KMS 1.2.156 - Warrior Revamp
#1
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 NPC

 Mob

 Item

 Character

 (PvE) Skill Changes
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#2
Credit to JoeTang, the Maestro, for all of the English Translation Greatness.

 Swordman
 Fighter
 Crusader
 Hero
 Page
 White Knight
 Paladin
 Spearman
 Dragon Knight
 Dark Knight
 Dawn Warrior (I)
 Dawn Warrior (II)
 Dawn Warrior (III)
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#3
More hits for everyone!

Paladins still seem to need another hit or two on ACB. One more hit at the same damage and they're still weaker than the other Warriors at multitarget, only saved by the possibility of elemental advantage. More severely, they're significantly held back by the damage cap once again, further aggravated by the high base damage on each hit from elemental advantage.
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#4
Still think it's funny that Brandish and Endure are affected by Combat Orders. I wonder if that was intentional.

EDIT: Oops, I mean Brave Slash.
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#5
[Image: 01342069.png]
투명 블레이드
Katara - All Classes
Description: #c블레이드#에 착용이 가능한 투명한 블레이드다.
Cash item

Oh my jesus. TRANSPARENT F'UCKING KATARAS!
Also, I see 9th anniversary stuff, another Legends ring, and the OSSS walker.
:o
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#6
Why did I happen to see some Malaysia mobs drop in the etc. section?!
Expect another World Tour area copy-pasta... Shine
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#7
buddyseeker Wrote:Why did I see some Malaysia mobs drop in the etc. section?!
Expect another World Tour area copy-pasta... Shine

Yeah, Shakar apparently found the boss UI's for Targa and Scar. I guess we're getting them for reals.
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#8
Wth...

Blast:
MP Cost: 24, Damage: 200%, Number of Hits: 6, Defense Ignored: 30%, Critical Hit Rate: +50%, Minimum Critical Damage: +20%, Instant Death Chance: 10%

I'm actually happy for a change*.. o_o
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#9
Certainly interesting. I am very excited to see what the next couple patches will entail.
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#10
Looks like a Hero focused revamp.

Is it really tremendously hard to update skill animations? Mikhail's Rush could be used perfectly, not the sword but the propulsive wave. Not that the looks substantially matters... but Heros got a proper 4th job looking grace, YNOTDAREST?
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#11
Death Wrote:Wth...

Blast:
MP Cost: 24, Damage: 200%, Number of Hits: 6, Defense Ignored: 30%, Critical Hit Rate: +50%, Minimum Critical Damage: +20%, Instant Death Chance: 10%

I'm actually happy for a change*.. o_o

They needa change Blast animation into a multi stab one like Dragon Crusher or Ultimate Drive, unless they are pulling a shonnen and say "the paladin moves so freaking fast he does 6 stabs while it looks he only moved once"

If the purpose of more hits in all attacks is avoiding characters from reaching the damage cap with potential, I don't really get why not just increasing the damage cap
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#12
byakugan Wrote:They needa change Blast animation into a multi stab one like Dragon Crusher or Ultimate Drive, unless they are pulling a shonnen and say "the paladin moves so freaking fast he does 6 stabs while it looks he only moved once"

If the purpose of more hits in all attacks is avoiding characters from reaching the damage cap with potential, I don't really get why not just increasing the damage cap

My guess is it would look TOOO much like a private server then.
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#13
byakugan Wrote:They needa change Blast animation into a multi stab one like Dragon Crusher or Ultimate Drive, unless they are pulling a shonnen and say "the paladin moves so freaking fast he does 6 stabs while it looks he only moved once"

If the purpose of more hits in all attacks is avoiding characters from reaching the damage cap with potential, I don't really get why not just increasing the damage cap

While they´re at it please give us a FREAKING BLUNT WEAPON ANIMATION.
I´m like the only Paladin in the world it seems (Besides Stereo) Who uses a two handed mace.
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#14
raging blow-> 220% 5 times on 6 monsters.
combat mastery: 40->50% ignore

heroes can go fuc'k themselves.

at least sacrifice got a very nice boost in a 4th hit while gaining some power, but still, when a hero can get passive 80% ignore from just mastery+leafre set, it makes no freaking difference.
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#15
Well i'm glad pallys/DrKs didn't COMPLETELY get the shaft on this one. 4 hit sac and 6 hit blast is quite nice.
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#16
I use a 1-handed mace... because I need it for Guardian...

Hadriel
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#17
Awesome, Paladins lost Blast and got Savage Blow.

Sigh... I wish animations actually made sense. I'd much rather have Blast be a single hit but it be able to break the cap.

Why do they even have caps? <_<


Lol Shinku, you may have gotten an extra hit on Sac but Paladins got Savage Blow. Take that!
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#18
Sephie Wrote:Awesome, Paladins lost Blast and got Savage Blow.

Sigh... I wish animations actually made sense. I'd much rather have Blast be a single hit but it be able to break the cap.

Why do they even have caps? <_<


Lol Shinku, you may have gotten an extra hit on Sac but Paladins got Savage Blow. Take that!

but yours is 1v1 only, heroes got some op crap that only gets even MORE pumped up when 1on1 (enrage)

you could argue blast is "balanced" to a degree. and not like elements will help you much in most scenarios, impale is still better in 2~6 i guess.

oh, and i forgot about ambition's 10% ignore. 220*2*1.6x5 damage on bosses (3520%) with 90% ignore without sacrificing any weapon lines.

>are you a hero?
>no?
you suck.
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#19
Raul Wrote:[Image: 01342069.png]
투명 블레이드
Katara - All Classes
Description: #c블레이드#에 착용이 가능한 투명한 블레이드다.
Cash item

Oh my jesus. TRANSPARENT F'UCKING KATARAS!
Also, I see 9th anniversary stuff, another Legends ring, and the OSSS walker.
:o
About damn time.
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#20
I feel like Paladin's have become the top original warrior in the endgame for sure after this patch. It's pretty easy to hit cap nowadays on both, but adding more hits for Paladin on top of their invincibility makes them crazy good. Only on a Paladin can you pretty much stand in front of empress all day, and now you get pretty much equivalent 1v1 damage with a Hero, not bad.

If I had to remake my Hero, I'd probably make a Paladin/DS (even now) because a Hero can't really do pomegranate in empress alone.
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