Update: With the information from 3rd jobs I updated for two distinct fox builds and one Lion gunner build. TM Limit is now at 150. Theorical Builds Theorical Fox build Ghost Killer
1144 DA/LK recommended
max Stone Strike
cost 12
max Shuriken mastery
cost 13
max Sixth Sense
cost 12
max Lucky Seven
cost 16
max Lucky Day
cost 15
10 Armor Destructor
cost 11
10 Sticky Foot
cost 10
max Gloomy Mist
cost 16
max Detonator
cost 15
10 Hydro
cost 14
max Surprise
cost 16 TM points total 150 used Build Usage
This build is a very strong de buffer build that relies on debuffing various opponents with Gloomy Mist and applying Armor Destructor and Sticky Foot. With SS, SM and De are your main attacks. This build really shines when it gains Hydro which makes it invisible and opens door to Surprise a strong attack done only while in Stealth. This build is a "hit and run" build and it is most efficient in a party rather then solo as it can debuff various opponents quickly with GM and/or apply AD and SF for further stat decrease as they stack. I believe you can only use Surprise while in Hydro form. Usually activate HY to go in stealth then SU followed quickly by SS, finish with SM and/or DE.
Note: This build is subject to change.
Full Iron Forger
1144 LK or DA/LK recommended
max Stone Strike
cost 12
max Shuriken mastery
cost 13
1 Armor Destructor
cost 2
max Sixth Sense
cost 12
max Lucky Seven
cost 16
10 Basic Detection
cost 10
10 Compound Master
cost 13
max Heavy Carrier
cost 12
max Fear Bag
cost 16
max Detonator
cost 15
max Lucky Day
cost 12
max Land Mine Specialist
cost 16 TM points total 149 used
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Build Usage
This build is more outfitted to forging, digging and making money rather then combat. However with SS, SM, FB, DE and LMS this character has a very deep bag of tricks if it wants to get into combat. With range attacks such as SM and FB as well as close range control with SS and DE+LMS this fox can hold its own. However this fox is more suited for partying rather then soloing with its LK boost LD. Unfortunately it lacks any useful debuffs, but makes up for it with strong compounding skills.
Note: This build is subject to change.
Theorical Gunner Build Mastah Blastah Anti Charm/Long Range Control
1144
3142
AC for pure damage if you go this way slot off FH.
AC/LK for solid damage and better accuracy as well as use of FH.
10 Stone Strike
cost 10
Gun Carrier
cost 5
Invincible Reload
cost 5
max Gun Booster
cost 16
Load on the Move
cost 5
1 Armor Destrustor
cost 2
max Lucky 7
cost 18
max Power Shot
cost 15
max Quick Shot
cost 16
max Sticky Foot
cost 12
max Random Shot
cost 15
max Fortune Hit
cost 15
max Violent morphism
cost 16 TM points total 150 used
For those who, for some reason or other, invested in Invincible Drill but still want to make use of this build heres the alternative
Invincible Drill
cost 1
10 Stone Strike
cost 10
Gun Carrier
cost 5
Invincible Reload
cost 5
max Gun Booster
cost 16
Load on the Move
cost 5
1 Armor Destrustor
cost 2
max Lucky 7
cost 18
max Power Shot
cost 15
max Quick Shot
cost 16
max Sticky Foot
cost 12
max Random Shot
cost 15
max Fortune Hit
cost 15
max Violent morphism
cost 16 TM points total 151 used Build Usage
Until second job your damage options are very limited. Rely on Lucky 7 and Gun Booster to self buff your damage. Due to the fact that HV determines gun defense it is a very good idea you hit your targets first with it to kill off their HV so in that way your damage is more efficient. Once you get to second job you get three new options to deliver your damage: Power Shot one single powerful gun attack, Random Shot, what seems to be apparently a mob attack, Quick Shot, a double shot move with improved damage power. Use these as you see fit to dispatch your enemies. Finally if your using the AC/LK build it incorporates Fortune Hit, which is basically a SS for guns with LK and is excellent versus high hp opponents like charms. Don't forget to kite, you need to keep moving at all times. Only stopping to deliver your shots. If for any reason your opponent gets in melee range immediatly use Sticky Foot then retreat again. Sticky Foot will lower your opponents defense against your gun damage. Usually you will use GB and L7 then PS, QS and finish with FH. be wary of using Sticky Foot versus high HV characters such as Pure HV charms, due to the fact that you lack DA like a fox Sticky Foot has a much weaker effect for Lions.
Suggestions for Lions
Get the best DA dagger you can get. This is because against monsters it is best to finish them off with SS then waste bullets. In pvp it might prove useful in the case you run out of bullets.
Due to the fact you cannot carry a shield you will need to do a series of adjustments to work around this weakness.
First off you will require the best DP inner wear you can get. If its a compoundable item make sure you choose a growth that benefits the build. More DP would be good for example. The following are recommendations on gear setups.
Custom DP Helms grow them with either MD or HV. Its a choice you'll have to make based on preference, however I would rather go with HV since it helps to evade attacks that are physical based which is what you would want versus a Charm for example.
Custom MD Helms are a better choice since you can grow them with either DP or LK. Although you could grow them with LK, survivability is top priority so my recommendation is MD Helms with DP.
Custom MD Helms DP/DP(/DP/LK)
Custom AP Guns AC/LK(/AC/LK)
LK Bonus accesories and pets if possible.
Timed Crits
http://media.putfile.com/Lion-Timed-Crit Credits daveliu
Running Double Shot
Page not available Credits Altoidz
Its recommended you get Gun protection and Load on the Run for these.
FAQ Why does your Theory Gunner build include FH in it? Lets see. You could go pure AC and hit with PS+QS or you could go all LK and hit with FH. Granted you will get the most of the efficiency of these skills going pure. But with the AC/LK hybrid build you also get better LK which translates into better compounding as well as all the benefits LK gives. With that build you can then do PS,QS finish with FH. because of yoru better compounding you can get the correct AC/LK gear setup and deal even more damage overall per time, because you are using three skills instead of two or one.
I dont understand very well the purpose of the Ghost Killer de buff build. As explained that build is mostly for hit and run attacks. It is recommended that it is used better in parties rather then solo. That way you can make the best out of hitting your opponents with a Gloomy Mist and putting up DE for pressure then using HY to stealth yourself to hit your main target with SU finishing it with SS and SM. You can also use HY to get away from pressure. Dont forget the build uses LD which is a welcoming LK party boost.
Why does the Forger build have so many attacks? Isnt it for forging? Indeed it is. But this build alsod emonstrates that even a forger can be a pain in the arse. Were talking almost five diffrent attack skills and the fact that the forger can get good compounding to get the gear setup it needs. It has L7 as well as LD. Further more it brings LMS to make DE more dangerous which in turn is boosted by L7 and LD. With SS, SM and FB as your main attacks you will find your Forger is more then capable for combat as well as making money.
CREDITS FOR SECOND JOB SKILLS LIST: Jester