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What Pirate changes shall they be bringing to this arrrmazing class?
#47
Baklava Wrote:Critical Shot -> Deadshot Aim
Master Lv10, gives +15% critical rate, +5% minimum and +15% maximum critical damage.
Makes them weaker =[
Baklava Wrote:Fake Shot -> Seafarer's Spirit
Builds up resistance to the oceanic elements, like a true seafarer.
Master Lv20, Max HP +5%, Ice/Lightning Resist +20%.
Resistances are stupid =[
Baklava Wrote:Triple Fire -> Dirty Gunpowder
Increases the damage of all bullet-consuming skills.
Master Lv20, Double Fire +125% damage, Musket Shot +30% damage.
So OP.

Gunslingers are decent where they're at now. Grenade needs to be replaced with something useful though. Prime target for a stat skill to fill.
I dislike Triple Fire in that it removes the speed utility of Double Fire in favour of damage, but if you make Double Fire that strong, it's suddenly Rapid Fire.
I feel their second job sacrifices the mob capacity that Archers have for their significant advantage in mobility, and if you give them higher mob capacity, they're just Archers that can shoot in midair, just like how Assassins (used to, now it doesn't matter anymore) sacrifice mob capacity for single target DPS. Fourth job is already a joke when you compare what an Archer does to a Corsair.
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What Pirate changes shall they be bringing to this arrrmazing class? - by JoeTang - 2011-04-12, 04:12 AM

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