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[1.2.378] Magicians in Jump - Printable Version

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[1.2.378] Magicians in Jump - yo72 - 2011-04-16

byakugan Wrote:Also REMOVE Glacial Chain.

.


[1.2.378] Magicians in Jump - Grey - 2011-04-16

Takebacker Wrote:XD arcane ames can be dispelled. That sucks.

Well, the buff itself only lasts about as long as an Aran's combo does when you stop attacking and it continually renews itself as long as you attack. I guess the only problem is really building back up to 5 stacks, but that shouldn't be too long, right?


[1.2.378] Magicians in Jump - Takebacker - 2011-04-16

It shouldn't be too bad but arcane ames is really the only real balancer between classes that mages got besides extreme magic, and infinity's effect was halved. Keeping it up all the time is going to be a challenge for mages to compete, especially for F/Ps since paralyze range suuuucks, which makes things more interesting.


[1.2.378] Magicians in Jump - emailbox - 2011-04-16

From what I've seen in the KMST vids, AA has a chance to activate with every hit of any attack.
3x the chance to activate on Para and 4x on CL. Not hard to keep up at all.


[1.2.378] Magicians in Jump - JoeTang - 2011-04-16

Takebacker Wrote:It shouldn't be too bad but arcane ames is really the only real balancer between classes that mages got besides extreme magic, and infinity's effect was halved. Keeping it up all the time is going to be a challenge for mages to compete, especially for F/Ps since paralyze range suuuucks, which makes things more interesting.

You realise that max Arcane Ames has 30% activation rate? Paralyze alone has 34.3% chance to not add an Arcane Ames stack. It may even be possible to activate 3 stacks at once with Paralyze. It's hardly an issue. You can clearly see he's rebuffing Arcane Ames with almost every Paralyze, and Paralyze is a 660ms skill now.

Archmage %/s is now (significantly) higher than Warrior single target. Paralyze has 300% range. It's hardly pomegranate. The biggest limiting factor on Magician DPS is Teleport Mastery's range, and they're well strong without it.


[1.2.378] Magicians in Jump - Takebacker - 2011-04-16

emailbox Wrote:From what I've seen in the KMST vids, AA has a chance to activate with every hit of any attack.
3x the chance to activate on Para and 4x on CL. Not hard to keep up at all.

After watching the video again yes this seems to be the case, but this is the first skill of it's kind so i feel this wasn't what they intended.

@ above: Broken.

Paralyze's range still sucks.


[1.2.378] Magicians in Jump - JoeTang - 2011-04-16

Takebacker Wrote:After watching the video again yes this seems to be the case, but this is the first skill of it's kind so i feel this wasn't what they intended.

@ above: Broken.

Paralyze's range still sucks.

What's your opinion of a non-pomegranate range?


[1.2.378] Magicians in Jump - Takebacker - 2011-04-16

For a class that doesn't have a mob rush/pull skill (which is why i consider it not very good range)...B-step, NL attacks, most sair skills. CL now rivals those skills in range, but F/Ps have to be a fair bit closer despite having a mob snipe which absolutely destroys. I'm not saying f/ps suck because of the range, just para isn't that great because of it.


[1.2.378] Magicians in Jump - Kalemora - 2011-04-16

Takebacker Wrote:XD arcane ames can be dispelled. That sucks.
Changes are starting to get less and less attractive.


[1.2.378] Magicians in Jump - JoeTang - 2011-04-16

Takebacker Wrote:For a class that doesn't have a mob rush/pull skill (which is why i consider it not very good range)...B-step, NL attacks, most sair skills. CL now rivals those skills in range, but F/Ps have to be a fair bit closer despite having a mob snipe which absolutely destroys. I'm not saying f/ps suck because of the range, just para isn't that great because of it.

Paralyze has the same range as Boomerang Step though. Corsairs and Night Lords have max range like Archers.


[1.2.378] Magicians in Jump - Takebacker - 2011-04-16

JoeTang Wrote:Paralyze has the same range as Boomerang Step though. Corsairs and Night Lords have max range like Archers.

Except B-step can be air casted and thieves always have haste, which gives it quite a bit of an advantage in that regard. None of those classes can move mobs at all (except archers apparently, see DB change last patch, which is why i didn't include them), so range is more important for their attacks.


[1.2.378] Magicians in Jump - IllegallySane - 2011-04-16

JoeTang Wrote:Archmage %/s is now (significantly) higher than Warrior single target. Paralyze has 300% range. It's hardly pomegranate. The biggest limiting factor on Magician DPS is Teleport Mastery's range, and they're well strong without it.

JoeTang Wrote:Archmage %/s is now (significantly) higher than Warrior single target.

JoeTang Wrote:Archmage is now significantly higher than Warrior single target.

Mages, finally being a strong boss DPS class? My.... my whole Maple perspective has been flipped upside down.

[Image: HellFrozenOver.jpg]


[1.2.378] Magicians in Jump - Shidoshi - 2011-04-16

Takebacker Wrote:Except B-step can be air casted and thieves always have haste, which gives it quite a bit of an advantage in that regard. None of those classes can move mobs at all (except archers apparently, see DB change last patch, which is why i didn't include them), so range is more important for their main attack skills.

I don't see that much of a need for range when you have teleport.
And if all else fails, you have meteor and mist explosion that can kill everything with a 400% full screen range.


[1.2.378] Magicians in Jump - Takebacker - 2011-04-16

Shidoshi Wrote:I don't see that much of a need for range when you have teleport.
And if all else fails, you have meteor and mist explosion that can kill everything with a 400% full screen range.

Neither do i, and you can make the case that having FJ is the same, but lack of (high %) constant stance can easily lead to a missed attack or two. See pap video on last page.

Meteor and eruption have obvious limitations (cooldown, eruption needing a mist in the spot where the mob is) and aren't your most frequently used attacks, so it doesn't affect the fact that i was talking only about paralyze's drawbacks.


[1.2.378] Magicians in Jump - Nesso - 2011-04-16

The more I think about Glacial chain, the more I dislike it. I'm sure it would have been useful at LHC before CL hit 4 times, but now that there's enough KB to things pinned there, it has no appeal. Considering how CL mobs and that is only hits five, pulling 8 towards you would just be redundant. The freeze is useless now that CL stuns too. If it had a longer and better DoT, I'd be okay with it. I'm pretty disappointed in it. I mean, a melee mobbing skill for a ranged class? A rush would have been fine, but it's just a clone of Dark Chains. What the pineapple were they thinking?


[1.2.378] Magicians in Jump - byakugan - 2011-04-16

Maybe as someone in this thread mentioned, F/P's would be better off with Glacial chain (or volcanic chain for them) and I/L with a variation of mist eruption that would fit them. CL's range is probably the hugest when you consider it can chain from a monster to others nearby, and now that It's dmg doesn't get reduced it only makes it better.

Inb4IceSpikesSkillonthegroundthatworkslikePoisonMistdamagingmonstersthatwalkoverthem.


[1.2.378] Magicians in Jump - Shidoshi - 2011-04-16

byakugan Wrote:Maybe as someone in this thread mentioned, F/P's would be better off with Glacial chain (or volcanic chain for them) and I/L with a variation of mist eruption that would fit them. CL's range is probably the hugest when you consider it can chain from a monster to others nearby, and now that It's dmg doesn't get reduced it only makes it better.

Inb4IceSpikesSkillonthegroundthatworkslikePoisonMistdamagingmonstersthatwalkoverthem.

Hey, don't go hating on the F/Ps. Mist Explosion works GREAT with the F/Ps mechanics.
They just need to be more creative on the I/L front.


[1.2.378] Magicians in Jump - SwordStaker - 2011-04-16

Shidoshi Wrote:The point is that monsters lost their property of taking very long to kill which was another thing that made LHC unique.
I know that was the point but mine still stands0.o. It doesn't look bad for exp still. Of course its not as good but it doesn't look that bad especially because its such a small map with good amounts of spawn.


[1.2.378] Magicians in Jump - byakugan - 2011-04-16

I'm not the one saying F/P's lack range and Glacial Chain sucks Rolleyes

As of right now F/P's are overpowered compared to their counterparts, I consider just nerfing a little mist eruption and buffing the other 2 jobs would be the best way to balance things. As for Glacial chain, I don't see what else they could do for a skill which it's only purpose is pulling monsters close, other than increasing it's DoT. I/L mages might need a whole new skill instead of this one, but chances are Nexon wont add any new skills and just tweak the already existant ones


[1.2.378] Magicians in Jump - Chilly - 2011-04-16

byakugan Wrote:Maybe as someone in this thread mentioned, F/P's would be better off with Glacial chain (or volcanic chain for them) and I/L with a variation of mist eruption that would fit them. CL's range is probably the hugest when you consider it can chain from a monster to others nearby, and now that It's dmg doesn't get reduced it only makes it better.

Inb4IceSpikesSkillonthegroundthatworkslikePoisonMistdamagingmonstersthatwalkoverthem.

I know in my heart that the time for brainstorming ideas for skills is over, but I just cannot resist: Ifrit has chains wrapped around its crown(?) right? A summoned Ifrit could behave like Mir and it could be the progenitor for an F/P chain move. Umm...L/Is could "explode" Elquines into millions of shards of ice for straight damage or a cloud of crystals a la a Poison Mist recolour, but then again, that might be close to an Ultimate and would really ignore the point of it being around to deal extra (slow) damage...

SwordStaker Wrote:I know that was the point but mine still stands0.o. It doesn't look bad for exp still. Of course its not as good but it doesn't look that bad especially because its such a small map with good amounts of spawn.

I think I mentioned this elsewhere, but I don't mind a small mobby map if I don't have the time to sit for a few hours. Right now it basically boils down to LHC for great experience or stay at home.