Posting Freak
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2010-01-07, 01:32 AM
(This post was last modified: 2010-01-07, 01:35 AM by Chameleonic.)
I cant get more than 8m/hour at OB4, duno what other MM get.
Didint Stereo say he gets 15m/hour on his 13x Paladin with current skills? With the new ones it should be heaps more.
Anyway I'm done with airing my thoughts or hoping the MM class will get any fixes, either to skills or the myriad glitches we still have...
Posting Freak
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These updates ruin Paladins. I mean come on, look at Threaten's duration now  .
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2010-01-07, 02:58 AM
(This post was last modified: 2010-01-07, 03:03 AM by IllegallySane.)
Twilight Wrote:These updates ruin Paladins. I mean come on, look at Threaten's duration now .
You've been given a Threaten that actually makes people WANT a Paladin for boss runs, and the one thing you complain about the new and improved Threaten is it's duration being cut by 33% when it can always be reapplied?
You are a sad, strange little man, and you have my pity. Farewell.  (Cookie to whoever knows this quote)
Posting Freak
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IllegallySane Wrote:-You are a sad, strange little man, and you have my pity. Farewell. (Cookie to whoever knows this quote) Buzz Lightyear from the first Toy Story, of course.
New Threaten is awesome. It's actually worth using now.
Posting Freak
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2010-01-07, 01:27 PM
(This post was last modified: 2010-01-07, 01:29 PM by Stereo.)
Chameleonic Wrote:I cant get more than 8m/hour at OB4, duno what other MM get.
Didint Stereo say he gets 15m/hour on his 13x Paladin with current skills? With the new ones it should be heaps more.
About 5-6m/hour depending how often I get interrupted. And yeah I'll be faster with the new updates since I will 3hko Chief Oblivion Guardians most of the time... instead of about 10-12hkos. Rush + ACB both have larger ranges, too.
Kinda like when I'm at Skelegons, it makes HH useless. The cast time of HH is roughly the same as 4 ACBs... and I kill the monsters in 3. Maybe I should switch my build to Rush.
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Stereo Wrote:About 5-6m/hour depending how often I get interrupted. And yeah I'll be faster with the new updates since I will 3hko Chief Oblivion Guardians most of the time... instead of about 10-12hkos. Rush + ACB both have larger ranges, too.
Kinda like when I'm at Skelegons, it makes HH useless. The cast time of HH is roughly the same as 4 ACBs... and I kill the monsters in 3. Maybe I should switch my build to Rush.
That will be ~15-18m/EXP an hour after the patch if we proportionally increase the rate. Wow, Buccaneers REALLY need some loving if that will be true.
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2010-01-07, 01:46 PM
(This post was last modified: 2010-01-07, 01:53 PM by Stereo.)
Can't proportionally increase the rate, doesn't make sense. I don't get slow exp because I can't kill them fast enough, it's because the map has too many small mobs spread far apart. Extra damage will let me kill the mobs faster but I won't move a whole lot quicker. One way I noticed this - if I actively collect mobs to kill with HH, it actually slows down my exp rate. It's faster to just cast HH where I'm standing when the cooldown runs out. I think this is because kill-rate is not an issue with ACB, at least not in comparison to the time it wastes Rushing around not killing stuff. HH gives me 1hkos, collects the mobs toward me, and hits multiple platforms - but it doesn't do enough DPS to speed up training in comparison to using ACB.
At 6mil per hour that's roughly 1000 kills, or one every 3.6 seconds. If I was nominally killing them in 10 attacks, that's only 7 seconds for a mob of up to 6. The other roughly 10-15 seconds is spent running around gathering the mob.
Cut the mob killing time to 1/3, and a 17 second "mob cycle" becomes 12.5 seconds.
I'd guess about 8mil exp/hour to be the end result. Or being generous, 9-10m/hr. Definitely a nice boost (10m is almost 20%/hr at my level) but it's not on the level of the Arch Mage who complained about 35m/hr at ToT.
The same thing happened only slightly less obvious at the Skelegon minidungeon. At level 124 I was using Ice Charge and getting about 4mil exp/hour. Level 130, maxed Holy, it barely raised that to 5.5mil/hour. Ice to holy is almost precisely double the damage, but I couldn't get 8m exp/hr at Skelegons. Too much time running around, not enough attacking.
Posting Freak
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Quote:If I don't hit at least 10-11m/hour after these current Buccaneer changes, MMs are still better off. I've last clocked myself ~2-3 levels ago at ~8.3-8.6m/hour, which is fail compared to what Heroes and DrKs are racking (Hint: over 10m/hour. I think I heard 12m/hour for twinked out Heroes)
I'm pretty sure buccs will hit 10mil+ after seeing the sped up DS
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Personally, I think Blaze Wizards is going to become new Paladins, because they're going to be so weak compared to Fire/Poison Wizards, even on the same level. The balancing patch boost Fire/Poison Wizards alot more, but the patch doesn't boost Blaze Wizards at all, especially with Fire Arrow being changed as a mob skill for Fire/Poison Wizards. The only good thing about Blaze Wizards is that they get Elemental Reset and Resistance, but Evans have Elemental Reset as well.
I mean, Paladins get the boosts on Threaten, based on percentage, and Lightning Charge, stacked with other charges. Buccaneers get the boosts on Dragon Strike, having less delays, and Energy Charge, increased more chance to get Power Stance. Buccaneers may still not be as good Thunder Breakers, due to Critical Punch and Sparks, but at least Buccaneers get Time Leap.
Threaten is going to be a well-worthy skill, especially on bosses.
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2010-01-08, 03:48 PM
(This post was last modified: 2010-01-08, 03:51 PM by Tikey.)
Wheels1 Wrote:Personally, I think Blaze Wizards is going to become new Paladins, because they're going to be so weak compared to Fire/Poison Wizards, even on the same level. The balancing patch boost Fire/Poison Wizards alot more, but the patch doesn't boost Blaze Wizards at all, especially with Fire Arrow being changed as a mob skill for Fire/Poison Wizards. The only good thing about Blaze Wizards is that they get Elemental Reset and Resistance, but Evans have Elemental Reset as well.
Blaze Wizards have a 2nd job mob skill, F/P Wizards do not. There is no comparison for Cygnus Knights because Cygnus Knights have a max level of 120 so I don't even know why this is an issue to you.
The only thing that's good about a Blaze Wizard is that they're easy to level, just like every other Cygnus character.
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Wheels1 Wrote:Personally, I think Blaze Wizards is going to become new Paladins, because they're going to be so weak compared to Fire/Poison Wizards, even on the same level. The balancing patch boost Fire/Poison Wizards alot more, but the patch doesn't boost Blaze Wizards at all, especially with Fire Arrow being changed as a mob skill for Fire/Poison Wizards. The only good thing about Blaze Wizards is that they get Elemental Reset and Resistance, but Evans have Elemental Reset as well.
I mean, Paladins get the boosts on Threaten, based on percentage, and Lightning Charge, stacked with other charges. Buccaneers get the boosts on Dragon Strike, having less delays, and Energy Charge, increased more chance to get Power Stance. Buccaneers may still not be as good Thunder Breakers, due to Critical Punch and Sparks, but at least Buccaneers get Time Leap.
Threaten is going to be a well-worthy skill, especially on bosses.
Blaze Wizards? Really? I don't think kMS has time to care about a class that has a level cap of 120. As I said in another thread, the main purpose of Cygnus Knights seems to be letting you sample a class without needing to go through as much hardhsips as an Adventurer nor as high.
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I thought that them Pyre wizards got a skill balance to attack mobs recently?
With pyre arrow.
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