Alright, Mercedes, Demon Slayers, Wild Hunters, and Mechanics all extra Beginner skills upon they're job advancement at level 10, which is just plain unfair since all of their free skills never lose their usefulness (well, not the WH ones). Because of this I've decided to go ahead and list off some ideas of my own for new Beginner skills for all the other jobs!
So, here we go.
Warriors
Tackle: [ACTIVE] The player lunges forward to knock back up to 5 enemies. Has a 75% chance to stun for 2 seconds. This skill costs 10 MP, deals 90% damage, and has a 700ms delay and 200% range.
Cover: [ACTIVE] While this buff is active, the player will take 50% of the damage dealt to all party members within range; however, if the damage will kill the player, then he will not absorb any damage for his party members. This skill's affect reaches a 120% range. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Defensive Stance: Passively grants the player 10% stance, additionally the player deals 10% damage when he comes in contact with a monster (this touch damage does not agro enemies).
Overconfidence: For every 10% HP the player has (up to 100%), the player gains +1 speed and +1 strength.
Endurance: The player restores 1% of his hp every 5 seconds, regardless of the situation (i.e. the player can heal while being attacked).
Archers
Critical Piercing: Every critical arrow has a 15% chance of piercing through the monster and continuing forward. If this skill activates with a mobbing attack, the attack simply gains additional targets (up to 3 extra targets).
Backstep: [ACTIVE] The player quickly leaps backward to gain distance between himself and the monsters. This skill costs 15 MP and has an 800ms delay and 155% range.
Hamstring: Arrows have a 10% chance of reducing an enemy's speed by 25 points.
Blind: Arrows have a 10% chance of reducing an enemy's accuracy by 20%.
Quiver: The player's Shield slot becomes an Arrow Quiver. Quivers contain 8 inventory slots that can only hold arrows. Soul Arrows will have half the attack of the arrows currently in use. When using a one handed weapon, the Quiver will turn back into a normal Shield slot; however, the arrows stored will remain in the Quiver.
Magicians
MP Regeneration: MP is restored by 5% every 5 seconds.
Magic Retention: Each spell has a 10% chance of only consuming half of its usual MP cost.
Magic Overflow: Each spell has a 10% chance of dealing an additional 30% damage. When attacking a monster that is vulnerable to the spell's element, the spell has an additional 20% critical chance.
Thieves
Sprinting: Increases base and maximum running speed by 20%. Also Increases base and maximum jump by 10%.
Hit and Run: Allows the player to attack without interrupting his movement.
Surprise Attack: Increases the damage dealt to a non-agroed monster by 15%.
Blending In: The player has a 10% dodge chance against non-agroed monsters.
Star Pouch: The player's Shield slot becomes a Star Pouch. Star Pouches contain 8 inventory spaces that can only hold Stars. When using a one handed weapon, the Pouch will turn back into a normal Shield slot; however, the stars stored will remain in the Pouch.
Pirates
Extra Powder: All attacks that require bullets have a 10% chance of dealing an additional 50% damage.
Hallow Point Rounds: [ACTIVE] While this buff is in effect, all bullets have 5 additional attack and cause the targets to be knocked back twice as far. This buff cannot stack with Armor Piercing Rounds. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Armor Piercing Rounds: [ACTIVE] While this buff is in effect, all bullets pierce through 20% of the target's defense. This buff cannot stack with Hallow Point Rounds. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Quick Fists: [ACTIVE] The player has a 30% of activating this skill when using knuckle based moves. When this skill activates, there is a quick flash effect around the player and he can use another attack (doesn't have to be the same skill) without waiting for the skill's delay to finish. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Ammo Box: The player's Shield slot becomes an Ammunition Box. Boxes contain 8 inventory spaces that can only hold Bullets. When using a one handed weapon, the Box will turn back into a normal Shield slot; however, the bullets stored will remain in the Box.
Here's a quote by Alilatias, who has also come up with some good ideas for a Beginner revamp.
Here's a link to Dark Zero's thread with even more interesting ideas for a beginner skill revamp. He came up with some interesting skills that incorporate each player's stat build. He also came up with ideas for making each type of Beginner more unique.
Blade Zero's Thread
So, here we go.
Warriors
Tackle: [ACTIVE] The player lunges forward to knock back up to 5 enemies. Has a 75% chance to stun for 2 seconds. This skill costs 10 MP, deals 90% damage, and has a 700ms delay and 200% range.
Cover: [ACTIVE] While this buff is active, the player will take 50% of the damage dealt to all party members within range; however, if the damage will kill the player, then he will not absorb any damage for his party members. This skill's affect reaches a 120% range. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Defensive Stance: Passively grants the player 10% stance, additionally the player deals 10% damage when he comes in contact with a monster (this touch damage does not agro enemies).
Overconfidence: For every 10% HP the player has (up to 100%), the player gains +1 speed and +1 strength.
Endurance: The player restores 1% of his hp every 5 seconds, regardless of the situation (i.e. the player can heal while being attacked).
Archers
Critical Piercing: Every critical arrow has a 15% chance of piercing through the monster and continuing forward. If this skill activates with a mobbing attack, the attack simply gains additional targets (up to 3 extra targets).
Backstep: [ACTIVE] The player quickly leaps backward to gain distance between himself and the monsters. This skill costs 15 MP and has an 800ms delay and 155% range.
Hamstring: Arrows have a 10% chance of reducing an enemy's speed by 25 points.
Blind: Arrows have a 10% chance of reducing an enemy's accuracy by 20%.
Quiver: The player's Shield slot becomes an Arrow Quiver. Quivers contain 8 inventory slots that can only hold arrows. Soul Arrows will have half the attack of the arrows currently in use. When using a one handed weapon, the Quiver will turn back into a normal Shield slot; however, the arrows stored will remain in the Quiver.
Magicians
MP Regeneration: MP is restored by 5% every 5 seconds.
Magic Retention: Each spell has a 10% chance of only consuming half of its usual MP cost.
Magic Overflow: Each spell has a 10% chance of dealing an additional 30% damage. When attacking a monster that is vulnerable to the spell's element, the spell has an additional 20% critical chance.
Thieves
Sprinting: Increases base and maximum running speed by 20%. Also Increases base and maximum jump by 10%.
Hit and Run: Allows the player to attack without interrupting his movement.
Surprise Attack: Increases the damage dealt to a non-agroed monster by 15%.
Blending In: The player has a 10% dodge chance against non-agroed monsters.
Star Pouch: The player's Shield slot becomes a Star Pouch. Star Pouches contain 8 inventory spaces that can only hold Stars. When using a one handed weapon, the Pouch will turn back into a normal Shield slot; however, the stars stored will remain in the Pouch.
Pirates
Extra Powder: All attacks that require bullets have a 10% chance of dealing an additional 50% damage.
Hallow Point Rounds: [ACTIVE] While this buff is in effect, all bullets have 5 additional attack and cause the targets to be knocked back twice as far. This buff cannot stack with Armor Piercing Rounds. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Armor Piercing Rounds: [ACTIVE] While this buff is in effect, all bullets pierce through 20% of the target's defense. This buff cannot stack with Hallow Point Rounds. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Quick Fists: [ACTIVE] The player has a 30% of activating this skill when using knuckle based moves. When this skill activates, there is a quick flash effect around the player and he can use another attack (doesn't have to be the same skill) without waiting for the skill's delay to finish. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Ammo Box: The player's Shield slot becomes an Ammunition Box. Boxes contain 8 inventory spaces that can only hold Bullets. When using a one handed weapon, the Box will turn back into a normal Shield slot; however, the bullets stored will remain in the Box.
Here's a quote by Alilatias, who has also come up with some good ideas for a Beginner revamp.
Alilatias Wrote:I thought of some new Beginner skills for Adventurers, Cygnus, Aran and Evan, and Resistance as well. But for the sake of not hijacking your thread, I'll just post a link to it on the MSEA forum.
Here's a link to Dark Zero's thread with even more interesting ideas for a beginner skill revamp. He came up with some interesting skills that incorporate each player's stat build. He also came up with ideas for making each type of Beginner more unique.
Blade Zero's Thread

