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> Daemarius' Infighter Guide
xDae
post Jul 12 2008, 06:37 PM
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UPDATES!
Last Updated: Sept 22nd, 18:10 EST

New Skill Builds!
  • Re-worked 1st Job
  • Moved Storyline


Greetings!
As some of you have heard, we've received a good chunk of Pirate data in our latest patch

In light of this new information I have decided to put my knowledge of the Pirate skills to good use, and have prepared what I think, is a decent skill build for the Infighter. Not only that, but Im adding in a little story line too, as I feel a post with just a stat build is extremely boring.

EDIT - Moved the storyline here

HUGE NOTICE!
I give FULL credit for the Pirate Skills information to Fiel of SP.net, and all those who helped him. You can see the data for yourselves at the following links:

Pirate Skills
4th Job Pirate Skills

Infighter Videos
Level 200 Gunslinger and Level 180 Infighter


KMS ~ Infighter Job Advancement


1st ~ 2nd Job Skills

3rd Job Skills

4th Job Infighter: Viper

Viper Training at Wyverns


Viper Killing Pianus

Viper using Energy Orb at Sharks

164 Viper @ Newties

3 Vipers at Papulatus

Viper Training at Newties

Building Your Pirate
Infighters can be likened to Warriors in that their Primary Stat is Str and their Secondary Stat is Dex. Unlike warrior however, Infighters REQUIRE Dex to equip their weapons. When rolling for your stats, shoot for a 4/4 on Int/Luk. You need to have 20 Dex to make the first Job advancement.

Your Basic Pirate
Based on the information gathered, I have drafted up a decent stat build for a 1st job Pirate that will become an Infighter:

Total Exp needed (Lvl 10-30): 640,990

Proposed Pirate Builds:

Unfunded Infighter
10: +1 Somersault Kick(1)
11: +2 Somersault Kick(3), +1 Straight(1)
12: +3 Somersault Kick(6)
13: +2 Somersault Kick(8), +1 Straight(2)
14: +3 Somersault Kick(11)
15: +2 Somersault Kick(13), +1 Straight(3)
16: +3 Somersault Kick(16)
17: +3 Somersault Kick(19)
18: +1 Somersault Kick(MAX), +2 Straight(5)
19: +3 Straight(8)
20: +3 Straight(11)
21: +3 Straight(14)
22: +3 Straight(17)
23: +3 Straight(MAX)
24: +1 Dash(1), +2 Quick Motion(2)
25: +3 Quick Motion(5)
26: +3 Quick Motion(8)
27: +3 Quick Motion(11)
28: +3 Quick Motion(14)
29: +3 Quick Motion(17)
30: +3 Quick Motion(MAX)

Skill Dist. at Lvl 30: 61 Points Total
  • 20 Quick Motion
  • 20 Somersault Kick
  • 20 Straight
  • 1 Dash


Well Funded Infighter
10: +1 Somersault Kick(1)
11: +2 Somersault Kick(3), +1 Straight(1)
12: +3 Somersault Kick(6)
13: +2 Somersault Kick(8), +1 Straight(2)
14: +3 Somersault Kick(11)
15: +2 Somersault Kick(13), +1 Straight(3)
16: +3 Somersault Kick(16)
17: +3 Somersault Kick(19)
18: +1 Somersault Kick(MAX), +2 Straight(5)
19: +3 Straight(8)
20: +3 Straight(11)
21: +3 Straight(14)
22: +3 Straight(17)
23: +3 Straight(MAX)
24: +1 Dash(1), +2 Quick Motion(2)
25: +3 Quick Motion(5)
26: +3 Quick Motion(8)
27: +3 Quick Motion(11)
28: +3 Dash(4)
29: +3 Dash(7)
30: +3 Dash(MAX)

Skill Dist. at Lvl 30: 61 Points Total
  • 20 Somersault Kick
  • 20 Straight
  • 11 Quick Motion
  • 10 Dash


Notes on this build
Some believe maxing Straight is better than maxing Somersault Kick. But any experienced Maplers knows Mobbing = faster leveling. I did a mix of Dash and Somersault kick on the experience that speed = faster leveling, so Dash should help just as well. ALSO! Somersault kick can be used when using ANY weapon and WITHOUT one as well, giving you much more versitility

Then again, you can only use Straight in the 2nd Job Advancement. Also, 2nd Job is loaded with mob skills, which also stun. Finally, keep in mind an Infighter only has four 1v1 attacks (five counting Energy Drain) in its ENTIRE arsenal (1st job through 4th): Straight, Double Upper, Fist and Demolition; while it has eight mobbing skills: Somersault Kick, Screw Punch, Backspin Blow, Energy Buster, Shockwave, Snatch, Energy Orb, and Dragon Strike (Leviathon). This means you have alot more choices for mobbing moves than single target skills, so you might want to max out every one you have. And finally, keep in mind that Straight is spammable, and every other Infighter attack is not. The delays seem to piss people off during training, so it may be worth maxing

The difference between the two builds revolves around Quick Motion and Dash. Quick Motion gives acc/avd, while Dash gives you extra speed (Its not like haste, you double tap an arrow key to cast it. If you stop, turn around, etc etc you need to recast it) If you are funded and can afford dex / acc equips, you really dont need to max Quick Motion

Coincidentally, by the time you reach 3rd Job, it really wont matter which one you ended up maxing.

The Way of The Infighter

Again, based on the information I have drafted up a skill build of an Infighter

Proposed Infighter Build

30: +1 ImHP(1)
31: +3 ImHP(4)
32: +3 ImHP(7)
33: +3 ImHP(MAX)
34: +2 Screw Punch(2), +1 Knuckle Mastery(1)
35: +3 Knuckle Mastery(4)
36: +1 Knuckle Mastery(5), +2 Knuckle Booster(2)
37: +3 Knuckle Booster(5)
38: +1 Screw Punch(3), +2 Knuckle Mastery(7)
39: +1 Screw Punch(4), +2 Knuckle Mastery(9)
40: +1 Screw Punch(5), +2 Knuckle Mastery(11)
41: +1 Screw Punch(6), +2 Knuckle Mastery(13)
42: +1 Screw Punch(7), +2 Knuckle Mastery(15)
43: +1 Screw Punch(8), +2 Knuckle Mastery(17)
44: +1 Screw Punch(9), +2 Knuckle Mastery(19)
45: +2 Screw Punch(11), +1 Knuckle Booster(6)
46: +2 Screw Punch(13), +1 Double Upper(1)
47: +2 Screw Punch(15), +1 Double Upper(2)
48: +2 Screw Punch(17), +1 Double Upper(3)
49: +2 Screw Punch(19), +1 Double Upper(4)
50: +1 Screw Punch(MAX), +1 Double Upper(5), +1 Backspin Blow(1)
51: +3 Double Upper(8)
52: +3 Double Upper(11)
53: +3 Double Upper(14)
54: +3 Double Upper(17)
55: +3 Double Upper(MAX)
56: +3 Backspin Blow(4)
57: +3 Backspin Blow(7)
58: +3 Backspin Blow(10)
59: +3 Backspin Blow(13)
60: +3 Backspin Blow(16)
61: +3 Backspin Blow(19)
62: +1 Backspin Blow(MAX), +1 MP Recovery(1), +1 Oak Barrel(1)
63: +3 MP Recovery(4)
64: +3 MP Recovery(7)
65: +3 MP Recovery(MAX)
66: +3 Knuckle Booster(9)
67: +3 Knuckle Booster(12)
68: +3 Knuckle Booster(15)
69: +3 Knuckle Booster(18)
70: +2 Knuckle Booster(MAX), +1 Knuckle Mastery(MAX)

Skill Dist. at Lvl 70: 121 Points Total
  • 10 ImHP (Improving Max HP Increase)
  • 20 Knuckle Mastery
  • 20 Knuckle Booster
  • 20 Double Upper
  • 20 Backspin Blow
  • 20 Screw Punch
  • 10 MP Recovery
  • 1 Oak Barrel


Notes on this build
Maxing ImHP first was a given. I decided on maxing Screw Punch first after Imh because most, if not all, Maplers should be CPQing from Lvl 30-50, and that skill would seem to do the most DPS there. Notice this build includes getting Mastery to 5 ASAP to get at least some Booster. It then continues based on the +% per two points put in mastery. Any physical damage based Mapler will tell you Mastery first is key (well most Maplers). After that, get a solid one minute booster, and start slowing down Screw Punch to add to Mastery. Double Upper seems useful, dishing out 580% to a single monster, so when Screw Punch is maxed, start adding points to it. After I decided to add into Backspin Blow. The reason being is from what I learned watching KMS videos. Most high level Bucs and Vipers will Backspin Blow enemies into a corner, then Leviathan / Fist / Shockwave them to death. The rest of the build seems self explanatory. Max MP Recovery, finish up Booster and Mastery

The Buccaneer's Path
~Under Construction~

Proposed Buc Build

Transform / Shockwave vs Energy Charge / Energy Buster

Both sets of skills are grouped together to give the best possible DPS. Problem is, you can only go transformed every four minutes (Skill lasts two minutes with an six minute cooldown). So for that time you must rely on your 2nd job skills. Some people might not like this and opt for the Energy Charge / Energy Buster combo first. If so, here's your build:

70: +1 Stun Mastery(1)
71: +3 Stun Mastery(4)
71: +3 Stun Mastery(7)
73: +3 Stun Mastery(10)
74: +3 Stun Mastery(13)
75: +3 Stun Mastery(16)
76: +3 Stun Mastery(19)
77: +1 Stun Mastery(MAX), +1 Energy Charge(1), +1 Energy Buster(1)
78: +2 Energy Charge(3), +1 Energy Buster(2)
79: +2 Energy Charge(5), +1 Energy Buster(3)
80: +2 Energy Charge(7), +1 Energy Buster(4)
81: +2 Energy Charge(9), +1 Energy Buster(5)
82: +2 Energy Charge(11), +1 Energy Buster(6)
83: +2 Energy Charge(13), +1 Energy Buster(7)
84: +2 Energy Charge(15), +1 Energy Buster(8)
85: +1 Energy Charge(16), +2 Energy Buster(10)
86: +1 Energy Charge(17), +2 Energy Buster(12)
87: +2 Energy Charge(19), +1 Energy Buster(13)
88: +2 Energy Charge(21), +1 Energy Buster(14)
89: +2 Energy Charge(23), +1 Energy Buster(15)
90: +1 Energy Charge(24), +2 Energy Buster(17)
91: +1 Energy Charge(25), +2 Energy Buster(19)
92: +3 Energy Buster(22)
93: +2 Energy Charge(27), +1 Energy Buster(23)
94: +2 Energy Charge(29), +1 Energy Buster(24)
95: +2 Energy Charge(31), +1 Energy Buster(25)
96: +2 Energy Charge(33), +1 Energy Buster(26)
97: +2 Energy Charge(35), +1 Energy Buster(27)
98: +2 Energy Charge(37), +1 Energy Buster(28)
99: +3 Energy Charge(MAX)
100: +2 Energy Buster(MAX), +1 Transform(1)
101: +2 Transform(3), +1 Shockwave(1)
102: +2 Transform(5), +1 Shockwave(2)
103: +2 Transform(7), +1 Shockwave(3)
104: +2 Transform(9), +1 Shockwave(4)
105: +2 Transform(11), +1 Shockwave(5)
106: +2 Transform(13), +1 Shockwave(6)
107: +2 Transform(15), +1 Shockwave(7)
108: +2 Transform(17), +1 Shockwave(8)
109: +2 Transform(19), +1 Shockwave(9)
110: +1 Transform(MAX), +2 Shockwave(11)
111: +3 Shockwave(14)
112: +3 Shockwave(17)
113: +3 Shockwave(20)
114: +3 Shockwave(23)
115: +3 Shockwave(26)
116: +3 Shockwave(29)
117: +1 Shockwave(MAX) +2 Energy Drain(2)
118: +3 Energy Drain(5)
119: +3 Energy Drain(8)
120: +3 Energy Drain(11)

Then again, if the entire reason you made an Infighter was to Transform and look flashy (like 90% of the people who will make one), this would be your build

70: +1 Transform(1)
71: +2 Transform(3), +1 Shockwave(1)
72: +2 Transform(5), +1 Shockwave(2)
73: +2 Transform(7), +1 Shockwave(3)
74: +2 Transform(9), +1 Shockwave(4)
75: +2 Transform(11), +1 Shockwave(5)
76: +2 Transform(13), +1 Shockwave(6)
77: +2 Transform(15), +1 Shockwave(7)
78: +2 Transform(17), +1 Shockwave(8)
79: +2 Transform(19), +1 Shockwave(9)
80: +1 Transform(MAX), +2 Shockwave(11)
81: +3 Shockwave(14)
82: +3 Shockwave(17)
83: +3 Shockwave(20)
84: +3 Shockwave(23)
85: +3 Shockwave(26)
86: +3 Shockwave(29)
87: +1 Shockwave(MAX), +2 Stun Mastery(2)
88: +3 Stun Mastery(5)
89: +3 Stun Mastery(8)
90: +3 Stun Mastery(11)
91: +3 Stun Mastery(14)
92: +3 Stun Mastery(17)
93: +3 Stun Mastery(MAX)
94: +2 Energy Charge(2), +1 Energy Buster(1)
95: +2 Energy Charge(4), +1 Energy Buster(2)
96: +2 Energy Charge(6), +1 Energy Buster(3)
97: +2 Energy Charge(8), +1 Energy Buster(4)
98: +2 Energy Charge(10), +1 Energy Buster(5)
99: +2 Energy Charge(12), +1 Energy Buster(6)
100: +2 Energy Charge(14), +1 Energy Buster(7)
101: +2 Energy Charge(16), +1 Energy Buster(8)
102: +1 Energy Charge(17), +2 Energy Buster(10)
103: +2 Energy Charge(19), +1 Energy Buster(11)
104: +2 Energy Charge(21), +1 Energy Buster(12)
105: +2 Energy Charge(23), +1 Energy Buster(13)
106: +1 Energy Charge(24), +2 Energy Buster(15)
107: +1 Energy Charge(25), +2 Energy Buster(17)
108: +3 Energy Buster(28)
109: +2 Energy Charge(30), +1 Energy Buster(18)
110: +2 Energy Charge(32), +1 Energy Buster(19)
111: +2 Energy Charge(34), +1 Energy Buster(20)
112: +2 Energy Charge(36), +1 Energy Buster(21)
113: +2 Energy Charge(38), +1 Energy Buster(22)
114: +2 Energy Charge(MAX), +1 Energy Buster(23)
115: +3 Energy Buster(26)
116: +3 Energy Buster(29)
117: +1 Energy Buster(MAX), +2 Energy Drain(2)
118: +3 Energy Drain(5)
119: +3 Energy Drain(8)
120: +3 Energy Drain(11)

Skill Dist. at Lvl 120: 151 Points Total

BASE SKILL BUILD:
  • 20 Transform
  • 20 Stun Mastery
  • 40 Energy Charge
  • 30 Shockwave


OPTIONS:
(Max EB Build)
  • 30 Energy Buster
  • 11 Energy Drain


(Max ED Build)
  • 20 Energy Drain
  • 21 Energy Buster


Notes on this build

Energy Drain vs Energy Buster

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.

In the end, its your Story, your Pirate, build it the way YOU want.

The Viper's Prestige
~Under Construction~

Proposed Viper Build

Note: As any 4th jobber knows, there is the build you'd like to go with....and then there is the build you have to go with depending on which mastery books you find first.

Of course, you could save SP and wait til you find certain books, or splurge them on skills you don't necessarily need. Do what you want...

120: +1 Fist(1), +1 Wind Booster(1), +1 Dragon Strike(1)
121: +1 Fist(2), +1 Time Leap(1), +1 Wind Booster(2)
122: +1 Super Transform(1), +1 Demolition(1), +1 Snatch(1)
123: +3 Wind Booster(5)
124: +3 Wind Booster(8)
125: +3 Wind Booster(11)
126: +3 Fist(5)
127: +3 Fist(8)
128: +3 Fist(11)
129: +3 Maple Warrior(3)
130: +3 Maple Warrior(6)
131: +3 Maple Warrior(9)
132: +2 Super Transform(3), +1 Demolition(2)
133: +2 Super Transform(5), +1 Demolition(3)
134: +2 Super Transform(7), +1 Demolition(4)
135: +2 Super Transform(9), +1 Demolition(5)
136: +2 Super Transform(11), +1 Demolition(6)
137: +2 Super Transform(13), +1 Demolition(7)
138: +2 Super Transform(15), +1 Demolition(8)
139: +2 Super Transform(17), +1 Demolition(9)
140: +3 Super Transform(MAX)
141: +3 Demolition(12)
142: +3 Demolition(15)
143: +3 Demolition(18)
144: +2 Demolition(20), +1 Dragon Strike(2)
145: +3 Dragon Strike(5)
146: +3 Dragon Strike(8)
147: +3 Dragon Strike(11)
148: +3 Dragon Strike(14)
149: +3 Dragon Strike(17)
150: +3 Dragon Strike(20)
151: +1 Dragon Strike(21), +2 Fist(13)
152: +3 Fist(16)
153: +3 Fist(19)
154: +3 Fist(22)
155: +3 Fist(25)
156: +3 Fist(28)
157: +2 Fist(MAX), +1 Snatch(2)
158: +3 Snatch(5)
159: +3 Snatch(8)
160: +3 Snatch(11)
161: +3 Snatch(14)
162: +3 Snatch(17)
163: +3 Snatch(20)
164: +1 Snatch(21), +2 Demolition(22)
165: +3 Demolition(25)
166: +3 Demolition(28)
167: +2 Demolition(MAX), +1 Dragon Strike(22)
168: +3 Dragon Strike(25)
169: +3 Dragon Strike(28)
170: +2 Dragon Strike(MAX), +1 Maple Warrior(10)
171: +3 Maple Warrior(13)
172: +3 Maple Warrior(16)
173: +3 Maple Warrior(19)
174: +1 Maple Warrior(MAX), +2 Time Leap(3)
175: +3 Time Leap(6)
176: +3 Time Leap(9)
177: +3 Time Leap(12)
178: +3 Time Leap(15)
179: +3 Time Leap(18)
180: +3 Time Leap(21)
181: +3 Time Leap(24)
182: +3 Time Leap(27)
183: +3 Time Leap(MAX)
184: +3 Energy Orb(3)
185: +3 Energy Orb(6)
186: +3 Energy Orb(9)
187: +3 Energy Orb(12)
188: +3 Energy Orb(15)
189: +3 Energy Orb(18)
190: +3 Energy Orb(21)
191: +3 Energy Orb(24)
192: +3 Energy Orb(27)
193: +3 Energy Orb(MAX)
194: +3 Snatch(24)
195: +3 Snatch(27)
196: +3 Snatch(MAX)
197: +1 Hero's Will, +2 Energy Buster(23) / Energy Drain(13)
198: +3 Energy Buster(26) / Energy Drain(16)
199: +3 Energy Buster(29) / Energy Drain(19)
200: +1 Energy Buster(MAX) / Energy Drain(MAX), +2 Wind Booster(13)

Skill Dist. at Lvl 200: 243 Points Total
BASE SKILL BUILD:
  • 20 Super Transform
  • 30 Fist
  • 30 Demolition
  • 30 Dragon Strike
  • 20 Maple Warrior
  • 30 Time Leap
  • 30 Energy Orb
  • 30 Snatch
  • 13 Wind Booster
  • 1 Hero's Will


OPTIONS:
(Max EB Build)
  • 9 Additional Into Energy Drain


(Max ED Build)
  • 9 Additional Into Energy Buster


Notes on this build
Ok. Well like I stated earlier, what you do and dont put points into will probably be determined by what Mastery books you find / pass. Anyway, I put a few points into each skill so you can enjoy 4th job. Yay Viper. After that, 11 into Wind Booster to get that sexy +2 speed. Fist to 11 to get a nice attack boost. 9 into Maple Warrior for obvious reasons. Anyone who has had MW9 before knows its benefit to your damage range. Next, Super Transform / Demo upgrade. Get Super Transform maxed to get the low cooldown time. Leave Demo at 20, since its plenty of damage but after adding another point, its MP cost nearly doubles. Dragon Strike gets to 21 so it hits 6 enemies. Max Fist after so its out of the way. Get Snatch to 21 (hit 6 enemies), then max Demo for bossing. Next you max Dragon Strike for training and Maple Warrior for its stat boost. Max Time Leap next for bossing and so you can use Super Transform more often. Then max Energy Orb, since at max it'll out damage Buster. Finally, finish up Snatch, Energy Buster / Energy Drain (depending on what you did for 3rd job), and put the rest of your points into Wind Booster.

Note: If you want Super Transform....you'll have to beat this boss first...

Super Kairin

  • Level: 120
  • HP: 100,000,000
  • MP: 20,000
  • Avoid: 14
  • Knockback: 50,000
  • EXP: 6,700,000


That's right...100 million HP..... This may be the first quest for a skill that actually requires you to use Onyx Apples

Recommended Training Areas
Level 1~10:
  • Typical Maple Island. Quests, snails, etc. Get to Level 9 and about 75% and head to Victoria
  • Get to Olaf, get exp for Maple Island quests. Take Pirate job quest
  • Head to Nautilus Port and find Kairin. talking to her about "Path of the Pirate" should put you to Level 10. If it doesnt, go whack some snails
  • After getting to Level 10, get the job advancement


Level 10~20:
  • HPQ......HPQ.......HPQ
  • Around Level 15~18, head to Pig Beach


Level 20~30:
  • KPQ, easy to get tracks. Get a strong mage party and rip it up
  • Get bored? Cant get in PQ? Try Wild Boars.
  • Maybe ArPQ (Ariant PQ)? Havent tried it myself, but Im told its easy experience


Level 30~50:
  • Monster Carnival PQ. If you have friends with Level 50 CPQ mules, itll be very easy experience.
  • Another CPQ tactic, Coin Farm and agree with the other party to alternate wins


Level 50~60:
  • Stick with STDs
  • FoG
  • If you are overkilling STDs, try Pandas in "Territory of Wandering Bear". Nice, flat maps for Screw Punch
  • In late 50s, if you are well funded (pac, zhelm, scg) go try v/hoodoos. If you cant find a map, try going to FoG


Level 60~70:
  • Pandas, unless you are overkilling them
  • FoG
  • V/Hoodoos are always fun...
  • Try Gryphons or Water Goblins if the experience isn't good at the other places
  • If not, go for Captains and Krus (if you are INCREDIBLY funded), lots of close mobs and great spawn


The End?
Im still researching Buc and Viper builds, deciding what points go where.

Plans for the future:
  • Posting skill animations
  • Posting Recommended training areas and training techniques


Credits
Fiel - For Pirate skills info (and this forum)
Loose - Helped with training areas and skill build suggestions
IsaacGS - Helped with training areas and skill build suggestions
JoeTang - Great insight and help with 2nd job, as well as training areas


This post has been edited by xDae: Oct 21 2008, 06:37 PM


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Never take anything I post seriously.... I have no idea what Im talking about most of the time...
Daemarius - Lvl 94 Hermit
Proud Member of Them

Daemarius' Infighter Guide | Infighters, A Debate: Dexless / Low-Dex / Regular Dex | Them Guild Video *watch in high quality*
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post Jul 12 2008, 06:37 PM
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TheOneCrazyGuy
post Jul 12 2008, 09:26 PM
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AWESOME guide. I'm wanting to make an Infighter when they come out, I'll definitely use this. mush1a.gif

This post has been edited by xDany: Jul 12 2008, 09:26 PM


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Pentium4
post Jul 12 2008, 09:59 PM
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Did you actually play KMS/TMS/whatever has pirate to do this mush1k.gif.

Well, make a gunslinger guide, I'm gonna make a gunslinger ;P


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post Jul 12 2008, 10:27 PM
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What Shuck says. Make a guide for Gunslingers. I'm gonna make a gunslinger once Pirates are out.


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post Jul 12 2008, 10:35 PM
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Hmmm after watching the videos I like the Gunslingers use of Summons and status effects and I like the combos pulled off by Infighters.


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xDae
post Jul 12 2008, 10:35 PM
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I dont know as much about gunslingers, but ill see what I can do


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LittleKey
post Jul 12 2008, 11:44 PM
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Amazing job!! I'll read the whole thing later. Seriously though, what everyone said. The concept of someone with a musket running around in pirate clothes is just too cool, make a gunslinger guide!!


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Aroused
post Jul 14 2008, 10:29 AM
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Great guide, very detailed. I'm probably going to make an infighter once pirates are out.

One question though, I still don't get if its better to leave straight at 11 or max it. I mean, you get so many mob skills, is there a point to max somersault kick over straight?


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xDae
post Jul 14 2008, 10:39 AM
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QUOTE(Aroused @ Jul 14 2008, 12:29 PM) *
Great guide, very detailed. I'm probably going to make an infighter once pirates are out.

One question though, I still don't get if its better to leave straight at 11 or max it. I mean, you get so many mob skills, is there a point to max somersault kick over straight?


Remember that Somersault Kick hits 6 enemies, while Screw Punch and Backspin Blow only hit 3. This could mean that with a large mob, of 4 or more, it may be better to use Somersault Kick instead of your other mobbing skills. Added to that, Double Upper easily replaces Straight


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Aroused
post Jul 14 2008, 12:01 PM
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QUOTE(xDae @ Jul 14 2008, 12:39 PM) *
QUOTE(Aroused @ Jul 14 2008, 12:29 PM) *
Great guide, very detailed. I'm probably going to make an infighter once pirates are out.

One question though, I still don't get if its better to leave straight at 11 or max it. I mean, you get so many mob skills, is there a point to max somersault kick over straight?


Remember that Somersault Kick hits 6 enemies, while Screw Punch and Backspin Blow only hit 3. This could mean that with a large mob, of 4 or more, it may be better to use Somersault Kick instead of your other mobbing skills. Added to that, Double Upper easily replaces Straight

Oh, okay, that makes way more sense then. I had a feeling straight is only 11 cause it probably gets replaced.


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Bushado
post Jul 19 2008, 01:44 PM
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I found a Gunslinger guild from Basilmarket, could you tell me if the build is correct or not?
here's the link: http://www.basilmarket.com/forum/767182/1/...nger_Guide.html


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Shade
post Jul 19 2008, 10:15 PM
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Videos 2, 3, and 4 are no longer available.


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Kunu
post Jul 26 2008, 03:05 PM
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Great guide. I'm looking forward to creating an Infighter when they come out in MS, and I'll probably use this for reference.


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seth1134
post Jul 30 2008, 02:35 PM
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great guide i have my level 10 beginner ready perfect stats and a few mill of funding and this will be the guide im using mush1k.gif
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xDae
post Sep 12 2008, 11:53 AM
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QUOTE(seth1134 @ Jul 30 2008, 04:35 PM) *
great guide i have my level 10 beginner ready perfect stats and a few mill of funding and this will be the guide im using mush1k.gif

I would certainly stock up on Dex equips, or Str if you can afford them. Also, make sure you have your 30 gold zombie teeth. With so many people going to Pirates, they may become scarce


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