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KMST 1.2.478 - Warrior and Mage Skill Changes - 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: KMST 1.2.478 - Warrior and Mage Skill Changes (/showthread.php?tid=64590) |
KMST 1.2.478 - Warrior and Mage Skill Changes - JoeTang - 2013-05-28 After going through the I/L changes, the only reasonable explanation I can see to the nerf to Chain Lightning is that it being a step faster than Paralyze would have led to more Blizzard procs would be significantly higher DPS than before this patch. Frozen Orb looks like it'll be like that Mechanic skill, Angelic Buster's Supernova, Wild Hunter's Assisstant Hunting Unit, though without seeing it, I can't determine which of x, time, and subtime are which. Going off intuition, it lasts 8 seconds, attacks every 1.8s, and "freezes" for 4 seconds? It has a cooldown of 5 seconds and a rather long cast time. I/Ls have a new freezing mechanic that works on bosses, as shown in the above video. They can stack multiple freezing effects from what I understand, and for each freezing effect, they get a critical hit bonus (3% in 2nd job, 5% in 4th job). The most noticeable and practical of these effects appears to be Chilling Step. Teleport and there's a chance of the ground where you're going to end up becoming frozen, freezing anything that walks into it. I'm not sure what the limit is to this, and it's possible it's only limited to Chilling Step at the moment, as no other skill references this stacking effect; however, every Ice based skill has gained new variables, s, and v, very likely dictating a slow effect for bosses and non-bosses for this freeze effect (which may not fully freeze non-bosses?). Freezing Breath doesn't do any damage. It's purely a support skill. You're invulnerable while you use it, and for every second, it appears to reduce the enemy's defense by a certain amount (varies for physical vs magical). It binds for this duration as well. KMST 1.2.478 - Warrior and Mage Skill Changes - Bomber - 2013-05-28 They ruined my mastery. I'm mad. Edit: you dont understand. Im really fucking mad KMST 1.2.478 - Warrior and Mage Skill Changes - Kirov - 2013-05-28 Wow those mage changes are pretty cool, i like the new animations. Though the paralyze animation is a pretty lazy effort. No more Dragon Knight, wow an end of an era. Ill miss that but their new skills look pretty cool. Hero still seems pretty boring though. I like the increased Holy theme for Paladins. Now will they finish of the rest of the Adventurers right after this or more likely move on to something else completely different.
KMST 1.2.478 - Warrior and Mage Skill Changes - Yorckie - 2013-05-28 Oh por Dios... As an extremely die-hard Bishop lover and visual effects maniac, I'm pretty much completely pleased. Greatly liking Magic Guard's tiny flashiness and Invincible's so needed prominence! I always considered mages using elemental bows and arrows unappealing; being able to cast spells their own way, they were using archer's signature hunting style instead. Might be an insignificant and silly change for most players, but I rejoiced when noticed a fire ball and holy beams instead of bows and arrows. New animations in 3rd and 4th job are adding frantically to the bliss! I want to believe Angel Ray shoots a holy artifact/relic and not an arrow... Feels like a reward for sticking with this job since I started (though everyone must be feeling the same way with their respective job) and a reminder of that I'm more than just a buffs mule (or that's what I still believe on). I'm not even reading the fully translated descriptions of skills or considering new passives, buffs and qualitative changes and can't hold my absurd excitement. Thank you very much Nexon! C': KMST 1.2.478 - Warrior and Mage Skill Changes - Arcana27961 - 2013-05-28 [video=youtube;J8do7XsTGNs]http://www.youtube.com/watch?v=J8do7XsTGNs[/video] 1st-3rd job F/P skills. KMST 1.2.478 - Warrior and Mage Skill Changes - Speiro - 2013-05-28 Arrol Wrote:Imagine pairing your two summons with your UA sprite. Elquines, storm cloud, UA sprite, familiar, android, three pets. It would be like a parade wherever you went.
KMST 1.2.478 - Warrior and Mage Skill Changes - zebroid - 2013-05-28 Not happy about charge changes and the huge delay on blast. KMST 1.2.478 - Warrior and Mage Skill Changes - MetaSeraphim - 2013-05-28 Arcana27961 Wrote:1st-3rd job F/P skills. I wished it showed more of the Berserker.
KMST 1.2.478 - Warrior and Mage Skill Changes - Dark Link - 2013-05-28 Not really sure how I feel about the Paladin changes. I'm glad they did away with the whole "Tank with Elements slapped on it" deal, but the changes with element and skill placement has me on edge. KMST 1.2.478 - Warrior and Mage Skill Changes - EmpireSun - 2013-05-28 I don't recall ever stealing a toggle on/off skill on my phantom. :/ Now that combo is a toggle on/off skill, I don't know if I should be worried. EDIT: Nvm, we can steal toggle on/off skills. Also, I don't know how I feel about Paralyze being a Fire skill now. I wanted that changed ever since 4th job came out. Now that it's going to happen I think it's not a good idea. (Even though I quit my F/P 5+ years ago.) Even the name is going to be confusing, think about it: *Poison seems the perfect way to paralyze an enemy. *The animation has an eye, kinda reminds me like Medusa which paralyzes the person who looks directly into her eyes. If they are really going to change the element, they should change the name to something like... [imgspoiler]http://farm9.staticflickr.com/8193/8148618536_2128988e76_z.jpg[/imgspoiler] Worst use of a meme, but w/e..lol KMST 1.2.478 - Warrior and Mage Skill Changes - JoeTang - 2013-05-28 About Bishop changes: Blessing Ensemble appears to only affect the Cleric itself, and no one else in the party? It seems like it's designed to make it so random parties for PQs, MP, etc does not punish a Bishop for partying with another Bishop. If it does affect other party members, suddenly it's a wild scramble to find 3 Bishops to constantly party with for +60% exp. Bishops now provide a lot of support for damage, rather than useless healing that everyone can get from potions 90% of the time. Heal provides a +damage debuff. Big Bang stacks tons of defense ignore. Primary DPS appears to be Big Bang now too. With the way Genesis is set up, I wonder why anyone would want to put more than 1 point into it unlike the other two Mages... hmmmm As a note, no hypers have been rebalanced, at least none of the Magician Hypers. I would expect these in another patch. I can see Vengeance of Angel allowing Big Bang to be used as well, or removing the restriction entirely. KMST 1.2.478 - Warrior and Mage Skill Changes - MetaSeraphim - 2013-05-28 Huh, so, we have more control over Beholder now. We can change it from attack mode to buff mode, and we can also sacrifice it so we take no damage. We have a skill where the more str we have the less damage we take, and we have a skill that brings us back from death. Also, I don't see Dark Impale being removed, and we have a new 1 on 1 move called Gungenil Descent. So, 1 on 1 attack, mob attack, and three new defensive skills. (Still want to talk about Dark Knights losing Achilles @ShinkuDragon;?) Okay, that all sounds awesome. Finally, we are becoming what we were always meant to be. A wonderful blend and mix of Paladin and Hero. KMST 1.2.478 - Warrior and Mage Skill Changes - Death - 2013-05-28 Still no fucking blunt weapon animation? I quit my paladin. I wont but I don't like it. KMST 1.2.478 - Warrior and Mage Skill Changes - iVege - 2013-05-28 MetaSeraphim Wrote:Also, I don't see Dark Impale being removed, and we have a new 1 on 1 move called Gungenil Descent. Gungnir Descent has a 20 second cooldown, but it is ignored under certain conditions. Combined with its animation, it resembles Ender a lot. Its damage is also affected by your maximum HP, it seems. KMST 1.2.478 - Warrior and Mage Skill Changes - aslemn - 2013-05-28 Pretty nice changes! Still, I feel something strange when looking at those renewed Magician summons, specially Elquines. D: ![]() ![]()
KMST 1.2.478 - Warrior and Mage Skill Changes - Frostilyte - 2013-05-28 Death Wrote:Still no pineappleing blunt weapon animation? I know right? ![]() Still trying to figure out what all of the new skills for paladins do, but at first glance it looks like we got boned. Anyone with addition information to convince me otherwise please post it. *returns to google translate* Edit: Nevermind. Took a while for me to understand all of the changes, but we got some nice stuff. KMST 1.2.478 - Warrior and Mage Skill Changes - Matan - 2013-05-28 oh my gawd, ARIANT PQ?! ![]() wow, i remember doing that with my friends many years ago. but if ariant pq is coming back, is there a chance for LMPQ(ludiberium maze pq)? i hope im not confusing with the one we have now (as for the name)
KMST 1.2.478 - Warrior and Mage Skill Changes - Death - 2013-05-28 aslemn Wrote:Pretty nice changes! Might be that the dragon has a really derpy armor. And the other two look really bland to me and to colorfull for some reason. Prefer all the old summons by far. KMST 1.2.478 - Warrior and Mage Skill Changes - MetaSeraphim - 2013-05-28 iVege Wrote:Gungnir Descent has a 20 second cooldown, but it is ignored under certain conditions. Combined with its animation, it resembles Ender a lot. Its damage is also affected by your maximum HP, it seems. -shurgs- Dark Impale still does good damage on its own. But that whole "The undying Dark Knight" seems to really be ringing true with those new defensive skills. KMST 1.2.478 - Warrior and Mage Skill Changes - Jettono - 2013-05-28 Wow, Dark Knights look pretty sweet, they live up to their name now. |