[1.2.318] [KOR] Adventurer Skill Revamps
John11 Wrote:Here's some differences I think I've been able to pick out of the skill tables for f/p mages:

2nd Job:
Slow has gone from -40 mob speed for 40 sec to -80 mob speed for 80 sec
Spell Mastery (Direct translation: Magical Skills 50%, Horsepower 10 Increase)

3rd Job:
Partial resistance lowered to 60% from 70% resistance
Ele amp changed from 200% mp for 150% increase to magic attack to 160% mp for 130% increase
Poison mist 70% to 80% success rate
Teleport Mastery - Teleport distance increased by 20, 30% chance to stun for 2 seconds, hits up to 6 enemies, does damage 210%,
I can't really tell what Elemental Reset does but maybe -100% enemy elemental resistances?

4th Job:
Meteor Shower now has a 30 second cooldown but only costs 600 mp
Mana reflection returns 1000% instead of 200%
Infinity - Recover HP and MP 10% per second, all the attacks increased by 10% of magic damage, 40 seconds duration, 4 minute cooldown
Master Magic 50% increase to buff durations

EDITED with more findings.

FUCKING YES WE FINALLY GET ELEMENTAL RESET!

Man...when I read this post I was so happy to the point where half of these nerfs don't matter. Screw it all if we can actually do DAMAGE now Smile.

Oh, and extremely interesting Infinity buff. With Master Magic boosting its duration to 80 seconds, I may just need to put some points in. Though I'll echo previous sentiments of "please reset our SP," which I, sadly, think Nexon will laughingman.jpq us by responding with "GET SOME NX TODAY!"

:F7:

holyforest Wrote:I actually think some mages might be happy. They won't have to spend millions on pots anymore. Their highest MP usage is only 600 MP. Less MP usage = less money spent on pots. And less money spent on pots means more money to spend on equips and other stuff.

Also, the Teleportation mastery got me thinking...With that huge range and possibly boosted minor skills, they could easily attack and teleport fast all over the screen so monsters wouldn't be able to hit them as often. This mastery might be key for a new method of training..

pomegranate's all fun and games until we see how the new systems work, along with the damage monsters deal. Sure, pots may be "cheaper" if we're not using them to fund our nuclear skills, but they may still be expensive in order to keep us alive after getting hit (the basic usage for pots in the first place...).

Huge range? Range was only increased by 20 pixels. That's nothing. What you're describing about "magicians teleporting all over the screen so that monsters wouldn't be able to hit them as often" is what we already have, commonly referred to as "telecasting." Now Teleport dealing damage and stunning monsters? That's a whole new, exceedingly interesting ball game. With cooldowns on ultimates, THOSE new upgrades to the skill will definitely impact how we train.

Oh, and Magicians: please stop whining as much. Bishops, you get an exception since your training skills are honestly crappy to begin with aside from Genesis (read: Bishops possess no training skills other than Genesis), but honestly ArchMages, we have stuff to train with. The good ole Demon + Summon + Single target DPS skill is a fun mobbing combo, and if all these boosts end up helping us more than we can imagine damage-wise, it will probably be a lot of fun. Isn't that why we're playing the game in the first place?

Plus, a 30 second cooldown doesn't mean the skill is never used. Evan's have 20 second cooldowns and use Dark Fog a lot while training. Ultimates will still be an important factor of ensuring the best training rates possible, and the fact that we have them at all gives us a slight edge over others while grinding.

Other comments:

1. I feel bad for I/Ls, since essentially every LOLFP skill is stronger than theirs now (at 4th Job). Hopefully that will be looked in to, or hopefully our single target skills play such a role in training that Chain Lightning is actually useful.

2. Worried about LOLAM booster remaining at -1 casting speed. Hopefully SI works with Magicians now to make up for the loss of a second casting level.

3. With all of these changes in mind, I REALLY REALLY hope DEF/MDEF formulas change to the point where they're actually important now. Not that we have to focus on keeping them sky high over our AP and other damage-end stats, but just that they're not useless, ignored stats and can actually impact how we play.
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Messages In This Thread
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 05:49 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Beg - 2010-06-17, 06:05 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 06:10 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 10:03 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 10:34 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 10:43 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by FrozNlite - 2010-06-18, 01:32 AM
[1.2.318] [KOR] Adventurer Skill Revamps - by Tay - 2010-06-18, 01:18 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Tay - 2010-06-18, 01:43 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Rob - 2010-06-28, 10:55 AM

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