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The Scoundrel Consensus. - Printable Version

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The Scoundrel Consensus. - Alloy - 2011-09-16

I'll be straight to the point, Jump did a lot of good for most classes, but two were left behind. Thieves and Pirates. However, this thread isn't about "this sucks" or "NL 4 LIFE". This thread is an attempt to see what people would love to see in the Thief and Pirate Jump.

The way I decided to take is for people to get someone to speak for them. Someone that plays their class. I, myself, am a Night Lord. And therefore, I'll try to explain what things I'd like to see changed. Oh, and I'm not including Cygnuses for now because they are dependant on the adventurer counterparts. Accepting suggestions there too though.

For now, the people representing each class are:

Assasin branch: Alloy
Bandit branch: ?

Brawler branch: ?
Gunslinger branch: ?




And now...

THE ASSASIN'S LAMENT.

Let's see, there's a LOT of things going wrong with this class. Even starting with 1st job.

1st job.

Well, the first thing we see here is that, while bandits can spend all points freely, we get a slight unfairness. We loose 5 points due to keen eyes (increase throwing star range). A skill that should be built in as a thief. I'd consider the same skills as now, more or less, because of the daggar/claw paths. If anything, turn double stab and Lucky 7 into the same skill. Also, as an added thing, assasins should have a puch to carry their stars. Make it so it increases in the number of slots by level, for example. Like, 1 slot every 10 levels, having a whooping 20 extra star slots at level 200, but only 12 at level 120. Ah, also, after those run out, you'd start using inventory slots again.

That reminds me, it'd be quite fancy if every class got unique passive skills like mercedes, cannon shooter and Demon slayer did. This could simply be a skill for thieves.

And the most shocking change I'd say. Buff nimble body. Accuracy and avoidability seem fine, but add an increase in speed and jump! 130 speed and 115 jump as a passive boost, and knocking the cap up to 180. That'd mean two things: One, you run faster than mounts, yes. Two, speed equipment helps if it adds up to 10. Additionally, depending on how fast you climb ladders, I'd consider doubling the climbing speed or not.

2nd job.

Ah! This a hard one to balance. Each skill is on its place, and each one helps. Let's see... All I'd do is change drain to do something new. As a self recovery skill, still, but... I can't help but notice it's sometimes easy to die with it, even just spamming it. Just because the cap of damage turned into health seems to be 50% of your health... But HB is considered as 160%, so you heal way less than it seems at a first glance. Just minor tweaks. Maybe add in phisical training as all other classes.


3rd job.

Oh god. The pain starts here. Most skills are a joke. Others are a poor excuse, and others have no use at all. I can't even decide where to begin with. To make these skills, I decided two things: 1, thieves are usually seen as a band. I'd encourage more party stuff. 2, thieves should have a variety of tricks, but not offensive or defensive, just situational ones. and with that said...

Alchemist is a nice skill. The only downside is that it has no use for % based recovery potions, and that you usually rely on drain to recover health. I'd put a buff on % recovery skills too, but halving their benefits. That way, elixirs would heal 50% + 25% off it, having 62.5% healed. Still a use, but not as broken as it would be.

Meso up. It's a good concept, but a poor execution. Consider that it has no use on bosses, monsters that drop no mesos, or bosses with other people that don't have the buff (The last one to hit determines the mesos dropped). My suggestion is to completely rework it. Now it'd be called as "Lucky feeling" or something. NOW COMES THE INTERESTING PART. You have no increases in stats, but your ACTUAL LUCK increases. You tend to land less low hits (Kinda more mastery, but not exactly), more criticals, mesos dropped increase, you get more misses from enemy attacks, and you get to dodge a fatal hit more often. Of course, it can still happen, but EVERYTHING IS PICKED WITH A DIFFERENT RANDOM GENERATOR. One that picks better outcomes slightly more often. The more the level, the better, but never gamebreaking. Oh, and yes, party skill, like the original meso up. Shouldn't work on stuff like scrolls and the likes.

Shadow Partner. God dammit. REMOVE THE ROCK USAGE ALREADY. Also make us have a shadow of ourselves instead of some bald bastard.

Shadow Web. A skill that stops enemies... until you attack them. Seriously? A nerfed stun that deals ridiculous damage and needs you to be near as a ranged class? CHANGE THIS SKILL. My suggestion here is to simply crate a platform out of your shadow. If you played Donkey Kong Country 2 you'll get the idea. Add a bit of stance effect while in it (30% should do), and you just got an interesting skill. Cast it in midair if needed, to aid warriors to reach that hard to reach Zakum arm, or Horntail's head, or aid that poor Bowman always being knocked back. Of course, to prevent web flights, it'd need a cooldown.The better the level, the smaller the cooldown, the longer it lasts, and the more stance it gives.

Shadow Meso. So you use mesos. To hit lower. Ok, who thought of this. This needs some good change. I'd TOTALLY REMOVE IT. Result, add a skill to replace it. I'd call it "Shadow trampoline". The animation would be you jumping, throwing some spikes to the ground, with a web inbetween, to deploy a trampoline made out of shadow web... Then, you and anyone in your party can jump on it, and use it as a spring! If the web is lighted, it's from someone in your party, and can use it. Dark, you can't, guy's out of your party.

Avenger. Oh, 'tis cool. Oh wait, little wonderful suggestion. Add a custom huge star animation for each set. It'd be awesome. If no animation is found in the data, use the default.

Flash jump. Less skill points, I'd suggest. Dual bladers have that already, why not us too?

Dark flare Bad synergy skill. First, we are a class that needs to avoid stuff. This skill punishes us for avoiding. THAT MAKES NO SENSE. I'd make it deal damage when someone in the party actually dodges an attack. That would actually make having "Lucky feeling" useful, and even reward you and your party for dodging.


4th job.

MORE PAIN. LOTS OF IT.

Triple throw. It's ok as it is now, but just make it a passive over Lucky 7. To have less skill cluttering. Makes sense, looks pretty, sounds wonderful.

Taunt. not a bad skill, but feels like it has a too long animation. I'd just speed it up. Also, it should do something on bosses. Not the same effect though, it'd be ridiculous. Something like making the boss focus on whoever cast it for a while seems just perfect, good synergy with shadow shifter and "lucky feeling"

Shadow Stars. Two possible approaches. Either make it undispelable, or make it NOT spend 200 stars... Just make it so you keep using stars, but upon throwing the 200th, you use no more until the buff runs out. That would let us keep having a nice star saving skill, while not just loosing loads due to dispel.

Expert Throwing Star Handling. Ah, this one. It's quite a nice skill, but I'd remove the "shadow claw doesn't give you the full effect". It's like punishing you for having another skill! I'd turn it into this: Upon dodging an attack, 100% criticals for a second. just like archers, yes.

Shadow shifter. Seems good to me. I'd add something like "dodging with this makes dark flare deal 50% more damage".

Venom. Something needs to be done with this. Not sure what, but maybe something like "poisoned enemies infect nearby ones". That other venom would be a purple one, and stack with the original venom, only it wouldn't infect others. So more effective with more enemies infected. It could leave open a possibility of a hit-and-run tactic.

Ninja Ambush. Useless. Should be removed and be ashamed. The time it takes to be cast gives you time for 2 attacks, while dealing less than one in total. And doesn't stack. I need ideas to fill in here.

Ninja Storm. Useless until level 30. Then it becomes kinda useful, because it still has a chance to knock stuff, but you no longer need it... You don't punch stuff anymore. Need ideas here too.


Welp, feel free to contribute, or become your class' representative.


The Scoundrel Consensus. - CarrionCrow - 2011-09-16

Assassin*

Also, what is wrong with Venom? My Venom ticks 100k+. Not much compared to a TT hit, but still nothing to shrug about on bosses.


The Scoundrel Consensus. - happylight - 2011-09-16

GTFO thieves don't need buffs.

Buff mages again especially bishops.


The Scoundrel Consensus. - JoeTang - 2011-09-16

Alloy Wrote:We loose 5 points due to keen eyes (increase throwing star range). A skill that should be built in as a thief.
Archers had to deal with it, and it's still a part of their skill tree, why shouldn't thieves?


The Scoundrel Consensus. - Liteness - 2011-09-16

happylight Wrote:GTFO thieves don't need buffs.

Buff mages again especially bishops.

but bishops are support class Rolleyes its unfair if they're as strong as mages


The Scoundrel Consensus. - poxeclipse - 2011-09-16

lol @ thinking NLs need buffs and/or changes.


The Scoundrel Consensus. - danielcatu - 2011-09-16

I just want more mercedes-like reanimations for old skills

dam wind piercing or wind shoot would be pretty cool as mercedes skills size Excellent

Quote: We loose 5 points due to keen eyes (increase throwing star range).
atleast you can recharge your stars Rolleyes .


The Scoundrel Consensus. - Bribery - 2011-09-16

These are my Gunslinger ideas. I'd like them to at least be on par with Jump Archers. I didn't do the math so the numbers probably make them overpowered Tongue

1st job:
- Remove Double Fire
- Move Burst Fire from 3rd job to 1st job.

Bullet Time (20 SP): Make it a bit more useful. Perhaps it could add Wep/Magic def also.
Burst Fire (20 SP): Adjust damage for a 1st job skill.
Dash (10 SP): Allow it to break the speed cap, up to 170 speed. Useable on Battleship but only up to 130 speed.

Didn't bother with Flash Fist or Sommersault Kick since they don't matter for Gunslingers.


2nd job:
- Remove Invisible Shot, Blank Shot, Grenade
- Move Flamethrower and Ice Splitter from 3rd job to 2nd job.
- New Skills: Pirate Training.

Gun Mastery (20 SP): No change
Gun Booster (20 SP): No change
Flamethrower (20 SP): Hit 4 targets all levels. Adjust damage so that it isn't overpowered as a 2nd job skill.
Ice Splitter (20 SP): Hit 4 targets all levels. Adjust damage so that it isn't overpowered as a 2nd job skill.
Recoil Shot (20 SP): Hit 3 Targets, 90% chance to stun
Wings (5 SP): Same effect, just reduced max level from 10 to 5.
Pirate Training (10 SP): +30 Str, +30 Dex
Critical Shot (10 SP): No change


3rd job:
- Burst Fire moved to 1st job.
- Flamethrower/Ice Splitter moved to 2nd job
- Rapid Fire, Elemental Boost and Hypnotize moved from 4th job to 3rd job.
- New Skills: Extreme Vital, Rocket Jump

Rapid Fire (20 SP): 150% damage per hit.
Octopus (20 SP): Reduce max level from 30 to 20. Reduce casting time. Fix that glitch(?) that causes it to stop attacking if you move away.
Gaviota (20 SP): Reduce max level from 30 to 20. Increase damage to 800%. Make it...less stupid. It should attack a monster affected by Bullseye all the time and not fly away.
Homing Beacon (20 SP): +20% damage on targeted monster. This makes Homing Beacon more useful instead of just a 20 SP requirement for Bullseye.
Roll of the Dice (20 SP): Useable on Battleship
Elemental Boost (20 SP): At max level, +2 targets, +100% dmg (additive), Flamethrower DoT Damage: +60%, Freeze/DoT Duration: +4 sec
Hypnotize (10 SP): 100% success rate at max level.
Extreme Vital (15 SP): Basically a slightly nerfed version of the Cannon Shooter skill. +20% HP, Elemental/Status Resistance at max level.
Rocket Jump (15 SP): Basically the same skill that Cannon Shooters & Mechanics have.


4th job:
- Remove Pirate's Revenge, Rapid Fire
- Elemental Boost and Hypnotize moved to 3rd job.
- New Skills: Advanced Gun Mastery, Battleship Anchor, Double Dice, Reload

Bullseye (20 SP): +40% damage on affected monster. Also reduce the affected monster's defense by 20%.
Wrath of the Octopi (20 SP): Reduce casting time. Fix that glitch(?) that causes it to stop attacking if you move away.
Air Strike (30 SP): 325% damage x 4, 15 targets. Passive effect: +50% damage (multiplicative) to Gaviota
Battleship (10 SP): +20 Atk, +20% HP, +50% Wep/Magic def. Roll of the Dice, Dash, and all "Decent" skills usable on Battleship
Battleship Cannon (30 SP): 345% x 5, Bonus Critical Rate: 20% Passive effect: +50% damage (multiplicative) to Rapid Fire (this makes it 225% per hit, as strong as it is currently).
Battleship Torpedo (30 SP): 520% x 2. Hit 8 targets.
Battleship Anchor (30 SP): 300 second buff, usable only on Battleship. 90% Stance, +20% Status/Elemental Resistance while on Battleship
Reload (10 SP): Party skill. Refresh all party members' buffs/potions (basically reset their timers as if the buffs had been recasted), restore all party members' bullets/stars/arrows. 10 minute cooldown.
Double Dice (5 SP): Same skill as Cannon Shooters
Advanced Gun Mastery (30 SP): +70% mastery, +30 Atk, +15% critical min
Maple Warrior (30 SP): Duh
Hero's Will (5 SP): Duh


Overall, the changes gives Corsairs much needed Stance on Battleship. Bullseye reduces the monster's defense by 20% making them more useful in expeditions. Reload isn't a significantly useful party skill but it's nice to have, especially with Onyx Apples. It also allows Corsairs to reduce the amount of Bullets they carry significantly.


The Scoundrel Consensus. - Five Second Pose - 2011-09-16

NLs need a mobbing skill in 2nd job. If you want a star pouch, then get rid of Drain for a mobbing skill. Drain conserves an assassin's minimal number of pots. Alchemist is designed for this purpose as well.


The Scoundrel Consensus. - Link - 2011-09-16

Viper class :


First Job :

Quick Motion : Add a 20 ~ 30% chance to dodge.

Dash : Make this stack with Transform/Super Transform (breaking the speed cap of 140%) and it should work while on a Captain's Battleship.




Second Job :

Critical Punch : Critical Chance +20% → 40%

Screw Punch : Cut Charge Speed in half (not that it really matters).

Double Upper : Increase damage from 225% → 275%





Third Job :

Stun Mastery : Erase this useless skill; Replace it with Fist/Rapid Fist/Barrage. Fist damage 400% → 350%; Level 30 → 20 Mastery.

Energy Charge : Charging Energy should work per hit and not per skill.

Transform : New property : +50% Total Damage

Shockwave : Now hits both sides; Skill work regardless of terrain; Delay : 1230ms → 900ms





Fourth Job :

Fist/Rapid Fist/Barrage : Moved to Third Job

Time Leap : Mastery Level 30 → 10; Level 1 : 49 Minute cool down, Level 10 : 10 minute cool down

Wind Booster : Mastery Level 20 → 10; All effects adjusted accordingly.

Counter Attack : Chance of activating 40% → 60%

Dragon Strike : Delay : 1080ms → 810ms; Hits twice; Damage 850% → 410% (x2)

Energy Orb : Delay : 1170ms → 810ms; No more damage reduction per monster; Critical chance increase per monster (the same way Chain Lightning works)

Super Transform : New Property : +100% Total Damage; Stance Effect : 90% Stance Effect while in Super Transform; Stacks with Energy Charge to make it 100%

Demolition : Delay : 3120ms → 1500ms (And the delay when "resting" after a Demolition is cut in half). Can be used with the third job Transform skill.

Snatch : Grabs 4 mobs at level 1; 5 mobs at 15; 6 Mobs at 30. Can be used with the third job Transform skill.

New Skill : Double Dice : Works the same way as the Cannon Shooter's Double Dice skill.

New Skill : Pirate's Gift : Passive skill; Item and Meso Drop Rate +50% (This skill should also be given to Captains). Max Level : 20


The Scoundrel Consensus. - valhala556 - 2011-09-16

the closest thing to an NL is my lvl 120 night walker. I did like ur ideas about the shadow web platform and i myself had though about something similar to that. Now in 4th job there could be :

Giant Shadow Star: only cast able when shadow parnter is active. its cast time is really fast. pretty much like teleport. and what it does is your shadow parnter transforms you into a Giant Throwing star and when u do u press a direction button and it throws u in that direction. You move at the same speed as avenger. when u press it again(and press a direction button to be in that direction) you untransformed and are ready for an attack. I guess the skill it self should do Alot of damage but have a 30sec or so CD. (not too long) and have a range of like 800% because some bosses are big. Your also invincible when your in this state and your shadow parnter is stantionary after it throws you and aggro enemy's target the shadow. The shadow has 100% fake active. it'll last 5 seconds or until you attack again in which the shadow partner is instantaneous "resummoned" (so no recasting).

Guess this is usefull if your getting pinned by a boss. also good if it actually does good damage so ur constatly using it when cooldown is over (gives some variation when fighting and training)

You could also give a party stance skill. called sticky web.....

Anyway it pretty much binds your party members such that they achieve 100% stance effect as long as they dont move in any direction inwhich the skill is auto canceled. jumping is not allowed.


Edit: i forgot to mention with the giant shadow star. you can press the up(and maybe down) direction and be thrown in that direction. didnt know if that was clear.


The Scoundrel Consensus. - Mazz - 2011-09-16

Some nice ideas here. I always thought Alchemist would be a really good active party skill, rather than just a passive self buff. Maybe something like advanced Avenger at 4th job? I just don't like the mechanics of Avenger though, so maybe I'm bias.


The Scoundrel Consensus. - Alilatias - 2011-09-16

poxeclipse Wrote:lol @ thinking NLs need buffs and/or changes.

I don't get this mentality. Any role that NLs had have long since been covered by a half dozen other classes that do it better than they do. Why not give them new roles now?

JoeTang Wrote:Archers had to deal with it, and it's still a part of their skill tree, why shouldn't thieves?

It's built into Archer Mastery now. Instead of Keen Eyes being built in from the very start, I'd expect it to be built into Nimble Body when the Thief revamp comes.

---

Anyways, I posted a few ideas about a possible Assassin revamp over at Basil a while ago. Do note that I have never played an Assassin beyond 2nd job. The below also only focuses on buffs, since I don't know much about the thief damage formula.

1st job:
- Nimble Body increases the speed cap, like Archer Mastery.
- Keen Eyes is removed and its bonus is merged into Nimble Body.
- Disorder becomes a buff skill that affects all monsters that you attack. (IIRC, the way it currently works involves launching an attack with this effect? If it already works as a buff skill, then ignore this)
- Dark Sight would probably have its movement penalty removed, and be given an attack bonus that lasts for 10 seconds after coming out of Dark Sight (which means that for Night Walkers, that 2nd job skill would be eliminated and merged with Dark Sight).

2nd job:
- Haste would probably grant a Shadow Shifter-type evasion bonus to party members. Something like 10%, I would think, likely stacking with Shadow Shifter since it's a buff.
- Critical Throw and Savage Blow's maximum level reduced from 30 to 20.
- Physical Training skill for DEX and LUK. Or they'll go the Mage route and do it purely for LUK.

3rd job:
- Meso UP merged with Alchemist, and Alchemist becomes a party skill (although the effect might be nerfed slightly).
- Hermit's Shadow Partner grants guaranteed critical hits for 1 second after every dodged attack. Chief Bandits have a 5% chance to restore 3% HP and MP with each attack, although this only works if your HP or your MP are below 60% (keyword 'or', both will work if just your MP is below 60% and vice-versa).
- Shadow Web not only binds monsters, but it inflicts 50% damage over time, and reduces the amount of damage needed to knockback monsters by 25%.
- Shadow Meso and Chakra are scrapped entirely.
- Taunt is moved to 3rd job. Amount of SP needed to max reduced from 30 to 10.
- Dark Flare is scrapped entirely.
- Ninja Ambush is moved to 3rd job. It is changed to a stationary summon skill that inflicts 300% damage, and its attacks are considered to be magic based even though it runs off of the player's physical damage range (meaning it will hit through super defense up, but is utterly useless during super magic defense up). It will also ignore enemy MDR if it is summoned while the player is in Dark Sight.

4th job:
- Ninja Storm now only pushes monsters in the direction that the player is facing, and now has invincibility frames associated with it so that you won't take damage from monsters behind you that are pushed past you. It can only be used in mid-air now, though.
- Night Lords get a new skill that increases Shadow Partner's attack by 15%. Every attack that misses the player while Shadow Partner is summoned results in the player's maximum critical damage being boosted by 15% for the next second.
- (Shadowers would probably get an altered form of the above skill that is exactly the same except for the critical damage boost, in which they get +20% HP/MP and +30% status resistance while Shadow Partner is summoned instead, stacking with HB and stacking with Shadow Resistance to bring their status resistance to 50%.)
- Make Expert Throwing Star Handling's recharge chance apply even with Shadow Stars.
- A new skill for Night Lords called Night Veil or something that lasts for 30 seconds (with a cooldown of 180 seconds). Think of this as the opposite of smokescreen. Monsters that are in the veil have their level set to 0 (meaning nothing should ever miss), they take 200% damage over time each second, the enemy PDR/MDR value is reduced by 40%, and all enemy buffs have a 100% chance to be dispelled (only for monsters that are hit by this at the very beginning of the attack, though, you can't just rush a monster out and then back in).

I think I have a rather fun idea for a new Night Lord mobbing skill, but I see it ending up either horrifically broken or too impractical to see any real use. It's a skill that can only be used in mid-air, but it sends you flying forward much like what Flash Jump already does. As you fly ahead, you rain stars on enemies below you. It can be chained with Flash Jump, meaning you can probably stay in mid-air indefinitely if you wanted to, but that's where the broken (no other class would have mobility that even compares) or impractical (against larger enemies, you will be flying into monsters the entire time unless you start chaining jumps from a really high ladder, although if you're really confident in your evasion rate, you'll be pulling criticals all the time) parts come in. Maybe this skill could raise the jump cap to 130 if such a skill were to be made?


The Scoundrel Consensus. - Zenkat - 2011-09-16

Bribery Wrote:These are my Gunslinger ideas. I'd like them to at least be on par with Jump Archers. I didn't do the math so the numbers probably make them overpowered Tongue

I like a lot of these ideas. I'd probably do something like putting Burstfire into 1st job (at a slightly weaker damage rate, and removing doubleshot entirely). Then add Rapidfire to 3rd job (also at a weaker rate) and add Adv. Rapidfire (only 10 levels) into 4th job. I love Rapidfire, and Burstfire is not a replacement for it.


The Scoundrel Consensus. - Alloy - 2011-09-16

happylight Wrote:GTFO thieves don't need buffs.

Buff mages again especially bishops.

You may have a level 200 bishop, but I can tell you never played a Night Lord. (I didn't play a mage either, so use it if you want)

poxeclipse Wrote:lol @ thinking NLs need buffs and/or changes.

Oh, what are we overpowered at? Movement? Triple throw? Because we have nothing else.

danielcatu Wrote:atleast you can recharge your stars Rolleyes .

...I never use shadow stars because I'm weak enough, and loosing that slight boost is a lot for me. Also, add in that if I used shadow stars hunting Riche, I'd use them twice as fast.

Rayquaza2233 Wrote:NLs need a mobbing skill in 2nd job. If you want a star pouch, then get rid of Drain for a mobbing skill. Drain conserves an assassin's minimal number of pots. Alchemist is designed for this purpose as well.

Archers got drain too, now, even though at 4th job, and they get soul arrows too. Yes, yes, we have stars, rechargeable, yes, but we don't have anything beside those. Also lower base attack to make up. The star pouch is something to even the ground a bit. Archers could totally use the same system, and I agree on that. Even if unrechargeable, easier to get at least. Of course, gunslingers could have one too.

And they get bomb at second job. It's like trading in drain for mobbing. A little twist.


The Scoundrel Consensus. - Aggravate - 2011-09-16

happylight Wrote:GTFO thieves don't need buffs.

Buff mages again especially bishops.

DB's don't need buffs. Shadower's need a few touch-ups, and NL's need some variety (as well as some new skill animations).

You play a very nice support class, and you need another buff? You can "buff" yourself up by getting more % int gear, but I wouldn't see the need since you're already level 200. Though I'm sure Scania is filled with % gear.

poxeclipse Wrote:lol @ thinking NLs need buffs and/or changes.

They need changes, not necessarily buffs. So LOL at you. Wink

Rayquaza2233 Wrote:NLs need a mobbing skill in 2nd job. If you want a star pouch, then get rid of Drain for a mobbing skill. Drain conserves an assassin's minimal number of pots. Alchemist is designed for this purpose as well.

Assassin's do deserve a 2nd job mobbing skill (only class without one). How does wanting a star pouch correlate with removing Drain for a mobbing skill?

I'm really surprised by your post, Ray.


The Scoundrel Consensus. - TheBlackMage - 2011-09-16

ShiKage Wrote:Viper class :


First Job :

Quick Motion : Add a 20 ~ 30% chance to dodge. Would be too much OP i think it should be at least 10-20%

Dash : Make this stack with Transform/Super Transform (breaking the speed cap of 140%) and it should work while on a Captain's Battleship.




Second Job :

Critical Punch : Critical Chance +20% → 40% Nah 35% +10% Crit dmg

Screw Punch : Cut Charge Speed in half (not that it really matters).

Double Upper : Increase damage from 225% → 275%





Third Job :

Stun Mastery : Erase this useless skill; Replace it with Fist/Rapid Fist/Barrage. Fist damage 400% → 350%; Level 30 → 20 Mastery. Glitter

Energy Charge : Charging Energy should work per hit and not per skill. I think its fine we have DS hits up to 6

Transform : New property : +50% Total Damage No Maybe breaking Speed cap + 25% Total

Shockwave : Now hits both sides; Skill work regardless of terrain; Delay : 1230ms → 900ms





Fourth Job :

Fist/Rapid Fist/Barrage : Moved to Third Job

Time Leap : Mastery Level 30 → 10; Level 1 : 49 Minute cool down, Level 10 : 10 minute cool down 15 is fine 10 would be too much support

Wind Booster : Mastery Level 20 → 10; All effects adjusted accordingly.

Counter Attack : Chance of activating 40% → 60% 50% But insted of 17% it would be 27%

Dragon Strike : Delay : 1080ms → 810ms; Hits twice; Damage 850% → 410% (x2) I think this should go X3 450% 8 Monsters

Energy Orb : Delay : 1170ms → 810ms; No more damage reduction per monster; Critical chance increase per monster (the same way Chain Lightning works)

Super Transform : New Property : +100% Total Damage; Stance Effect : 90% Stance Effect while in Super Transform; Stacks with Energy Charge to make it 100% Not sure

Demolition : Delay : 3120ms → 1500ms (And the delay when "resting" after a Demolition is cut in half). Can be used with the third job Transform skill. True

Snatch : Grabs 4 mobs at level 1; 5 mobs at 15; 6 Mobs at 30. Can be used with the third job Transform skill.

New Skill : Double Dice : Works the same way as the Cannon Shooter's Double Dice skill.

New Skill : Pirate's Gift : Passive skill; Item and Meso Drop Rate +50% (This skill should also be given to Captains). Max Level : 20
IN RED.We dont need bandwagon
You also didnt add Trainning Oh boi i cant wait to have just 20 Dex and the trainning gives +30 and the qups <3 more


The Scoundrel Consensus. - Five Second Pose - 2011-09-16

Aggravate Wrote:Assassin's do deserve a 2nd job mobbing skill (only class without one). How does wanting a star pouch correlate with removing Drain for a mobbing skill?

I'm really surprised by your post, Ray.

Drain heals HP since assassins can't stock up on them like I can on my shadower. If they have a star pouch, the need for that is lessened. You could have a mob skill that heals a small amount of HP somewhat similar to Vampire, I'm just suggesting to get rid of single target drain.


The Scoundrel Consensus. - modular - 2011-09-16

the people saying these 2 character paths dont needs changes / buffs have no idea what it feels like to be thrown into a corner and ignored while everyone else in the room gets shiny new toys.


The Scoundrel Consensus. - PirateIzzy - 2011-09-16

These are my gunslinger ideas:
1st job:
Dash becomes passive.
Kick's max level dropped to 10.
Critical gets moved down, with the same effects.

2nd job:
Invisible + Blank get merged into one skill, that attacks 4 mobs and stuns.
Grenade doesn't need to be charged. It works like Flashbang for DBs.
Burst Fire moved to 2nd job, master level of 10.
Physical Training
Recoil Shot's master level 10.

3rd job:
Hypnotize gets moved to 3rd.
Octopus and Gaviota's master levels dropped to 20.
New skill : Quadruple Shot, which is 4 shots, faster than Burst, slower than Double.
Pirate's Revenge moved here, master level of 10.
Homing Beacon gets removed, replaced with its 4th job version (basically Bullseye gets moved to 4th job with the same effects.)

4th job:

Double Lucky Dice : Cannon Shooter skill
Pirate's Revenge is passive.
Battleship now has stance.