Originally Posted by
JoeTang
Heroes:
Combo Attack now starts in 2nd job, but doesn't give any bonus effects until 3rd. Its only use is to be able to use Combo Force. Combo is also not 100% chance anymore.
Panic can't be spammed now. If you reuse it within #subTime, it will deal less damage.
pomegranatetons more HP and MP recovered from Self Recovery.
Some Weapon Mastery from ACA.
Incising, neat utility buff for yourself and parties. Useful Combo dump, presumably.
Paladins:
Charges are now active attacks.
Switching charges provides Elemental Charge stacks. These stacks provide total damage.
Monsters burning from Flame Charge take extra damage from Blizzard Charge.
Monsters chilled from Blizzard Charge take extra damage from Lightning Charge.
Monsters Stunned from Lightning Charge take extra damage from Divine Charge.
There is no bonus for Flame Charge (yet?).
Page Order is Demon Slayer's Death Draw or whatever it's called in GMS. LOL.
Charge Blow is gone.
Parashock Guard is that pomegranatety party skill everyone keeps having wet dreams over, where the Paladin can improve party tanking ability.
HP Recovery can heal party members now, but decreases effectiveness when spammed.
Blessing Armor and Achilles moved to 3rd job.
Blast is kind of like Coma or Panic now. Uses Elemental Charges (Combo Counts). Depending on the number, you get a different buff. Presumably, you can't stack them. I'd be surprised if you could.
Advanced Charge Blow is a super buff for Charges. Seriously insane, +2 hits, +2 targets...
Heaven's Hammer got a gigantic buff. Don't know why people think a 3.105x damage increase at the cost of a 0.91x speed decrease is a nerf.
I'll be checking whether or not Swords vs Blunt Weapons is better probably tomorrow, with Paladin Expert.
Going by the way standard +damR% works, Void Elemental doesn't boost nearly high enough for older charges to match Divine Charge, but the bonus damage from cycling and status effects may be enough.
Haven't gone through Dark Knights yet. It's been a long day. We're close.
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