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I think that they're releasing skills to tespia bit by bit, like what they did with 4th job, when finding no extremely major issues with the skills after testing themselves so that the player testers can help them find the harder-to-catch glitches with the skills. They probably threw in some infighter skills so that people of the new class would be walking around with more skills to use. Imagine only having a crappy summon, a damage increasing skill, and a knockback skill; there isn't as much of a wide range of places and monsters on which to test the skills. The actual attacking skills of the class probably haven't had their major glitches worked out yet. Sparks looks more like a buff (you can see the character shape in the animation), and the sharks on sharks make it obvious it's part of the pirate class.
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Warriors and magicians have three branches and now pirates are getting another one (if it is another one). Does this mean that maybe thieves and archers might get a third branch?
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Cyanne Wrote:This is obviously a new branch of the pirate class. Gunslingers and infighters have already been released for many months now; the biggest change to them anyone can hope for is change in mp cost, cooldown, etc. It looks like the new class has been given some infighter skills so that testers can actually do something other than spam a certain test skill.
Yeah, but I still have a problem with it. What I'm saying is a job based on one element is horrible. Think about it. If this job can only use lightning attacks, then good luck getting 10 stormbreaker badges when all of your elemental attacks are reduced to 1. The main reasons why people have more than 1 element is so the creators can come up with more attacks and so you have more than 1 way to take down enemies.
And I was just saying that there's more than 1 possibility than a new pirate class when I said it could be 5th job.
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I wouldn't worry too much about this version of the Pirate class only having access to one element. Every other class in the game that is elemental has access to at least two elements (Bishops have heal & holy, which I consider two elements). Let them work it out.
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To everyone saying "Dex+Int" or "Str+Int" class, it's not going to happen with the information in this thread. The reason for this is the exact same as White Knights - their base class.
WKs are classified as warriors in their first job even though they have magical abilities like charges, meaning that for their whole "career" they will be wearing warrior and/or common class equipment. The same applies to this potential class. Whether they're a third pirate branch or they're skills for a specific PQ, neither option creates a necessity for anything else than str+dex because that's what the pirate equipments have as requirements.
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KMST patched to 171. Since the patch isn't very significant, I'll just say what was done concerning the events here.
The Sharks skill originally had 440 range, just like the Bowmaster's Dragon Breath. It's been increased to 600 range at all levels.
It's obvious they are going to continue work on this. Moar plz.
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Fiel Wrote:KMST patched to 171. Since the patch isn't very significant, I'll just say what was done concerning the events here.
The Sharks skill originally had 440 range, just like the Bowmaster's Dragon Breath. It's been increased to 600 range at all levels.
It's obvious they are going to continue work on this. Moar plz. Hmmm 600 Pixels? Isn't that a bit too far? You can only see 400 Pixels to the left and right when you're in the middle of the map... :o
It only would be usefull if you're standing at the total left (or right) "side-end" of a map, and there are 800 Pixels right of you (like zakum)... weird increase... :o
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2008-10-10, 01:31 PM
(This post was last modified: 2008-10-10, 01:33 PM by KajitiSouls.)
Wait, Lightning Charge has no Normal Damage Bonus, but just 35% lightning damage?
I don't care too much anyways since lightning is pretty much useless as an element. I mean, they might have a fun time at Florina Beach, but other than that, woohoo, Rextons and Spirit Vikings >_> (and HH and Black Crow)
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psychopat Wrote:To everyone saying "Dex+Int" or "Str+Int" class, it's not going to happen with the information in this thread. The reason for this is the exact same as White Knights - their base class.
WKs are classified as warriors in their first job even though they have magical abilities like charges, meaning that for their whole "career" they will be wearing warrior and/or common class equipment. The same applies to this potential class. Whether they're a third pirate branch or they're skills for a specific PQ, neither option creates a necessity for anything else than str+dex because that's what the pirate equipments have as requirements.
The only thing we know, is that it seems like KMS is working on some new skills for a possibly new class.
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bubbles Wrote:Warriors and magicians have three branches and now pirates are getting another one (if it is another one). Does this mean that maybe thieves and archers might get a third branch? The most effective choices, I'd say, for 3rd branch jobs in that area, are the two existing Pirate classes. Gunners for Archers and Fisters as Thieves.
But yeah, this doesn't really seem necessary as a job on its own. I'm going to hope they're supplemental job specific skills that can be learned outside the system of the normal skill system, sort of like the common skills. I really don't want to see such an unneeded additional subclass to the Pirate class.
Are these things released then in kMSt? Have they mentioned them or explained them?
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It will be interesting to see what they do with these skills and others that haven't been created (or shown).
I'm thinking that if it is an addition to the Pirate class, it'll wield some ranged weapon, because "Sharks" is definitely melee friendly. I imagine some kind of bazooka or cannon, it feels possible to me. Also, about the electricity theme, it might have something to do with the connections the Nautilus has with Omega Sector. Of course, this is if it a Pirate job.
By the way, the animations are surprisingly good. They've really gotten way better.
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Fiel Wrote:KMST patched to 171. Since the patch isn't very significant, I'll just say what was done concerning the events here.
The Sharks skill originally had 440 range, just like the Bowmaster's Dragon Breath. It's been increased to 600 range at all levels.
It's obvious they are going to continue work on this. Moar plz. Agree with bold. Quite a long range... =O
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Also, according to Insoya, this patch changed several things about the maker alchemy skill. You can now upgrade crystals using 10 of the normal/low/mid grade + mesos to create 1 low/mid/high grade respectively. This costs 103k (155k for black/dark crystal) for normal -> low and low -> mid, and it costs 516k (775k for black/dark crystal) for mid -> high. You can also dismantle normal (maker-able) equipment into monster crystals of a level proportionate to the equipment.
Nothing is mentioned about the new skills, so I don't think the new job is publically released for testing yet.
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Maybe just maybe these are all skill covers for current skills. Like I ingest a "lightning potion" and all of a sudden I have an electric beholder, electric dragon's breath, maybe even electric brandish? for 20min or something.
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Ooh so you can now make high grade crystals and not have to rely on "luck" to get them...this will change things a lot.
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Cyanne Wrote:Also, according to Insoya, this patch changed several things about the maker alchemy skill. You can now upgrade crystals using 10 of the normal/low/mid grade + mesos to create 1 low/mid/high grade respectively. This costs 103k (155k for black/dark crystal) for normal -> low and low -> mid, and it costs 516k (775k for black/dark crystal) for mid -> high. You can also dismantle normal (maker-able) equipment into monster crystals of a level proportionate to the equipment.
Nothing is mentioned about the new skills, so I don't think the new job is publically released for testing yet.
Another thing added with this patch is that you can't drop anything in the FM anymore.
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Chameleonic Wrote:Ooh so you can now make high grade crystals and not have to rely on "luck" to get them...this will change things a lot.
Yea. Getting +5, +5, and +5 on the 3 stats that you would like will be a lot easier.
I'm not looking forward to tracking down powders and whatnot. Ores are hard enough as it is.
And what's wrong with dropping stuff in the FM? D: Does that go for the general market (where everyone spams) and/or the individual rooms where people set up shops?
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Chameleonic Wrote:Ooh so you can now make high grade crystals and not have to rely on "luck" to get them...this will change things a lot.
It doesn't really change things that much, the prices of all the crystals will still be the same.. mid-grade cost ~3.5m each on my server while high-grade cost ~40m. I'm just worried that the availability of mid-grade crystals will be significantly lower :x
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blitzkrieg Wrote:It doesn't really change things that much, the prices of all the crystals will still be the same.. mid-grade cost ~3.5m each on my server while high-grade cost ~40m. I'm just worried that the availability of mid-grade crystals will be significantly lower :x
OHHHHHH!!!!!!!!!!!!!!!!! Okay, I just reread Cyanne's post and that makes way more sense. >_< Not as easy as I meant by the above post.
Still, you could, hypothetically, have 100 diamonds graded and not have a single one as a high grade. It would suck, but it is possible. This way, however, you would just need 10 mid grade diamonds to make a high grade one. A lot more likely.
Hopefully Nexon puts both features into it if/when they add it, instead of splitting up the skill and this like kMS. :X
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Cyanne Wrote:Also, according to Insoya, this patch changed several things about the maker alchemy skill. You can now upgrade crystals using 10 of the normal/low/mid grade + mesos to create 1 low/mid/high grade respectively. This costs 103k (155k for black/dark crystal) for normal -> low and low -> mid, and it costs 516k (775k for black/dark crystal) for mid -> high. You can also dismantle normal (maker-able) equipment into monster crystals of a level proportionate to the equipment.
Nothing is mentioned about the new skills, so I don't think the new job is publically released for testing yet.
Wait, 10 of what? Ores, refined crystals, or something else?
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