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[1.2.319] [ENG] Adventurer skill revamps - 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: [1.2.319] [ENG] Adventurer skill revamps (/showthread.php?tid=26712) |
[1.2.319] [ENG] Adventurer skill revamps - IllegallySane - 2010-06-19 Arroz Wrote:It would be sick if they split the paradigm completely with pally's and heroes. Imagine if heroes only used 2-h and pally's only used 1-hand sheilds. It would make sense with the skill animations. The three choices would mix things up if the formulas were made accordingly to something like unstable(low minimum but insane maximum) middle(decent minimum with decent maximum) stable (high minimum low maximum) Heroes are truly heroes since they seem more offensive oriented (aka they are meant for the frontlines) and Paladins are like guardians by laying down Threaten to make bosses weaker, and with Shield oriented abilities they are most likely the hardest to kill out of the 3 warriors with stuff like their 4th job "Blazing Armor" skill that seems to absorb up to 5 attacks at a 20% chance every 30 seconds, and the new Shield Block that negates attacks at a 30% chance (HAX) as well as 110%-200% more shield defense (assuming you max their 3rd job version of Heal or leave it at 21). These Paladins are indeed like Paladins in WoW: unkillable cockroaches. [1.2.319] [ENG] Adventurer skill revamps - Blup - 2010-06-19 IllegallySane Wrote:Heroes are truly heroes since they seem more offensive oriented (aka they are meant for the frontlines) and Paladins are like guardians by laying down Threaten to make bosses weaker, and with Shield oriented abilities they are most likely the hardest to kill out of the 3 warriors with stuff like their 4th job "Blazing Armor" skill that seems to absorb up to 5 attacks at a 20% chance every 30 seconds, and the new Shield Block that negates attacks at a 30% chance (HAX) as well as 110%-200% more shield defense (assuming you max their 3rd job version of Heal or leave it at 21). These Paladins are indeed like Paladins in WoW: unkillable cockroaches.Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive. [1.2.319] [ENG] Adventurer skill revamps - Phoenix - 2010-06-19 Blup Wrote:Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive. I do see pally's becoming the ultimate sed mules though. That's as close as anything to being a meatshield in this game. [1.2.319] [ENG] Adventurer skill revamps - Ds&Psp - 2010-06-19 ThankS man But where are the other jobz? [1.2.319] [ENG] Adventurer skill revamps - holyforest - 2010-06-19 Ds&Psp' Wrote:ThankS man But where are the other jobz? It'll take Paul at least another week to add the other jobs in English. If you want to see all the jobs, just go to the Korean adventurer skill revamps thread. [1.2.319] [ENG] Adventurer skill revamps - IllegallySane - 2010-06-19 Blup Wrote:Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive. Not if they make a melee boss that will kill all but warriors and Buccaneers and requires constantly being pushed back, and for a twist when someone gets hit by the boss more than 3-4 times in a row within 5 seconds (it'll stack) they receive a debuff that would stun them and lasts for 3-5 seconds, making Paladins ideal when they can avoid every 3 hits; incidentally this makes Buccs nice tanks for such a boss too. [1.2.319] [ENG] Adventurer skill revamps - Ds&Psp - 2010-06-19 holyforest Wrote:It'll take Paul at least another week to add the other jobs in English. If you want to see all the jobs, just go to the Korean adventurer skill revamps thread.i saw it oh well i can wait one week.... [1.2.319] [ENG] Adventurer skill revamps - Arroz - 2010-06-19 it would be cool if they modified the monsters to only attack one person and buffed the living hell out of their attacks in some instances. That either very skillful evasion or tanking is neccesary [1.2.319] [ENG] Adventurer skill revamps - JoeTang - 2010-06-19 I see you've all forgotten how survivability in this game is meaningless since all you need is HP = monster's max damage +1 and power elixer auto pot. [1.2.319] [ENG] Adventurer skill revamps - Phoenix - 2010-06-19 JoeTang Wrote:I see you've all forgotten how survivability in this game is meaningless since all you need is HP = monster's max damage +1 and power elixer auto pot. Again the exception I can think of is seduce for HT/PB. While for PB it's randomish, it's not for HT. [1.2.319] [ENG] Adventurer skill revamps - andyandythin - 2010-06-19 i hope someone quickly finds out the new damage range formulas, accuracy formulas, etc. it will be REALLY REALLY USEFUL. [1.2.319] [ENG] Adventurer skill revamps - Degenerated - 2010-06-19 @andy Why the rush? This isn't coming to GMS anytime soon; I can see it coming this year but it definitely won't be out in the next couple months. TBH having everything kept as a secret till it releases in your own server sounds more enterataining, especially when it haults the changes it has on the economy and such. But thats just me. [1.2.319] [ENG] Adventurer skill revamps - CommanderJinn - 2010-06-19 Well the majority of GMS players wouldn't have a clue of what was happening to the game when it will anyways. Knowing this stuff just helps whoever wants to prepare for it coming to GMS or their region. [1.2.319] [ENG] Adventurer skill revamps - MysticHLE - 2010-06-19 Blup Wrote:Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive. Unless we get PvP.
[1.2.319] [ENG] Adventurer skill revamps - andyandythin - 2010-06-19 Degenerated Wrote:@andy im a curious person
[1.2.319] [ENG] Adventurer skill revamps - Kabanaw - 2010-06-19 Degenerated Wrote:@andy The current content lag from KMS to GMS is about 4-6 months. This will probably be a December patch for GMS. [1.2.319] [ENG] Adventurer skill revamps - Theshinji - 2010-06-19 Biotype Wrote:Oh, it works on bosses now? I missed that. Well in the current GMS patch, my threaten knocked like 3k off of Crow's attacks, and reduced pap's physical damage to 1.5k and below (at one point he hit me for 997 damage) [1.2.319] [ENG] Adventurer skill revamps - cleric1213 - 2010-06-19 It makes me sad how no one is talking about bandits [1.2.319] [ENG] Adventurer skill revamps - Takebacker - 2010-06-19 Even if people were interested in bandits there isn't much information about the changes anyway. The thief advancement is glitched in KMST. [1.2.319] [ENG] Adventurer skill revamps - Kabanaw - 2010-06-19 cleric1213 Wrote:It makes me sad how no one is talking about bandits Actually, +10% hp (or is it 20?) in second job, plus probable +% hp from equips and only taking 40% damage (There's a skill in the 4th job that increases meso related skills, right?). If you include a bandit's huge avoid with that you have potentially the most resilient class. |