2009-12-27, 01:39 AM
I had a bunch of ideas regarding the revamping of the Warrior job in general so I might as well post them here. Some of them are similar to things that have already been listed. I tried not to mess too much with what people are familiar with, but some things really need to be redone for PA DrKs, Axe/BW users, and Pallys so I listed the best way I think they could be fixed.
General:
Make it possible to control stabs and slashes (not sure on a good mechanism to do so - hold up to stab, neutral to slash?) for Power Strike, Slash Blast, Brandish, and Blast. Increase Stab range so that there is actually a reason to do so with a sword. Swords are already faster than Axe/BWs; they don't need the advantage of Axes and BWs doing pathetic damage on stabs.
First job:
- Increase the HP recovered by Improving HP Recovery to +140 at max level. Reduce max level to 10.
- Change Endure so that HP can be recovered while moving (every 10 secs at max level). Stacks with Beholder's Healing. Reduce max level to 5.
- Replace Iron Body; not sure what with but I suggest a 10 point common 1st job Adventurer skill (maybe call it Maple Blessing) that would add small boosts to defense/avoid and maybe slightly reduce exp loss on death. It could replace skills like Magic Armor and Blessing of the Amazon. A lot of 1st job skills are totally useless; they could totally reduce the max levels on a lot of skills and put something new in so that we're not all following cookie cutter builds. Everyone would need a full SP reset, of course.
Second job:
- Change Final Attack to work like Aran's Double Swing. Press Power Strike or Slash Blast again after using it once to perform a fast follow-up attack. Change the damage at level 1 to give roughly the same DPS as pure Power Strike so that it's not totally useless until it's maxed. Change Slash Blast FA to be exactly like Slash Blast except weaker. No damage reduction crap.
- Increase the amount of defense and attack that Threaten removes.
- Increase the amount of defense that Iron Will adds.
Third job:
- Pally charges - First of all they should definitely increase the damage output on neutral monsters. I'm thinking Fire and Lightning Charge to 160%, with only a 20% boost on elementally weak instead of 50%. Ice to 150%. To make the charges more versatile, charge effects would be nice. I kind of agree with IllegallySane here, but I had different ideas for what the charges should do. Effects for Fire and Lightning have already been established by other skills, so why give them completely new attributes? Fire should do burn damage based on the initial hit like Flamethrower, as well as reduce movement speed and jump. Ice should freeze as it does already. Lightning should do chain damage the way Sparks does for TBs. Holy is fine as is as the strongest element, just make it 180% base. With these changes, Pallys are about as good as they were originally on elementally weak montsers and Blast and ACB don't need to be much stronger than they already are. 650% blast, 360% ACB?
- make Charge Blow's range static (fat) the way Brandish and Blast are.
- Replace Polearm Crusher with an Overswing Double-like spin attack that deals good damage on single targets and is capable of hitting multiple targets with damage reduction. Make it do slash damage, obviously.
- Replace Spear Fury with an attack with similar range that does stab damage. Crusher would remain the main attack, and the new skill would have the same functionality as Spear Fury does atm.
Fourth job:
- Make Berserk's effect linger for ~10 seconds at max level after the DrK's HP passes threshold. I know there's a challenge to keeping Zerk, but it's really stupid not to be able to Zerk on some bosses since DrKs rely so heavily on it for damage comparable to Heroes.
- Make all Beholder's Aura stack with potions/buffs.
Feel free to tell me my ideas suck because I don't actually own a Paladin
I do have a DK, though, and I think the Spear Fury/Polearm Crusher thing really needs to happen.
General:
Make it possible to control stabs and slashes (not sure on a good mechanism to do so - hold up to stab, neutral to slash?) for Power Strike, Slash Blast, Brandish, and Blast. Increase Stab range so that there is actually a reason to do so with a sword. Swords are already faster than Axe/BWs; they don't need the advantage of Axes and BWs doing pathetic damage on stabs.
First job:
- Increase the HP recovered by Improving HP Recovery to +140 at max level. Reduce max level to 10.
- Change Endure so that HP can be recovered while moving (every 10 secs at max level). Stacks with Beholder's Healing. Reduce max level to 5.
- Replace Iron Body; not sure what with but I suggest a 10 point common 1st job Adventurer skill (maybe call it Maple Blessing) that would add small boosts to defense/avoid and maybe slightly reduce exp loss on death. It could replace skills like Magic Armor and Blessing of the Amazon. A lot of 1st job skills are totally useless; they could totally reduce the max levels on a lot of skills and put something new in so that we're not all following cookie cutter builds. Everyone would need a full SP reset, of course.
Second job:
- Change Final Attack to work like Aran's Double Swing. Press Power Strike or Slash Blast again after using it once to perform a fast follow-up attack. Change the damage at level 1 to give roughly the same DPS as pure Power Strike so that it's not totally useless until it's maxed. Change Slash Blast FA to be exactly like Slash Blast except weaker. No damage reduction crap.
- Increase the amount of defense and attack that Threaten removes.
- Increase the amount of defense that Iron Will adds.
Third job:
- Pally charges - First of all they should definitely increase the damage output on neutral monsters. I'm thinking Fire and Lightning Charge to 160%, with only a 20% boost on elementally weak instead of 50%. Ice to 150%. To make the charges more versatile, charge effects would be nice. I kind of agree with IllegallySane here, but I had different ideas for what the charges should do. Effects for Fire and Lightning have already been established by other skills, so why give them completely new attributes? Fire should do burn damage based on the initial hit like Flamethrower, as well as reduce movement speed and jump. Ice should freeze as it does already. Lightning should do chain damage the way Sparks does for TBs. Holy is fine as is as the strongest element, just make it 180% base. With these changes, Pallys are about as good as they were originally on elementally weak montsers and Blast and ACB don't need to be much stronger than they already are. 650% blast, 360% ACB?
- make Charge Blow's range static (fat) the way Brandish and Blast are.
- Replace Polearm Crusher with an Overswing Double-like spin attack that deals good damage on single targets and is capable of hitting multiple targets with damage reduction. Make it do slash damage, obviously.
- Replace Spear Fury with an attack with similar range that does stab damage. Crusher would remain the main attack, and the new skill would have the same functionality as Spear Fury does atm.
Fourth job:
- Make Berserk's effect linger for ~10 seconds at max level after the DrK's HP passes threshold. I know there's a challenge to keeping Zerk, but it's really stupid not to be able to Zerk on some bosses since DrKs rely so heavily on it for damage comparable to Heroes.
- Make all Beholder's Aura stack with potions/buffs.
Feel free to tell me my ideas suck because I don't actually own a Paladin
I do have a DK, though, and I think the Spear Fury/Polearm Crusher thing really needs to happen.

