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  1. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    well darn, i dropped mine ages ago, hell no i'm not getting another.

  2. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    that suck for those player who had cube or spen so much to get their shield to 24% +

    in Mage/Theif/Warrior ... haha i feel sorry for them ...

  3. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    The potential type might have been. Just like how when they added potential to Familiar Cards, old, already activated Familiar Cards could not get potential at all because they were old. Old, already potentialed Shields could have been locked into the old potential type.

  4. Neutron Male
    IGN: Yugidude3536
    Server: Bera
    Level: 177
    Job: Hero
    Guild: Prospect
    Alliance: ComeAtUsBro
    Michigan

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    wait, Familiar Cards can get pot? like i can pot my Jr. Boggie Card? 0.o how new is that?

  5. Orbital Bee Cannon Straight Male
    IGN: Musiphe
    Server: Reboot
    Level: 277
    Job: Hero
    Guild: Epic
    Alliance: Fatal
    Colorado

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    He's talking about JMS.

  6. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Besides the fact that ACB has a higher damage %, and mobs, it is also 30 ms faster than blast. Seems superior in every way. Of course, you need that annoying skill book

  7. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Honnestly i was supprised that not a single hyper skill/ reinforcment skill dealt with elements. wish we had more elemental skills honnestly.

  8. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Blast still has increased Critical, Defense Ignore, and one additional hit as a Hyper skill buff.

  9. Neutron Male
    IGN: Yugidude3536
    Server: Bera
    Level: 177
    Job: Hero
    Guild: Prospect
    Alliance: ComeAtUsBro
    Michigan

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    oh. ok

  10. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    about the secondary weapon thing that gives weapon potential. Does it mean that heros, paladins, and shadowers have a choice of either using the 10stat/3weapon attack thing or a shield? or is the secondary weapon in a different slot? cause then jobs with shield would be extremely overpowered.

  11. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    correct. those shields now give weapon potential.

    and doesn't really make them THAT overpowered... well, GMS-Wise

  12. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    It's in the same slot, so they have to choose. No three weapon potential items.
    Obviously if one has a well-scrolled shield, it's better than the clean missile, but even a perfect dragon khanjar isn't going to give anyone a significant advantage in this world of 20-30 attack on every armor and accessory

  13. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    This ACB upgrade is one of the greatest things ever to happen to Paladins. I don't consider any of them complaining about this upgrade to be true Paladins and they need their Paladin license revoked immediately.

    New ACB and New regular Blast (that should be added next patch since they mistakenly forgot to add it in this one) Makes up for Paladin getting so many crappy hyper skills.

    So ACB makes Sanctuary useless even with hyper skills? They should change sanctuary hyper skills to add 100% crit rate and 10m max damage cap.

    Smite is decent now but still wish its attack count was 10 due to its long cooldown time. Sacrosanctity still sucks because 5min cooldown is still to long. It should be 2.5 minute cooldown at the most.

    They gave our new fire skills to heroes lol! Yea i agree i wish they gave us a skill / reinforcement that made all enemies and bosses weak to all elemental charges for a certain period of time.

  14. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    what happens to mihile's? can't find a translation

  15. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Text changes only in this patch for Mihile.

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

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Wow. With paladins being underrated for so long you would think you would develop some modesty now that you got such an intense buff. o.o

    It f'ucking binds. And you have crash. Are you kidding me?

    Unlimited demon force for 30 seconds out of 10 minutes was nowhere near as overpowered as complete and total invincibility from literally anything that can kill you. 5 minutes is even more so.

  17. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Mikhail's Deadly Charge was changed from granting a 100% Final Attack debuff to giving a +10% damage debuff.

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

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Wow mihile's got a 10% party skill with his attack? That's really awesome.

  19. フレイムチョコボ Straight Male
    IGN: FlameChocobo II
    Server: Windia
    Level: 200
    Job: Hero
    Guild: KoopaForce
    Alliance: KoopaEmpire

    Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    Well, good. Us Heroes need a break from revamps. (We had a lot of revamps as if it ein't enough.)

    DarKs on the other hand, seriously needs more updates. Why not make Dark Impale 15 mobs?

  20. Default Re: KMST 1.2.451 - Updated Hyper Skills, Hangawi


    15 mobs is a bit redundant IMO.
    Even in Monster Park, I don't think you can run into a situation where you have more than 8 or 9 mobs in front of you.
    I'd prefer DI to be increased to 8 and a little more damage.
    Feels a little odd to be outperformed offensively by the defensive class.

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