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Knights of Cygnus Skill Tables - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +--- Thread: Knights of Cygnus Skill Tables (/showthread.php?tid=7312) |
Knights of Cygnus Skill Tables - modular - 2009-02-01 Phoenix Wrote:I'm not sure how I feel about Soul Master's using flash jump instead of a Rush type skill on monsters. I just can't picture it )= and in 2nd job too. theyll be the mushmom ksers on the next new server rofl O.o Knights of Cygnus Skill Tables - WayOfTime - 2009-02-01 So, in theory, you could use Elemental Nulification in conjunction with Fire curtain so that you can damage any monsters quite well. This will be an interesting class.
Knights of Cygnus Skill Tables - TFindlay - 2009-02-01 Brandish activates FA? How will that work? Knights of Cygnus Skill Tables - JoeTang - 2009-02-01 Like every other skill that activates FA. Now wasn't that complicated. Knights of Cygnus Skill Tables - kingdj333 - 2009-02-01 :f6: right.... well I'm more curious of both Windbreakers and the Flamewizards? I like how thier trans looks like, but then I like wizards.. and i dont understand the "neutral skill" or w/e. Explain please
Knights of Cygnus Skill Tables - IsaacGS - 2009-02-01 kingdj333 Wrote::f6: right.... well I'm more curious of both Windbreakers and the Flamewizards? I like how thier trans looks like, but then I like wizards.. and i dont understand the "neutral skill" or w/e. Explain pleaseInstead of the skills dealing fire elemental damage, they'll deal neutral elemental damage instead (Neutral like Big Bang or magic claw). The reason you'd want to do this is to still be able to damage monsters that are typically resistant or immune to Fire (Bains for example). Since Flame Mages only have one element, Fire, and even Magic Claw is fire elemental, this means that ordinarily they'd be completely helpless against fire-resistant monsters. By using Elemental Reset, they lose their elemental advantage/disadvantage. This could be extremely potent when used in conjunction with Meteor Shower. Knights of Cygnus Skill Tables - Sinnuendo - 2009-02-01 kingdj333 Wrote::f6: right.... well I'm more curious of both Windbreakers and the Flamewizards? I like how thier trans looks like, but then I like wizards.. and i dont understand the "neutral skill" or w/e. Explain please All Flame Wizard skills are Fire-element. With Elemental Reset, your skills become part Neutral (like a physical attack, Magic Claw, or Big Bang) and part Fire. When it's maxed, they become completely Neutral. It's kinda like Magic Composition. Knights of Cygnus Skill Tables - Dusk - 2009-02-01 Am I the only one that doesn't like the Windbreaker morph? :/ The whole timed transform thing is a major turnoff for me. Knights of Cygnus Skill Tables - Russt - 2009-02-01 Dusk Wrote:Am I the only one that doesn't like the Windbreaker morph? :/Heh. That and the fact Wind Shot deals less DPS than Hurricane... Well, at least it doesn't have skill limitations (that we know of)? -shrug- Knights of Cygnus Skill Tables - KaidaTan - 2009-02-02 Russt Wrote:Heh. That and the fact Wind Shot deals less DPS than Hurricane... Does DPS really matter for Windbreakers if they can't get to a high enough level to be helpful at the two important bosses (Zakum and HT) for DPS anyway? I'll be the first to admit that the Albatross isn't terribly impressive, but isn't that Magnum Shot the sexiest thing you've ever laid eyes on? Shame that you can't use anything but Magnum and Wind Shot in Albatross form, but I still think it's more than worth the points. Also, yes, I agree that a transform-type skill doesn't quite fit Archers. I guess I'll have to do a weird key layout for it... Knights of Cygnus Skill Tables - Sinnuendo - 2009-02-02 KaidaTan Wrote:Does DPS really matter for Windbreakers if they can't get to a high enough level to be helpful at the two important bosses (Zakum and HT) for DPS anyway? I'll be the first to admit that the Albatross isn't terribly impressive, but isn't that Magnum Shot the sexiest thing you've ever laid eyes on? Shame that you can't use anything but Magnum and Wind Shot in Albatross form, but I still think it's more than worth the points. I'm pretty sure you can use any skill while transformed. Knights of Cygnus Skill Tables - KatanaKiwi - 2009-02-02 JoeTang Wrote:Like every other skill that activates FA. Now wasn't that complicated. yea well its a bit more complicated then that see'ing brandish has a set range and all final attacks that i know of dont.. so that would mean if fa is activated while the monster is out of the back-image range that they will not get hit by fa and therefor fa would just be a bother... i dont think there is anybody who really can answer that question though, at least i cant really tell from video that was posted a few pages before. what i do know is that fa is not supportive and thus does not need to be a bother, but if it doesnt have a set range it would only be usefull at bosses. Knights of Cygnus Skill Tables - Amnesia - 2009-02-02 Isaac, what does lightinig charge REALLY do except for giving ' lightining boost to the player ' ? because im a striker and im confused about the skill build. You see, every skill in 2nd job is pretty much important, and I have to leave 1 skill at 11 or 14 [forgot MaxHP, Knuckle Mastery, Knuckle Booster [ Wind Booster ], Energy Charge corkscrew blow and Blast, and this new skill ' lightining charge '. So, should I leave lightning charge and max the other skills instead? or leave blast /corckscrew and max lightning charge instead? Knights of Cygnus Skill Tables - modular - 2009-02-02 Amnesia Wrote:Isaac, what does lightinig charge REALLY do except for giving ' lightining boost to the player ' ? you definitely have to max the charge since its a damage multiplier and will make you ridiculous at lightning weak monsters and more powerful where there is no elemental disadvantage. edit: @ below, didnt know. every other class doesnt need 20 booster. i have to argue that leaving energy blast at 11 would be better since 306 - 360% is a lot less drastic than 285 - 420% and you still hit 3 monsters with both. blast is a sometimes thing right? while corkscrew just has a delay? how often can you use blast? Knights of Cygnus Skill Tables - aku_hitsuji - 2009-02-02 modular Wrote:you definitely have to max the charge since its a damage multiplier and will make you ridiculous at lightning weak monsters and more powerful where there is no elemental disadvantage. Leaving booster at 11 would be very stupid because you need lvl 20 booster to get wind booster. The best thing to do as a striker is leaving corkscrew at 11 cause shark will replace it anyways. Knights of Cygnus Skill Tables - Sinnuendo - 2009-02-02 modular Wrote:you definitely have to max the charge since its a damage multiplier and will make you ridiculous at lightning weak monsters and more powerful where there is no elemental disadvantage. Blast is basically spammable now. It's about the speed of Flash Fist w/o Booster now (so I've heard). You can only use it when your energy is charged though (so it depends on how fast you can charge and how long it stays charged). It'd probably be better to leave either Blast or Lightning Charge at 11. There really aren't that many Lightning-weak monsters, so really the last place you'd be training is Vikings (unless there's a lightning-weak monster in the Time Temple that isn't in the fire area or later). Knights of Cygnus Skill Tables - KaidaTan - 2009-02-02 Sinnuendo Wrote:I'm pretty sure you can use any skill while transformed. Really? It didn't look like it from the one video I saw. Maybe that got changed along with the Pirate's transform too. One video isn't quite large enough of a sample size anyway. Can you confirm either way, Issac? Knights of Cygnus Skill Tables - IsaacGS - 2009-02-02 You can use Stormbreath during it, and Final Attack, so I'm assuming other skills (that would activate Final Attack) are available as well. I can't see any reason why Hurricane would be the only one excluded. Knights of Cygnus Skill Tables - modular - 2009-02-02 Sinnuendo Wrote:Blast is basically spammable now. It's about the speed of Flash Fist w/o Booster now (so I've heard). You can only use it when your energy is charged though (so it depends on how fast you can charge and how long it stays charged). right, coma is spammable, but you can only use it once in a while. thats what i mean by a sometimes thing, you arent limited by the skill delay, just how often you can recharge it because it takes other things to charge than time. there arent many lit-strong monsters either, you would essentially be getting it for the 120% boost at all times, not for the elemental weakness. like wks use lit charge at himes. it adds more damage than fire, but they dont have holy yet and himes have no other weakness. this is not a skill you want to pass up, leaving it at 11 is bad. 9% more damage in almost all situations... thats about the same as the difference between max mw and no mw. it even comes with the ability to turn it off, but crimson guards is about the only high place you would need to. Knights of Cygnus Skill Tables - kingdj333 - 2009-02-02 Level restrictions, 6 ap until level 70, mainly based on the best job in the class, and cute hiney: I think this class or w/e it is, is a cheap shot. Although I do like the way the male windbreakers look like when transformed.Nightwalker?: How come no one ever talks about them? dont they have special skills too? Sorry if my english ins't as good, I'm texting on a piece of crappy sony device.
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