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, or your level +5, 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


 * Flash Fist (MAX)
 * Somersault Kick (MAX)
 * Bullet Time (MAX)

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.


 * 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.

Pirate (Pre-Gunslinger)

 * Speed
 * 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
 * 16 Somersault Kick
 * 10 Dash
 * 15 Bullet Time

The reason for this build is that Gunslingers attack 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.

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
 * 20 Support Octopus
 * 30 Airstrike
 * 10 Battleship
 * 30 Battleship Cannon
 * 30 Battleship Torpedo
 * 20 Mind Control
 * 20 Advanced Homing
 * 30 Elemental Amplification
 * 21 extra