MapleStory/Pirate/Builds

Brawler
Make the job advancement, then choose whether you want to make your character Dexless or not.

Dexless characters typically require much more funding to achieve a high damage output, as they have to scroll all of their equipment to make up for the lack of Dex. If they don't make up the lack of Dex, they won't be able to wield higher level knuckles which are vital for boosting damage output. Since the required weapon stat (in this case Dex) always equal the required level of the item, you just need to make sure that every time you level up, you are prepared to scroll a piece of equipment with +1 Dex. For example, if you are level 30, just make sure that you have 10 Dex from equipment so that you can wield Prime Hands.
 * Dexless

Regular characters are typically easier to play, because you don't have to worry about scrolling equipment. However, equipped Dexless Brawlers will easily out damage regular Brawlers simply because of all of the extra STR. Before you choose to go Regular, start as Dexless. If you feel like switching over, just add some Dex when you level. The good thing to know is that regular Brawlers easily reach higher accuracy values, so if bossing is your favorite activity, then you might want to play this way. If you like to do competitive PQs, regular brawlers are not good because other players will be more effective than you.
 * Regular

You must have at least 20 Dex for the First Job Advancement. From there, Dex should be equal to your level, and the rest of your AP goes into Str. This will help you get the maximum out of your character.
 * Old advancement

Gunslinger
You must have at least 20 Dex for the First Job Advancement. From there, Str should be equal to your level, and the rest of your AP goes into Dex. This will help you get the maximum out of your character.
 * Old advancement

Pirate (Pre-Brawler)
When you make your job advancement you get one SP. Put that in Flash Fist because level 1 is cheap (6 mana) and fairly powerful (156% base damage). You then put three more points in Flash Fist because the mana cost stays the same but you can do more damage. You should then put 4 SP into Somersault Kick for the same reason as Flash Fist (same mana cost, more damage). This also means that you can keep up to 3 monsters away from your character. Then max out Bullet Time if you know that you need the accuracy. A Dexless brawler will have as much Dex or less than the character's level. As such, the character will probably have low accuracy. Avoidability is typically negligible for a brawler, but always a nice bonus if you end up it (just don't make it a priority). Then you can max out Flash Fist and Somersault Kick because it will be your main attacking skills until the mid 40's or you can go for the 16/15 skill level and max Dash. After you finish Flash Fist and Somersault Kick you will have one SP left over you can put that in Dash.
 * Dash does NOT override haste. It is not accidentally used often enough to waste mp. You don't move much faster with dash so running into mobs that you wouldn't be near in the first place is unlikely. You can't attack with a hog, and dash is much more useful especially since it can be used before level 70 and doesn't cost 20,000,000 mesos.

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This build will let you get max Dash (which is relatively cheap and pretty useful). By putting 4 points into both Flash Fist and Somersault Kick you can play around with them and see which one you like better. Then you decide on which build you prefer (1,2 or 3). Speed Build 3 is designed to let you hit 6 enemies with Somersault Kick and do the most damage with 11 mana with Flash Fist.

Note: The beginner's skill (nimble feet) that adds speed adds 20 speed, which is very good and doesn't have that much cooldown, if you think that 1 minute isn't very much. Dash has no cooldown, and it's really a lot better.

This is an alternate way to do it.

Pirate (Pre-Gunslinger)
The primary skill for Gunslingers is of course Double Shot. Maxing that out as soon as possible is a must. Somersault Kick is usable, but the damage with a gun is terrible. Bullet Time is maxed out after Dash because Gunslingers don't need as much accuracy as Brawlers. Dash is there for moving.

The reason for this build is that Gunslingers' damage is bad, so they need an attacking skill first, then comes a mobbing skill for close range just in case, then you max Dash and place the remaining points in Bullet Time because you don't need as much accuracy.

This build prevents the use of "Dash," which can be very annoying if you accidentally press on left or right twice thus wasting mp.

Maxing Somersault Kick is useful and is used to enable your first mobbing skill and extra damage compared to lower levels of Somersault Kick. Also, it can attack to up to 6 monsters. However, it increases MP usage by a lot for very little damage, compared to lower levels. So, the other choice is to add 16 skill points instead, to decrease mana usage yet to maintain the ability to attack 6 monsters. Flash Fist has some points added as you will not be using Dash. It also can be used in the very early levels to save bullets or to actually use your knuckles.

It is very important to max Double Shot as soon as possible as it will help you increase the damage you do and will be used very often. It is also important to have at least 11 points added to Somersault Kick for melee or mobbing (attacking multiple monsters). Bullet Time is also useful for extra stats. Dash is useful to get from one place to another in a map or, to escape or get to a monster. Flash Fist is hardly important, however, it can be used to save bullets and mesos.
 * Overall

The Standard Build is great in that it gets Dash maxed early and it helps make you very fast, very soon. Getting Bullet Time Maxed out is useful too, for extra stats. However, it implies that you leave Somersault Kick towards the later levels, levels 2x, levels 20-29. That takes away your ability to attack mobs in early levels.

Build 2 is great in that it gets a mobbing attack, Somersault Kick, early and increases it to level 16, thus you have the ability to attack 6 monsters. Dash is then Maxed out so you can use an interesting combo.

Somersault Kick---> Dash ---> Double Shot

This combo implies that you are close and cannot shoot them and thus used Somersault Kick. However, you still cannot shoot them. You use Dash to jump over them and after a good distance you use Double Shot. The Somersault Kick should be macroed with Dash but you will have to hold down left or right when you perform the macro. Thus, if you're trying to kill a monster that’s for your level this way, you will do good damage. This can take a while to get used to. The downside to this build is that you don't get 5 extra avoidability and accuracy.

Build 3 is great in that it does not use Dash because it can be a mana waster. Also the Somersault Kick is at a high level so you can mob and melee early on. You also have lots of accuracy and avoidability because of Bullet Time (other name is Quick Motion). Finally, you have Flash Fist to save bullets just in case. The downside is that you don't have Dash, which gives extra speed. Also, Flash Fist may do more damage than you normally can do with a gun early on however, the damage with a gun greatly increases later thus making Flash Fist obsolete. Fortunately, Flash Fist can be used as a macro called "J>PQ" if you use the macro and shout it out, someone will invite you to a party for a Party Quest.

The reasoning behind this build is that putting more points in somersault kick earlier allows mobbing, which is very effective for lower levels which cant pq. Having said that, there is the problem of VERY low damage, and to combat that it is suggested that you ditch the gun altogether and weild a polearm, rose, snowboard, or something akin to that.

After this Double Shot should be maxed to maximise damage with a gun, and then bullet time or dash, depending on personal preference.

The alternative would be to put 20 points into somersault kick, and the max Double Shot, before maxing dash and putting the remaining points into bullet time. The way it works is that if you plan on giving up gun toting as suggested, you may as well go all the way with it. The remaining + 9 acc and avoid which you would gain by maxing bullet time instead of somersault kick are useful, however as a gunslinger's main stat is dex anyway, you may as well max that at the end of 2nd job instead of grenade, as it is a somewhat useless skill, and faster leveling with somersault kick would be highly preferable.

Brawler
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Infighters use knuckles, which will probably have the same range as daggers, meaning that your character has to be pretty close to the monster. This means that you're prone to taking more damage than Gunslingers. Therefore, you need HP Increase to provide your character with more HP. Next, you will max out Knuckle Mastery, which will provide you with more accuracy and stabilize your damage. Next, you'll put 6 SP into Knuckle Booster, making you attack really fast. Then you max out Screw Punch because out of all your skills it will do the most damage (420% × 3 monsters = 1260% v.s. Backspin Blow 240% × 3 monsters = 720% v.s. Double Upper 290% × 2 × 1 monster = 580%). You then max out Backspin Blow because it deals the second most amount of damage and it stuns. Then you can max out MP Recovery if you want to save quite a lot of mesos or if you're rich you can max Double Upper which will let you take on single monsters better. You then max the skill you didn't max before and finish off Knuckle Mastery. You can then put 1 SP anywhere, though 1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed is a good idea. Oak Barrel isn't that good; it has a chance to be canceled and it has a cool down though these decrease if you put points into it.

Gunslinger
First and all, you put one point into Invisible Shot for the mob attack. Then you get 5 Gun Mastery; to get the 6 Gun Booster. Then you max mastery, why? Well Gun Mastery works like Assassins' Claw Mastery, it adds more bullets to your current bullets, plus you also have more damage unlike Claw Mastery. So it's a must get. You later max Invisible Shot if you don't want to continue party questing. Later, you get 5 Wings for Recoil and max Recoil to travel, NOT TRAIN! but to travel. Here, you can max Wings (if you want to get on top of the rooftop in Henesys), or you can max Fake Shot. Wings is meant for traveling, while Fake Shot is meant to stun monsters (really helpful trying to get to Lower Ascent). Then you max the other skill out (If you max Fake Shot, you max Wings or vice versa). After that, you max Gun Booster for more time into booster. Then with the last 9 points you have a choice. If you didn't max Bullet Time in 1st job, use those points for Bullet Time for the extra Avoid (really helpful) and then use the last two points into Grenade. If you did max Bullet Time, then you can put the last 9 points into Grenade. Now, you mite say "Why not max Grenade?" Well one, it's weak compare to Invisible Shot Second, it's hard to aim with it due to the little power bar. And third, due to the power bar, you can't spam it. But I'm still testing a Grenade Build for something.

This build is for the people who find actually killing the monsters instead of stunning them to be more important. You can even max Float before adding AP to Fake Shot if you prefer and you can max Gun Booster before Grenade to make your existing attacks more efficient.

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Marauder
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The reason to max Shockwave over Drain is that you still use Shockwave in 4th and not Drain. Also you should not get Shockwave and Transform until you have maxed your main attacking skill, because Transform has a cooldown time and through level 80 and 90 you don't want to be fighting for two minutes then stopping. Some people may argue that maxing Drain is better than maxing Shockwave, but it's a better choice because Shockwave is your mobbing skill in Transformed state, and doesn't get replaced like Drain does.

Outlaw
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You don't need Homing right away because it has 2/3 the attacking power of Burst Fire and isn't that important until 4th job. Level 30 Octopus and 15 Gaviota is needed for 4th job parallels. Ice Splitter is a better choice to be maxed instead of Flamethrower. It is more useful to a corsair which needs to constantly freeze the monster to prevent the battleship from taking damage. Build 2 is the most commonly used build for MapleGlobal outlaws, because it offers more options on mob training and Jr. Newtie sniping. Build 1 is more pure Jr. Newtie sniping (better 1v1 damage than build 2). It should be noted that both build 1 or build 2 are good choices and will not cripple you in 4th job Corsair (Gaviota will be replaced by Airstrike skill and normally Flamethrower will be replaced by the Battleship Torpedo skill).

Homing goes last for obvious reasons (useless until late 4th job, or mid 4th job depending on your build). Burst Fire is your primary attack for 3rd job. Ice Splitter gets 25 points so that it can freeze six enemies for long enough to shoot five times between freezes (3 seconds). Octopus is next because you can use it fighting anywhere and use your other skills at the same time - it is useful for any training ground. Flamethrower is useful if you want to train at ice based enemies, and even if you don't it is your most powerful mobbing skill (alternating between Flamethrower and Burst Fire or Ice Splitter). Gaviota comes next because you need 15 to get Air Strike, which is awesome. 5 Ice Splitter to max it out because you will be using Ice Splitter all the way up to level 200. 30 Homing Beacon because you need it for Bullseye. However, this build is the biggest regret for many Corsairs due to the fact Octopus isn't maxed you can not get Wrath of the Octopi (4th job skill that greatly increases Octopus ability).

Info on Icesplitter

 * Can be used on battleship
 * 6 targets
 * Doesn’t affect monsters immune to ice
 * Won’t get dispelled
 * Can be macro casted with Flamethrower for quick damage combo

Info on Fakeshot

 * Can’t be used on battleship
 * 3 targets
 * Affect all monsters
 * Dispelled if monster get hit by octopus or gaviota

Buccaneer

 * Level Guide

After level 134 you should choose what you need. You can carry on with Dragon Strike or leave it at level 21. Most people choose to leave it at level 21 because it can hit 6 enemies, so they will carry on maxing Barrage. Other people add points into demolition and super transformation for bossing.

Do not add any more points into Speed Infusion. Leave it at level 11 until there are some spare points. If you want best training, keep adding to Barrage until it is maxed, and then finish off Dragon Strike. Once both are maxed, you should add to Super Transformation and Demolition.