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What Pirate changes shall they be bringing to this arrrmazing class?
#1
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.
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#2
Replace orb with:

Energy palm [Max level: 30] Imbue all the stored energy units into your fists to increase damage by 2x for 15 seconds. Completely drains you of energy afterwards.
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#3
I happen to like Shockwave for aesthetic reasons, so I don't want to see it scrapped. Frown

How about have a fourth job move that buffs up Shockwave, similar to the way Advanced Charged Blow works. Shockwave will be buffed to attack in both directions and hit up to 9 monsters for 700% damage or something. Oh, and maybe make its delay only 1030 ms.
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#4
I think Sairs are fine from 1st-3rd job and only need minor tweaks in 4th job.

Corsairs:
- Stance on Battleship
- Make Dice Roll cast-able in Battleship
- Something useful over Rapid Fire & Hypnotize, perhaps a party skill
- Reduce the max level of Elemental Boost. Not worth 30 SP in my opinion.

Perhaps also give Air Strike a passive effect that boosts Gaviota's damage, kind of like how Battle Mage's Dark Genesis boosts Dark Shock.
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#5
Takebacker Wrote:Replace orb with:

Energy palm [Max level: 30] Imbue all the stored energy units into your fists to increase damage by 2x for 15 seconds. Completely drains you of energy afterwards.

15 seconds seems too short. Maybe 30-45 seconds instead.

Sorien Wrote:I happen to like Shockwave for aesthetic reasons, so I don't want to see it scrapped. Frown

How about have a fourth job move that buffs up Shockwave, similar to the way Advanced Charged Blow works. Shockwave will be buffed to attack in both directions and hit up to 9 monsters for 700% damage or something. Oh, and maybe make its delay only 1030 ms.

Gotta first fix the issue that it's limited/screwed by terrain. Hitting both directions is a nice idea though. Animation can be changed where the Buccaneer slams a fist into the ground in order from where he/she stands (instead of jumping up) to be able to attack both directions.
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#6
i like. +1.
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#7
IllegallySane Wrote:-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?

Some weapons do show them on both hands (see: King Cent), but most do show a bigger claw on the front hand. White Fangs is an exaggerated example. It's not something that bothers me, since with Brawlers you don't see the other hand often, really.

IllegallySane Wrote:-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.

Nice. I wouldn't mind Dual Blade-like mobility with a fully charged CSB.

For other ideas:

- I don't mind a 20 sec cooldown on S.Transformation. At least I get to see my character's face, and gives it a sense of realism... if you follow Dragon Ball, haha. You un-transform when you waste a ton of energy, take a breath, gather strength, transform again, etc... It's a nice effect.

- For Energy Charge I'd rather keep the charge-bar, you should EARN energy mode, that's what makes it exciting! Also makes Energy Drain not broken. I think it should take you a reasonable amount of time to charge the bar, but have it remain charged more time if you keep brawling. So if you're an aggressive attacker, you can keep your Energy Mode about 70% of the time, but if you're a clumsy attacker, your Energy Bar will blink faster and faster, and you'll only keep your Energy Mode about 40% of the time. More attacking, more Energy Mode! Slacking off? Farewell to your bubble! If you don't like the time %s make it 50/80, or whatever.

- We do need a better way to keep Stance.

- I'm in for an Energy Wave move.

- Double Uppercut, Shockwave and Barrage need a reason to exist. They suck. DU could become something cooler or get replaced, Barrage could become a spammy melee-Hurricane (think on Corsairs, they use Cannon while "transformed", and Rapid Fire when "untransformed"), and Shockwave whatever, some people have posted good ideas for it. I don't care about it since it's 2 leftover Skill Points anyway.

- There should be a reason to use both Dragon Strike and Energy Orb depending on the situation. Well, pretty much that's the case now, but you know what I mean, each should have its uses so you're not stuck to spamming a single mobbing skill. Make us need to use both.

- More power to Demolition for better bossing, period.
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#8
I liked this idea I read on basil: Time leap passively reduces cooldown of your skills, so at max you won't have any downtime on transformation and dice.

And how about shockwave being replaced by a dragon roar -kinda skill as a 3th job ultimate? It could consume energy from your bubble so it's not spammable Smile
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#9
If they make energy bubble upped per hit instead of per attack, then they could also implement something along the lines of constant charging, like what's been brought up numerous times before. you keep the bubble as long as you keep attacking, but as soon as you stop for a short while, you lose it; kinda like how in fighting games you bash the opponent for energy, but that energy is slowly "leaking out".

I like shockwaves animation, but i think that makes it too slow for viability. If it was AoE without the terrain constraint, it might work out differently. Moving orb to 3rd job and replacing it with something else sounds cool. I don't like the idea of the ultimate though; seems to be out of the buccaneer training style. a one time use cannon sounds like fun, but maybe having it a total of 3 uses per full bar would be better. [EDIT: I like above's suggestion for shockwave Big Grin]

Shrink the amount of skillpoints needed for timeleap and SI is needed too. If they really want a long cooldown for it, make it into something like resurrection for bishops (it only takes 5 points now). Add new buff or attack-that-isn't-an-ulti (never liked the concept of ultimates. kinda boring if you ask me).


Allowing snatch + DS to be used in air would be godly. allow stacking of speed equips over transformation state so that i can actually use decent haste and cure our mobility problems a little bit. Transform is fine; just fix the problem where if you get dispelled, you lose everything but the transformed state. If you're beyond human, then you shouldn't be able to lose only a part of your entire state.

Demo should be sped up enough to outdamage the melee hurricane barrage (which i think is a pretty cool idea as long as it's not the main training skill- that's what made me want to quit my bowmaster: 1- 4 key training makes me really bored).

turn dash into a weaker copy o tornado spin from the Dual blades. That would be fricken awesome- mobility and iframes to boot with changed animation of course. If you don't want it in 1st job, switch it with double upper and nerf accordingly. otherwise corkscrew iframes back to pre-BB would be nice too.

Stun mastery isn't too useful in 4th job, so possibly move the bonus to one of the energy states as stated before as a passive. Replace it with something else entirely.

idk what else xD i had fun thinking sorta.
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#10
Veneni Wrote:I liked this idea I read on basil: Time leap passively reduces cooldown of your skills, so at max you won't have any downtime on transformation and dice.

And how about shockwave being replaced by a dragon roar -kinda skill as a 3th job ultimate? It could consume energy from your bubble so it's not spammable Smile

Hmmmm, having a passive effect of lowering the cooldowns of your skills as well as an active effect of passing down that cooldown effect as what Time Leap already has? I like this a lot. I still complain that 30 SP for Time Leap is too much, that it should be much lower. As for the Dragon Roar idea it's a possibility, but as one person so far says, he really likes Shockwave for it's looks, so there's gotta be a way to make Shockwave actually a plausible attack. Also, an Ultimate at 3rd job may not be as good an idea. Just imagine the potential whining the KSing that will occur from that one attack alone.
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#11
IllegallySane Wrote:Hmmmm, having a passive effect of lowering the cooldowns of your skills as well as an active effect of passing down that cooldown effect as what Time Leap already has? I like this a lot. I still complain that 30 SP for Time Leap is too much, that it should be much lower. As for the Dragon Roar idea it's a possibility, but as one person so far says, he really likes Shockwave for it's looks, so there's gotta be a way to make Shockwave actually a plausible attack. Also, an Ultimate at 3rd job may not be as good an idea. Just imagine the potential whining the KSing that will occur from that one attack alone.

Switch shockwave and energy orb. Problem solved?
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#12
Roar as an ultimate that consumes all your energy? I would rather punch the ground for a massive blue energy bubble that bursts out and hits the entire screen for 1800%ish. Same skill, different animation and less overlap between the normal roar.
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#13
Bribery Wrote:I think Sairs are fine from 1st-3rd job and only need minor tweaks in 4th job.

Corsairs:
- Stance on Battleship
- Make Dice Roll cast-able in Battleship
- Something useful over Rapid Fire & Hypnotize, perhaps a party skill
- Reduce the max level of Elemental Boost. Not worth 30 SP in my opinion.

Perhaps also give Air Strike a passive effect that boosts Gaviota's damage, kind of like how Battle Mage's Dark Genesis boosts Dark Shock.

pretty much what this guy says is good for sairs~
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#14
Worthyness Wrote:Demo should be sped up enough to outdamage the melee hurricane barrage (which i think is a pretty cool idea as long as it's not the main training skill- that's what made me want to quit my bowmaster: 1- 4 key training makes me really bored).

Spam-Barrage shouldn't be a training skill in any way, we got mobbing skills. It should just make Barrage useful for something else than show-off at Dojo. A fast single target multi-hit skill is nice to get rid of stray mobs here and there. But it would be overshadowed by Demolition for bossing. It's just nice to have a really swift machine-gun skill for some training situations. Tongue

+ Vote to reducing SI and TL max levels.
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#15
Takebacker Wrote:Roar as an ultimate that consumes all your energy? I would rather punch the ground for a massive blue energy bubble that bursts out and hits the entire screen for 1800%ish. Same skill, different animation and less overlap between the normal roar.

That actually reminded me of a certain attack.

[Image: VegetaKidVsSaibamenMovie.png]

So something like this, except explosion radius is the whole screen and drains the entire energy bar? In Dragon Ball Z it's called Explosive Wave.
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#16
I don't like the idea of having a knuckle on each hand. One Reverse Equinox is perfect... If there's to be two, it'll be too bulky and ugly.
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#17
ShiKage Wrote:I don't like the idea of having a knuckle on each hand. One Reverse Equinox is perfect... If there's to be two, it'll be too bulky and ugly.

Don't they technically have a knuckle on each hand anyway o_O

random fun change: FIX THE BAREHAND FORMULA TO THE WAY IT WAS PRE BB. it was so much fun out damaging nubs with no weapon on :c Now i just do the same damage as nubs with 4th job skills Sad
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#18
Worthyness Wrote:Don't they technically have a knuckle on each hand anyway o_O

random fun change: FIX THE BAREHAND FORMULA TO THE WAY IT WAS PRE BB. it was so much fun out damaging nubs with no weapon on :c Now i just do the same damage as nubs with 4th job skills Sad

Yeah, they do, but the one on the far side is not HUGE like it is on the hand that's facing the screen.


I also agree with the barehand formula. I loved using my bare hands to kill mobs until Big Bang.
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#19
Bribery Wrote:I think Sairs are fine from 1st-3rd job and only need minor tweaks in 4th job.

Corsairs:
- Stance on Battleship
- Make Dice Roll cast-able in Battleship
- Something useful over Rapid Fire & Hypnotize, perhaps a party skill
- Reduce the max level of Elemental Boost. Not worth 30 SP in my opinion.

Perhaps also give Air Strike a passive effect that boosts Gaviota's damage, kind of like how Battle Mage's Dark Genesis boosts Dark Shock.

This and split out HP boost from battleship and make it passive skill like other jobs. Maybe switch with pirate's revenge. We need it pretty much only when we're only on the ship anyway.
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#20
This is my idea for Corsairs:
New skill: Battleship Anchor: Basically stance on Battleship.
All skills can be used in Battleship except Double Shot, Burst Fire, and Rapid Fire.
Give us Speed Infusion.
Bump Burst Fire to 2nd job, reduce max levels for Recoil + Blank Shot.
Bump Rapid Fire to 3rd job and nerf it.
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