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Alloy Wrote:Avenger isn't bad. Its bad range is countered by being able to move fast to place the hit accordingly. However, the animation thing...
It would be just AWESOMEST to have a different avenger animation per kind of stars. Gigantic steelies... Mechanical huge hwabies... Humongous Oranges... SO MUCH POTENTIAL.
Or maybe even make Avenger and the rest of skills behave differently depending on the set, as a separate skill on 4th job, something like "star potential mastery"... Like Ilbies Need half the damage to Knockback, steelies ignoring some monster defense, or Hwabies dealing more critical damage... NOW THAT is what I want to see implemented.
yeah thats a pretty good idea. different stars = different benefits, other than just higher attack. ok that just sounds too awesome if it ever happens, call me a night lord.
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I always thought it'd be good if you ran out of throwing stars then shadow stars would function like soul arrow; except the stars being thrown would be 17 attack like subis instead of 0 attack. I realize many NLs wouldn't like throwing the equivalent of subis, but it is better than having nothing but shadow meso left to use during a boss run.
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You know all you Night Lords want this: Have Shadow Stars stack with the Recharge Star effect of Star Expertise.
Would also like to see Summon Rocks disappear from the game. Too much trouble to have to keep zooming back to El Nath to restock.
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I would actually really like to see something like shadow element mastery in 4th job to add like a passive 10% shadow damage or so.
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triple throw in 3rd job, replace it in 4th job with shadow partner mastery, which at level 30 makes shadow partner do 100% damage instead of mirroring whatever it does now, and removes the requirement of summoning rocks.
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How about Shadow Partner buff for your party members? Consume 5 rocks for 1-2 minutes of SP with a CD of 4-5 min.
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I don't think NL's need a revamp at all.
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Well, I said this in the old thief addition thread, but I think Ninja Ambush needs to be replaced.
For bandits, change it to be an upgrade to Assaulter:
Endless Assault: Allows Assaulter to be used multiple times in rapid succession when the player presses the skill key again during the final frames of Assaulter when he/she is standing behind the monster (the idea is to use Assaulter like Chain Lightning and rapid movement across the map). At level 1, increase the damage done by Assaulter by 21% and allow 1 extra Assaulter to be used, damage of the consecutive Assaulters is reduced by 39%. Damage increases by 1% every level and damage reduction decreased by 1% every level, and every 5 levels the number of Assaulters that can be used is increased by 1. At the max level of 30, the player can use up to 5 additional Assaulters in rapid succession, the damage of Assualter is increased by 50%, and each consecutive Assaulter has a damage reduction of 10%.
For Night Lords, I figured they could get an Ultimate or something, but I'm sure someone else could think of something better.
Oh yeah, I also listed what I thought they should do for Venom.
Venom: All attacks become poison elemental, at max level it grants a 125% damage bonus (not counting the element) and each attack has a 90% chance of causing 50% DoT for 6 seconds, the DoT can stack up to 4 times and DOES factor in the extra attack given by stars.
Ninja Storm can use a change as well.
Cling: Allows the Night Lord to jump up and cling to the bottom of the above platform in the same manner that Dark Lord clings to the ceiling in the Kerning City bar. While hanging on the above platform, the player deals an extra 40% damage to all monsters below him/her. The player's maximum speed is reduced to 110% while hanging, but the player also has a 99% stance rate (at max level). The player is knocked off if the stance effect doesn't activate, or he/she can jump of by holding down and pressing the jump key.
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White Wrote:I don't think NL's need a revamp at all.
![[Image: trollface_2_by_trollfaceplz.gif]](http://fc07.deviantart.net/fs70/f/2010/140/e/b/trollface_2_by_trollfaceplz.gif)
He would say that cuz the archers got a jump.
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Sorien Wrote:*snip*
I like the those ideas, but Venom shouldn't make your attacks poison element, or they should let you turn it on and of and make the damage bonus passive (like Snow charge).
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what about shadowers now hmm? Other then Sp i dont see much need other then a good party buff other then haste.
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Scaeva Wrote:I like the those ideas, but Venom shouldn't make your attacks poison element, or they should let you turn it on and of and make the damage bonus passive (like Snow charge).
Oh, I didn't consider that option. That probably would work better, since it would be more like a charge rather than an assassination technique with the way I suggested.
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Hana Wrote:He would say that cuz the archers got a jump.
Haha, just trolling a bit, but showing that i'm trolling so people don't get mad at me.
I don't see why people are suggesting an Ultimate for NL's. While I can see it being possible.....how many classes actually use their ultimate right now? They aren't spammable and NL's wouldn't get a spammable one so....I mean, is that really what you want? o.o
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White Wrote:Haha, just trolling a bit, but showing that i'm trolling so people don't get mad at me.
I don't see why people are suggesting an Ultimate for NL's. While I can see it being possible.....how many classes actually use their ultimate right now? They aren't spammable and NL's wouldn't get a spammable one so....I mean, is that really what you want? o.o
A lot of classes do in LHC just to get more exp. Here's what I propose with the exception of having an ultimate. I posted this on SW.
- Passive buff that increases our movement speed and jump.
- New party skill: Consume 5 Summoning Stones to give all party members Shadow Partner for (x) minute(s)
- Ultimate Skill (everyone and their moms have an ultimate, why shouldn't we get one?)
- Expert throwing star: Will either allow us to throw avenger faster or throw a third avenger with SP.
- Theives counter attack (similar to Bowmans Evasion boost/Vengeance): When we dodge attack or shifter activates, our attacks will be critical for (x) seconds with an increase in damage.
- Triple Throw (activation): attacks up to 3 enemies. Damage is reduced after each additional mob (similar to chain lightning).
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What if... NL´s would get something like eagle eye o_o?
Turn into a guy that looks alot like the Dark lord. Mask and everything.. You would get 180% speed and FJ gets a boost. And more overall dmg.?
Cooldown ofcourse but, omg that would be so epic.
And call it..
The Ninja way ;D
(So cheesy but yeah)
EDIT: If we ever get an ultimate, i'd really like to have that massive star attack Hsalf does. (When he jumps into the air throwing 6 huge stars down on the ground)
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Oh, here's another suggestion to replace Ninja Ambush for Night Lords.
Flash Jump Mastery: Allows a second Flash Jump to be used, the distance of the second jump increases with each level. Additionally, each Flash Jump's direction can be controlled using the arrow keys. Holding Up yields a straight up Flash Jump, Up + Forward yields a higher arch, holding forward yields a slightly better version of the original Flash Jump.
Oh yeah. and I think Shadow Meso needs to be replaced. How's this?
Advanced Drain: Increases the number of stars thrown by drain, as well as increases the damage dealt. At level 20, Drain can throw 2 stars that deal 185% damage, each star drains 25% of the damage as hp, the stars also have a 30% chance of inflicting a bleeding effect that causes the monster's hp to rapidly decrease (2 times per second rather than 1) by a measly 2.5% of the player's damage range for 20 seconds. The bleeding effect acts independently of other DoT skills, 1% of the damage dealt by the bleeding is given to the Hermit as hp.
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Sorien Wrote:Oh, here's another suggestion to replace Ninja Ambush for Night Lords.
Flash Jump Mastery: Allows a second Flash Jump to be used, the distance of the second jump increases with each level. Additionally, each Flash Jump's direction can be controlled using the arrow keys. Holding Up yields a straight up Flash Jump, Up + Forward yields a higher arch, holding forward yields a slightly better version of the original Flash Jump.
That would feel like haxxoring.
I approve.
And I think Night Lords should specialize in something like SP while Shads get (more?) stuff that is meso-related, since the FJ/SP that was NL's exclusive is now a very common skill (erm.. all thieves have it now actually lol).
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Muppy Wrote:That would feel like haxxoring.
I approve.
And I think Night Lords should specialize in something like SP while Shads get (more?) stuff that is meso-related, since the FJ/SP that was NL's exclusive is now a very common skill (erm.. all thieves have it now actually lol).
I'd actually make shadowers focus more on stealth, and Night Lords on movement. But still mixing both styles between them.
Like, make shadowers have something that deals more damage to an enemy if they don't attack it, like a DPS (maybe Venom lasting more and deadlier if no more than 2 attacks after the one producing it are made), but letting them flee to recover or attack other mobs... Not as much DPS, but still nice on particular situations. And Dark sight mastery, or something.
As for Night Lords, keep the range on our attacks limited, make us have few attacking skills if you please... But give us strategies. Like a double jump, or flash jump mastery, with improved distance and automatic dark sight while jumping (Still vulnerable to magic attacks, of course, as usual, but now you can ninja trick your way past enemies).
Dunno, there's quite some potential.
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