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Predict some Magician changes.
#41
Atruya Wrote:Advanced Magic Guard : 15% damage to HP, 55% damage to MP, 100% chance to resist dispell.
Buff Mastery now also gives +20% mastery.

New 4th Job fire skill: Incineration. Burns an enemy for 10 minutes, giving it a DoT. The DoT will grow stronger over time, starting with 10%/second, ending at 1000%/second.

Meh, I'll just wait till the next patch to prevent crushed dreams.

Why make mages the tankiest class in the game? The current Magic Guard is already insane and does not make sense at all.

v Why would you turn off amplification?
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#42
Some of this crap may be overpowered, but eh, it's all something that I personally think these classes need.
Note: Some of the following items are stolen from Donovan because he actually came up with good ideas.

1st Job.
- Add Teleport.
- Remove Magic Bolt.
- Remove Magic Armor.
- Magic Guard is now always active until deactivated (like Teleport Mastery).
- MP Alchemist. MP recovery items now recover 150% MP.

2nd Job.
- Removed Teleport. It's now in 1st job.
- Mental Training. +30 INT/LUK.
::::Clerics
- Heal. Targets 6 monsters instead of 5 when no allies in range are in need of healing.
- Bless. No longer provides W.ATK/M.ATK. Provides a raw +5% damage increase.
- Holy Arrow. Now targets 2 monsters instead of 1.
::::F/P Wiz
- Removed Slow. It's now in 3rd job.
- Spell Booster. Nuff said.
- Meditation. No longer provides M.ATK increase. +20 INT bonus instead.
- Fire/Poison Reset. Monsters are no longer immune or strong to Fire and Poison.
::::I/L Wiz
- Removed Slow. It's now in 3rd job.
- Spell Booster. Nuff said.
- Meditation. No longer provides M.ATK increase. +20 INT bonus instead.
- Ice/Lightning Reset. Monsters are no longer immune or strong to Fire and Poison.

3rd Job
- Removed Spell Booster. Now in 2nd job.
- Removed Element Reset. Now in 2nd job.
:::Tongueriest
- Dispel: Now removes status effects like potential cancel, zombify, funny skull, potion lock.
- Doom: All levels work 100%. Levels only increase duration of Doom.
- Summon Dragon. Max level at 15.
- Holy Composition. Targets 3 mobs. Mobs become holy weak unless originally holy strong/immune.
- Shining Ray. Now multi-hit.
::::F/P Mage
- Amplification. Can now be turned on and off like Teleport Mastery.
- Seal: Prevents monster from being able to use magic attacks for 10 seconds. 120 second cooldown. Works on bosses.
- F/P Composition. Targets 3 mobs. Mobs become fire/poison weak unless originally F/P strong/immune.
- Explosion. Now multi-hit.
- Slow. Moved from 2nd job. Also affects rate of attack from monsters.
::::I/L Mage
- Amplification. Can now be turned on and off like Teleport Mastery.
- Seal: Prevents monster from being able to use magic attacks for 10 seconds. 120 second cooldown. Works on bosses.
- I/L Composition. Targets 3 mobs. Mobs become ice/lightning weak unless originally F/P strong/immune.
- Ice Strike. Now multi-hit.
- Slow. Moved from 2nd job. Also affects rate of attack from monsters.

4th Job.
- Big Bang. Less charge time to maximize damage. Can perform other actions while charging.
- Remove Mana Reflection.
- Add Magic Expertise. Elemental spells towards neutral or weak monsters ignore 30% of their armor.
- Buff Mastery. Also increases the duration of the buffs you cast.
::::Bishop
- Bahamut. Can summon Dragon from 3rd job along-side Bahamut.
- Holy Shield. Also increases W.DEF and M.DEF by 30%.
- Angel Ray. Now multi-hit.
- Genesis. Ignores damage cap.
::::F/P ArchMage
- Fire Demon. Monsters affected by fire damage are more susceptible for critical hits from fire skills.
- Ifrit. Attacks more often based on weapon speed.
- Paralyze. Now multi-hit.
- Meteor Shower. Ignores damage cap.
::::I/L ArchMage
- Ice Demon. Monsters affected by ice damage are more susceptible for critical hits from ice skills.
- Elquines. Attacks more often based on weapon speed.
- Chain Lightning. Now multi-hit.
- Blizzard. Ignores damage cap.
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#43
ShanghaiDizzy Wrote:Some of this crap may be overpowered, but eh, it's all something that I personally think these classes need.
Note: Some of the following items are stolen from Donovan because he actually came up with good ideas.

You didn't really make them any stronger, lol.
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#44
Takebacker Wrote:You didn't really make them any stronger, lol.

I left hard damage %'s out since those are always subject to change.
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#45
I think IS is 4-hit in Chaos, and Holy Compo wouldn't really make sense unless it's Holy/Dark (which wouldn't make sense because Bishops don't use Dark). I also don't like the later Slow unless it's to cut down on SP needed for 2nd.
Plus, giving Dispel the ability to remove zombie/confusion/potlock etc. seems a bit overpowered to me, I think it should go to Holy Shield (more incentive for casting it). :v

Tele and Booster earlier are good ideas though.

Some ideas I've had:

- More effective DoTs/healing
- A system for one of the AMs that's similar to WoW's Eclipse (build points toward one element using the opposite element, get a temporary damage bonus); Compo gives points to both elements, but only the one you're currently casting
- Longer Battlemage buffs (seriously, why the hell are they so short)

Edit: Ice Strike IS 4-hit in Chaos:
MP 50 소비, 최대 6명의 적에게 145% 데미지로 4번 공격, 3초 간 빙결
MP Cost 50, hit 6 mobs for 145% damage, 4 hits, 3 second freeze
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#46
I think AMs should be different from each other. It would be nice if F/P gets a summon that makes a mob weak to poison, and get a party buff that makes all the attacks poison element (like a 15% or 20% damage buff). I/L should be able to freeze bosses (with a cooldown, obviously).
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#47
ShanghaiDizzy Wrote:-snip-
Why nerf Meditation and leave an option to turn off AMP? For AMP, you basically make it go from passive to vulnerable to dispel. :f6:
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#48
My wants for new animations
-Magic Guard/Armor
-Thunderbolt
-Poison Breath
-Individual Elemental Resets for Bishops and I/L Archmages
-Poison Mist
-From those new Icons we got a while back, I think Compo already got a new animation,which also means they aren't removing the skill
-Seal
-Elementally distinguishable Big Bangs
-Paralyze
-Chain Lightining
-Angel Ray
-Invincible(Same as Compo)
-Shining Ray

Some more skill changes
-The Entire Magic Rock/Summoning Rock system is trash and needs to go.
-Doom is cool and all, but I'd prefer Reset.
-Blizzard giving a Passive Boost to Ice Strike
-Meteo doing the same for Explosion
-Like wise for Shining Ray and Genesis
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#49
donovan Wrote:-Blizzard giving a Passive Boost to Ice Strike
-Meteo doing the same for Explosion
-Like wise for Shining Ray and Genesis

Yeah, I can see that one happening.
Most of the i/l archmages use ice strike at the future cygnus maps.

But why would big bang get an animation change?
The skill seems to be pointless/lackluster for a training skill at the moment aside from f/p using it at lhc.
They should replace it with something else.
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#50
All that the 3 mages need:

1. A single-target DPS skill equal to melee jobs.
2. Improve already existing training skills, and remove/replace useless ones.

That. Is. All.
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#51
Kalemora Wrote:Why nerf Meditation and leave an option to turn off AMP? For AMP, you basically make it go from passive to vulnerable to dispel. :f6:

Not all buffs get dispelled (ie Echo). Meditation isn't nerfed in the sense the same way Dragon's Blood isn't a nerf with the latest warrior update. Here, you can use both a magic pot + meditation and reap the benefits of both the same you can use an attack pot + dragon's blood with warriors.
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#52
ShanghaiDizzy Wrote:Not all buffs get dispelled (ie Echo).
Most buffs are though, like Teleport Mastery. There's no reason to make it go from passive to a toggle anyways since no one would deactivate it anyways.
ShanghaiDizzy Wrote:Meditation isn't nerfed in the sense the same way Dragon's Blood isn't a nerf with the latest warrior update. Here, you can use both a magic pot + meditation and reap the benefits of both the same you can use an attack pot + dragon's blood with warriors.
I guess I can see your point there, but you could also just change it to a passive skill instead of a buff. Not like many people have use for it as a buff anyways.
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#53
ShanghaiDizzy Wrote:Some of this crap may be overpowered, but eh, it's all something that I personally think these classes need.
Note: Some of the following items are stolen from Donovan because he actually came up with good ideas.

- Meditation. No longer provides M.ATK increase. +20 INT bonus instead.
- Seal: Prevents monster from being able to use magic attacks for 10 seconds. 120 second cooldown. Works on bosses.
- Meditation: 20 INT < 20 mattk
- Seal: it'll be better like the other guy said, but instead it'll be much better if it works like a buff along with other skills (like bowmaster's hamstring)
- Slow. Moved from 2nd job. Also affects rate of attack from monsters. This will also be better if it works like a buff like bowmaster's hamstring

also overall revamp: LET 1ST/2ND/3RD JOB ADVANCE GIVE U 5 SPS LIKE RESISTANCES GODDAM IT!
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#54
Dusk Wrote:They'll give everyone one new skill to spam.

new?

I was thinking they'd just let them spam ultimates again, at some reduced % damage.
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#55
Make I/L and F/P arch mages the best classes in the game. And cut off their creation so that only those who've suffered to date can enjoy them.
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#56
Teppi Wrote:- Meditation: 20 INT < 20 mattk

Just like Dragon's Blood adding str instead of attack. It's likely there is going to be a nerf or two in the changes they do.
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#57
How about this: Add a multiplier on mobattacks when less than max mobs are hit at once, like heal has (had?):
6 mobs - 100%
5 - 120%
4 - 140%
3 - 160%
2 - 180%
1 - 200%

Or less dramatic, only on 1 and 2 mobs. (like heal)

Mages: Kings of mobbing, and good 1v1 dmg! Big Grin
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#58
Sarah Wrote:Make I/L and F/P arch mages the best classes in the game. And cut off their creation so that only those who've suffered to date can enjoy them.

not really. mages before bb didn't really "suffer" so most of them are close to 200s
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#59
*cracks knuckles* People liked my three legend ideas over at Basil... I wonder if I can help fix mages?

Adjustment ideas:
- Change Seal into a buff skill, but leave Slow alone
- Change Elemental Resistance to something that reduces the amount of damage taken from all types of magic attacks.
- Allow both mages' Composition Arrow to knock the target's elemental resistances to Fire/Poison and Ice/Lightning down one level for something like 10 seconds. Since the effect is applied on the target, they will take more elemental damage from all sources. Could be a vaulable bossing skill.
- Doom should be adjusted to have a different effect on bosses: Apply a Zombify-type effect on bosses, knocking their resistance to Holy down by one level and hurting them when they try to heal.
- Turn Chain Lightning into a mob skill again.
- Change Big Bang into a single target skill. For the Archmages, the element of Big Bang switches depending on which element the monster is weaker to. For Bishops, it's either Holy or Neutral depending on the target's resistances.
- Allow the Demons to push mobs away like Dragon's Breath.
- Allow Bishop's Holy Shield to resist 1/1 and Dispel.

New skill ideas:
- F/P Mages get a party skill that allow all party members to inflict a DoT effect. Skills used with a DoT effect already built in get increased DoT. The DoT effect is normally considered to be of the poison element, but it will change if party members use skills with their own built-in element.
- I/L Mages get a mob skill that prevents enemies from taking any action for several seconds. It would work on bosses. Obviously this would have a short cooldown.
- Bishops get a single target skill that has a chance to dispel all enemy buffs. It would work on bosses. (Bishops would probably still die if they attempt this on a boss with Reflect Damage though.)

EDIT: Oh dang, Magic Crash already does what the new Bishop skill would do. Hmmm...

EDIT 2: Oh, I got something else - turn Magic/Summoning Rocks into USE items. Using one has its effect last for 5 minutes. Within those 5 minutes, you can spam skills that require Magic/Summoning Rocks to your heart's content.
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#60
Alilatias Wrote:EDIT 2: Oh, I got something else - turn Magic/Summoning Rocks into USE items. Using one has its effect last for 5 minutes. Within those 5 minutes, you can spam skills that require Magic/Summoning Rocks to your heart's content.

This is actually a good idea for a potion but for a skill? I dont really think this is what a bishop would need.. because cmon who use doom in 4th job or anything apart from door that take magic rocks?
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