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[Outdated] Justice: The Counterattack Begins! [Thief] Mods, please unpin this. Thanks!

#1 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 07:33 AM

Justice: The Counterattack begins! [Thief]

Disclaimer: I am not responsible for any mistakes in skill builds due to incorrect skill information. Also, all skill builds are devised through RESEARCH and OBSERVATIONS. Where necessary, I have consulted veterans in the various classes. However, since opinion is NEVER 100% accurate, I am not to be held responsible for any complications arising from using these builds should you choose to follow them. You have been thoroughly warned.

Note: Updated for Justice!

No doubt many of you have heard or read about this patch called Maplestory: Big Bang. Much of the game itself will be revamped, including skills. This guide serves to provide players with new skill builds for this new era of Maplestory.

I will be splitting this guide into five different sub-guides, one for each Adventurer job path. I will not cover Aran, Evan and Dual Blade in this guide because their skill builds remain largely the same for now.

Adventurers
Warrior | Magician | Archer | Thief | Pirate

Skill data is available below, courtesy of Fiel of Southperry:
Adventurer Thieves
Cygnus

This post has been edited by Hanabira.Kage: 21 April 2014 - 09:29 AM

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#2 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 07:36 AM

Thief (Claw)

10 +1 Lucky Seven (1)
11 +3 Haste (3)
12 +3 Haste (6)
13 +3 Haste (9)
14 +3 Haste (12)
15 +3 Haste (15)
16 +3 Haste (18)
17 +2 Haste (20 - MAXED), +1 Lucky Seven (2)
18 +3 Lucky Seven (5)
19 +3 Lucky Seven (8)
20 +3 Lucky Seven (11)
21 +3 Lucky Seven (14)
22 +3 Lucky Seven (17)
23 +3 Lucky Seven (20 - MAXED)
24 +3 Dark Sight (3)
25 +3 Dark Sight (6)
26 +3 Dark Sight (9)
27 +1 Dark Sight (10 - MAXED), +2 Nimble Body (2)
28 +3 Nimble Body (5)
29 +3 Nimble Body (8)
30 +2 Nimble Body (10 - MAXED), +1 Double Stab (1)

Summary
Nimble Body - 10 (MAXED)
Dark Sight - 10 (MAXED)
Lucky Seven - 20 (MAXED)
Double Stab - 1
Haste - 20 (MAXED)


Start off with a point in Lucky Seven so you have an attack skill, then proceed with maxing out Haste just so you can get around quicker (alternatively, you could continue with Lucky Seven and max Haste out afterward). Max out Lucky Seven to boost its power, max out Dark Sight and dump your remaining points into Nimble Body and Double Stab.

Thief (Dagger)

10 +1 Double Stab (1)
11 +3 Haste (3)
12 +3 Haste (6)
13 +3 Haste (9)
14 +3 Haste (12)
15 +3 Haste (15)
16 +3 Haste (18)
17 +2 Haste (20 - MAXED), +1 Double Stab (2)
18 +3 Double Stab (5)
19 +3 Double Stab (8)
20 +3 Double Stab (11)
21 +3 Double Stab (14)
22 +3 Double Stab (17)
23 +3 Double Stab (20 - MAXED)
24 +3 Dark Sight (3)
25 +3 Dark Sight (6)
26 +3 Dark Sight (9)
27 +1 Dark Sight (10 - MAXED), +2 Nimble Body (2)
28 +3 Nimble Body (5)
29 +3 Nimble Body (8)
30 +2 Nimble Body (10 - MAXED), +1 Lucky Seven (1)

Summary
Nimble Body - 10 (MAXED)
Dark Sight - 10 (MAXED)
Lucky Seven - 1
Double Stab - 20 (MAXED)
Haste - 20 (MAXED)


Yeah, it's exactly the same as the Claw Thief build, just that Double Stab and Lucky Seven have switched places.

This post has been edited by Hanabira.Kage: 12 November 2012 - 07:46 AM

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#3 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 07:37 AM

Assassin

30 +1 Shuriken Burst (1)
31 +1 Gust Charm (1), +1 Flash Jump (1), +1 Claw Mastery (1)
32 +3 Claw Mastery (4)
33 +3 Claw Mastery (7)
34 +3 Claw Mastery (10)
35 +3 Claw Mastery (13)
36 +3 Claw Mastery (16)
37 +3 Claw Mastery (19)
38 +1 Claw Mastery (20 - MAXED), +2 Claw Booster (2)
39 +3 Claw Booster (5)
40 +1 Claw Booster (6), +2 Shuriken Burst (3)
41 +3 Shuriken Burst (6)
42 +3 Shuriken Burst (9)
43 +2 Shuriken Burst (11), +1 Critical Throw (1)
44 +3 Critical Throw (4)
45 +3 Critical Throw (7)
46 +2 Critical Throw (10)
47 +3 Critical Throw (13)
48 +3 Critical Throw (16)
49 +3 Critical Throw (19)
50 +3 Critical Throw (22)
51 +3 Critical Throw (25)
52 +3 Critical Throw (28)
53 +2 Critical Throw (30 - MAXED), +1 Flash Jump (2)
54 +3 Flash Jump (5)
55 +3 Flash Jump (8)
56 +2 Flash Jump (10 - MAXED), +1 Physical Training (1)
57 +3 Physical Training (4)
58 +3 Physical Training (7)
59 +3 Physical Training (10 - MAXED)
60 +3 Claw Booster (9)
61 +3 Claw Booster (12)
62 +3 Claw Booster (15)
63 +3 Claw Booster (18)
64 +2 Claw Booster (20 - MAXED), +1 Gust Charm (2)
65 +3 Gust Charm (5)
66 +3 Gust Charm (8)
67 +3 Gust Charm (11)
68 +3 Gust Charm (14)
69 +3 Gust Charm (17)
70 +3 Gust Charm (20 - MAXED)

Summary
Claw Mastery - 20 (MAXED)
Critical Throw - 30 (MAXED)
Claw Booster - 20 (MAXED)
Physical Training - 10 (MAXED)
Shuriken Burst - 11
Flash Jump - 10 (MAXED)
Gust Charm - 20 (MAXED)


Yeah, your main mobbing skill for 2nd Job is left unmaxed. Reason being, Everything else has at least some use beyond 2nd Job, but Shuriken Burst will become totally obsolete once you get Shade Splitter. The build is self-explanatory for the most part, so I'll just highlight some key points:

- Shuriken Burst is added before Critical Throw because adding points to Shuriken Burst improves your mobbing damage more than adding points to Critical Throw would. Of course, the latter improves all other attack skills as well, but since you'll be mainly mobbing with Shuriken Burst it makes more sense to boost it first.

- The order in which you max the last four skills doesn't really matter all that much.

- Gust Charm is maxed over Shuriken Burst because it's your only pushing skill ever, so you'll probably be using it up till Lv200. Might as well max it out to squeeze all the damage you can get out of it!



Bandit

30 +1 Savage Blow (1)
31 +1 Steal (1), +1 Flash Jump (1), +1 Meso Guard (1)
32 +3 Dagger Mastery (3)
33 +3 Dagger Mastery (6)
34 +3 Dagger Mastery (9)
35 +3 Dagger Mastery (12)
36 +3 Dagger Mastery (15)
37 +3 Dagger Mastery (18)
38 +2 Dagger Mastery (20 - MAXED), +1 Dagger Booster (1)
39 +3 Dagger Booster (4)
40 +2 Dagger Booster (6), +1 Steal (2)
41 +3 Steal (5)
42 +3 Steal (8)
43 +2 Steal (10 - MAXED), +1 Channel Karma (1)
44 +3 Channel Karma (4)
45 +3 Channel Karma (7)
46 +3 Channel Karma (10)
47 +3 Channel Karma (13)
48 +3 Channel Karma (16)
49 +3 Channel Karma (19)
50 +1 Channel Karma (20 - MAXED), +2 Flash Jump (3)
51 +3 Flash Jump (6)
52 +3 Flash Jump (9)
53 +1 Flash Jump (10 - MAXED), +2 Physical Training (2)
54 +3 Physical Training (5)
55 +3 Physical Training (8)
56 +2 Physical Training (10 - MAXED), +1 Savage Blow (2)
57 +3 Savage Blow (5)
58 +3 Savage Blow (8)
59 +3 Savage Blow (11)
60 +3 Dagger Booster (9)
61 +3 Dagger Booster (12)
62 +3 Dagger Booster (15)
63 +3 Dagger Booster (18)
64 +2 Dagger Booster (20 - MAXED), +1 Shield Mastery (1)
65 +3 Shield Mastery (4)
66 +3 Shield Mastery (7)
67 +3 Shield Mastery (10 - MAXED)
68 +3 Meso Guard (4)
69 +3 Meso Guard (7)
70 +3 Meso Guard (10 - MAXED)

Summary
Dagger Mastery - 20 (MAXED)
Dagger Booster - 20 (MAXED)
Steal - 10 (MAXED)
Savage Blow - 11
Physical Training - 10 (MAXED)
Flash Jump - 10 (MAXED)
Channel Karma - 20 (MAXED)
Shield Mastery - 10 (MAXED)
Meso Guard - 10 (MAXED)


Wow, there sure are a ton of skills. Anyhow, it’s certainly different from what old Bandits are used to.

- The most obvious thing you'll notice right off the bat is that Savage Blow is not maxed. Shock! Horror! Well, the reason is that Savage Blow is replaced by Midnight Carnival almost instantly, while Steal won't ever exactly get a replacement since they removed Band of Thieves...

- In any case, Savage Blow is left at Lv1 for a bit since it scales horribly (+1% per hit per SP). In a similar vein, we have Flash Jump (mobility) and Meso Guard (just in case) left at Lv1 as well.

- Meso Guard and Shield Mastery are left for last since stuff doesn't really kill you that quickly at this point.

This post has been edited by Hanabira.Kage: 12 November 2012 - 09:15 AM

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#4 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 07:38 AM

Hermit


70 +1 Triple Throw (1)
71 +3 Shade Splitter (3)
72 +3 Shade Splitter (6)
73 +3 Shade Splitter (9)
74 +3 Shade Splitter (12)
75 +3 Shade Splitter (15)
76 +3 Shade Splitter (18)
77 +2 Shade Splitter (20 - MAXED), +1 Shadow Partner (1)
78 +3 Shadow Partner (4)
79 +3 Shadow Partner (7)
80 +3 Shadow Partner (10)
81 +3 Shadow Partner (13)
82 +3 Shadow Partner (16)
83 +3 Shadow Partner (19)
84 +1 Shadow Partner (20 - MAXED), +2 Shadow Stars (2)
85 +3 Shadow Stars (5)
86 +3 Shadow Stars (8)
87 +2 Shadow Stars (10 - MAXED), +1 Expert Throwing Star Handling (1)
88 +3 Expert Throwing Star Handling (4)
89 +3 Expert Throwing Star Handling (7)
90 +3 Expert Throwing Star Handling (10 - MAXED)
91 +3 Alchemic Adrenaline (3)
92 +3 Alchemic Adrenaline (6)
93 +3 Alchemic Adrenaline (9)
94 +1 Alchemic Adrenaline (10 - MAXED), +2 Triple Throw (3)
95 +3 Triple Throw (6)
96 +3 Triple Throw (9)
97 +3 Triple Throw (12)
98 +3 Triple Throw (15)
99 +3 Triple Throw (18)
100 +2 Triple Throw (20 - MAXED), +1 Enveloping Darkness (1)
101 +3 Enveloping Darkness (4)
102 +3 Enveloping Darkness (7)
103 +3 Enveloping Darkness (10)
104 +3 Enveloping Darkness (13)
105 +3 Enveloping Darkness (16)
106 +3 Enveloping Darkness (19)
107 +1 Enveloping Darkness (20 - MAXED), +2 Venom (2)
108 +3 Venom (5)
109 +3 Venom (8)
110 +3 Venom (11)
111 +3 Venom (14)
112 +3 Venom (17)
113 +3 Venom (20 - MAXED)
114 +3 Dark Flare (3)
115 +3 Dark Flare (6)
116 +3 Dark Flare (9)
117 +3 Dark Flare (12)
118 +3 Dark Flare (15)
119 +3 Dark Flare (18)
120 +2 Dark Flare (20 - MAXED), +1 Shadow Web (1)

Summary
Shadow Partner - 20 (MAXED)
Shadow Web - 1
Dark Flare - 20 (MAXED)
Enveloping Darkness - 20 (MAXED)
Shadow Stars - 10 (MAXED)
Triple Throw - 20 (MAXED)
Venom - 20 (MAXED)
Expert Throwing Star Handling - 10 (MAXED)
Shade Splitter - 20 (MAXED)
Alchemic Adrenaline - 10 (MAXED)


First of all, I must stress that this is a training-oriented build. That's why Shade Splitter is maxed out way before Triple Throw is.

- Alchemic Adrenaline and Venom can be considered one-point wonders, but while the former can be useful, the latter is pretty much useless until you get it upgraded in 4th Job. That is to say that you can place a point in AA at Lv71 for a 16% potion effectiveness boost, but there isn't much point in doing the same to Venom.

- Shade Splitter completely outclasses maxed Shuriken Burst in everything at Lv8. Until then, it's a little weaker on enemy group sizes of 4 and below.

- Shadow Stars can be maxed out before you embark on maxing out Shadow Partner, if you don't mind delaying your damage boost for a little convenience regarding your ammo.

- Alchemic Adrenaline can maxed out before ETSH if you want to get the most out of your potions.



Chief Bandit

70 +1 Midnight Carnival (1)
71 +1 Phase Dash (1), +2 Shadow Partner (2)
72 +3 Shadow Partner (5)
73 +3 Shadow Partner (8)
74 +3 Shadow Partner (11)
75 +3 Shadow Partner (14)
76 +3 Shadow Partner (17)
77 +3 Shadow Partner (20 - MAXED)
78 +3 Midnight Carnival (4)
79 +3 Midnight Carnival (7)
80 +3 Midnight Carnival (10)
81 +3 Midnight Carnival (13)
82 +3 Midnight Carnival (16)
83 +3 Midnight Carnival (19)
84 +1 Midnight Carnival (20 - MAXED), +2 Meso Mastery (2)
85 +3 Meso Mastery (5)
86 +3 Meso Mastery (8)
87 +2 Meso Mastery (10 - MAXED), +1 Meso Explosion (1)
88 +2 Meso Explosion (3), +1 Pickpocket (1)
89 +3 Pickpocket (4)
90 +3 Pickpocket (7)
91 +3 Pickpocket (10 - MAXED)
92 +3 Meso Explosion (6)
93 +3 Meso Explosion (9)
94 +3 Meso Explosion (12)
95 +3 Meso Explosion (15)
96 +3 Meso Explosion (18)
97 +2 Meso Explosion (20 - MAXED), +1 Phase Dash (2)
98 +3 Phase Dash (5)
99 +3 Phase Dash (8)
100 +3 Phase Dash (11)
101 +3 Phase Dash (14)
102 +3 Phase Dash (17)
103 +3 Phase Dash (20 - MAXED)
104 +3 Enveloping Darkness (3)
105 +3 Enveloping Darkness (6)
106 +3 Enveloping Darkness (9)
107 +3 Enveloping Darkness (12)
108 +3 Enveloping Darkness (15)
109 +3 Enveloping Darkness (18)
110 +2 Enveloping Darkness (20 - MAXED), +1 Venom (1)
111 +3 Venom (4)
112 +3 Venom (7)
113 +3 Venom (10)
114 +3 Venom (13)
115 +3 Venom (16)
116 +3 Venom (19)
117 +1 Venom (20 - MAXED), +2 Dark Flare (2)
118 +3 Dark Flare (5)
119 +3 Dark Flare (8)
120 +3 Dark Flare (11)

Summary
Phase Dash - 20 (MAXED)
Pickpocket - 10 (MAXED)
Meso Explosion - 20 (MAXED)
Dark Flare - 11
Shadow Partner - 20 (MAXED)
Venom - 20 (MAXED)
Midnight Carnival - 20 (MAXED)
Meso Mastery - 10 (MAXED)
Enveloping Darkness - 20 (MAXED)


Uhh...yeah, not much conflict for this one. It's mostly self-explanatory.

- We start off with 1 Midnight Carnival to make up for not maxing out Savage Blow and 1 Phase Dash to rush enemies.

- Meso Mastery is maxed right after Shadow Partner for its boost to Meso Guard.

This post has been edited by Hanabira.Kage: 12 November 2012 - 09:15 AM

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#5 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 07:41 AM

Fourth Job (Recommendations)

The following section details my recommendations for the Fourth Job skill builds. You’ll notice that I have separated the skills into different categories. High Priority skills should be maxed out ASAP. These are the skills you should try to save up SP for if you can’t get the necessary books. Of course, you could move on to the next category if you don’t think you can get the books any time soon. Mid Priority skills are next on the scale of importance; if you can’t get the books for the High Priority skills, these are a viable alternative to max. Bossing skills are, rather obviously, skills meant for bossing. By the time you have maxed out most of the High and Mid Priority skills, you should almost be at a suitable level to boss. By investing some points into the Bossing skills, you could end up getting some Mastery books for your other skills. Low Priority skills are skills that aren’t very important compared to the others; they are skills you can do without for 50 levels or so. Skills within the same category are listed with leftmost skill being the one I deem most crucial; however, skills within the same category are really almost interchangeable depending on your individual situation.

Night Lord
Lv120: +1 Quad Star (1), +1 Fake (1), +1 Dark Harmony (1)

High Priority: Toxic Venom (Up to Lv6), Dark Harmony, Claw Expert
Mid Priority: Showdown*
Bossing: Quad Star
Low Priority: Toxic Venom (Beyond Lv6), Fake, Maple Warrior, Sudden Raid, Hero’s Will
Don't Even Bother: Frailty Curse

At Lv120, place a point in Fake for its 16% success rate (subsequent points only raise it by 1%), a point in Quad Star for better 1v1 damage, and the final point in Dark Harmony for the 11 WA boost. After this, one should get Toxic Venom up to Lv6 ASAP especially if planning to boss; this is because Toxic Venom stacks 3 times at Lv6, making it that much more useful. Dark Harmony and Claw Expert should come next; the former for damage and DEF Ignore, and the latter for additional mastery and damage. The build after this is pretty much up to the player; one may want to grab Showdown for better EXP gain and farming, or perhaps go down the bossing path instead. Please do not ever, ever touch Frailty Curse; it doesn't work on bosses so it's useless since you can kill non-bosses much too quickly to even bother with this.

You may want to place 1 point in Sudden Raid early on for fun.


Shadower
Lv120: +1 Fake (1), +1 Shadower Instinct (1), +1 Boomerang Step (1)
Lv121: +1 Assassinate (1), +1 Smokescreen (1), +1 Toxic Venom (1)

High Priority: Toxic Venom (Up to Lv6), Boomerang Step, Shadower Instinct
Mid Priority: Dagger Expert, Showdown*
Bossing: Assassinate, Smokescreen
Low Priority: Toxic Venom (Beyond Lv6), Fake, Maple Warrior, Sudden Raid, Hero’s Will

One-point wonders! Place a point each in Fake (16% dodge rate), Boomerang Step, Shadower Instinct (WA buff + Assassinate Boost), Assassinate, Smokescreen (Invincibility) and Toxic Venom. Boomerang Step won’t be very useful for now, apart from its passive x1.05 boost to Savage Blow, Phase Dash, Midnight Carnival and Steal. In any case, try to get Boomerang Step maxed out ASAP because it ends up as your strongest mobbing attack (and that x1.05 boost becomes a tasty x1.25 boost). And of course, the whole thing about Lv6 Toxic Venom stacking 3 times applies here too. Shadower Instinct is consirdered more important than Dagger Expert here since it requires less SP to max out, while giving more WA. Showdown can be maxed next for increased EXP gain or farming, or one can go down the bossing route.

*Requires skillbook to learn.


Night Walker (Under Construction)

First Job

10 +1 Lucky Seven (1)
11 +3 Keen Eyes (3)
12 +2 Keen Eyes (5 - MAXED), +1 Lucky Seven (2)
13 +3 Lucky Seven (5)
14 +3 Lucky Seven (8)
15 +3 Lucky Seven (11)
16 +3 Lucky Seven (14)
17 +3 Lucky Seven (17)
18 +3 Lucky Seven (20 - MAXED)
19 +3 Disorder (3)
20 +3 Dark Sight (3)
21 +3 Dark Sight (6)
22 +3 Dark Sight (9)
23 +1 Dark Sight (10 - MAXED), +2 Nimble Body (2)
24 +3 Nimble Body (5)
25 +3 Nimble Body (8)
26 +3 Nimble Body (11)
27 +3 Nimble Body (14)
28 +3 Nimble Body (17)
29 +3 Nimble Body (20 - MAXED)
30 +2 Disorder (5), +1 Darkness (1)

Summary
Nimble Body - 20 (MAXED)
Keen Eyes - 5 (MAXED)
Disorder - 5
Dark Sight - 10 (MAXED)
Lucky Seven - 20 (MAXED)
Darkness - 1


Identical to the Claw Thief build, except that since Keen Eyes does not require Nimble Body, Nimble Body is delayed till after Dark Sight is maxed out. Also, one point is added to Darkness at Lv30 for fun; it is not necessary.

This post has been edited by Hanabira.Kage: 12 November 2012 - 09:37 AM

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#6 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 07:44 AM

Second Job

30 +1 Flash Jump (1)
31 +3 Claw Mastery (3)
32 +2 Claw Mastery (5), +1 Claw Booster (1)
33 +3 Claw Booster (4)
34 +2 Claw Booster (6), +1 Vampire (1)
35 +3 Vampire (4)
36 +3 Vampire (7)
37 +3 Vampire (10)
38 +3 Vampire (13)
39 +3 Vampire (16)
40 +3 Vampire (19)
41 +1 Vampire (20 - MAXED), +2 Haste (2)
42 +3 Haste (5)
43 +3 Haste (8)
44 +3 Haste (11)
45 +3 Haste (14)
46 +3 Haste (17)
47 +3 Haste (20 - MAXED)
48 +3 Critical Throw (3)
49 +3 Critical Throw (6)
50 +3 Critical Throw (9)
51 +3 Critical Throw (12)
52 +3 Critical Throw (15)
53 +3 Critical Throw (18)
54 +2 Critical Throw (20 - MAXED), +1 Flash Jump (2)
55 +3 Flash Jump (5)
56 +3 Flash Jump (8)
57 +3 Flash Jump (11)
58 +3 Flash Jump (14)
59 +3 Flash Jump (17)
60 +3 Flash Jump (20 - MAXED)
61 +3 Claw Mastery (8)
62 +3 Claw Mastery (11)
63 +3 Claw Mastery (14)
64 +3 Claw Mastery (17)
65 +3 Claw Mastery (20 - MAXED)
66 +3 Vanish (3)
67 +3 Vanish (6)
68 +3 Vanish (9)
69 +1 Vanish (10 - MAXED), +2 Claw Booster (8)
70 +3 Claw Booster (11)

Summary
Claw Mastery -20 (MAXED)
Critical Throw - 20 (MAXED)
Vanish - 10 (MAXED)
Claw Booster - 11
Haste - 20 (MAXED)
Flash Jump - 20 (MAXED)
Vampire - 20 (MAXED)


Start off with a point in Flash Jump for mobility, then get Lv5 Mastery for Lv6 Booster. A crappy mobbing skill is better than nothing, so max out Vampire for now. Max out Haste for better mobility, then max Critical Throw for the damage boost. Max out Flash Jump next to reduce the MP cost and improve the distance traveled, then max out Mastery for the extra stars. Max out Vanish* next for improved damage in the longer fights (works like Advanced Dark Sight; cast Dark Sight then cancel it with any attack for a damage boost). Dump the last few points into Booster.

Alternatively, Critical Throw can be maxed before Haste for increased damage early on.

*It's easier to use this by macro-ing Dark Sight with an attack skill. The problem is, this makes you unable to Jump-shoot effectively. Thus, it's best to use this at immobile bosses or when partied with a good pinner.


Third Job

70 +1 Avenger (1)
71 +1 Alchemist (1), +2 Avenger (3)
72 +3 Avenger (6)
73 +3 Avenger (9)
74 +3 Avenger (12)
75 +3 Avenger (15)
76 +3 Avenger (18)
77 +2 Avenger (20 - MAXED), +1 Shadow Partner (1)
78 +3 Shadow Partner (4)
79 +3 Shadow Partner (7)
80 +3 Shadow Partner (10)
81 +3 Shadow Partner (13)
82 +3 Shadow Partner (16)
83 +3 Shadow Partner (19)
84 +1 Shadow Partner (20 - MAXED), +2 Poison Bomb (2)
85 +3 Poison Bomb (5)
86 +3 Poison Bomb (8)
87 +3 Poison Bomb (11)
88 +3 Poison Bomb (14)
89 +3 Poison Bomb (17)
90 +3 Poison Bomb (20)
91 +3 Poison Bomb (23)
92 +3 Poison Bomb (26)
93 +3 Poison Bomb (29)
94 +1 Poison Bomb (30 - MAXED), Save SP (2)
95 Save SP (5)
96 Save SP (8)
97 Save SP (11)
98 Save SP (14)
99 Save SP (17)
100 +20 Triple Throw (20 - MAXED)
101 +3 Alchemist (4)
102 +3 Alchemist (7)
103 +3 Alchemist (10)
104 +1 Alchemist (11), Save SP (2)
105 Save SP (5)
106 Save SP (8)
107 Save SP (11)
108 Save SP (14)
109 Save SP (17)
110 +20 Venom (20 - MAXED)
111 +3 Alchemist (14)
112 +3 Alchemist (17)
113 +3 Alchemist (20 - MAXED)
114 +3 Shadow Web (3)
115 +3 Shadow Web (6)
116 +3 Shadow Web (9)
117 +3 Shadow Web (12)
118 +3 Shadow Web (15)
119 +3 Shadow Web (18)
120 +2 Shadow Web (20 - MAXED), 1 Extra SP

Summary
Alchemist - 20 (MAXED)
Venom - 20 (MAXED)
Shadow Partner - 20 (MAXED)
Shadow Web - 20 (MAXED)
Avenger - 20 (MAXED)
Triple Throw - 20 (MAXED)
Poison Bomb - 30 (MAXED)


Talk about favouritism. Why do NWs get to max all their skills, and have one point left over? >.>

Whatever. Anyway, start off with a point in Avenger because it’s your first proper mobbing skill ever (Vampire sucks). Toss a point in Alchemist because it boosts recovery item effects by 12% while subsequent points only raise this bonus by 2%. Max out Avenger; the damage multiplier increase outweighs that of Shadow Partner, trust me. Once you’re done with Avenger, max out Shadow Partner to boost your overall damage. Next, max out Poison Bomb so you can abuse the DoT when bossing and stuff. Save up your SP, then max out Triple Throw when it becomes available. Get Alchemist to 11, then save up SP for Venom which will be maxed at Lv110. Max out Alchemist and Shadow Web, then place the final point wherever you want.

This post has been edited by Hanabira.Kage: 29 August 2011 - 05:23 PM

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#7 User is offline   PuddinEater 

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Posted 14 March 2011 - 08:07 AM

What about forth job skills? And skill info?....
(9,0)(6,8)(7,7)(8,8)(9,9)(10,10)
first 8 numbers?
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#8 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 09:10 AM

PuddinEater said:

What about forth job skills? And skill info?....


Most skills work the same way, just that they have different multipliers (and some have slightly different effects), so I didn't put them in. Check the link in the first post for the skill information.

Thief 4th Job skill recommendations are right after the Chief Bandit build, by the way.

This post has been edited by Hanabira.Kage: 14 March 2011 - 09:13 AM

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#9 User is offline   maplelollipop 

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Posted 14 March 2011 - 09:27 AM

Nice XD will stare at the other job guides later
Posted Image <3 OnKey Foreva
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#10 User is offline   Sanzha 

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Posted 14 March 2011 - 10:18 AM

Venom is no longer useful in training ?
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#11 User is offline   Hanabira.Kage 

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Posted 14 March 2011 - 10:23 AM

Sanzha said:

Venom is no longer useful in training ?


All DoT skills are now based on your attack range like all other attacks, and are no longer based on enemy HP. Furthermore, Venom no longer stacks with itself...
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#12 User is offline   Sanzha 

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Posted 14 March 2011 - 07:26 PM

o.o useless le,but i still like old venom, faster training
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#13 User is offline   justforu 

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Posted 14 March 2011 - 09:21 PM

i think u shld put elaborate on the new skills
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#14 User is offline   iTrinityX 

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Posted 14 March 2011 - 10:46 PM

Hanabira.Kage said:

Hermit

Summary
Alchemist - 20 (MAXED)
Meso Up - 20 (MAXED)
Shadow Partner - 20 (MAXED)
Shadow Web - 0
Shadow Meso - 0
Avenger - 20 (MAXED)
Flash Jump - 20 (MAXED)
Shadow Mirror - 20 (MAXED)
[Drain - 20 (MAXED)]
[SP remaining: 22]



This shouldn't be there, u slightly overlook it. Nice effort to make a guide.
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#15 User is offline   Hanabira.Kage 

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Posted 15 March 2011 - 08:00 AM

Athrun88 said:

This shouldn't be there, u slightly overlook it. Nice effort to make a guide.


Why shouldn't Shadow Mirror be there? Both Chief Bandits and Hermits get Shadow Mirror.

If you meant Drain, I do reflect lower-tier skills in the summaries of higher-tier jobs, but always with square brackets.

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#16 User is offline   loneranger87 

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Posted 28 March 2011 - 11:57 AM

for dits. isn't it better to max shadow mirror instead of shield mastery??
turtleditx - str dit - lvl171
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#17 User is offline   Hanabira.Kage 

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Posted 31 March 2011 - 06:47 PM

loneranger87 said:

for dits. isn't it better to max shadow mirror instead of shield mastery??


Shield Mastery now multiplies both TOTAL WDEF and MDEF by 2, and since the damage formulae have been modified, this is a very significant amount.

Shadow Mirror simply reflects up to x13 damage back to the enemy, and it does have a range; if the enemy is too far, Shadow Mirror will not hit it. It also has a cooldown of 1 minute. All in all, it's pretty much only useful for bosses since you're going to be next to the boss at all times (along with the mirror). But when training, especially in a large map, it really doesn't see much use. Also remember that Chief Bandits have Meso Guard, which everyone should always keep on. This would make Shadow Mirror deal only half its maximum damage. Coupled with the Bandit's high avoidability and Fake in 4th Job, Shadow Mirror won't ever see much use outside of bossing.

Of course, Shield Mastery isn't all that great either. Still, I personally feel it's better to save potions. :)

Remember also that the Knight's Combat Orders increases skill levels by 2, which would max out a Lv18 Shadow Mirror. Since Shadow Mirror really only has any use in boss fights, and Combat Orders will be a very welcome skill in boss fights...well, you get the idea. If you fight bosses in parties, you will be very likely to find a Paladin there. By casting Combat Orders, he'll max out your Shadow Mirror. This is why I think it is best to leave it at 18.

This is all my opinion, though it's the general consensus among the GMS Shadowers over at Southperry to leave Shadow Mirror at Lv18.

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#18 User is offline   Sanzha 

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Posted 31 March 2011 - 08:22 PM

shadow mirror is dark flare?
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#19 User is offline   loneranger87 

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Posted 31 March 2011 - 11:57 PM

thks for the detailed explanation. ^^ now i noe wad to add le. keke
turtleditx - str dit - lvl171
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#20 User is offline   xShadowLimit 

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Posted 01 April 2011 - 07:21 PM

Is the AP system for bandit's still the same?
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#21 User is offline   maryjane1 

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Posted 01 April 2011 - 08:02 PM

Hey, can any1 explain to me wat is shadow mirror?
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#22 User is offline   maryjane1 

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Posted 05 April 2011 - 10:53 PM

free bumps. any1 would be kind enuf to explain to me wat does shadow mirror do?
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#23 User is offline   loneranger87 

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Posted 06 April 2011 - 12:22 PM

Dark Flare / shadow mirror
Temporarily summons the Dark Lord's throwing star. Party members nearby will reflect enemy damage. Cannot reflect more than half of the enemy's Max HP. Active Skill
Level 20: MP -100, Duration 60 seconds, reflects 1300% damage, Cooldown 60 seconds

This post has been edited by loneranger87: 06 April 2011 - 12:23 PM

turtleditx - str dit - lvl171
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#24 User is offline   Sh@dower 

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Posted 18 May 2011 - 08:48 PM

But i'm still nt sure which Skills to allocate for 4th job shadower...i am a lev136 shadower wif FULL reseted SP.
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#25 User is offline   NiKeFaMilY 

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Posted 18 May 2011 - 09:55 PM

Sh@dower said:

But i'm still nt sure which Skills to allocate for 4th job shadower...i am a lev136 shadower wif FULL reseted SP.


how to have full reseted sp?
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#26 User is offline   EasyMetal 

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Posted 19 May 2011 - 01:00 AM

hi is there any reason for flash jump to be maxed? or im wrong to say that the speed for flash jump at level 18 and level 20 are the same
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#27 User is offline   Ikki 

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Posted 19 May 2011 - 03:34 PM

Since all some of the mobs changed exp and stat , My chief bandit current lvl 77 , I wonder what the place to train ?
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#28 User is offline   Raychar  

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Posted 19 May 2011 - 03:58 PM

Anyone knows if there's any major damage difference between Dexless, Low Dex and Regular bandits?
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#29 User is offline   gav1992 

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Posted 20 May 2011 - 02:00 PM

Hanabira.Kage Hi. Ap build how? Can say I'm semi funded. :)
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#30 User is offline   PlaySin 

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Posted 20 May 2011 - 05:07 PM

- Keep secondary stat as low as you can (good is min base stat) for AP build.
- Get equip to boost the secondary stat (sometime 6% may not good compare to 6 stat for secondary stat due to the percentage for low stat will gain low, imagine that 6% of 4 luk of mage) in order to wear as high as possible WA claw (claw of speed may another concern).
- Get as high as possible % Primary stat (%All stat may sometime will low dmg output but up your range due with hard to get higer %All stat compare to %Primary stats)
- To maximise your dmg output, you need to have the weapon %total boss damege (good in boss) %total dmg, %total att.


Above will the maximize your dmg output.

Pure Build for above will the best for the highest dmg due to the MW is for % base stat... pure build primary stat will gain more from MW.


Cheers.
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