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Amphigory Wrote:It doesn't do much harm. In the 1/1000 times it actually affects the amount of attacks needed to kill a monster, Tempest has made up for it in fun and usefulness.
http://zoome.jp/Eoel/diary/5/
That's what I was talking about. Just because it isn't as good as HH doesn't mean it's 100% useless.
I'm more interested in her combat step abilities and the fact that she hops in and out of the MD to get to the top. Never thought about that before...
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Takebacker Wrote:I'm more interested in her combat step abilities and the fact that she hops in and out of the MD to get to the top. Never thought about that before... Yes. More proof that you need to be really good to master an Aran. It seems that for combat step to be fully effective you need to jump right after you land from the skill being used. It seems skeles are, for arans...effective...
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WayOfTime Wrote:Yes. More proof that you need to be really good to master an Aran. It seems that for combat step to be fully effective you need to jump right after you land from the skill being used. It seems skeles are, for arans...effective... Well, if we all can train like she did, then we should have no problems at skele (  )
On a side note* I like how that nx shadow effect (whatever it's called) looks with an aran, afterall, for most of their moves, they are not stationary and it looks very nice.
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WayOfTime Wrote:Yes. More proof that you need to be really good to master an Aran. It seems that for combat step to be fully effective you need to jump right after you land from the skill being used. It seems skeles are, for arans...effective...
I think the big boost for combat step also has to do with the terrain: the floor may seem flat, but it's uneven which makes you jump higher if you time it right (try spamming jump in the Ant Tunnel if you hadn't already, high chances you might get launched). I believe this technique also works for Dawn Warriors.
Jumping after an action seems really important: monsters launched by Final Toss are hit more easily, jumping during an attack allows you to move more(allowing you to keep up your combo) and of course Combat Step bringing you further(I do believe you need really good timing for it to get it's full effect).
100 Combo doesn't seem hard to get, but with you dealing 5 hits to each monster every base combo it shouldn't take long. Now if we just had maps with mobs of 12 (this would mean you could get 72 combo every Normal Hit~Final Blow).
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2009-11-20, 12:59 AM
(This post was last modified: 2009-11-20, 01:04 AM by Dusk.)
WayOfTime Wrote:Yes. More proof that you need to be really good to master an Aran. It seems that for combat step to be fully effective you need to jump right after you land from the skill being used. It seems skeles are, for arans...effective...
That's not true at all, Combat Step took me like 10 minutes to figure out how to use properly. It's really easy to dash jump across a map.
Edit: This class is NOT hard to play! You only have one method of approaching monsters, which is to swing at them with your attack key. After 3 swings you either Rush, Toss, or Finish them. That's all there is to it. Half of the existing classes are harder to play than that.
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Dusk Wrote:That's not true at all, Combat Step took me like 10 minutes to figure out how to use properly. It's really easy to dash jump across a map.
Edit: This class is NOT hard to play! You only have one method of approaching monsters, which is to swing at them with your attack key. After 3 swings you either Rush, Toss, or Finish them. That's all there is to it. Half of the existing classes are harder to play than that.
I figured that out before even trying the class out. Honestly they only click one button how is that hard. Bucs take skill. DrK skill in keeping hp below 50% (which shouldnt be so hard since there 50% is like 200% a range class). Corsair controls look quite hard when training as in demounting freezing recoil blah blah blah. Jump shooting for archers. Aran what um tap a direction twice. Click one button asndaf times. Sometimes click button and direction. Nothing hard.
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erm just to confirm, does polearm booster reaches the +3 speed at level 15 in MapleSEA too? Is this already a confirmed and fixed list? Sorry for asking this.. just wanted to make sure i have no regrets when i leave my booster at 16 and max my combat step inside.. hope you can help me out
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Yes, this is for MapleSEA as well.
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fiel, Body pressure does not stun monsters. The skill just makes monsters unable to touch you for a period of time. afaik, doesnt stun, they can still move.
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Thanks for brining that up again.
Rigumaro Wrote:Body Pressure description is wrong. It doesn't stun. When activated, all your attacks have a chance to cause "godmode" effect. Affected monster doesn't cause damage or attack to anyone.
TehMatt Wrote:Body pressure works like power guard in dealing damage or energy charge. If you touch the mob then they take damage. However, it does not reduce the damage you take. It also adds a new status to monsters that disables them from doing physical damage at a certain success rate.
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Fiel Wrote:Yes, this is for MapleSEA as well.
thanks for confirming ^^
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2009-12-08, 02:24 AM
(This post was last modified: 2009-12-08, 10:35 PM by Cancambo.)
In the latest KMS patch overswing appears to be nerfed/bugged. It randomly pauses in between swings, or just doesn't let you do the next swing. And, it seems to swing slower in general.
They fixed it today. Thank God!
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Just a thought, but shouldnt the stun description in Body Pressure be changed to something else? It doesnt exactly stun them, it more or less makes them unable to do touch damage.
Posting Freak
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Requesting visual difference between level 1 and max range of whirlwind.
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2009-12-14, 02:29 PM
(This post was last modified: 2009-12-14, 07:14 PM by JoeTang.)
Takebacker Wrote:Requesting visual difference between level 1 and max range of whirlwind.
Whirlwind's range maxes at level 18. Put in Double and Triple Swing for reference. You're not knocking things out of your range.
Double is the teal-ish colour (green + blue).
Final Toss has range improvements at 11, and 21. At all levels, it's longer than Double and Triple Swing though.
Final Charge/Take is longer in all instances and has a set range in Green. Final Blow is the purple/magenta obviously.
Lastly, Smash has a range slightly longer than an Archer's shooting range. Peril has the same range as Sharkwave.
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Just wondering, what's the range of Final Blow and Full Swing? since over swing is so huge, what's full?
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My bad, it was a typo. That is Final Blow.
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What's a better choice then in 120 - with two of the three points located in overswing (extra attack on triple for faster wracking of combos) and high mastery (extra 5% mastry for a point is always good) - Final blow with its huge range or tempest? (assuming you get overswing, tempest and high mastry at 120, and get the final blow skill book from zak before 120.)
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Can you check the strings for body pressure in GMS please?
mine at lvl 9 says 40% chance already so I'm confused....
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Darkmaniak Wrote:Can you check the strings for body pressure in GMS please?
mine at lvl 9 says 40% chance already so I'm confused....
Requesting this as well. The effect duration is much longer than 5 seconds too.
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