2011-04-20, 10:33 PM
I really hope this doesn't end up being a double a post, this lagged A LOT.
The ways I suggested would make survivability as bosses much easier, isn't the main problem with the Empress that people have low survivability? The old ratio was plenty enough for the priests I asked, while 1-70 sucked(which it did for every class back then), and 70-80 was pretty terrible, every class hit a leveling spike at 80-100, and then it went back to crap until 120(and even further if you played a 4th job that took effort to go through). Himes were pretty much the best place to train with a DK much higher level than you. I've tried training a paladin pre-BB, and I would have killed for stuff like holy symbol, bless(I was unfunded so accuracy sucked), and constant healing. Especially training at soul teddies, or himes, since heal actually damaged the mobs so the EXP still went nicely into the priests favor.
I can understand now how they were totally screwed over now that most of that is useless, but they could just make them really beastly supporters rather than just slightly buff them so they can remain in ''mid-tier'' category in damage, you're practically arguing that they should make Bishops better at leeching.
Lets ignore 1-3 jobs, the potential of a class should not be judged in these categories, completely anyway. Back then DK's were the best in third job, but their 4th job wasn't as hot(best in warriors, anyway). So, no matter how overpowered they are before they hit their potential, they still fall short.
Here are a few skills that I think would make support more worthwhile, off the top of my head:
(third job)Perfect Shield:
For ten uses, your party will ignore any debuffs that ''dispel''. This skill will have a 50 second cooldown AFTER the skill has either expired, or the skill has been used up.
(third job, remove spell booster) Hero Amplification:
Erects a statue that buffs the % of damage to anyone in range, however, their MP cost is increased by 50%.(The damage % could be debated). This tower has a set amount of HP that will cause it to be destroyed when depleted, it can be affected by the Clerics ''Heal'' skill in order to sustain it. While in this barrier, holy attribute MAGIC is increased by 10%(This is about the rate an e-wand gives mages, right?)
Remove the magic rock requirement for mystic door, only people who get this skill through potential should have to pay for it.
(remove Holy Symbol, and Dispel)
(Third Job) Empowerment:
Dispels any abnormal status effects on yourself and all party members within range, and gives a 150% boost to the party's EXP. The priest will have his/her EXP rate increased by 250%, this effect only takes place with a maximum amount of party members, does not stack with the 150% the party gets, and is lowered depending on how fewer party members you have(So having 5 party members will still give you more than 150%).
(Remove Doom)
New skill:
Dormant Potential:
Adds a random potential effect to yourself and anyone in the party, at the master level, it can only go up to the ''epic'' rank. Only Boss damage, total damage, all stat, and all stat % can be received by this skill.
4th job:
Buff Mastery:
Increases the HP of tower skills, allows ''legendary'' tier to ''Dormant Potential'', Allows Empowerment to have a 10% chance to dispel ALL abnormal conditions. Buff duration bonus still remains, magic attack bonus still remains. Perfect shield becomes able to stop 15 dispels and has a 30 second cooldown.
New Skill, Unburden:
For a certain amount of time, you do not cause the EXP of the party to lower by being in it, however you still get the EXP from the parties contribution.(What I mean is that the parties EXP is not compensated by you joining it, this is a good thing, however you still get all of your normal EXP that you would get). This buff is affected by buff mastery, and has a cooldown.
(Remove Mana reflection)
New skill: Spirit Shield.
When the Key is pressed, a magical shield will come out of the Bishops channeled Mana, causing any and all harm to be rendered ineffective to all who are in, this shield has a limit to how much damage can take and will heal over time when remaining idle. If the shield is ''overheated'', it will be unusable for a set time. This is considered a ''Tower'' type skill.
Remove ADV bless, and give it's effects to buff mastery
New Skill:
Tower of Salvation
Creates a giant tower in the shape of a cross, which will heal all friendly units and damage all unfriendly units within range, this skill will heal through zombify, the interval will be 4 seconds. The tower will have a certain amount of hp, and when it is destroyed it will go through cooldown,
Give Genesis the ability to heal all towers within range, and heal all players within range, allow it to heal through zombify.
(Remove Bahamut)
Skill: Guardian
The user of this skill will conjure a giant wheel on it, it will then spin through a number of options on it, depending on the number, a certain guardian will burst out of the wheel and provide you with a number of benefits. Upon entry into the game, the explosion from the wheel will damage nearby monsters.
1: Summon Bahamut:
Summons a holy dragon to fight with you, can attack up to X monsters(Level dependant).
2: Summon Maple warrior: A legendary warrior will appear to buff you and allies for a certain duration, this buff will be stack-able with other buffs.
Those are the only ones I can think of, due to not knowing Maplestory's lore like the back of my hand, I don't want to make up a bunch of furballs and cherries, but I'd say it has at least 6 different types of summons that each do interesting effects.
These are just some skills I thought off the top of my head, and the potency of them could be debated to be ''fair'', but I think these are a few good ideas for interesting skills, if Nexon spent a few months brainstorming like this, I'm sure they could really blow our minds with the concept of ''support'' and really make Bishops an extremely desirable team-mate.
LegendGospel Wrote:cut
The ways I suggested would make survivability as bosses much easier, isn't the main problem with the Empress that people have low survivability? The old ratio was plenty enough for the priests I asked, while 1-70 sucked(which it did for every class back then), and 70-80 was pretty terrible, every class hit a leveling spike at 80-100, and then it went back to crap until 120(and even further if you played a 4th job that took effort to go through). Himes were pretty much the best place to train with a DK much higher level than you. I've tried training a paladin pre-BB, and I would have killed for stuff like holy symbol, bless(I was unfunded so accuracy sucked), and constant healing. Especially training at soul teddies, or himes, since heal actually damaged the mobs so the EXP still went nicely into the priests favor.
I can understand now how they were totally screwed over now that most of that is useless, but they could just make them really beastly supporters rather than just slightly buff them so they can remain in ''mid-tier'' category in damage, you're practically arguing that they should make Bishops better at leeching.
Lets ignore 1-3 jobs, the potential of a class should not be judged in these categories, completely anyway. Back then DK's were the best in third job, but their 4th job wasn't as hot(best in warriors, anyway). So, no matter how overpowered they are before they hit their potential, they still fall short.
Here are a few skills that I think would make support more worthwhile, off the top of my head:
(third job)Perfect Shield:
For ten uses, your party will ignore any debuffs that ''dispel''. This skill will have a 50 second cooldown AFTER the skill has either expired, or the skill has been used up.
(third job, remove spell booster) Hero Amplification:
Erects a statue that buffs the % of damage to anyone in range, however, their MP cost is increased by 50%.(The damage % could be debated). This tower has a set amount of HP that will cause it to be destroyed when depleted, it can be affected by the Clerics ''Heal'' skill in order to sustain it. While in this barrier, holy attribute MAGIC is increased by 10%(This is about the rate an e-wand gives mages, right?)
Remove the magic rock requirement for mystic door, only people who get this skill through potential should have to pay for it.
(remove Holy Symbol, and Dispel)
(Third Job) Empowerment:
Dispels any abnormal status effects on yourself and all party members within range, and gives a 150% boost to the party's EXP. The priest will have his/her EXP rate increased by 250%, this effect only takes place with a maximum amount of party members, does not stack with the 150% the party gets, and is lowered depending on how fewer party members you have(So having 5 party members will still give you more than 150%).
(Remove Doom)
New skill:
Dormant Potential:
Adds a random potential effect to yourself and anyone in the party, at the master level, it can only go up to the ''epic'' rank. Only Boss damage, total damage, all stat, and all stat % can be received by this skill.
4th job:
Buff Mastery:
Increases the HP of tower skills, allows ''legendary'' tier to ''Dormant Potential'', Allows Empowerment to have a 10% chance to dispel ALL abnormal conditions. Buff duration bonus still remains, magic attack bonus still remains. Perfect shield becomes able to stop 15 dispels and has a 30 second cooldown.
New Skill, Unburden:
For a certain amount of time, you do not cause the EXP of the party to lower by being in it, however you still get the EXP from the parties contribution.(What I mean is that the parties EXP is not compensated by you joining it, this is a good thing, however you still get all of your normal EXP that you would get). This buff is affected by buff mastery, and has a cooldown.
(Remove Mana reflection)
New skill: Spirit Shield.
When the Key is pressed, a magical shield will come out of the Bishops channeled Mana, causing any and all harm to be rendered ineffective to all who are in, this shield has a limit to how much damage can take and will heal over time when remaining idle. If the shield is ''overheated'', it will be unusable for a set time. This is considered a ''Tower'' type skill.
Remove ADV bless, and give it's effects to buff mastery
New Skill:
Tower of Salvation
Creates a giant tower in the shape of a cross, which will heal all friendly units and damage all unfriendly units within range, this skill will heal through zombify, the interval will be 4 seconds. The tower will have a certain amount of hp, and when it is destroyed it will go through cooldown,
Give Genesis the ability to heal all towers within range, and heal all players within range, allow it to heal through zombify.
(Remove Bahamut)
Skill: Guardian
The user of this skill will conjure a giant wheel on it, it will then spin through a number of options on it, depending on the number, a certain guardian will burst out of the wheel and provide you with a number of benefits. Upon entry into the game, the explosion from the wheel will damage nearby monsters.
1: Summon Bahamut:
Summons a holy dragon to fight with you, can attack up to X monsters(Level dependant).
2: Summon Maple warrior: A legendary warrior will appear to buff you and allies for a certain duration, this buff will be stack-able with other buffs.
Those are the only ones I can think of, due to not knowing Maplestory's lore like the back of my hand, I don't want to make up a bunch of furballs and cherries, but I'd say it has at least 6 different types of summons that each do interesting effects.
These are just some skills I thought off the top of my head, and the potency of them could be debated to be ''fair'', but I think these are a few good ideas for interesting skills, if Nexon spent a few months brainstorming like this, I'm sure they could really blow our minds with the concept of ''support'' and really make Bishops an extremely desirable team-mate.

