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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.
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.
First Job Skill Build
Pirate (Pre-Brawler)
Damage Build
Points Used
Skill
Skill Points
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 is the same as your Level the 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.
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.
Speed Build (1)
Points Used
Skill
Skill Points
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)
Points Used
Skill
Skill Points
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)
Points Used
Skill
Skill Points
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 (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.
Alternate Build
Points Used
Skill
Skill Points
1
Somersault Kick
1
1
Dash
1
1
Flash Fist
1
19
Somersault Kick
20 (MAX)
20
Bullet Time
20 (MAX)
10
Flash Fist
Dash
9
or
Flash Fist
9
or a mix of both
This is an alternate way to do it.
Pirate (Pre-Gunslinger)
Pre-Gunslinger Standard Build
???
Skill
Skill Points
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
???
Skill
Skill Points
20
Double Shot
(MAX)
16
Somersault Kick
10
Dash
(MAX)
15
Bullet Time
Remaining
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
???
Skill
Skill Points
20
Double Shot
(MAX)
or
1
Flash Fist
16
Somersault Kick
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 ← or → 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 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.
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 ← or → 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.
Second Job Skill Build
Brawler
Non-Funded/Standard Build
???
Skill
Skill Points
10
Improving Max HP Increase
(MAX)
19
Knuckle Mastery
19
6
Knuckle Booster
6
20
Corkscrew Blow
(MAX)
10
MP Recovery
(MAX)
20
Backspin Blow
(MAX)
20
Double Uppercut
(MAX)
14
Knuckle Booster
(MAX)
1
Knuckle Mastery
(MAX)
1
First job skill
or
1
Oak Barrel
Funded/Damage Build
???
Skill
Skill Points
10
Improving Max HP Increase
(MAX)
19
Knuckle Mastery
19
6
Knuckle Booster
6
20
Corkscrew Blow
(MAX)
20
Double Uppercut
(MAX)
20
Backspin Blow
(MAX)
10
MP Recovery
(MAX)
14
Knuckle Booster
(MAX)
1
Knuckle Mastery
(MAX)
1
First job skill
or
1
Oak Barrel
Oak barrel build
???
Skill
Skill Points
19
Knuckle Mastery
19
6
Knuckle Booster
6
20
Corkscrew Blow
(MAX)
20
Double Uppercut
(MAX)
or
20
Backspin
(MAX)
10
Oak Barrel
(MAX)
1
Mastery
(MAX)
1
MP Recovery
1
Infighter Build 3
???
Skill
Skill Points
10
Improving Max HP Increase
10
Knuckle Mastery
(MAX)
20
Knuckle Booster
6
20
Backspin Blow
(MAX)
10
MP Recovery
(MAX)
or
20
Double Uppercut
(MAX)
20
Screw Punch
(MAX)
10
Knuckle Mastery
(MAX)
Any Skill
1
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
Gunslinger Build 1
???
Skill
Skill Points
1
Invisible Shot
1
5
Gun Mastery
5
6
Gun Booster
6
19
Gun Mastery
(MAX)
19
Invisible Shot
(MAX)
5
Wings
5
20
Recoil Shot
(MAX)
20
Fake Shot
(MAX)
or
5
Wings
(MAX)
14
Gun Booster
(MAX)
9
Grenade
9
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.
Gunslinger Build 2
???
Skill
Skill Points
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)
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.
Gunslinger Build 3
???
Skill
Skill Points
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
???
Skill
Skill Points
10
Wings
20
Withdraw
20
Gun Mastery
20
Gun Booster
20
Invisible Shot
or
20
Fake Shot
11
Grenade
Level
???
Skill
30
1
Invisible Shot
31-35
2
Invisible Shot
31-35
1
Gun Mastery
36-41
2
Invisible Shot (MAX)
36-41
1
Gun Booster
42
1
Gun Booster
42
2
Gun Mastery
43-47
3
Gun Mastery
48+
Wings (MAX)
48+
Withdraw (MAX)
48+
Grenade (MAX)
Third Job Skill Build
Marauder
Build 1
???
Skill
40
Energy Charge
01
Transform
30
Shockwave
20
Stun Mastery
20
Energy Buster
20
Energy Drain
19
Transform
Build 2
???
Skill
1
Energy Charge
1
Drain
12
Energy Charge
11
Blast
20
Energy Charge
21
Blast
11
Drain
40
Energy Charge (MAX)
30
Blast (MAX)
20
Stun Mastery (MAX)
1
Transform
30
Shockwave (MAX)
20
Transform (MAX)
Build 3
???
Skill
70
+1 Stun Mastery
71
+1 Stun Mastery, +1 Transformation, +1 Shockwave
72
+2 Stun Mastery, +1 Shockwave
73
+2 Stun Mastery, +1 Shockwave
74
+2 Stun Mastery, +1 Shockwave
75
+2 Stun Mastery (10), +1 Shockwave (5)
76
+1 Shockwave, +1 Energy Blast (1), +1 Energy Charge (1)
77
+2 Shockwave, +1 Energy Blast
78
+2 Shockwave, +1 Energy Blast
79
+2 Shockwave, +1 Energy Blast
80
+2 Shockwave (14), +1 Energy Blast (5)
81
+2 Shockwave, +1 Energy Blast
82
+2 Shockwave, +1 Energy Blast (7)
83
+3 Shockwave (21),
84
+2 Shockwave, +1 Transform (2)
85
+2 Shockwave (25), +1 Transform (3)
86
+2 Shockwave, +1 Transform
87
+3 Shockwave (30, MAX)
88
+2 Transform (6), +1 Energy Charge (2)
89
+1 Energy Blast (8), +2 Energy Charge (4)
90
+2 Energy Blast (10), +1 Energy Charge
91
+2 Energy Blast, +1 Energy Charge
92
+2 Energy Charge (8), +1 Energy Blast (13)
93
+2 Energy Blast, +1 Energy Charge (9)
94
+2 Energy Blast (17), +1 Energy Charge
95
+2 Energy Charge (12), +1 Energy Blast
96
+2 Energy Blast (20), +1 Energy Charge
97
+2 Energy Blast, +1 Energy Charge
98
+2 Energy Charge (16), +1 Energy Blast (23)
99
+2 Energy Blast, +1 Energy Charge
100
+2 Energy Blast (27), +1 Energy Charge101: +2 Energy Charge (20), +1 Energy Blast
102
+2 Energy Blast (30, MAX), +1 Energy Charge
103
+2 Stun Mastery (12), +1 Energy Charge (22)
104
+2 Energy Charge (24), +1 Stun Mastery
105
+2 Stun Mastery (15), +1 Energy Charge
106
+2 Stun Mastery, +1 Energy Charge (26)
107
+2 Energy Charge (28), +1 Stun Mastery (18)
108
+2 Stun Mastery (20, MAX), +1 Energy Charge
109
+2 Transformation (8), +1 Energy Charge (30)
110
+2 Energy Charge (32), +1 Transformation (9)
111
+2 Transformation (11), +1 Energy Charge
112
+2 Transformation (13), +1 Energy Charge (34)
113
+2 Energy Charge (36), +1 Transformation (14)
114
+2 Transformation (16), +1 Energy Charge
115
+2 Transformation (18), +1 Energy Charge (38)
116
+2 Transformation (20, MAX), +1 Energy Charge (39)
117
+1 Energy Charge (40, MAX), +2 Energy Drain
118
+3 Energy Drain
119
+3 Energy Drain
120
+3 Energy Drain (11)
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
Build 1
???
Skill
20
Burst Fire (Triple Fire)
30
Flamethrower
or
30
Ice Splitter
30
Octopus
30
Gaviota
30
Homing
11
Flamethrower
or
11
Ice Splitter
Build 2
???
Skill
20
Burst Fire (Triple Fire)
30
Flamethrower
or
30
Ice Splitter
30
Octopus
15
Gaviota
30
Homing Beacon
26
Flamethrower
or
26
Ice Splitter
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 3
???
Skill
20
Burst Fire
25
Ice Splitter
25
Octopus
30
Flamethrower
15
Gaviota
5
Ice Splitter
30
Homing Beacon
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. This is the most common build used by actual outlaws in MapleGlobal.
Info on Icesplitter
Can be used on battleship
6 targets
Doesn’t affect monsters immune to ice
Won’t get dispelled
Info on Fakeshot
Can’t be used on battleship
3 targets
Affect all monsters
Dispelled if monster get hit by octopus or gaviota
Fourth Job Skill
Buccaneer
???
Skill
20
Wind Booster
30
Dragon Strike
20
Super Transform
30
Demolition
30
Time Leap
30
Snatch
30
Energy Orb
30
Fist
21
Any Skill
Level Guide
Level
add x amount of points
Skill
current lv of skill
120
1
Speed Infusion
1
120
1
Barrage
1
120
1
Time Leap
1
121
1
Dragon Strike
1
121
2
Speed Infusion
3
122
3
Speed Infusion
6
123
3
Speed Infusion
9
124
2
Speed Infusion
11
124
1
Dragon Strike
2
125
1
Super Transform
1
125
1
Demolition
1
125
1
Dragon Strike
3
126
2
Dragon Strike
5
126
1
Barrage
2
127
2
Dragon Strike
7
127
1
Barrage
3
128
2
Dragon Strike
9
128
1
Barrage
4
129
2
Dragon Strike
11
129
1
Barrage
5
130
2
Dragon Strike
13
130
1
Barrage
6
131
2
Dragon Strike
15
131
1
Barrage
7
132
2
Dragon Strike
17
132
1
Barrage
8
133
2
Dragon Strike
19
133
1
Barrage
9
134
2
Dragon Strike
21
134
1
Barrage
10
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.