Old 11-17-2008, 01:27 AM   #1 (permalink)
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Default Pirate Brawlers help

After seeing pirate out, i feel like trying out ms again after 2 years it's been sitting silently in my harddrive
Brawler seems like that class that everyone's hyping at the moment

So here's the problem
Some people suggest maxing out summersault,flashpunch, and bullet time
but some others suggest leaving out some of flashpunch and adding dash instead.
They say that flashpunch is basically render useless by the skills of secondjob
Suggestions please.
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Old 11-17-2008, 01:51 AM   #2 (permalink)
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I recommend getting flash punch first. Super powerful and will be able to kill off monsters easier. Somersault should be next followed by bullet time. DO NOT PUT into Dash. Its a waste of MP cause of how brawlers fight. And at 1 point it sucks.
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Old 11-17-2008, 02:16 AM   #3 (permalink)
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I recommend getting flash punch first. Super powerful and will be able to kill off monsters easier. Somersault should be next followed by bullet time. DO NOT PUT into Dash. Its a waste of MP cause of how brawlers fight. And at 1 point it sucks.
you do realize that flash fist will get replaced by double uppercut and be useless at thatpoint right?

I reccomened getting themobmove(kick) then bullettime or dash, and the the other. put left overs in flash fist.

dash is pretty awesome.
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Old 11-17-2008, 02:51 AM   #4 (permalink)
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you do realize that flash fist will get replaced by double uppercut and be useless at thatpoint right?

I reccomened getting themobmove(kick) then bullettime or dash, and the the other. put left overs in flash fist.

dash is pretty awesome.
Mabye that's not such a good idea. A guide in sleepywood says:

People think that Infighters need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Infighters are not Captain Falcon from SSBM. Infighters really only start to gain movement speed in 3rd job, where they get a haste effect from Transform.

Most Infighters we've talked to chose to get 0 Dash, and this is why:[*]From 2nd job onward, an Infighter constantly alternates between Screw Punch and Backspin Blow while training. That means you'll be changing directions almost constantly, since Screw Punch attacks in front of you and Backspin attacks behind you. Infighters turn a lot to focus attacks in one direction [i.e. using Screw Punch to attack monsters on your left side, then turning to the right and using Backspin to hit the same monsters]. When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way.[*]The other risk of getting Dash as an Infighter is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Infighters already get a haste effect from Transform in 3rd job, so until then Infighters can just get speed equips. Dash for Infighters, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you.

Granted, some will still want to use Dash for traveling purposes, which I (Takeback3r) agree with. Again, Dash is not recommended for Infighters, but if you really feel the pro's outweigh the con's, you can max it instead and leave Quick Motion at 11. We just wanted people to know that it can interrupt your fighting style.


Sounds believable.
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Old 11-17-2008, 04:22 AM   #5 (permalink)
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i see, so no dash basically '
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Old 11-17-2008, 06:15 AM   #6 (permalink)
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Mabye that's not such a good idea. A guide in sleepywood says:

People think that Infighters need max Dash in 1st job. Wrong. They don't get speed and power in 1st Job; Infighters are not Captain Falcon from SSBM. Infighters really only start to gain movement speed in 3rd job, where they get a haste effect from Transform.

Most Infighters we've talked to chose to get 0 Dash, and this is why:[*]From 2nd job onward, an Infighter constantly alternates between Screw Punch and Backspin Blow while training. That means you'll be changing directions almost constantly, since Screw Punch attacks in front of you and Backspin attacks behind you. Infighters turn a lot to focus attacks in one direction [i.e. using Screw Punch to attack monsters on your left side, then turning to the right and using Backspin to hit the same monsters]. When you change directions, Dash automatically turns off. If you accidentally double-tap an arrow key while training, Dash would activate, waste a little of your MP, and then turn off right when you turn the other way.[*]The other risk of getting Dash as an Infighter is that accidental taps of the arrow key will cause you to run right into monsters and large mobs where you'll receive unnecessary touch dmg. Infighters already get a haste effect from Transform in 3rd job, so until then Infighters can just get speed equips. Dash for Infighters, in all honesty, is useless, and sometimes dangerous. You should get 1 Double Fire instead of 1 Dash at the end of 1st Job, because in some instances, Dash can literally hurt you.

Granted, some will still want to use Dash for traveling purposes, which I (Takeback3r) agree with. Again, Dash is not recommended for Infighters, but if you really feel the pro's outweigh the con's, you can max it instead and leave Quick Motion at 11. We just wanted people to know that it can interrupt your fighting style.


Sounds believable.
Bah, the only real con( as far as i can see with my use of it) is that it may waste mp. Its very controllable(as you don't spaz on the arrow keys)
it is also much better then its alternative(flash fist. Max bullet time. its too useful to not max for infighters) its also very useful for traveling
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Old 11-17-2008, 03:53 PM   #7 (permalink)
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ya you're right, dash seems like a really fun skill !
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Old 11-17-2008, 09:32 PM   #8 (permalink)
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I'm not taking dash at all .. But then again I'm an area brawler. I've put enough points into summersault to attack 4 enemies and some points into bullet time. I'm currently 15 and its freaking fun mobbing this low
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Old 11-18-2008, 01:58 AM   #9 (permalink)
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but after u maxed out summer and bullet will add point to dash?
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Old 11-18-2008, 03:45 AM   #10 (permalink)
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I'm not taking dash at all .. But then again I'm an area brawler. I've put enough points into summersault to attack 4 enemies and some points into bullet time. I'm currently 15 and its freaking fun mobbing this low
I'm using sommersault kick too... flash fist isn't that great of an idea(a few points early are really nice for mana saving purposes however) since it is replaced by double uppercut.

Really the decision is up to you, as you should decide wether dash orflash fist is worth it.

I think dash is more worth it as its more unique and won't get replace(and being haste light)

Someone earlier likes flash fistbetter because dash can be dangerous in the even of an accident.
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