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  1. Default KMST 1.2.501 - Cygnus Update


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    (PvE) Skill Changes

    Character

  2. Default Re: KMST 1.2.501 - Cygnus Update


    NPC

    Item

    Map

    Mob

    Mob (Changed)


  3. Default Re: KMST 1.2.501 - Cygnus Update


    Interesting, Blaze Wizards get two Hyper Skills at 170 instead of one at 150/170 like other classes do.

  4. Default Re: KMST 1.2.501 - Cygnus Update


    20 hours late. Unsubscribing.

  5. Default Re: KMST 1.2.501 - Cygnus Update


    Quintuple throw is only 4 times? Okaylol.jpg

  6. Default Re: KMST 1.2.501 - Cygnus Update


    The fifth hit is below the other 4 hits. Separated because the fifth hit is 420% rather than the other four hits which are 330%.

  7. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: KMST 1.2.501 - Cygnus Update


    So which % does +1 hit hyper use?

  8. Default Re: KMST 1.2.501 - Cygnus Update


    According to Orange Mushroom, the 420% one.

  9. Default Re: KMST 1.2.501 - Cygnus Update


    Dominion= Unlimited Bats Works.
    So does the supernatural area thing actually last for the whole 30 seconds? That's kind of cool.

    They both get an autorevive skill, what the crap.

  10. Default Re: KMST 1.2.501 - Cygnus Update


    Are Binds gonna be the new lazers of the Maple community?

  11. Default Re: KMST 1.2.501 - Cygnus Update


    I see it as:

    "More normalization with each revamp/reorganization!"

    Variety please... It'd be nice to have things such as a dedicated tank(for say to hold aggro) and dedicated support(heal/utility) instead of everyone being turned into a DPS class.

  12. Default Re: KMST 1.2.501 - Cygnus Update


    The game had that line of thought long ago.
    That ship sailed away, and it is too late for Nexon to fix this by now.

  13. Default Re: KMST 1.2.501 - Cygnus Update


    Well, if there was any doubt that Night Lords were just the beta test for Night Walkers...

  14. Default Re: KMST 1.2.501 - Cygnus Update


    Inb4 autorevive becomes the next flash jump.

    Eunwol had one too right?

  15. I post a lot Bi Male
    IGN: ZesseiBijin
    Server: Khaini
    Level: 204
    Job: Kanna
    Guild: NEST
    Farm: Razmosia
    uk

    Default Re: KMST 1.2.501 - Cygnus Update


    Keep in mind that Night Walker still has a full month of testing before it gets released. They might yet change it.

    I doubt it, but it's still possible.

  16. Default Re: KMST 1.2.501 - Cygnus Update


    The new flame/blaze animation needs a revert... Nexon please, BW is not Angelic Buster, don't make everything cute please...

  17. Default Re: KMST 1.2.501 - Cygnus Update


    Phantom, Zero, Beast Tamer, Eunwol (did I miss any?), and now Blaze Wizard and Night Walker.

  18. Default Re: KMST 1.2.501 - Cygnus Update


    Dark Knight too iirc.

  19. Default Re: KMST 1.2.501 - Cygnus Update


    The Dark Knight one has a catch though. You'll just die again if you can't kill enough mobs or hit a boss enough times before it runs out.

    The other classes don't have any drawback other than a cooldown, which Dark Knights also have.

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