[1.2.318] [KOR] Adventurer Skill Revamps
kremechoko Wrote:Oh wow. Even though Final Attack for nerfed, it's actually pretty good right now. Sorta

There is no skill animation for it anymore. 0 Delay Big Grin

Is this from trying it out?
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Wait, F/Ps get Ifrit and I/Ls get Elquines?

Isn't it the other way around?
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Phoenix Wright Wrote:Wait, F/Ps get Ifrit and I/Ls get Elquines?

Isn't it the other way around?

They changed it.
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Phoenix Wrote:Is this from trying it out?

Yes. My fighter is lvl 42 currently.
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Phoenix Wright Wrote:Wait, F/Ps get Ifrit and I/Ls get Elquines?

Fiel thinks this means Amp works on summons.

Still, Demon and Summon was a nice trick. I'm kinda sad to see that vanish, especially since Ultimate Spamming is dead.
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kremechoko Wrote:Yes. My fighter is lvl 42 currently.

Freaking awesome. So it does work like crit? Now to figure out if it just adds 150% or if it adds 150% per hit so that it'll actaully make brave slash viable.
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Phoenix Wrote:Freaking awesome. So it does work like crit? Now to figure out if it just adds 150% or if it adds 150% per hit so that it'll actaully make brave slash viable.
According to what he, Andy, told me, it shows the extra hit, but not the animation. So it's a separate hit, not added damage like critical. Andy, correct me if I'm wrong.
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Rigumaro Wrote:According to what he, Andy, told me, it shows the extra hit, but not the animation. So it's a separate hit, not added damage like critical. Andy, correct me if I'm wrong.

As long as there's no extra delay in it I'm quite happy. If each hit of Brave Slash has an equal and seperate chance at activating FA then my day will be made.
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Blup Wrote:37% of the time. (5 min cooldown to 3 min useage)
hopefully the buff is like battleship.

what IS interesting though, is since now newts isn't your favorite spot from 8x to 13x, training as an outlaw might become more fun...

Pretty sure cooldown starts on use, not at the end of the buff.
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Cavalier Wrote:Pretty sure cooldown starts on use, not at the end of the buff.

Exactly. But anyways, I have all 3rd job skills maxed except 15 gaviota, and I could only get lvl 16 Dice. Which is less seconds and more cooldown.
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Since the Arch Mage summons were switched, does Ice Demon make monsters weak to Ice and Fire Demon make monsters weak to Fire?
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Phoenix Wright Wrote:Wait, F/Ps get Ifrit and I/Ls get Elquines?

Isn't it the other way around?
holyforest Wrote:They changed it.
Hazzy Wrote:Fiel thinks this means Amp works on summons.

Still, Demon and Summon was a nice trick. I'm kinda sad to see that vanish, especially since Ultimate Spamming is dead.
Bribery Wrote:Since the Arch Mage summons were switched, does Ice Demon make monsters weak to Ice and Fire Demon make monsters weak to Fire?

Sorry for my Stupidity..
Fiel ,can u tell me Ifrit and Elquines is switched is a mistake of extraction.
or they are really switched?
I'm so confused now.Poast
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not a mistake. you could easily check this yourself by looking at jobIDs of each skill
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Fiel Wrote:not a mistake. you could easily check this yourself by looking at jobIDs of each skill

OK.Noted.!
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I read somewhere that the Captain/Corsair's Counter attack skill is passive, and adds a chance for every attack you perform to add some WA temporarily. At maximum skill level, 10% chance of adding 30 WA. That, coupled with Critical Shot, is probably why many of their attacks were nerfed so badly.
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Rigumaro Wrote:Exactly. But anyways, I have all 3rd job skills maxed except 15 gaviota, and I could only get lvl 16 Dice. Which is less seconds and more cooldown.

An Outlaw can have everything maxed and 24 Gaviota.
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Rigumaro Wrote:Also, about the captain's new dice skill. It rolls a dice, and depending on the number, you get a buff.
1: Fail. No buff.
2: +20% critical damage. (I'm not sure about this. Couldn't read the korean well, but I felt higher damage on my criticals)
3: +20% Max HP and MP.
4: +10% critical rate
5: +20% total damage.
6: I still didn't get a 6, but I'd say it has to be something good, cause it's rare.

EDIT: Oh, and there's the new 4th job skill, called "Counter Attack", but for some reason it doesn't let me put points on it. I have no idea of what it does, something about 1% chance for 15 seconds, and 3 attack at lvl 1.

EDIT2: I mixed up some dice numbers.

It looks like getting a 6 might be +20% EXP.
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So would this build for bandit be good?

1 Mastery -> 5 Haste -> 14 Steal(hits 4 enemies)(1 Savage Blow Somewhere) -> Max Mastery -> Max Steal -> 5 Booster -> Max Savage Blow/Haste(IDK which one to max first) -> Max Shadow Resistance
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cleric1213 Wrote:So would this build for bandit be good?

1 Mastery -> 5 Haste -> 14 Steal(hits 4 enemies)(1 Savage Blow Somewhere) -> Max Mastery -> Max Steal -> 5 Booster -> Max Savage Blow/Haste(IDK which one to max first) -> Max Shadow Resistance

Sounds fine to me...

As for me, I'll definitely be past Second Job by the time the patch gets to MapleSEA. If they reset all the SP, then I would add:

Dagger Mastery - 20 (Maxed)
Dagger Booster - 20 (Maxed)
Haste - 20 (Maxed)
Steal - 11
Savage Blow - 30 (Maxed)
Shadow Resistance - 20 (Maxed)

Total: 121 SP

Note: I love having a 200 second Booster, so there. :p
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Hanabira.Kage Wrote:
Sounds fine to me...

As for me, I'll definitely be past Second Job by the time the patch gets to MapleSEA. If they reset all the SP, then I would add:

Dagger Mastery - 20 (Maxed)
Dagger Booster - 20 (Maxed)
Haste - 20 (Maxed)
Steal - 11
Savage Blow - 30 (Maxed)
Shadow Resistance - 20 (Maxed)

Total: 121 SP

Note: I love having a 200 second Booster, so there. :p
I have accounts in both KMS and MSEA, and TBH i prefer KMS
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