2011-09-17, 04:12 PM
Cannot make any real speculation on any class other than the Bandit branch. Making it up as I go along, so could be easily broken.
1st Job:
- FJ to first job, 10 SP to max. All the other new classes can fly at level 10, so should thieves.
- Nimble Body reduced to 10 SP to max, make the bonus +10% rather than a fixed amount. Avoid is needed in its hundreds to make any difference.
- Disorder should work on bosses.
- Give Double Stab a small increase in damage, with FJ it should be able to keep up
2nd job:
- Steal to be upgraded so that it always steals something that isn't mesos or the enemy's common Etc item at a fixed % chance that increases as it levels up, maybe 5% at max. 1 item per enemy max, equips stoen have a lower chance of having potential if stolen rather than found, has a substantial cooldown (2+ minutes) if used on a boss but still works on bosses. This skill is a defining job skill yet it does its job of stealing loot terribly.
Can't say much about 2nd job, it's alright.
3rd job:
- Meso Explosion to return to having a directional hitbox, increase it's forward directional range to the same as Bstep, orient the new hitbox to hit mesos just behind the character as well, in the style of a Battlemage's #Blow attack.
- Dark Flare to not steal aggro.
- Do something with Chakra, make it a viable alternative to Dark Flare. Some kind of buff that gives the character a flat +10% damage half the time or something.
- Increase BoT's range behind the character to equal that of the range in front of it and give it a small boost in vertical range.
4th job:
- Ninja Ambush should become a skill that summons 4-6 ninjas at random points on the map platforms (they did it with Blink, same business) that lay in wait until an enemy comes within range, then they attack. A non-boss enemy within range is killed outright and the ninja disappears. For multiple enemies within range use standard spawn order rules to determine which one dies. Deals 5000% or similar ridiculous damage damage three times or something per ninja on a boss that comes within range, ignores all defence, 1 minute cooldown. All leftover ninjas that didn't hit anything disappear upon the next casting. Is it useful yet? >_>;
- Venom is fine enough, increase the damage % a small amount (like 20%) for the benefit of the majority of Shadowers.
Nothing else really comes to mind that needs fixing/balancing. Haven't thought any of these through too deeply though, could be an absolute farce lol.
1st Job:
- FJ to first job, 10 SP to max. All the other new classes can fly at level 10, so should thieves.
- Nimble Body reduced to 10 SP to max, make the bonus +10% rather than a fixed amount. Avoid is needed in its hundreds to make any difference.
- Disorder should work on bosses.
- Give Double Stab a small increase in damage, with FJ it should be able to keep up
2nd job:
- Steal to be upgraded so that it always steals something that isn't mesos or the enemy's common Etc item at a fixed % chance that increases as it levels up, maybe 5% at max. 1 item per enemy max, equips stoen have a lower chance of having potential if stolen rather than found, has a substantial cooldown (2+ minutes) if used on a boss but still works on bosses. This skill is a defining job skill yet it does its job of stealing loot terribly.
Can't say much about 2nd job, it's alright.
3rd job:
- Meso Explosion to return to having a directional hitbox, increase it's forward directional range to the same as Bstep, orient the new hitbox to hit mesos just behind the character as well, in the style of a Battlemage's #Blow attack.
- Dark Flare to not steal aggro.
- Do something with Chakra, make it a viable alternative to Dark Flare. Some kind of buff that gives the character a flat +10% damage half the time or something.
- Increase BoT's range behind the character to equal that of the range in front of it and give it a small boost in vertical range.
4th job:
- Ninja Ambush should become a skill that summons 4-6 ninjas at random points on the map platforms (they did it with Blink, same business) that lay in wait until an enemy comes within range, then they attack. A non-boss enemy within range is killed outright and the ninja disappears. For multiple enemies within range use standard spawn order rules to determine which one dies. Deals 5000% or similar ridiculous damage damage three times or something per ninja on a boss that comes within range, ignores all defence, 1 minute cooldown. All leftover ninjas that didn't hit anything disappear upon the next casting. Is it useful yet? >_>;
- Venom is fine enough, increase the damage % a small amount (like 20%) for the benefit of the majority of Shadowers.
Nothing else really comes to mind that needs fixing/balancing. Haven't thought any of these through too deeply though, could be an absolute farce lol.

