KMS 1.2.194 Aran Skill Changes & Co.
#61
SeeSaw Wrote:[Image: tumblr_mn991le8Go1sqtabto1_250.png]
probabl like this~

this is the sexiest chair i have ever seen, apart from the treehouse one Heart
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#62
SaptaZapta Wrote:Yes, Aran can now use skills either through the predefined command+arrowkey combination, or as a single user-defined hotkey. The skills behave differently depending on how they were invoked.
And what about the combo? If I use that skill by using a single hotkey , will the combo get recovery?
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#63
SeeSaw Wrote:And what about the combo? If I use that skill by using a single hotkey , will the combo get recovery?

http://www.southperry.net/showthread.php...ost1138256
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#64
Heero Wrote:this is the sexiest chair i have ever seen, apart from the treehouse one Heart

[Image: tumblr_mn98qcU0ew1sqtabto1_400.gif]

the above gif I made myself , maybe the hand parts are not so fit..but e...it is just quite...quite amazing..

---------- Post added at 10:26 PM ---------- Previous post was at 10:26 PM ----------

SaptaZapta Wrote:http://www.southperry.net/showthread.php...ost1138256

nice of you , thank you very muchBiggrin
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#65
Please, somebody get 6 players with the mesoranger outfits and the correct coloured chair. it would so amazing seeing all the mesorangers in their correct part haha
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#66
My reaction:
Dimitri finds out about Aran revamp
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#67
So I just got an Aran to 40 something. While having your Combo Count be a resource pool that you can tap into for Combo Smashes, it honestly doesn't get very high at all in the early jobs. I oneshot everything I came across, but due to lag, I would still hit them with my Double Swing. So I would imagine if you were actually Korean, you would have to kill 200 monsters to get to 200 Combo. For every 4 seconds out of combat, you lose combo. When your Combo is between 1~100, you lose 1 Combo per 4 seconds. Between 100~200, you lose 2. At 200+ you lose 4 Combo per 4 seconds. Not sure if it continues to scale upwards.

Combo Smash itself doesn't actually have that great range. It's quite small actually, and given its attack speed, you actually can Combat Step forward and Double Swing things faster. Combat Step is scary fast though. I apparently lag too much to get its full speed consistently, but I feel it's ~400%. Super competitive with any Flash Jump for horizontal travel. Going off a platform feels so sketchy.

Combo Fenrir has amazing range, but it costs a significant amount of combo to use and I won't be earning Combo any faster until 3rd job. Final Charge being spammable is okay. It requires a target to move, so if you try to activate it multiple times in a row to move forward and something you're trying to hit walks out of range, you can end up being stuck there spinning in place trying to Final Charge because of the input lag. I recall experiencing this on occasion in GMS as well, most notably with Final Toss spamming. At the very least, the class design has significantly improved, as you can use Finishers and not feel like you're being extremely detrimental to your gameplay; however, seeing that Combo Tempest can be spammed rather significantly leads me to believe there are still issues with this.

Also, attacking range for Swings is still pretty trashy and could have used some buffs as you job advanced.
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#68
Zerard Wrote:Xenon indeed got the shaft.

I've been on my xenon. I didn't notice any difference. Still hitting high with normal clean equips.
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#69
Hmm, after this. Is anyone getting any second thoughts about the hotkeyed skills? Because it now kills the whole combo thing that made Aran unique now.
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#70
Arrol Wrote:Hmm, after this. Is anyone getting any second thoughts about the hotkeyed skills? Because it now kills the whole combo thing that made Aran unique now.

IMHO they should have eliminated the first swing in OS and that would have fixed a lot of problems (also increasing the amount of hits but whatever), specially the burst damage problem with Vellum.

But remember that fifth job is probably coming in a few months and for Aran a new job advancement is a new Swing, maybe they will make it worth using again.

But knowing nexon we will get a Crash/bind type skill...
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#71
Zerard Wrote:Xenon indeed got the shaft.

I was on my xenon, it isn't any different. Still hitting huge numbers with clean equips. My range went down 1 k by the nerfs, no difference really .

Edit, sorry about double post, i thought it didn't post before.
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#72
JoeTang Wrote:So I just got an Aran to 40 something. While having your Combo Count be a resource pool that you can tap into for Combo Smashes, it honestly doesn't get very high at all in the early jobs. I oneshot everything I came across, but due to lag, I would still hit them with my Double Swing. So I would imagine if you were actually Korean, you would have to kill 200 monsters to get to 200 Combo. For every 4 seconds out of combat, you lose combo. When your Combo is between 1~100, you lose 1 Combo per 4 seconds. Between 100~200, you lose 2. At 200+ you lose 4 Combo per 4 seconds. Not sure if it continues to scale upwards.

Combo Smash itself doesn't actually have that great range. It's quite small actually, and given its attack speed, you actually can Combat Step forward and Double Swing things faster. Combat Step is scary fast though. I apparently lag too much to get its full speed consistently, but I feel it's ~400%. Super competitive with any Flash Jump for horizontal travel. Going off a platform feels so sketchy.

Combo Fenrir has amazing range, but it costs a significant amount of combo to use and I won't be earning Combo any faster until 3rd job. Final Charge being spammable is okay. It requires a target to move, so if you try to activate it multiple times in a row to move forward and something you're trying to hit walks out of range, you can end up being stuck there spinning in place trying to Final Charge because of the input lag. I recall experiencing this on occasion in GMS as well, most notably with Final Toss spamming. At the very least, the class design has significantly improved, as you can use Finishers and not feel like you're being extremely detrimental to your gameplay; however, seeing that Combo Tempest can be spammed rather significantly leads me to believe there are still issues with this.

Also, attacking range for Swings is still pretty trashy and could have used some buffs as you job advanced.
Can u still link attacks like final charge to the swings ? Or not anymore ?
Edit nvm, figured it out.
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#73
For the past year I've complained how Arans weren't designed for these new bosses that actually require you to avoid things. Beyonder is a cool skill but it made things even worse cause the main attacking combo was now normal attack+OS+FB+BB. It's a way too long time to spend in a single spot to deal significant dmg at many newer bosses. Being able to use skills on their own will be a big help for bossing. And the status resistance. Dat status resistance <3
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#74
SaptaZapta Wrote:Maybe they decided to do as some people suggested, and use the KMST BaM skillset for an entirely new class (Nova Mage?)

oh, i prefer the new skill animations etc for new class though. we've already seen them :p also a dragonish mage using tech attacks will be no sense so were safe lol ^_^
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#75
Oh hay, Evan buffs.
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#76
I'm not really convinced by how they overcharged combo charge. Even if your combos don't disappear after you use a finisher there's still no motivation to use finishers like Toss, Fenrir or judgement when you can just spam your swing and kill as fast. Heck they deal so much damage that you wont be hitting monsters more than twice unless you're inside monster carnival. In my opinion it would have been much better to make each finisher cast a buff on you, at least those points you put in them wouldn't go to waste.

There's also the fact that rolling spin is totally useless now and combo recharge kind of is aswell.
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#77
byakugan Wrote:I'm not really convinced by how they overcharged combo charge. Even if your combos don't disappear after you use a finisher there's still no motivation to use finishers like Toss, Fenrir or judgement when you can just spam your swing and kill as fast. Heck they deal so much damage that you wont be hitting monsters more than twice unless you're inside monster carnival. In my opinion it would have been much better to make each finisher cast a buff on you, at least those points you put in them wouldn't go to waste.

There's also the fact that rolling spin is totally useless now and combo recharge kind of is aswell.

Yes, because a free 150 combos every 50 seconds is so useless when most of your skills require combos. Besides, you cant 1hko most monsters at higher level party play areas (or party play areas in general).
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#78
Niernen Wrote:Yes, because a free 150 combos every 50 seconds is so useless when most of your skills require combos. Besides, you cant 1hko most monsters at higher level party play areas (or party play areas in general).

Just how fast it takes to charge 100 combos using only OverSwing? There's even a hyper skill that helps you recharge more combos per attack. If you kill too fast to charge combos quickly you wont need the CC buffs, and even if you took long, with the new changes they go down so slowly that you'd need to be afk to lose all your combos. As for party play areas that only concerns GMS because KMS only has monster carnival and maybe that virtual thingy. Most new areas like Future perion, Colossus and CWK are reguar training maps.

L< partyplaymonsters/mechsinallmaps.
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#79
Iirc HoH is still a party play zone but who cares post unlimited OHKing something is easy with an ultimate like tempest...
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#80
Chicocl Wrote:But knowing nexon we will get a Crash/bind type skill...

I've got an idea for that, but it's just too similar to Combo Tempest.

After all, Aran's "element" is Ice...
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