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 Recommandations pour la job de Pirate ?

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MapleJune
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MessageSujet: Recommandations pour la job de Pirate ?   Mar 25 Nov 2008 - 18:20

Quelqu'un sait comment monter les Skills et les Stats convenablement pour la job de pirate ? Merci à l'avance !
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Soso
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MessageSujet: Re: Recommandations pour la job de Pirate ?   Mar 25 Nov 2008 - 20:17

Je connais que le 1st job..

Brawler ( Knuckles ) = Le plus de STR possible ! Et de la dex pour avoir le même niveau de level et de DEX. (cf : lvl 20 faut 20dex, lvl 100 100dex..) Pour les skills : Flash fist à max, Bullet time à max et Summersault(? pour l'orthographe) à max aussi...

Gunslingers ( Guns - Pistolets- ) = Le plus de DEX possible, la STR à mettre uniquement à partir du même niveau que toi. (cf lvl 20, 20 STR et le rèste en dex, lvl 110, 110 STR et le reste en DEX..) Pour les skills faut : Double shot à max (primordiale), Dash, Bullet time.
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MessageSujet: Re: Recommandations pour la job de Pirate ?   Mer 26 Nov 2008 - 1:24

Bah déjà y'a plusieurs guides sur plusieurs sites ( www.basilmarket.com / www.maplewiki.com / www.strategywiki.org ...)
mais bon pour les stats c'est comme l'a dit Soso, pour les skills ça dépend si tu veux être Gunslinger ou Brawler bien sûr, mais en Gunslinger t'as aucun choix à faire, Brawler faut sacrifier une partie d'un skill ou un skill complet.
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MapleJune
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MessageSujet: Re: Recommandations pour la job de Pirate ?   Mer 26 Nov 2008 - 19:18

Désolée je viens de me rendre compte que j'avais pas affiché mon message au bon endroit. Et merci pour les réponses rapides Wink
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cloudelka
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MessageSujet: Re: Recommandations pour la job de Pirate ?   Jeu 27 Nov 2008 - 1:10

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 ª on top of the doorway, then go all of the way to the left and enter the far left portal. Once there, talk to Kairin 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.

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.

• 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/TLo...k/Maple0132.jpg

The Second Job Advancement:

Head back over to Nautilus Port and talk to Kairin. She'll give you two options; One for Infighter and one for Gunslinger. Choose "Infighter" and then talk to Kairin again. Click the very bottom option. She'll warp you to a map with small Octopi that you must kill. Here's the catch: You must use Flash Barrage to kill them. SommerSault Kick will only "MISS" them. Once you've collected all 15 items from those octopi, talk to Kairin 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 Infighter.

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 Third Job Advancement Quest:

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 (ƒyƒhƒ) and he'll tell you to head back to Kairin in Nautilus Port to gather the Necklace of Strength. Head back to Kairin 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 Strenght. 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 fake Kairin. Defeat the clone and collect the rubble piece that fake Kairin drops. Take that back to Kairin and she'll reward you with the Necklace of Strength. Head back to Pedro in El Nath and give him the Necklace of Strength. He'll then tell you that you must pass one final test; the knowledge test. Head to Sharp Cliff II and go in the wooden door on the top right part of the map. Walk down and talk to the large stone to begin your knowledge test (The answers can be found here : http://www.adventuresinjms.com/forums/index.php?showtopic=10 ). Once you have obtained the Necklace of Wisdom, head back to Pedro and give him the necklace. Congratulations! You are now a Buccaneer!

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. Stun Mastery is a MUST! 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. 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'll speed up your training a lot. 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, 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 to 3rd and fourth jobs. 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 +20 STR, +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.

Fourth Job

This builld was definitely difficult to make. There are so many factors you have to throw in when writing the guide. In fact, I'm not even sure if this is best for GMS.

Level 120: +1 Barrage, +1 Speed Infusion, +1 Dragon Strike
Level 121: +1 Time Leap, +2 Speed Infusion
Level 122: +3 Speed Infusion
Level 123: +3 Speed Infusion
Level 124: +2 Speed Infusion (11), +1 Dragon Strike
Level 125: +2 Dragon Strike, +1 Barrage
Level 126: +2 Dragon Strike, +1 Barrage
Level 127: +2 Dragon Strike, +1 Barrage
Level 128: +2 Dragon Strike, +1 Barrage
Level 129: +2 Dragon Strike, +1 Barrage
Level 130: +2 Dragon Strike, +1 Barrage
Level 131: +2 Dragon Strike, +1 Barrage
Level 132: +2 Dragon Strike, +1 Barrage
Level 133: +2 Dragon Strike, +1 Barrage (10)
Level 134: +2 Dragon Strike, +1 Super Transformation
Level 135: +2 Dragon Strike, +1 Super Transformation
Level 136: +2 Dragon Strike, +1 Super Transformation
Level 137: +2 Dragon Strike, +1 Super Transformation
Level 138: +2 Dragon Strike (Max), +1 Super Transformation
Level 139: +2 Barrage, +1 Super Transformation
Level 140: +2 Barrage, +1 Super Transformation
Level 141: +2 Barrage, +1 Super Transformation
Level 142: +2 Barrage, +1 Super Transformation
Level 143: +2 Barrage, +1 Super Transformation
Level 144: +2 Barrage, +1 Super Transformation
Level 145: +2 Barrage, +1 Super Transformation
Level 146: +2 Barrage, +1 Super Transformation
Level 147: +2 Barrage, +1 Super Transformation
Level 148: +2 Barrage (Max), +1 Super Transformation (15)
Level 149: +1 Super Transformation, +1 Demolition, +1 Snatch
Level 150: +1 Super Transformation, +2 Demolition
Level 151: +1 Super Transformation, +2 Demolition
Level 152: +1 Super Transformation, +2 Demolition
Level 153: +1 Super Transformation (Max), +2 Demolition
Level 154: +3 Demolition
Level 155: +3 Demolition
Level 156: +3 Demolition
Level 157: +3 Demolition
Level 158: +3 Demolition
Level 159: +3 Demolition
Level 160: +3 Demolition (Max)
Level 161: +1 Snatch, +2 Maple Hero
Level 162: +1 Snatch, +2 Maple Hero
Level 163: +1 Snatch, +2 Maple Hero
Level 164: +1 Snatch, +2 Maple Hero
Level 165: +1 Snatch, +2 Maple Hero (10)
Level 166: +1 Snatch, +2 Energy Orb
Level 167: +1 Snatch, +2 Energy Orb
Level 168: +1 Snatch, +2 Energy Orb
Level 169: +1 Snatch, +2 Energy Orb
Level 170: +1 Snatch, +2 Energy Orb
Level 171: +1 Snatch, +2 Energy Orb
Level 172: +1 Snatch, +2 Energy Orb
Level 173: +1 Snatch, +2 Energy Orb
Level 174: +1 Snatch, +2 Energy Orb
Level 175: +1 Snatch, +2 Energy Orb
Level 176: +1 Snatch, +2 Energy Orb
Level 177: +1 Snatch, +2 Energy Orb
Level 178: +1 Snatch, +2 Energy Orb
Level 179: +1 Snatch (Max), +2 Energy Orb
Level 180: +2 Energy Orb (Max), +1 Maple Hero
Level 181: +3 Maple Hero
Level 182: +3 Maple Hero
Level 183: +3 Maple Hero (Max)
Level 184: +3 Time Leap
Level 185: +3 Time Leap
Level 186: +3 Time Leap
Level 187: +3 Time Leap
Level 188: +3 Time Leap
Level 189: +3 Time Leap
Level 190: +3 Time Leap (22)
Level 191: +3 Time Leap
Level 192: +3 Time Leap
Level 193: +2 Time Leap, +1 Speed Infusion
Level 194: +3 Speed Infusion
Level 195: +3 Speed Infusion
Level 196: +2 Speed Infusion (Max), +1 Energy Drain
Level 197: +3 Energy Drain
Level 198: +3 Energy Drain
Levle 199: +2 Energy Drain (Max), +1 Double Fire
Level 200: +3 Double Fire
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