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[1.2.378] Magicians in Jump - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Extraction Stuff (https://www.southperry.net/forumdisplay.php?fid=13) +--- Forum: Extractions (https://www.southperry.net/forumdisplay.php?fid=68) +--- Thread: [1.2.378] Magicians in Jump (/showthread.php?tid=40584) |
[1.2.378] Magicians in Jump - Abysseon - 2011-04-18 Quote:And suddenly there are lots of useful skills to max at 4th Job. Master Magic, Arcane Aim, Infinity, Mist Eruption and Paralyze. And later Meteo and Big Bang to get the most out of Mist Eruption and Ifrit for the resistance and secondary damage. Building a character is going to be much more interesting. So F/P actually have a reason to max most of their skills in order to maximize their potential damage capabilities while I/L have 1 Glacial Chain and 1 Big Bang to look forward to? Hope there's an update tomorrow. Shidoshi Wrote:Well, I'll take 40% stance a third of the time over no stance at all. Just not having to reposition yourself ALL the time is already great. Still its just 40%, has a cooldown, and it can be dispelled... [1.2.378] Magicians in Jump - Takebacker - 2011-04-18 Anything less than 50% stance all the time is trash. Infinity is only for the damage and that is it. [1.2.378] Magicians in Jump - Atruya - 2011-04-18 Yeah, the stance on Infinity is one of the things I don't get, along with toggle-able Buff Mastery. Either give 90 or 100% stance with the cooldown, or a passive 40% stance. The current version is just borked, certainly when comparing it to the free 100% stance of mechs at level 10... [1.2.378] Magicians in Jump - LegendGospel - 2011-04-18 Anyone seen this? It's the complete version of the F/P video posted before http://youtu.be/vZBEEDDIx3k F/Ps look very strategical to play, you must use your poison skills + fire to cause DoT, and fight at sorta close range using Paralyze, then explode your Mist as a combo finisher. Well, at least on mobs with high HP. Seems like I/Ls would use less skills overall, and then Bishops even less skills. I'd like to see some more improvements on I/Ls, and further changes into Bishops, why not improve Angel Ray? Make it an actual ray, not a little arrow, and give it special dynamics. [1.2.378] Magicians in Jump - SwordStaker - 2011-04-18 byakugan Wrote:Being the slowest mage =/= being a slow mageI believe with all buffs, highest dragon gear, plus wings DoT, and Blessing now being able to stack with attack potions, i think Evans still have an upper hand, especially with blaze now ignoring 20% of defense. [1.2.378] Magicians in Jump - Dusk - 2011-04-18 LegendGospel Wrote:Anyone seen this? It's the complete version of the F/P video posted before That's not strategy, that's an example of a basic damage rotation that every class should have. F/Ps are more of one-button spammers after this patch than before. [1.2.378] Magicians in Jump - Punch - 2011-04-18 Although I would never make a Mage.. (sorry, I prefer W.Attack :X) I would totally make a F/P after this.. just futhermore convinces me.. F/P was always my fave amonst mages. [1.2.378] Magicians in Jump - Kojo - 2011-04-18 I was thinking about making a F/P for fun but hearing about Magic Guard still being dispellable turned me away. :/ [1.2.378] Magicians in Jump - shagreen heart - 2011-04-19 Kojo Wrote:I was thinking about making a F/P for fun but hearing about Magic Guard still being dispellable turned me away. :/ yet there was no promise of MG being immune to dispel, just a dumb idea everyone was wishing for. |