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Beginner Skill Revamp
#1
Alright, Mercedes, Demon Slayers, Wild Hunters, and Mechanics all extra Beginner skills upon they're job advancement at level 10, which is just plain unfair since all of their free skills never lose their usefulness (well, not the WH ones). Because of this I've decided to go ahead and list off some ideas of my own for new Beginner skills for all the other jobs!

So, here we go.

Warriors
Tackle: [ACTIVE] The player lunges forward to knock back up to 5 enemies. Has a 75% chance to stun for 2 seconds. This skill costs 10 MP, deals 90% damage, and has a 700ms delay and 200% range.
Cover: [ACTIVE] While this buff is active, the player will take 50% of the damage dealt to all party members within range; however, if the damage will kill the player, then he will not absorb any damage for his party members. This skill's affect reaches a 120% range. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Defensive Stance: Passively grants the player 10% stance, additionally the player deals 10% damage when he comes in contact with a monster (this touch damage does not agro enemies).
Overconfidence: For every 10% HP the player has (up to 100%), the player gains +1 speed and +1 strength.
Endurance: The player restores 1% of his hp every 5 seconds, regardless of the situation (i.e. the player can heal while being attacked).

Archers
Critical Piercing: Every critical arrow has a 15% chance of piercing through the monster and continuing forward. If this skill activates with a mobbing attack, the attack simply gains additional targets (up to 3 extra targets).
Backstep: [ACTIVE] The player quickly leaps backward to gain distance between himself and the monsters. This skill costs 15 MP and has an 800ms delay and 155% range.
Hamstring: Arrows have a 10% chance of reducing an enemy's speed by 25 points.
Blind: Arrows have a 10% chance of reducing an enemy's accuracy by 20%.
Quiver: The player's Shield slot becomes an Arrow Quiver. Quivers contain 8 inventory slots that can only hold arrows. Soul Arrows will have half the attack of the arrows currently in use. When using a one handed weapon, the Quiver will turn back into a normal Shield slot; however, the arrows stored will remain in the Quiver.

Magicians
MP Regeneration: MP is restored by 5% every 5 seconds.
Magic Retention: Each spell has a 10% chance of only consuming half of its usual MP cost.
Magic Overflow: Each spell has a 10% chance of dealing an additional 30% damage. When attacking a monster that is vulnerable to the spell's element, the spell has an additional 20% critical chance.

Thieves
Sprinting: Increases base and maximum running speed by 20%. Also Increases base and maximum jump by 10%.
Hit and Run: Allows the player to attack without interrupting his movement.
Surprise Attack: Increases the damage dealt to a non-agroed monster by 15%.
Blending In: The player has a 10% dodge chance against non-agroed monsters.
Star Pouch: The player's Shield slot becomes a Star Pouch. Star Pouches contain 8 inventory spaces that can only hold Stars. When using a one handed weapon, the Pouch will turn back into a normal Shield slot; however, the stars stored will remain in the Pouch.

Pirates
Extra Powder: All attacks that require bullets have a 10% chance of dealing an additional 50% damage.
Hallow Point Rounds: [ACTIVE] While this buff is in effect, all bullets have 5 additional attack and cause the targets to be knocked back twice as far. This buff cannot stack with Armor Piercing Rounds. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Armor Piercing Rounds: [ACTIVE] While this buff is in effect, all bullets pierce through 20% of the target's defense. This buff cannot stack with Hallow Point Rounds. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Quick Fists: [ACTIVE] The player has a 30% of activating this skill when using knuckle based moves. When this skill activates, there is a quick flash effect around the player and he can use another attack (doesn't have to be the same skill) without waiting for the skill's delay to finish. This buff is continuous and cannot be dispelled (much like a Battle Mage's aura).
Ammo Box: The player's Shield slot becomes an Ammunition Box. Boxes contain 8 inventory spaces that can only hold Bullets. When using a one handed weapon, the Box will turn back into a normal Shield slot; however, the bullets stored will remain in the Box.


Here's a quote by Alilatias, who has also come up with some good ideas for a Beginner revamp.
Alilatias Wrote:I thought of some new Beginner skills for Adventurers, Cygnus, Aran and Evan, and Resistance as well. But for the sake of not hijacking your thread, I'll just post a link to it on the MSEA forum.

Here's a link to Dark Zero's thread with even more interesting ideas for a beginner skill revamp. He came up with some interesting skills that incorporate each player's stat build. He also came up with ideas for making each type of Beginner more unique.
Blade Zero's Thread
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#2
I hope to god the ammo system isn't for Mercedes only, I like what you're doing there.
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#3
Sorien Wrote:Alright, Mercedes, Demon Slayers, Wild Hunters, and Mechanics all extra Beginner skills upon they're job advancement at level 10, which is just plain unfair since all of their free skills never lose their usefulness (well, not the WH ones). Because of this I've decided to go ahead and list off some ideas of my own for new Beginner skills for all the other jobs!

So, here we go.

Warriors
Desperation: When HP falls below 30%, all attacks hit 1 additional target.

Archers
Critical Piercing: Every critical arrow has a 10% chance of piercing through the monster and continuing forward.
Quiver: The player's Shield slot becomes an Arrow Quiver. Quivers contain 8 inventory slots that can only hold arrows. Soul Arrows will have half the attack of the arrows currently in use.

Magicians
MP Regeneration: MP is restored by 5% every 5 seconds.
Magic Retention: Each spell has a 5% chance of only consuming half of its usual MP cost.

Thieves
Sprinting: Increases base and maximum running speed by 20%. Also Increases base and maximum jump by 10%.
Hit and Run: Allows the players to attack without interrupting his movement.
Star Pouch: The player's Shield slot becomes a Star Pouch. Star Pouches contain 8 inventory spaces that can only hold Stars.

Pirates
Extra Powder: All attacks that require bullets have a 5% chance of dealing an additional 50% damage.
Quick Fists: Player quickly attacks a single monster in front of him. 200ms delay, 5mp cost. This skill deals 30% damage per hit. This skill has a variety in the frames used (kicks, uppercuts, jabs, etc.).
Ammo Box: The player's Shield slot becomes an Ammunition Box. Boxes contain 8 inventory spaces that can only hold Bullets.

My feedback:

Desperation: Sounds good, but warriors aren't really going to stay at 30% Hp for too long for it'll kill them. Perhaps a skill that can give than a 10% passive stance, which would give then 100% at 4th job.

They can also use at least one more passive. Maybe they can get a percentage of their STR to equate to speed/jump, because they eventually learn how to use their muscles to help them move around better.



Archers: Looks good

Mages: I believe MP regen can be bumped up a bit, at least 10%. Magic Retention isn't really worth it, maybe a magic version of Extra Powder would be more in line.

Thieves: Looks golden.

Pirates: Quick Fists seems like something that'll quickly get outdated. Maybe instead, replace it with a light version of Meso/Drop Up, like 10%-15% increased mesos/drops.
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#4
I don't know, I think the Resistance beginner skills pale in comparison to what Mercedes and Demon Slayer get. The only Resistance skill that is really noteworthy is that Potion Mastery skill, which is pretty much necessary considering the Resistance playing style involves taking damage almost all the freaking time.

Desperation is a bit iffy. It brings back memories of when DrK's Berserk used to require the DrK to be below a certain HP threshold.

MP rengeneration sounds good. Magic Retention doesn't sound like anything that would activate often enough for any noticeable difference, however. Maybe something like 20-25% might be more in line.

I suspect Sprinting is going to be something that is addressed during the Thief revamp later.

As for the ammo-related skill changes, I'd rather they be outright game mechanic changes rather than changes brought about due to skills. After all, that's two Pirate beginner skills that would only benefit Gunslingers, while all Buccaneers get is an extra attack that might not see much use later on.

I thought of some new Beginner skills for Adventurers, Cygnus, Aran and Evan, and Resistance as well. But for the sake of not hijacking your thread, I'll just post a link to it on the MSEA forum.
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#5
IllegallySane Wrote:-snip-

Yeah, I wasn't entirely sure what to do for mages, but I stuck Quick Fists in there thinking that it'd be a really easy way to build up energy later on when all of a Buccs moves have 1000+ ms delay.

I'll see what I can think up.


Alilatias Wrote:I thought of some new Beginner skills for Adventurers, Cygnus, Aran and Evan, and Resistance as well. But for the sake of not hijacking your thread, I'll just post a link to it on the MSEA forum.

Don't worry about hijacking, since I can't possibly be the only one with ideas for this. I think i'm going to stick your link into my original post if you don't mind.
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#6
*Double post for visibility purposes*

Okay, I made some changes to my original post to try and make the skills a bit more useful. Quick Fists, in particular, was changed in a way that would probably make Buccs a LOT more powerful later on (the skill might actually be a bit overpowered now).
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#7
Quick fists would f'uck me up so often. When transform goes off it no delays anything you use so sometimes that trips me up. 30% chance to double demo would be sick as f'uck, but would suck d'ick for anything that involves control.
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#8
Takebacker Wrote:Quick fists would f'uck me up so often. When transform goes off it no delays anything you use so sometimes that trips me up. 30% chance to double demo would be sick as f'uck, but would suck d'ick for anything that involves control.

Easy solution would be to not hold down the attack button, thanks to how much delay most Bucc attacks have. Then if Quick Fists activates you can choose to mash the button or not activate it at all.
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#9
IllegallySane Wrote:Easy solution would be to not hold down the attack button, thanks to how much delay most Bucc attacks have. Then if Quick Fists activates you can choose to mash the button or not activate it at all.

Even so the obvious reaction is to use another attack, and depending on what you're doing the monster could not be out of KB yet and you try to CSB or something and the monster doesn't rush, making you have to run back. Or something annoying like that.

Besides, some situations you kind of have to hold the button down. Tapping doesn't always cut it.
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#10
DB's would only be affected by one of the skills, really, unless you want DB's to be moving while they're using Flying Assaulter, Bloody Storm, or Tornado Spin.
...wait a second.
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#11
Ill post another thread... about Begginner skills revamp. I have strong ideas to how to improve greatly but balanced those skills.
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#12
I like IllegallySane's idea of giving warriors speed and jump from a % of their STR.
I think 0.1% of total STR should be added as speed, which should give the average high level warrior 10-20 Speed, and 25+ speed to the high funded ones
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#13
I think with the Magician beginner skills, they were never have to buy another mp potion again, at least for a lonnng time.
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#14
In about 1 hour ill publich my post but ill post the basics.
I have good subjections about Begginner Skills Revamp.

Also it can be evolve into a second stronger versions if you want to so it (optional) and you can get some new begginer skills (getting to

total of 8 at maximum). It applies to Adventurers, Cygnus, Resistance and Heroes like Aran and Evan. The upgraded versions wil applies to all

classes also, but you can only upgrade 2 of 3 basic skills and get 2 of 3 new skills.

Also there will be extra quest to max out the 3 basic skills of the Begginners

NOTES: That Begginer skills will change according to the basic class, so expect some substancial changes between classes

A.- Adventurer:

1.- Three Snails .- Yeah same skill but... Inflict some % damage at 250% range.

Level 1: Deals 55% Damage - MP Cost: 7
Level 2: Deals 70% Damage - MP Cost: 9
Level 3: Deals 85% Damage - MP Cost: 11

Notes: Good Range att... ideal for permabegginers and starting adventurers. Also it will work on ALL WEAPONS

2.- Self Recovery .- Yeah same skill but... Now recovers some % HP with a variable cooldown.

Level 1: Recovers 15% HP in 15 seconds- MP Cost: 12 - Cooldown: 3 minutes
Level 2: Recovers 25% HP in 15 seconds- MP Cost: 15 - Cooldown: 2.5 minutes
Level 3: Recovers 35% HP in 15 seconds- MP Cost: 18 - Cooldown: 2 minutes

Notes: A Pot saver... it will save you from Cygnus for example and has 3 minute cooldown which can be leaped.

3.- Nimble Feet .- Yeah same skill but... Now adds a chance of dodge and also it will last a longer with small cooldown.

Level 1: Speed: +8 - Dodge chance: +2% - Duration: 20 seconds - MP Cost: 8 - Cooldown: 120 seconds
Level 2: Speed: +12 - Dodge chance: +3% - Duration: 40 seconds - MP Cost: 12 - Cooldown: 100 seconds
Level 3: Speed: +16 - Dodge chance: +5% - Duration: 60 seconds - MP Cost: 16 - Cooldown: 80 seconds

Notes: Ideal for wariors and mages, it will be interesting to use them on bosses also.


--------------------------

B.- Cygnus:

1.- Energy shot .- Skill changed. Shots a Energy Bolt to two enemies and inflict some % damage at 250% range. Also has some % stun

rate.

Level 1: Deals 30% Damage - Enemies affected: 2 - Stun chance: 5% - Stun duration: 1 second - MP Cost: 8
Level 2: Deals 45% Damage - Enemies affected: 2 - Stun chance: 10% - Stun duration: 1 second - MP Cost: 10
Level 3: Deals 60% Damage - Enemies affected: 2 - Stun chance: 15% - Stun duration: 2 seconds - MP Cost: 12

Notes: Good Range att... The story will sound like: "Due Cygnus force are in you you can do some magic attacks". Ideal for all Cygnus

classes. Also it will work on ALL WEAPONS


2.- Cygnet Spirit .- Strong Improved skill of Self Recovery. It will act like 2 skills in one. Have an active part and a pasive part.

Can recovers HP % and some MP % but now can give a passive increase of Weapon Defense and Magic defense.

Level 1: Recovers 10% HP and 5% MP in 20 seconds- MP Cost: 15 - Cooldown: 3 minutes -- Pasive skill: Adds 2 % of weapon and Magic Defense
Level 2: Recovers 15% HP and 8% MP in 20 seconds- MP Cost: 18 - Cooldown: 2.5 minutes -- Pasive skill: Adds 3.5 % of weapon and Magic

Defense
Level 3: Recovers 20% HP and 10% MP in 20 seconds- MP Cost: 21 - Cooldown: 2 minutes -- Pasive skill: Adds 5 % of weapon and Magic Defense

Notes: great skill... it will save a lot of situations and the WDEF extra can help you in PVP arena

3.- Feathered Body .- A mini haste with Sharp Eyes in one. Adds Critical Chance, Speed and Jump in a short period of time with some

cooldown.

Level 1: Speed: +4 - Jump :+2 - Critical chance: +3% - Duration: 15 seconds - MP Cost: 8 - Cooldown: 120 seconds
Level 2: Speed: +8 - Jump :+5 - Critical chance: +6% - Duration: 30 seconds - MP Cost: 12 - Cooldown: 100 seconds
Level 3: Speed: +12 - Jump :+8 - Critical chance: +10% - Duration: 45 seconds - MP Cost: 16 - Cooldown: 80 seconds

Notes: It gives more usefulness to this skill.

I'll post with the Aran, Resistance and Evan Skills! So stay tunned!

PS: I'll modifing some skills to avoid game breaking so it will get an update soon.
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#15
Takebacker Wrote:Quick fists would f'uck me up so often. When transform goes off it no delays anything you use so sometimes that trips me up. 30% chance to double demo would be sick as f'uck, but would suck d'ick for anything that involves control.

Hrm, I never really thought too much into its affect on mob control. I mostly got the idea from Ragnarok Online, which has a system for its fist fighting class that lets them chain moves together at a certain % rate, but they have to quickly press the attack they intend to use when the animation flares up.
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#16
As much of a supporter for a revamp on Adventurers Beginner Skills Revamp, I have one really strong issue with your idea.
Kind of hard to give different adventurer types, different Skills as beginners since they don't choose their class until level 10 (or 8 for Mage).
Not to be a douche, but yeah you would have to think of some set of skills that work for ALL adventurers instead of dividing them into classes they don't get to choose until Level 10/8.

Oh and way to give Thieves a beginner Skill that would only affect Assassins.
-not counting sin-dits, because even them won't use starts after level 33+.
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#17
nRxUs Wrote:As much of a supporter for a revamp on Adventurers Beginner Skills Revamp, I have one really strong issue with your idea.
Kind of hard to give different adventurer types, different Skills as beginners since they don't choose their class until level 10 (or 8 for Mage).
Not to be a douche, but yeah you would have to think of some set of skills that work for ALL adventurers instead of dividing them into classes they don't get to choose until Level 10/8.

Oh and way to give Thieves a beginner Skill that would only affect Assassins.
-not counting sin-dits, because even them won't use starts after level 33+.

Actually, there are already classes in the resistance that have class specific beginner skills. People automatically get the skills when they choose which resistance job they want at level 10, and they only need one point to master them.

As for that skill that gives a star pouch, I really don't see the issue since it doesn't do anything for the player's dps. Having a separate set of inventory slots for stars gives no advantage to Assassins, as all it does is take away the MASSIVE disadvantage to needing to buy slots with NX in order to hold the same number of potions as other players that don't need any type of ammo.
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#18
Maybe bandits and dual blades should get an extra 10% dodge or something?
It would be much more beneficial, seeing as they are a melee class after all.
Everyone forgets that DBS share adventurer beginner skills -.-
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#19
Alright, I altered the skills a bit and added in a few more, but I'm not entirely sure if the changes I made were all that great. Any feedback would be appreciated! Biggrin

Oh, Dark Zero, I hope you don't mind, but I also put a link to your thread in my original post.
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#20
Sorien Wrote:Alright, I altered the skills a bit and added in a few more, but I'm not entirely sure if the changes I made were all that great. Any feedback would be appreciated! Biggrin

Oh, Dark Zero, I hope you don't mind, but I also put a link to your thread in my original post.

Oh, no problem Big Grin, thanks for the link anyways Big Grin Big Grin
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