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Pirate Buccaneer SP guide post-Anniversary Fiasco

Discussion in 'Jobs' started by cl_ogar0, Feb 4, 2026.

  1. cl_ogar0
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    cl_ogar0 Windraider

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    I have seen some sort of confusion in game recently, a lot of stuff has changed with the revert of Anniversary changes. A lot of those questions came from players who have leeched their Buccs as SI mules, and never played them manually.

    I have made a full video talking about it HERE:


    But if you would rather want more comprehensive, text version:

    LEVEL
    120-121:
    unlock barrage, speed infusion, dragon strike first, then Super Transform, Demo, Time Leap

    121-135: ~42 points to spend
    invest skill points until:
    11 Dragon Strike (10 points)
    11 Speed infusion (10 points)
    11 Barrage (10 points)
    11 Super Transformation (10 points)


    At those levels you are going to mostly AoE grind on stuff like lower floors of Sutra Repository and other places.
    For that purpose we need:
    Dragon Strike 11 (for 6 target cap, which makes your bubble charging 50% faster than 4 targets)
    Our grinding skill is STILL Energy Blast from 3rd job but we will be now weaving in DS and Barrages inbetween Corkscrews.
    Barrage comes next. After the buff to its speed its an incredibly valuable button, gives us iframes and it shits out damage PLUS it locks down and pins / pushes the bosses even when they are weapon cancelled.
    We are going to put here around 11 points, to get a lot of bang for our bucc.
    We have 20 points to spare. I would suggest either Maxing Super Transformation or 11 point speed infusion
    Since at this level your demo is gonna SUCK, even during ST you will be pressing Barrage > Demo alternating, but demo is a good filler.
    I marked 135 specifically because its a zakum level, and trust me you gonna get REAL intimate with this boss. Probably die couple times if you arent washed. (Do your HP challenges!!)
    Note, if your SI is still level 1, you are screwing paladins and heroes over. If you do Party content a lot
    you probably SHOULD GET 11 INTO SPEED INFUSION

    135-155: ~60 points to spend
    invest skill points until:
    20 Super Transformation (9 points)
    11 Energy Orb (10 points)
    20 Demolition (19 points)
    20+ Time Leap (19+ points)


    Horntail time!!!
    Its time to join some Horntail groups! Insane xp, great money, very fun to do, infinitely more exciting than grinding 7f until your eyes bleed.
    You CAN opt into leaving Time Leap, and instead investing into your own personal damage, but i WOULDNT recommend it. Your main value as a buccaneer is providing the buffs to Paladins (who frankly shit on your damage output) helping others that benefit from SI, and resetting ressurect cooldowns etc.

    155-200:
    From now on, its your choice. I would highly suggest grabbing 11 points into Snatch. Its a very powerfull aoe skill, highly underrated.
    And start working on getting your attack skills like Orb and Barrage to 20. The Priority of your damage dealing skills for maxing is gonna be somewhere between Demo or DS, depending what kind of content you are doing and how much time you are spending at 7F.
    But i would highly suggest not putting 30 points into any attack before you have 20 in everything at least(well maybe except snatch?)
    Another thing to consider is MW20 (+) if you will want to fit that and become ultimate buff boy (Which is my plan in future) you will probably have to skimp out on some skills, probably snatch and orb gonna have to stay at 20.
    But if you are at 180+ level why are you reading this guide bro?

    GAMEPLAY when you have your core skills unlocked:


    Sources for UPDATED skill values in the post here:
    https://forum.maplelegends.com/index.php?threads/august-2025-balance-changes-explained.59340/

    TO MW OR NOT TO MW:
    The difference between having or NOT having mw20 buff is roughly 9% depending on your gear. MW30 is up to 12%
    So, considering on most skills going from 20 -> 30 is roughly 9% more damage from that specific skill mind you, one could make argument that its worth leaving some skills unmaxed, and grabbing mw20 instead.

    OF course, if nobody else in your party is a MW20/30 wielder.
    So it ends up being around 0.5%~ personal damage per point spent on MW but also Quite a lot for entire party if nobody else has it.
    But thats specific to your party composition and content done.
     
    Last edited: Apr 6, 2026
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  2. OP
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    cl_ogar0
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    cl_ogar0 Windraider

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    Quote from August 2025 update post for ease of access:

     
    Last edited: Apr 6, 2026
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  3. csairlfh
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    csairlfh Horny Mushroom

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    I may have 2 question that
    1) why choose Energy Orb over Demolition or Dragon Strike ? Since add 10 more points to Demolition will add up to lvl30 Demolition or more constant damage on Dragon Strike(wo need of charge)?
    2) Since I am at 131, quite confused where I should train after I am done with dailies (pap/chao/eph/ duo rav),? Not enough acc for 7F and do not have HS mule too (less than 1 hour keep holding up some keys is my top endurance, lazy me lol), wanna have some fun and lvl both. Lower floors of Sutra Repository you mean is the map ancient Japen castle is great option for bucc?
     
  4. OP
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    cl_ogar0
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    cl_ogar0 Windraider

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    Great question. Honestly, this could go both ways. If you do a lot of grinding content with many targets to hit, DS would add up to more damage to combo between barrages.
    But if you are hitting a single monster (think zak after arms) you will be spending 2 minutes doing barrage orb orb combo, or 2 minutes doing demolition.

    The problem is, 10 more points in demo is a TINY damage increase
    upload_2026-2-4_7-38-0.png

    going from 425% to 460% means you are getting LESS THAN 10% of your Demolition damage gain for 10 skill points
    and thats with ST being available for Half of the Time in the encounter.
    In meantime, you could spend those 10 points on orb and gain upload_2026-2-4_7-40-14.png this much more on your skill used outside of super transform.

    And dragon strike even with 20 very valuable points is still DESTROYED by 3rd job energy blast in cleave situations. And yes, i was surprised about it too.

    Regarding training, yeah those levels are quite a slog. Sutra Repository i mean the China Shaolin temple, accesible by Spinel World tour girl in every main city.
     
    Last edited: Feb 4, 2026
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  5. intimmydator
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    intimmydator Capt. Latanica

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    I quit my Paladin for Bucc because Bucc felt engaging and strong against neutral mobs, then they changed Paladin to have less polarizing elemental damage, cementing Bucc as paladin's bitch so I quit my Bucc. But good work, hopefully people will start playing this class before every other class gets self-SI.
     
    Last edited: Feb 4, 2026
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  6. ItzLeo
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    ItzLeo Pink Bean

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    1:57 PM
    ItzLeo
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    I think Bucc is a bit complex in that sense. I liked the post overall, but Bucc needs a lot of SP to be playable.

    Well, it depends on the path the person is going to take, bosses, grinding, etc. It's good that SP resets are cheap now.
     
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  7. OP
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    cl_ogar0
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    cl_ogar0 Windraider

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    i think i went through around
    100 sp resets
    between anni update and now hahah
     
  8. NeZee
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    NeZee Red Snail

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    Nice guide! The video to go with it was also informative! I think this is a great jumping off point for most new buccaneers, with room for nuances and different paths of building. For myself, I use somersault kick to charge bubble up faster than my lvl 1 DS when I do mob. I mostly do bossing like dailies and Bigfoot though so I’d rather take the 10SP I’d put into DS early and get super trans up before my main mobbing skill. Other than swapping the level ranges for maxing ST DS and Orb I think this all makes perfect sense. Could be nice to have a bossing route, a mobbing route, and a hybrid (kinda what you have now) route for SP allocation.
     
  9. Neragamo
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    Neragamo Slime

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    So wild I just came back from a long hiatus confused and here you are catching me right up! Thank you
     
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  10. OP
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    cl_ogar0
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    cl_ogar0 Windraider

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    11 DS will change your life mate
     
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  11. csairlfh
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    csairlfh Horny Mushroom

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    Just curious how is Bucc Like before anni patch? No CD in Super Transform or powerful skills?
     
  12. OP
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    cl_ogar0 Windraider

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    current bucc is slightly adjusted PRE ANNI buccaneer.
    Anniveersary bucc had very powerfull energy orb, a lot of pressure on pressing comboes for optimal damage
     
  13. intimmydator
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    intimmydator Capt. Latanica

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    I prefer to play on one account at a time, but I do have mules. I also happen to solostory quite often for one reason or another, so my experience may differ from Ogar's. For example, I only ever did one or two HT with my (now 169) Bucc, which I believe was before Anni. I also already had most of my main skills maxed before the anniversary, so the way that thresholds were handled didn't have much effect for me. I already had 6 target Dragon Strike and 0 target Energy Orb (which I still have after spending my own 100k in SP resets), but I didn't get to play with no-delay Snatch before the changes.
    Before Anniversary, Super Transform had a 2:1 minute on to offtime. During Anni it had 2:4, and currently it has 2:2. I believe the numbers have been adjusted so that the DPS on Demolition is roughly the same as before or maybe even slightly better and I think the delay means that you're pretty much getting full iframes the whole time. good, fine. When it was up more often and with a bigger delay between uses, it felt a little more rewarding to me personally to try and time it properly to avoid damage, and having it not only be a cooldown that benefitted from Time Leap but also as a way to deliver DPS to key targets at range that you just don't tend to get otherwise with Bucc skills. (i.e. Zakum Arm 2 [Top Right], Ephenia or Chao when they've spat out a thousand minions and may be bumping you around). Not a lot has changed between Pre- and Post- Anniversary to the class compared to Pre-Anniversary going into Anniversary and Anniversary going into Post-Anniversary for the class in terms of how it plays/played other than them removing Barrel-cancelling as a bugged feature (good thing).
    I guess my real gripe with buccaneer is the same as why I don't feel much inclined to make a BM/MM -- the utility of the class outweighs the contribution by the class. Time Leap doesn't really benefit my solo playstyle, and I can just play my paladin (with or without SI) or my bishop to grind a lot more effectively. If I am going to do party play, the only thing that I fight that my Pally can't pin (with Blast) is Armor'd Namie, and there's a lot less cooldowns and different combinations of skills to pay attention to as paladin. I've said a lot of times on these forums that I wish that Bucc felt like the APM was more worth it, or that it could be more all rounded like the other melee classes. Buccs and NL both seem to have their best mobbing skills given in third job, but I'm pretty sure if both have access to SE, NL is a much better single target fighter than Bucc is in sustained fights. NL/Pally can slot into almost any boss and vomit stars or spam Blast and get value, but a lot of bosses in the game don't require bucc-specific pinning. One could insert the miner turning back at diamonds meme, but I'm also not super interested anymore in running Auf or PB, so I don't believe there's anything I am interested in that my paladin can't do better, especially with SI.

    tl;dr - before anni patch Bucc was more or less the same as it is now, but skills used to cost 10 more SP to reach thresholds. In terms of changes, pretty positive. In terms of wow factor, pretty neutral. controversy factor, not nearly as bad as NL, but they weren't super popular to begin with. Every patch last year, to me, needed to address "how do we make this class more fun or rewarding until 175 when Bucc can pin with the big boys"; and maybe I was wrong to poopoo the OP Energy Orb changes because they addressed exactly that for Ogar, but either way I don't think this class is for me.
     
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  14. OP
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    cl_ogar0
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    cl_ogar0 Windraider

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    So Basically, with super transform being available 2/3 of the combat time earlier, people who played bucc were used to to infinity iframes, and they were satisfied with damage output. Then it got changed to 1/3 of time in demo, but it was CRAPPING out damage but had waaay less iframes, and required more attention while plaging

    So now we are into 2:2 paradigm where we have neither the OP damage or iframes / simple gameplay

    At least that's how i understand it.
    Also orb wasnt anything magical during the anni, it was just 25%~ stronger which meant you could hold it down, and only press barrage when you needed to dodge something. Now barrage has incredibly high damage, so it has to be pressed whenever possible. You can still Dodge stuff with corkscrew, but it doesnt work on stuff like horntail platforms or if you stand next to edge of screen.
    Because corkscrew only grants iframes if it moves your character, even if you hit something
     
  15. intimmydator
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    intimmydator Capt. Latanica

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    Not infinite iframes, we weren't the current version of Shadowers, you could just dodge mostly everything if you paid attention to attack animations, reading when to involve iframes. Barrage & Cork Screw still existed and gave iframes when not in ST.
     
    Last edited: Feb 5, 2026
  16. csairlfh
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    csairlfh Horny Mushroom

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    Current Shadow has inif iframe?! whut?!
     
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  17. OP
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    cl_ogar0
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    cl_ogar0 Windraider

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    well, i didnt really mean infinite exactly, but a lot of them.

    just like now spamming demo isnt perfect coverage
     
  18. OP
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    cl_ogar0 Windraider

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    Added a second video with papulatus explaining damage moves and shi
     

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