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Stereo Wrote:Paladins are near the top for 1 situation: Soloing holy/fire/light weak. Due to Paladins getting shafted with SE, they're weaker than all the other classes with any 3rd job elemental weakness (ie. Lightning + Blast + SE < Berserk + Crusher + SE in DPS, and DKs are already kinda 2nd tier with single target damage)
On Holy weak targets, Paladins are 4th strongest behind Corsairs (always stronger), Bowmasters (stronger without SI), Night Lords (stronger without SI). Mostly because with speed 6+ 2h weapons, Paladins can actually use the speed bonus of level 11.
So a Paladin's best friend is obviously a Buccaneer. Otherwise, might as well just take a Bowmaster/NL cause they can outdps every target, not just holy. Well, look, the three classes you're behind are all ranged classes, which are in MapleStory supposed to excel at single target destruction. With KMST updates you'll be even closer. So I think adding more monsters/bosses with any elemental weakness will be fine.
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Dusk Wrote:Well, look, the three classes you're behind are all ranged classes, which are in MapleStory supposed to excel at single target destruction.
Which makes MS backwards from pretty much every game ever, because melee should always do higher dps than range unless it is supportive. Otherwise why sacrifice your range at all? It's not like there are monsters that only do high damage at longer distances, in fact most bosses are short ranged and can't even touch the ranged classes.
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Dusk Wrote:Well, look, the three classes you're behind are all ranged classes, which are in MapleStory supposed to excel at single target destruction. With KMST updates you'll be even closer. So I think adding more monsters/bosses with any elemental weakness will be fine.
Bear in mind, the paladin skills that received a buff are:
Blast (Hitbox became fixed size like Bradish)
Threaten (Works on bosses, duration doubled)
Heaven's Hammer (Cooldown reduced)
Ice/Blizzard Charge (Neutral multiplier increased to 110% at max)
So no, top-end paladin DPS has not changed.
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Damage uncap helps Paladin damage, but only to bring it to where it "should" be (and is in most DPS comparisons) - they're still about the middle of the list, cap just makes them worthless with apples (I will hit 99k appled @ 14x - from there on my max damage will not improve ever)
HH cooldown also has potential to improve damage, assuming there are multiple targets. On a single target iirc it is too slow to beat Blast.
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Stereo Wrote:HH cooldown also has potential to improve damage, assuming there are multiple targets. On a single target iirc it is too slow to beat Blast.
Point and case: Situations where you fight 4 bosses at once.
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Lugin Wrote:Bear in mind, the paladin skills that received a buff are:
Blast (Hitbox became fixed size like Bradish)
Threaten (Works on bosses, duration doubled)
Heaven's Hammer (Cooldown reduced)
Ice/Blizzard Charge (Neutral multiplier increased to 110% at max)
So no, top-end paladin DPS has not changed.
Is Blast a fixed range now? Or did they just increase the actual range of the attack? Because it doesn't actually say it's fixed range. Anyway, aside from this, Paladins are supposed to be good here. But who knows what Nexon has planned. Wednesday is just too far away.
>.<
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An idea popped into my head a moment ago, platforms that open portals provided the correct buff is used on them . Like each room has about 12 portals, and you choose one (or more and split the party) each room and go through. So say there is a platform to open a portal that requires shadow partner to be used on it and next to it another platform for a portal that requires like fire charge to be used, ECT, ECT. At the last room, all portals lead to the same spot for fighting the bosses. That would allow for the PQ to be different each time and allow for each class to have a use.
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Beserker101 Wrote:An idea popped into my head a moment ago, platforms that open portals provided the correct buff is used on them . Like each room has about 12 portals, and you choose one (or more and split the party) each room and go through. So say there is a platform to open a portal that requires shadow partner to be used on it and next to it another platform for a portal that requires like fire charge to be used, ECT, ECT. At the last room, all portals lead to the same spot for fighting the bosses. That would allow for the PQ to be different each time and allow for each class to have a use. dont try too hard you might hurt yourself. your forgettin that nexon is designing the pq not you
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2009-02-28, 01:55 AM
(This post was last modified: 2009-02-28, 02:17 AM by Beserker101.)
jikos Wrote:dont try too hard you might hurt yourself. your forgettin that nexon is designing the pq not you 
Meh, it's not even like they would be being very original. I just remembered megaman 8 had a level with a somewhat similar concept in it IIRC, swordsman's level, if someone would just like to help verify that (the symbols on the wall showing an attack that needed to be used to get to the next part, yeah, I guess my idea was similar to that.
Edit: Just looked back, sword man's level was a bit more intricate, use a skill that is predetermined in order to solve certain puzzles in other rooms in order to advance through the level.
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How's this. Each stage has one main objective, which can be done regardless of class or with any of a large number of classes (i.e. requires any ranged attack), and several side objectives with more specific requirements. For each of these side objectives you gain some sort of key or pass. In order to advance to the boss stage, you need a certain number of passes, which is low enough that being able to pass is pretty much a given if you don't just have ten NLs. Then, if you have a certain higher number of passes, you get to access a harder boss fight instead and reap better rewards/higher chance of good rewards.
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*trys hard to keep myself from ranting about this picture*
I really never imagined a castle(the keep) to be like that inside.I thought It would really have the castle shape inside as well. To me,it just look like the hunted mantion but with different objects/monsters. I hope I wont be disapointed on the release =p
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Hitsumaru Wrote:*trys hard to keep myself from ranting about this picture*
I really never imagined a castle(the keep) to be like that inside.I thought It would really have the castle shape inside as well. To me,it just look like the hunted mantion but with different objects/monsters. I hope I wont be disapointed on the release =p
Here's what the room looks like to me. You know how in some games with big castles, you go through all the castle dungeons, the upper levels and everything, with all of these rooms with walls of stone and elaborate staircases, and then you get to your goal, the room in the top tower. Generally this room is just a small, humble, tatty room, with the fireplace and the lone arm chair. That's what THIS room looks like to me.
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"That's all for now, though. I'd write more, but they don't want me to mention how many bosses there are, the underwater chamber, or how much Jack Barricade plays into all of this. I guess I'll have to let you find out on your own. ;-D"
I haven't heard any discussion about the underwater chamber. And from the sound of it, there's more bosses than just the 4 bosses at once.
:O
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Fighting multiple bosses at once would benefit heroes a ton, right? It's essentially multiplying their damage by up to x3. They just need to rush them into a corner.
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TFindlay Wrote:Fighting multiple bosses at once would benefit heroes a ton, right? It's essentially multiplying their damage by up to x3. They just need to rush them into a corner.
Assuming none of the bosses are flying ;D.
Honestly, I could see them having the Magician boss woman flying around the map casting spells and the others teleporting around or what not, which would then give ArchMages and Bishops and edge (provided the Elements are on their side).
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FrozNlite Wrote:Assuming none of the bosses are flying ;D.
Honestly, I could see them having the Magician boss woman flying around the map casting spells and the others teleporting around or what not, which would then give ArchMages and Bishops and edge (provided the Elements are on their side).
Yeah I saw the Mage grandmaster as flying+Teleporting too, sort of like a stronger giest rog.
Im willing to bet at least one of them pulls a seduce too.
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I think it's easy to say they aren't going to let it be so easy to just rush them in a corner and spam attacks. The stormbreaker will probably have an insanely high KB and the nightshadow will probably have ridiculous speed and jump. (one favors melee and one favors ranged)
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I would say the warrior is slow moving maybe around rog speed. The stance that the thief was in implies that it would maybe be like Bigfoot in speed. The bowman is probably in the middle of those two. The mage will probably teleport around like giest, wouldnt be surprising, like people have said.
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Woahz, i think we forgot something. They're from versal. o_o If everything's switched, shouldn't that mean the nightshadow is slow and the stormbreaker is really fast?
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That would be funny and I guess it works I mean look at bigfoot.
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