Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Predict some Magician changes.
In 3rd Job they were all three dramatically different. Priests would team up either with a single DK or a full party for support and HS. They would leech a considerable amount of exp.

F/P Mages used Poison Mist, preferably at the highest level trainable monster, due to the unique mechanic of the skill.

I/L Mages were attackers with the unique Ice Strike, which has massive crowd control.

4th Job pre-BB made them one big bland pile of crap, they all spammed their ultimate. BB hasn't really brought the flair back to them and Chaos will not either. The coming patch will have to resolve this issue, or the mage-class will forever be doomed to be the most uninspired class of Maple Story.
Reply
Atruya Wrote:In 3rd Job they were all three dramatically different. Priests would team up either with a single DK or a full party for support and HS. They would leech a considerable amount of exp.

F/P Mages used Poison Mist, preferably at the highest level trainable monster, due to the unique mechanic of the skill.

I/L Mages were attackers with the unique Ice Strike, which has massive crowd control.

4th Job pre-BB made them one big bland pile of crap, they all spammed their ultimate. BB hasn't really brought the flair back to them and Chaos will not either. The coming patch will have to resolve this issue, or the mage-class will forever be doomed to be the most uninspired class of Maple Story.

3rd job also lost its uniqueness after BB.
Reply
Yeah, I meant the mage-class as a whole, from 1st to 4th. There isn't really something unique about them any more, not something you'd really have to make a mage for.
Reply
Atruya Wrote:Yeah, I meant the mage-class as a whole, from 1st to 4th. There isn't really something unique about them any more, not something you'd really have to make a mage for.

Well, save for teleport and magic guard which have mechanics found nowhere else.
Telecasting is something awesome and magic guard makes mages suffer in a different way than other classes.
Reply
loANGELol Wrote:Make HS available to AMs. (so they are wanted in party)
Give new attacking skill((s) to Bishops (so they can be attackers like AMs)
A skill to turn mobs weak against their elements. (so they can be as strong as other classes)

loANGELol Wrote:I can't deny the fact that there are so many 4th job skills in common between all 3 mages but giving 3rd job skill HS to AMs will at least make them wanted in a party. It is similar to giving FJ and shadow partner to CBs.

Nexon can think of something to all 3 mages "unique". I am sure AMs don't mind giving mana reflecction to Bishop Smile

If Nexon were to follow your logic, then all three warriors would have Combo Attack, Elemental Charges, and Berserk. Then each Pirate would have Transform and Battle Ship. Oh and of course each Archer would have Ultimate Strafe, Pierce and Hurricane (though I guess three out of the four already have that).

I'm obviously overexagerating here, but I hope that I got my point accross.
Reply
Atruya Wrote:Yeah, I meant the mage-class as a whole, from 1st to 4th. There isn't really something unique about them any more, not something you'd really have to make a mage for.

The copy/paste design of archmages and bishop has been around since 4th job's release
in kms so it's a shame that it takes this long for them to address it...

I'm not sure how they would make the mage class be more unique from each other in terms of mobbing/bossing.

Currently each archmage/bishop uses big bang, infinity, a summon, and similar 4th job bossing skills but hopefully
the revamp doesn't lead to one being significantly better than the rest.
Reply
As stated, mages originally had certain uniqueness. Priests would party with DKs at Himes, then join parties at Skeles or Newties. F/P mages would mist, and I/L mages would attack more. All 3 were kinda sucky overall, but they had a different gameplay.

Then 4th job came, which made all mages just ultimate spammers. The whole concept of 4th job was based around ultimates, the rest of our skills were mostly filler. A cool summon and some other attacks which weren't really that important. Our ultimates were everything, so important that mastery books costed hundreds of millions of mesos.

Big Bang did stop the ultimate spamming... but they forgot that 4th job was designed around ultimates, so they left us with horribly designed skills like Big Bang, just increasing the damage in hopes that would compensate for the lack of ultimate spamming. Not to mention, 3rd job is horrible for all mages too, post-BB. A Bishop supporting is just lol exp, and you can't even mist properly now...

What mages really need is re-thinking the whole concept of the 3 jobs, and CHANGE the jobs, not just "patch" them. A simple patch isn't going to fix something that's horribly designed.
Reply
LegendGospel Wrote:As stated, mages originally had certain uniqueness. Priests would party with DKs at Himes, then join parties at Skeles or Newties. F/P mages would mist, and I/L mages would attack more. All 3 were kinda sucky overall, but they had a different gameplay.

Then 4th job came, which made all mages just ultimate spammers. The whole concept of 4th job was based around ultimates, the rest of our skills were mostly filler. A cool summon and some other attacks which weren't really that important. Our ultimates were everything, so important that mastery books costed hundreds of millions of mesos.

Big Bang did stop the ultimate spamming... but they forgot that 4th job was designed around ultimates, so they left us with horribly designed skills like Big Bang, just increasing the damage in hopes that would compensate for the lack of ultimate spamming. Not to mention, 3rd job is horrible for all mages too, post-BB. A Bishop supporting is just lol exp, and you can't even mist properly now...

What mages really need is re-thinking the whole concept of the 3 jobs, and CHANGE the jobs, not just "patch" them. A simple patch isn't going to fix something that's horribly designed.

As much as I would love to disaggree with you and try pointing out a few simple fixes, you make a really good point. They probably need to rework mages from the ground up, and possibly give them like 5 spells to choose from in each job that all have their own uses so that each mage can have its own build. They also need to have some way of keeping spells usefull later on so that they don't fall back into a spam class with weak attacks; however, the problem with reworking the entire mage class is that plenty of old mages would be seriously pissed off. Then again, not many mages seem to enjoy their class anymore, so who knows.
Reply
read through some of the thread, saw some all right idea. upset that everyone hates fire and ice demon, i adore those skills, they are so beast. they just need some improvements. here is an actual (paraphrased) ticket i logged to nexon a few months back about the demon skills:

fire demon:
-increased cast speed (that that of the blaze wizard's similar skill), it really needs to be sped up.
-increased damage, and can cut through 20% m.def at max level.
-leaves a small trail of demonic fire on the ground (or air, across plats) that causes independent trap damage, not DoT
-still makes monsters fire weak
-any monster under the effect of fire demon (the fire weakness, the trap damage) gets increased poison DoT, poison stacks every half second, instead of every second

ice demon:
-same general perks, speed, attack, cuts through 20%mdef, trap damage, ice weak
-any monster frozen by ice demon gets a huge critical rate boost, like 80% crit from all attacks on all monsters frozen by ice demon

eh eh? i don't wanna see these skills go. as for everything else, i like that magic gaurd being unable to be dispelled, but it's also not really fair at the same time. it's a magic spell, it has to be dispelled like everything else. maybe give it like a 50% chance to not be dispelled.

-big bang is a mess and i'm not sure if it should be kept the way it is or replaced my something compeltely different since they're all elemental now. make it like comp explosion or something? we have the elemental neutralizer skill so it wouldn't matter.
-dispelll working on bosses is nice. giving dispel a cooldown for us is stupid. just make it work for less time on bosses, like 5 seconds on bosses. 5 seconds of boss silence is a long time honestly.
speed summons up, make em stronger. make them able to hit twice on monsters, and give all their attacks the chance to randomly cast slow or dispel wtih the same stats as whatever level yours are
-only give paralyze and CL the chance to attack twice if the attacks are going to break the damage cap, or just make them able to break the damage cap, no reason to make them attack twice (unless they make it how i just suggested).

-as for meteor/blizzard increasing the damage of other skills like dark gen, it should either increase fire/ice demon respectively, or mist and ice strike respectively.

that's all i got for now. Pineapple
Reply
imo
i/l arch mage should be the main attacker with the highest dps out of the rest
f/p arch mage should be close to i/l too but they are heavy on the DOT
bishop should be full support with better buffs and the buffs give them more benefits than other
- for example: HS: when not in a party, the bishop will get 150% exp, when in party, others will get 150% while bishops get 200% exp.
- bless (potion/skill-smart): 20 attk/mattk, 120 wdef/mdef, 60 acc/avoi to party members, 30 attk/mattk, 200 wdef/mdef, 100 acc/avoi to self
- invincible: change to party skill, -30% weapon dmg for party, -50% weapon dmg for self
- holy shield: remains the same for others, for bishop, they are able to resist further abnormal status like zombify, seduce, etc.
- resurrection: able to use on self. cooldown on self is lower than party cooldown
This way they can be support and they can be compensated for "leeching" mostly
Reply
Looks like no patch again.
Reply
Hey guys. :-)

Http://ellinforest.com/forum/showthread....post114770
Reply
Xiger Wrote:Hey guys. :-)

Http://ellinforest.com/forum/showthread....post114770

OSHI :O

I see DoT Mastery or something of the like. and new Animation for BReath. Big Grin I see a lot of good stuff Slow is now level 10 Max instead of 20.

They didn't remove seal though :\.

But they got rid of Composition. Demons are 3rd Job :O, I/l Big Bang Freezes, while F/P Does DoT. Yes Stance on Infinity and increased DuratioN! Penalty damage has been removed from CL and more targets yush.
Reply
Xiger Wrote:Hey guys. :-)

Http://ellinforest.com/forum/showthread....post114770

Oh shi, google translate is really poor but I see many things I like.

Something about ignoring magic defense =D
FD doesn't remove fire weakness anymore =D
Seems like we got a new poison attack on 4th job something related to poison mist and explosions.
Poison Breath made useful for training again, hitting 6 targets.
BB with DoT and 10 targets <3
Infinity lasting longer and stance <3
"Feral Sunrise" which I suppose is Ifrit got buffed to more targets and apparently gives DoT too.

No more partial resistance or mana reflection =D


Oh pomegranate, bishops have advanced bless and it's BADASS!
Invincibility protects against magic damage too and higher %
Doom has a cooldown but uses no rocks
Reply
Shidoshi Wrote:Oh shi, google translate is really poor but I see many things I like.

Not sure if it's enough though yet, a lot of damage was adjusted upward stuff, but if it's like 5-40% nothing to bring mages to far. That and I can't make out half of the new skills.

I think I/L now have a skill with a 30% to autokill a monster with Status.
Reply
donovan Wrote:Not sure if it's enough though yet, a lot of damage was adjusted upward stuff, but if it's like 5-40% nothing to bring mages to far. That and I can't make out half of the new skills.

I think I/L now have a skill with a 30% to autokill a monster with Status.

They don't really present by how much the skills got increased in damage.
Having a longer infinity is already more damage and all 3 jobs got a skill in 3rd and 4th that seems to increase something (DoT for F/Ps it seems) and to ignore MDef so that's also a good increase in damage.

Anyways, I'll wait for Fiel's extractions before I come out and say anything.
Besides, I'm more happy to see some changes in the mechanics of the class possibly happening than exact balance between all classes (we are already much better off than pre-BB, I don't complain about being 80% of the "best" class).
Reply
Shidoshi Wrote:They don't really present by how much the skills got increased in damage.
Having a longer infinity is already more damage and all 3 jobs got a skill in 3rd and 4th that seems to increase something (DoT for F/Ps it seems) and to ignore MDef so that's also a good increase in damage.

Yea the more I read the more I like, and they have 2 patches to make it right, need dem numbers though, off to school.
Reply
Briefly glanced at it.

F/P:
2nd job
+40 int skill
Fire Arrow buffed
Poison Breath hits 6 targets
Slow max level 20->10

3rd job
New DoT skill
Fire Demon moved to 3rd job, now a regular forward mob attack like Flame Strike

4th job
Mist Eruption - Poison Explosion with stacking DoT and ITD
Arcane Aim - seems to increase ITD and give +% damage
Big Bang recolored, hits 10 targets
Infinity duration buff
Ifrit range increase, also gives passive elemental resistance
Paralyze mobbing damage penalty removed, reduced to 3 targetssomething about 3, not this I don't think
Something about Magic Mastery changed

Partial Resistance removed
Compo removed
Mana Reflection removed

Bishops got some things like damage ups, Advanced Bless and removed reagent requirement for Doom, but I want to see what Holy Magic Shell does.
Reply
This might lead me to finally grow a pair and reformat my computer so I can come back to maple...
Or buy me a laptop =P
Reply
Dusk Wrote:Paralyze mobbing damage penalty removed, reduced to 3 targetssomething about 3, not this I don't think

Hits 3 times. *single tear of joy*
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)