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  1. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Just pointing out that:

    Meister Earring

    AND

    Meister Ring

    AND any of the 마이스터 (Meister) Weapons, which are almost exactly the same as Fafnir Weapons (same ATT, Boss Damage, Ignore DEF, just fewer primary/secondary stats), activates a three item set bonus of ATK/MATK +60 and HP/MP +10%.

  2. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    ...How would one obtain said weapons?

  3. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    From crafting.

    Example (all the recipes are the same):
    마이스터 글라디우스 (Meister Gladius) (100%) x1 (No Recipe Needed)
    Req. Profession Level: 12 | Fatigue Cost: 10 | Cooldown Time: 900 sec
    Ingredients:
    - 뒤틀린 시간의 정수 (Essence of Twisted Time) x10000
    - Lidium x30
    - Superior Abrasive x30
    - Philosopher's Stone x30
    - Superior Item Crystal x350

    뒤틀린 시간의 정수 drops from bosses over 160, I've heard. Dunno how hard it'd be to get 10k, though, and they only stack up to 1k per slot.

    The Ring and Earring come from Accessory Crafting of course, and you need to be level 12 to make any of the three, but they're all Equip Tradeblock, so I suppose you could do it on multiple characters. Don't know how difficult they are to make or how you gain the ability to make them.

  4. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    That is alot of fire
    If I still play by the time these BM changes reaches EMS, I'll make a female bowmaster. I will dress her up as Katniss from Hunger games, and make this my theme song:
    Spoiler

  5. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    I kinda wish they'd increase the max level for traits,since they increased the level cap to 250.

    On the specific topic though, I am somewhat dissapointed that the range on Buccaneer Blast has been reduced when your energy isn't maxed out. I think it would be better to have the range decrease only when your energy is below 25% or 50%.

    I think they somewhat decreased a Buccaneer's damage by drastically increasing the cooldown for Power Unity also.

    I'm okay with most of the energy changes, though I'd like to see a bit more of an attack and magic/weapon defense increase from the 4th job version. I would also like it more if they added some avoid also (maybe just have it replace the accuracy increase).

    I'm very satisfied with the Octopush move though, as someone who has died multiple times at Vellum just because I can't move quickly enough, and at Magnus sometimes as well I greatly enjoy it.

  6. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    At least it's not the monstrous level 13...which iirc requires 2147483647 exp to level up to from level 12... (that value is probably a placeholder, but man, why would they make it so high?)
    But wow... 10,000 drops... I'm not even sure if anything in the game has ever required 1000 drops...

    Thanks for the information ^^
    might be a viable alternative to Fafnir weapons!!

  7. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes



    Actually kills me xD

  8. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Think of it like this , 350 energy per monster hit , 10k energy meter , most probably the amounts are the same as they are on live . This means that if you spam DS you're going to charge at the same rate as it is now. SO this means it's a buff , because you now have the option of using blast when not charged and charge slower , before you didn't have that option , you needed full charge for laser. And then when you're charged laser gets a 200 % range increase almost of what it is now.. there is really not a single nerf in what they did to buccs , UoP also , if you make calcs UoP is not a win on dps vs FoR ,only a slight lose, I used it only for looks but im happy now I can use it for another reason ( crit damage increase)
    There aren't many situations where you won't kill a mob in 8 seconds with laser

  9. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    So how do pre-195 marksmen work now that they don't have a 1v1 skill outside of snipe, which has a cooldown for 94 levels?
    Also what are the applications of us Archers shooting grappling hooks at pomegranate? What's the point of that?
    And why do we have "Arrow Illusion" instead of them just letting us keep Elite Puppet? What difference would it make?

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

    Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    i keep being told that insoyans are saying that gungnir got changed in the way it works, while i'm not convinced, anyone here know about that? supposedly it now stacks 110% on gungnir's damage for every 10k hp, up to 50k (so 880% per line gungnir strikes), but i don't see anything in this thread supporting that information, anyone knows anything?

  11. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Marksmen will have as much fun at 155.

  12. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    100% iframes for its entire duration.

  13. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    but muh 5 second cooldown

    So we're supposed to use it to dodge things and that's it? Does it have any other application with training? I figured it would be useful with our Distance gimmick but after checking out some vids it appears that this is not the case.

  14. Helium Atom Straight Male
    IGN: SeeMeTwice
    Server: Scania
    Job: Band of Thieves
    Guild: Perpetual ~ Nocti
    Farm: Wisteria ~ Mississippi
    Mississippi

    Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Flash jump must also be useless to you. It's a mobility skill; take it or leave it.

  15. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    Its design is to be a mobility skill, letting you get through maps with mobs that much quicker and without getting hit by them. The fact that it does a bit of damage and also has Spirit Link's %HP boost on it gives it plenty of value. It's kind of like an upgrade to double jump and all the uses that the mobility from that gives.

    Anyway, looking at the BM changes, my hope for finally being a powerful class has been restored.

  16. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    You could always give it to Thieves instead. ;)

    I kid, but Bowman now have top-tier mobility. At least it's not 100% useless at any level.

  17. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    The patch notes mention there was a significant increase in damage, but I think it's talking about the patience of players waiting for such a buff. Going from 1772% to 2640% is pretty significant already.

    Having a browse through Insoya's KMST forum, and their skill suggestion forum about Gungnir's Descent, I can't find any information about this supposed change. All I see is people questioning what the +110% means, and how they're using a Japanese pronunciation of Gungnir instead of a Scandinavian/Latin one.

  18. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    The Adventurer's Logbook is really cool actually. Each job has a different-ish storyline and the people they meet are very interesting~ I think it also ties in straight with the job advancements (not sure, though the one that takes place at the 3rd job advancement area wouldn't really make sense otherwise). I think they will be expanding it later because it only goes up to chapter 4 but in-game the book can go up to like 10. They even mention a new Sealing Stone (if you thought they forgot about those after Aran lol) and the Black Mage appears I believe.

    Warriors will meet a magician at 6 Paths Crossway, an archer in Henesys, Nineheart at Ereb, Black Wings member Baroque at the 3rd job advancement area, and finally Aran at Rien (interestingly enough theres both a male and female version, I guess it depends on your gender).

    Magicians will meet a thief in Pantheon, an archer in Henesys, Nineheart at Ereb, Black Wings member Baroque at the 3rd job advancement area, and finally Evan at his home.

    Archers will meet a pirate in Nautilus, an archer in Henesys, Xenon near the Leben Mine (I think this is before he escapes with the Resistance...), Black Wings member Baroque at the 3rd job advancement area, and finally Mercedes at Elluel.

    Thieves will meet an archer at the Fusion Jazz Bar in Kerning City, a thief in Henesys (looks like the same girl as the archer...), Nineheart at Ereb, Black Wings member Baroque at the 3rd job advancement area, and finally Phantom at Ereb.


    Pirates will meet an archer in Nautilus (Tess, who says he is Testonen and Euryth's son!), an archer at Henesys, Xenon near the Leben mine, Black Wings member Baroque at the 3rd job advancement area, and finally Luminous at Lania's home.

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

    Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes


    thank you very much for checking, i asked for a link to the supposed thread but (as expected) no response. if i actually get it i'll link ya.

  20. Default Re: KMST 1.2.480 Adventurer Revamp and Skill Changes



    Pink, and purple?

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