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[KMST] [1.2.375] Monster Park - Printable Version

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[KMST] [1.2.375] Monster Park - KhainiWest - 2011-03-18

donovan Wrote:Just saying I/Ls don't need either, and Seal becomes useless 4th Job when you have Paralyze. Mages aren't even great bossers, so I'm getting all the defense towards it being a great bossing skill. But honestly there are better party buff, and if it's Between you and Paladin with CO its pretty obvious the choice that's going to be made. You may use Slow, I'm saying your efforts would be better spent somewhere else, hence the need of a better skill to replace it or a change.

Mages need more to make them less of a joke class, being High Level is not really enough, because other classes just blow of out of the water, Being Slow and using Slow just make you average while every other class is blowing you away. I think removing a lot of these joke skills are a step in the right direction. Do Paladins waste time casting Threaten, nope because they don't need some lolboost because their power alone is enough, Not saying I want some hurrdurrspamclass, but honestly Slow and Seal are not what magicians need, I should now I have 5 magician classes.

The animation is outdated and of the worse of all magician 4th Jobs skills, it could be better.

I wonder if you have boss'd before. Like seriously, have you done anything besides solo zakum?


[KMST] [1.2.375] Monster Park - donovan - 2011-03-18

These updates are about stream lining the classes and removing things that don't fit the Magicians intended play style, useless skills, etc. If nothing else the fact that bossing is a 4th Job advent, yet Seal is available over 50 levels ago says something about the design of the skill and our class overall, Mages are midrange attackers, it's not like you need to on top of the monster and worry about them rushing you, and the most popular Bossing situations Zakum, Horntail, the greater half of PB, are all stationary.

Obviously its just me though that feels that this is a subpar skill, Archmages are attackers not support classes, and even if you think we are, is this our best contribution to the party, Slowing down the monster's movement speed, sorry, but really that's a joke. I see a lot of FPs saying that they use Slow frequently, but what I'm saying is that it provides no significant advantage, maybe in the misting days, but not now.

The other big point that I actually thought was valid was Telecasting next to the monster to improve DPS, but if you been to LHC you'd know that those monsters hit hard and have a long range, being able to KB the monster however provides the same advantage, so Slow proves its lack of worth again, and if you know how to Telecast correctly you can easily avoid the damage, keep attacking, and trigger the TeleMastery damage, on top of your summon damage, and any DoT you may have, and not have to stop and use Slow which has a Slow cast time compared to your attacking skills.


[KMST] [1.2.375] Monster Park - Dusk - 2011-03-18

donovan Wrote:These updates are about stream lining the classes and removing things that don't fit the Magicians intended play style, useless skills, etc. If nothing else the fact that bossing is a 4th Job advent, yet Seal is available over 50 levels ago says something about the design of the skill and our class overall, Mages are midrange attackers, it's not like you need to on top of the monster and worry about them rushing you, and the most popular Bossing situations Zakum, Horntail, the greater half of PB, are all stationary.

Obviously its just me though that feels that this is a subpar skill, Archmages are attackers not support classes, and even if you think we are, is this our best contribution to the party, Slowing down the monster's movement speed, sorry, but really that's a joke. I see a lot of FPs saying that they use Slow frequently, but what I'm saying is that it provides no significant advantage, maybe in the misting days, but not now.

The other big point that I actually thought was valid was Telecasting next to the monster to improve DPS, but if you been to LHC you'd know that those monsters hit hard and have a long range, being able to KB the monster however provides the same advantage, so Slow proves its lack of worth again, and if you know how to Telecast correctly you can easily avoid the damage, keep attacking, and trigger the TeleMastery damage, on top of your summon damage, and any DoT you may have, and not have to stop and use Slow which has a Slow cast time compared to your attacking skills.

Teleport makes up a huge part of our DPS. We have to fight melee like Warriors.

Casting Slow at LHC lets you telecast Big Bang without getting hit or spending a lot of time positioning yourself. Slow is a 600 ms skill. It casts extremely quickly and you can even do it in midair. You seem determined to hate the skill instead of looking at any of its benefits.


[KMST] [1.2.375] Monster Park - donovan - 2011-03-18

Dusk Wrote:Teleport makes up a huge part of our DPS. We have to fight melee like Warriors.

Casting Slow at LHC lets you telecast Big Bang without getting hit or spending a lot of time positioning yourself. Slow is a 600 ms skill. It casts extremely quickly and you can even do it in midair. You seem determined to hate the skill instead of looking at any of its benefits.

Pretty sure Chain Lighting and Paralyze out damage Big Bang though, due to their faster cast times and DoT, without the neccesity to use Slow to avoid taking damage.


[KMST] [1.2.375] Monster Park - Lumancer - 2011-03-18

I see you your worthless skill and I raise you Doom ._.


[KMST] [1.2.375] Monster Park - donovan - 2011-03-18

Lumancer Wrote:I see you your worthless skill and I raise you Doom ._.

Haha Good point, honestly Bishops would have more use for Slow.


[KMST] [1.2.375] Monster Park - Dusk - 2011-03-18

donovan Wrote:Pretty sure Chain Lighting and Paralyze out damage Big Bang though, due to their faster cast times and DoT, without the neccesity to use Slow to avoid taking damage.

They don't. Especially since they're Fire weak.


[KMST] [1.2.375] Monster Park - Lumancer - 2011-03-18

Doom is ostensibly supposed to be our version of Seal, and in theory could have been equally useful if a) it had remained at 90% success rate and b) we didn't mind carrying around enough magic rocks to crash the server. It stops them casting, reduces their movement, and is apparantly going to be a BEAST in pvp- but there simply wasn't any place to pull the points from, and even if their WAS it's just not bloody practical. In short, even if you have Slow + Seal + MORE combined in the same skill, it STILL doesn't get any love. I'm not sure what that says about things...


[KMST] [1.2.375] Monster Park - FenixR - 2011-03-18

Wait does the AM slows works on Von Leon? O.o


[KMST] [1.2.375] Monster Park - Dusk - 2011-03-18

dante9898 Wrote:Wait does the AM slows works on Von Leon? O.o

Slow works on everything.

Beating a dead horse
[video=youtube;EKTVO3MBnP0]http://www.youtube.com/watch?v=EKTVO3MBnP0[/video]


[KMST] [1.2.375] Monster Park - Abysseon - 2011-03-18

Adding to the "what should mages get" discussion in terms of a possible reorganization:

- Change the animation for magic guard, composition, poison mist, and chain lightning.
- Paralyze, Chain Lightning, Angel Ray being multi hit while removing their mobbing abilities.
*This happened for blaze so I'm not sure why developers won't alter archmage/bishop's 1v1 the same way.
- Change the animation for big bang (making it unique for each adventure mage), add an additional effect for each one,
and remove the charge time while lowering the damage %.
- Make teleport mastery's effect and animation unique for each magician class.
*Adjust the damage % and add an additional effect for each one. There could also be an 'aura' like animation to show its in use.
- Change Infinity's animation for each adventure mage and adjust it into a party skill increasing both attack and magic attack %
while keeping the cooldown.
- Change Mana Reflection.
- Change Elemental Resistance.
- Change/remove seal.
- Increase the mage summon durations (level 1 being 1xx seconds instead of 15...) and their attacking speed.
- Ifrit, Elquines, and Bahamut can become optional mounts for the respective class.

donovan Wrote:Obviously its just me though that feels that this is a subpar skill, Archmages are attackers not support classes, and even if you think we are, is this our best contribution to the party, Slowing down the monster's movement speed, sorry, but really that's a joke..

I still use slow on occasion but I would have to agree with ams needing better contributions
for partying.


[KMST] [1.2.375] Monster Park - FenixR - 2011-03-18

I would be happy if Fire/Ice demon get a Big boost in duration for the effect of making weak a mob to the element... And that Bishops get one too for holy element XD. I as a pally would party with mages and invite them to Boss runs all the time if they get that XD.


[KMST] [1.2.375] Monster Park - Kabanaw - 2011-03-18

Abysseon Wrote:Adding to the "what should mages get" discussion in terms of a possible reorganization:


- Paralyze, Chain Lightning, Angel Ray being multi hit while removing their mobbing abilities.
*This happened for blaze so I'm not sure why developers won't alter archmage/bishop's 1v1 the same way.
- Ifrit, Elquines, and Bahamut can become optional mounts for the respective class.


I still use slow on occasion but I would have to agree with ams needing better contributions
for partying.

To the first one point, removing the chain effect of a skill called Chain Lightning is silly. I agree with the multi hit idea, but making any of those skills a one mob skill is silly.

Also, El Quines or Ifrit into mounts doesn't work at all.


[KMST] [1.2.375] Monster Park - Sorien - 2011-03-18

Well, I just crunched the numbers on the new power of Charged Blow, and I think that it's pretty overpowered. It deals up to 1046.5% damage on neutral mobs, and 1526% damage on holy weak mobs. Dark Impale can only reach up to 975% damage if it gets 5 crits (unless I'm missing something with how berserk works), all of which need to hit the max critical damage.

If Paladins are going to be the defensive warrior class, they're going to need to be less freaking powerful. Rolleyes


[KMST] [1.2.375] Monster Park - Dozzy - 2011-03-18

This happens every time a skill is changed/updated.
Someone thinks they have the best idea in the world in regards to skill changes and while some are good, are a waste of time since nobody has any say in how a skill changes or if at all.

It's a waste of time to argue about it too.


[KMST] [1.2.375] Monster Park - Bribery - 2011-03-18

Sorien Wrote:Well, I just crunched the numbers on the new power of Charged Blow, and I think that it's pretty overpowered. It deals up to 1046.5% damage on neutral mobs, and 1526% damage on holy weak mobs. Dark Impale can only reach up to 975% damage if it gets 5 crits (unless I'm missing something with how berserk works), all of which need to hit the max critical damage.

If Paladins are going to be the defensive warrior class, they're going to need to be less freaking powerful. Rolleyes

IIRC Berserk is a multiplier so Dark Impale should be 130% x 5 x 1.6 = 1040%.


[KMST] [1.2.375] Monster Park - Kalemora - 2011-03-18

donovan Wrote:Do Paladins waste time casting Threaten, nope because they don't need some lolboost because their power alone is enough, Not saying I want some hurrdurrspamclass, but honestly Slow and Seal are not what magicians need, I should now I have 5 magician classes.
Paladins cast Threaten at bosses all the time. :f6:
And Slow's a lot more helpful than you think: it makes the monsters so much easier to pin. It's great to have at places like LHC. Why do you want to get rid of one our best skills?

I'd think I'd know too by the way, having played both Arch Mages in 4th job.


[KMST] [1.2.375] Monster Park - Abysseon - 2011-03-18

Kabanaw Wrote:To the first one point, removing the chain effect of a skill called Chain Lightning is silly. I agree with the multi hit idea, but making any of those skills a one mob skill is silly.

Also, El Quines or Ifrit into mounts doesn't work at all.

True, it would just become a thunder spear at that point but the same thing happened with blaze so it could go either way.

Elquines, Ifrit, and Bahamut could work as mounts for fun.
You just can't use them as a summon and a mount at the same time.


[KMST] [1.2.375] Monster Park - Even - 2011-03-18

Imo booster and slow should change jobs so you get booster in 2nd and slow in 3rd simply because booster is more handy in 2nd job than slow will ever become.


[KMST] [1.2.375] Monster Park - Satellite - 2011-03-18

http://spadow.wordpress.com/2011/03/17/kmst-v375-monster-park-warrior-class-restructuring/
Spadow Wrote:For 50 Monster Park coin, you can get a Spiegelman Mustache face accessory. The accessory is time limited and cannot be extended. The only good thing is that it adds +100 Charm and Charisma.

And ofc I didn't look at extractions precisely enough, I assumed that mustache would be perma cause it's not event item.

Rewards are all WORTHLESS if they have time limit. Just like mardi gras. I wonder if Nexon still realised that.