2012-09-16, 11:14 AM
HighOnMushrooms Wrote:I laughed at "10 minutes later" xDIn fact is 20 minutes in total XDDDD
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KMST 1.2.450 - Evolving System, Adventurer Hyper Skills, Citadel of Tyrant
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2012-09-16, 11:14 AM
HighOnMushrooms Wrote:I laughed at "10 minutes later" xDIn fact is 20 minutes in total XDDDD
2012-09-16, 11:38 AM
Does the Paladin Hyper skill Smite have the same Lockdown effect as Demon Slayers Binding Darkness (including working on bosses)? If not then its just as useless as Sacrosanctity.
If Smite does have Lockdown it still needs its attack count raised to 10 and Sacrosanctity cooldown needs to be reduced to 90 seconds for them to not be garbage Hyper skills. Sacrosanctity is still pointless for a paladin and should be removed entirely and replaced with a different skill altogether. They better fix this bullpomegranate in the next KMST patch.
2012-09-16, 12:47 PM
HighOnMushrooms Wrote:I laughed at "10 minutes later" xD I cried at ''10 minutes later'' @Above; please let this happen. For the love of god prove that you do care about Paladins nexon.
2012-09-16, 01:26 PM
TagerBustah Wrote:Does the Paladin Hyper skill Smite have the same Lockdown effect as Demon Slayers Binding Darkness (including working on bosses)? If not then its just as useless as Sacrosanctity. Not really Sacrosanctity work on everything ..... it divine invincible meaning Divine invincible *Immune to All Damage and Statue *Azwan Tower cant touch you at all *Jump Party Quest object cant hurt you at all *100% Resis to statue resistance *Immune to Damage Reflection (DR)
Spoiler
why should smite need higher attack count...?? what about luminous hyper skill? it the same exact skill Luminous Hyper skill is almost exact same hyper skill for Pally... in term of skill and attack count even lockdown... but the only thing is the animation and some dmg
2012-09-16, 02:26 PM
sacrosanctity seems like a good skill for prevention, that means if you know something is coming, like mass seduce from a cht arm or something like that. it's a great skill... for measly tasks lol, poor pallies.
2012-09-16, 02:35 PM
Question Wrote:Not really Sacrosanctity work on everything ..... it divine invincible meaning None of that matters at all! Only 30 second duration with 10 MINUTE COOLDOWN makes Sacrosanctity pineappleing useless garbage!!! Paladins regular skills make us practically invincible all the time anyway. Shield Mastery by itself gives us 9,999 weapon defense. Sacrosanctity is redundant and pointless. We need more attack the last thing a palladin needs is more defense. Power Guard Description: Absorbs a certain amount of damage taken, and reflects the rest back on an enemy. Cannot reflect more than half of the enemy's Max HP at once. Info: type = 11, PADReflect = 1, MADReflect = 1, magicSteal = 1 20 MP Cost: 20, Duration: 180 sec, Damage Reflected: 50% Threaten Description: Threatens and intimidates enemies, decreasing their Attack, Defense, and Accuracy. Info: type = 32, massSpell = 1, mes = reduceTargetDam&&reduceTargetPDP&&reduceTargetMDP& &reduceTargetACC 20 MP Cost: 24, Enemy Attack and Defense: -30%, Duration: 80 sec, Accuracy: -30%, Duration (accuracy debuff): 8 sec Threaten Enhance: Threatens attack and defense reduction is increased by 20%, accuracy reduction is increased by 8 seconds by and 20%. HP Recovery Description: Instantly restores some of your HP. 10 MP Cost: 40, HP Recovered: 40%, Cooldown Time: 15 sec Shield Mastery Description: Increases Weapon Defense and Magic Defense when a shield is equipped, and provides a chance to guard enemy attacks, negating all damage. 10 Weapon Defense and Magic Defense: +200%, Guard Rate: +20% Guardian Description: Increases your tolerance to elemental attacks and abnormal statuses. Also has a chance to Guard enemy attacks when you're equipped with a shield. When you Guard close-range attacks, you Stun the attacker. 32 Elemental Resistance: +32%, Abnormal Status Resistance: +32%, Guard Rate: +42%, Stun Duration: 8 sec. Achilles Description: Permanently increases your defensive abilities so you take less damage from enemies. 32 Damage Taken: -21.0% Divine Shield Description: Generates a protective shield when hit that absorbs damage up to 10 times and increases Weapon Attack. The protective shield lasts for 90 seconds and cannot be generated again for a fixed period of time once activated. 12 Activation Rate: 60% when hit, Duration: 90 sec, Weapon ATT: +34, Number of Hits Absorbed: 12, Cooldown Time: 30 sec Question Wrote:why should smite need higher attack count...?? what about luminous hyper skill? it the same exact skill Because its still super weak damage comapred to every other new warrior hyper attack skill plus it has a 120 sec cooldown way longer than all of them too. You just said your self its still 50% weaker damage than the Luminous hyper skill that its copying!
2012-09-16, 02:46 PM
TagerBustah Wrote:None of that matters at all! Only 30 second duration with 10 MINUTE COOLDOWN makes Sacrosanctity pineappleing useless garbage!!! I cant tell you enough how much I agree with you on this. Question, can you really compare the pally Hyper skills to any other hyper skill? Why would we want to be invincible while we're invincible? Or wait you're bossing and WOOPS pressed Sanc skill. Damn oh well i'll just wait freaking 10 minutes! Nope. The cooldown kills it. With a LOT smaller cooldown it might be more usefull but even then I would still rather have a differeny hyper skill. Also, longer Threaten time? Bigger chance of it working? It should have been a 100% chance anyway.
2012-09-16, 02:52 PM
Wait...
So if the bosses drop items like the real bosses... Mass farming Empress Weps? o,,o
2012-09-16, 03:08 PM
Sacrosanctity could be useful at Magnus if it protects you from his...balls. As far as I know, there's no way to avoid damage/death from them unless you avoid getting hit.
2012-09-16, 03:08 PM
ITT: Paladins complain about nothing.
I guess everyone forgot how f'ucking amazing bind+crash+ignoring DR and literally everything else for 30 seconds is for downing bosses. Who gives a s'hit if you think the damage boosts weren't significant enough when you're completely ignoring what you gained in return.
2012-09-16, 03:16 PM
Terezi Wrote:Wait... Pianus, Manon and Griffey only. Heros Will and HT Prequest got a lot whole easier to do/get.
2012-09-16, 03:17 PM
Takebacker Wrote:ITT: Paladins complain about nothing. A ten minute cooldown kills it. Good luck surviving anything in that amount of time.
2012-09-16, 03:28 PM
Takebacker Wrote:ITT: Paladins complain about nothing. >Hyping up situational benefits They could have just give Sanctuary a hyper skill passive that gave it Smite's locking effect and made a less gimmicky hyper skill attack. Sacrosanctity's 10 minute cool down makes it really situational for just ignoring DR. Kaiser's transfiguration ignores DR, lasts 3 times as long, and can be used whenever the gauge is full (which takes less than 10 minutes).
2012-09-16, 03:39 PM
Arrol Wrote:A ten minute cooldown kills it. Good luck surviving anything in that amount of time. 30 seconds is enough to cooldown a power elixer/other pots within any boss fight in the entire game. Do you also not understand what "completely invincible" means? Surviving isn't luck with sancro on, it's a guarantee. Don't like the cooldown? Get 20% chance to ignore cooldown inner ability. Or buff duration. Baklava Wrote:>Hyping up situational benefits Seeing their value is better than indiscriminately bashing them. Could have. Didn't though. I didn't say you could use it JUST to ignore DR. That would just be the best way to use it because aside from the really rigorous boss fights in KMS right now, surviving shouldn't be enough of an issue to warrant it's activation. Crash and bind alone is enough to grant suitable amount of time to be able to down the boss for funded characters, sancro is just the icing on the cake.
2012-09-16, 03:41 PM
you know i would rather trade battlemage party shield for that 30 sec invincible...... 7min vs 10min
BattleMage Party Shield pro *protect party member from all type of dmg in the area *7min Cooldown *Last 40 sec at max level (30) con *Doesnt work on Dmg reflection *Doesnt work on Azwan Tower *Cant follow you wherever you go *Cant protect you from Statue Resistance (Example like Seal/Potential lock) Pally invincible Pro *can take Invincible anywhere you go and follow you *Immune to DR *100% statue Resistance *Immune to Azwan tower and Magnus Bomb *Cant be Dispell Con *Self use only *10min Cooldown *Last 30 Sec
2012-09-16, 03:43 PM
Death Wrote: Exactly right. Instead of buffing threaten it should have been increase ACB enemies hit by 2, attack count by 2, and increase ACB damage by 20% Sacrosanctity at the very least should work like this: Sacrosanctity: The blessing of God marks you as sacrosanct for 30 seconds, making you completely invincible and makes all eneimies, including bosses, weak to Holy charge. There is a cooldown of 90 seconds.
2012-09-16, 03:46 PM
TagerBustah Wrote:Exactly right. Instead of buffing threaten it should have been increase ACB enemies hit by 2, attack count by 2, and increase ACB damage by 20% that too powerful...... that would make battlemage party shield worthless skill 30 skill point for 40 sec that doesnt work on DR/statue resistance/Speical dmg(Azwan tower/Magnus bomb) your skill is 90sec cd .... battlemage is 7min cd for one whole entire 30 point skill
2012-09-16, 03:56 PM
Takebacker Wrote:Seeing their value is better than indiscriminately bashing them. You're using funded characters to fuel an argument.
2012-09-16, 05:17 PM
Baklava Wrote:You're using funded characters to fuel an argument. Which is a scenario everyone uses when thinking about what new skills and abilities grants the class as a whole. Nexon makes it balanced for the two extreme funding levels (ex. F/P v I/L, Pally v hero) but hyper skills clearly weren't designed to be too helpful to those without the ability to break damage cap. Certain hyper skills can't even be used until the range when characters usually hit cap. I know i ignore unfunded scenarios, but sancro is still useful in both. However much time it takes you to kill something in a boss situation, whether you're solo or with a party, you're going to be granted 30 seconds * (total time / 10) of you doing the highest DPS you possibly can. A 10 minute cooldown really isn't that bad at all.
2012-09-16, 05:33 PM
TagerBustah Wrote:Exactly right. Instead of buffing threaten it should have been increase ACB enemies hit by 2, attack count by 2, and increase ACB damage by 20% Seriously, all of my want. If we had something like that with a 10 minute cooldown i'd be a lot happier... |
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