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< MapleStory‎ | Thunder Breaker
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AP build

Skill build

First job

Put 1 point into Lightning Sprite in the beginning to help with mobbing. It quickly becomes useless beyond the first job. You will be using Dash a lot in the 3rd job because you have Shark Wave. Normal Buccaneers usually train using Screw Punch and then Transform which don't use Dash. Because Thunder Breakers will rely on Shark Wave, Dash is much more useful. As such, you should remove points from attack skills (Flash Fist and Somersault Kick) and Bullet Time to achieve a satisfactory amount of Dash (maxing it will be best, but cause training to be slow).

Optimal build

This build requires that you don't buff up your attack skills. As such, training will be slow for a long time, however your character will be as strong as possible when you get to second job. You may want to improve Bullet Time later depending on which monsters you are training on. Again, some players feel that the bonus from Bullet Time is not important, and may adjust this build according to their preferences.

Level Skill New SP Total SP
10 Flash Fist 1 1
11 Lightning Sprite 1 1
11 Somersault Kick 1 1
11 Bullet Time 1 1
12 Bullet Time 3 4
13 Bullet Time 3 7
14 Bullet Time 3 10
15 Bullet Time 3 13
16 Bullet Time 3 16
17 Bullet Time 3 19
18 Bullet Time 1 20 (Max)
18 Flash Fist 2 3
19 Flash Fist 1 4
19 Somersault Kick 2 3
20 Flash Fist 3 7
21 Somersault Kick 3 6
22 Flash Fist 3 10
23 Somersault Kick 3 9
24 Flash Fist 3 13
25 Somersault Kick 3 12
26 Flash Fist 1 14
26 Dash 1 1
26 Somersault Kick 1 13
27 Somersault Kick 3 16
28 Dash 3 4
29 Dash 3 7
30 Dash 3 10 (Max)
Non-dash, low AP build

With this build you will be much slower and require additional scrolls to make up your missing Accuracy and Avoidability. Some players will feel these two are negligible because you gain them through DEX and LUK, and Thunder Breakers use the ranged attack Shark Wave later on.

Level Skill New SP Total SP
10 Flash Fist 1 1
11 Lightning Sprite 1 1
11 Somersault Kick 1 1
11 Bullet Time 1 1
12 Bullet Time 3 4
13 Bullet Time 3 7
14 Bullet Time 3 10
15 Bullet Time 3 13
16 Bullet Time 3 16
17 Bullet Time 3 19
18 Bullet Time 1 20 (Max)
18 Flash Fist 2 3
19 Flash Fist 1 4
19 Somersault Kick 2 3
20 Flash Fist 3 7
21 Somersault Kick 3 6
22 Flash Fist 3 10
23 Somersault Kick 3 9
24 Flash Fist 3 13
25 Somersault Kick 3 12
26 Flash Fist 3 16
27 Somersault Kick 3 15
28 Flash Fist 3 19
29 Sommersault Kick 3 18
30 Somersault Kick 2 20 (Max)
30 Flash Fist 1 20 (Max)

Second job

  • Improving Max HP 10 (MAX)
  • Mastery 19 (19)
  • Screw Punch 1 (1)
  • Booster 11 (11)
  • Screw Punch 19 (MAX)
  • Lightning Charge 20 (MAX)
  • Energy Charge 6 (6)
  • Energy Blast 20 (MAX)
  • Energy Charge 14 (MAX)
  • Mastery 1 (MAX)

Note: You will be maxing Booster in 3rd job for Speed Infusion. You don't need it maxed now.

Third job

  • Shark Wave 21 (21)
  • Sparks 1 (1)
  • Critical Punch 20 (MAX)
  • Sparks 19 (MAX)
  • Shark Wave 9 (MAX)
  • Save 20
  • Booster 9 (MAX)
  • Transform 1 (1)
  • Energy Drain 10 (10)
  • Save 8
  • Speed Infusion 20 (MAX)
  • Energy Drain 10 (MAX)
  • Shockwave 1 (1)
  • Transform 10 (MAX)
  • Shockwave 1 (2)

This skill build is the loosest out of the three advancements. Shockwave and Transform are rarely used because Shark Wave is so much better. Feel free to tinker with the build. You save points because you get Barrage and Speed Infusion at levels 100 and 110 respectively.