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Videos - Battlemage and Wildhunter
IllegallySane Wrote:While we're on Beast's Anger, maybe a good way to address the damage isssue is make that buff last the whole 180 seconds. +30% damage should be a decent boost. I'm aware of the HP boost too, but heck, if Battlemages are getting away with 8-10k HP at 10x-12x I don't see why our archer version of the Resistance class can't get an 80% HP boost.
I agree with this. There's no reason for it to have a cooldown at all.

Oh, here's a video of me sucking with sucky skills. Note that I do 1's with the Jaguar skills but not with arrows. It's either missing mastery or operates on a different damage range.
 Spoiler

Also, what's up with Riding Mastery? It doesn't increase arrow damage, so what's it do?
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Riding mastery increases your speed while on jaguar I thought.
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Komality Wrote:Riding mastery increases your speed while on jaguar I thought.
Yeah, it does that. But it also says something about a 40% damage boost.
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Maybe it increases the Jaguar damage?
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byakugan Wrote:[video=youtube;M9-gi02y2lM]http://www.youtube.com/watch?v=M9-gi02y2lM&playnext_from=TL&videos=HAbuB-Nv-t8&feature=sub[/video]

Credits to spadow and the ppl from insoya.

Well, I guess now we have proofs that these jobs suck. Such a damage range and his damage couldn't reach the 10k hits without criticals.

Guys, don't pay attention to this damage range/damage. He's using a 50 attack cash bear effect.
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Rigumaro Wrote:Guys, don't pay attention to this damage range/damage. He's using a 50 attack cash bear effect.
And then his damage is increased another 20% by the Aura he has on, after his damage range. Which is sad because if a Bowmaster, Corsair, or even a Wind Archer had that range and the Black Aura, he'd mow the skelegons down much faster.
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I don't like the way the hunter is looking =(
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Considering what Spadow said about Wild Beast and Hyper Body stacking (and the HP bonus lasting forever as long as HB is active), that reminds me, whatever the heck happened to those nerfed HB/Haste/SE/Door skills from the KMST extractions about two months back?
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idk much bout archers but is this strong or avg?

[video=youtube;AhriRi2kKLs]http://www.youtube.com/watch?v=AhriRi2kKLs&playnext_from=TL&videos=P98amvPpbJw&feature=sub[/video]
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@The video posted by byakugan: Fairly certain that characters' Wild Shot isn't maxed at level 134 although it's hard to tell because the video recorder doesn't show us.

@above: Aside from the range on steroids from % equips, that looks kind of dull, like a Marksman who still uses their 2nd job Iron Arrow skill in 4th job. :/
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Beg Wrote:like a Marksman who still uses their 2nd job Iron Arrow skill in 4th job. :/

Personally i think the usage of nerve gas makes that not much of an issue. Bomb is good by itself imo, crossroads is awesome for getting past large mobs fast while stunning them, and shout is excellent for rounding them up. This becomes much less relevant for a GMS setting though, since RGTS takes over eventually. Even then, their puppet is amazing, and swallow can get rid of the 9m HP mobs. Truly a hunter; a skill for every possible situation.

Despite the fact that it just gets twice as ridiculous when they finally get crit.
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Takebacker Wrote:Personally i think the usage of nerve gas makes that not much of an issue. Bomb is good by itself imo, crossroads is awesome for getting past large mobs fast while stunning them, and shout is excellent for rounding them up. This becomes much less relevant for a GMS setting though, since RGTS takes over eventually. Even then, their puppet is amazing, and swallow can get rid of the 9m HP mobs. Truly a hunter; a skill for every possible situation.

Despite the fact that it just gets twice as ridiculous when they finally get crit.

They have potential in their skillset, but the damage is currently severely low. With that damage range a bowmaster or marksman would easily kill oblivion guards in one strafe. Also while their puppet sounds like it's pretty awesome compared to the archer puppet, it only lasts for 40 seconds instead of 60, so anyone planning on RGing is going to be spending a lot of their time recasting. If they end up not having a crit skill, they'd have no business RGing to begin with, though. They should stick to leeching on ropes with ring mules to be the first 10-or-so to reach lvl 200.
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Few questions:

Is the item grading system officially in KMS now? Is there anything different from that in KMST than the official KMS version now? What's the duration on auras and how can you have multiples of them, from the latest videos the wild hunter has all 3.
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Jellyflower Wrote:Few questions:

Is the item grading system officially in KMS now? Is there anything different from that in KMST than the official KMS version now? What's the duration on auras and how can you have multiples of them, from the latest videos the wild hunter has all 3.
-Yes
-I am not sure. I heard they were going to make it harder to make crazy stuff, but I'm not an expert in this area.
-There is no duration. You have the aura so long as you're within the 250% range of the Battle Mage, and you don't have it if you're not in the range. So two Battle Mages = two auras theoretically, but I haven't personally tested this.

There is a glitch where auras don't disappear after the Battle Mage leaves, in KMST. I assume it will be fixed at some point. But for now if you get an aura, you keep it until you log off.
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Do you need to be in the party to pick it up, or does it spread to anyone in the map who's close?
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Stereo Wrote:Do you need to be in the party to pick it up, or does it spread to anyone in the map who's close?
I've done very little testing on auras, since I've spent most of my time on the archer. Still, I'd bet that you need to be in the same party.
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Stereo Wrote:Do you need to be in the party to pick it up, or does it spread to anyone in the map who's close?

You have to be in a party, yeah.

@ dim: The sheer fact that their puppet can aggro without needing to hit the mob (something other puppets can't do) on top of doing damage over time in my opinion more than makes up for the low timer. You already know WHs are going to get crit eventually. With that damage range i don't think an archer would OHKO with just a strafe...
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Takebacker Wrote:You have to be in a party, yeah.

@ dim: The sheer fact that their puppet can aggro without needing to hit the mob (something other puppets can't do) on top of doing damage over time in my opinion more than makes up for the low timer. You already know WHs are going to get crit eventually. With that damage range i don't think an archer would OHKO with just a strafe...

My range is like 10.8 on ciders and with 4 crits I can 1-hit an obliv guard, although that's not exactly likely, 2 crits and 2 nons is enough for both kinds of skeles (80 and 85k). With an 18k+ range and crit ring, 2 crits and 2 non would probably be enough to kill obliv guards in one strafe. Compare 10.8 to 18xxx and 85k to 141k and you see they're about even, so yes one strafe would kill obliv guards most of the time at that damage range. Especially with a crit ring.

Off-topic: I really hope they make those rings account tradable or I'm going to have to start leeching after 4+ years of not leeching lol.
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Could a Wild Hunter please demonstrate their Beginner skill Catch and Hunter's Call? Does it have any use?
Or a video showing what Swallow can do? A few examples of the buffs you receive? How much damage you do for spitting out a monster?
I haven't seen either in action yet.
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Outland Wrote:Could a Wild Hunter please demonstrate their Beginner skill Catch and Hunter's Call? Does it have any use?
Or a video showing what Swallow can do? A few examples of the buffs you receive? How much damage you do for spitting out a monster?
I haven't seen either in action yet.

[video=youtube;i_k2k42tyGw]http://www.youtube.com/watch?v=i_k2k42tyGw[/video]

There's really no use for it. lmao
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