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LiquidSwing Wrote:x
Would you hate me if I ever made a Aran revamp thread like you?
And this is a spontaneous thoguht, but I think the best way to make combo attacks worth something and work for fast rotation bosses is make Aran a chaining class like Strikers and Hayato.
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Arrol Wrote:Would you hate me if I ever made a Aran revamp thread like you?
And this is a spontaneous thoguht, but I think the best way to make combo attacks worth something and work for fast rotation bosses is make Aran a chaining class like Strikers and Hayato.
go for it. if you go through with the chaining idea, make sure you're clear about what it is. also explain your thought process behind the whole idea and where youre taking new aran
id love to read it when youre done
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dragonFELL Wrote:Totally agree with Aran's lack of flexibility and general 'tediousness'. As an Aran I couldn't bypass weapon cancel/DR, couldn't stop attacking in time for DR 100% of the time, and goodness that damage cap.
Though I really did love that Aran could just keep knocking back most Dojo bosses and keep them from ever attacking; it gave me the feeling that chaining a combo actually mattered for more than just stat boosts - that my attacks wouldn't even give the boss a chance to debuff/stun/attack (staring at Pap here). But you can't do that with most bosses that actually 'matter'. :/
With my old Aran my guild buddies were always dragging me off to Dojo it was when Aran was a real new class so not many people wanted to make one. And yes smacking them into the wall and then having a group of DITs and Cynus gang up on them made it easy for me to party with higher level players then if I had another job.
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LiquidSwing Wrote:So what aran needs is an ability that frontloads alot of damage in a short period of time, and a buff to Derp-Step. My proposed change is to let Beyonder Blade be cast freely, but deal more damage if it is linked to Final Blow. Easy, simple, effective.
I was thinking, since Combat Step's called, well, Combat Step, we could do it this way:
Aran doesn't get aerial mobility. Instead, Aran gets superior ground mobility; Combat Step regains its old delay (instead of the current OMGSPAM crap), but the distance you cover with it gets doubled (or more). Make it stun(?) enemies you ram into, or get close enough to, something like an elbow bash. Hell, make it a new exclusive stun-like debuff that gives you some kind of bonus (bonus damage?) for the next 3 seconds or so, or simply make it chain into any attack, so that it basically sets you up for a combo. For a cool factor, give Combat Step a faster version of Tornado Spin's old "slide to a halt" animation.
Yeah...I'm out of ideas.
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Well, I'm currently thinking of a revamp that would do Aran justice in my head.
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Hanabira.Kage Wrote:I was thinking, since Combat Step's called, well, Combat Step, we could do it this way:
Aran doesn't get aerial mobility. Instead, Aran gets superior ground mobility; Combat Step regains its old delay (instead of the current OMGSPAM crap), but the distance you cover with it gets doubled (or more). Make it stun(?) enemies you ram into, or get close enough to, something like an elbow bash. Hell, make it a new exclusive stun-like debuff that gives you some kind of bonus (bonus damage?) for the next 3 seconds or so, or simply make it chain into any attack, so that it basically sets you up for a combo. For a cool factor, give Combat Step a faster version of Tornado Spin's old "slide to a halt" animation.
Yeah...I'm out of ideas.
That sounds simply awesome! 
Reading all of these posts about everyone's Arans has pushed me to remake my two previous ones in Bera. Plus, that female Aran hair is so amazing
"Never have regrets."
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Okay, thought stuff through a little and managed to reorganise my thoughts. Here we go:
- Beginner Skill: Forceful Strike. Obtained upon 2nd Job Advancement, level is raised by 1 upon every subsequent advancement. Regular attacks do 150% damage (170% at Lv2, 200% at Lv3).
- Double Combat Step's distance travelled, but remove the ability to hotkey it and give it back its old delay. For coolness, give it a slight faster version of DB's Tornado Spin's old slide-to-a-halt animation.
- Give Combat Step a "ramming" property; it has its own hitbox, a single enemy in range will take no damage from it but will flinch without fail unless it's boss-tagged. Regardless of whether it's boss-tagged or otherwise, if it gets hit, it will suffer from a 5 to 8 second PDR negation. The target will not be able to receive this same debuff for the next 30 seconds or so. Something like that.
- Beginner Skill: Emergency Escape. Is also activated by hitting an arrow key twice, but only activates when in the middle of an attack. Aran musters all his strength to dodge out of harm's way; dash cancels out of the current attack (damage is done regardless), invincible for the entire duration of this manuovre (about 0.7 seconds?). Has a cooldown of about 10 seconds to prevent abuse (the handwave would be that it's too taxing on Aran to perform this more than once in succession).
That settles the issue of escaping boss attacks, and raises burst damage a little, I suppose.
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Hanabira.Kage Wrote:Okay, thought stuff through a little and managed to reorganise my thoughts. Here we go:
- Beginner Skill: Forceful Strike. Obtained upon 2nd Job Advancement, level is raised by 1 upon every subsequent advancement. Regular attacks do 150% damage (170% at Lv2, 200% at Lv3).
- Double Combat Step's distance travelled, but remove the ability to hotkey it and give it back its old delay. For coolness, give it a slight faster version of DB's Tornado Spin's old slide-to-a-halt animation.
- Give Combat Step a "ramming" property; it has its own hitbox, a single enemy in range will take no damage from it but will flinch without fail unless it's boss-tagged. Regardless of whether it's boss-tagged or otherwise, if it gets hit, it will suffer from a 5 to 8 second PDR negation. The target will not be able to receive this same debuff for the next 30 seconds or so. Something like that.
- Beginner Skill: Emergency Escape. Is also activated by hitting an arrow key twice, but only activates when in the middle of an attack. Aran musters all his strength to dodge out of harm's way; dash cancels out of the current attack (damage is done regardless), invincible for the entire duration of this manuovre (about 0.7 seconds?). Has a cooldown of about 10 seconds to prevent abuse (the handwave would be that it's too taxing on Aran to perform this more than once in succession).
That settles the issue of escaping boss attacks, and raises burst damage a little, I suppose.
Not bad. I'd love to show you the revamp ideas I made.
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Here's some suggestions from me:
- Increase duration of buffs and make the animation faster
- Make it possible to cast several skills in air and maybe make them a bit faster
- Stance from 90% to 100%
- Make High Defence also give some Status Resistance
- When using combo unlimited, max stacks raise to 100, so you get bonus up to 1000 combo
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