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What Pirate changes shall they be bringing to this arrrmazing class?
#80
IllegallySane Wrote:I don't mind if Barrage was Hurricane speed but weak so it's our new way to build up Energy, but it still brings up the issue that having incredibly long delays on our best/strongest attacks only serve to hurt our damage output. I know you like Demolition's long animation because it keeps Bodyguards and Grandpa Boss pinned, but speed simply reigns supreme in this game (or you can say Nexon can't balance slow but strong attacks with faster ones so DPS is equal). My biggest gripe with Demolition mainly lies in that the delay where you're just standing there before you can attack again is very atrocious and feels clunky. I'd like to see that after-delay get removed, so the moment you're done with Demolition you immediately enter into another one. Demo can also use maybe 2 more hits or so.

Alternatively, I want to know if you yourself think Demolition can become better than it is now.

Demolition overall getting a speed increase most likely won't change a thing except our DPS, because where there's a speed increase there's a delay decrease since the delay is part of it to my understanding. If the cast time gets cut in half, so should the delay. I'd rather they don't mess with the skill at all except for how much damage it does though. I like my main 1v1 attack hitting more than once AND still having the power to hit 500k with extreme funding even if it is slow.

If they were to change anything at all about demolition BESIDES damage, speed, delay, or invincibility...i would want it to give a homing effect on the monster you hit with it which only goes away once you die. That, and castable in the air. Also, the last hit should deal 2x damage, because the animation itself suggests that the last hit is the strongest one.

If i were to add a mobility skill, i would make it part of snatch and have it work like amaterasu's chain in the latest marvel v capcom. Snatch becomes castable in air. In the air, snatch only hits one target. If a target is hit, launch the buccaneer in that direction a la super KB (movement delay included) and force a 5 second cooldown on snatch. On the ground, snatch is the same. In this way, the buccaneer is launched a far distance and will most likely be hit by the monster it grabbed (thus activating pirate's revenge).

LegendGospel Wrote:Also, outside of Dojo you use Barrage's invincibility frames for pineappleING NOTHING.

Not true. I use the invincibility frames whenever i get the chance in pot cooldown situations. If i'm so far away that i can still be hit but there aren't any mobs around me, i'll use demo to escape a fatal blow in exchange for not hitting anything and being vulnerable when finished. With barrage i can stay alive without getting hit as long as i want as long as damage reflect doesn't get in the way...

shagreen heart Wrote:but getting hit is how you activate it... just tank something while you attack it, it's not hard, oryou can just stand on something when you have orb and spam drain until it activates. avoid is useless when you have counterattack.

>Russellon's potion. Problems solved.
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What Pirate changes shall they be bringing to this arrrmazing class? - by Takebacker - 2011-04-14, 03:36 PM

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