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Kabanaw
2008-07-21, 12:32 AM
Well, I was thinking, after pirates, will there be any other jobs added on? I was thinking that they could add another subclass onto each of the classes.


Do you think they will do more with jobs, and if so what do you think/wish it will be?

IsaacGS
2008-07-21, 12:36 AM
If they ever add another class, I'm pretty sure it will be Alchemists. Alchemists are just too important to the game as a whole for them to not really be playable.

EngelRod
2008-07-21, 12:43 AM
But I wonder what kind of weapon an alchemist will use. :f6:

Hypermug
2008-07-21, 12:43 AM
Really hoping for what Isaac said. I'd also like to see more variety and choices within the original 4 main class groups, instead of just being a straight path to the last class.

IsaacGS
2008-07-21, 12:44 AM
But I wonder what kind of weapon an alchemist will use. :f6:
I don't know, a book or something? I think a book would make a pretty neat weapon, Pig Illustrated is fun to play with. From what I know of Magatia, they use circles like Full Metal Alchemist, so maybe some Chalk or something to write with like that?

Muse
2008-07-21, 12:47 AM
Something that uses int and str, or int and dex.

Kabanaw
2008-07-21, 12:54 AM
I was thinking a good addition to the magician class would be one that just uses neutral magic all the way, and would just be a Wizard, Mage, and Arch Mage.

Chompy
2008-07-21, 01:11 AM
I don't know, a book or something? I think a book would make a pretty neat weapon, Pig Illustrated is fun to play with. From what I know of Magatia, they use circles like Full Metal Alchemist, so maybe some Chalk or something to write with like that?

Revival of the STR MAGE WEAPONS!
the one-handed blunt weapons of DOOM!
....
Really I think the THEME will matter more to nexon than the PLAYING STYLE.
I mean really.
Bow xbow and Gunslingers appear to all be fundamentally the same with different speed to power ratios.
That is it.

Loose
2008-07-21, 02:02 AM
Before Pirates, I had the idea of a Brawler (http://img76.imageshack.us/img76/2867/boxinglk2.gif). These are some ideas I've had, I've only made skills for the Renegade (http://www.southperry.net/forums/showthread.php?t=1338), though.

Mutiny > Rebel > Renegade > Outlaw (Twins)
Mutiny > Zealot > Villain > Defiler (Bat)

Joker > Prank > Jester > Harlequin (Gauntlet / Bombs)
Joker > Puppeteer > Ring Leader > Master (Whip)

Soldier > Barbarian > Destroyer > Bane (Sickle)
Soldier > Guardian > Protector > Sentinel (Guards)

Student > Developer > Ace > Genius (Cane)
Student > Merchant > Dealer > Baron (Fan)

ItzAnth
2008-07-21, 02:09 AM
In other versions Pirates are their latest ones.. What I really wanna see is a merchant job :P "Skills: Somekinda Haste, A skill like owl minerva where u can search through the whole fm for an item" Eh that would be cool:redface:

JezzaRules
2008-07-21, 02:18 AM
If they ever add another class, I'm pretty sure it will be Alchemists. Alchemists are just too important to the game as a whole for them to not really be playable.

But then doesn't KMS have something like this? I mean they have the makers skill in which it's similar to alchemists rite?

MechMike
2008-07-21, 02:20 AM
A spy job would be pretty cool, modern themed weapons ftw.

Beserker101
2008-07-21, 02:56 AM
I personally would want to see an exorcist based job that uses scythes as weapons. Also add on to warriors, samurai and add onto magicians, time element (time would be somewhat similar to poison where it slowly damages them but with different properties).

IsaacGS
2008-07-21, 03:33 AM
But then doesn't KMS have something like this? I mean they have the makers skill in which it's similar to alchemists rite?
All you do is forge equipment with that alchemy skill though. This would be fighting and such. Completely different... The alchemy skill wouldn't prohibit this.

JezzaRules
2008-07-21, 03:54 AM
In regards to your thread, here's my idea into a new job class:
http://www.southperry.net/forums/showthread.php?t=1340

Xelstyle
2008-07-21, 03:57 AM
I really can't see MS putting in another class without having a couple more PQs.
It's tough enough for those people who PQ to 71, quit and do it all over again.

blitzkrieg
2008-07-21, 04:41 AM
I've always thought a full summoner class would be pretty cool. Like they don't use weapons at all, instead they'd use strategic summons to fight for them.

»-Chris->
2008-07-21, 04:44 AM
I really can't see MS putting in another class without having a couple more PQs.
It's tough enough for those people who PQ to 71, quit and do it all over again.
Train... ?

wobbufet
2008-07-21, 04:46 AM
I've always thought a full summoner class would be pretty cool. Like they don't use weapons at all, instead they'd use strategic summons to fight for them.

Yeah I've always liked this idea, although for some reason I never play classes with a summon :f6:

CronoRegen
2008-07-21, 04:50 AM
Monk plz, bare hands ftw


FFT reference btw.

Muse
2008-07-21, 05:28 AM
I really can't see MS putting in another class without having a couple more PQs.
It's tough enough for those people who PQ to 71, quit and do it all over again.

If only those people had been playing ms 2 years ago...

Cardboardsnail
2008-07-21, 10:21 AM
I dunno. Something that'll put 1h weapons to better use

Darklai
2008-07-21, 01:40 PM
Am I the only one who thinks we might be getting 5th job or something before a new class? o.O
I heard quite some time ago that due to the high number of level 200 players in other versions the removal of the level cap at 200 was in consideration, but they wanted to make sure that if they were to do that, to have something for those players to look forward to.

Iunno. *shrug*

ShadowMarck
2008-07-21, 01:48 PM
I have two ideas for a job. One, a third subclass for archer, a boomerang user. I havent thought of an actual name for it. Another idea is manipulator, one that takes control of monsters, and another that uses puppets that they already carry around. I've been trying to think of a third subclass for thief too.

LuxAeterna
2008-07-21, 02:34 PM
But I wonder what kind of weapon an alchemist will use. :f6:

seeing as how the main mage pic they have on the website has a scrying crystal as a weapon i think it might be that

Rain
2008-07-21, 03:25 PM
It would be really cool if we got a circus job!

Milelke
2008-07-21, 03:58 PM
Eventually, wed get a new job.... again, and then there will be another craze about it.

Id like to see a Scientist type job..... dont know how it would work though.

JezzaRules
2008-07-21, 05:40 PM
I have two ideas for a job. One, a third subclass for archer, a boomerang user. I havent thought of an actual name for it. Another idea is manipulator, one that takes control of monsters, and another that uses puppets that they already carry around. I've been trying to think of a third subclass for thief too.

Well I agree with you, there should be another subclass for thieves and bowmans not to mention pirates as well...

Hypermug
2008-07-21, 06:34 PM
Going off what I said earlier, I want to see a 3rd job warrior that branches off from Pages that's defense + party based. A Defender maybe? D:

chrome
2008-07-21, 09:00 PM
Well I posted in another thread with this idea, I was thinking of making a whole thread about it. Anyway, I only got to do the first job crap.

Class: Naturalist

Jobs:
1st - Planter
2nd - Constructor, Scientist
3rd - Naturalist, Alchemist
4th - Nature Engineer, Bio-Alchemist

Primary stat: INT
Secondary stat: DEX (Normal requirement is DEX = Level -10)
Gains: More INT every level up than any other class except Magicians, INT at 1st job advancement. Little HP is gained after 1st job advancement per level, just slightly less than Bowmen/Thieves.

Planter series:

1st:
Plant - Plants seeds. The seeds will die after a certain amount of time if they are not grown. Planting will be interrupted if the user is hit during the process.
Max Level - 8
level 1: -10 MP, seeds last for 2 seconds, plant for 2 seconds
level 2: -10 MP, seeds last for 4 seconds, plant for 2 seconds
level 3: -10 MP, seeds last for 6 seconds, plant for 2 seconds
level 4: -12 MP, seeds last for 7 seconds, plant for 2 seconds
level 5: -14 MP, seeds last for 8 seconds, plant for 2 seconds
level 6: -16 MP, seeds last for 9 seconds, plant for 1 second
level 7: -18 MP, seeds last for 10 seconds, plant for 1 second
level 8: -18 MP, seeds last for 10 seconds, plant for 0.5 seconds

Grow : Vines - Seeds produce a vine plant that will attack anything that comes near. (AoE, no two vines may be out at the same time, attacks are fast (4). Range is automatically set to +150)
Max Level - 20 Requires 1 in Plant
level 1: -14 MP, vines last for 5 seconds, attacks one target for 126% damage
level 2: -14 MP, vines last for 5 seconds, attacks one target for 132% damage
level 3: -14 MP, vines last for 5 seconds, attacks one target for 142% damage
level 4: -14 MP, vines last for 5 seconds, attacks one target for 148% damage
level 5: -14 MP, vines last for 7 seconds, attacks one target for 154% damage
level 6: -14 MP, vines last for 7 seconds, attacks one target for 158% damage
level 7: -16 MP, vines last for 8 seconds, attacks one target for 164% damage
level 8: -16 MP, vines last for 8 seconds, attacks one target for 170% damage
level 9: -16 MP, vines last for 8 seconds, attacks one target for 176% damage
level 10: -18 MP, vines last for 8 seconds, attacks one target for 186% damage
level 11: -20 MP, vines last for 6 seconds, attacks two targets for 164% damage
level 12: -20 MP, vines last for 6 seconds, attacks two targets for 170% damage
level 13: -22 MP, vines last for 7 seconds, attacks two targets for 176% damage
level 14: -22 MP, vines last for 7 seconds, attacks two targets for 186% damage
level 15: -22 MP, vines last for 7 seconds, attacks one target for 196% damage
level 16: -24 MP, vines last for 8 seconds, attacks two targets for 204% damage
level 17: -24 MP, vines last for 8 seconds, attacks two targets for 210% damage
level 18: -24 MP, vines last for 8 seconds, attacks two targets for 216% damage
level 19: -26 MP, vines last for 10 seconds, attacks two targets for 220% damage
level 20: -26 MP, vines last for 10 seconds, attacks two targets for 225% damage

Camouflage - Increases MP increase per level and Avoidability.
Max Level - 20
level 1: +1 MP increase per level, +1 avoid
level 2: +1 MP increase per level, +2 avoid
level 3: +2 MP increase per level, +3 avoid
level 4: +3 MP increase per level, +4 avoid
level 5: +3 MP increase per level, +5 avoid
level 6: +4 MP increase per level, +6 avoid
level 7: +5 MP increase per level, +7 avoid
level 8: +5 MP increase per level, +8 avoid
level 9: +6 MP increase per level, +9 avoid
level 10: +7 MP increase per level, +10 avoid
level 11: +7 MP increase per level, +11 avoid
level 12: +8 MP increase per level, +12 avoid
level 13: +9 MP increase per level, +13 avoid
level 14: +9 MP increase per level, +14 avoid
level 15: +10 MP increase per level, +15 avoid
level 16: +11 MP increase per level, +16 avoid
level 17: +12 MP increase per level, +17 avoid
level 18: +13 MP increase per level, +18 avoid
level 19: +14 MP increase per level, +19 avoid
level 20: +15 MP increase per level, +20 avoid

Nature Armor - Adds WDEF temporarily.
Max Level - 20
level 1: MP -8; Weapon Def. +2 for 54 seconds.
level 2: MP -8; Weapon Def. +4 for 68 seconds.
level 3: MP -8; Weapon Def. +6 for 82 seconds.
level 4: MP -8; Weapon Def. +8 for 96 seconds.
level 5: MP -8; Weapon Def. +10 for 110 seconds.
level 6: MP -10; Weapon Def. +12 for 144 seconds.
level 7: MP -10; Weapon Def. +14 for 158 seconds.
level 8: MP -10; Weapon Def. +16 for 172 seconds.
level 9: MP -10; Weapon Def. +18 for 186 seconds.
level 10: MP -10; Weapon Def. +20 for 200 seconds.
level 11: MP -13; Weapon Def. +20 for 244 seconds.
level 12: MP -13; Weapon Def. +24 for 258 seconds.
level 13: MP -13; Weapon Def. +26 for 272 seconds.
level 14: MP -13; Weapon Def. +28 for 286 seconds.
level 15: MP -13; Weapon Def. +30 for 300 seconds.
level 16: MP -16; Weapon Def. +32 for 344 seconds.
level 17: MP -16; Weapon Def. +34 for 358 seconds.
level 18: MP -16; Weapon Def. +36 for 372 seconds.
level 19: MP -16; Weapon Def. +38 for 386 seconds.
level 20: MP -16; Weapon Def. +40 for 400 seconds.

Ivy - Adds poison damage to plant attacks.
Max Level - 10 Requires 3 in Nature Armor, no points may be in Remedy
level 1: 1% of attack damage is dealt as poison damage every 2 seconds for 3 seconds
level 2: 2% of attack damage is dealt as poison damage every 2 seconds for 4 seconds
level 3: 3% of attack damage is dealt as poison damage every 2 seconds for 5 seconds
level 4: 4% of attack damage is dealt as poison damage every 2 seconds for 6 seconds
level 5: 5% of attack damage is dealt as poison damage every 2 seconds for 7 seconds
level 6: 6% of attack damage is dealt as poison damage every 2 seconds for 8 seconds
level 7: 7% of attack damage is dealt as poison damage every 2 seconds for 9 seconds
level 8: 8% of attack damage is dealt as poison damage every 2 seconds for 10 seconds
level 9: 9% of attack damage is dealt as poison damage every 2 seconds for 10 seconds
level 10: 10% of attack damage is dealt as poison damage every 2 seconds for 10 seconds

Asunder - Strips molecules from the plant to be used to attack twice.
Max Level - 20 Requires 1 in Plant, no points may be in Ivy
level 1: MP -6; Damage 65% x 2 Hits, plant withers after 5 uses
level 2: MP -6; Damage 68% x 2 Hits, plant withers after 5 uses
level 3: MP -6; Damage 71% x 2 Hits, plant withers after 5 uses
level 4: MP -6; Damage 74% x 2 Hits, plant withers after 5 uses
level 5: MP -7; Damage 78% x 2 Hits, plant withers after 5 uses
level 6: MP -7; Damage 81% x 2 Hits, plant withers after 5 uses
level 7: MP -7; Damage 84% x 2 Hits, plant withers after 5 uses
level 8: MP -8 Damage 88% x 2 Hits, plant withers after 5 uses
level 9: MP -8 Damage 91% x 2 Hits, plant withers after 5 uses
level 10: MP -9; Damage 95% x 2 Hits, plant withers after 5 uses
level 11: MP -9; Damage 98% x 2 Hits, plant withers after 6 uses
level 12: MP -10; Damage 102% x 2 Hits, plant withers after 7 uses
level 13: MP -10; Damage 105% x 2 Hits, plant withers after 8 uses
level 14: MP -11; Damage 109% x 2 Hits, plant withers after 9 uses
level 15: MP -11; Damage 112% x 2 Hits, plant withers after 10 uses
level 16: MP -12; Damage 116% x 2 Hits, plant withers after 11 uses
level 17: MP -12; Damage 119% x 2 Hits, plant withers after 12 uses
level 18: MP -13; Damage 123% x 2 Hits, plant withers after 13 uses
level 19: MP -13; Damage 126% x 2 Hits, plant withers after 14 uses
level 20: MP -14; Damage 130% x 2 Hits, plant withers after 15 uses

Remedy - Produces a potion that temporarily increases the maximum HP of the party.
Max Level - 10 Requires 3 in Nature Armor, no points may be in Ivy
level 1: MP -15; MaxHP +2% for 10 seconds
level 2: MP -15; MaxHP +4% for 15 seconds
level 3: MP -15; MaxHP +6% for 20 seconds
level 4: MP -15; MaxHP +8% for 25 seconds
level 5: MP -15; MaxHP +10% for 30 seconds
level 6: MP -30; MaxHP +12% for 35 seconds
level 7: MP -30; MaxHP +14% for 40 seconds
level 8: MP -30; MaxHP +16% for 45 seconds
level 9: MP -30; MaxHP +18% for 50 seconds
level 10: MP -30; MaxHP +20% for 60 seconds


tl;dr

Planter -> Constructor -> Naturalist -> Nature Engineer: Gauntlet, as in leather gloves and whatnot
Planter -> Scientist -> Alchemist -> Bio-Alchemist: Sceptre

EngelRod
2008-07-21, 09:08 PM
Wow nice skills you did there

KatanaKiwi
2008-07-22, 07:30 AM
4th job hero skill "enrage" points out that there is a mytical figure that mastered all 3 warrior 4th job classes.. now i dont think that will ever happen but i kinda had this idea that would be cool:

what if one 4th job class could lend skill from their brother-classes, for instance a hero with elements (paladin charges), or a paladin with berzerk
or a sniper with concentrate etc etc..
or maybe even go further and have warriors with venom etc etc..

tho i think they will mainly focus on adding stuff to equips now, i think the timeless weapons are only crappy examples of what is to come with lvl'able equips and equips that influence skills etc...

besides did u ever think of the fact that nobody ever said that lvl 30 books where the last ones? nexon could create lvl 40 books easily... the only problem would be skillpoints that will screw lvl 200 players but they might just give u the points if u complete a quest or something

ZYXWVUT
2008-07-26, 03:57 PM
I don't know about the alchemist job. I remember reading somewhere that they're only focused in experiments and research, and therefore aren't good at fighting. In fact, here it is. Check the first quest box thing.
http://i186.photobucket.com/albums/x245/00ZYXWVUT00/Quest001.png

IsaacGS
2008-07-26, 04:00 PM
Well, I can read that as two ways:
"Beginners, or Alchemists, who only know of experimenting." (This would mean what you said, that alchemists can't fight.)
or
"Beginners, or Alchemists who only know of experimenting." (This would mean that they're only dangerous to Alchemists who only know how to experiment, and implies that there are alchemists who can do more than that.)

Just trying to save the fun of Alchemist job. XD

ZYXWVUT
2008-07-26, 04:07 PM
Well, I can read that as two ways:
"Beginners, or Alchemists, who only know of experimenting." (This would mean what you said, that alchemists can't fight.)
or
"Beginners, or Alchemists who only know of experimenting." (This would mean that they're only dangerous to Alchemists who only know how to experiment, and implies that there are alchemists who can do more than that.)

Just trying to save the fun of Alchemist job. XD
You win. Both are possible, even in the Korean version of the text.

Chompy
2008-07-26, 04:18 PM
Well I posted in another thread with this idea, I was thinking of making a whole thread about it. Anyway, I only got to do the first job crap.

Class: Naturalist

Jobs:
1st - Planter
2nd - Constructor, Scientist
3rd - Naturalist, Alchemist
4th - Nature Engineer, Bio-Alchemist

Primary stat: INT
Secondary stat: DEX (Normal requirement is DEX = Level -10)
Gains: More INT every level up than any other class except Magicians, INT at 1st job advancement. Little HP is gained after 1st job advancement per level, just slightly less than Bowmen/Thieves.

Planter series:

1st:
Plant - Plants seeds. The seeds will die after a certain amount of time if they are not grown. Planting will be interrupted if the user is hit during the process.
Max Level - 8
level 1: -10 MP, seeds last for 2 seconds, plant for 2 seconds
level 2: -10 MP, seeds last for 4 seconds, plant for 2 seconds
level 3: -10 MP, seeds last for 6 seconds, plant for 2 seconds
level 4: -12 MP, seeds last for 7 seconds, plant for 2 seconds
level 5: -14 MP, seeds last for 8 seconds, plant for 2 seconds
level 6: -16 MP, seeds last for 9 seconds, plant for 1 second
level 7: -18 MP, seeds last for 10 seconds, plant for 1 second
level 8: -18 MP, seeds last for 10 seconds, plant for 0.5 seconds

Grow : Vines - Seeds produce a vine plant that will attack anything that comes near. (AoE, no two vines may be out at the same time, attacks are fast (4). Range is automatically set to +150)
Max Level - 20 Requires 1 in Plant
level 1: -14 MP, vines last for 5 seconds, attacks one target for 126% damage
level 2: -14 MP, vines last for 5 seconds, attacks one target for 132% damage
level 3: -14 MP, vines last for 5 seconds, attacks one target for 142% damage
level 4: -14 MP, vines last for 5 seconds, attacks one target for 148% damage
level 5: -14 MP, vines last for 7 seconds, attacks one target for 154% damage
level 6: -14 MP, vines last for 7 seconds, attacks one target for 158% damage
level 7: -16 MP, vines last for 8 seconds, attacks one target for 164% damage
level 8: -16 MP, vines last for 8 seconds, attacks one target for 170% damage
level 9: -16 MP, vines last for 8 seconds, attacks one target for 176% damage
level 10: -18 MP, vines last for 8 seconds, attacks one target for 186% damage
level 11: -20 MP, vines last for 6 seconds, attacks two targets for 164% damage
level 12: -20 MP, vines last for 6 seconds, attacks two targets for 170% damage
level 13: -22 MP, vines last for 7 seconds, attacks two targets for 176% damage
level 14: -22 MP, vines last for 7 seconds, attacks two targets for 186% damage
level 15: -22 MP, vines last for 7 seconds, attacks one target for 196% damage
level 16: -24 MP, vines last for 8 seconds, attacks two targets for 204% damage
level 17: -24 MP, vines last for 8 seconds, attacks two targets for 210% damage
level 18: -24 MP, vines last for 8 seconds, attacks two targets for 216% damage
level 19: -26 MP, vines last for 10 seconds, attacks two targets for 220% damage
level 20: -26 MP, vines last for 10 seconds, attacks two targets for 225% damage

Camouflage - Increases MP increase per level and Avoidability.
Max Level - 20
level 1: +1 MP increase per level, +1 avoid
level 2: +1 MP increase per level, +2 avoid
level 3: +2 MP increase per level, +3 avoid
level 4: +3 MP increase per level, +4 avoid
level 5: +3 MP increase per level, +5 avoid
level 6: +4 MP increase per level, +6 avoid
level 7: +5 MP increase per level, +7 avoid
level 8: +5 MP increase per level, +8 avoid
level 9: +6 MP increase per level, +9 avoid
level 10: +7 MP increase per level, +10 avoid
level 11: +7 MP increase per level, +11 avoid
level 12: +8 MP increase per level, +12 avoid
level 13: +9 MP increase per level, +13 avoid
level 14: +9 MP increase per level, +14 avoid
level 15: +10 MP increase per level, +15 avoid
level 16: +11 MP increase per level, +16 avoid
level 17: +12 MP increase per level, +17 avoid
level 18: +13 MP increase per level, +18 avoid
level 19: +14 MP increase per level, +19 avoid
level 20: +15 MP increase per level, +20 avoid

Nature Armor - Adds WDEF temporarily.
Max Level - 20
level 1: MP -8; Weapon Def. +2 for 54 seconds.
level 2: MP -8; Weapon Def. +4 for 68 seconds.
level 3: MP -8; Weapon Def. +6 for 82 seconds.
level 4: MP -8; Weapon Def. +8 for 96 seconds.
level 5: MP -8; Weapon Def. +10 for 110 seconds.
level 6: MP -10; Weapon Def. +12 for 144 seconds.
level 7: MP -10; Weapon Def. +14 for 158 seconds.
level 8: MP -10; Weapon Def. +16 for 172 seconds.
level 9: MP -10; Weapon Def. +18 for 186 seconds.
level 10: MP -10; Weapon Def. +20 for 200 seconds.
level 11: MP -13; Weapon Def. +20 for 244 seconds.
level 12: MP -13; Weapon Def. +24 for 258 seconds.
level 13: MP -13; Weapon Def. +26 for 272 seconds.
level 14: MP -13; Weapon Def. +28 for 286 seconds.
level 15: MP -13; Weapon Def. +30 for 300 seconds.
level 16: MP -16; Weapon Def. +32 for 344 seconds.
level 17: MP -16; Weapon Def. +34 for 358 seconds.
level 18: MP -16; Weapon Def. +36 for 372 seconds.
level 19: MP -16; Weapon Def. +38 for 386 seconds.
level 20: MP -16; Weapon Def. +40 for 400 seconds.

Ivy - Adds poison damage to plant attacks.
Max Level - 10 Requires 3 in Nature Armor, no points may be in Remedy
level 1: 1% of attack damage is dealt as poison damage every 2 seconds for 3 seconds
level 2: 2% of attack damage is dealt as poison damage every 2 seconds for 4 seconds
level 3: 3% of attack damage is dealt as poison damage every 2 seconds for 5 seconds
level 4: 4% of attack damage is dealt as poison damage every 2 seconds for 6 seconds
level 5: 5% of attack damage is dealt as poison damage every 2 seconds for 7 seconds
level 6: 6% of attack damage is dealt as poison damage every 2 seconds for 8 seconds
level 7: 7% of attack damage is dealt as poison damage every 2 seconds for 9 seconds
level 8: 8% of attack damage is dealt as poison damage every 2 seconds for 10 seconds
level 9: 9% of attack damage is dealt as poison damage every 2 seconds for 10 seconds
level 10: 10% of attack damage is dealt as poison damage every 2 seconds for 10 seconds

Asunder - Strips molecules from the plant to be used to attack twice.
Max Level - 20 Requires 1 in Plant, no points may be in Ivy
level 1: MP -6; Damage 65% x 2 Hits, plant withers after 5 uses
level 2: MP -6; Damage 68% x 2 Hits, plant withers after 5 uses
level 3: MP -6; Damage 71% x 2 Hits, plant withers after 5 uses
level 4: MP -6; Damage 74% x 2 Hits, plant withers after 5 uses
level 5: MP -7; Damage 78% x 2 Hits, plant withers after 5 uses
level 6: MP -7; Damage 81% x 2 Hits, plant withers after 5 uses
level 7: MP -7; Damage 84% x 2 Hits, plant withers after 5 uses
level 8: MP -8 Damage 88% x 2 Hits, plant withers after 5 uses
level 9: MP -8 Damage 91% x 2 Hits, plant withers after 5 uses
level 10: MP -9; Damage 95% x 2 Hits, plant withers after 5 uses
level 11: MP -9; Damage 98% x 2 Hits, plant withers after 6 uses
level 12: MP -10; Damage 102% x 2 Hits, plant withers after 7 uses
level 13: MP -10; Damage 105% x 2 Hits, plant withers after 8 uses
level 14: MP -11; Damage 109% x 2 Hits, plant withers after 9 uses
level 15: MP -11; Damage 112% x 2 Hits, plant withers after 10 uses
level 16: MP -12; Damage 116% x 2 Hits, plant withers after 11 uses
level 17: MP -12; Damage 119% x 2 Hits, plant withers after 12 uses
level 18: MP -13; Damage 123% x 2 Hits, plant withers after 13 uses
level 19: MP -13; Damage 126% x 2 Hits, plant withers after 14 uses
level 20: MP -14; Damage 130% x 2 Hits, plant withers after 15 uses

Remedy - Produces a potion that temporarily increases the maximum HP of the party.
Max Level - 10 Requires 3 in Nature Armor, no points may be in Ivy
level 1: MP -15; MaxHP +2% for 10 seconds
level 2: MP -15; MaxHP +4% for 15 seconds
level 3: MP -15; MaxHP +6% for 20 seconds
level 4: MP -15; MaxHP +8% for 25 seconds
level 5: MP -15; MaxHP +10% for 30 seconds
level 6: MP -30; MaxHP +12% for 35 seconds
level 7: MP -30; MaxHP +14% for 40 seconds
level 8: MP -30; MaxHP +16% for 45 seconds
level 9: MP -30; MaxHP +18% for 50 seconds
level 10: MP -30; MaxHP +20% for 60 seconds


tl;dr

Planter -> Constructor -> Naturalist -> Nature Engineer: Gauntlet, as in leather gloves and whatnot
Planter -> Scientist -> Alchemist -> Bio-Alchemist: Sceptre

That would be teh best class I have ever heard of.
Wow.
It is like a stationary summons class.
Make it Uber-awesome at bosses and we have a WINNER!!

Trinity
2008-07-26, 06:39 PM
i always thought it would be cool to continue begginer, so like the next job would be tourist or something?

Beserker101
2008-07-26, 07:12 PM
i always thought it would be cool to continue begginer, so like the next job would be tourist or something?

LolOnionKnight.

Sorry, I just couldn't resist.


I have also started making an "undead" class containing three sub-classes, zombie, vampire, and lycanthrope. I may continue making the skill list and put it on this thread... if I do come up with the skills though.

Alloy
2008-07-26, 07:34 PM
I have also started making an "undead" class containing three sub-classes, zombie, vampire, and lycanthrope. I may continue making the skill list and put it on this thread... if I do come up with the skills though.

That'd be quite a paradox, considering death means "return to nearest town, and loose exp", in this game...

Also, it could have the problem of clerics healing you... would kill you? And would the cleric get exp from your death? D:

JezzaRules
2008-07-26, 07:42 PM
Hey has any1 here haven't read my 3rd branch of thief class yet?
http://www.southperry.net/forums/showthread.php?t=1429

Nikkey
2008-07-26, 08:12 PM
I dunno. Something that'll put 1h weapons to better use

Assumingly a new warrior class that uses 2 1h swords, or just implement a possibility to use 2 1h swords?

Beserker101
2008-07-26, 09:00 PM
That'd be quite a paradox, considering death means "return to nearest town, and loose exp", in this game...

Also, it could have the problem of clerics healing you... would kill you? And would the cleric get exp from your death? D:

Well, I've worked on some of the skills (not all yet) but in the first job list, there is a skill that gives the possibility to not be killed by a potentially fatal attack. Also, yes, you can be healed to death, and no, they would not gain EXP from your death. Although the three classes do have the ability to solo very easily (with the exception of the lycan path, they have (planned) self healing by 3rd). If I finish the skills, I'll post them (been working on them).

Loose
2008-07-26, 09:05 PM
All that "undead" stuff doesn't seem like it would fit as a class for MapleStory.

I think it would've been pretty cool if some 3rd jobs had choices. For example, seperate STR and LUK Bandits, maybe had STR Bandits focus more on speed and have LUK Bandits concetrate on more power. The same could've happened with Axe, Blunted-Weapon and Sword users.

It would've been interesting.

Wani
2008-07-26, 09:15 PM
All that "undead" stuff doesn't seem like it would fit as a class for MapleStory.

I think it would've been pretty cool if some 3rd jobs had choices. For example, seperate STR and LUK Bandits, maybe had STR Bandits focus more on speed and have LUK Bandits concetrate on more power. The same could've happened with Axe, Blunted-Weapon and Sword users.

It would've been interesting.

More like what DKs got with crusher/fury? Sorta.

And I see STR bandits focusing more on power, personally.

Loose
2008-07-26, 09:23 PM
And I see STR bandits focusing more on power, personally.
Well, STR Daggers before level 35 are faster than LUK Daggers. We also, averagely, do less damage than LUK Bandits, but that depends more on equipment and Khanjars are helping to balance that.

Wani
2008-07-26, 09:49 PM
Ooh, okay. :O I just always thought that because STR = more power, plus they need the STR to hold heavier daggers which are more powerful but slower.

IsaacGS
2008-07-26, 09:54 PM
Ooh, okay. :O I just always thought that because STR = more power, plus they need the STR to hold heavier daggers which are more powerful but slower.
I think that was the idea of STR bandits, because in general STR daggers have slightly higher attack, it's just not enough to make up for the LUK they lose by putting into STR.
Just another one of those ideas they started doing but it never really worked out. The Dagger-shields like Khanjar were probably introduced into the game to restore this balance.

pilowman
2008-07-27, 12:37 AM
merchants.
Like in Ragnarok when your a merchant and you have a skill that gives you a discount on NPC prices,And you also have a skill that makes the NPC offers higher.
Then it can advance to black Smith or alchemist :f2:
That would be cool.

bored4ever86
2008-07-27, 01:59 AM
merchants.
Like in Ragnarok when your a merchant and you have a skill that gives you a discount on NPC prices,And you also have a skill that makes the NPC offers higher.
Then it can advance to black Smith or alchemist :f2:
That would be cool.

big problem though is where does the ability to kill monsters come into this?

Get exp from trading/buying/selling? or are you gonna offer mesos to monsters till they die? "new skill - death offer: offer up mesos to kill monster *10 mesos/monster's hp*"

pilowman
2008-07-27, 02:12 AM
big problem though is where does the ability to kill monsters come into this?

Get exp from trading/buying/selling? or are you gonna offer mesos to monsters till they die? "new skill - death offer: offer up mesos to kill monster *10 mesos/monster's hp*"
If you ever played Ragnarok,you'd know that they also use weapons,Like every class in the game,To level.
They use Axes,bws

Retalion
2008-07-27, 02:24 AM
I personally think there's nothing after pirates. Then again, Im also a person who thought that there'd be nothing after the four primary classes >_> Alchemists sounds like a good guess.

No idea if this is possible, but would it ever be possible for us to get a GMS/Maesteria exclusive class? xD

IsaacGS
2008-07-27, 02:25 AM
I personally think there's nothing after pirates. Then again, Im also a person who thought that there'd be nothing after the four primary classes >_> Alchemists sounds like a good guess.

No idea if this is possible, but would it ever be possible for us to get a GMS/Maesteria exclusive class? xD
Well, I doubt we could construct an entire class but I certainly wouldn't say GMS exclusive skills are out of the question, seeing as TaiwanMS invented "Follow the Lead", which is the skill that allows Multipet. I have no idea what such a skill would be like, though.

bored4ever86
2008-07-27, 02:29 AM
Well, I doubt we could construct an entire class but I certainly wouldn't say GMS exclusive skills are out of the question, seeing as TaiwanMS invented "Follow the Lead", which is the skill that allows Multipet. I have no idea what such a skill would be like, though.

"greedy company" or maybe "bad customer service" or on a less nexon specific note "bandwagoners"

Cheesecake
2008-07-27, 05:54 PM
what about jobs like a dancer, or a musician class.
other mmo's have these kind of classes which are generally buff and debuff classes.

Raven
2008-07-27, 10:04 PM
I don't know, a book or something? I think a book would make a pretty neat weapon, Pig Illustrated is fun to play with. From what I know of Magatia, they use circles like Full Metal Alchemist, so maybe some Chalk or something to write with like that?

Yeah, short and slow (as in, really inopportune weapons) like jars and books would be nice.

Hazzy
2008-07-27, 10:17 PM
Yeah, short and slow (as in, really inopportune weapons) like jars and books would be nice.

I would pay money to watch a Mapler take out Monsters with a glass jar.

EndlessAxis
2008-07-29, 12:46 AM
well..If maple keeps growing at this rate it'll consume the world! no jking but really
no matter what they say is the final boss they'll just add another one a year or two later
they'll make a 5th job eventualy and yes another completley new class that'll be a mix of old and new,new places will be added and new things will be made, by the time theirs 40x peeps lvl 20x equips will come out xD

And eventualy..one day...( saying its far away due to Ms's graphic style won't ever really need an upgrade unlike other mmos...still dunno who the heck liks cutting trees..( you know what i'm talking about ) die out

so yeah..Ms's is gonna be here for a long time to come and so is more and more content..and after it all dies out Private servers will continue the game

thats my 99.3 cents

Brandini
2008-07-29, 08:05 AM
I think they should expand in the str bandit and str mage idea before they even make another class. I am exicted about the pirates and am making one myself but its always a good idea to work on what you already have before going into something completely new.

psychopat
2008-07-29, 01:37 PM
I don't believe that undead characters really doesn't fit the theme of Maple, particularly if they're visually different from all the other classes...

Also, Lycans are not undead, to whoever suggested that. Vampires would work but losing hp Aqua-style in every outside daytime map would suck :cool: (... or is everyone supposed to be Blade?) Anything like ghouls/zombies/liches/skeletons would require a different base sprite, which likely means a no-go.

Alchemist, Necromancers or Druids could be nicely put in as another mage branch. A Monk type of class could be added as a warrior branch (quarterstaves, martial arts, limited self-buffs abilities). Ninja/Samurai could work too, with quick swords, wakizashi-type shields, martial arts and limited debuff abilities... Would make the pirate vs ninjas people happy :f7:

I don't really see how to to fit in more archers or thieves though :-P

Tureil
2008-07-30, 08:00 PM
I read once on basil (I don't have a link) that there was a nexon meeting about a possible nx class. Where you buy all the skills and gear with nx. The chances of that happening are small probably though cuz I myself am an nx hore and I probably wouldn't buy that

IsaacGS
2008-07-30, 08:01 PM
I read once on basil (I don't have a link) that there was a nexon meeting about a possible nx class. Where you buy all the skills and gear with nx. The chances of that happening are small probably though cuz I kyself am an nx hore and I probably wouldn't buy that
That was made up basil Bullcrap.

Jirai
2008-07-30, 11:51 PM
That was made up basil Bullcrap.

Haha, actually it was a GameFAQs troll topic. Those usually get reposted on Basil because most people on GameFAQs aren't gullible enough to believe them, but on Basil you're sure to get pages and pages worth of replies.

Berzerk
2008-07-31, 03:17 AM
With Nexon, who knows. Now that they pumped out the end-game boss, I'd really like to see what kind of content they whip up at this point. The only thing really that's open for indefinite expansion is Masteria, and maybe Ellin Forest. It's kind of annoying how long we have to wait even for Pirates. I could be wrong, but It doesn't look like we're getting them this year. C'mon, all they need to do is translate them and add a few more things. =/

Harrisonized
2008-07-31, 05:29 AM
A melee mage.
It's possible. STR + INT is a combination not used yet.

http://global.hidden-street.net/items/images/eqs/onehandbl004.gif
Req Level: 20
Req Stats: STR 25
Weapon Att.: 39 (39-41)
Att. Speed: Fast
Job: Warrior, Magician

http://global.hidden-street.net/items/images/eqs/onehandbl007.gif
Req Level: 25
Req Stats: STR 25
Weapon Att.: 44 (43-46)
Att. Speed: Faster
Job: Warrior, Magician

(Yes, this is a quest item, but Nexon can easily force you to get that item as the quest reward rather than the goblin cape or hat.)
http://global.hidden-street.net/items/images/eqs/onehandbl035.gif
Goblin Bat
Req Level: 65
Req Stats: -
Job: Common
Effects: INT +5
Weapon Att.: 77

If this pattern is continued...

There could be a split like the pattern in warriors, who have to choose between their weapons. (BW, Axe, Sword...)

http://global.hidden-street.net/items/images/eqs/onehandsw037.gif
Req Level: 63
Req Stats: -
Job: Warrior
Attack Speed: Fast
Weapon Attack: 79
Effects: Magic Attack 77, STR +1, INT +1

http://global.hidden-street.net/items/images/eqs/onehandaxe012.gif
Green Paint Brush
Req Level: 30
Req Stats: STR 5
Weapon Att.: 48
Magic Att.: 45

http://global.hidden-street.net/items/images/eqs/dagcut036.gif
Skewer
Req Level: 75
Att. Speed: Fast
Effects: Magic Att. +90 (89-94), HP +50 (44-54)

Russt
2008-07-31, 06:15 AM
I think a third archer subclass should probably be based on something like this:
http://www.hollowtop.com/atlatlbob.htm (read if you're really bored)
http://www.atlatl.com/images/DartSlo-MoOne.mp4 (6 second video clip)

Summary: The atlatl and dart was the precursor to the bow and arrow. It's essentially a stick with a hook-like spur at on end, that attaches to a dart (not the little plastic modern magnetic things, more like a 6-foot arrow), and is swung to throw the dart with power.

'Atlatl' was from the native Mexican people though, it needs a new name. Maybe just 'dart thrower' or such.

Maybe based on STR as their primary stat, though it might cause some complications with sharing a 1st job with the existing archers... though the two pirate subclasses do share a job, and it works out quite nicely. Slow attacks, highly damaging single hits. (That's what crossbows were supposed to be, but they're all the same speed. Psh.)

Harrisonized
2008-07-31, 01:05 PM
WTH?
Why were the images blocked?
They're only the pictures of the weapons I was talking about. >.>

Shinokun
2008-07-31, 01:43 PM
Pokemaster. You throw stars that look like pokeballs to cature monsters. Then use them to attack others...

No, but seriously, I was thinking about how hard it would be to make a new Magician Job. If they start thinking out side the box, new equips would be needed, books or something. And if it's a new elemental job, new elemental weak monsters would be needed as well. Ranging from low to high. Creating the Pirates seems a lot more layed back when thinking about it.

Mira
2008-07-31, 03:52 PM
WTH?
Why were the images blocked?
They're only the pictures of the weapons I was talking about. >.>


I think it's from derect-linking. O.o