2011-01-07, 05:00 AM (This post was last modified: 2011-01-08, 05:44 AM by Sorien.)
First and foremost, I think Cygnus Knights have been left in the dust and need to be able to get a fourth job; however, I don't mean another set of skills that are just copied from their adventurer counterparts and then nerfed/buffed. With the new Empress boss, I think now would be a great opportunity for Nexon to expand upon the Cygnus storyline.My first idea is to have a quest line that follows the knights in their quest to do or find whatever it was that made them turn evil, and at the end of that line the player unlocks the fourth job advancement of his or her Cygnus Knight.
Fourth jobs for knights should include something along these lines:
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1) 4 AP per level instead of 5.
2) An added beginner skill that buffs the player and transforms the coloring of their eyes and armor to be that of the evil versions of the knights. This ability should be passive, but it could also be a buff if the makers don't feel inclined to make a new set of recolored armor sprites just for the knights.
3) Empress' Blessing needs to be changed to add 0.5% hp/mp and 1% weapon and magic defense per level, rather than it just being an easier to level version of Blessing of the Spirit. Actually, the change could occur to either skill, but I really do think that people would appreciate the change since the skills don't stack as they are now.
4) A set of "mostly" unique fourth job abilities that don't rip off of the adventurers (i.e. not using berserk, pierce, super transform, etc.)
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For the skills, I kind of thought it'd be appropriate to give them names and animations that would depict the corruption that's taken over the knights. Some of my name and animation ideas are:
Dawn Warrior:
Spoiler
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1) Tormented Soul: Changes "Soul" to be dark purple with a black glow (similar to the beholder). Damage, summon duration, mob count, range, and rate of attack all increased.
2) Blade of Corruption: Swing a blade twice to attack a mob, the blade looks similar to the one used in Soul Driver, but it is blood red and leaves a black trail. The two swipes of the blade are similar to the first two attacks of Brave Slash. Attack a mob of up to 5 monsters two times for 270% damage, 15% of defense ignored.
3) Sword of Doubt: Player moves toward and pushes back a mob of up to 15 monsters with a spiral of black energy outlined with a white glow. Attack mechanics are identical to rush.
4) Shadow Charge: Buff animation is similar to Divine Charge, but the color is black and purple with red rings in the center instead of white. 135% damage, attacks become dark elemental.
5) Fallen Angel: A pair of black wings (similar to the ones used in a holy elemental Charged Blow) stretched out behind the player as he stabs a crimson sword forward four times in rapid succession to attack a single monster. Deals 300% damage per stab, ignores 50% of defense.
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Wind Archer:
Spoiler
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1) Shadow Storm: Changes "Storm" to be dark gray with black eyes. Damage, summon duration, mob count, range, and rate of attack all increased.
2) Dark Influence: Changes the sprite coloring of Eagle Eye to have jet black hair and blood red clothes and have the eyes be completely black. The duration of the transformation is increased, and critical rate while transformed is increased by 10%, minimum critical damage increased by 10%, and maximum critical damage increased by 10%.
3) Winds of Sorrow: Creates a dark blue tempest around the character (possibly recycling the animation for Rolling Spin). Monsters that are caught within the tempest are subject to continuous damage (similar to hurricane but with the player at the center) and is slowly pushed out of the whirlwind. 30% chance of inflicting darkness, 30% chance of inflicting slow, 210% damage per hit, each hit can activate final attack. This skill is only available while transformed into Eagle Eye, requires at least level 1 Dark Influence.
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Blaze Wizard:
Spoiler
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1) Dark Flame: Changes "Flame" to be black with a green glow, and all the lighter parts of the flame are dark green. Damage, summon duration, mob count, range, and rate of attack all increased.
3) Flames of Malice: Sends out a massive wave of fire along the ground that cripples monsters and causes a burning effect for several seconds. Deals 560% fire elemental damage to 7 targets, 200% DoT for 10 seconds, 60% chance of reducing the target's speed by 50%. Has a 300% forward range.
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Nightwalker:
Spoiler
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1) Crimson Darkness: Changes "Darkness" to be crimson red with golden horns and eyes. Damage, summon duration, mob count, range, and rate of attack all increased.
2) Shadow of Fear: The color of the player's shadow partner becomes crimson red with golden eyes. Shadow partner's damage increased by 10%, claw mastery increased by 20% as long as the shadow is present.
3) Cold Blood: Attacking animation uses a dark red version of the Nightwalker's Lucky Seven. Throws 4 stars and deals 175% damage per star, 10% of defense ignored.
4) Night's Embrace: A flock of large, blood red bats swoop down from the sky and attack a mob of enemies. Deals 480% damage to 7 targets, 10% of the damage absorbed as HP, is not effected by shadow partner.
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Thunder Breaker:
Spoiler
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1) Dark Lightning: Changes "Lightning" to be white with black eyes. Damage, summon duration, mob count, range, and rate of attack all increased.
2) Malevolence: Transforms player into a black figure with dark orange eyes and white lightning circling around him/her. Attack increased by 25 stackable points, speed +40, jump +23, 100% chance of resisting knockback (stance effect), defense +150, magic defense +150, buff duration is 180 seconds, 200 second cool down.
3) Discharge: Causes the ground under the player's feet to become charged with electricity and cause damage to any enemy that walks on it (Almost like a Wild Hunter's mines, but this skill works continuously as the player runs, and the electricity stays even after a monster gets hurt). Deals 200% damage, electricity stays for 5 seconds and causes continuous damage to any enemy that it touches, buff duration is 180 seconds 190 second cool down. Only available while Malevolence is active.
4) Hydra's Wrath: The player unleashes a string of punches and uppercuts, and where each hit lands one of Hydra's heads appears. Deals 350% lightning elemental damage nine times to a single enemy, 25% of defense ignored. Only available while Malevolence is active.
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TheThunderBandit Wrote:That a good idea but one problem. What about ultimate adventurer?
I don't really see much of a reason for the ultimate adventurers to change. They're made available when the knight hits 120, but I don't think the knight itself becomes an ultimate adventurer.
Keitau Wrote:To me it seems like you are still recycling skills and just changing the color of the animations.
I understand that several of the animation ideas I had were recolored versions of the others; however, if you look at all the skills you'll notice a lot of them are actually recycled. For example, backspin blow is actually a blue version of rush that's just shrunk down and reversed, and the cloud of dust that pops up from dash is also in rush, blast, brandish, ground smash and several other skills with recolors. When I said that I wanted the skills to be "mostly" unique I was talking about the names and effects, not that I wanted the animations to be completely original with absolutely no recycling what-so-ever. I'll edit the post to make that more clear.
The cygnus knights don't intentionally become evil, so why should their skills be evil?
Make the skills good, remember, you don't go with the knights and get corrupted, your still sort of an adventurer, so technically your still good, right?
That is a good point, as long as the concept of the skill is unique then it's okay. Possibly make Shockwave useful? In the Cygnus boss the Pirate Instructor uses a double sided shockwave, maybe do the same?
Dredragon Wrote:The cygnus knights don't intentionally become evil, so why should their skills be evil?
Make the skills good, remember, you don't go with the knights and get corrupted, your still sort of an adventurer, so technically your still good, right?
Well, the way I see it is that the knights got corrupted and possibly obtained powers from the black mage's spell, or whatever it was that made them turn evil. I think that making a fourth job for them where they use the power of the dark mage's magic rather than the empress's spirits would be pretty believable when following the storyline. Hell, maybe there should be a pq to go along with the new pvp system that has the knights all fighting the other classes.
Yea, but that happens about the time you reach level 150(?) and go into the doors.
So you wouldn't be with the empress anyway, so you would have her good powers, and maybe a quest storyline to combat her evil powers.
Dredragon Wrote:Yea, but that happens about the time you reach level 150(?) and go into the doors.
So you wouldn't be with the empress anyway, so you would have her good powers, and maybe a quest storyline to combat her evil powers.
I suppose that would work too. I just thought that it would be more interesting to be able to fight on the oposite side of everyone else, and maybe do a quest chain that eventually has you confront the legends in a PvP battle. Now that you mention that the knight could have not been there though, it makes me think that it'd be even more unique if they have two quest chains you can chose from, and one of them gives good skills that have the same effects, and the other gives the evil skills that I've been posting. It's too bad there's no chance in hell that Nexon will ever do this.