Table of Contents:
Note: Skills, Bossing, and Training information are found in their respective tabs of this guide
1. Overview
- Overview
- Energy Charge
- Charging Up
- Quick Charge Methods
- Energy Skill Utilization
- Inner Ability & Legion
- Critical Hits
Aka the TL;DR
Welcome from the future Buccaneer, those from v233 onwards! You are probably here because you wanted:
Whatever the case may be, feel free to get an in depth guide on buccaneers.
- Flat Strength Legion Bonus
- Saw some Damage Per Minute (DPM) charts on some forums
- Want to pretend to be a Super Sand Saiyan
- A Storage Mule
Pros:
Cons:
- Strong attacks with horizontal reach
- 100 percent Knockback (KB) resistance by second (2nd) job
- MP is not an issue due to passives
- A strong rushing skill that can cancel other skill animations
- Exclusive explorer pirate skills that boost storage space and swim speed
- Very strong if given a boost to critical hits
- Really good Fifth (5th) job skills
- Ability to job change to Cannoneer or Corsair
2. Energy Charge
- Micromanaging required to maximize damage output. Buccaneer's energy system weighs in on this
- It takes at least 40 seconds to fully set up (Hyper skill)
- Requires multiple sources to boost critical hits
- Pre 4th job might feel like a chore to play
- Compared to explorer pirates (Cannoneer and Corsair), bucc has no verical mobility until 5th job
Here's the in-depth part of the Energy Charge system.
The three skills below are what cause a buccaneer to glow in power:
Here's the two states of the energy meter. If the meter isn't showing up in-game, there is zero charge :
Uncharged
Charged
Both gifs have similar amount of energy stored in the bar. The difference is one gain energy while uncharged from any hits dealt towards an enemy. While charged up, some attack skills will drain the energy bar until completely drained. This will result in the bar disappearing. A bucc will lose their energy bar if they die without safety measures, or if they disconnect.
Charging Up
How many hits does it take to actually charge up completely? I calculated the amount based on owning just Energy Charge skill, and the two upgrades that follow from gameplay.
Upgrade Monster Hits Boss Hits Energy Charge 34 34 Supercharge 34 17 Ultra Charge* 29 15
*To show you the difference between the boss and mob hit with Ultra Charge upgrade:
Boss
Mob
Hitting multiple monsters monsters (mobs) in one skill will only count as one instance of a charge up.
Summons from boss souls will not procure any charge.
Quick Charge Methods
Here are three ways to quickly charge up your energy. I set this up so you can click on the spoiler to see the example gifs.
Skill Activation
Energy Skill Utilization
The tables below just summarizes every current skill in relations to Ultra Charge. You really don't need to know this information, unless you end up curious and start counting stuff.
- Number of Uses = (10,000 Energy / Energy Cost), rounded up
- Energy cost = Energy amount required to cast the skill while charged
Skill Name Cost Uses Energy Vortex 85 118 Hedgehog Buster 140 72 Static Thumper 180 56 Octopunch 150 67 Double Blast 260 39 Dragon Strike 180 56 Power Unity 1500 7 Howling Fist 1750 6
Lord of the Deep
The skill has been changed to use the same amount of energy regardless of charge status.
Mobbing
Charged 100 100 Uncharged 110 91
Bossing
Charged 40 250 Uncharged 44 228
This video shows the drain rate on mobbing. Note, factors such as multi kills and the time to kill will impact the drain rate.
3. Inner Ability & Legion
IA
This is what is preferred on a bucc's inner ability:
Line 1 20% Boss +30 ATK Line 2 & 3 20% Critical Rate 38% Buff Duration
Depending on play style, one can either choose boss or attack. Critical Rate IA will help reaching 100% easier than alternative methods. This would help conserve Legion Board slots for critical damage.
The buff duration is solely for convenience.
LEGION
For the Legion Board, these are the options that are prioritized from top to bottom:
4. Critical Hits
- Critical Damage
- Boss
- Ignore Enemy Defense
- Main Stat
- Attack
As as buccaneer, another source of a buccaneer's power comes from chocolate nanomachines critical hits.
By 4th Job, A bucc will have this amount of base critical rate/damage from it's own skills, excluding active skill and IA:
It doesn't look like much, but buccs gain passive skills by third (3rd) job that gives the ability to critical hit any stunned enemy. One issue with this ability is only having 20% chance to stun with any attack, or 70% with Energy Burst/Hedgehog Buster. The other issue is the stun effect is resisted by bosses.
- 40% critical rate
- 15% critical damage
With hyper skills and hyper stats alone, it can raise it up to:
The closer one can reach 100% crit rate, the more stable the damage output will be. For bosses, only 80% crit rate is required to guarantee critical hits. Gaining more critical damage is basically more damage output, but it does get the job done.
- 55% critical rate (65 post 5th job)
- 65% critical damage (70 post 5th job)
Some methods to obtain critical rate:
Second or Third IA line (Up to 20%) Phantom Link Skill (10-15-20%) Decent Sharp Eyes (10%) Beat Tamer Link Skill (4-7-10%) Marksman Legion Card (1-2-3-4-5%) Night Lord Legion Card (1-2-3-4-5%) Weapon and Secondary Potential (8%) Some Boss Soul bonuses Legion Table (Up to 40% with 6000 Legion levels) Roll of the Dice (15-25-35% based on 4-faced dice rolled)
Some methods to obtain critical damage:
Base Stat on certain gear (Usually rings) Decent Sharp Eyes (8%) Potentials on gloves (8% crit dmg per line) Bonus potential (3% per line on gloves, 1% for the rest) Kinesis Link Skill (2-4%) Jett Legion Card (1-2-3-5-6%) Shade Legion Card (1-2-3-5-6%) Hayato Legion Card (1-2-3-5-6%) Legion Table (Up to 20% with 6000 Legion levels)
Pre Destiny Update Buccaneer Overview
Guide in 'Pirate' published by privateereck, Jun 18, 2022.
A very modest mobbing and bossing class. It requires micromanagement to keep consistent damage output.
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Guide Author privateereck, Find all guides by privateereck
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Skill Info
A few things to note:
- Skills that change into a stronger version to to energy will be presented: uncharged/charged
- I wrote skill descriptions in my own words. You can look these skills up in game
- Three skills with [#] next to them are explained in more detail on this Dice skill effect guide
- The order of skills are in the order I find them in game via skill tab
- The skills you don't max as a bucc are the following:
- Double Shot
- Tornado Uppercut/Energy Vortex
- Static Thumper
Skill Name Description Somersault Kick Short range mobbing skill with some i-frames. Old Buccs remember the i-frames of the past Double Shot If you max this skill, idk what to say at this point of the guide. Octopush A very strong Flash Jump that can help or hinder you during bossing. Dash You probably won't use this on purpose, as Octopush exists. Shadow Heart Decent early boost to critical rate and damage. Every bit helps. Bullet Time Small speed/jump boost, which isn't bad to have.
2nd Job
Tornado Uppercut/Energy Vortex Gets the job done but not enough/Upgraded to reach ~20% farther +small damage boost Energy Charge Main passive for bucc. Scream until you start glowing Corkscrew Blow Also gets the job done. It's utility is noticeable with spiral assault Knuckle Booster Attack Speed boost Knuckle Mastery Stable Damage HP Boost The real deal is gaining 100% knockback. Explorer warriors don't get 100% until 4th Physical Training Free main/secondary stat Perseverance HP regen feels minor, but it's very noticeable with MP. Save on MP pots Dark Clarity Free attack stat
3rd Job
Spiral Assault A useful utility rush with animation cancel for quick escapes or rushes Energy Burst/Hedgehog Buster Just use Spiral Assault. Brutally slow and close range/ Range, damage and attack speed increased Supercharge Upgrade for Energy Charge Static Thumper Was cool back in Big Bang Era, but slow and requires to be cast on the ground [#]Roll of the Dice RNG dice skill. Welcome to gambling your time for a potential buff. Don't rely until 5th job Precision Strikes Crit related boosts. Should have 40% crit rate/15% crit damage clean at this point Stun Mastery Reinforces the idea that you should punch them silly until they die from your crits Admiral's Wings Doesn't work with boss ohkos or anti-afk, but it's noticeable with 1/1 attacks
4th Job
Octopunch Main bossing skill that gets the job done/ It gains 2 extra attack lines Dragon Strike Only works while charged/ A skill of the past converted into a nice enemy debuff Nautilus Strike Typical FMA but adds two extra lines to some skills Buccaneer Blast / Double Blast* Main mobbing skill (until 5th)/ 2x the range and it's very noticeable Crossbones Damage buff + extra passives Time Leap Doesn't work on Hypers or 5th job. However 100% uptime on Echo of Hero Speed Infusion Party attack speed buff, doesn't break soft cap for self. Winners do green drugs Maple Warrior Everyone gets this, even if in another name or deity Hero's Will 2 uses in a row with Time Leap [#]Double Down Upgrade for Roll of the Dice Ultra Charge Upgrade for Supercharge. Pirate's Revenge 25% chance to tank almost any OHKO from a boss. Damage boost is also a nice addition Typhoon Crush It's pretty good but it doesn't worth with elemental resistance
*Bucc Blast got buffed with 35% speed buff as of v208, here is a before and after. This is with green potion on both.
Hyper Actives
Stimulating Conversation [150] A very useful skill that gives an instant charge when needed. Works regardless of charge status Power Unity [170] Only usable while charged. This skill requires management when bossing to keep the 40% critical damage up. It takes 40 seconds minimum to fully stack up this skill and energy Epic Adventurer [200] Everyone has this for their lvl 200 hyper, even if under another name. 10% damage boost for a minute, every other minute.
Hyper Passives
Starred* are recommended passives. If you are one tapping mobs with LoTD, you could move around some hypers into DD Saving Grace/Enchance to have better odds of rolling more [6]-sides
Double Down
Saving Grace RNG to help stabilize your Double Down RNG Addition The 7 may help a corsair more than a bucc due to Typhoon Crush Enhance This isn't as good as what Loaded Dice can do
Octopunch
Reinforced* Small boost helps if you boss often Boss Rush* Obviously take this if you plan to boss Extra Strike* Extra line adds more output to boss
Buccaneer Blast
Reinforced* Take it if you need that small boost to one or two shot while training Spread It can be viable for training, but Lord of the Deep is too good Extra Strike* The extra line helps no matter if you boss or train
5th Job
Skill Nodes
These are the skill nodes you want on a buccaneer
Lord of the Deep A skill that makes bucc a walking AOE Meltdown Transformation with burst damage output and mobility. Super Saiyan at last Serpent Vortex A strong utility skill for some burst and movement Howling Fist A big burst skill with i-frames Rope Pull Makes bucc much more manageable with vertical mobility. [#]Loaded Dice Guaranteed 1 die roll of any choice + a passive attack bonus Erda Shower An FMA that helps with vertical and small maps Erda Nova Bind Utility if you plan to solo/aid in bosses Decent Holy Symbol Useful for training for obvious reasons Decent Sharp Eyes For that extra crit rate and damage Relentless Attack Special node that noticeably helps with energy uptime. Expensive early on unless you have nodes to burn
Recommended Boost Nodes
These are the skills you want to have in your boost nodes.
Bucc blast is good if you can't reliably 1-2 tap with LoTD.
Skills that don't show up are considered non-priority.
Octopunch Bossing Buccaneer Blast/Double Blast Mobbing Power Unity Utility Dragon Strike Utility Nautilus Strike Utility Spiral Assault Rush Corkscrew Blow* Combo
*Corkscrew Blow is viable for grinding due to it's gained utility from v178 Tune Up update, but consider it last.
Here are two perfect trinodes to show them as an example:
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Gameplay
Note: This section is work in progress
Buccaneer mobbing YouTube playlist: Here
This playlist will update as I create more videos.
Some tips when mobbing:
- You can use the in-game Maple Guide to for training spots
- Early training will feel very slow, the job itself takes a while to get better
- Horizontal maps benefit you the most, especially 3rd job with Spiral Assault
- Pre 5th job, you can spiral assault + corkscrew horizontal maps. Double Blast also works
- With 5th job, Lord of the Deep helps with mobbing. You can either:
- Charge up, then use LotD to mob until uncharged
- Stay uncharged while using LotD, but use other attacks to prolong the duration of it
- In addition to above, use both Meltdown and Stimulating conversation to quickly charge up
- If you can afford it, consider getting Relentless Attack special node for energy uptime QoL
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FAQ
I will add F.A.Q. if they become a repeating question to me either on here, or in the DMs.
If you need assistance with Buccs, I can be reached on:
Discord: privateereck #5759
I am in PDT time zone, just so you can get an estimate on the hour difference. -
Guide Version
1.4Game Version
2.19Changelog
- 0.8 Beta with in-guide DLC and microtransactions
- 0.90 Organized the guide, and added Critical Hits, Training, Bossing, IA & Legion. Training and Boss Need to be improved.
- 0.92 removed general training video, and added a clearer description on what passive hyper skills and boost nodes to use.
-1 changed info related to LOTD and v.201 update
-1.1 (8/31/2019) added the note with Nautilus Strike Final Attack lines becoming ineffective towards charging up in Glory Update for GMS + updating game version
-1.15 (9/12/2019) added more 5th job nodes to take, gave an extra opinion on hyper passive recommendation, took new hyper stat levels into account
-1.2 (10/22/2019) altered the info in relation to nautilus strike and added a before and after for new bucc blast animation
-1.3 (2/6/2020) Removed a mention of Nautilus strike still affecting charge up times. How I miss those times.
-1.4 (1/23/2021) Might have been late but added Howling Fist in skill info tab as well as the main body - Loading...