MapleStory/Pirate/Builds

Brawler
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.

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

Pirate (Brawler)

 * Damage Build


 * 4 Flash Fist (4)
 * 4 Somersault Kick (4)
 * 20 Bullet Time (20) (MAX)
 * 16 Flash Fist (20) (MAX)
 * 16 Somersault kick (20) (MAX)
 * 1 Dash (1) OR 1 Double Fire (1)

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 because if your Dex=Your Level your character will probably have really low accuracy and the extra avoidability will help you train. Then you max out Flash Fist and Somersault Kick because it will be your main attacking skills until the mid 40's. After you finish Flash Fist and Somersault Kick you will have one SP left over you can put that in Dash. You may not want to even put one SP in dash because it is easy to accidentally activate when you tap on the movement arrow key an extra time. There is NO way to turn off the double arrow dash activation. As a result you may easily turn it on at the wrong time and run into mobs, waste mp, override party haste on yourself accidently. Leave it at zero and next time you can use a riding Hog (monster riding) to accomplish the same thing, and the hog wont turn off by itself when you change direction or stop to rest or type in chat.


 * Speed Build (1)
 * 10 Dash (10)  (max)
 * 4 Flash Fist (4)
 * 20 Bullet Time (20) (MAX)
 * 16 Flash Fist (20) (MAX)
 * 7 Somersault Kick (11)


 * Speed Build (2)
 * 4 Flash Fist (4)
 * 4 Somersault kick (4)
 * 20 Bullet Time (20) (MAX)
 * 7 Flash Fist (11)
 * 10 Dash (10) (MAX)
 * 16 Somersault Kick (20) (MAX)


 * Speed Build (3)
 * 4 Flash Fist (4)
 * 4 Somersault kick (4)
 * 20 Bullet Time (20) (MAX)
 * 11 Flash Fist (15)
 * 10 Dash (10) (MAX)
 * 12 Somersault Kick (16)

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 that adds speed adds 30 speed, which is very good and doesn't have that much cooldown.

Pirate (Pre-Gunslinger)

 * Pre-Gunslinger Standard Build
 * 20 Double Shot (MAX)
 * 10 Dash (MAX)
 * 20 Bullet Time (MAX)
 * 11 Somersault kick

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.


 * Pre-Gunslinger Build 2
 * 20 Double Shot (MAX)
 * 16 Somersault Kick
 * 10 Dash (MAX)
 * 15 Bullet Time

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.


 * Pre-Gunslinger Build 3, Dashless
 * 20 Double Shot (MAX) or/and 1 Flash Fist
 * 16 Somersault Kick and 4 Flash Fist or 20 Somersault Kick (MAX)
 * 20 Bullet Time (MAX)

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


 * Overall

It is very important to max Double Shot ASAP 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.

The Standard Build is great 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 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 the right or left arrow key when you perform the macro. Thus, if you're trying to kill a monster thats for your level this way, you will do good damage. Takes 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 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.

Brawler

 * Non-Funded/Standard Build
 * 10 Improving Max HP Increase (MAX)
 * 19 Knuckle Mastery (19)
 * 6 Knuckle Booster (6)
 * 20 Screw Punch (MAX)
 * 10 MP Recovery (MAX)
 * 20 Backspin Blow (MAX)
 * 20 Double Upper (MAX)
 * 14 Knuckle Booster (MAX)
 * 1 Knuckle Mastery (MAX)
 * 1 First job skill or 1 Oak Barrel


 * Funded/Damage Build
 * 10 Improving Max HP Increase (MAX)
 * 19 Knuckle Mastery (19)
 * 6 Knuckle Booster (6)
 * 20 Screw Punch (MAX)
 * 20 Backspin Blow (MAX)
 * 20 Double Upper (MAX)
 * 10 MP Recovery (MAX)
 * 14 Knuckle Booster (MAX)
 * 1 Knuckle Mastery (MAX)
 * 1 First job skill or 1 Oak Barrel

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 all your skills it will do the most damage (420%x3 monsters=1260% v.s. Backspin Blow 240%x3 monsters=720% v.s. Double Upper 290%x2x1 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 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 I suggest 1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed. I don't think that Oak Barrel is that good. It has a chance to be canceled and it has a cool down though these decrease if you put points into it.


 * Infighter Build 3
 * 10 Improving Max HP Increase
 * 10 Knuckle Mastery
 * 20 Knuckle Booster
 * 10 MP Recovery
 * 20 Backspin Blow
 * 20 Uppercut
 * 20 Screw Punch
 * 10 Knuckle Mastery
 * 1 Oak Barrel

Gunslinger

 * Gunslinger Build 1
 * 19 Gun Mastery (19)
 * 6 Gun Booster (6)
 * 20 Invisible Shot (MAX)
 * 5 Wings (5)
 * 20 Recoil Shot (MAX)
 * 20 Fake Shot (MAX)
 * 20 Grenade (MAX)
 * 11 Gun Booster (17)

First you put 19 SP into Gun Mastery because the only difference between 19 and 20 is 1 accuracy. You then put 6 SP into Gun Booster to make your weapon faster. You then max out Invisible Shot because it will allow your character to fight up to 3 monsters fairly efficiently. You put 5 SP into Float as a prerequisite to Withdraw Shot. You then max out Withdraw Shot because it has the highest attack against one monster. Then max out Fake Shot because it has the ability to stun monsters and then Grenade because it will let you fight big mobs fairly well. You then put points into Gun Booster until it is at level 17.


 * Gunslinger Build 2
 * 19 Gun Mastery (19)
 * 6 Gun Booster (6)
 * 20 Invisible Shot (20) (MAX)
 * 5 Wings (5)
 * 20 Recoil Shot (20) (MAX)
 * 20 Grenade (20) (MAX)
 * 14 Gun Booster (20) (MAX)
 * 12 Fake Shot (12)
 * 5 Wings (10) (MAX)

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 fakeshot if you prefer and you can max gun booster before Grenade to make your existing attacks more efficient.


 * Gunslinger Build 3
 * 19 Gun Mastery (19)
 * 6 Gun Booster (6)
 * 20 Invisible Shot (20) (MAX)
 * 5 Float (5)
 * 20 Recoil Shot (20) (MAX)
 * 14 Gun Booster (20) (MAX)
 * 20 Grenade (20) (MAX)
 * 12 Fake Shot (12)


 * Gunslinger Build 4
 * 10 Wings
 * 20 Withdraw
 * 20 Gun Mastery
 * 20 Gun Booster
 * 20 Invisible Shot or Fake Shot
 * 20 Invisible Shot or Fake Shot
 * 11 Grenade

Marauder

 * 40 energy charge
 * 20 transform
 * 30 shockwave
 * 20 stun mastery
 * 20 energy buster
 * 20 energy drain

Outlaw

 * 30 Homing
 * 20 Triple Fire
 * 30 Gaviota or Octopus
 * 30 Gaviota or Octopus
 * 30 Fire Burner or Cooling Effect
 * 11 Fire Burner or Cooling Effect

Build 2:


 * 20 Burst Fire
 * 30 Flamethrower or Cooling Effect
 * 30 Flamethrower or Cooling Effect
 * 20 Gaviota or Octopus
 * 20 Gaviota or Octopus
 * 30 Homing Beacon

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. Elemental attacks are more powerful than summon attacks so you should max those and get both summoners to 20 so that you can get the 4th job parallels (you could also get 25 Octopus and 15 Gaviota)

Buccaneer

 * 20 Wind Booster
 * 30 Dragon Strike
 * 20 Super Transform
 * 30 Demolition
 * 30 Time Leap
 * 30 Snatch
 * 30 Energy Orb
 * 30 Fist
 * 21 Extra (Put In Any Skill)

Corsair

 * 30 Rapid Fire
 * 30 Support Octopus
 * 30 Airstrike
 * 30 Battleship
 * 30 BattleshipCannon
 * 30 Battleship Torpedo
 * 30 Mind Control
 * 30 Advanced Homing
 * 30 Elemental Amplification
 * 30 Extra