[1.2.378] Magicians in Jump
Just give I/Ls Freeze Lancer (tales of vesperia) as a high damage burst attack (kinda how mech's have their siege mode burst).

That would make me lol.

Anywho, in all seriousness I definitely do see the issue of FPs getting a skill they WANT to max vs ILs getting a skill they toss 1 pt into and just leave it at that to take care of their old skills. A dark chains-like attack isn't particularly helpful when their main attacking skill has a big bounce range.

The fun gimmicky part of it is:
chains +teleport through the mob -> Big Bang charge-> turn around during the charge ->release big bang -> Chain Lightning -> Ult
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emailbox Wrote:From what I've seen in the KMST vids, AA has a chance to activate with every hit of any attack.
3x the chance to activate on Para and 4x on CL. Not hard to keep up at all.

After seeing a few vids, is this an accurate description of how Arcane Aim works?

- Each hit you do has a chance to activate Arcane Aim.
- Once it activates, it slowly fades away until the next hit activates it again.
- For each activation, you get a 8% damage increase.
- This continues until you get to the maximun increase of 40%.
- After it gets to the maximum increase of 40%, you have to keep activating it in order to keep the damage increase.
- If it fades away, you have to start over.

Chilly Wrote:I know in my heart that the time for brainstorming ideas for skills is over, but I just cannot resist: Ifrit has chains wrapped around its crown(?) right? A summoned Ifrit could behave like Mir and it could be the progenitor for an F/P chain move. Umm...L/Is could "explode" Elquines into millions of shards of ice for straight damage or a cloud of crystals a la a Poison Mist recolour, but then again, that might be close to an Ultimate and would really ignore the point of it being around to deal extra (slow) damage...

They could make Glacial Chains into a mob version of Chains of Hell with a cool down. XD
*Its already a copy of BaM's chain, why not go all out?*

Other than adding another damage effect, they would have to make a new skill for I/L and that's probably not going
to happen since they took some effort in making the animation. =/
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I can't stop laughing at everyone thinking glacial chains is completely useless. BEING ABLE TO MOVE MOBS IS NEVER USELESS ESPECIALLY WHEN THEY COULDN'T BEFORE. Rushing them instead of pulling them is just more useful.
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Abysseon Wrote:They could make Glacial Chains into a mob version of Chains of Hell with a cool down. XD
*Its already a copy of BaM's chain, why not go all out?*

Lol, reading this comment gave me the idea of turning Glacial chain into a skill that can deal huge dmg with a short cooldown, just like BaM's Dark Liightning. Actually this might be a way to make it usefull the best (and the easiest). 1000% x2 dmg over 6 monsters with 15 seconds cooldown time.
*Its already a copy of BaM's chain, why not go all out?*
xD

Takebacker Wrote:I can't stop laughing at everyone thinking glacial chains is completely useless. BEING ABLE TO MOVE MOBS IS NEVER USELESS ESPECIALLY WHEN THEY COULDN'T BEFORE. Rushing them instead of pulling them is just more useful.

It is not really useless but compared to Mist Eruption it is far behind. Mist Eruption is going to become a F/P's 2nd main attack, whereas GC can fulfill it's purpose with only 1 point.
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Takebacker Wrote:I can't stop laughing at everyone thinking glacial chains is completely useless. BEING ABLE TO MOVE MOBS IS NEVER USELESS ESPECIALLY WHEN THEY COULDN'T BEFORE. Rushing them instead of pulling them is just more useful.

I don't think that anyone considers glacial chain a useless addition.

Problem is that the design behind it is questionable and its not worth putting more than 1 point into the skill.

They should make it so that its a must max skill for I/L early on along with Eruption for F/P.
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Yea rushing makes more sense then pulling for I/L, but I doubt they will go out of their way to make a new animation for a rushing skill instead.
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donovan Wrote:Yea rushing makes more sense then pulling for I/L, but I doubt they will go out of their way to make a new animation for a rushing skill instead.

reverse the gears animation, it will look kinda like a bam's finisher xD
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Abysseon Wrote:I don't think that anyone considers glacial chain a useless addition.

Problem is that the design behind it is questionable and its not worth putting more than 1 point into the skill.

They should make it so that its a must max skill for I/L early on along with Eruption for F/P.[/QUOTE]

Design being s'hit i can't argue against, but we should be used to this by now. No one thinks mist eruption is bad design even though the animation comes from empress except recolored, but the concept is novel and the effect is amazing, so no one complains. Except the I/Ls who got nothing to that effect.

If they want to make glacial chains as awesome as eruption, make chains go out in all directions with full screen range that pulls mobs from the left to the right and vice versa with a 5 second CD at max that gets reduced as SP is put into it. THAT would be useful to max.
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*sucks trying to get full HD vids from pandora...

Links to full vids:

I/L - http://channel.pandora.tv/channel/video....all&page=1

LHC - http://channel.pandora.tv/channel/video....all&page=1

Part of an I/L Archmage at Pap vid (Full solo was 5:44):

[video=youtube;AvaMpSlMYyM]http://www.youtube.com/watch?v=AvaMpSlMYyM[/video]

Longer vid of LHC training:

[video=youtube;hrV8VhOONVo]http://www.youtube.com/watch?v=hrV8VhOONVo[/video]
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Chain left. Chain right. Big Bang.

Best for Ice-weak mobs and in small maps. Otherwise, just fry the hell out of them. Not that DPS really differs alot between both styles since for long-ranged mobbing with CL Tele-casting isn't that important.

Hadriel
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IMO Glacial Chains isn't good enough for a 4th job skill, especially compared to Mist Explosion. They should remove Ice Demon from 3rd job, move Glacial Chains down, and give I/L's something as strong as Mist Explosion in 4th.
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People wanting to have a skill with similar mechanics on I/Ls are recurring to one of the things this patch was fixing: making the 3 mages different from each other.

Just saying to give the same skills to both mages is a bad solution, they should work differently and have different skills.
Maybe make I/Ls the masters of status effects and give them a 4th job skill that will give a random status effect (that works on bosses and triggers extreme magic) between a list of different possible and useful ones. They could be things like lowering boss accuracy, defense, attack, few seconds of seal, some DoT, etc.
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Shidoshi Wrote:People wanting to have a skill with similar mechanics on I/Ls are recurring to one of the things this patch was fixing: making the 3 mages different from each other.

Just saying to give the same skills to both mages is a bad solution, they should work differently and have different skills.
Maybe make I/Ls the masters of status effects and give them a 4th job skill that will give a random status effect (that works on bosses and triggers extreme magic) between a list of different possible and useful ones. They could be things like lowering boss accuracy, defense, attack, few seconds of seal, some DoT, etc.
Thisx9999999999999999999999999999999999999999999999999999999999999999999999999. The problem that I've seen in MS over 6 years is that too many classes are similar. Classes should be different, having their own perks and weaknesses. I think Jump! has been doing good with that so far. The warriors were always really similar with only one or two attacks separating them. As of last patch theres much more of a difference. One thing that makes the Legends so cool (and so much anticipation behind them) is how they're so different from other classes. Evan with their Dragon, Aran with their combos. The Adventurers more than any class need to be different. While true more touch ups need to be made to i/l where f/p are pretty good and a little more touch up on bishops, theres finally a bigger difference between the classes.
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SwordStaker Wrote:Thisx9999999999999999999999999999999999999999999999999999999999999999999999999. The problem that I've seen in MS over 6 years is that too many classes are similar. Classes should be different, having their own perks and weaknesses. I think Jump! has been doing good with that so far. The warriors were always really similar with only one or two attacks separating them. As of last patch theres much more of a difference. One thing that makes the Legends so cool (and so much anticipation behind them) is how they're so different from other classes. Evan with their Dragon, Aran with their combos. The Adventurers more than any class need to be different. While true more touch ups need to be made to i/l where f/p are pretty good and a little more touch up on bishops, theres finally a bigger difference between the classes.
The impression I'm getting from the posts on this page aren't to give I/L's the same skill, but rather to turn Glacial Chains into an equivalent skill - that is, a skill that's equally useful when maxed.
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Cavalier Wrote:The impression I'm getting from the posts on this page aren't to give I/L's the same skill, but rather to turn Glacial Chains into an equivalent skill - that is, a skill that's equally useful when maxed.
You know I wasn't talking about that at all right 0.o? I was more or less agreeing with Shidoshi of how each class should be different.
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Hey guys, since the bowman's range is now 420, does that mean they shoot further? (i'm always confused when it comes to ranges of arrows @_@)
and if so, is it... say half the length of the bigger resolution?
thanks!
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At master level, Glacial Chain can attack up to 8 monsters with 570% damage and freeze monsters for 5 seconds long. Glacial Chain also gives 10 seconds of 90% damage over time with a time interval of 1 second.

What's the damage of Glacial Chains at level 1 and at max level? What's the difference of DoT and monsters pulled between level 1 and max level? Because people are saying it's fine leaving it at level 1 for a while.

Another idea I'd like to see implemented for I/L mages is that frozen enemies should take more damage from lightning magic. Is this already implemented in maple? Because if it's not, that'd make a sweet Glacial Chains > Chain Lightning combo.

Instead of getting frozen, as in "can't move", bosses should get a chill/cold status effect that makes them weak to lightning for x seconds, thus motivating I/L mages to combine Ice+Lightning spells. I'd see this as enough motivation to use Glacial Chains. :O
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LegendGospel Wrote:At master level, Glacial Chain can attack up to 8 monsters with 570% damage and freeze monsters for 5 seconds long. Glacial Chain also gives 10 seconds of 90% damage over time with a time interval of 1 second.

What's the damage of Glacial Chains at level 1 and at max level? What's the difference of DoT and monsters pulled between level 1 and max level? Because people are saying it's fine leaving it at level 1 for a while.

Another idea I'd like to see implemented for I/L mages is that frozen enemies should take more damage from lightning magic. Is this already implemented in maple? Because if it's not, that'd make a sweet Glacial Chains > Chain Lightning combo.

Instead of getting frozen, as in "can't move", bosses should get a chill/cold status effect that makes them weak to lightning for x seconds, thus motivating I/L mages to combine Ice+Lightning spells. I'd see this as enough motivation to use Glacial Chains. :O

Level 1 Glacial Chain pulls 8, DoT cannot beat CL spam and the same goes for damage from the skill itself; that's why it can be left at level 1.

Your "frozen enemy takes more damage" is covered by Extreme Magic, 20% more in fact. As you also have indicated the weakness with this skill is that bosses can't be frozen, and several of us have kicked around ideas for that, let's just hope one of them sticks.
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LegendGospel Wrote:At master level, Glacial Chain can attack up to 8 monsters with 570% damage and freeze monsters for 5 seconds long. Glacial Chain also gives 10 seconds of 90% damage over time with a time interval of 1 second.

What's the damage of Glacial Chains at level 1 and at max level? What's the difference of DoT and monsters pulled between level 1 and max level? Because people are saying it's fine leaving it at level 1 for a while.

Here's a 163 Dark Knight's description of Monster Magnet that describes the current Glacial Chain:

esteban Wrote:Just get One SP on Monster Magnet. You wont regret it, all you need is ONE SP on it until your level 180+. Whenever you cant rush you pull with magnet. As a Dark Knight we have no moves that can stun except magnet, the stun can come in handy especially for low level Dark Knights who dont have Stance yet. One example is: A stunned monster cant attack you so you wont get KBed.

Monster Magnet doesnt pull monsters from behind you, only in front of you, if you want to get something from behind you in front of you just turn around, pull it, then rush it into the other monsters and there you go. Dont make things complicated for yourself.

One magnet is all you need just like One rush is all you need, until every other skill is maxed.

I recommend getting One magnet, theres nothing bad in doing so.

You get most of the use from it at level 1 compared to level 30 so it isn't necessary to max until late game.
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Cept now the monsters it pulls is based on its level isn't it?
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