View Full Version : Skill changes buccaneers should get.
Takebacker
2009-12-31, 11:41 PM
Been thinkin for a while about skill changes that buccs should get to make us even with other classes. (points to shadowers)
1) Corkscrew changed to allow charging while attacking. If released during an attack, it is immediately executed when the attack is done.
2) Super transform's cooldown lowered to 210 seconds. (90 second cooldown instead of 120)
3) Demolition cast time decreased from 2340 ms @ faster (2) to 1920 ms @ faster (2).
4) Energy charge changed to absorb energy for each hit of an attack instead of just once per attack. (what the hell is the point of 90% stance if it activates like 5 times throughout a boss fight?)
5) Barrel changed to not reduce walking speed.
6) Corkscrew changed to hit 6 monsters; charge time doubled.
7) Energy charge duration increased to 120 seconds at max.
That's probably the bulk of what should be changed. I tried to be conservative with the changes, but meh. I could have just said passive crit like everyone else, but i'm kind of thinking that passive crit is a bit overkill.
IllegallySane
2009-12-31, 11:46 PM
Passive crit makes more sense than a stuncrit, or at least weaken the bonus damage/crit chance when the mob is not stunned.
Takebacker
2009-12-31, 11:47 PM
Passive crit makes more sense than a stuncrit, or at least weaken the bonus damage/crit chance when the mob is not stunned.
But is it needed to keep up with other classes? Hell no.
Doesn't matter if it makes sense or not.
6) Corkscrew changed to hit 6 monsters; charge time doubled.
Charge time doubled? I don't think that would work very well for second job... 6 monsters would be GREAT, but a longer charge time would make that pointless.
Takebacker
2010-01-01, 12:01 AM
6) Corkscrew changed to hit 6 monsters; charge time doubled.
Charge time doubled? I don't think that would work very well for second job... 6 monsters would be GREAT, but a longer charge time would make that pointless.
Why would it make it pointless? The damage would stay the same as the way it is now. Not like it's used for damage in 2nd job anyway. We both know it's just a skill you start charging when you're walking to the rest of the spawn.
IllegallySane
2010-01-01, 12:02 AM
6) Corkscrew changed to hit 6 monsters; charge time doubled.
Charge time doubled? I don't think that would work very well for second job... 6 monsters would be GREAT, but a longer charge time would make that pointless.
At 3rd/4th job we mainly use CSB to gather mobs anyway, and gathering 6 would be awesome.\
But is it needed to keep up with other classes? Hell no.
Doesn't matter if it makes sense or not.
No other class has a crit that is conditional. :f5:
Takebacker
2010-01-01, 12:11 AM
No other class has a crit that is conditional. :f5:
Combo crit is pretty conditional, lol.
Conditions just aren't strict enough.
Loose
2010-01-01, 12:15 AM
Increase range and speed of Energy Orb is all I want.
Takebacker
2010-01-01, 12:20 AM
Increase range and speed of Energy Orb is all I want.
Range? O_o Orb has probably the most intense range of any non-mage skill in the game.
A speed improvement to ~750 ms would probably be fine.
Loose
2010-01-01, 12:59 AM
Range? O_o Orb has probably the most intense range of any non-mage skill in the game.
Maybe after bouncing and chaining, but the initial range is pathetic and annoying.
IllegallySane
2010-01-01, 01:33 AM
Combo crit is pretty conditional, lol.
Conditions just aren't strict enough.
Combo Crit doesn't count. It doesn't require setting up the mob (stun) to deal MASSIVE DAMAGE. Arans just attack moar and the crits just roll in.
Sn1perJohnE
2010-01-01, 01:47 AM
Ive said this before, and ill say it again. Semi-Passive Crits.
Normal, unstunned - 30% rate for 30% additional damage.
Stunned, - 60% rate for 60% additional damage.
It makes us slightly stronger when bossing (not our peak, but a hellova lot better than never at our peak at bosses), while still holding the condition of stunning for full critical chance and damage.
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