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  1. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE



  2. Lead Ball
    IGN: Killmeplsok
    Server: Cassiopeia
    Level: 181
    Job: Captain
    Guild: LoveOfCari
    Alliance: LoveOfCari
    malaysia

    Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I was sleepy (and still is) and didn't realize anything posted before me...

  3. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    From the desk of an I/L (my brother):

    A. That attacks looks glacially slow.
    2. It better not be another keydown skill, Lightning Sphere is generally awful, ain't nobody got time to stand around and get killed.
    K. If if Binds, hopefully it will be a new stacker, so that I might be helpful even if I have nobody to boss with.
    8. Overall, no thanks.

  4. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I might take it if it's keydown and mobile e.g. Mille Aiguilles.

    I don't know why, but I don't want yet another skill-chainer.

    Hadriel

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

    Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    "Go to sleep" makes me think it will be bind. It seems to have the range of kanna bind and the ice effect suggests it as well. Or maybe keydown bind. That would be sick.

    About time really. There is some serious hype building here...

  6. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    Am I the only one who thinks this is Ice Demon with a new animation? o_o
    It would somewhat work as a keydown skill I guess.

  7. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    Reminds me of Evan's ice breath, I mean, it's mechanically different (I assume it is, at least), but visually similar.

    Wouldn't it just be terrible of the entire Adventurer revamp was just giving them skills from the Hero classes? Final Feint, Ice Breath, etc.

  8. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I got no doubt its an I/L archmage's new skill. They need to fix the freezing on the monsters. Those boulders look awkard, it should be an icing frost or w.e you call it over the monsters. and I don't think it will have much use unless it replaces glacial chain.

  9. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    Dear Lord, that skill looks SICK. Finally Ice/Lightnings will have a worthwhile ice skill.

  10. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    It kind of looks like Celestial Roar with Ice Breath mixed in a bit, lol.

  11. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    It would make sense from a storyline standpoint you know.



    Legendary Heroes: We cannot win the battle against the Black Magician alone, let us teach those who took our place while we were frozen some of our skills.

  12. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    *points to ice strike*

    Reminds me of the hype when the first version of glacial chain was unveiled.

    Sure it was useless but the animation looked amazing.

    Hopefully this revamp will differ the skills and gameplay between i/l, f/p, and bishops even further.

    They have come a long way since the days of each one using the same basic ultimate for
    end game training.

    But for some reason, I see f/p getting a similar skill due to the dragon theme.

  13. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I cannot wait to see the buccaneer skill. Hopefully its will change up the gameplay a little bit. The whole "bucc laser" gameplay is extremely lackluster compared to other classes like striker and hayato. Sorry to diss my own class, but its true.

  14. ᗧ · · · ᗣ · · · ᗣ ᗣ Straight Male
    IGN: Helsinki
    Server: MYBCKN
    Level: 220
    Job: Aran
    Guild: Friends
    Alliance: Unbreakable
    finland

    Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I was right. They plan to pull the cygnus move on adventurers. They'll remove old skills and replace them with mainstream lazors, dragons and flashy blasts. You can kiss goodbye to the real adventurers that were still to some extent unique.

    I hope I'm wrong. I really hope I'm wrong.

  15. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    >Dark Knight gets an auto life
    >Ice/Lightning gets a bind
    >Not unique

    I always thought adventurers were somewhat dull compared to the newer classes. What's so unique about an Ice/Lightning? Chain Lightning? Nope, Evan and Luminous. Glacial chain? Nope, Battle Mage and Kanna (to an extent).

  16. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I doubt captains would be affected that much. Unless they find a new hyper for captains (it doesn't fit in with our "gun" theme), and I would like to see what they switched ELE to.

  17. AFK at Ch 18 Leafre Straight Male
    Nion's Avatar [Jr. Event Coordinator]

    IGN: GreenTeaSip
    Server: Scania
    Job: Hero
    Guild: Symbolism
    Alliance: Lore
    Farm: Symbolism
    California

    Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    Well, if the Nautilus appears from the air and drops a bomb, then it would make sense.

  18. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    i want cygnus to pull a move on me hahaha-

    *shot, stabbed, burned, thrown over ereve, dead body left in dead mines*


    anyway, i'd at least like to see something done more with relation to our birds. the phoenix is a mythological creature, why not give a sort of final feint type of skill and be reborn on the battlefield with a buff?
    personally i've been thinking of a rushing move done by the birds (think of evan's pushing/thrust skill) that creates a % chance for some sort of debuff. it doesn't HAVE to rush anything forward (mercedes unicorn spike). also phoenix/frostprey can cast something over us on occasion (beholder/Haku)

    updating the birds' sprites would be pretty cool too.

  19. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    I think what he meant was it may be more useful at places such as bosses. As Takebacker stated, the addition of a bind effect would be really useful. ASSUMING it'll work on bosses.

    I am totally digging the animation for sure though!

  20. Default Re: [KMS]Inkwell Diary # 58 - Archmage, RISE


    The Captains should have their boat. Plan and simple. They should get it from 2nd job onward and it should get bigger and better every job after.

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