Posting Freak
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Hotshot Wrote:Absolutely no reason for anyone to think the crit is "+" 200%.
I'd say this class is more fair with the built-in critical than without. NLs are still going to do better damage than it and they have the mobility advantage, but still I think it would be more fair to have its SE removed too.
I think the extra 10% Crit, plus the advantage over BMs of the Crossbow's damage formula, will bring them above NLs. Not to mention the "Wild Beast" self buff.
Test Mushroom
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The original skill tables are fully updated as of this patch.
Posting Freak
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If it weren't for people like you asking for criticals to the Resistance jobs, maybe they wouldn't have got it <.<
This officially kill our actual archers.
Posting Freak
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Just confirming what ShiKage said -- there's no critical in the skill book and no criticals when I attack.
Posting Freak
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Finally some sexy changes. Don't like that adv dark aura requires lv 20 dark aura though.
Posting Freak
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[color="#000080"] Takebacker Wrote:Finally some sexy changes. Don't like that adv dark aura requires lv 20 dark aura though.
Sounds logical though. [/color]
Posting Freak
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Takebacker Wrote:Finally some sexy changes. Don't like that adv dark aura requires lv 20 dark aura though.
i don't understand. this is like not saying "i don't like that you need triple swing maxed for overswing". it's a skill evolution, of course it has a prerequiste of a maxed skill.
Posting Freak
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Rob Wrote: [color="#000080"]
Sounds logical though. [/color]
Also unnecessary and severely limiting due to the fact that resistance classes cannot add SP from later job advancements into an earlier one. Seeing as how all 1st job skills are now extremely necessary to max, this is a dumb change.
Posting Freak
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The Critical skill is such a tease. Will we actually get it via a low level quest, as a default skill upon character creation/job advancement, or is this a *gasp* level 150/180/200 skill unlocked via quests?
Posting Freak
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By the way, if crit is actually 2x damage battle mages are now ridiculous in all sense of the word.
Posting Freak
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Takebacker Wrote:Also unnecessary and severely limiting due to the fact that resistance classes cannot add SP from later job advancements into an earlier one. Seeing as how all 1st job skills are now extremely necessary to max, this is a dumb change.
I don't see Teleport being a necessity. You can skimp out on some points on Teleport and still be fine.
Posting Freak
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Tikey Wrote:I don't see Teleport being a necessity. You can skimp on some points on Teleport and still be fine.
Skimping on teleport only limits their ability to manuver around mobs, which in lower levels is HOLY S'HIT THE MOST IMPORTANT THING EVER because of chains pulling monsters into you. Because of how chains works you have to either rush backwards, or rush forwards. If you rush forwards, you HAVE to teleport past the gathered mob with the right timing or you will get hit. Even if you do teleport, you will probably get hit. This problem only gets worse as you progress onto thicker mobs. Teleport for a battle mage is hands down a necessity.
Speaking of chains, what the f'uck were they thinking when they made it's range longer but only TOWARDS THE CHARACTER ITSELF. Now all battle mages will be hit by dragged mobs 100% of the time...
Posting Freak
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Takebacker Wrote:Speaking of chains, what the f'uck were they thinking when they made it's range longer but only TOWARDS THE CHARACTER ITSELF. Now all battle mages will be hit by dragged mobs 100% of the time...
Not if you tele back. I do understand though how counterproductive it is to not extend the range forward and instead increase the minimum range.
Posting Freak
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IllegallySane Wrote:Not if you tele back.
I was referring to the use of the skill while stationary, which is sometimes the fastest way to actually use the skill and expect to attack mobs within a reasonable time frame.
Posting Freak
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So aside from the lower HP, Wild Hunters are better than all the other Archers now. The main culprit being their 10%-better-than-archer base crit. God forbid it's +200%, but I don't think it will be.
Posting Freak
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KaidaTan Wrote:So aside from the lower HP, Wild Hunters are better than all the other Archers now. The main culprit being their 10%-better-than-archer base crit. God forbid it's +200%, but I don't think it will be.
Have you noticed that the panther skills range is shorter due to the reduction in hit box? I was wondering if the range was attached to the hit box or defined in the skill itself.
Posting Freak
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Takebacker Wrote:Have you noticed that the panther skills range is shorter due to the reduction in hit box? I was wondering if the range was attached to the hit box or defined in the skill itself. I haven't checked. I think the skill moves your hitbox to the left, so since the hit box is now smaller, it should be much easier to use. The hitbox and skill range shouldn't be directly related.
Posting Freak
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Jesus enough with the nerfs give us a quest line or something!
Posting Freak
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shroum Wrote:Jesus enough with the nerfs give us a quest line or something!
What nerfs?
Posting Freak
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Illam Wrote:Ohh... more nerfs 
shroum Wrote:Jesus enough with the nerfs give us a quest line or something!
Takebacker Wrote:What nerfs?
I guess making a hitbox smaller is a nerf?
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