[1.2.378] Magicians in Jump
iAmFear Wrote:It's like Divine Shield, but it's a party skill, and it guards 10 times before disappearing, or until the buff ends, which ever comes sooner.

 Spoiler

The face isn't part of the skill, that's some potential I have on the hat.

Oh, and it has the same casting animation as Holy Shield.

Oh, and it guards against magic attacks too, I think, whatever that acorn spitting skill Rashes do is.

Wow that's really cool. What the "30 seconds" part mean? The description says it has a 90 second cooldown, but at maxed level it says "can not be re-activated during 30 seconds barrier" (with Google Translate).
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If it gets TL'd it can't be recasted until the first buff is over? Or if there are two bishops they can't cast it in the same interval.
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Ok, so I did a double take. I definitely take back what I said about SR. It's totally awesomecookies now.

And having our own Divine Shield? Eh, I don't know how I feel about this. It looks like a really good skill, but with the removal of Elemental Resistance, we're much weaker defensively against the elements.

And despite the damage increases, we're still at a state where we're supposed to be a supportive role. I don't see any increase in benefits of being in that role. For me, I see the healing class changes as a mixed bag. :/
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iAmFear Wrote:It's like Divine Shield, but it's a party skill, and it guards 10 times before disappearing, or until the buff ends, which ever comes sooner.

 Spoiler

The face isn't part of the skill, that's some potential I have on the hat.

Oh, and it has the same casting animation as Holy Shield.

Oh, and it guards against magic attacks too, I think, whatever that acorn spitting skill Rashes do is.
Party skill, so does it guard each individual in the party 10 times, or is it 10 hits taken by any individual in the party? If the latter wouldn't AoE attacks fudge it over in large parties (e.g. AoE attack counts as 6 hits to a 6 man party, and another AoE attack to the same party would count as another 6 and end the buff)?

Hope that made sense. T_T;
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Welp, there goes me feeling special about being the only one not taking hits at bosses most of the time.

Looks like Bishops will be immensely more useful at bosses though. These changes are great.
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i love everything, but i'm really upset f/p loses element resistance... that was such a classic skill... hooray for losing our only legit defensive skill besides MG.
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in case no one else saw this

From Mage jump patch:
- Power-reflection (Fighter): ranged attack damage also has been modified to apply reflective.

- Power Guard (page): ranged attack damage also has been modified to reflect the effect is applied.

- Perfect Guard (-3 car mechanic): Can now proc from ranged attacks also been modified to guard.

From Warrior jump Patch:
- Blessing Armor (Paladin) can now successfully guard all attacks, the guard effect upon activation is 1.5 seconds of invincibility.

I love these changes so much, now a Paladin in party with with Bishop = Glitter Heart
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iamflip Wrote:Ok, so I did a double take. I definitely take back what I said about SR. It's totally awesomecookies now.

And having our own Divine Shield? Eh, I don't know how I feel about this. It looks like a really good skill, but with the removal of Elemental Resistance, we're much weaker defensively against the elements.

And despite the damage increases, we're still at a state where we're supposed to be a supportive role. I don't see any increase in benefits of being in that role. For me, I see the healing class changes as a mixed bag. :/

I think Invincible helps to guard against magic damage now as well, so you're not at a total loss.
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iamflip Wrote:Ok, so I did a double take. I definitely take back what I said about SR. It's totally awesomecookies now.

And having our own Divine Shield? Eh, I don't know how I feel about this. It looks like a really good skill, but with the removal of Elemental Resistance, we're much weaker defensively against the elements.

And despite the damage increases, we're still at a state where we're supposed to be a supportive role. I don't see any increase in benefits of being in that role. For me, I see the healing class changes as a mixed bag. :/

Bahamut provides a passive 40% elemental resistance now and Invincible blocks Magic damage now too.

I agree with your other comments though. That Arcane skill is better for Arch Mages. I feel like a better supportive skill could be in its place for Bishops.


Another nice change would be to make Buff Mastery protect your other buffs from Dispel.
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Bribery Wrote:Another nice change would be to make Buff Mastery protect your other buffs from Dispel.

I totally second this.
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I love these changes. Glacial Chains is so badass.
My only problem is they changed CL's animation. ;_;
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Beg Wrote:Party skill, so does it guard each individual in the party 10 times, or is it 10 hits taken by any individual in the party? If the latter wouldn't AoE attacks fudge it over in large parties (e.g. AoE attack counts as 6 hits to a 6 man party, and another AoE attack to the same party would count as another 6 and end the buff)?

Hope that made sense. T_T;

Yeah, I understand, but I can't test that right now, I need someone to test it with who speaks English =/

(I tested whether or not it was a party skill by party searching for an afk guy in Leafre ^.^u)

Also, dispel still doesn't dispel stun, too bad =[
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I/L AMs get a chain skill? c:

Also, sweet changes to ToT. If making it a party area makes it like LHC but 140-170, then leveling to 200 just got a whole lot easier.... again
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shagreen heart Wrote:i love everything, but i'm really upset f/p loses element resistance... that was such a classic skill... hooray for losing our only legit defensive skill besides MG.

Elemental Resistance is folded into Ifrit (40%) sort of anyways.

Reiterating from another thread: Extreme Magic Chance Attack is seemingly without use for the upper-end of L/Is, insta-kill chance for monsters with <30% HP or +20% damage effect for frozen or stunned is useless at late-game training spots (LHC or I suppose now, Monster Safari) where everything is boss-tagged to prevent those things from happening. This is more pronounced when compared to the +20% F/Ps get for a monster with DoT which affects all monsters bosses included. LF>Some new flag that allows the effect to occur, without having the effect occur or some Mirror ToT where monsters are buffed...

Speed boost to CL seems pretty hacks...I suppose it and Ignore M.Def 20% make up for the lack of the horsepower boost.
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TagerBustah Wrote:in case no one else saw this

From Mage jump patch:
- Power-reflection (Fighter): ranged attack damage also has been modified to apply reflective.

- Power Guard (page): ranged attack damage also has been modified to reflect the effect is applied.

- Perfect Guard (-3 car mechanic): Can now proc from ranged attacks also been modified to guard.

From Warrior jump Patch:
- Blessing Armor (Paladin) can now successfully guard all attacks, the guard effect upon activation is 1.5 seconds of invincibility.

I love these changes so much, now a Paladin in party with with Bishop = Glitter Heart

I wonder if 1/1 is reflected too and you'll be left with hp... Too OP probably Smile
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Chilly Wrote:Elemental Resistance is folded into Extreme Magic (60%) and what I am really curious about: Surely, the Ifrit 40% reduction in elemental resistance isn't additive to Extreme Magic's 60% for a full 100% resistance to Ice and Lightning for L/I's and the same for F/P's.

Reiterating from another thread: Extreme Magic Chance Attack is seemingly without use for the upper-end of L/Is, insta-kill chance for monsters with <30% HP or +20% damage effect for frozen or stunned is useless at late-game training spots (LHC or I suppose now, Monster Safari) where everything is boss-tagged to prevent those things from happening. This is more pronounced when compared to the +20% F/Ps get for a monster with DoT which affects all monsters bosses included. LF>Some new flag that allows the effect to occur, without having the effect occur or some Mirror ToT where monsters are buffed...
I think you misread. It changes from a 60% resistance to giving improved DoT, etc.
Extreme Magic can work for I/Ls if we're killing with a Hero or DB, I'd think.
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If Extreme Magic for I/Ls works like Hero's Chance Attack, then Threaten triggers it too (counts as Darkness I think).
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[Image: 2301003.png]

Invincible got new icon, but no new animation?
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Chilly Wrote:Elemental Resistance is folded into Extreme Magic (60%) and what I am really curious about: Surely, the Ifrit 40% reduction in elemental resistance isn't additive to Extreme Magic's 60% for a full 100% resistance to Ice and Lightning for L/I's and the same for F/P's.

Reiterating from another thread: Extreme Magic Chance Attack is seemingly without use for the upper-end of L/Is, insta-kill chance for monsters with <30% HP or +20% damage effect for frozen or stunned is useless at late-game training spots (LHC or I suppose now, Monster Safari) where everything is boss-tagged to prevent those things from happening. This is more pronounced when compared to the +20% F/Ps get for a monster with DoT which affects all monsters bosses included. LF>Some new flag that allows the effect to occur, without having the effect occur or some Mirror ToT where monsters are buffed...

Speed boost to CL seems pretty hacks...I suppose it and Ignore M.Def 20% make up for the lack of the horsepower boost.

oh, thanks so much! i didn't catch that. x)))

at first i was like, oh no here comes a mage bandwagon, but then i realized mages were bandwagoned the longest out of any class besides sins, and that i was a dog.
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Bribery Wrote:If Extreme Magic for I/Ls works like Hero's Chance Attack, then Threaten triggers it too (counts as Darkness I think).
Learn something new everyday.
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