR Ignore which we already have a 40% chance to ignore 100% of.

You could leave your 4th job skills 2 levels from max to benefit from the Leafre set, but I'd recommend eventually maxing them. Dragon Strike is worthless past level 1 so you've got the SP to max them, and it would open you up for the VL/Henesys Ruin sets IF they offer more damage. You may want to check if they do in order to make an informed decision, but eventually you should have maxed all your main skills due to lack of other skills to assign SP to.

Reply August 6, 2012 - edited
Cryptic

I think some people might agree that Dark Clarity is interchangeable with Knuckle Mastery on which to max sooner. Although a more stable range means more efficient training, a damage boost could be something similar. Of course, that's if you have the right equips to do so like all three maxed evo rings, good low level glove, etc.

Off topic: Would it be such a bad idea leaving skills 2-3 points under their max/desired levels? I do have full empress and just need HT card for Leafre set. I do not have decent combat orders nor do I come across Paladins often. Unless it'll hinder my character, I might just try it.

Reply August 6, 2012 - edited
Tricks122

[quote=theonegod]Nice, interesting build. Though 4th job doesn't feel like saiyan hood as much as pre-revamp is.

Though wouldn't it be beneficial to max time leap earlier or leave at 2/3(leafre codex, empress 5 set), as per say for a bossing build.[/quote]

Not really. You shouldn't be using TL much with a competent group; it's more there to cover up errors in higher level bossing by providing more Res, the 'support' for skills with cooldown is more of a side-benefit of saving it for Res.

Leaving it at 2/3 if you have those is optional, but considering how at that level the only thing you're really getting a benefit from MW damage wise and how Empress 6 set is TONS better, well... You could use the Leafre set, I guess. But remember you've got a 40% chance to ignore PDR anyways, so 40% of the time the Leafre set will only raise skill levels and not actually help with PDR. I'm not going to calculate which Codex set is better, but it's just food for thought.

Anyways, maxing TL early on is pointless in my opinion. Extra damage helps more than less cooldown on a skill that's mainly used to cover up deaths, which a competent party shouldn't be having. By the time you get TL you're approaching the level where the risk of death rises, so it's at a perfect time to get it. The 1SP early is for if you need it, otherwise getting more SP in other skills is more beneficial to you.

Reply August 6, 2012 - edited
Tersera

[quote=snowboy8]Would there be any benefits of maxing time leap earlier since it is only 5 points? And is DS really that bad? o.o I thought it would be better than Nautilus.[/quote]
It's not that Dragon Strike became bad because it certainly became much better in this revamp; it's just that we get other skills that are [b]EVEN[/b] better.
Anyway, if you have set bonuses (codex or armor sets) that increases every skill by 1 SP you may want to leave it at 3 or 4 so you can benefit from that. There are 12 skills in 4th job after all, that's quite a lot of SP saved.

Reply August 6, 2012 - edited
Cryptic

I don't think I can point out anything that hasn't been said already. Very organized and well thought out. If I were to make a 3rd bucc, I'd definitely follow this.

Reply August 6, 2012 - edited
abkz

Thanks, just made a UA Bucc and bookmarked this.

Reply August 6, 2012 - edited
Kojo

[quote=ChrisSmooveN]Can you explain mount canceling? People are talking about that but I have no idea what that means. How are we suppose to use a mount to our advantage?[/quote]

Using a mount right after an attack apparently can cancel all delay from the previous attack. That way you can attack faster than you normally could.

http://www.youtube.com/watch?v=6Xkxn_eH2W8&feature=player_embedded
http://www.youtube.com/watch?v=Xx32_uv0VHI

Reply August 6, 2012 - edited
ChrisSmooveN

Can you explain mount canceling? People are talking about that but I have no idea what that means. How are we suppose to use a mount to our advantage?

Reply August 6, 2012 - edited
Tricks122

[quote=Kojo]Nautilus could be good for hitting places you can't immediately get to and charging energy. Dragon Strike is just a mob move for like...all of five seconds until you have charged energy. I think Nautilus would be more useful.[/quote]

Indeed, Nautilus works in a way that allows it to to be useful in a different area that your other skills aren't. Dragon Strike is just used until you're Charged; considering how in 1v1 you'll be using Octopunch for superior damage and in mobbing Energy will Charge quite fast(Allowing you to Buccaneer Blast), Dragon Strike isn't really useful. As a one pointer it's needed for a standing attack with some range while uncharged in order to help you Charge, but otherwise... It's not worth the SP.

As for maxing TL early, I'd say there isn't much benefit. It's a great one pointer, but the cooldown is still long enough(25 minutes if I remember right) so it's rare you'll be using it twice in a bossing run. The main benefit is that in that stage of the game(160+) you may be doing some bossing that's longer than 25 minutes, which would allow TL to be used more often and means you don't have to triage the use in training(To a degree). 5 TL makes it so that either more screw ups are allowed in a boss run with a Bishop, makes it so you don't need to 'hold on' to TL as much by not using it or makes it so cooldown skills that benefit the party can be used more often... All of which are decent, but really not needed early on before your full potential, training and bossing wise, is obtained.

Reply August 6, 2012 - edited
Kojo

[quote=snowboy8]Would there be any benefits of maxing time leap earlier since it is only 5 points? And is DS really that bad? o.o I thought it would be better than Nautilus.[/quote]

Nautilus could be good for hitting places you can't immediately get to and charging energy. Dragon Strike is just a mob move for like...all of five seconds until you have charged energy. I think Nautilus would be more useful.

Reply August 6, 2012 - edited
ShadeCaro

Well, it's probably the best one posted here out of the 6-7. Good job as usual.

Reply August 6, 2012 - edited
Tricks122

@Vonic12 It's the same as every other class; any 71+ armor that has potential on it and a decent weapon(Which varies depending on level). Other than a King Cent and level 71+ armor, there isn't much to recommend. If someone's using level 80 Boots with 3% STR, it's pointless to upgrade to level 90 ones with no %STR, so I can't really say "Get this level of this armor and you'll be fine.". It's all about what you have with potential on it that really matters. And the concept for weapons is the same as every class; the highest one you can use, assuming you don't have something better.

To everyone who thanked me, you're all quite welcome. I just hope the guide can help you as much as the current one does, and I've already fixed a lot of blatant errors people have pointed out, so I'm glad people are providing feedback and suggestions. It really helps make the guide a lot better overall, and for that, I thank you.

Reply August 6, 2012 - edited
shuki44

Thank you very much for the guide Tricks

Reply August 6, 2012 - edited
Tricks122

[quote=stephendw]hey tricks since i max out ds before revamp should I max that again? max lvl 30 ds....[/quote]

While your DS will have a max level of 30, you shouldn't have more than 1 point until you run out of other skills to get. Buccaneer Blast completely outclasses Dragon Strike in virtually every way possible; damage and range are obvious enough, but it also Stuns(Which activates Stun Mastery against normal mobs) while staying far enough away from some mobs to make attacks from them unlikely, allowing Perseverance to regen lost HP.

DS should be gotten at 1 to Charge, that's it. Don't get it after that until like... 19x or so.

Reply August 6, 2012 - edited
Tricks122

[quote=c0wvint]If you are an ultimate adventurer, is it the same skill build?[/quote]

Yes. Sharkwave is completely irrelevant after the Revamp; the regular skills outclass it. The only real positive I see of having it is a standing long-range mobber, but that's virtually useless when you'll be training with rushers and Blast is decent enough. It's nearly completely useless, so there isn't much benefit of having a UA now.

Reply August 6, 2012 - edited
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