[1.2.328] Battlemages get their spotlight
Still, why tinker with something that was not a problem to begin with? 24 sets of stars aint that hard to carry around, and so far no boss has EVER been able to run me even half way dry of them. Stars running out was only a problem pre 4th job, when zakum could take 2 hours or more and we did not have shadow claw.
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Ah, that's right.

Well, Shadow Partner is unique in the fact that it copies everything that your regular character does. If your character crits, so does your shadow partner. So I think it's safe to say if you cause venom, so does your partner. I don't know this for a fact - never played an NL. But it only makes logical sense. In that case, it's a 20% chance to save two stars (you save one, your partner saves one), 4% chance to save four stars, and 0.8% chance to save six stars.

EDIT: Also, ALL KOR threads updated.
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So wait a second. Does Master Magic add 30 magic attack, or 30% magic attack? oO
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Fiel Wrote:Ah, that's right.

Well, Shadow Partner is unique in the fact that it copies everything that your regular character does. If your character crits, so does your shadow partner. So I think it's safe to say if you cause venom, so does your partner. I don't know this for a fact - never played an NL. But it only makes logical sense. In that case, it's a 20% chance to save two stars (you save one, your partner saves one), 4% chance to save four stars, and 0.8% chance to save six stars.

EDIT: Also, ALL KOR threads updated.

That would be 20% chance per hit, right? So 60% chance for at least 2 stars to be recharged with TT.

So for every Triple Throw:
40% chance that Shuriken Mastery will fail
55.2% chance to recharge 2
4% chance to recharge 4
0.8% chance to recharge 6

Or am I getting it wrong?
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CarrionCrow Wrote:Here is what I wanna see for NLs:
Make my god damn Shadow partner different from the bandit version, even if only by graphics. Scrap the utterly useless new skill that seem to have a percentual chance to recharge a set of stars. 1. We have shadow claw. 2. Shadow claw duration got increased by what, 30 sec?. 3. Any NL with self respect has been packing enough stars to last them 4 hours ever since they first released 2x cards. My vision is that they replace it with advanced shadow partner. It should give a new look to my shadow and maybe add some kind of defence buff, or they can take away TTs chance of armor ignore and add it to this skil instead.

1. We have Shadow claw. Used with that new "useless" skill, we get a pool of infinite stars, if we don't get dispeled. In fact, we actually get to recharge OVER the usage. If you are on some staged boss that dispels, you can wait on the room before, and use shadow claw to recharge stars... shooting at nowhere (Not sure if this works, but could be interesting).
2. Shadow claw now lasts 180 seconds when maxed. That's an extra 30 seconds at lv 1, full extra minute at lv 30.
3. Shadow partner being unique isn't the partner. Defense? No need for that, we are supposed to be weak against high damage. Instead, I'd suggest a new movement skill.

And that "useless" skill also increases avenger, drain, lucky seven, and shadow meso's damage with 25% when maxed. AVENGER. Use it on training, and it's good... USE IT ON ZAKUM ARMS/HORNTAIL HEADS, AND YOU ARE GONNA RAPE HIM.
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The only useless skills I see for a Night Lord is Ninja Ambush and Ninja Storm now(because of the removal of punching, if you don't want to get hit just FJ away)

I've always looked at Shadow Claw as more of a training skill than bossing skill anyways. I like to think of it like this, I wouldn't even need to carry 4 sets of Furys to have hours of enjoyment training out in the field. That also meaning I'm not paying 30920948234098 mesos to get 24 sets of the suckers. That kind of space is perfect and just allows me to carry tons more pots or ciders and also MOAR space for scroll drops. Bosses with dispell nulify that effect somewhat so it's always better to carry more stars then, but hell it would be hella useful on bosses without it.(Less complicated NL Zak solos anyone?)
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Alloy Wrote:1. We have Shadow claw. Used with that new "useless" skill, we get a pool of infinite stars, if we don't get dispeled. In fact, we actually get to recharge OVER the usage. If you are on some staged boss that dispels, you can wait on the room before, and use shadow claw to recharge stars... shooting at nowhere (Not sure if this works, but could be interesting).
2. Shadow claw now lasts 180 seconds when maxed. That's an extra 30 seconds at lv 1, full extra minute at lv 30.
3. Shadow partner being unique isn't the partner. Defense? No need for that, we are supposed to be weak against high damage. Instead, I'd suggest a new movement skill.

I've spent 182 lvls and 4,5 years or so managing my Night lord, and battled everything except the bean. If I conclude we do not need another skill for mere star saving, it is hardly taken out of thin air. About the uniqueness of shadow partner, I just threw some ideas out because it bothers me every thief class will look so similar. Bandits can have the old shadow partner since it looks like the one that explodes mesos, duals can keep their mirror image, and we should get something more sinisters.

Alloy Wrote:And that "useless" skill also increases avenger, drain, lucky seven, and shadow meso's damage with 25% when maxed. AVENGER. Use it on training, and it's good... USE IT ON ZAKUM ARMS/HORNTAIL HEADS, AND YOU ARE GONNA RAPE HIM.
If your are implying that "shuriken mastery" thingy adds damage, I take back what I said. I understood it as a simple "lol save some stars" kind fo skill.
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CarrionCrow Wrote:I've spent 182 lvls and 4,5 years or so managing my Night lord, and battled everything except the bean. If I conclude we do not need another skill for mere star saving, it is hardly taken out of thin air. About the uniqueness of shadow partner, I just threw some ideas out because it bothers me every thief class will look so similar. Bandits can have the old shadow partner since it looks like the one that explodes mesos, duals can keep their mirror image, and we should get something more sinisters.


If your are implying that "shuriken mastery" thingy adds damage, I take back what I said. I understood it as a simple "lol save some stars" kind fo skill.

As for that skill, yeah, it does both things, increases damage (Not on triple throw, I think, though), AND gives a chance at recharging stars, being passive. Sure, we don't need it, but then again, bandits didn't need shadow partner either, they could have boosted everything instead. Shadow partner is, what I see, a way to bring together both branches. I, for one, like that. The only thing I miss is that, a new movement thing. What made Night Lords unique was the way we had of moving, that now most others have. My best bet would be focusing on that.

I'd like to see an extra 4th job skill obtainable at like lv 150, that doesn't require skill points, but instead doing quests to max it. Bishops could get overheal, Night Lords double jump... I don't know, just imagine it. Like an ultimate skill focusing on the class' main focus, like movement, support, etc, that nobody else can achieve.
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Alloy Wrote:As for that skill, yeah, it does both things, increases damage (Not on triple throw, I think, though), AND gives a chance at recharging stars, being passive. Sure, we don't need it, but then again, bandits didn't need shadow partner either, they could have boosted everything instead. Shadow partner is, what I see, a way to bring together both branches. I, for one, like that. The only thing I miss is that, a new movement thing. What made Night Lords unique was the way we had of moving, that now most others have. My best bet would be focusing on that.

I'd like to see an extra 4th job skill obtainable at like lv 150, that doesn't require skill points, but instead doing quests to max it. Bishops could get overheal, Night Lords double jump... I don't know, just imagine it. Like an ultimate skill focusing on the class' main focus, like movement, support, etc, that nobody else can achieve.

I would like that too, but for most new skills as well...I mean, perhaps a quest that gives some random reason as to why Brandish (a 4th Job skill) was made available to Crusaders (3rd Job). Other stuff too of course, a quest for Shadow Resistance would be interesting - I can think of some possible "story" for it right now...
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Hanabira.Kage Wrote:
I would like that too, but for most new skills as well...I mean, perhaps a quest that gives some random reason as to why Brandish (a 4th Job skill) was made available to Crusaders (3rd Job). Other stuff too of course, a quest for Shadow Resistance would be interesting - I can think of some possible "story" for it right now...

Nah... Those would confuse new players. I just mean something for completely new skills. Maxing shadow partner with quests, and having 15 SP left over would be silly D:

What I mean is something like a 5 part quest that puts SP on the skill obtained that way, and that can't go to any other skill. Maybe make it like lv 155, 160, 165, 170, 175 to max it. Something like how maker levels itself without adding SP or adding that SP elsewhere.
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Alloy Wrote:Nah... Those would confuse new players. I just mean something for completely new skills. Maxing shadow partner with quests, and having 15 SP left over would be silly D:

What I mean is something like a 5 part quest that puts SP on the skill obtained that way, and that can't go to any other skill. Maybe make it like lv 155, 160, 165, 170, 175 to max it. Something like how maker levels itself without adding SP or adding that SP elsewhere.

No, my idea for the new skills we will get is just to obtain them from quests (like Aran); their skill levels will have to be raised by adding SP.

I get your idea, though. A passive upgrade for certain existing skills that does not require SP...
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can anyone here check/confirm if combat affect all skill (or 3rd) now instead of only 4th job?

It does not make sense that combat order is a 3rd job skill and only affect 4th job..... what the pineapple is this.....!
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mamaloki Wrote:can anyone here check/confirm if combat affect all skill (or 3rd) now instead of only 4th job?

It does not make sense that combat order is a 3rd job skill and only affect 4th job..... what the pineapple is this.....!

Fiel posted a thread with all skills affected. Most are 4th job, but White knights get their 3rd job ones boosted too, apparently. Not sure, just have a look at it, it's on this subforum and all.
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Alloy Wrote:Fiel posted a thread with all skills affected. Most are 4th job, but White knights get their 3rd job ones boosted too, apparently. Not sure, just have a look at it, it's on this subforum and all.

I know that. I really cannot see the logic with combat in 3rd job and only use for 4th job skill.
ALso, some one post a video of a lvl 100 knight using combat orders. So I am suspecting that it also can be used for 3rd job skill as will.

Hence, I am seeking some confirmation from any one on this.
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Alloy Wrote:As for that skill, yeah, it does both things, increases damage (Not on triple throw, I think, though), AND gives a chance at recharging stars, being passive. Sure, we don't need it, but then again, bandits didn't need shadow partner either, they could have boosted everything instead. Shadow partner is, what I see, a way to bring together both branches. I, for one, like that. The only thing I miss is that, a new movement thing. What made Night Lords unique was the way we had of moving, that now most others have. My best bet would be focusing on that.

I'd like to see an extra 4th job skill obtainable at like lv 150, that doesn't require skill points, but instead doing quests to max it. Bishops could get overheal, Night Lords double jump... I don't know, just imagine it. Like an ultimate skill focusing on the class' main focus, like movement, support, etc, that nobody else can achieve.

Pretty interesting, because a Night Lord's focus is throwing stars. They don't even need Flash Jump Post BB because they don't have a minimum range anymore. If you chose the Night Lord class solely to be the fastest you were doing it wrong, and really should've started the QQ when Dual Blades came out. They're faster than Night Lords and Shadowers (When there aren't any monsters around) when they use their Flash Jump + Flying Assualter.
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Zacairga Wrote:Pretty interesting, because a Night Lord's focus is throwing stars. They don't even need Flash Jump Post BB because they don't have a minimum range anymore. If you chose the Night Lord class solely to be the fastest you were doing it wrong, and really should've started the QQ when Dual Blades came out. They're faster than Night Lords and Shadowers (When there aren't any monsters around) when they use their Flash Jump + Flying Assualter.

I think you need to get your idea straight about what QQing is. I'm just suggesting. We loose nothing in these updates, and that's why I don't complain, but something to consider is that I made an assasin WAAAAAAAAAAAAAAAAAAAAAAY before pirates came out. In that moment, hermits were the masters of movement. And yes, I made one because of that. Saying I was wrong is just like saying the Roman Empire was a bunch of losers because they end up loosing their territories.

And saying Night Lord's focus is just throwing stars is like saying a bandit focuses on using a dagger. Before the updates, we had to rely on flash jump to move... And now, there's no change. You can just jump to the next mob in no time. Or else, it'd be a waste for shadowers too.

The ONLY thing I'm saying is that it'd be nice to have the original touches back. Not making them game breaking, but just fun to use. I sincerely can't imagine where I was "QQing". In fact, that term kinda annoys me, everyone throws it everywhere without thinking.
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Alloy Wrote:The ONLY thing I'm saying is that it'd be nice to have the original touches back.

I'd love to see this happen too, Double Jump, Super Sonic Jump, bla bla and bla bla. Although the original touches aren't very varied either.
- Attack
- Defense
- Support
- Movement
- ???
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I would like to see some new videos of NL's. I've only seen one from KMST and nothing since. I wonder if there's a shortage of NL's in KMS or something.
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Does Master Magic add 30% Matk or is it just 30 Matk? The skill tables only say 30 Matk. Is that a typo?


Also Battlemage video:

[video=youtube;N1_oT8uEkY0]http://www.youtube.com/watch?v=N1_oT8uEkY0&[/video]
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Random_Overlord Wrote:Does anyone know if they're giving everyone free AP resets as well to further balance the jobs? Since most statless jobs will be rendered obsolete, it'd be best to give everyone a whole AP reset along with a SP reset.

In Nexon Korea's press release regarding the Big Bang patch, they said they would give out 1 free SP reset to everyone, but made it clear they would give out no AP resets.

Atruya Wrote:So wait a second. Does Master Magic add 30 magic attack, or 30% magic attack? oO

Bribery Wrote:Does Master Magic add 30% Matk or is it just 30 Matk? The skill tables only say 30 Matk. Is that a typo?

QFTing both of these. I asked the same question back when it had it's 20% buff, since the translation works out as having "20 horsepower," meaning 20 MATK, with no % sign attached. The huge difference between the two is enough to keep haters hating or care less.
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