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Fixing Paladins - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +---- Forum: Warrior (https://www.southperry.net/forumdisplay.php?fid=46) +---- Thread: Fixing Paladins (/showthread.php?tid=1537) |
Fixing Paladins - CrazyNomad - 2008-09-17 well that new boss in sea, krexel, is immune to everything, so paladins not welcomed >_> and isn't that new monster duku that give 5k exp neutral to fire? i never saw a tree that is neutral or immune to fire e_e, i think nexon just roll dices to see what elemental weakness they will give to new monster. at least, what i can see, only 1 statue of pink bean is immune to all elements, so its still good for paladins Fixing Paladins - Russt - 2008-09-18 Devil's Sunrise Wrote:However, that's not all. ACB, as now proven, is faster than Brandish, so take this into account as well.Only by 30 or 60 milliseconds. It barely makes a difference, in the scheme of things. Then again, that turns 3000% into 3300%... Fixing Paladins - Nikkey - 2008-09-18 Russt Wrote:Only by 30 or 60 milliseconds. It barely makes a difference, in the scheme of things. 5% faster with fast(4)-weapons, 4.2% faster with normal weapons. I don't bother to do the calculations now, but it should be noticeable. Fixing Paladins - Silver_ice - 2008-09-19 paladins should get something like a mastery built into blast so their single target dmg is very consistent. maybe like a 80% mastery. that would improve single target dmg. or ofcourse the charges buffed. Fixing Paladins - Hero - 2008-09-20 CrazyNomad Wrote:well that new boss in sea, krexel, is immune to everything, so paladins not welcomed >_> Heheh. I remember having an argument with a paladin once and he ended up yelling at me they'd own hero their asses at krexel because it'd be weak to fire. heh. Fixing Paladins - Stereo - 2008-09-20 That's kinda dumb in the first place because Fire Blast is only 990%. The only way a Paladin would win at non-holy bosses is if it casts dispel so much that the Hero has to recharge orbs a lot. Fixing Paladins - Lynel - 2008-09-24 The more I think about it, the more I think that a Paladin's charges should be a party skill. They should remove Sanctuary from our skill set, and replace it with a skill similar to Sharp Eyes. Call it Element Mastery or something like that, and have it be a passive skill. Perhaps it could increase damage of all charges for Paladins by 10% (so 115% Ice, 130% Fire, 135% Lightning, and they could probably reduce Holy so that it'd still be 140% Holy to avoid overpowering Paladins). Secondary effects could include the ability to buff your party with the charges, and at maxed level they'd receive the full % increase (105% Ice, 120% Fire, 125% Lightning, and 130% for the "adjusted" Holy). Hell, they could nerf ACB and Blast and make us a terrible solo class if they did that, considering everyone and their mother would want to party Paladins if they got a 130% damage increase at Skeles. Decrease ACB to 320% and Blast to 500%, it'd more than balance out. Of course, Pallys would be even worse at soloing and as a damage outputting class, but with the ability to be a huge supportive class it wouldn't matter. Fixing Paladins - KajitiSouls - 2008-09-24 Lynel Wrote:The more I think about it, the more I think that a Paladin's charges should be a party skill. I say "no" because there's not enough benefits for being a support class this late in the game. Bishops make fine support classes (excluding Genesis LOL) because of Holy Symbol. I'd say a Paladin (and AMs) has more purpose once Nexon decides to implement monsters that are weak to elements but strong vs. neutral and stuff like that. I think the Q&A mentioned that it's in discussion. |