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[KMST] [1.2.375] Monster Park - Printable Version

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[KMST] [1.2.375] Monster Park - Snor - 2011-03-17

Liteness Wrote:monster park o.o ehhhh

[video=youtube;ZO5TXS_mgHQ]http://www.youtube.com/watch?v=ZO5TXS_mgHQ[/video]

That's basically a very cheap party quest with regular monsters. Looks really terrible...


[KMST] [1.2.375] Monster Park - ShinkuDragon - 2011-03-17

how am i to survive at czak now without achilles? 1/1 seduce plz ._.

the new skill looks pretty beast for training, but can't really say the same about bossing, paladins somehow found the way to get even stronger now, and heroes now remind me of old DK's with their butt-buddy bishops, except they will be all "CO PLZ"

overall interesting, and i don't mind the leeching coming back, now that i seem t have a buster-fury-sacrifice mashed up in one, i might be able to earn some money <.<


[KMST] [1.2.375] Monster Park - Anonymous Moose - 2011-03-17

ghostofhalo Wrote:What? An attack that you have to be even closer for? An attack that applies darkness on non-boss mobs? At this rate, they may as well remove Chance Attack. It doesn't do squat against the mobs you'll be training on for at least half of your 4th job. If I had to categorize priority, Brave Slash wouldn't be near the top. I'd be ACA, Adv. Final Attack, Enrage, Power Stance (or vise versa), and then maybe Brave Slash but even that's generous since I'd probably do Combat Mastery before it. The point is, at its current place, Brave Slash is nothing more than a buffed version of Brandish (as usual) that only acts as filler for when Panic or Coma are too weak or you don't have enough orbs to use it. I hardly call this compensation.

Panic/Coma might be useful again with faster orb charging (and slower BraveSlash), and yes BS is just a buffed version of Brandish. Although, it is a nice boost to our mobbing ability and I would max it second.

And... Monster Magnet stuns, so that skill alone makes Chance Attack worthwhile. The only problem I see is that Panic's darkness ability is useless unless they allow it to work on a boss.

Then finally, Achilles is pretty low on my priority list for skills. I probably wont notice its gone (although this is someone that hasnt gone to PB or HT, so someone that needs the defense would probably not agree)


[KMST] [1.2.375] Monster Park - ghostofhalo - 2011-03-17

Anonymous Moose Wrote:Panic/Coma might be useful again with faster orb charging (and slower BraveSlash), and yes BS is just a buffed version of Brandish. Although, it is a nice boost to our mobbing ability and I would max it second.

And... Monster Magnet stuns, so that skill alone makes Chance Attack worthwhile. The only problem I see is that Panic's darkness ability is useless unless they allow it to work on a boss.

Then finally, Achilles is pretty low on my priority list for skills. I probably wont notice its gone (although this is someone that hasnt gone to PB or HT, so someone that needs the defense would probably not agree)

1. From Brandish to Brave Slash, it's about a 27% DPS gain compared to 40% from before. Final Attack gives you a higher chance to charge orbs, so I would get it second IMO judging by the way finishers work now. A nice boost to our mobbing ability would be able to hit mobs easier. Finishers still have no range (so it uses the basic 100-120px range or so) and Brave Slash hits half the targets as either Panic or Coma let alone having the shorter range of the other two (ACB and Dark Impale). Glass Cannons in the front lines are Cannon Fodder.

2. Monster Magnet was nerfed to hit one mob at level one. In other words, it isn't nearly as useful until you start maxing it which is after about 5 skills. So no, it doesn't help until it's far too late in the 4th job to make a difference.

3. I wouldn't be nearly as upset if, say, Power Reflection worked on 1/1 abilities. That or if Self-Recovery healed percentage based just to survive a bit better. But I too won't miss Achilles that much.


[KMST] [1.2.375] Monster Park - Link - 2011-03-17

ghostofhalo Wrote:1. From Brandish to Brave Slash, it's about a 27% DPS gain compared to 40% from before. Final Attack gives you a higher chance to charge orbs, so I would get it second IMO judging by the way finishers work now. A nice boost to our mobbing ability would be able to hit mobs easier. Finishers still have no range (so it uses the basic 100-120px range or so) and Brave Slash hits half the targets as either Panic or Coma let alone having the shorter range of the other two (ACB and Dark Impale). Glass Cannons in the front lines are Cannon Fodder.

2. Monster Magnet was nerfed to hit one mob at level one. In other words, it isn't nearly as useful until you start maxing it which is after about 5 skills. So no, it doesn't help until it's far too late in the 4th job to make a difference.

3. I wouldn't be nearly as upset if, say, Power Reflection worked on 1/1 abilities. That or if Self-Recovery healed percentage based just to survive a bit better. But I too won't miss Achilles that much.

Adv. Final Attack second?

I thought the build was : 5 Brave Slash (Enough to match Brandish, or just to out-damage it), then max Adv. Combo, then max Brave Slash. Would it be wiser to get max Adv. Final Attack before finishing off Brave Slash?


[KMST] [1.2.375] Monster Park - FenixR - 2011-03-17

Whats this?! They remove the part that said "Leave Monster hp at 10k" of Heavens Hammer?! (Also is Holy element now O.o)

Ok im getting scared...


[KMST] [1.2.375] Monster Park - Kalovale - 2011-03-17

ghostofhalo Wrote:What? An attack that you have to be even closer for? An attack that applies darkness on non-boss mobs? At this rate, they may as well remove Chance Attack. It doesn't do squat against the mobs you'll be training on for at least half of your 4th job. If I had to categorize priority, Brave Slash wouldn't be near the top. I'd be ACA, Adv. Final Attack, Enrage, Power Stance (or vise versa), and then maybe Brave Slash but even that's generous since I'd probably do Combat Mastery before it. The point is, at its current place, Brave Slash is nothing more than a buffed version of Brandish (as usual) that only acts as filler for when Panic or Coma are too weak or you don't have enough orbs to use it. I hardly call this compensation.

What's wrong with being a Hero and tanking damage? It's not like any of you have gone through the experience of always risking getting your butt kicked everywhere. In mobby training, any warrior would already have Rush so what's the point of range?

The new Panic is semi-spammable, doing 670% dmg to 6 mobs (as opposed to IS' 675% dmg on 3, which is inferior before factoring speed disadvantage), obviously bringing Hero's mob capabilities to a never-before-seen-by-the-class level (used in conjunction with Brave Slash of course).
Chance attack works with Threaten, so that counts bosses, for LHC mobs, if at all possible, you can inflict darkness with Panic itself.

You have the worst 3 target damage, yes, but you also gain 6 target damage that the class never knew before. On single target, you're still fucking pomegranate out of everything. What's not to like? Do you have to excel at bossing AND mob training to be happy?


[KMST] [1.2.375] Monster Park - Phoenix - 2011-03-17

I hope PG works on magic attacks now, and 1/1 otherwise it's a piss poor replacement for achilles.

It's nice to have damage and all, but if you're dying from sed every minute it's no use.

And is a heroe's single target dmg still that outstanding with the slower IS? It's going to take me a while to get used to spamming Panic so much.


[KMST] [1.2.375] Monster Park - Phoenix - 2011-03-17

I hope PG works on magic attacks now, and 1/1 otherwise it's a piss poor replacement for achilles.

It's nice to have damage and all, but if you're dying from sed every minute it's no use.

And is a heroe's single target dmg still that outstanding with the slower IS? It's going to take me a while to get used to spamming Panic so much.


[KMST] [1.2.375] Monster Park - Takebacker - 2011-03-17

Kalovale Wrote:On single target, you're still pineappleing pomegranate out of everything.

What about sacrifice? Dark impale clearly beats out panic if not in damage then in range (but i would be inclined to believe in both since the consistency with orb damage would be a factor to consider), so while their 6 mobbing is stronger than it ever was it still pales in comparison to both of the other warriors.


[KMST] [1.2.375] Monster Park - Kalovale - 2011-03-17

Takebacker Wrote:What about sacrifice?

Yeah, now that it's 5% HP, it's actually usable, thankfully.

Takebacker Wrote:Dark impale clearly beats out panic if not in damage then in range, so while their 6 mobbing is stronger than it ever was it still pales in comparison to both of the other warriors.

That has NOTHING to do with their UPGRADED ability to train in mobby areas. Sure, it still sucks balls compared with others, and Heroes can peach and moan all they want, I think that's reasonable too. The fact is still that they now have something they have NEVER had before. Power AND variety of skill.

In fact, to be fair to them, I would like Nexon to get rid of Dark Impale and leave my class the f'uck alone. It was fine as it was.


[KMST] [1.2.375] Monster Park - Takebacker - 2011-03-17

Kalovale Wrote:Yeah, now that it's 5% HP, it's actually usable, thankfully.

I meant that since it beat out the faster IS before, it's going to beat out the slower IS now especially since sac is "useable". Unless coma becomes way better than IS somehow i don't see how heroes will be f'ucking s'hit up 1v1.

@ above: I don't see how that has NOTHING to do with it. If both classes got upgraded mobbing abilities and DrKs already beat heroes 1v1 with sac, where's the balance?


[KMST] [1.2.375] Monster Park - Kojo - 2011-03-17

OMGOMGOMGOMGOMGOMG

THANK YOU NEXON YOU FINALLY CHANGED THE FUCKING PALADIN AND WK ANIMATIONS

Finally now I won't have to use ugly looking skills Biggrin


[KMST] [1.2.375] Monster Park - PeePeeAyeDeeKay - 2011-03-17

dante9898 Wrote:Whats this?! They remove the part that said "Leave Monster hp at 10k" of Heavens Hammer?! (Also is Holy element now O.o)

Ok im getting scared...

Maybe they changed it so it does a straight 1400% damage (1440% with CO?) instead of dropping monster's HP to X amount. I didn't read anything like that on the patch notes however..


[KMST] [1.2.375] Monster Park - FenixR - 2011-03-17

PeePeeAyeDeeKay Wrote:Maybe they changed it so it does a straight 1400% damage (1440% with CO?) instead of dropping monster's HP to X amount. I didn't read anything like that on the patch notes however..

Thats what im more afraid of Frown

I like my hammer the way it was/is. Btw the 1400% in the skill description right now actually does nothing, because even bosses get hit by 989k dmg :/. (And 1440% ITS NOT 989k dmg Frown)

Noxes wy u do tissss Frown


[KMST] [1.2.375] Monster Park - Kalemora - 2011-03-17

I hope they start making some nice changes to Mages next. Yay for... Paladins..?


[KMST] [1.2.375] Monster Park - Kalovale - 2011-03-17

Takebacker Wrote:I meant that since it beat out the faster IS before, it's going to beat out the slower IS now especially since sac is "useable". Unless coma becomes way better than IS somehow i don't see how heroes will be f'ucking s'hit up 1v1.

@ above: I don't see how that has NOTHING to do with it. If both classes got upgraded mobbing abilities and DrKs already beat heroes 1v1 with sac, where's the balance?

Takebacker Wrote:Yeah, activates chance attack and everything.

?
Not sure about numbers, but .25x "should" be plenty for Sacrifice to keep running after. That, and the extra 100% dmg at 20% extra chance (+20% DPM to BraveSlash's 675% dmg -does Enrage work with AdvFA?-).


[KMST] [1.2.375] Monster Park - Tay - 2011-03-17

All I can say is, finally.


[KMST] [1.2.375] Monster Park - Mike - 2011-03-17

I'm liking the new animations. Took them long enough! I really should start on a pally.

bleh @ monster park


[KMST] [1.2.375] Monster Park - Takebacker - 2011-03-17

Kalovale Wrote:?
Not sure about numbers, but .25x "should" be plenty for Sacrifice to keep running after. That, and the extra 100% dmg at 20% extra chance (+20% DPM to BraveSlash's 675% dmg -does Enrage work with AdvFA?-).

???? I was never in this thread referring to party situations where a hero would magically have threatened bosses to fight. Besides, sacrifice ignores PDR. Pretty much all bosses and LHC mobs have 25% or greater PDR, which is pretty much the same as 1.25x damage you get from chance attack. The only difference is chance attack and hero attacks affect more than one mob, but this argument is completely different from the mobbing/balance thing we had going on before.