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Video of updated KMST pirate skills - Printable Version

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Video of updated KMST pirate skills - IllegallySane - 2009-02-18

DrRusty Wrote:so now will everyone shut up about putting 30 points in shockwave......

Shockwave??? What's that, some kind of super awesome move on paper that's not bad whatsoever? :f6:

OOOOH. You mean that skill that I now have reason to only have 1 point in, dumping the rest into utility skills (max MP Recovery + Oak Barrel). *Also, HELLO max Energy Drain.


Video of updated KMST pirate skills - Takebacker - 2009-02-18

Hell i'm gonna max double fire with my points.


Video of updated KMST pirate skills - DrRusty - 2009-02-18

Thinkin about it though..... spammable blast will kinda make bucs overpowered during 3rd job. DK's crusher used to be the strongest 3rd job skill, but having a spammable blast is like letting a sader spam coma. Not to mention we already get our rush during 2nd job while they have to wait til 4th.


Video of updated KMST pirate skills - Takebacker - 2009-02-18

DrRusty Wrote:Thinkin about it though..... spammable blast will kinda make bucs overpowered during 3rd job. DK's crusher used to be the strongest 3rd job skill, but having a spammable blast is like letting a sader spam coma. Not to mention we already get our rush during 2nd job while they have to wait til 4th.

They probably think that because you have to wait for the energy to charge makes it balanced. Remember, KMS doesn't have the mobbiest places in the game like we do (himes, CGs, typhons, windraiders, etc), so it won't charge up as fast as it will for us. Nor will it be as powerful (less mobs).

Our rush sucks compared to theirs. o_o


Video of updated KMST pirate skills - DrRusty - 2009-02-18

Takebacker Wrote:They probably think that because you have to wait for the energy to charge makes it balanced. Remember, KMS doesn't have the mobbiest places in the game like we do (himes, CGs, typhons, windraiders, etc), so it won't charge up as fast as it will for us.

Our rush sucks compared to theirs. o_o

Ehhh I wouldn't say it sucks compared to theirs. Screw punch and backspin are pretty good. We get ours 90 levels sooner....


Video of updated KMST pirate skills - Takebacker - 2009-02-18

DrRusty Wrote:Ehhh I wouldn't say it sucks compared to theirs. Screw punch and backspin are pretty good. We get ours 90 levels sooner....

They're pretty good...in low mob situations. :/ It's a pain in the ass for me to control sometimes when it pushes half of the mob away. Damage wise...2xx% damage to 10 monsters vs (fully charged) 420% to 3? No contest. Frown

Snatch on the other hand... Glitter


Video of updated KMST pirate skills - Link - 2009-02-18

Takebacker Wrote:KMS doesn't have the mobbiest places in the game like we do

You'd be amazed.


Video of updated KMST pirate skills - Loose - 2009-02-18

Har, har! I knew it a long time ago!

Now to see if I can get my Marauder to Buccaneer...


Video of updated KMST pirate skills - Takebacker - 2009-02-18

ShiKage Wrote:You'd be amazed.

What's that supposed to mean. :[


Video of updated KMST pirate skills - IllegallySane - 2009-02-18

Takebacker Wrote:They probably think that because you have to wait for the energy to charge makes it balanced. Remember, KMS doesn't have the mobbiest places in the game like we do (himes, CGs, typhons, windraiders, etc), so it won't charge up as fast as it will for us. Nor will it be as powerful (less mobs).

Our rush sucks compared to theirs. o_o

1. We are also overpowered during 2nd job. It's because our skills are meant to be used altogether during 4th job, so a little overpowering pre-4th job if we are going to be clearly balanced at end-game is fine with me.

2. How many times are you going to rush 10+ mobs? :f6: Also, our rushes are more powerful. Shine


Video of updated KMST pirate skills - Takebacker - 2009-02-18

IllegallySane Wrote:1. We are also overpowered during 2nd job. It's because our skills are meant to be used altogether during 4th job, so a little overpowering pre-4th job if we are going to be clearly balanced at end-game is fine with me.

2. How many times are you going to rush 10+ mobs? :f6: Also, our rushes are more powerful. Shine

We aren't overpowered at all. o_o Having the ""most powerful skill"" (double quoted to emphasize ridiculousness) across all job doesn't make us overpowered. Magic claw is the strongest 1st job skill, are they overpowered? A lot would argue that they aren't.

A bandit uses SB in 4th job. A lot argue that it's too weak come 4th job. (i don't remember what i was going to say after this Tongue)

Rushing at himes happens all the time. Rushing at the armory happens all the time. Rushing (i would imagine) happens at CGs all the time. More powerful is relative. 2xx% to 10 with more range and instant execution vs 420% to 3 with charge up time. I'd take the former...

(i've been saying it's 2xx% since the start of this but i've been saying that with heroes combo in mind, so i don't really know if elemental weakness would really bump it up that much...)


Video of updated KMST pirate skills - Sivrat - 2009-02-19

IllegallySane Wrote:2. How many times are you going to rush 10+ mobs? :f6: Also, our rushes are more powerful. Shine

idk, how many times do you see mobs of more then 3? Just cuz theirs is 10 max, doesnt mean they use 10, but because ours is only 3, it gets limited at times. Also, in 4th, i dont know about you, but i rarely charge corkscrew.


Video of updated KMST pirate skills - Crovis - 2009-02-21

Ima laugh at your people whenever a new skill patch comes and makes Shockwave have 6666% Damage :O:O:ORedface


Video of updated KMST pirate skills - DrRusty - 2009-02-21

Crovis Wrote:Ima laugh at your people whenever a new skill patch comes and makes Shockwave have 6666% Damage :O:O:ORedface

I don't think they've ever actually increased the damage of a skill when they tweaked the skills. During the last update of skills, they changed how some of the skills started when you were first putting SP in it. Then changed some skills like assassinate, where they decreased the activation time from darksite -> assassinate.

Same thing with this set of KMST updates. None of the skills were actually increased in damage. Almost all buc skills got a speed increase (except double upper), Pally get more range with blast and threaten working on bosses, marksmen get reduced snipe. Nothing that actually increases damage though. Shockwave already doesn't have a delay so there's no delay that they can take away lol. Maybe if they made it so platforms didn't stop it, it might not be as bad.


Video of updated KMST pirate skills - Takebacker - 2009-02-21

If they just made the animation in 3rd job as fast as it is in 4th job with WB, and even faster when you actually have WB, that'd be amazing.

Either that or make orbs reduction 10/20% higher (lower?) than CLs new reduction. (CL = 70% reduc, orb should be like 80/90% Frown) I mean come on, a 3rd job skill outclassing a 4th job skill? Unfair.


Video of updated KMST pirate skills - Kaasoljoyyx - 2009-02-21

DrRusty Wrote:I don't think they've ever actually increased the damage of a skill when they tweaked the skills. During the last update of skills, they changed how some of the skills started when you were first putting SP in it. Then changed some skills like assassinate, where they decreased the activation time from darksite -> assassinate.

Same thing with this set of KMST updates. None of the skills were actually increased in damage. Almost all buc skills got a speed increase (except double upper), Pally get more range with blast and threaten working on bosses, marksmen get reduced snipe. Nothing that actually increases damage though. Shockwave already doesn't have a delay so there's no delay that they can take away lol. Maybe if they made it so platforms didn't stop it, it might not be as bad.

I think rapid fire = +20% upgrade?


Video of updated KMST pirate skills - DrRusty - 2009-02-21

Kaasoljoyyx Wrote:I think rapid fire = +20% upgrade?

I stand corrected. Still though... After these KMST updates, I wonder if they'll ever have another class balancing update again? This last one they had seemed pretty good.


Video of updated KMST pirate skills - IllegallySane - 2009-02-21

Kaasoljoyyx Wrote:I think rapid fire = +20% upgrade?

Rapid Fire is a 4th job skill. Of course a skill in such an important tier would merit nerfing/buffing.

But it can be argued all jobs will have an lolskill at 3rd that doesn't not deserve to have more than one point for the hell of it, OR does not warrant maxing out.

1. Crusaders/White Knights/Chief Bandits: Shield Mastery <------- wut

2. Crusaders/White Knights/Dragon Knights: Respective "Crashes" <-Useless

3. Hermits: Shadow Mesos/Shadow Web<-- 1 Web for the lulz. Otherwise, no.

4. Priest: Doom <--- It's cute, but very impractical

5. I/L Mage: Thunder Spear <---- Comp Arrow has more DPS, and freezes to boot

6. I/L + F/P Mages: Partial Resistance <---- Training on monsters strong to your element is a bad idea for higher EXP/hour

7. Rangers/Snipers: Inferno/Blizzard <----- Just not worth maxing. At least Arrow Rain maintains it's power up to 4th job (great at CGs)

8. Outlaw: Gaviota <--- Level 15 is all you need. Actually, Outlaw is probably the most well-balanced of all 3rd jobs since all their 3rd job skills lead to much better things in 4th job (I hear Flamethrower and level 26 Ice Spiltter is great DPS with Elemental Boost, comparable to 4th job Battleship Cannon).

9. And us Marauders: lolwave <--- Great in theory, bad in delivery


As you can see, all 3rd jobs have skills that can be skipped, or left at a relatively low level.


Video of updated KMST pirate skills - Kaasoljoyyx - 2009-02-21

IllegallySane Wrote:Rapid Fire is a 4th job skill. Of course a skill in such an important tier would merit nerfing/buffing.

But it can be argued all jobs will have an lolskill at 3rd that doesn't not deserve to have more than one point for the hell of it, OR does not warrant maxing out.

1. Crusaders/White Knights/Chief Bandits: Shield Mastery <------- wut

2. Crusaders/White Knights/Dragon Knights: Respective "Crashes" <-Useless

3. Hermits: Shadow Mesos/Shadow Web<-- 1 Web for the lulz. Otherwise, no.

4. Priest: Doom <--- It's cute, but very impractical

5. I/L Mage: Thunder Spear <---- Comp Arrow has more DPS, and freezes to boot

6. I/L + F/P Mages: Partial Resistance <---- Training on monsters strong to your element is a bad idea for higher EXP/hour

7. Rangers/Snipers: Inferno/Blizzard <----- Just not worth maxing. At least Arrow Rain maintains it's power up to 4th job (great at CGs)

8. Outlaw: Gaviota <--- Level 15 is all you need. Actually, Outlaw is probably the most well-balanced of all 3rd jobs since all their 3rd job skills lead to much better things in 4th job (I hear Flamethrower and level 26 Ice Spiltter is great DPS with Elemental Boost, comparable to 4th job Battleship Cannon).

9. And us Marauders: lolwave <--- Great in theory, bad in delivery


As you can see, all 3rd jobs have skills that can be skipped, or left at a relatively low level.

If we didn't have those skills, we'd see tons of threads on "Omg, what skills should I max?"

People are still going to consider 1 skill more useless than the rest. This problem wouldn't happen if we could max all skills in a particular job range.


Video of updated KMST pirate skills - Shidoshi - 2009-02-21

IllegallySane Wrote:Rapid Fire is a 4th job skill. Of course a skill in such an important tier would merit nerfing/buffing.

But it can be argued all jobs will have an lolskill at 3rd that doesn't not deserve to have more than one point for the hell of it, OR does not warrant maxing out.

6. I/L + F/P Mages: Partial Resistance <---- Training on monsters strong to your element is a bad idea for higher EXP/hour

It can be quite useful at bosses since they use attacks with different elements.

7. Rangers/Snipers: Inferno/Blizzard <----- Just not worth maxing. At least Arrow Rain maintains it's power up to 4th job (great at CGs)

Blizzard is not useless and SHOULD be leveled to 21.

As you can see, all 3rd jobs have skills that can be skipped, or left at a relatively low level.

Answer in Bold