2010-12-02, 02:14 AM
JoeTang Wrote:It's quite disappointing they decided to change all the Finishers for Aran like that, as well as the mob count. A pressing issue that still exists is that Combo Tempest scales ridiculously horribly compared to Judgement. Judgement does 180% less net damage compared to maxed Tempest, but costs 100 less combo. You tell me which is more worthwhile. I guess they did view Fenrir to be overpowered, which I think it was, and is still significantly strong, especially compared to what other jobs have accessible in terms of damage, instantaneous or otherwise. I'm still confused as to what Over Swing's passive was changed to, as the notes in the OP state DamR went from 80 to 40, but the Skill Table thread states it scales up to 80% at maxed Over Swing, which is much more agreeable for me. The Full Swing table only says z% tough =[
Anyways, with this change, Arans can easily adapt to 12 Final Charge since their max mob count has been reduced to only 8, and rushing more monsters than you can hit isnt particularly useful. I'm still hoping they reraise the mob count, at the least to 10 monsters as I feel this is slightly uncalled for. As much as everyone likes to say Arans are amazing for their DPS, their real capacity is in their ability to train so efficiently with the high mob count attacking abilities. Their DPS is mediocre when compared to powerhouses like Heroes and Corsairs, in my opinion, though more research is required.
For tempest, I envisioned a much newer way for Arans to train, much like Paladins who train with ice charge/heaven's hammer. With the addition of combo recharge, tempest adding to your combo, and the amount of time you spend to finish things off, I can easily see an Aran constantly tempesting everything and then finishing them off. Combos last a little longer now, too. The downside is that LHC would still be a much more viable training option.

