2011-04-11, 02:27 AM
Might as well since two other threads were made. What do you scurvy dogs think they'll hopefully do to make the Buccaneers less of an lolclass in comparison to the top classes, and how they may continue to improve on the well rounded Corsairs? Feel free to go nuts on what they can add, so long as it's reasonable.
Let's see, since I haven't played a Corsair I can't speak for our gun slinging shooters, so I will work with the brawling pirates instead. The general idea of my changes is making it so Energy Charge and Transformation are up 100% of the time, and changes will be made to accommodate that.
Brawler
Aesthetic changes:
-Why should a Brawler only have one knuckle equipped? It'd only make sense that both hands have a weapon equipped because who brawls with only one fist?
-Transformation should somehow be able to scale with level so you can easily tell a fresh Marauder/Buccaneer from a high leveled one.
1st job changes:
-Dash should be made either into a self Haste like Dual Blades, or allow the duration to continue during attacks. It should also be able to stack with the mobility boosts of both Transformation states.
2nd job changes:
-Backspin has potential as a spammable rush, but the push distance is kinda low. Either the distance gets jacked up, or attack speed is increased so more Backspins can be made.
-Corkscrew also feels like it suffers a lack of pushback distance. Distance should be increased to make it equal with other rushes, or make it so the longer it's charged the farther the distance. For example, when fully charged it'd travel triple/quadruple the distance or something like that. When half charged it's twice the distance.
-Double Upper has little use. I'd say scrap it for a new skill. I propose an early Barrage so they have a nice single target skill at 2nd job. An alternative is something like a version of Drop Up. I mean, we ARE pirates so shouldn't we be able to loot and plunder better than everyone else?
3rd job changes:
-My god, Energy Charge takes forever to charge at bosses, and why do Mechs/Corsairs get such nice buffs up all the time (Prototype/Battleship buff) and while we're stuck with downtime where we are Stance-less and have no access to our Energy Skills? The easiest solution I can think of is to scrap the charge rate entirely, and make it cost MP to use and/or to upkeep.
An alternative idea is make every single HIT charge up loads of energy if kMS doesn't want to scrap the charging concept entirely, such as taking only 5-10 hits to fully charge. This will still give a short moment where the Buccaneer is without an Energy Charge up, but should take only a couple attacks to be back up instead of taking a minute or two to recharge the bar. Also, the Stance effect of Energy Charge can go two ways: make it so it's a passive effect whether or not the Buccaneer is charged, OR combine it into Crowd Mastery, because it'd somewhat make sense that if a Brawler is fighting crowds of monsters that being able to stand their ground is a very good idea.
-Brings me now to Stun Mastery. Okay, I'm aware it's good on monsters, but at 4th job it really loses it's purpose, and on bosses it's pretty dang useless. Perhaps make it into something that is beneficial in all situations. Going to take a page from Luffy and turn Stun Mastery into a buff that'll greatly increase damage output with about 50% downtime. Not really sure what the name can be, but overall it'll increase damage by 20-30% for about 1 minute, and has a 2 minute cooldown.
-Stun Mastery should have it's effects integrated into Energy Blast as it's the only good skill that's not only strong but also stuns.
-Transformation should be a permanent buff like Prototype armor. None of this cooldown nonsense if they wish for Buccaneers to be as strong as other classes. Some additional changes may be making a battle aura that slowly becomes more prominent the closer the Marauder gets to 120. Also, unlike the current Transformation the Buccaneer may be able to use Snatch and Demolition when in this state. Once at level 120, Transformation automatically becomes the orange color that Super Transformation has.
-Shockwave is very, very bad when compared to the other skills Marauders get. If their idle animation shows them gathering a ball of energy, then Shockwave should be a variation of an energy skill. I propose Shockwave gets replaced with Energy Orb, but is weaker because it's at 3rd job.
-20 second downtime on Lucky Dice feels a bit silly. It should be somewhat automated like Beholder buffs, where it's activated once and as long as it's toggled on once the Lucky Dice buff runs out another one takes it's place. By doing this, there will also be no delay that stops the Marauder dead in their tracks every time the buff gets renewed.
4th job changes:
-Dragon Strike can be jumpcasted like Triple Throw.
-Energy Orb gets replaced with a different energy skill. Since Energy Charge would theoretically be up 95-100% of the time, completely replacing Dragon Strike just won't do. A new possible idea: Energy Wave (aka Kamehameha). The difference is that this one takes a short while to charge up (think Marksmen Pierce). However, once released it releases a constant stream of energy that continuously damages the target. The idea is that Dragon Strike is the spammable mobile attack, while Energy Wave is something more meant for strong mobby monsters like at LHC.
-Barrage is as suggested replaced with a Hurricane-like attack. It'll be made so it's THE bossing attack to use. The effect of the Buccaneer moving closer to the enemy will be removed, aka you're not going to bump into a stationary enemy anytime during the attack.
-With Barrage being the bosskiller, changes will be made to Snatch and Demolition so they still have niche purposes. Snatch can work like a reverse Monster Magnet, moving the Buccaneer straight to the enemy instead of the other way around. It'd also fit with how reckless pirates can be, and gives some more mobility to the Buccaneer. Demolition will be changed because of Barrage. Perhaps it can be the Buccaneer's ultimate with a name like Armada Support, where cannon balls rain on all the monsters on the screen.
-Super Transformation is replaced with Transformation Mastery, which increases the power of Energy Orb in 3rd job by a certain percent so it's viable in 4th job. The boosts of Attack/defenses will be further increased when in Transformation state.
-Speed Infusion gets knocked down to only 5 levels.
-Time Leap gets knocked down to only 5 levels, and the cooldown rate will be 10 minutes at level 1, which goes down to 5 minutes at level 5. Idea is it make it useful for 1 point, but turn it amazing when maxed. This can make Buccaneers indirect offensive/defensive support at bosses because cooldowns can be used more often.
-With the free SP, add a new skill called Energy Mastery. At max level this powers up Energy Charge so the Stance effect goes up to 100%, gives stronger reflective properties, increases bonus attack, increases the damage of Energy Drain/Blast, and the stun chance of Energy Blast to 100%. The last two are so these energy attacks are more useful in 4th job.
Not sure what else I can think of as of now, so feel free to give your own inputs/visions of better/stronger Maplestory Pirates. I'm well aware some of my ideas may seem grossly overpowered, weird, or illogical, but that's why they're possible Pirate changes and not actual Pirate changes.
Let's see, since I haven't played a Corsair I can't speak for our gun slinging shooters, so I will work with the brawling pirates instead. The general idea of my changes is making it so Energy Charge and Transformation are up 100% of the time, and changes will be made to accommodate that.
Brawler
Aesthetic changes:
-Why should a Brawler only have one knuckle equipped? It'd only make sense that both hands have a weapon equipped because who brawls with only one fist?
-Transformation should somehow be able to scale with level so you can easily tell a fresh Marauder/Buccaneer from a high leveled one.
1st job changes:
-Dash should be made either into a self Haste like Dual Blades, or allow the duration to continue during attacks. It should also be able to stack with the mobility boosts of both Transformation states.
2nd job changes:
-Backspin has potential as a spammable rush, but the push distance is kinda low. Either the distance gets jacked up, or attack speed is increased so more Backspins can be made.
-Corkscrew also feels like it suffers a lack of pushback distance. Distance should be increased to make it equal with other rushes, or make it so the longer it's charged the farther the distance. For example, when fully charged it'd travel triple/quadruple the distance or something like that. When half charged it's twice the distance.
-Double Upper has little use. I'd say scrap it for a new skill. I propose an early Barrage so they have a nice single target skill at 2nd job. An alternative is something like a version of Drop Up. I mean, we ARE pirates so shouldn't we be able to loot and plunder better than everyone else?
3rd job changes:
-My god, Energy Charge takes forever to charge at bosses, and why do Mechs/Corsairs get such nice buffs up all the time (Prototype/Battleship buff) and while we're stuck with downtime where we are Stance-less and have no access to our Energy Skills? The easiest solution I can think of is to scrap the charge rate entirely, and make it cost MP to use and/or to upkeep.
An alternative idea is make every single HIT charge up loads of energy if kMS doesn't want to scrap the charging concept entirely, such as taking only 5-10 hits to fully charge. This will still give a short moment where the Buccaneer is without an Energy Charge up, but should take only a couple attacks to be back up instead of taking a minute or two to recharge the bar. Also, the Stance effect of Energy Charge can go two ways: make it so it's a passive effect whether or not the Buccaneer is charged, OR combine it into Crowd Mastery, because it'd somewhat make sense that if a Brawler is fighting crowds of monsters that being able to stand their ground is a very good idea.
-Brings me now to Stun Mastery. Okay, I'm aware it's good on monsters, but at 4th job it really loses it's purpose, and on bosses it's pretty dang useless. Perhaps make it into something that is beneficial in all situations. Going to take a page from Luffy and turn Stun Mastery into a buff that'll greatly increase damage output with about 50% downtime. Not really sure what the name can be, but overall it'll increase damage by 20-30% for about 1 minute, and has a 2 minute cooldown.
-Stun Mastery should have it's effects integrated into Energy Blast as it's the only good skill that's not only strong but also stuns.
-Transformation should be a permanent buff like Prototype armor. None of this cooldown nonsense if they wish for Buccaneers to be as strong as other classes. Some additional changes may be making a battle aura that slowly becomes more prominent the closer the Marauder gets to 120. Also, unlike the current Transformation the Buccaneer may be able to use Snatch and Demolition when in this state. Once at level 120, Transformation automatically becomes the orange color that Super Transformation has.
-Shockwave is very, very bad when compared to the other skills Marauders get. If their idle animation shows them gathering a ball of energy, then Shockwave should be a variation of an energy skill. I propose Shockwave gets replaced with Energy Orb, but is weaker because it's at 3rd job.
-20 second downtime on Lucky Dice feels a bit silly. It should be somewhat automated like Beholder buffs, where it's activated once and as long as it's toggled on once the Lucky Dice buff runs out another one takes it's place. By doing this, there will also be no delay that stops the Marauder dead in their tracks every time the buff gets renewed.
4th job changes:
-Dragon Strike can be jumpcasted like Triple Throw.
-Energy Orb gets replaced with a different energy skill. Since Energy Charge would theoretically be up 95-100% of the time, completely replacing Dragon Strike just won't do. A new possible idea: Energy Wave (aka Kamehameha). The difference is that this one takes a short while to charge up (think Marksmen Pierce). However, once released it releases a constant stream of energy that continuously damages the target. The idea is that Dragon Strike is the spammable mobile attack, while Energy Wave is something more meant for strong mobby monsters like at LHC.
-Barrage is as suggested replaced with a Hurricane-like attack. It'll be made so it's THE bossing attack to use. The effect of the Buccaneer moving closer to the enemy will be removed, aka you're not going to bump into a stationary enemy anytime during the attack.
-With Barrage being the bosskiller, changes will be made to Snatch and Demolition so they still have niche purposes. Snatch can work like a reverse Monster Magnet, moving the Buccaneer straight to the enemy instead of the other way around. It'd also fit with how reckless pirates can be, and gives some more mobility to the Buccaneer. Demolition will be changed because of Barrage. Perhaps it can be the Buccaneer's ultimate with a name like Armada Support, where cannon balls rain on all the monsters on the screen.
-Super Transformation is replaced with Transformation Mastery, which increases the power of Energy Orb in 3rd job by a certain percent so it's viable in 4th job. The boosts of Attack/defenses will be further increased when in Transformation state.
-Speed Infusion gets knocked down to only 5 levels.
-Time Leap gets knocked down to only 5 levels, and the cooldown rate will be 10 minutes at level 1, which goes down to 5 minutes at level 5. Idea is it make it useful for 1 point, but turn it amazing when maxed. This can make Buccaneers indirect offensive/defensive support at bosses because cooldowns can be used more often.
-With the free SP, add a new skill called Energy Mastery. At max level this powers up Energy Charge so the Stance effect goes up to 100%, gives stronger reflective properties, increases bonus attack, increases the damage of Energy Drain/Blast, and the stun chance of Energy Blast to 100%. The last two are so these energy attacks are more useful in 4th job.
Not sure what else I can think of as of now, so feel free to give your own inputs/visions of better/stronger Maplestory Pirates. I'm well aware some of my ideas may seem grossly overpowered, weird, or illogical, but that's why they're possible Pirate changes and not actual Pirate changes.



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