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Patch: Tespia 1.2.190 - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Maplestory Discussion (https://www.southperry.net/forumdisplay.php?fid=31) +--- Thread: Patch: Tespia 1.2.190 (/showthread.php?tid=7324) |
Patch: Tespia 1.2.190 - Chameleonic - 2009-01-15 Or they could make Zerk an Active Skill so that healing/potting wouldnt take them over the Zerk Hp threshold. That way they could always be at full Zerk Hp and in Zerk mode without worrying about it cancelling. Patch: Tespia 1.2.190 - Russt - 2009-01-15 Cyanne Wrote:I think a better solution to berserk would be to make it so that you'll be in berserk mode whenever you're blinking from taking damage so that they can buddy up with priests again.-gasp- You don't mean they'd have to actually TIME their attacks? Blasphemy! Patch: Tespia 1.2.190 - Dusk - 2009-01-16 Cyanne Wrote:I think a better solution to berserk would be to make it so that you'll be in berserk mode whenever you're blinking from taking damage so that they can buddy up with priests again. How about every time you take a hit, you get Berserk for 10 seconds? Could be 5 at lower levels and work up to 10. Berserk's damage would still increase the same way. Only when you're blinking seems too harsh. 10 seconds is enough to stay in constant Berserk and yet short enough that it forces DrKs to maintain their status through 2nd and 3rd job as high HP damage tankers. Anyone else think that's a good idea? Patch: Tespia 1.2.190 - Russt - 2009-01-16 Is there ever a 10-second interval during a boss fight in which a fighting DrK wouldn't take a hit? o-o Patch: Tespia 1.2.190 - »-Chris-> - 2009-01-16 Russt Wrote:Is there ever a 10-second interval during a boss fight in which a fighting DrK wouldn't take a hit? o-oHow long are you in prone position after you take a hit? Patch: Tespia 1.2.190 - darksyte - 2009-01-16 playing off the blinking zerk idea, what if it was made to activate when you blink, but would compensate for the short time with a larger damage increase? Patch: Tespia 1.2.190 - Dusk - 2009-01-16 Russt Wrote:Is there ever a 10-second interval during a boss fight in which a fighting DrK wouldn't take a hit? o-o That's the point. Constant Berserk. It's unfair to deny DrKs constant Berserk, the way the game works. I like 10 seconds better than 5 seconds because it would make more sense when training. Patch: Tespia 1.2.190 - Kirov - 2009-01-17 I see that Strikers got the reduced delay in barrage. But I was wondering if they are also now allowed to use other skills such as screw attack while transformed. Or are they are still restricted to shockwave only? Patch: Tespia 1.2.190 - HiiEN - 2009-01-17 Active berserk I could live for. Patch: Tespia 1.2.190 - Takebacker - 2009-01-17 Kirov Wrote:I see that Strikers got the reduced delay in barrage. But I was wondering if they are also now allowed to use other skills such as screw attack while transformed. Or are they are still restricted to shockwave only? EVERYTHING when super transformed except double fire and oak barrel. Double upper, screw punch, backspin blow, barrage, dragon strike, the works. Patch: Tespia 1.2.190 - Kirov - 2009-01-18 Takebacker Wrote:EVERYTHING when super transformed except double fire and oak barrel. Yeah I know what changes were made to transform. But I want to know if those changes were applied to strikers as well. Since it isn't stated in the patch translation. It only says they got the barrage delay reduction. It doesnt say they also get to use other moves while transformed. They also don't have all the same moves as brawlers do and they have moves they don't such as shark wave. Patch: Tespia 1.2.190 - DeanNim - 2009-01-19 it is possible that nexon resets all lvl 170 abve Skills points earned from lvl 120(job adv) ~ their current lvl back so they can re-plot their skill build.. because this seems unfair that those lower levels gets MW 30 once they reach 200 Patch: Tespia 1.2.190 - haha01haha01 - 2009-01-19 nexon korea are my heroes. Patch: Tespia 1.2.190 - Takebacker - 2009-01-19 Kirov Wrote:Yeah I know what changes were made to transform. But I want to know if those changes were applied to strikers as well. Since it isn't stated in the patch translation. It only says they got the barrage delay reduction. It doesnt say they also get to use other moves while transformed. They also don't have all the same moves as brawlers do and they have moves they don't such as shark wave. Oh. They probably didn't, and besides untransformed is always better than transformed because of shark wave anyway. Patch: Tespia 1.2.190 - WizOaks - 2009-01-19 Wow this is just great for Drk's now 50% is so much easier to control with a Ginseg Root now no more holding back ![]() (i presume..) Hopefully this will also bring back my Shadower friend, now that he can train better with assasinate too. This pacth seems like a godsend
Patch: Tespia 1.2.190 - Kirov - 2009-01-20 Takebacker Wrote:Oh. They probably didn't, and besides untransformed is always better than transformed because of shark wave anyway. Well better or not i still think they should have got all the changes. Soul Masters got all the warrior/fighter changes. Patch: Tespia 1.2.190 - IsaacGS - 2009-01-20 Kirov Wrote:Well better or not i still think they should have got all the changes. Soul Masters got all the warrior/fighter changes.Both Infighter and Striker call the same transform images in the data, more than likely the changes work for both. Patch: Tespia 1.2.190 - aku_hitsuji - 2009-01-20 Fiel Wrote:Just unpacked it. So does this mean strikers won't be able to use sharkwave while transformed? Patch: Tespia 1.2.190 - Link - 2009-01-20 Strikers don't get any Transform skills. O_o I have no idea where you guys got that idea from. Patch: Tespia 1.2.190 - aku_hitsuji - 2009-01-21 ShiKage Wrote:Strikers don't get any Transform skills. O_o I have no idea where you guys got that idea from. What:f6:? I got the idea from Fiels extraction thread were it says strikers get transform along with shockwave in third job. |