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They are coming soon...
#21
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#22
The new Mech looks good, but I prefer the old Mechanic pilot concept art.

The Jaguar with mounted cannons looks ridiculous though.
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#23
Anyone hoping they change BaMs into a combo/chaining class instead of another 1(well 2) button = win revamp?

The initial release version of BaM Blow attacks in KMST seemed fun(In that you couldn't just hold down the skill key. However, make it so you're allowed to move and attack without it resetting "stacks" for an amount of time). Something along the lines of how BaM/Bellatrix/Ashtarte works in DFO/DnF, but with how "powerlink" glyphs work in TERA.

TLDR: ->skill weaving.

Perhaps I'm asking for too much.. but I feel they should get an "attribute conversion" toggle skill, conceptually speaking. The same goes for Paladins.
-> Reduce damage output by x%, All outgoing damage converted to Physical, Drains y% HP every z seconds.
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#24
Gymleaders Wrote:The mechanic's breast area is noticeably drawn larger than, for example, the wild hunter. And I don't think Nexon would be so liberal as to put a skirt on a male character.
The BtM doesn't have any noticable breasts or curves either.

The Wild Hunter wearing unisex clothing and not having breasts doesn't mean anything. However, the WH having eyelashes does seem to indicate being female. Just not as blatantly feminine as the other two.

FenixR Wrote:I love how the thread is about if they are male or female instead of being hype for resistance revamp.
It's because the Resistance get revamped all the time.

Every time they hand out revamps, BtM, WH, and Mech get one too. One thing the previous revamps didn't come with however, is new artwork.
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#25
FenixR Wrote:Let's see if Battlemage revamp gives them a link skill (I hope) and make them either OP or more interesting to play, otherwise ill ditch him for Zero/Beast Tamer at the first chance.

If they do that, they better increase the limit, or better yet, remove it altogether.
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#26
PeePeeAyeDeeKay Wrote:Anyone hoping they change BaMs into a combo/chaining class instead of another 1(well 2) button = win revamp?

The initial release version of BaM Blow attacks in KMST seemed fun(In that you couldn't just hold down the skill key. However, make it so you're allowed to move and attack without it resetting "stacks" for an amount of time). Something along the lines of how BaM/Bellatrix/Ashtarte works in DFO/DnF, but with how "powerlink" glyphs work in TERA.

TLDR: ->skill weaving.

Perhaps I'm asking for too much.. but I feel they should get an "attribute conversion" toggle skill, conceptually speaking. The same goes for Paladins.
-> Reduce damage output by x%, All outgoing damage converted to Physical, Drains y% HP every z seconds.

Yea, I was honestly thinking they should take a page from DNF with the Battle Mage. I want to see more short ranged spells at that.
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#27
Call me a bit nuts, but I sorta wish that Mechs don't have to transform so much to maximize their damage. I can handle laying down summon robots, but losing mobility and wasting seconds inbetween to climb/jump around gets a little annoying. If it was as seamless/smooth as Zero and Alpha switching, I'd probably play my Mech again. But as it stands, it remains to be clunky as hell despite them trying to make them keep up with newer classes such as mid-air Dashes. Even Paladins are more mobile than them, as well as far tankier. That's just sad. Frown
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#28
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#29
HighOnMushrooms Wrote:I'm hoping they make Battle Mages more steampunk like the other two Resistance, rather than the random dark energy they are now. Then again, last time they tried that, people complained so much they literally removed that revamp completely...

Yes, I'm totally for that. The reason why people hate that old revamp so much was those "stone hand" skills appeared out of no where and the attack Hyper skill which reduced both dimension range considerably (ya' know, as a Battle Mage it is really fun to play with Sweeping Staff)
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#30
thanhcan94 Wrote:Yes, I'm totally for that. The reason why people hate that old revamp so much was those "stone hand" skills appeared out of no where and the attack Hyper skill which reduced both dimension range considerably (ya' know, as a Battle Mage it is really fun to play with Sweeping Staff)

I mean it's not really out of nowhere... half of Edelstein is the mine. :p
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#31
HighOnMushrooms Wrote:I mean it's not really out of nowhere... half of Edelstein is the mine. :p

Yea, I really didn't see the issue with the steampunk thing, a lot of people only complained that it ruined it's "theme", something I barely noticed BaMs had. If anything was out of place with BaMs, it has to be the dark theme.
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#32
Arrol Wrote:Yea, I really didn't see the issue with the steampunk thing, a lot of people only complained that it ruined it's "theme", something I barely noticed BaMs had. If anything was out of place with BaMs, it has to be the dark theme.

THANK YOU.
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#33
HighOnMushrooms Wrote:I mean it's not really out of nowhere... half of Edelstein is the mine. :p

True. Though, I feel they can be improved quite a bit on the visuals conceptually(thinking of Sanctuary-esque "summoning" animation). The Stone Hand skills feel more of utility than damage.

Force Hand - Pull targets towards you. I'm not sure why they decided on push when BaMs are suppose to be CQC.
Grappling Hand - Slow is useless for the most part IMO. A bind or snare would be more useful late game.
Crushing Hand - Stun isn't useful during bossing as they can't be stunned. I'm thinking they could have made this into a defense debuff, or damage intake debuff like Lightning Edge.

If they had kept the changes from KMST, you'd end up using Prime/Another for bossing primarily it would seem because of the start up delay. The delay would only be reduced when you're standing in one spot holding down the skill key. As I remember, the DPS on Stone Hand skills were pretty bad?

The visuals on the Blows were nice(Definitely like the fact they made the animations flux between Blows.), but were a tad too metallic and modern for an arcanepunk look IMO.

An issue they need to fix is their Stance. Either change 3rd job Stance to something else, or replace the Stance rate on Battle Master with something else.

Looking at BaM concept art.. L> mechanical reaper summons like Mech bots? :o
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#34
I'm glad they seem to be keeping the reapers for Battle Mage. I know they're kind of a silly skill that doesn't do that much, especially against bosses since you have to kill enemies to spawn them, but I always liked fighting huge groups of enemies and moving around the map quick to see how many I could get out at once. I just hope that they arn't making it like the Cygnus summons (As in still there but as a buff and nothing else)
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#35
Im not sure why you guys think the Wild Hunter is "androgynous" ?? He looks pretty male to me :f6:
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#36
I have just noticed that the new Resistance finally have a smile on their face after being told by someone, aside from the gender issue everyone is discussing about. (Expect one for DA/DS and Xenon as well!)

I bet this revamp will bring Edelstein a new look (scrap those black wing flags please!) after the dying of the instructor. Well, I really hope this is not true because Belle (she rocks!) totally resembles her original artwork, while BaM and Mech are totally two different persons that are not the (dying) instructors...
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#37
Lisak Wrote:Highly doubtful the instructors died. I have seen that plot line too many times. That is to say I would be HIGHLY amused if an important character dies in this game. I dont even think the Dark Mage will die, just purged of his dark side.
They killed off Vita, and Beryl is implied to be killed for being "defective". (Or at least that's what the final conversation between her and Xenon hints at.)

Resistance storylines involve people getting killed.

.....The bad guys on the other hand, seem to be immune to death. Even Magnus is said to still be alive even though his death animation makes it look like he was killed.
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#38
Theres a skill called "Nub Stimulation"... i cant stop laughing
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#39
DeanNim Wrote:Theres a skill called "Nub Stimulation"... i cant stop laughing

Nerve Stimulation*
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#40
I must say, after looking at the skills on Orangemushroom blog, i'm actually quite impressed with the battle mage revamp. All the skills seem to flow together really nicely, it sucks only being able to use one Aura at a time, but the fact they all give passive effects when you level them more than makes up for that.

Passively you receive:
20 Speed
15 Maximum Speed
20 Jump
1 Attack Speed
Heal 1000 HP every 4 seconds
Heal 1% every time you pick up a soul
300 Defense
250 HP
(I'm confused about this part of Blue Aura [MENTION=3186]HighOnMushrooms[/MENTION], the skill text says that it permanently increases status resist and element resist, but the status resist ect is listed as an active effect, not passive, while the re-distribution of damage and absorbing damage is listed as passive. Shouldn't it be the other way around like the way Blue Aura used to work?)
30% damage

That's a lot of passive effects and is basically like the way Aura's used to work.

The only pointless skill seems to be the Debuff aura, which has a shitty active effect and no passive effect at all. lame.
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