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Arroz Wrote:It would be sick if they split the paradigm completely with pally's and heroes. Imagine if heroes only used 2-h and pally's only used 1-hand sheilds. It would make sense with the skill animations. The three choices would mix things up if the formulas were made accordingly to something like unstable(low minimum but insane maximum) middle(decent minimum with decent maximum) stable (high minimum low maximum)
Heroes are truly heroes since they seem more offensive oriented (aka they are meant for the frontlines) and Paladins are like guardians by laying down Threaten to make bosses weaker, and with Shield oriented abilities they are most likely the hardest to kill out of the 3 warriors with stuff like their 4th job "Blazing Armor" skill that seems to absorb up to 5 attacks at a 20% chance every 30 seconds, and the new Shield Block that negates attacks at a 30% chance (HAX) as well as 110%-200% more shield defense (assuming you max their 3rd job version of Heal or leave it at 21). These Paladins are indeed like Paladins in WoW: unkillable cockroaches.
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IllegallySane Wrote:Heroes are truly heroes since they seem more offensive oriented (aka they are meant for the frontlines) and Paladins are like guardians by laying down Threaten to make bosses weaker, and with Shield oriented abilities they are most likely the hardest to kill out of the 3 warriors with stuff like their 4th job "Blazing Armor" skill that seems to absorb up to 5 attacks at a 20% chance every 30 seconds, and the new Shield Block that negates attacks at a 30% chance (HAX) as well as 110%-200% more shield defense (assuming you max their 3rd job version of Heal or leave it at 21). These Paladins are indeed like Paladins in WoW: unkillable cockroaches. Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive.
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Blup Wrote:Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive.
I do see pally's becoming the ultimate sed mules though. That's as close as anything to being a meatshield in this game.
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ThankS man But where are the other jobz?
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Ds&Psp' Wrote:ThankS man But where are the other jobz?
It'll take Paul at least another week to add the other jobs in English. If you want to see all the jobs, just go to the Korean adventurer skill revamps thread.
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Blup Wrote:Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive.
Not if they make a melee boss that will kill all but warriors and Buccaneers and requires constantly being pushed back, and for a twist when someone gets hit by the boss more than 3-4 times in a row within 5 seconds (it'll stack) they receive a debuff that would stun them and lasts for 3-5 seconds, making Paladins ideal when they can avoid every 3 hits; incidentally this makes Buccs nice tanks for such a boss too.
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holyforest Wrote:It'll take Paul at least another week to add the other jobs in English. If you want to see all the jobs, just go to the Korean adventurer skill revamps thread. i saw it oh well i can wait one week....
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it would be cool if they modified the monsters to only attack one person and buffed the living hell out of their attacks in some instances. That either very skillful evasion or tanking is neccesary
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I see you've all forgotten how survivability in this game is meaningless since all you need is HP = monster's max damage +1 and power elixer auto pot.
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JoeTang Wrote:I see you've all forgotten how survivability in this game is meaningless since all you need is HP = monster's max damage +1 and power elixer auto pot.
Again the exception I can think of is seduce for HT/PB. While for PB it's randomish, it's not for HT.
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i hope someone quickly finds out the new damage range formulas, accuracy formulas, etc. it will be REALLY REALLY USEFUL.
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@andy
Why the rush?
This isn't coming to GMS anytime soon; I can see it coming this year but it definitely won't be out in the next couple months.
TBH having everything kept as a secret till it releases in your own server sounds more enterataining, especially when it haults the changes it has on the economy and such.
But thats just me.
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Well the majority of GMS players wouldn't have a clue of what was happening to the game when it will anyways. Knowing this stuff just helps whoever wants to prepare for it coming to GMS or their region.
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Blup Wrote:Too bad their unkillability isn't put to a very good use, because most bosses do AoE attacks that just fly past the pallys and destroying their party members, unlike other games where the pally can tank the hell out of the boss, keeping its party alive.
Unless we get PvP.
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Degenerated Wrote:@andy
Why the rush?
This isn't coming to GMS anytime soon; I can see it coming this year but it definitely won't be out in the next couple months.
TBH having everything kept as a secret till it releases in your own server sounds more enterataining, especially when it haults the changes it has on the economy and such.
But thats just me.
im a curious person
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Degenerated Wrote:@andy
Why the rush?
This isn't coming to GMS anytime soon; I can see it coming this year but it definitely won't be out in the next couple months.
TBH having everything kept as a secret till it releases in your own server sounds more enterataining, especially when it haults the changes it has on the economy and such.
But thats just me.
The current content lag from KMS to GMS is about 4-6 months. This will probably be a December patch for GMS.
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Biotype Wrote:Oh, it works on bosses now? I missed that.
In that case, it could be pretty handy (at least depending on how influental attack and defense stats are for mobs).
Well in the current GMS patch, my threaten knocked like 3k off of Crow's attacks, and reduced pap's physical damage to 1.5k and below (at one point he hit me for 997 damage)
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It makes me sad how no one is talking about bandits
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Even if people were interested in bandits there isn't much information about the changes anyway. The thief advancement is glitched in KMST.
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cleric1213 Wrote:It makes me sad how no one is talking about bandits
Actually, +10% hp (or is it 20?) in second job, plus probable +% hp from equips and only taking 40% damage (There's a skill in the 4th job that increases meso related skills, right?). If you include a bandit's huge avoid with that you have potentially the most resilient class.
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