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What changes would you like to see in 4th job skills?
#21
Russt Wrote:I started a more detailed version of the below a bit ago, but never finished, so I guess I'll post a semi-rough outline here.

Big Bang: Replace with a passive improvement of Teleport from 150 range to 210 (+2 per level) and give it 3-4 frames of invincibility after appearing in the new location.
Mana Reflection: I do like the idea of making this a party skill.
Fire Demon: Increase basic attack to about 180, and change its damage/time to 40% of the original hit rather than %HP-based.
Ice Demon: Increase basic attack to about 160, and change its damage/time to 40% of the original hit rather than %HP-based.
Holy Shield: Replace with a Demon-type skill that deals no damage, but makes monsters weak to every element.
Infinity: Replace with a passive improvement of Magic Guard. At max level, HP only takes 10% damage and MP takes 50%; the other 40% is absorbed by the skill itself.
Elquines: Enlarge hitbox, increase basic attack to about 360, and allow it to mob 4.
Ifrit: Enlarge hitbox, increase basic attack to about 400, and allow it to mob 4.
Bahamut: Enlarge hitbox, increase basic attack to about 310, and allow it to mob 4.
Paralyze: Increase basic attack to about 280.
Chain Lightning: Increase basic attack to about 240 and enlarge chainable hitbox.
Angel's Ray: Increase basic attack to about 320 and allow it to pierce 3.
Meteor/Blizzard: Change to an area effect similar to squid's ink, with 200 basic attack. Inflicts damage to all monsters within range (same as current hitbox) every second for 15 seconds. Has a cooldown of 1 minute.
Genesis: Change to an area effect similar to squid's ink, with 250 basic attack. Inflicts damage to all monsters within range (same as current hitbox) every second for 15 seconds. Has a cooldown of 1 minute.

This would make for decently effective training with ID + Ifrit + CL, and Holy Shield + Bahamut + AR (LOL that sounds so weird), as well as opening up endless possibilities using "Holy Shield" in conjunction with AMs, Paladins, and even Corsairs. Though I admit F/Ps get the short end of the stick with Paralyze being single target.

All other classes I don't really care about. lol

What i have problems with/extension of what you said.

Russt Wrote:Infinity: Replace with a passive improvement of Magic Guard. At max level, HP only takes 10% damage and MP takes 50%; the other 40% is absorbed by the skill itself.

Hell no. What you just suggested should be an extension of mana reflection, where it works exactly like PG. Reflects 200% damage taken, but the damage you take is 50% less damage. Don't change mana reflection being a non party skill. I say keep infinity the same. Every class needs one junk skill, don't they?

Russt Wrote:Holy Shield: Replace with a Demon-type skill that deals no damage, but makes monsters weak to every element.

Extension: The way this should work is that it only works on one monster, and doesn't wear off until dead. Also, why the hell is it demon based if it's casted by a bishop? O.O

Also, if you're going to increase damage and hitbox range for CL, you have to increase paralyze's damage up to like 350 or something.

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What I would have wanted:

Dark knights:
Beholders buff: Make every single one of his buffs stack and last double what they do now.
Beholders healing: Make it heal a lot more and a lot faster while not going over berserked threshold. Also make it not heal you if you aren't berserked if it doesn't do so already.
Berserk: Make it not useless in the beginning of it's leveling process. Make it so as you level it the HP mark goes down and the damage increase goes up. (ie: 80% HP/+X% at level 1, 79% HP/+X% at level 2)

Paladins:
Heavens hammer: Make the monsters HP go down to 1 regardless of HP, but obviously does not work on bosses. KMST cooldown as of .190 still applies.
Blast: Make it fixed range if the KMST change didn't do so already. Also make the slash stab ratio more in favor of BW paladins. (lower chances to stab, increase changes to swing, but only applied to blast)

Shadowers:
Assassinate: Make the animation a THIRD of the time it takes right now. Assassinations are quick...not drawn out. >_>
Smoke shell: Increase the duration to 2 minutes, and decrease cooldown to 6 or 8 minutes.
Boomerang step: Make it able to attack in the air like SB.

Vipers:
Energy orb: Decrease % damage to 810% and make it's damage static throughout it's chain. (% damage stays the same)
Speed infusion: Allow it to break the speed cap and work for spells.
Time leap: Reduce max level to 20 and make it's cooldown 20 minutes.

Corsairs:
Rapid fire: 190% per bullet and be affected by booster/speed infusion.
Amplification: 300% damage and make the DoT based off HP instead of bullet damage.

Bowmasters:
Hurricane: Make it affected by booster/speed infusion.

Heroes:
Brandish: Make the first hit a swing, but the second hit have the normal slash/stab ratio.

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Some of em are kinda over the top, but generally i evened things out and kept in mind for filler skills/the MW increase.


Messages In This Thread
What changes would you like to see in 4th job skills? - by Takebacker - 2009-01-17, 10:01 PM
What changes would you like to see in 4th job skills? - by Harrisonized - 2009-01-18, 07:25 PM
What changes would you like to see in 4th job skills? - by Harrisonized - 2009-01-19, 01:30 AM

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