Posting Freak
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Even Wrote: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?
I didn't mean that as a skill. I'm still trying to figure out what new skill Bishops could get.
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I'm not going to list out every skill like Dizzy and Donovan did, but here some changes I think they should do. Oh and just a disclaimer, every single one of these ideas is just a passing thought that I had while reading this thread, so plenty of them are a little wacky and stupid.
First Job:
[INDENT]See Donovan's ideas[/INDENT]
Second Job:
I/L
1. Cold Beam made into a mob skill. Properties changed to be the ice equivalent of Flame Wheel with half the range.
2. Thunder get's a new animation.
F/P
1. Poison Breath becomes a mob skill. After it hits the first monster it causes a small splash and poisons the surrounding monsters as well. The ground beneath that splash is made acidic to deal a small amount of damage to monsters that step on the spot.
Clerics
1. Holy Arrow being made to hit up to 6 monsters. Damage dealt decreases for each successive monster it hits. Any party member standing in the line of fire is considered one of the targets and is healed by the arrow. Range increased to 320%.
2. Bless no longer grants solid point values to stats, all buffed stats are increased by a % value instead.
Third Job:
I/L
1. Composition changed to hit 3 monsters.
2. Seal works on bosses.
F/P
1. Composition changed to hit 3 monsters.
2. Seal works on bosses.
Priests
1. Holy Dragon changed to fly between party members and heal or buff them as necessary. The dragon's buffs are smart casting, and the dragon can be brought out at the same time as Bahamut.
2. [NEW SKILL] Regeneration: Single target buff that can only be used on party members and not the caster. Party member who is buffed has a golden maple leaf floating over his or her head, the leaf slowly deteriorates until the buff is gone. The affected party member's health will slowly regenerate over time at a rate of 5% per second. The buff lasts for 30 seconds.
Fourth Job:
I/L
1. Blizzard gains a new passive affect that increases the damage and attack range of both Ice Strike and Cold Beam. The effect will increase Cold Beam's attack range to 400%, and all ice attacks will cover the ground of the attacked area with icicles that damage monsters that walk onto them.
2. Elquines changed to use Cold Beam, Ice Strike, and Ice Demon depending on the situation. If a monster is ice resistant, it will use Ice Demon, if a monster is out of Ice Strike's reach, it will use Cold Beam. Leveling it up increases summon duration as well as casting speed.
3. Chain Lightning gains a new passive affect to increase the damage and attack range of both Thunder and Thunder Spear. All monsters hit by lightning skills will become charged with electricity that can jump to another monster that is nearby and deal damage.
F/P
1. Meteor gains a new passive affect to increase the damage and attack range of both Fire Arrow and Explosion. Fire Arrow's range is increased to 400% and gains the power to cause fire based DoT while Explosion gets the ability to stun monsters that it hits.
2. Ifrit changed to use Fire Arrow, Explosion, or Fire Demon depending on the situation. If a monster is fire resistant, it will use Fire Demon, if it has a monster outside of Explosion's reach it will use Fire Arrow. Leveling it up increases summon duration as well as casting speed.
3. Paralyze gains a new passive affect to increase the damage and attack range of both Poison Breath and Poison Mist. Mist will cause monsters to become slower as well as weaker and less accurate while withing the cloud of poison, while Poison Breath's puddle of acid will drip down onto lower platforms and form new puddles until there is no longer a lower platform.
Bishops
1. [NEW SKILL] Haven: A patch of grass and flowers grows at the Priest's feet and slowly regenerates and buffs party members that walk onto the patch. Heals 10% hp every 2 seconds, wepon and magic defense +5% every 3 seconds, avoidability +5% every 3 seconds. The buff will stack with Bless as well as itself, the buff will only stack with itself up to 3 times. The buff lasts for 10 seconds, but the timer will only kick in when the player is not in the area of effect. The skill lasts for 60 seconds and has a 2 minute cooldown.
2. Genesis gains a new passive affect to increase the damage and attack range of both Holy arrow and Shining Ray. Holy arrow's range is increased to 400% and the arrow now leaves behind a small trailing cloud that remains for 1.5 seconds and regenerates party members' hp and mp by 5% every 0.5 seconds.
Posting Freak
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About, Bishop's Dispel/Holy Shield, they should both be updated to protect against all/most of the new status effects. Right now it's "herp derp I'm the job that protects others against status aliments, but only the ones that came out in beta, derp".
Posting Freak
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These are a few ideas I have:
Turn Seal into a buff, like Slow for Evans.
Turn Big Bang into a non charge skill (or let it be usable in midair). It gets annoying when you charge and accidentally release when a monster bumps you, making you have to recharge it.
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Hurricane but with Ice shards/Fire Balls
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PirateIzzy Wrote:These are a few ideas I have:
Turn Seal into a buff, like Slow for Evans.
Turn Big Bang into a non charge skill (or let it be usable in midair). It gets annoying when you charge and accidentally release when a monster bumps you, making you have to recharge it.
EDIT: I was just imagining.
Posting Freak
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I se a Magic Bolt now as a Magic Charging Skill (like pierce) or it will changed to a beginner skill (cygnus or EVAN one)
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Dark Zero Wrote:I se a Magic Bolt now as a Magic Charging Skill (like pierce) or it will changed to a beginner skill (cygnus or EVAN one)
Removing it would be a lot simpler.
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donovan Wrote:Removing it would be a lot simpler.
yeah, but considering that Maple Story Jump is to make ALL Classes including Begginners, Citizens, Noblesse and Legends Unique, that would be a real oportunity to start to divide the initial classes...
For example 3 Snails would be a % attack instead to base dmg, Cygnus can get Magic Bolt or a Energy shot, Arans can get Ice trow, and Evans can get Magic Bolt....
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Where did you that idea, I doubt Nexon is seeking to improve the quality of those Begginer classes, considering how easy it is to speed through the lower levels.
People playing begginers classes aren't playing for damage, and you idea is pretty wacky when you're at first job in less than 10 minutes. Just really bad ideas all around.
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Yeah they should make three snails stronger D= or make it so beginners can get some of the KoC skills.. [perma anything player]
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They need to address the issue one guy brought up, about bishops totally sucking at damage.
Now that ya can't spam Genesis, Bishops have gotten a lil weak in my opinion, but ya can't just make it spamable again... Because we non-bishops REALLY LIKE not being Ks'd.
So I say: Give Bishops a nice SINGLE target skill (make em be useful at bosses for other reasons than support), and maybe even have that ignore the damage cap. Heck... Have it possibly add a new status that works on bosses, like... Cut their damage by 50% for 10 secs or sumthing.
I dunno.... There's a lot of room for improvement here.
Main Point: Give Bishops a great bossing move, something that can bide the time between Genesis castings.
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You could basically say the same for all mages. Their main issue is that they suck at bossing, and are nothing spectacular at training. Specially Bishops, which are basically HS mules nowadays.
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One thing I forgot to mention earlier: GIVE STAVES AND WANDS A REGULAR ATTACK.
I mean, if you use a normal attack with a claw it will just throw a single star at 100% damage. The same with bows, xbows, guns. Melee weapons will just do a single attack with 100% damage.
Then why do you start swinging your staves and wands around like some form of blunt weapon, doing crappy damage based on STR and weapon attack? Is the mage a retard? Aren't they supposed to be the smartest motherfuckers on the scene? Just let staves and wands shoot a small bolt at 100% damage when using the regular attack.
This is probably the thing that bothered me the most while playing the Mage.
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Atruya Wrote:One thing I forgot to mention earlier: GIVE STAVES AND WANDS A REGULAR ATTACK.
I mean, if you use a normal attack with a claw it will just throw a single star at 100% damage. The same with bows, xbows, guns. Melee weapons will just do a single attack with 100% damage.
Then why do you start swinging your staves and wands around like some form of blunt weapon, doing crappy damage based on STR and weapon attack? Is the mage a retard? Aren't they supposed to be the smartest motherfuckers on the scene? Just let staves and wands shoot a small bolt at 100% damage when using the regular attack.
This is probably the thing that bothered me the most while playing the Mage.
They need to open chests/reactors and every other attack you have is better, just like for every other class except aran.
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Takebacker Wrote:They need to open chests/reactors and every other attack you have is better, just like for every other class except aran.
Ranged classes smash their weapon when in front of a chest, so I don't see the problem.
And of course every other attack is better. But what if you are sealed up and are out of curing pots? Are you going melee on that boss like a kamikaze pilot?
It's just retarded that every mage gets a regular attack except the mages.
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Well i sure wouldn't go kamikaze on it's ass. I would wait for it to wear off or the bishop to dispel me.
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ShanghaiDizzy Wrote: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.
Excuse me, how is +60 str better than +40 attack?
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Locked Wrote:Excuse me, how is +60 str better than +40 attack?
Dragon's Blood never gave +40 attack, that was Hex of the Beholder. Dragon's Blood gave +25 attack, and there are potions that give the same amount for 30 minutes, as well as other buffs from Bishops and Heroes that add attack (albeit a smaller amount). Basically the +60 strength is better because it lets the Dragon Knight use Dragon's Blood along with an attack potion or buff.
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Sorien Wrote:Dragon's Blood never gave +40 attack, that was Hex of the Beholder. Dragon's Blood gave +25 attack, and there are potions that give the same amount for 30 minutes, as well as other buffs from Bishops and Heroes that add attack (albeit a smaller amount). Basically the +60 strength is better because it lets the Dragon Knight use Dragon's Blood along with an attack potion or buff.
Not my point mang.
It could have been better if they just made dragon's blood stack with hex. Not give you a worthless 60 str.
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