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[KMS] Class revamp, AGAIN! - Printable Version

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[KMS] Class revamp, AGAIN! - Kalemora - 2011-10-21

Abysseon Wrote:The instant-kill effect however is completely useless...

I can already 1 hit kill mobs at 30% or less hp around my level and it doesn't work at lhc or monster park. =/
Not sure what else they could add that would be "unique" to replace that though.
It'd be nice if our crowd control specialization could sort of apply to bosses though; with I/Ls being able to mute bosses and stuff while F/Ps can continue to specialize in DoT. If that makes sense.


[KMS] Class revamp, AGAIN! - Luxeraph - 2011-10-21

Well they did make DoTs work on bosses, so why not? If the skill is too broken to be used on a boss (stun and instant-kill) just make it so it works in a different way on bosses, its kind of sad we have so many good skills and skill effects that don't actually help train because of how rarely its used or triggered, in fact they should just take those skills and skill effects that only help train (or at least the ones on 4th job).


[KMS] Class revamp, AGAIN! - Abysseon - 2011-10-21

Kalemora Wrote:Not sure what else they could add that would be "unique" to replace that though.
It'd be nice if our crowd control specialization could sort of apply to bosses though; with I/Ls being able to mute bosses and stuff while F/Ps can continue to specialize in DoT. If that makes sense.

Similar to demon slayer's dark bind?

Quote:Dark Bind provides a new status effect that prevents monsters from attacking, buffing, and moving, that I've called Lockdown for lack of a better name. It is distinctly different from Seal, which only prevents use of skills.

Level 20: Max Monsters Hit: 15, Damage: 900%, 100% chance to lockdown and deal 200% damage per 1 sec for 20 sec, Cooldown Time: 120 sec. Passive Effect: Ignore 30% Monster Defense

In that case, they could add that whenever an i/l uses an ice skill, it can put the attacked mob
under 'lockdown' for the duration of its freeze effect at a low % chance.

Afterwards, it cannot be under 'lockdown' again from storm magic at a cooldown time equal to 10x the used ice skill's freeze duration.

Ex. Use glacial chain on zakum, storm magic works so zakum is under 'lockdown' for 5 seconds, zakum
cannot be under 'lockdown' for the next 50 seconds from any i/l's storm magic.


[KMS] Class revamp, AGAIN! - Dark Link - 2011-10-21

nRxUs Wrote:Since we are on the Mage talk, one thing I really want for my I/L is for either slow or ice attacks to slow down mob's attacks.
If it's by Ice Attacks for it to also work on Bosses, it won't freeze the boss just slow it and it's attacks down.
Hell, why not just make slow a boost to all Ice-related Attacks?
I know F/P's have slow too, but... -insert good reason that I can't come up with here-

Make Pally's Ice slow down too!
More than one way to be a mule!


[KMS] Class revamp, AGAIN! - Kalemora - 2011-10-21

Abysseon Wrote:Similar to demon slayer's dark bind?



In that case, they could add that whenever an i/l uses an ice skill, it can put the attacked mob
under 'lockdown' for the duration of its freeze effect at a low % chance.

Afterwards, it cannot be under 'lockdown' again from storm magic at a cooldown time equal to 10x the used ice skill's freeze duration.

Ex. Use glacial chain on zakum, storm magic works so zakum is under 'lockdown' for 5 seconds, zakum
cannot be under 'lockdown' for the next 50 seconds from any i/l's storm magic.
Sort of, but more spread out among different skills. I've always thought that giving I/Ls a sort of role that kept a boss somewhat under control would be a good way to differentiate the two Arch Mages from each other. Especially now that so many skills we have impede a monster's attacking ability/mobility with status effects. I probably sound really stupid or vague right now by talking about this, but it just kinda makes sense to me that we could deal less overall damage than F/Ps in exchange for being able to offer something else (like being able to "lockdown" bosses at a reasonable rate I guess).


[KMS] Class revamp, AGAIN! - nRxUs - 2011-10-21

Dark Link Wrote:Make Pally's Ice slow down too!
More than one way to be a mule!
Maybe make Pally's Ice slow down at a lower rate.
Oh oh, what if F/P's lowers attack's damage, and then Pally's also lowers it but at a lower rate than F/P's.
Therefore making Pallies a not-so-selfish tank, and it's elements more useful at bosses with no elemental weakness.
Then again chances are Nexon won't ever do something like this.


[KMS] Class revamp, AGAIN! - ZottenKerel - 2011-10-21

JoeTang Wrote:Arans attack too slowly. They would have to make them do three or four hits per slash or something, which would be great. I hope they make Combo a resource like Demon Force so you don't have to spend all of it to cast something that costs 30. Alternatively, they could just do nothing and leave them sucking plantain. Either way is feasible.

Yeah or some sort of advanced final attack for arans Big Grin


[KMS] Class revamp, AGAIN! - Tsuta13 - 2011-10-25

Does any1 know the changes that are happening to resistance? or is there a new thread that shows the 1st revamp skill data


[KMS] Class revamp, AGAIN! - White - 2011-10-25

It's...in the extractions....

http://www.southperry.net/showthread.php?t=50073