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The Scoundrel Consensus.
#41
Also, let Corsairs to use buffs in Battleship mode. I hate having to dismount to recast Dice + Decent HB.
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#42
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.
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#43
You know that venom skill akyrum has? It affects a player and emits poison clouds all around. Now apply that to thief venoms. It's a weak dot that sends out the same weak dot to other mobs and they stack on each other 6 times to become a strong dot. It'll be weak for 1v1, but deadly as hell in mobs.
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