I was hoping Paladins would get something like Phantoms(all card buffs), maybe all elements infused?![]()
I was hoping Paladins would get something like Phantoms(all card buffs), maybe all elements infused?![]()
Can someone please translate what exactly it says for FP archmages? Thanks :)
I don't know. Paladins in older games aren't about elemental attacks at all, it was just a shtick that Maplestory Paladins happen to benefit from. In the core design of the class since pre-Maple days, Paladins are all about a holy warrior that can hardly be stopped. Sacro does an excellent job exemplifying that.
I did already...
Mist Eruption - Cooltime Reduce:
Changed - Description (reduces the cooldown reopsyeon of Mist -> Mist cooldown of reopsyeon reduces.)
Changed - Level readout (kultaimyi # coolTimeR% reduction -> cooldown # coolTimeR% reduction)
Mist Eruption - Ignore Guard:
Changed - Description (Mist Monster defense ignored the effect of reopsyeon further increases -> Mist reopsyeon Monster ERA ignores additional effects to increase.)
Changed - Level readout (Monster defense ignored # ignoreMobpdpR% increase -> Monster ERA ignore # ignoreMobpdpR% increase)
Fire Aura:
Changed - Level readout (toggle skill when triggered MP # mpCon schedule time consumption. # Damage% damage to enemies around the reflection effect and attack attack attack ignored ignored. Actuation during MP # mpCon consumption. Certain period of time # damage% damage to enemies around every ignored, ignoring the effect of reflection and attack attack attack \ n damage up to the value of # MDamageOver)
Megiddo Flame (dummy):
Values Damage Maximum Changed - Level readout (MP # mpCon consumption, # mobCount enemies # damage% damage to the front of the # attackCount attack twice. \ N # c # MDamageOver -> MP # mpCon consumption, the front of the enemy # mobCount people # attackCount times # damage% damage to attacks. \ n Damage to the maximum value # MDamageOver)
Megiddo Flame:
Changed - Level readout (MP # mpCon consumption, in front of # mobCount enemies # damage% damage to # attackCount time since the attack. # DotTime second # dot% # dotInterval per second sustained damage reflection effect occurs, ignore the attacks and attacks ignore . \ n # c kultaimyi: # cooltime seconds, damage up to the value of # MDamageOver -> MP # mpCon consumption, in front of # mobCount enemies # damage% damage to # attackCount time since the attack. # # dotTime second dotInterval sec # dot% sustained damage occurs. attacks ignore \ n cooldown: # cooltime seconds, ignoring the effect of reflection and attack damage up to the value of # MDamageOver)
Epic Adventure:
Changed - Level readout (MP # mpCon consumption, # time second Damage # indieDamR%, damage up to the value of # indieMaxDamageOver increase. \ N # c Cool Time: # cooltime second effect only your party of adventurers occupations -> MP # mpCon consumption , # time second Damage # indieDamR%, increase in the maximum value of # indieMaxDamageOver damage. \ n cooldown: # cooltime s effect your party of adventurers occupations only)
That's why I asked (I wasn't the only one) for a better/readable translation because this one is obviously hard for anyone to understand. If you're purposely trying to be unhelpful, you're succeeding.
Elemental advantages should never give a class a noticeable edge over others, because then you also add elemental resistances as a middle finger to classes with that element. Like most Blizzard games, elements at best represents a play style or for aesthetics. Example: Fire mages are all about burst and raw power, arcane mages hardly run out of mana, and frost mages are about crowd control. If enemies were super weak to one of the elements, then you throw out the playstyle and play a spec only because that spec at the moment deals the most damage.
Now if they just removed elemental weaknesses/resistances/immunities, things would be fine and dandy.
But this is Maple Story. Traditionally, White Knights were pretty bad at bossing compared to Crusaders since most bosses weren't weak to an element. The biggest differences were Pianus (fire weakness) and Black Crow (lightning weakness). Other Showa bosses have elemental weaknesses too, but back then, they did crazy touch damage that pwned melee classes. While the elemental thing has been changed a bit, no need to completely throw that part of the game out.
Now, Paladins pretty much just use Holy+Lightning in 4th. I'm just glad they're now ignoring the elemental resistances of bosses, which pretty much made being a Paladin useless.
Don't forget though that with that elemental advantage alone, White Knights were able to outdo just about everyone else at those bosses that they were in essence "boss" classes akin to Hermits at the time and pretty much outdid Crusaders thanks to that +50% more damage from their elemental charge. That becomes a balance problem, which would require the game developers to at the very least restrict from making anymore bosses weak to an element and just appropriately beef up Paladin damage. Note I said at the very least; remove resistances/immunities and it's golden.
so doesn't it seem like the later hyper skills updates are better than the first ones? hopefully that means that resistance will get kickass hyper skills. :)
Well, the Legends, Kaiser, and especially Angelic Burster were that much better than Adventurers to begin with. So of course the Adventurers get better Hyper Skills than they did to get people to actually start playing Adventurers again.
Now the question is, will they do something to get people to play Cygnus Knights again? Mihile pretty much made them completely worthless. Why make a Cygnus Empress Blessing mule when Mihile will get you there faster because he's much more powerful and even gets that bonus 10% EXP? (Creation lock periods aside.)
Hell, Cygnus Knights aren't even more powerful than their Adventurer counterparts at the same level anymore thanks to revamps. (Most notably the earlier job advancements that Cygnus Knights didn't get for some reason.)
|
Bookmarks