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ShiKage's Infighter Build - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +---- Forum: Pirate (https://www.southperry.net/forumdisplay.php?fid=40) +---- Thread: ShiKage's Infighter Build (/showthread.php?tid=3457) |
ShiKage's Infighter Build - Link - 2008-09-16 I'm a level 160 Viper in Keyaki, JMS and I've been working on a guide based on what I've experienced so far. I'm not 100% accurate on all of this, but please bear with me. You may not agree with any part of my guide, but if you have any suggestions, please tell me and I'll think it over and possibly add it. Also, if you have any questions about Brawlers, Marauders or Buccaneers, please feel free to ask. Links Ask A Pirate Thread Pirate Flaunting Thread Pirate Training Guide How to Get Your Fourth Job Skills Pirate Skill Tables Pirate Damage Range Thread Bribery's Gunslinger Guide Reflexx's Gunslinger Guide Doxinator's Thunder Breaker Guide Skill Tables
First Job
Second Job
Third Job
Fourth Job
The basic Pirate: The basic Pirate is level 10 with 20 DEX. This may come as a bit of a slap in the face for a future infighter, seeing how our DEX is usually the numeric value of our level or less, but it's actually a lot different than that. To become a pirate, go to Nautilus Port, enter the ship, go into the portal with the up arrow on top of the doorway, then go all of the way to the left and enter the far left portal. Once there, talk to Kyrin and she'll advance you as a Pirate. Level 10: +1 SommerSault Kick Level 11: +3 SommerSault Kick Level 12: +3 SommerSault Kick Level 13: +3 SommerSault Kick Level 14: +3 SommerSault Kick Level 15: +3 SommerSault Kick Level 16: +3 SommerSault Kick Level 17: +1 SommerSault Kick (Max) +2 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 (Max) Level 24: +3 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 (Max) +1 Double Fire Review: Max SommerSault Kick Max Bullet Time Max Flash Fist 1 Double Fire Why you shouldn't max Dash: People think that Infighters need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Infighters are not Captain Falcon from SSBM. Infighters really only start to gain movement speed in 3rd job, where they get a haste effect from Transformation. 1. Most Infighters we've talked to chose to get 0 Dash, and this is why: From 2nd job onward, an Infighter constantly alternates between CorkScrew Punch and Backspin Blow while training. That means you'll be changing directions almost constantly, since CorkScrew Punch attacks in front of you and Backspin attacks behind you. Infighters turn a lot to focus attacks in one direction [i.e. using CorkScrew Punch to attack monsters on your left side, then turning to the right and using Backspin to hit the same monsters]. When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way. 2. The other risk of getting Dash as an Infighter is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Infighters already get a haste effect from Transformation in 3rd job, so until then Infighters can just get speed equips. Dash for Infighters, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you. Granted, some will still want to use Dash for traveling purposes, which I (Takeback3r) agree with. Again, Dash is not recommended for Infighters, but if you really feel the pro's outweigh the con's, you can max it instead and leave Bullet Time at 11. We just wanted people to know that it can interrupt your fighting style. Taken from TakeBack3r and KazootheBat's Misconception thread Even at level 100, I'm still using seven different attacking skills to bring up my damage per minute output; as seen here : http://i13.photobucket.com/albums/a291/TLoZ_Link/Maple0132.jpg The Path of a Brawler: Head back over to Nautilus Port and talk to Kyrin. She'll give you two options; One for Brawler and one for Gunslinger. Choose "Brawler" and then talk to Kyrin again. Click the very bottom option. She'll warp you to a map with small Octopi that you must kill. Here's the catch: You must use Flash Fist to kill them. Sommer Sault Kick will only "MISS" on them. Once you've collected all 15 items from those octopi, talk to Kyrin again. She'll warp you back to Nautilus Port (inside her room, of course). Talk to her once again and she'll advance you to Brawler. Congratulations! Level 30: +1 Max HP Increase Level 31: +3 Max HP Increase Level 32: +3 Max HP Increase Level 33: +3 Max HP Increase (Max) Level 34: +1 Backspin Blow, +1 CorkScrew Punch, +1 Mastery Level 35: +3 Mastery Level 36: +1 Mastery +2 Booster Level 37: +3 Booster Level 38: +1 Booster (6) +2 Mastery Level 39: +3 Mastery Level 40: +3 Mastery Level 41: +3 Mastery Level 42: +3 Mastery (19) Level 43: +3 CorkScrew Punch Level 44: +3 CorkScrew Punch Level 45: +3 CorkScrew Punch Level 46: +3 CorkScrew Punch Level 47: +3 CorkScrew Punch Level 48: +3 CorkScrew Punch Level 49: +1 CorkScrew Punch (Max) + 2 Double Uppercut Level 50: +3 Double Uppercut Level 51: +3 Double Uppercut Level 52: +3 Double Uppercut Level 53: +3 Double Uppercut Level 54: +3 Double Uppercut Level 55: +3 Double Uppercut (Max) Level 56: +3 Backspin Blow Level 57: +3 Backspin Blow Level 58: +3 Backspin Blow Level 59: +3 Backspin Blow Level 60: +3 Backspin Blow Level 61: +3 Backspin Blow Level 62: +1 Backspin Blow (Max) +2 Booster Level 63: +2 Booster +1 MP Recovery Level 64: +2 Booster +1 MP Recovery Level 65: +2 Booster +1 MP Recovery Level 66: +2 Booster +1 MP Recovery Level 67: +2 Booster +1 MP Recovery Level 68: +2 Booster (Max) +1 MP Recovery Level 69: +3 MP Recovery Level 70: +1 MP Recovery (Max), +1 Mastery (Max), +1 Oak Barrel Review: Max HP Recovery Max Mastery Max Booster Max Backspin Blow Max Double Uppercut Max CorkScrew Punch Max MP Recovery 1 Oak Barrel Reasons for this build: HP increase first is a given. You want to have the most HP as possible, so you max out HP Increase as early as possible. Next, you want to get Mastery to help out your damage per minute. Also, when maxing out Mastery, you want to get one in CorkScrew Punch and one in Backspin Blow for building mobs and stunning. All of you people who have played a 4th job Warrior with Rush know how much Rush can speed up your training. Also, while maxing Mastery, you want to put six points into booster to further increase your attacking speed, thus increasing your training speed. Then, after you've maxed out Mastery, you want to work on your attacking skills, so your training will be further sped up. Once you have maxed your attacking skills, you want to finish maxing Booster or start working on MP Recovery. MP recovery is great, because it saves money on MP potions. Who doesn't want an extra bit of cash in their pockets? Once you have maxed the above skills, you have one point left over, so stick that into Oak Barrel! The Powerful Marauder If you've made it to level 70 on another character, you know how this goes! Once you get to level 70, head off to El Nath. Once there, go to the Chief's Residence, where the third Job instructors are. Talk to Pedro and he'll tell you to head back to Kyrin in Nautilus Port to gather the Necklace of Strength. Head back to Kyrin and talk to her for your next assignment. She'll tell you that you must defeat her clone in order to past the test to prove yourself worthy of the Necklace of Strength. Go to the Cave of Evil Eye III and talk to the Door of Demension. This will transport you to another map where you head toward the battle with the fake Kyrin. Defeat the clone and collect the rubble piece that the fake Kyrin drops. Take that back to Kyrin and she'll reward you with the Necklace of Strength. Head back to Pedro in El Nath and give him the Necklace of Strength. He'll then tell you that you must pass one final test; the knowledge test. Head to Sharp Cliff II and go in the wooden door on the top right part of the map. Walk down and talk to the large stone to begin your knowledge test. Once you have obtained the Necklace of Wisdom, head back to Pedro and give him the necklace. Congratulations! You are now a Marauder! Third Job Questions and Answers
Q&A
Note: I have constructed five different builds for people to choose from. Also note that they're ONLY blue-prints. You can change your build and bend it in any way you wish. You can take points away from Shockwave and add them to Oak Barrel or MP Recovery or whatever pleases you the most. Do not follow any of my guide strictly! The Transform and Shockwave Build Level 70: +1 Stun Mastery Level 71: +1 Stun Mastery, +1 Transformation, +1 Shockwave Level 72: +2 Stun Mastery, +1 Shockwave Level 73: +2 Stun Mastery, +1 Shockwave Level 74: +2 Stun Mastery, +1 Shockwave Level 75: +2 Stun Mastery, +1 Shockwave Level 76: +2 Stun Mastery, +1 Shockwave Level 77: +2 Stun Mastery, +1 Shockwave Level 78: +2 Stun Mastery, +1 Shockwave Level 79: +2 Stun Mastery, +1 Shockwave Level 80: +2 Stun Mastery (Max), +1 Shockwave Level 81: +2 Energy Charge, +1 Shockwave Level 82: +2 Energy Charge, +1 Shockwave Level 83: +2 Energy Charge, +1 Shockwave Level 84: +2 Energy Charge, +1 Shockwave Level 85: +2 Energy Charge, +1 Shockwave Level 86: +2 Energy Charge, +1 Shockwave Level 87: +2 Energy Charge, +1 Shockwave Level 88: +2 Energy Charge, +1 Shockwave Level 89: +2 Energy Charge, +1 Shockwave Level 90: +2 Energy Charge, +1 Shockwave Level 91: +2 Energy Charge, +1 Shockwave(Level 21) Level 92: +2 Energy Charge, +1 Energy Buster Level 93: +2 Energy Charge, +1 Energy Buster Level 94: +2 Energy Charge, +1 Energy Buster Level 95: +2 Energy Charge, +1 Energy Buster Level 96: +2 Energy Charge, +1 Energy Buster Level 97: +2 Energy Charge, +1 Energy Buster Level 98: +2 Energy Charge, +1 Energy Buster Level 99: +2 Energy Charge, +1 Energy Buster Level 100: +2 Energy Charge(Max), +1 Energy Buster Level 101: +2 Energy Buster, +1 Shockwave Level 102: +2 Energy Buster, +1 Shockwave Level 103: +2 Energy Buster, +1 Shockwave Level 104: +2 Energy Buster(15), +1 Shockwave Level 105: +2 Energy Buster, +1 Shockwave Level 106: +2 Energy Buster, +1 Shockwave Level 107: +2 Energy Buster, +1 Shockwave Level 108: +2 Energy Buster, +1 Shockwave Level 109: +2 Energy Buster, +1 Shockwave(Max) Level 110: +3 Energy Buster (Max) Level 111: +3 Transformation Level 112: +3 Transformation Level 113: +3 Transformation Level 114: +3 Transformation Level 115: +3 Transformation Level 116: +3 Transformation Level 117: +1 Transformation (Max), +2 Energy Drain Level 118: +3 Energy Drain Level 119: +3 Energy Drain Level 120: +3 Energy Drain Review: Max Stun Mastery Max Energy Charge Max Energy Buster Max Transformation Max Shockwave 11 Energy Drain Reasons for this build: Well, of course, you want to get Stun Mastery first if you want to see criticals. When you execute your Backspin Blow and Double Uppercut techniques, you stun monsters. While those monsters are stunned, you can attack once more and hit a critical. Note : the chance of hitting a critical for Buccaneers is 60%, which is higher than any other class, but the damage is added on, not multiplied like normal criticals. Next, you get one point in Transformation and work on Shock Wave. Shock Wave is a very useful skill when it comes to mobs. It is very powerful (even more so than CorkScrew Punch) and it's fun to use. Once you've finished maxing Stun Mastery, you want to work on Energy Charge. Energy Charge has a master level of 40, so it may take a while to max this one out. This skill gives you a percent chance of not being knocked back, similar to a 4th job warrior's Power Stance, +20 weapon attack, +200% Power Guard-type damage (note: you don't get reduced damage! You take 100% of the damage dealt by the monster, yet you reflect a portion of it back), and +20 accuracy and avoid ability. When Shock Wave is level 21, which is when it hits 6 monsters, you want to start working on another mob skill, Energy Buster. Energy Buster, at max level, is stronger than CorkScrew Punch and it is useful throughout third and fourth job. Once you've maxed out Energy Charge, continue working on Energy Buster and Shock Wave until both are maxed. Once you've maxed those, begin working on Transformation to lower the cool down time of the skill. Transformation, at max, will give you +40 Speed and +20 Jump, which is similar to haste. After all of the above have been maxed, put the rest of your points into Energy Drain to finish off your build. Energy Build Level 70: +1 Stun Mastery Level 71: +3 Stun Mastery Level 72: +3 Stun Mastery Level 73: +3 Stun Mastery Level 74: +3 Stun Mastery Level 75: +3 Stun Mastery Level 76: +3 Stun Mastery Level 77: +1 Stun Mastery (Max), +2 Energy Charge Level 78: +2 Energy Charge, +1 Energy Drain Level 79: +2 Energy Charge, +1 Energy Buster Level 80: +2 Energy Charge, +1 Energy Buster Level 81: +2 Energy Charge, +1 Energy Buster Level 82: +2 Energy Charge, +1 Energy Buster Level 83: +2 Energy Charge, +1 Energy Buster Level 84: +2 Energy Charge, +1 Energy Buster Level 85: +2 Energy Charge, +1 Energy Buster Level 86: +2 Energy Charge, +1 Energy Buster Level 87: +2 Energy Charge, +1 Energy Buster Level 88: +2 Energy Charge, +1 Energy Buster Level 89: +2 Energy Charge, +1 Energy Buster Level 90: +2 Energy Charge, +1 Energy Buster Level 91: +2 Energy Charge, +1 Energy Buster Level 92: +2 Energy Charge, +1 Energy Buster Level 93: +2 Energy Charge, +1 Energy Buster Level 94: +2 Energy Charge, +1 Energy Buster Level 95: +2 Energy Charge, +1 Energy Buster Level 96: +2 Energy Charge (Max), +1 Energy Buster Level 97: +2 Energy Buster, +1 Energy Drain Level 98: +2 Energy Buster, +1 Energy Drain Level 99: +2 Energy Buster, +1 Energy Drain Level 100: +2 Energy Buster, +1 Energy Drain Level 101: +2 Energy Buster, +1 Energy Drain Level 102: +2 Energy Buster (Max), +1 Energy Drain Level 103: +1 Energy Drain, +1 Transform, +1 Shockwave Level 104: +2 Energy Drain, +1 Shockwave Level 105: +1 Energy Drain (11), +2 Shockwave Level 106: +2 Shockwave, +1 Transform Level 107: +2 Shockwave, +1 Transform Level 108: +2 Shockwave, +1 Transform Level 109: +2 Shockwave, +1 Transform Level 110: +2 Shockwave, +1 Transform Level 111: +2 Shockwave, +1 Transform Level 112: +2 Shockwave, +1 Transform Level 113: +2 Shockwave, +1 Transform Level 114: +2 Shockwave, +1 Transform Level 115: +2 Shockwave, +1 Transform Level 116: +2 Shockwave, +1 Transform Level 117: +2 Shockwave, +1 Transform Level 118: +2 Shockwave (Max), +1 Transform Level 119: +3 Transform Level 120: +3 Transform (Max) Review: Max Stun Mastery Max Energy Charge Max Energy Buster Max Transformation Max Shockwave 11 Energy Drain Reasons for this build In this build, just like the Transform build, I suggest maxing Stun Mastery first. Some people argue that Stun Mastery isn't that useful for third job, but I disagree. Any damage you can get will help you out immensely. It also depends where you train. Not everyone will train at Crimson Wood Keep, since not every version has it, so some people will need Stun Mastery to kill off enemies faster. Then, you will get Energy Charge and Energy Buster. This will help you train a lot faster. Any mob techniques will speed up your training. Also, since you're most likely going to train in a crowded area, Energy Charge will be charged very quick. Also, get Energy Drain for the ability to attack very fast and regenerate your HP very fast without using Mana or potions. After Energy Charge is maxed, finish off Energy Buster and Energy Drain. Then, once those are maxed, max out Shockwave and Transform. Shockwave is more important than Transform, so getting Transform to level 1 and then working on Shockwave would be a good idea, but go ahead and max out Transform with Shockwave for a faster cooldown time. Energy Build #2 (Max Energy Drain) Level 70: +1 Energy Charge Level 71: +3 Energy Charge Level 72: +2 Energy Blast, +1 Energy Drain Level 73: +2 Energy Blast, +1 Energy Charge Level 74: +2 Energy Blast, +1 Energy Charge Level 75: +2 Energy Blast, +1 Energy Charge Level 76: +2 Energy Blast, +1 Energy Charge Level 77: +2 Energy Blast, +1 Energy Charge Level 78: +2 Energy Blast, +1 Energy Charge Level 79: +2 Energy Blast, +1 Energy Charge Level 80: +2 Energy Blast, +1 Energy Charge Level 81: +2 Energy Blast, +1 Energy Charge Level 82: +1 Energy Blast (21), +2 Energy Charge Level 83: +2 Energy Charge, +1 Stun Mastery Level 84: +2 Energy Charge, +1 Stun Mastery Level 85: +2 Energy Charge, +1 Stun Mastery Level 86: +2 Energy Charge, +1 Stun Mastery Level 87: +2 Energy Charge, +1 Stun Mastery Level 88: +2 Energy Charge, +1 Stun Mastery Level 89: +2 Energy Charge, +1 Stun Mastery Level 90: +2 Energy Charge, +1 Stun Mastery Level 91: +2 Energy Charge, +1 Stun Mastery Level 92: +2 Energy Charge, +1 Stun Mastery Level 93: +2 Energy Charge, +1 Stun Mastery Level 94: +2 Energy Charge, +1 Stun Mastery Level 95: +1 Energy Charge (Max), +2 Stun Mastery Level 96: +2 Stun Mastery, +1 Energy Drain Level 97: +2 Stun Mastery, +1 Energy Drain Level 98: +2 Stun Mastery (Max), +1 Energy Drain Level 99: +2 Energy Drain, +1 Energy Blast Level 100: +2 Energy Drain, +1 Energy Blast Level 101: +2 Energy Drain, +1 Energy Blast Level 102: +2 Energy Drain, +1 Energy Blast Level 103: +2 Energy Drain, +1 Energy Blast Level 104: +2 Energy Drain, +1 Energy Blast Level 105: +2 Energy Drain, +1 Energy Blast Level 106: +2 Energy Drain (Max), +1 Energy Blast Level 107: +1 Energy Blast (Max), +1 Transform, +1 Shockwave Level 108: +2 Transform, +1 Shockwave Level 109: +2 Transform, +1 Shockwave Level 110: +2 Transform, +1 Shockwave Level 111: +2 Transform, +1 Shockwave Level 112: +2 Transform, +1 Shockwave Level 113: +2 Transform, +1 Shockwave Level 114: +2 Transform, +1 Shockwave Level 115: +2 Transform, +1 Shockwave Level 116: +2 Transform, +1 Shockwave Level 117: +1 Transform (Max), +2 Shockwave Level 118: +3 Shockwave Level 119: +3 Shockwave Level 120: +3 Shockwave (21) Review: Max Stun Mastery Max Energy Charge Max Energy Buster Max Transformation 21 Shockwave Max Energy Drain Reasons for this build: Well, there have been many disputes over whether or not Stun Mastery was good to start out with first, so I've made a build that starts it later on. Anyway, get four points into Energy Charge to get the +11 weapon attack. Then, get Energy Blast to level 21 (four targets) and then continue to max Energy Charge. While maxing Energy Charge, go ahead and pump points into Stun Mastery, since it'll start to become a bit handy. Then, work on Energy Drain, since that'll help you save a lot of potions, as you'll begin to face enemies that deal a large amount of damage to you per hit. As you're putting points into Energy Drain, go ahead and finish off Energy Blast. Finally, work on Transform and Shockwave to finish off your build. I've decided to go ahead and put it as two into Transfrom and one into Shockwave every level to speed up the cool down time of Transform. Energy Build #3 (Max Shockwave, Stun Mastery Later) Level 70: +1 Energy Charge Level 71: +3 Energy Charge Level 72: +2 Energy Charge, +1 Energy Blast Level 73: +2 Energy Charge, +1 Energy Blast Level 74: +2 Energy Charge, +1 Energy Blast Level 75: +2 Energy Charge, +1 Energy Blast Level 76: +2 Energy Charge, +1 Energy Blast Level 77: +2 Energy Charge, +1 Energy Blast Level 78: +2 Energy Charge, +1 Energy Blast Level 79: +2 Energy Charge, +1 Energy Blast Level 80: +2 Energy Charge, +1 Energy Blast Level 81: +2 Energy Charge, +1 Energy Blast Level 82: +2 Energy Charge, +1 Energy Blast Level 83: +2 Energy Charge, +1 Energy Blast Level 84: +2 Energy Charge, +1 Energy Blast Level 85: +2 Energy Charge, +1 Energy Blast Level 86: +2 Energy Charge, +1 Energy Blast Level 87: +2 Energy Charge, +1 Energy Blast Level 88: +2 Energy Charge, +1 Energy Blast Level 89: +2 Energy Charge (MAX), +1 Energy Blast Level 90: +3 Energy Blast (21) Level 91: +2 Energy Drain, +1 Energy Blast Level 92: +2 Energy Drain, +1 Energy Blast Level 93: +2 Energy Drain, +1 Energy Blast Level 94: +2 Energy Drain, +1 Energy Blast Level 95: +2 Energy Drain, +1 Energy Blast Level 96: +1 Energy Drain (11), +2 Energy Blast Level 97: +1 Transform, +2 Shockwave Level 98: +2 Shockwave, +1 Energy Blast Level 99: +2 Shockwave, +1 Energy Blast (MAX) Level 100: +2 Shockwave, +1 Transform Level 101: +2 Shockwave, +1 Transform Level 102: +2 Shockwave, +1 Transform Level 103: +2 Shockwave, +1 Transform Level 104: +2 Shockwave, +1 Transform Level 105: +2 Shockwave, +1 Transform Level 106: +2 Shockwave, +1 Transform Level 107: +2 Shockwave, +1 Transform Level 108: +2 Shockwave, +1 Transform Level 109: +2 Shockwave, +1 Transform Level 110: +2 Shockwave, +1 Transform Level 111: +2 Shockwave (Max), +1 Transform Level 112: +2 Transform, +1 Stun Mastery Level 113: +2 Transform, +1 Stun Mastery Level 114: +2 Transform, +1 Stun Mastery Level 115: +1 Transform (Max), +2 Stun Mastery Level 116: +3 Stun Mastery Level 117: +3 Stun Mastery Level 118: +3 Stun Mastery Level 119: +3 Stun Mastery Level 120: +3 Stun Mastery (Max) Review: Max Stun Mastery Max Energy Charge Max Energy Buster Max Transformation Max Shockwave 11 Energy Drain Reasons for this build: Ever since the new skill updates arrived, going with Energy Charge and the other Energy skills is a priority. With the new ability to spam Energy Blast, it'll be much easier to take down your enemies with an Energy build than any other builds. Work on maxing out Energy Charge and add in some Energy Blast along with it so you can kill your enemies while also getting a nice +20 weapon attack boost. Once you've maxed Energy Charge, put some points into Energy Drain so you can start leeching HP from monsters as you deal damage, thus saving up on HP potions and saving money. 11 points into Drain is efficient enough for training. It gets the job done and still saves plenty of potions and money. Anything more is just extra attack, which you don't really need. In the late 90s and early 100s, you'll begin training at Himes and maps similar to it. Go ahead and start working on Shockwave and Transform, as they'll help you out greatly at those maps, since Shockwave has high attack and can hit 6 enemies in its path. Be careful, though! Shockwave doesn't have invulnerability frames, so you'll be taking damage! Once Shockwave and Transform are maxed, finish off your build by maxing Stun Mastery as you finish off your third job leveling and head into fourth job. Energy Build #4 Level 70: +1 Energy Charge Level 71: +3 Energy Charge Level 72: +1 Energy Charge, +1 Energy Blast, +1 Energy Drain Level 73: +1 Energy Charge, +2 Energy Blast Level 74: +1 Energy Charge, +2 Energy Blast Level 75: +1 Energy Charge, +2 Energy Blast Level 76: +1 Energy Charge, +2 Energy Blast Level 77: +1 Energy Charge, +2 Energy Blast Level 78: +1 Energy Charge, +2 Energy Blast Level 79: +1 Energy Charge, +2 Energy Blast Level 80: +1 Energy Charge, +2 Energy Blast Level 81: +1 Energy Charge, +2 Energy Blast Level 82: +1 Energy Charge, +2 Energy Blast Level 83: +1 Energy Charge, +2 Energy Blast Level 84: +1 Energy Charge, +2 Energy Blast Level 85: +1 Energy Charge, +2 Energy Blast Level 86: +1 Energy Charge, +2 Energy Blast Level 87: +2 Energy Charge, +1 Energy Blast(MAX) Level 88: +2 Energy Charge, +1 Energy Drain Level 89: +2 Energy Charge, +1 Energy Drain Level 90: +2 Energy Charge, +1 Energy Drain Level 91: +2 Energy Charge, +1 Energy Drain Level 92: +2 Energy Charge, +1 Energy Drain Level 93: +2 Energy Charge, +1 Energy Drain Level 94: +2 Energy Charge, +1 Energy Drain Level 95: +2 Energy Charge, +1 Energy Drain Level 96: +2 Energy Charge, +1 Energy Drain Level 97: +1 Energy Charge(MAX), +2 Energy Drain Level 98: +3 Energy Drain Level 99: +3 Energy Drain Level 100: +2 Energy Drain(MAX), +1 Stun Mastery Level 101: +3 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: +1 Stun Mastery(MAX), +2 Transform Level 108: +3 Transform Level 109: +3 Transform Level 110: +3 Transform Level 111: +3 Transform Level 112: +3 Transform Level 113: +3 Transform(MAX) Level 114: +3 ShockWave or something else Level 115: +3 ShockWave or something else Level 116: +3 ShockWave or something else Level 117: +3 ShockWave or something else Level 118: +3 ShockWave or something else Level 119: +3 ShockWave or something else Level 120: +3 ShockWave or something else Review Max Energy Blast Max Energy Charge Max Energy Drain Max Stun Mastery Max Transform 21 ShockWave or free points Reasonings for this build After the skill updates that have been released and the skill updates that are soon to come out to all versions, the Energy skills will be the best skills in the third job skill inventory. Get Energy Charge to 4 points for the +11 weapon attack that it gives and then begin working on Energy Blast, but give a point to Energy Drain, as it will serve some use. Proceed to put points into Energy Charge while you work on maxing out Energy Blast, since Energy Charge takes up 40 skill points by itself. Energy Blast, after the first round of skill updates, has come to be insanely fast. You can spam it at about the same speed as Flast Fist! Not only that, but once the next round of skill updates are released in every version, Energy Blast will be able to stun, which will be incredible! Especially with Stun Mastery, since that'll be almost like constant criticals while training, which is what you really can't pull off very well at the moment. After you've max Energy Blast, continue to work toward maxing Energy Charge, as it'll serve much more use at max level, as it'll speed up the time it takes to charge, as well as increasing the benefits it gives. While you're at it, continue adding points to Energy Drain, as that'll help save a lot of HP potions if you use it correctly. Once you've maxed those, work on Stun Mastery, since as I said above, it will be very effective with training once the newer skill updates come out! After Stun Mastery, get max Transform, as you'll need to max it for Super Transform in fourth job. Finish off your build with 21 points into ShockWave or by putting those points into skills you may have wanted to max earlier in second job or whatever, like Oak Barrel, for instance. I will NOT be writing a fourth job build! Fourth job is strictly dependant on what skill books you're able to afford, find, or whatever. However, I will state that your main attacking skills, which you will want to max first, will be Dragon Strike and Barrage. However, I will not put anything in stone, as there are many controversial arguements about what build is best, so I'll leave that up for the player to decide! How to Get Your Fourth Job Skills! Core Skills: Once you advance to Buccaneer via Samuel, he'll give you four core skills and the Maple Hero skill book. The four core skills are Dragon Strike, Rapid Fists, Energy Orb and Wind Booster. Super Transform: Head over to Kyrin in Nautilus port. Once there, speak to her and she'll tell you to speak to her again. Chose the bottom most option and she'll warp you to a secret map. Once there, Super Kyrin will appear and begin attacking you. You must survive for two minutes to pass the test. Once two minutes have passed, a blue message will appear in your chat box that'll tell you to go back to Kyrin. Enter the portal on the right side of the map to go back to Kyrin. Talk to Kyrin and she'll give you Super Transform. Demolition and Snatch: Demolition and Snatch have similar quests. I'm not sure which is which, since they're both relatively the samething. Talk to Kyrin once you've recieved Super Transform and she'll send you on two quests. You must defeat 150 Blue and Red Dragon Turtles and collect 50 Skins and 50 Stone Hearts to complete the quests. Once you've finished, head back to Kyrin and she'll reward you with Demolition and Snatch! Time Leap: Head over to Rolonay to begin the quest. He'll tell you to go to Papulatus and defeat him. Head over to Papulatus with a party and take down Papulatus. Papulatus' second form will drop a silver key, which is needed for the quest. Pick it up and you'll get a "quest complete." Head back to Rolonay and turn in the quest. He'll then tell you to head back to Papulatus. Defeat Papulatus one more time. Then, once Papulatus is defeated, try entering the door to Papulatus one more time. It will send you into the Papulatus map, but there will be a Papulatus NPC that you will need to talk to a few times. Once you can no longer keep turning in quest to him, talk to him and select the bottom option. He'll send you to Nautilus Port for you to talk to Rolonay. Once you talk to Rolonay, he'll give you the skill book for Time Leap! Credits Credits go to myself, ShiKage, for writing this guide, to Fiel for making the skill tables and to whomever for writing the section for the 3rd job Q&A. Anyone who wishes to use this guide or ANY part of it elsewhere must ask me for permission first! ShiKage's Infighter Build - Takebacker - 2008-09-16 Very nice...i'm interested in the 3rd job build honestly. Is that the one you did? How'd that go? O_o I'm not a fan of building skills like that but if it's the optimal build then so be it. Lol. I like how you put the japanese characters for each skill in there too. xD Do you know how 4th job works yet or no? O_o ShiKage's Infighter Build - Link - 2008-09-16 Takebacker Wrote:Very nice...i'm interested in the 3rd job build honestly. Is that the one you did? How'd that go? O_o I'm not a fan of building skills like that but if it's the optimal build then so be it. Lol. I saw Spadow and Daemarius talking about Spadow's build on Basil, so I decided to fuse the build that I started my 3rd job with with his build, which involves Tranform first. Spadow figured out that your damage per minute is higher if you get Transform and shockwave first, but then while you're waiting for Transform to cool down, you're left with just Screw Punch, Back Elbow, Straight and SomerSault Kick, so I added in Stun Master to make up for the lost damage per minute output for that time period. As for fourth job, I haven't reached it yet, so I don't have anything to base a guide on. However, I do think that I'll do something along these lines: Level 120: +1 Fists, +1 Wind Booster, +1 Dragon Strike Level 121: +2 Fists, +1 Wind Booster ...and so on until Wind Booster is at the level where it adds +2 speed. Then I'll have to think of what to do after that. It's hard to tell what to do, so until I reach fourth job, I'll have to leave it off of the guide. =/ ShiKage's Infighter Build - Takebacker - 2008-09-16 ShiKage Wrote:I saw Spadow and Daemarius talking about Spadow's build on Basil, so I decided to fuse the build that I started my 3rd job with with his build, which involves Tranform first. Spadow figured out that your damage per minute is higher if you get Transform and shockwave first, but then while you're waiting for Transform to cool down, you're left with just Screw Punch, Back Elbow, Straight and SomerSault Kick, so I added in Stun Master to make up for the lost damage per minute output for that time period. Uh huh...well that is the starting build for most vipers. xD When you get to 4th job do tell how the fight with super karin went.
ShiKage's Infighter Build - Link - 2008-09-16 Takebacker Wrote:Uh huh...well that is the starting build for most vipers. xD When you get to 4th job do tell how the fight with super karin went. Haha. That's going to be tough. I'm not sure if I'm going to be able to pull that off any time soon. In fact, I'll probably wait until Pirates are released in GMS, or until the Pirate Skill quests are translated into English, before I start collecting skills. I can do perfectly fine with just Fists, Dragon Strike and Wind Booster. However, if my Japanese speaking ability allows me to, I might be able to successfully complete a few skill quests. We'll have to wait and see, though. ShiKage's Infighter Build - Cyadd - 2008-09-16 Could you possibly include reasons as to why you chose a certain skill over another? ShiKage's Infighter Build - Worthyness - 2008-09-16 your 3rd job build is very nice... I may just do that as my build. My one question is: Is energy buster really good? It seems to me that it's just another mob skill, but if i went with energy drain it would be like a "drain" for a sin (less pots maybe?). I have no knowledge on the matter. Like a few have mentioned before: it would be helpful to include reasoning =P Edit: thanks other dude =) ShiKage's Infighter Build - 0mgP1r4tes - 2008-09-16 Im revising my third job build to surround a max Shockwave asap build. But mine differds from yours in that after maxing Shockwave, I dedicate the next levels fully to maxing Transform ShiKage's Infighter Build - JoeTang - 2008-09-16 I would say that a level 11 Energy Drain would be enough if you want to use it. It's not something you'd probably use often since you'd probably have to potion to survive any real damage taken after 8x. It'd be impractical to use Energy Drain every single time, and at level 11, it'd still heal 50.4% damage which is useful enough to save potions when you have the time. Level 20 only heals 72% damage. 22%, and you're not doing a significant amount more damage, unlike Energy Buster. With a range of 1000~2000, you'd heal, on average, 756HP with Level 11 1080 with Level 20. The damage difference is 675. The difference in Energy Buster is 810 damage per monster. It's like Chakra. Situations can call for it, but there's more useful things to do about with your time in most scenarios. Unlike an Assassin, Infighters cannot rely on some ungodly amount of Avoid and range to waste their time Draining without fear of being hit. Infighters have to practically stand on monsters 100% of the time, thus incurring touch damage very frequently. If you want to save on potions, the extra 22% damage isn't huge. You'll most likely be Draining a single stunned monster that you didn't manage to kill from a larger mob to finish it off anyways. It's not something you'd be using very often. Especially if you don't want to waste time or run the risk of dying because you depend on it to heal you. ShiKage's Infighter Build - Link - 2008-09-16 0mgP1r4tes Wrote:Im revising my third job build to surround a max Shockwave asap build. But mine differds from yours in that after maxing Shockwave, I dedicate the next levels fully to maxing Transform I don't think that is a good idea. If you were to get Stun Mastery, you'd maximize your out-of-transform potential. Then you want to work on Energy Charge so you can deal more damage, since you can deal damage by merely coming close to the monster. Not only that, but it gives a boost of 20 weapon attack, boosting your leveling speed. ShiKage's Infighter Build - NoWaizMatt - 2008-09-16 Hmm, so Energy Buster really is much more of a loss then energy drain? Will you still get a signifigant amount of HP with level 11 drain? ShiKage's Infighter Build - 0mgP1r4tes - 2008-09-17 NoWaizMatt Wrote:Hmm, so Energy Buster really is much more of a loss then energy drain? Will you still get a signifigant amount of HP with level 11 drain? Taken from my guide: The choice between the two seems obvious to me, but those of us that have been researching the Pirate class throughly have come at an inpass about this. There are those saying that maxed Energy Drain would be more beneficial than maxed Energy Buster, since absorbing more HP per hit could save your life. Another argument for maxed Energy Drain is that there are plenty of other hard hitting attacks a Buc could use instead of Energy Buster. But, Energy Drain, as far as we know, only hits one monster at a time, while Energy Buster can hit four. There are many pros to having Maxed Energy Buster as well. You are dishing out 420% damage over four enemies (thats 1680%). This also out damages Screw Punch (three enemies at 420% a piece = 1260%) Added to that, the only 3rd job skill that will out damage maxed Energy Buster is Shockwave, which hits six enemies at 700% a piece (a whopping 4200%) But remember that Shockwave is only accessible in Transform mode and that skill has a cooldown time (480 seconds), limiting use of Shockwave Also, consider the following: ED at Lvl 11: Damage 315% / 16% of damage converted to HP / 200% Range ED at Lvl 20: Damage 360% / 20% of damage converted to HP / 200% Range EB at Lvl 21: Damage 366% / 4 Enemies / 100% Range EB at Lvl 30: Damage 420% / 4 Enemies / 100% Range If you leave Energy Buster at Lvl 21, you are losing out on a total of 216% damage (54% per monster) compared to maxing it. Keeping Energy Drain at Lvl 11 only loses you 45% damage. ShiKage's Infighter Build - Worthyness - 2008-09-17 What happened to your guide that was here on SP? (If you have already explained everything, that's your business and not mine. You can choose not to answer me) But according to one of the peoples above shows only a 300 HP difference in healing from level 11 and level 20 energy drain. It seems that this would not be significant in the amount of traing up close that an infighter would be doing. I kinda like the Transform first build. It allows you to use an awesome mob skill early as well as increase damage gradually. Does anyone have an energy type first build they wanna post on SP? xD (of course, this is speculation as i have no way of experienceing any of this first hand until Pirates come out x__x) ShiKage's Infighter Build - 0mgP1r4tes - 2008-09-17 I planned on still contributing to the Pirate section while remaining anonymous, but Paul PM'd me randomly and said he doesnt care For the record my account wasnt banned, I asked for a global ignore. Energy 1st Build you asked for:
Spoiler
ShiKage's Infighter Build - Link - 2008-09-17 0mgP1r4tes Wrote:I planned on still contributing to the Pirate section while remaining anonymous, but Paul PM'd me randomly and said he doesnt care This is the guide I originally started with. Then I saw all of that business on Basil between Daemarius and Spadow, so I mixed that one and the Transform build. ShiKage's Infighter Build - lord farkuad - 2008-09-17 wait, so first Daemarius said that it would be ok to max straight, somersault kick, and dash leaving QM at 11, and then at 2nd job instead of MP recovery, max QM... but i keep hearing that dash interferes with training... i really want dash though... on a side note: Daemarius is there any way to contact you now? because i love hearing what you have to say on pirates ShiKage's Infighter Build - Link - 2008-09-18 Ok! I've added my reasons for my builds! Any suggestions to add anything to my guide, or any questions concerning my builds? ShiKage's Infighter Build - Beaner - 2008-09-18 why do you max screw punch before double upper? screw punch is charge up and basically rush right? so wouldnt it be better to have double upper to kill the monsters instead of agroing a bunch with screw punch? lv 1 screw punch has the same range as maxed correct? if the idea is to make mobs and move faster i think lv 1 is good enough. ShiKage's Infighter Build - Link - 2008-09-18 When mobbing, which at those levels, you'll be in maps where spawn is great (most likely), so Screw Punch would deal a higher damage per minute than Double Upper. If you focus more on single targets at low levels, you won't get anywhere fast. ShiKage's Infighter Build - Beaner - 2008-09-18 so do you spam uncharged screw punch? charge it while taking dmg? or mob with it then kill using the kick thing? how do you train during second job? also sins and archers do single targets and they have no problem whatsoever during second job. |