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Dex equal to your level, rest of your AP into Str
Str equal to your level, rest of your AP into Dex
Lovepunani69: I created these builds based on information provided by strategywiki, not experience. Better builds will probably be released when the pirate job comes out, but until then here are some of mine.
Damage Build
(Number of skill points) (Skill name) (Total number of skill points)
1 Straight (1)
1 Dash (1)
20 Quick Motion (20) (MAX)
1 Somersault Kick (1)
19 1st Strike (20) (MAX)
19 Somersault Kick (20) (MAX)
(Level) (Number of skill points) (Skill name) (Total number of skill points)
Job Advancement: 1 Straight (1)
Level 11: 1 Dash (1), 2 Quick Motion (2)
Level 12: 3 Quick Motion (5)
Level 13: 3 Quick Motion (8)
Level 14: 3 Quick Motion (11)
Level 15: 3 Quick Motion (14)
Level 16: 3 Quick Motion (17)
Level 17: 3 Quick Motion (20) (MAX)
Level 18: 1 Somersault Kick (1), 2 Straight (3)
Level 19: 3 Straight (6)
Level 20: 3 Straight (9)
Level 21: 3 Straight (12)
Level 22: 3 Straight (15)
Level 23: 3 Straight (18)
Level 24: 2 Straight (20) (MAX), 1 Somersault Kick (2)
Level 25: 3 Somersault Kick (5)
Level 26: 3 Somersault Kick (8)
Level 27: 3 Somersault Kick (11)
Level 28: 3 Somersault Kick (14)
Level 29: 3 Somersault Kick (17)
Level 30: 3 Somersault Kick (20) (MAX)
Reasoning: When you make your job advancement you get one SP. I suggest you put that in 1st Strike because level 1 1st Strike is cheap (6 mana) and fairly powerful (156% base damage). You should then put one point in Dash because it will give your character a speed boost. I suggest you then max out Quick Motion because if your Dex=Your Level your character will probably have really low accuracy and the extra avoidability will help you train. Ypu should then put 1 SP into Somersault Kick. This means that you can keep up to 3 monsters away from your character. Then you max out 1st Strike because it is your main attack skill. After you finish 1st Strike you finish Somersault Kick so you can take on large crowds.
Speed Build
(Number of skill points) (Skill name) (Total number of skill points)
1 Straight (1)
1 Dash (1)
20 Quick Motion (20) (MAX)
1 Somersault Kick (1)
19 1st Strike (20) (MAX)
9 Dash (10) (MAX)
10 Somersault Kick (11)
(Level) (Number of skill points) (Skill name) (Total number of skill points)
Job Advancement: 1 Straight (1)
Level 11: 1 Dash (1), 2 Quick Motion (2)
Level 12: 3 Quick Motion (5)
Level 13: 3 Quick Motion (8)
Level 14: 3 Quick Motion (11)
Level 15: 3 Quick Motion (14)
Level 16: 3 Quick Motion (17)
Level 17: 3 Quick Motion (20) (MAX)
Level 18: 1 Somersault Kick (1), 2 Straight (3)
Level 19: 3 Straight (6)
Level 20: 3 Straight (9)
Level 21: 3 Straight (12)
Level 22: 3 Straight (15)
Level 23: 3 Straight (18)
Level 24: 2 1st Strike (20) (MAX), 1 Dash (2)
Level 25: 3 Dash (5)
Level 26: 3 Dash (8)
Level 27: 2 Dash (10) (MAX), 1 Somersault Kick (2)
Level 28: 3 Somersault Kick (5)
Level 29: 3 Somersault Kick (8)
Level 30: 3 Somersault Kick (11)
Reasoning: This build is like the first one but instead of maxing out Somersault Kick you max out Dash. This means that your character can get around most maps much faster than other first job characters (assuming their equips don't add too much speed). This will speed up your training because you can reach monsters and maps quicker, though you damage output will suffer a bit.
This is the recommended build for 1st job Gunslingers.
The primary skill for Gunslingers is of course Double Fire. Maxing that out as soon as possible is a must. Somersault Kick is usable, but the damage with a gun is terrible. Quick motion is maxed out after Dash because Gunslingers don't need as much accuracy as Infighters. Dash is there for moving.
Non-Funded/Standard Build
(Number of skill points) (Skill name) (Total number of skill points)
10 Improving Max HP Increase (10) (MAX)
19 Knuckle Mastery (19)
6 Knuckle Booster (6)
20 Screw Punch (20) (MAX)
20 Backspin Blow (20) (MAX)
10 MP Recovery (10) (MAX)
20 Double Upper (20) (MAX)
14 Knuckle Booster (20) (MAX)
1 Knuckle Mastery (20) (MAX)
1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed
(Level) (Number of skill points) (Skill name) (Total number of skill points)
Job Advancement: 1 Increase Max HP Increase (1)
Level 31: 3 Increase Max HP Increase (4)
Level 32: 3 Increase Max HP Increase (7)
Level 33: 3 Increase Max HP Increase (10) (MAX)
Level 34: 3 Knuckle Mastery (3)
Level 35: 3 Knuckle Mastery (6)
Level 36: 3 Knuckle Mastery (9)
Level 37: 3 Knuckle Mastery (12)
Level 38: 3 Knuckle Mastery (15)
Level 39: 3 Knuckle Mastery (18)
Level 40: 1 Knuckle Mastery (19), 2 Knuckle Booster (2)
Level 41: 3 Knuckle Booster (5)
Level 42: 1 Knuckle Booster (1), 2 Spinning Punch (2)
Level 43: 3 Spinning Punch (5)
Level 44: 3 Spinning Punch (8)
Level 45: 3 Spinning Punch (11)
Level 46: 3 Spinning Punch (14)
Level 47: 3 Spinning Punch (17)
Level 48: 3 Spinning Punch (20) (MAX)
Level 49: 3 Fatal Punch (3)
Level 50: 3 Fatal Punch (6)
Level 51: 3 Fatal Punch (9)
Level 52: 3 Fatal Punch (12)
Level 53: 3 Fatal Punch (15)
Level 54: 3 Fatal Punch (18)
Level 55: 2 Fatal Punch (20) (MAX), 1 MP Recovery (1)
Level 56: 3 MP Recovery (4)
Level 57: 3 MP Recovery (7)
Level 58: 3 MP Recovery (10) (MAX)
Level 59: 3 Upper Cut (3)
Level 60: 3 Upper Cut (6)
Level 61: 3 Upper Cut (9)
Level 62: 3 Upper Cut (12)
Level 63: 3 Upper Cut (15)
Level 64: 3 Upper Cut (18)
Level 65: 2 Upper Cut (20) (MAX), 1 Knuckle Booster (7)
Level 66: 3 Knuckle Booster (10)
Level 67: 3 Knuckle Booster (13)
Level 68: 3 Knuckle Booster (16)
Level 69: 3 Knuckle Booster (19)
Level 70: 1 Knuckle Booster (20) (MAX), 1 Knuckle Mastery (20) (MAX), 1 Anywhere (I suggest 1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed)
Funded/Damage Build
(Number of skill points) (Skill name) (Total number of skill points)
10 Increase Max HP Increase (10) (MAX)
19 Knuckle Mastery (19)
6 Knuckle Booster (6)
20 Screw Punch (20) (MAX)
20 Backspin Blow (20) (MAX)
20 Double Upper (20) (MAX)
10 MP Recovery (10) (MAX)
14 Knuckle Booster (20) (MAX)
1 Knuckle Mastery (20) (MAX)
1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed
(Level) (Number of skill points) (Skill name) (Total number of skill points)
Job Advancement: 1 Increase Max HP Increase (1)
Level 31: 3 Increase Max HP Increase (4)
Level 32: 3 Increase Max HP Increase (7)
Level 33: 3 Increase Max HP Increase (10) (MAX)
Level 34: 3 Knuckle Mastery (3)
Level 35: 3 Knuckle Mastery (6)
Level 36: 3 Knuckle Mastery (9)
Level 37: 3 Knuckle Mastery (12)
Level 38: 3 Knuckle Mastery (15)
Level 39: 3 Knuckle Mastery (18)
Level 40: 1 Knuckle Mastery (19), 2 Knuckle Booster (2)
Level 41: 3 Knuckle Booster (5)
Level 42: 1 Knuckle Booster (1), 2 Spinning Punch (2)
Level 43: 3 Spinning Punch (5)
Level 44: 3 Spinning Punch (8)
Level 45: 3 Spinning Punch (11)
Level 46: 3 Spinning Punch (14)
Level 47: 3 Spinning Punch (17)
Level 48: 3 Spinning Punch (20) (MAX)
Level 49: 3 Fatal Punch (3)
Level 50: 3 Fatal Punch (6)
Level 51: 3 Fatal Punch (9)
Level 52: 3 Fatal Punch (12)
Level 53: 3 Fatal Punch (15)
Level 54: 3 Fatal Punch (18)
Level 55: 2 Fatal Punch (20) (MAX), 1 Upper Cut (1)
Level 56: 3 Upper Cut (4)
Level 57: 3 Upper Cut (7)
Level 58: 3 Upper Cut (10)
Level 59: 3 Upper Cut (13)
Level 60: 3 Upper Cut (16)
Level 61: 3 Upper Cut (19)
Level 62: 1 Upper Cut (20) (MAX), 2 MP Recovery (2)
Level 63: 3 MP Recovery (5)
Level 64: 3 MP Recovery (8)
Level 65: 2 MP Recovery (2) (MAX), 1 Knuckle Booster (7)
Level 66: 3 Knuckle Booster (10)
Level 67: 3 Knuckle Booster (13)
Level 68: 3 Knuckle Booster (16)
Level 69: 3 Knuckle Booster (19)
Level 70: 1 Knuckle Booster (20) (MAX), 1 Knuckle Mastery (20) (MAX), 1 Anywhere (I suggest 1 Dash (2) or 1 Oak Barrel (1) if Dash is maxed)
Reasoning: Infighters (congratulations!) 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 Mastery, 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. Though it would be useful if it is immune to magic attacks (can someone confirm this and edit it please?).
Build 1
(Number of skill points) (Skill name) (Total number of skill points)
19 Gun Mastery (19)
6 Gun Booster (6)
20 Invisible Shot (20) (MAX)
5 Float (5)
20 Backstep Shot (20) (MAX)
20 Fake Shot (20) (MAX)
20 Throwing Bomb (20) (MAX)
11 Gun Booster (17)
(Level) (Number of skill points) (Skill name) (Total number of skill points)
Job Advancement: 1 Gun Mastery (1)
Level 31: 3 Gun Mastery (4)
Level 32: 3 Gun Mastery (7)
Level 33: 3 Gun Mastery (10)
Level 34: 3 Gun Mastery (13)
Level 35: 3 Gun Mastery (16)
Level 36: 3 Gun Mastery (19)
Level 37: 3 Gun Booster (3)
Level 38: 3 Gun Booster (6)
Level 39: 3 Invisible Shot (3)
Level 40: 3 Invisible Shot (6)
Level 41: 3 Invisible Shot (9)
Level 42: 3 Invisible Shot (12)
Level 43: 3 Invisible Shot (15)
Level 44: 3 Invisible Shot (18)
Level 45: 2 Invisible Shot (20) (MAX), 1 Float (1)
Level 46: 3 Float (4)
Level 47: 1 Float (5), 2 Backstep Shot (2)
Level 48: 3 Backstep Shot (5)
Level 49: 3 Backstep Shot (8)
Level 50: 3 Backstep Shot (11)
Level 51: 3 Backstep Shot (14)
Level 52: 3 Backstep Shot (17)
Level 53: 1 Backstep Shot (20) (MAX)
Level 54: 3 Fake Shot (3)
Level 55: 3 Fake Shot (6)
Level 56: 3 Fake Shot (9)
Level 57: 3 Fake Shot (12)
Level 58: 3 Fake Shot (15)
Level 59: 3 Fake Shot (18)
Level 60: 2 Fake Shot (20) (MAX), 1 Throwing Bomb (1)
Level 61: 3 Throwing Bomb (4)
Level 62: 3 Throwing Bomb (7)
Level 63: 3 Throwing Bomb (10)
Level 64: 3 Throwing Bomb (13)
Level 65: 3 Throwing Bomb (16)
Level 66: 3 Throwing Bomb (19)
Level 67: 1 Throwing Bomb (20) (MAX), 2 Gun Booster (8)
Level 68: 3 Gun Booster (11)
Level 69: 3 Gun Booster (14)
Level 70: 3 Gun Booster (17)
Reasoning: 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 Throwing Bomb because it will let you fight big mobs fairly well. You then put points into Gun Booster until it is at level 17.
Build 2 ----- By: AphAm (two variations of one build)
19 Gun Mastery (19)
6 Gun Booster (6)
20 Invisible Shot (20) (MAX)
5 Float (5)
20 Backstep Shot (20) (MAX)
20 Throwing Bomb (20) (MAX)
14 Gun Booster (20) (MAX)
12 Fake Shot (12)
5 Float (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 throwing bomb to make your existing attacks more efficient.
Like this !!!!
19 Gun Mastery (19)
6 Gun Booster (6)
20 Invisible Shot (20) (MAX)
5 Float (5)
20 Backstep Shot (20) (MAX)
14 Gun Booster (20) (MAX)
20 Throwing Bomb (20) (MAX)
5 Float (10) (MAX)
12 Fake Shot (12)
you could always change any deatail or make your own build to make the experaince more unique and tailored to you gaming style