[1.2.378] Magicians in Jump
It pulls 8 monsters at level 1 and max level? D: Woah, that's weird skill designing.

And since the damage is nothing too great... maybe they should add a %chance each level to add a "cold" status to bosses (being the only skill that can do it), to squeeze that 20% off Extreme Magic at bosses. "Cold" could last a few seconds and have the extra effect to reduce monster's defense (not m.def) or something like that, making I/Ls even more wanted at bosses, and giving them something to do other than spam CL.

But yeah, now I agree that the skill is designed really weirdly, it has no progression. Buccaneer's snatch at least pulls 3 monsters at level 1 and 6 monsters at max level. This is 8 monsters all levels with no real good damage improvement. Does the freeze time increase each level at least? Or only %damage?

What would you suggest to make Glacial Chains better?
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donovan Wrote:Cept now the monsters it pulls is based on its level isn't it?

Not sure about Monster Magnet but *continued in the next reply

LegendGospel Wrote:It pulls 8 monsters at level 1 and max level? D: Woah, that's weird skill designing.

And since the damage is nothing too great... maybe they should add a %chance each level to add a "cold" status to bosses (being the only skill that can do it), to squeeze that 20% off Extreme Magic at bosses. "Cold" could last a few seconds and have the extra effect to reduce monster's defense (not m.def) or something like that, making I/Ls even more wanted at bosses, and giving them something to do other than spam CL.

But yeah, now I agree that the skill is designed really weirdly, it has no progression. Buccaneer's snatch at least pulls 3 monsters at level 1 and 6 monsters at max level. This is 8 monsters all levels with no real good damage improvement. Does the freeze time increase each level at least? Or only %damage?

What would you suggest to make Glacial Chains better?

Glacial Chains targets up to 6 mobs at level 1 and then 8 at level 30.

Chain Lightning hits up to 5 targets so at level 1 GC already gets more mobs than needed.

They should alter I/L's Extreme Magic for a different 20% damage requirement and make GC into a bossing skill that's different from F/P.
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Freeze time is mostly irrelevant, as you can stun at a 90% rate.

Also according to the skill tables, Monster Magnet mob count changes as you increase the level. That's not really a solution though, just making the suck less apparent.
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Abysseon Wrote:Not sure about Monster Magnet but *continued in the next reply



Glacial Chains targets up to 6 mobs at level 1 and then 8 at level 30.

Chain Lightning hits up to 5 targets so at level 1 GC already gets more mobs than needed.

They should alter I/L's Extreme Magic for a different 20% damage requirement and make GC into a bossing skill that's different from F/P.

Glacial Chains targets eight mobs at all levels.
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JoeTang Wrote:Glacial Chains targets eight mobs at all levels.

Really?

I wonder if they had separate teams working on the update due to comparing the buffs F/P received with I/L and Bishops...

F/P Team:

Person A: We got mist?
Person B: Check.
Person A: We got explosions?!
Person C: Check.
Person A: Yes!!!

I/L Team

Person A: Well, any ideas for a new 4th job skill?
Person B: Nope.
Person C: Que?
Person D: Wait...so we have Chain Lightning and it hits away from you, right?
Person A: Yeah, your point?
Person D: Alright, stay with me here...so what if we add an ice version that hits mobs towards you? Big Grin
Everyone: O.O
Person A: You don't mean?
Person D: That's right...Glacial Chain.
*room fills with applause*

Bishop Team

Person A: Anything else?
Person B: Multi-hit for Shining Ray?
Person A: That's their bossing skill right?
Person C: *shrugs*
Person A: Perfect!
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hahahaha abby... made me laugh. especially the i/l part

btw.. arent you in khaini?
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Shadeh Wrote:hahahaha abby... made me laugh. especially the i/l part

btw.. arent you in khaini?

Scania.
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Just make Glacial Chain into a copy of Dark Shock as I suggested. They don't even need to tweak the animation (although it would look better if it just moved forward without returning), just change its's values to do 1000% x 2 dmg on 6 monsters with a 15 seconds cooldown time. Or make it just 1000% dmg + adding a snow attribute even on bosses for activating Extreme magic (also reducing defense as someone said).
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Abysseon Wrote:Win

You forgot to add a part where they all met together and decided to make Mages stronger at bosses than Warriors, therefore with one skill made them even more competent trainers as well as being brought to bosses because they can now make a serious dent at bosses. Rolleyes
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IllegallySane Wrote:You forgot to add a part where they all met together and decided to make Mages stronger at bosses than Warriors, therefore with one skill made them even more competent trainers as well as being brought to bosses because they can now make a serious dent at bosses. Rolleyes

I find it funnier that they managed to make a skill that still falls short compared to damage cap-less maple.
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is the critical success rate of chain lightning 20& or 40%?


Can anyone calculate the ms speed of Chain lightning before and after?
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IllegallySane Wrote:You forgot to add a part where they all met together and decided to make Mages stronger at bosses than Warriors, therefore with one skill made them even more competent trainers as well as being brought to bosses because they can now make a serious dent at bosses. Rolleyes

Then, just for kicks, they didn't fix the magic guard issue so any chance of us doing decent dpm at most major (and most probably any future) bosses is severely hindered. Basically "Lets make them strong, but lets still not let them be a viable attacker for any boss that's worth its time."
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steveg89 Wrote:Then, just for kicks, they didn't fix the magic guard issue so any chance of us doing decent dpm at most major (and most probably any future) bosses is severely hindered. Basically "Lets make them strong, but lets still not let them be a viable attacker for any boss that's worth its time."

Magic guard works as intended.

[imgspoiler]http://img684.imageshack.us/img684/174/trollface.png[/imgspoiler]
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I'm fairly sure they won't change it at this point, but really it's a kick to the nuts of all mages. We've waited so long to become decent, and once we do it's a pointless effort because they only address the damage issue instead of looking at the character as a whole.
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Dispell for mages is pretty much an insta-kill at any major boss. Guess I better start HP washing my mage...
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I'm quoting this from Pearlite at Asiasoft Forums:

Pearlite Wrote:Haha, these are the different death sentences:
1. skill lock + dispel
2. stun + dispel
3. dispel and magic at (almost) the same time (like someone has mentioned)
4. 1/1 + seduce (I wish awakening doesn't need MP to cast )

All of them auto-kill mages. I don't think other classes have this problem.
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F/P archmage at lhc monster park:

[video=youtube;obDG793zQFo]http://www.youtube.com/watch?v=obDG793zQFo[/video]

Mob exp (+162426)(+32485):

[Image: lhc1.jpg]
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I think the only ones who argue mage survivability (at dispelling bosses) are people who have never played one at one of those bosses. Like I've mentioned previously, it's broken that at 17x I'm afraid to take on manon/griffey. No other class has the same hp issue we do in that even if they have something similar (meso guard, whatever), they at least have decent hp and can take a hit if dispelled. My mage is basically reserved for training and simple bosses. Anything more is just too risky with my crap exp gain at this point.
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If magic guard couldn't be dispelled, mages would be just like another warrior class with tons of HP which to my opinion would make no sense. I also believe the way magic guard works now adds to a mages gameplay on that they have to be alert and fast for the time when it gets dispelled and recast it inmediatly, although there are times like those quited by Fiel in which there's no way to prevent dying. I'm not against making it undispelable, but if they make it like that I hope they reduce the time it is up by a lot (100 seconds or so) so mages still have to pay attention to magic guard so it doesn't run out. Most status effects last much less than that, even the longest seduce lasts around 20 seconds only I believe, so MG running out while being cursed shouldn't be a real problem.
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steveg89 Wrote:I think the only ones who argue mage survivability (at dispelling bosses) are people who have never played one at one of those bosses. Like I've mentioned previously, it's broken that at 17x I'm afraid to take on manon/griffey. No other class has the same hp issue we do in that even if they have something similar (meso guard, whatever), they at least have decent hp and can take a hit if dispelled. My mage is basically reserved for training and simple bosses. Anything more is just too risky with my crap exp gain at this point.

To add to this, some bosses like Chaos Zakum like to hoar dispel, too. Having played a bishop at Chaos Zakum, I had to abuse the weak touch damage from summons to survive in case I get dispelled and unable to re-MG due to lag. And now that invincibility frames have been borked since the latest patch, I'm honestly at a loss as to how to survive if I ever get those so-frequent lagspikes at Czak.
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