[1.2.314] Wild Hunter Job
Wow the Beast Hunter job thing looks boring as hel-[SIZE="6"]OMG THEIR FOURTH JOB[/SIZE]

Holy crap a gigantic metal ball that spits out exploding arrows? And it's an ultimate?

Woooooo~! Also wow @ the beast nature mastery thing in fourth job.

First 3 job advancements look really boring for the hunter thing, but fourth job looks like it will make it all very very worth it.
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lolnocritarrow-user

goddamnit Nexon. Everytime i'm just about to quit, you reel me back in with hot stuffs.

DARK BISHOP LOLOLOLOLOLOLOL

*buccaneers feels useless for fact that wind booster no longer is needed and only one will be needed for TL*

Edit: lol wow... wild hunters get SE, cheap snipe, hurricane, ultimate, AND self HB... i can has obsolete classes nao (assuming that they do get some sort of crit...)?
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Wind booster alone was pretty useless for party use anyway. It only affects less than half the classes in the game and even then it only lowers speed by 1 level for most of those classes because of the speed cap.
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LiquidSwing Wrote:Holy crap a gigantic metal ball that spits out exploding arrows? And it's an ultimate?

Haven't you heard? All new classes get high mastery and an ultimate,
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Oh My God! A dark magic class, finally. Brb quitting all my characters for it. +20% damage is amazing, enough reason to create it even if they turn out to be weak as hell.
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Am I missing something or is this class really getting Sharp Eyes when they have no base critical?
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TamilTiger1 Wrote:Am I missing something or is this class really getting Sharp Eyes when they have no base critical?

The skills themself seem to have a built in critical.
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[Beginners] Resistance base (level 1 ~ 10) AP6

Crystal throw
[Master Level: 3] [Master Level: 3]
Collected from the mines of the enemy base to throw far.
Consume MP 3 Damage 10
Consume MP 5 damage 25
Damage to consume MP 7 40


Stealth Infiltration
[Master Level: 3]
Short period of time in order to avoid the crisis is moving, hiding.
The cooldown: 1 minute The cooldown: 1 minute
MP 5 to spend 10 seconds behind the body, increase speed 5
MP10 by spending 20 seconds behind the body, improve the speed 10
MP 15 to spend 30 seconds behind the body, improve the speed 15,


City Merit for Communications
[Master Level: 3]
Insufficient supplies of medicine to solve will learn how to use effectively.
Hoebokryang 110%
Hoebokryang 120%
Hoebokryang 130%

Critical Crete Curl
[Master Level: 5] [Master Level: 5]
Penetrating the enemy's weaknesses can cause fatal attacks can become critical.
50% chance, critical damage 200%

Capture Capture
[Master Level: 1]
Monster's strength has dropped below 40%, then you can trap monsters.
Leopard captured in habitats can be used to ride monsters.
MP 10 consumption, take a monster. Can take up to five kinds.

the Hunter's call
[Master Level: 1]
Consumes MP calls out your own pet to help. Captured during their mopdeul are summoned randomly.
Skills needed: Take a level above
Consumption MP 10 of the captured monsters to summon.

Google transed from insoya
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Critical must be obtainable through other means then - it wasn't in the skillbook at level 1. Kind of like Legendary Spirit, or Maker.
Capture is the 'trap' skill to catch a mount I think, city merit whatever is Alchemist, Stealth is nerfed Dark Sight w/ a cooldown, Crystal throw is 3 snails, Hunter's call sounds like a summon. Maybe thats how you get the jaguar thing out?
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Mazz Wrote:Critical must be obtainable through other means then - it wasn't in the skillbook at level 1. Kind of like Legendary Spirit, or Maker.
Capture is the 'trap' skill to catch a mount I think, city merit whatever is Alchemist, Stealth is nerfed Dark Sight w/ a cooldown, Crystal throw is 3 snails, Hunter's call sounds like a summon. Maybe thats how you get the jaguar thing out?

theres already the jaguar riding skill. I'm guessing you can capture a monster then summon it and itll be under the same effect as a hypno'd monster.
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So they really do seem to have a passive crit. If everything works the way it looks now, this class does spell the end for bowmasters until the next balance patch or something.
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Hotshot Wrote:So they really do seem to have a passive crit. If everything works the way it looks now, this class does spell the end for bowmasters until the next balance patch or something.

Not only Bowmasters, but also Marksmen.

This totally is overpowered.

Seriously. A CROSSBOWMAN with STUN, an ULTIMATE, HURRICANE, HB and many other ultra-powerful skills?

This makes Marksmen just USELESS.
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Ceddybear Wrote:
 Spoiler

Are these the beginner skills for BOTH Resistance classes or do the Battlemages have a different set?
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Bribery Wrote:Are these the beginner skills for BOTH Resistance classes or do the Battlemages have a different set?

It's probably safe to assume these are the "beginner skills" for the resistance classes. I dont know if that "tame monster" ability is for Battlemages though, I think the beast hunters or whatever will get it from a quest later on.
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Bribery Wrote:Are these the beginner skills for BOTH Resistance classes or do the Battlemages have a different set?
They're for the Resistance class (both classes), but I'm assuming some of them only become available to whichever (Battle Mage or Wild Hunter) needs it.
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gee, now I want to quit my corsair and start hogging xbow scrolls.
Just to clarify what Nexon made:
Battle mage job has:
Party Bullseye effect (20% damage)
SI
Haste speed boost
Aran's Drain
A skill that reduces damage to the whole party.
A skill that makes drain usefull.
Stance
Smoke (lasts 40 sec instead of 60, but 420 sec cooldown instead of 600)
REALLY strong genesis but with cooldown to make it OK.

Wild Hunter has:
Taunt that seems to not make defense higher
self HB
bullseye that isn't limited to bosses and is STRONGER.
insane mobbing abilities - from what it seems, rush in 2nd job that STUNS on 100%
if the leap from 1st job is what i think it is, it's similar to dawn warriors soul rush.
thus - push mobs, leap, push, finish and repeat.
and to top it all? hurricane and SE.
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Giullare Wrote:Not only Bowmasters, but also Marksmen.

This totally is overpowered.

Seriously. A CROSSBOWMAN with STUN, an ULTIMATE, HURRICANE, HB and many other ultra-powerful skills?

This makes Marksmen just USELESS.

Nexon Korea sure does like releasing classes that make the old ones useless don't they? First we had Dual Blader which was basically like a NL and a Shadower put together with more godly skills. And now we have Wild Hunters.

Now all we have to do is wait for the Bucc/Corsair combo which will make pirates even more useless.
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Giullare Wrote:Not only Bowmasters, but also Marksmen.

This totally is overpowered.

Seriously. A CROSSBOWMAN with STUN, an ULTIMATE, HURRICANE, HB and many other ultra-powerful skills?

This makes Marksmen just USELESS.

Marksmen have a better mobbing skill, and a summon that freezes, as well as a ranged skill that freezes. While these are by no means a reason that everyone should bandwagon marksmen instead of this new class, they are at least features that don't get an upgrade or are totally unnoticeable. Bowmasters on the other hand appear to have absolutely nothing on this class, except for a better summon I guess (which doesn't matter at all once you're killing things quickly enough).
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and people said I was stupid for hoarding ~300 crossbow 10%, ~200 crossbow 60%, and ~100 crossbow 30%
Rolleyes
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MetaSeraphim Wrote:Nexon Korea sure does like releasing classes that make the old ones useless don't they? First we had Dual Blader which was basically like a NL and a Shadower put together with more godly skills. And now we have Wild Hunters.

Now all we have to do is wait for the Bucc/Corsair combo which will make pirates even more useless.
mech=close AND ranged combat ship? throw in a couple of good party buffs, and u will suddenly see all buccs and sairs disappearing.
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